• Title/Summary/Keyword: Professional Sports

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A Comparative Study on the Color Features and Images of Professional Football Uniforms in Korea and Foreign Leagues (국내·외 리그별 프로축구 유니폼의 색채 특성과 이미지 비교 연구)

  • Lee, Mi-Suk;Lim, Song-Mi
    • Journal of the Korean Society of Costume
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    • v.64 no.3
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    • pp.108-125
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    • 2014
  • The purpose of this study is to provide the basic information necessary to develop sports uniform design by comparing and analyzing the color features and images of professional football uniforms in Korea and foreign countries. The subjects of this study were limited to 5 top leagues in Europe (Premier League, Primera Liga, Bundesliga, Serie A, and Ligue 1) as well as J-League, and K-League. This study was done using the 2012/2013 season home and away uniforms for European leagues and 2013 season home and away uniforms for Korean and Japan leagues. Using the Adobe photoshop CS2 eyedropper tool, color chips and RGB values were extracted from digital images and converted into HV/C of Munsell Conversion. Finally, a total of 735 colors were used for the analysis. The color image scale by Shigenobu Kobayashi was used to position the color images. The results are as follows. First, the color analysis of professional football uniforms in leagues suggested that chromatic color (53.7%) was more prevalent than achromatic color (46.3%). The two most common colors of the ten chromatic colors were R(19.7%) and PB(18.0%), followed by Y(5.4%), RP(2.0%), G(1.9), GY(1.8%), B(1.6%), YR(1.5%), P(1.1%), and BG(0.7%). Second, for the color tone comparison and analysis of professional football uniforms in leagues, the most commonly used color tone was W(28.4%), followed by v(25.5%), Bk(16.3%), s(5.8%), dk(5.2%), b/lt(5.2%), dp(3.0%), sf(2.0%), ltGy(1.0%), p(0.5%), G/dkGy(0.4%), and ltg/mGy (0.1%). Third, for the comparison and analysis of color and color tone of professional football uniforms in leagues, W(28.4%), R(v)(17.7%), and Bk(16.3%) were commonly used. Finally, for the comparison and analysis of color images of professional football uniforms in leagues, the most commonly used color image was a casual image(31.8%), followed by modern image(26.5%), dynamic12.8%), cool casual(12.0%), gorgeous(9.3%), clear(6.6%), chic(3.5%), and elegant images. Dandy, classical, romantic and pretty images(0.4% respectively) were also used.

The Effect of Daily Average Humidity on Pitcher's Stats of Strike-Out (일일 평균 습도가 투수의 탈삼진 기록에 미치는 영향)

  • Kim, Semin;You, Kangsoo
    • Journal of Industrial Convergence
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    • v.18 no.1
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    • pp.65-71
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    • 2020
  • Recently, the field of using data has begun to attract attention in professional sports. In the field of data utilization, in addition to the classic records obtained within the economy, secondary records that emphasize efficiency are also actively used. Therefore, in this study, we try to study the correlation with the pitcher's strikeout ability through the daily average humidity, which is data outside the competition. For this reason, referring to the daily average record of the area of the home base of 10 teams belonging to the KBO league and the auxiliary stadium, the top 5 in the win, hold, save section to grasp the characteristics of the starting pitcher and the rescue pitcher We analyzed K / 9 records for each person. Through the results of this study, we found a significant difference in the K / 9 record between the starting pitcher and the rescue pitcher, and we can expect to investigate the use of professional sports data and develop the industry in general.

Design analysis and improvement of Korean women's basketball and volleyball uniforms (국내 프로 여자 농구와 배구 유니폼의 디자인 분석과 개선방안)

  • Kim, Sun Young
    • The Research Journal of the Costume Culture
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    • v.23 no.3
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    • pp.425-438
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    • 2015
  • This study aims to integrate sports uniform design into fashion as an effective communication means by analyzing the uniforms of women's pro basketball and volleyball teams in the country. As part of the research method, a literature review was conducted on the domestic pro sports background and women's basketball and volleyball uniforms. For empirical research, an analysis was performed of the uniforms of 12 teams in total: six women's pro basketball teams and six women's pro volleyball teams in the 2013~2014 league. The following results were obtained. First, in terms of formativeness, sleeveless shirts and shorts are basic in both basketball and volleyball. However, there are remarkable differences between the two. Shirts in volleyball are tighter, with the body figure visible, and shorts are shorter in length than those in basketball. Most basketball uniforms have a V-neckline and are collarless, while volleyball uniforms have a standup collar in all teams. Second, both basketball and volleyball apply the representative color of the sponsoring company and the team's typical color, but common colors, such as blue, navy, and white, are used in many teams, which fails to represent a uniquely differentiated image. Third, the logo or symbol of a sponsor is excessively applied to both basketball and volleyball uniforms. This downgrades the uniform's own esthetic features. Fourth, a fashionable uniform design, that reflects the bodily characteristics of women and the characteristics of the sports game would be a beneficial communication tool for all the tiers to become involved in participation and entertainment.

