• Title/Summary/Keyword: Soccer World Cup

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Developing artificial football agents based upon multi-agent techniques in the AI world cup (AI World Cup 환경을 이용한 멀티 에이전트 기반 지능형 가상 축구 에이전트 구현)

  • Lee, Eunhoo;Seong, Hyeon-ah;Jung, Minji;Lee, Hye-in;Joung, Jinoo;Lee, Eui Chul;Lee, Jee Hang
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.819-822
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    • 2021
  • AI World Cup 환경은 다수 가상 에이전트들이 팀을 이뤄서 서로 상호작용하며 대전이 가능한 가상 축구 환경이다. 본 논문에서는 AI World Cup 환경에서 멀티 에이전트기반 학습/추론 기술을 사용하여 다양한 전략과 전술을 구사하는 가상 축구 에이전트 구현과 시뮬레이션 결과를 소개한다. 먼저, 역할을 바탕으로 협동하여 상대방과 대전할 수 있는 논리 기반 추론형 멀티 에이전트 기술이 적용된 Dynamic planning 축구 에이전트 9 세트를 구현하였다. 이후, 강화학습 에이전트 기반, 단일 에이전트를 조합한 Independent Q-Learning 방식의 학습형 축구 에이전트를 구현한 후, 이를 멀티 에이전트 강화학습으로 확장하여 역할 기반 전략 학습이 가능한 가상 축구 에이전트를 구현하고 시뮬레이션 하였다. 구현된 가상 축구 에이전트들 간 대전을 통해 승률을 확인하고, 전략의 우수성을 분석하였다. 시뮬레이션 예제는 다음에서 확인할 수 있다 (https://github.com/I-hate-Soccer/Simulation).

Influences on Time and Spatial Characteristics of Soccer Pass Success Rate: A Case Study of the 2018 World Cup in Russia (시간과 공간적 특성에 따른 축구 패스 성공률 분석: 2018 러시아 월드컵 대회 자료를 중심으로)

  • Lee, Seung-Hun;Kim, Young-Hoon
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.475-483
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    • 2021
  • The purpose of this study is to identify the temporal and spatial characteristics of pass accuracy by utilizing the second processing data and official records collected from the 2018 FIFA World Cup Russia video data. For a total of 128 games, the success rate of passes based on the results of the game, passing time, and passing position was two-way ANOVA with repeated measure. The results showed no difference between winning and losing groups, and no interaction effects were found for passing time and location. The difference in passing time was high in the first half, with the highest success rate in the middle of the first half (79.2%) and the middle of the second half (77.9%) in the 15~30 minutes and the 60~75 minutes. Pass success rates were in the order of defense-midfield area (83.9%), midfield-attack area (81.7%), defense area (70.6%) and attack area (61.1%). In conclusion, there was no difference in the passing success rate of the winning and losing teams depending on the characteristics of the relative competitive strength of the World Cup games, and it is believed that follow-up research is needed to analyze the game contents rather than the factors of the winning and losing in the future.

Effects of a Forced Air-Flow System for Recovery of Turfgrass after Intensive Traffic Injury (집중적 답압 피해에서의 잔디 회복을 위한 강제 흡.호기 순환식 설비의 효과)

  • Lee, Jeong-Ho;Son, Jin-Su;Kim, In-Chul;Joo, Young-Kyoo
    • Asian Journal of Turfgrass Science
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    • v.21 no.2
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    • pp.127-135
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    • 2007
  • Korea and Japan hosted the FIFA World Cup Soccer Game in 2002. Ten stadiums had been built and more than 30 soccer grounds for practice were renovated in Korea. Sport fields in both countries had problems on cool-season turfgrass growth and quality by summer decline during humid and warm climate especially followed by intensive uses. We measured the effects of air-flow system, which is designed to optimize rootzone soil gas and moisture levels to promote the growth and maintenance turfgrass. This experiment was carried out to verify the effects of the system on soil gas exchange, ground resilience, and turfgrass recovery in turfgrass rootzone. Within 1 or 2hr of operation of the system, rootzone soil gas ($CO_2$, $O_2$) levels returned to natural atmospheric levels completely Soil $CO_2$ levels began to decrease within the first 10 min of operation of the system. The levels were reduced from 1.3 to 0.06% after 30 min, and natural atmospheric levels within 1 hr. When the system was turned off, $CO_2$ levels increased to 0.36% and 0.7% after 5 and 20 hr, respectively. The application of the system did not affect the resilience of turf surface after traffic treatments. Higher traffic treatment resulted in higher surface resilience especially in zoysiagrass plots. Operation of the system had a significant beneficial impact on turf recovery by increased root dry wight and improved turf quality, as compared with the non-operated check plots.

Analyzing Media Effect in 2006 Worldcup Match With Four Major Media Vehicle (2006년 월드컵 경기에 대한 미디어 효과 연구: 4대 매체의 차별적 효과를 중심으로)

  • Moon, Seung-Jun;Sung, Ji-Yeon
    • Korean journal of communication and information
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    • v.40
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    • pp.321-348
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    • 2007
  • This paper studies how 2006 German World cup game gave World cup-aftermath to Korean people living in Korea. In order to study, the time exposure to soccer matches like Korea vs. Togo, Korea vs. Swiss, and Korea vs. France respectively was analyzed. Additionally, in order to evaluate media effect, respondents' demographics, and preference toward sports were controlled using a hierarchial regression method. Based on the results, exposure to radio was statistically significant to Koreans' indirect aftermath.