Quantitative Analysis for Win/Loss Prediction of 'League of Legends' Utilizing the Deep Neural Network System through Big Data

  • No, Si-Jae;Moon, Yoo-Jin;Hwang, Young-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.4
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    • pp.213-221
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    • 2021
  • In this paper, we suggest the Deep Neural Network Model System for predicting results of the match of 'League of Legends (LOL).' The model utilized approximately 26,000 matches of the LOL game and Keras of Tensorflow. It performed an accuracy of 93.75% without overfitting disadvantage in predicting the '2020 League of Legends Worlds Championship' utilizing the real data in the middle of the game. It employed functions of Sigmoid, Relu and Logcosh, for better performance. The experiments found that the four variables largely affected the accuracy of predicting the match --- 'Dragon Gap', 'Level Gap', 'Blue Rift Heralds', and 'Tower Kills Gap,' and ordinary users can also use the model to help develop game strategies by focusing on four elements. Furthermore, the model can be applied to predicting the match of E-sports professional leagues around the world and to the useful training indicators for professional teams, contributing to vitalization of E-sports.

Development of Universal Sports Simulator Fusing 5 Senses (범용 오감 융합형 스포츠 시뮬레이터의 개발)

  • Lee, Young-Dae;Lee, Won-Sik;Kang, Jeong-Jin
    • The Journal of the Convergence on Culture Technology
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    • v.1 no.1
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    • pp.73-77
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    • 2015
  • Existing sports simulators on the market focus on the motion of platform or reality expression using basic visual contents, and are limited to entertainment products. Therefore, the stimulus on 5 senses is not good enough to be applied on high virtual reality. Moreover, there are not enough professional contents to be applied to an educational sports simulator. In this paper, we developed a sport platform by separating the multi axis based common platform module and the sports application module. We designed the common platform which has 4 degrees of freedom such as surge, sway, heave and yaw motion. This platform has the purpose of stabilizing motion and minimizing interference. The changeable sport module which is attached to the common module has 2 degrees of freedom such as roll and pitch, so that it can be applied to the various fields of 2 degrees of freedom virtual reality sports such as horse riding and yacht.

Research on Professional Groups through Learning of Professional Game Players (전문가 집단 양성을 위한 프로게이머 발달 및 학습 모형 연구)

  • Kim, Sa-Hoon H.;Park, Sang-Wook W.
    • Journal of Korea Game Society
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    • v.10 no.4
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    • pp.23-34
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    • 2010
  • The current interests in e-sports is being extended to the fields of education these days. Professional game players, so called as 'Pro-Gamers', therefore, should be recognized as human resource for education, and the theoretical foundation for them needs to be established. This study examines informal learning styles, motivation, and interactions among professional game players in South Korea. The aim of this grounded theory study is to discover the trajectory of professional game players' experiences and explain what properties and interactions they are facing depending on the stage of the trajectory. This study conceptualizes educational meaning within and across the society of StarCraft Pro-Gamers, providing suggestions for the management of human resource using models constructed. Data was analyzed by interviewing 1 consultant, 2 directors and 9 Pro-Gamers. By analyzing the data, this study explored what learning strategies Pro-Gamers construct and apply in their trajectory as Pro-Gamers. It includes how they organize learning, how they formulate their motivation and goals, how they cooperate and compete, what curricula they adapt, how they become one of the ace players overcoming their slump, and how informal education works in practice in the interaction among members of a StarCraft Pro-Gamer team. Finally, in this paper the stage theory was presented. It is argued that when the stage of the players shifts (Stage Shifting). It also brings changes to proficiency properties, emotional properties, interactional properties and educational properties related to each stage. Stages are categorized by five levels: Enjoying, Struggling, Achieving, Slumping, and Recovering. Although each stage has its own properties, the stages are grouped by two main properties, one of which is a Communicative Stage and the other is a Practicing Stage.

Human Resource Innovation of Daegu FC ProFootball Club - Case Study of AOR Model - (대구FC 프로축구단의 인적자원혁신 - AOR 모델에 의한 사례분석 -)

  • Do, Jae-Soo;Kim, Kyoung-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.8
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    • pp.102-110
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    • 2019
  • Today's professional sports teams are in a highly competitive environment with no prospects in sight. A that was considered the favorite to win a championship can suffer from a severe slump, a team that was expected to be at the bottom can achieve victory. This unexpected situation is continuing to repeat. It is also a sign of the need to look at the use of human resources and strategies in the sports industry. Accordingly, this study looks at Daegu FC soccer team, Korea's first team for citizens. A case study on human resources innovation was done. This study introduces an argument for ordinary resources (AOR) from Frey et al. (2015) for a theoretical review and a case analysis of domestic professional football. This study determines the direction of how Daegu FC should proceed. The results of the research are as follows: first, the success of harmonizing strategic and mundane resources, and second, belief in coaches. The main contribution of this research is that it presents the importance of human resources, which is one of basic tactics that sports teams should utilize. In the sports industry, where the temporality is underlined for its clear beginning and ending, teams are more likely to use diverse sports tactics to obtain superior grades, which enriches the basis of their tactics.

The Study on the Representation of the Times in the Sports Films of the 1980s (1980년대 스포츠영화의 시대적 표상 연구)

  • Im, Jeong-Sig
    • Journal of Popular Narrative
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    • v.25 no.1
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    • pp.315-347
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    • 2019
  • (1986) and (1987) represent the society of 1980s in which the professional baseball game was initiated to cover the irrational military culture. The love and marriage of sports players were the headlines of the media, and the yearly salary of the players was the hottest issue of conversation. The military culture is represented in the scenes where the coaches train the failures and inapt players in extreme drills. The films pinpoint the absurdity of military culture and win-at-all-costs mentality. The collapse of the dictatorial leadership at the end of the films is a metaphor for the collapse of the fifth Republic of Korea. The episodes where the players talk about contract money, and the trade of players and sports business were a new phenomenon of the 1980's. The fact that Oh Hyesung of chooses love instead of victory deals a big blow to the secular ambition for money, victory and dictatorial leadership. His option provides catharsis for an audience oppressed under military leadership and success driven ideology. On the other hand, Oh Hyesung of dies right at the moment of winning the world champion. He achieves neither love nor success. While Oh Hyesung of is a symbol of pure love and gives spiritual comfort to the audience, Oh Hyesung of gives a sense of hopelessness to the audience. Both of the two sports films reflect the representation of the 1980's but received opposing reviews from audiences.

Spectator's Value Cognition and Expected-benefit Factors on Professional Baseball Sportstar (프로야구 스포츠스타에 대한 관람자의 가치인식과 추구혜택)

  • Lee, Jong-Young;Ko, Jung-Hee
    • 한국체육학회지인문사회과학편
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    • v.51 no.3
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    • pp.79-88
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    • 2012
  • The purpose of this study was to find spectator's value cognition and expected-benefit factors on professional baseball sportstar. Purposeful Sampling method was used to select among fan club leaders and people who had watched baseball games over ten years 8 informants who watched more than 4 times in 6 baseball games in 2011 Lotte Card Professional Baseball League. Data collection relies on focus group interviews and in-depth interviews. Text analysis was attempted to adopt the A-R-C needs theory proposed by Thomson(2006) for spectator's value cognition and the metaphors for consuming by Holt(1995) for expected-benefit factors. The research summary is as follow: Spectator's value cognition on professional baseball sportstar were an object of entertainment-oriented value, a major figure for social relationship-oriented and an object of identical. Spectator's expected-benefit factors on professional baseball sports tar were confirmation of values and heroic orientation. Meanwhile, spectator who had entertainment-oriented value cognition on professional baseball sportstar expect heroic orientation, who recognize professional baseball sportstar a major figure for social relationship-oriented and an object of identical pursue confirmation of values.

Compression Wear Design for Women's Soccer Players (여자 축구선수를 위한 컴프레션 웨어 설계)

  • Park, Sanghee
    • Journal of Fashion Business
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    • v.25 no.2
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    • pp.127-142
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    • 2021
  • This study aims to organize the prototype design method of compression wear for women professional soccer players. Despite the excellent performance of female soccer players in world competition, most functional wear has been developed mainly for men, so professional female athletes have fewer choices. Soccer is a sport requiring core and lower body muscle strength, and muscular endurance for long periods of playing or walking on the field. Female soccer players did not differ much in upper body compared to other women, but their lower body had a smaller hip circumference than waist circumference and a larger thigh circumference, requiring compilation considering the physical characteristics and movement of athletes. Female soccer players wear sports bras while playing but regular bras and compression wear during normal exercise because they sweat on under their breast, which irritates sensitive skin. For core muscles in the upper body and to support for thigh and hip muscles in the lower body, the uniform in this study was designed by reducing the body size of a professional female soccer player in her 20s and the actual measurements of commercial compilation software to 81% of the chest circumference, 95% of the waist circumference, and 78% of the hip circumference. The design experiment in this study was a simple exercise and did not produce produce results for long-term exercise and performance improvement, but can be used to design a composition pattern system for other professional female athletes.