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A Study on the Pass Analysis of Football Game using Social Networking Analysis (사회연결망 분석을 활용한 축구경기 패스분석)

  • Lee, Hee-Hwa;Kim, Ji-Eung;Park, Jong-Chul
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.479-487
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    • 2017
  • The purpose of this study was to identify the most influential soccer players by appling social network analysis. The subjects were the German national soccer team and the Korean national soccer team participated in the 2016 Brazil World Cup. The pass collected data provided by FIFA were analyzed by social network analysis using the Ucinet6 program and pass success rate. The results are as follows. First, the soccer player with a lot of passes had a high connection centrality in pass-through networks and high proximity. Second, the German national soccer team has appeared key players as Phillip Lahm and Kroos player, and a key player of the Korean national soccer team was Ki,S.Y. Third, the German national soccer team's quantitative indicator value of proximity center and pass success rate appeared higher than the Korean national soccer team's.

In-depth Analysis of Soccer Game via Webcast and Text Mining (웹 캐스트와 텍스트 마이닝을 이용한 축구 경기의 심층 분석)

  • Jung, Ho-Seok;Lee, Jong-Uk;Yu, Jae-Hak;Lee, Han-Sung;Park, Dai-Hee
    • The Journal of the Korea Contents Association
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    • v.11 no.10
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    • pp.59-68
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    • 2011
  • As the role of soccer game analyst who analyzes soccer games and creates soccer wining strategies is emphasized, it is required to have high-level analysis beyond the procedural ones such as main event detection in the context of IT based broadcasting soccer game research community. In this paper, we propose a novel approach to generate the high-level in-depth analysis results via real-time text based soccer Webcast and text mining. Proposed method creates a metadata such as attribute, action and event, build index, and then generate available knowledges via text mining techniques such as association rule mining, event growth index, and pathfinder network analysis using Webcast and domain knowledges. We carried out a feasibility experiment on the proposed technique with the Webcast text about Spain team's 2010 World Cup games.

A Study on the Transition of Design of Korean Soccer Uniform -Based on national soccer players uniform- (한국 축구 유니폼 디자인 변천에 관한 연구 -국가대표 축구선수 유니폼을 중심으로-)

  • 조영아;손영미
    • Journal of the Korean Society of Costume
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    • v.52 no.7
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    • pp.103-121
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    • 2002
  • This study intended to analyze the transition of design of Korean soccer player's uniform according to development of the society and changes in formative elements, and examine features inside them by considering designs of soccer player's uniform by ages ranging from the introduction of soccer up to now. Results of the study are summed up below. First, as a result of analyzing designs of soccer player's uniforms from 1920 to 2002 Korea-Japan WorldCup based on formative elements of the style of dress. \circled1 it is shown that basic shape has been kept but changes in only color. cutting, trimming, logo and symbol have existed. \circled2 Colors of the uniforms have been different according to ages but red, blue and white colors have been used most and sometimes black was employed. so it is known that colors in the Korean national emblem have been all used. \circled3 In the beginning of the uniform there was a limitation in its design due to absence of functional materials but now highly-sensitive textile products and highly-functional textile materials guaranteeing optimal condition and highest activity of a soccer player have been utilized in various ways. \circled4 It is known that symbols modelling the image of Korea have been used in diverse ways but effected much by directions toward images pursued by designers of sponsors. Second, the meanings represented by designs of the uniforms are classified into a degree of symbolizing Korea, tradition, superiority and dynamics. That is to say, \circled1as colors and symbols coming from the emblem have been used in the uniforms. they have symbolized one nation and possessed the meaning representing even Korean national spirit. \circled2As traditional colouring and symbols have been used in the uniforms, they have shown the Korean sense of a beauty. \circled3 Colors, tones and designs overwhelming the mood of play have been used in the uniforms, so that they have played a role in making players of other team flinch mentally and making Korean players gain an advantage over them. \circled4 Thanks to strong symbols or comparative effects of colors. they have shown the dynamics representing power and energy.

Changes in Knee Joint Loading on Infilled Turf with Different Soccer Cleat Designs (축구화 스터드 형태에 따른 무릎 모멘트의 변화)

  • Park, Sang-Kyoon;Lee, Joong-Sook;Park, Seung-Bum;Stefanyshyn, Darren
    • Korean Journal of Applied Biomechanics
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    • v.19 no.2
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    • pp.369-377
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    • 2009
  • The purpose of this study was to determine the relationship between different soccer cleat designs and knee joint moments. Twelve physically active males (mean(SD): age: 26.4(6.2)yrs; height: 176.4(4.1)cm; mass: 74.0 (7.4)kg) were recruited Kinematic and force plate data were collected for all subjects during normal running and a $45^{\circ}$ cutting maneuver, called a v-cut. Both motions were performed at $4.0{\pm}0.2\;m/s$ on infilled artificial turf with three pairs of soccer cleats of different sole plate designs, and one pair of neutral running shoes. Inverse dynamics were used to calculate three dimensional knee joint moments, with repeated measures ANOVA and post hoc paired Student's t-test used to determine significance between shoe conditions. Significant differences were found in the extension moments of the knee for running trials, and for external rotation and adduction moments in the v-cutting trials. Knee moments were greater in v-cut than running, and the traditional soccer cleats (Copa Mondial and World Cup) tended to result in greater knee moments than the Nova runner or TRX soccer cleat. Cleat design was found to influence 3-dimensional knee moments in a v-cut maneuver. In the translational traction test, there were significant differences between all conditions. In the rotational traction test, friction with soccer shoes were greater than friction with running shoes. However, no differences were found between soccer shoes. Higher moments may lead to increased loads and stresses on knee joint structures, and thus, greater injury rates.

Illuminance Distribution Analysis by Lighting Tower Position of o Soccer Stadium (축구 경기장의 조명타워 위치에 따른 조도분포 해석)

  • 김길영;최홍규;최병숙
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.18 no.1
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    • pp.1-8
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    • 2004
  • Nowadays the soccer becomes one of the best spot lighting sports in the world Especially the 2002 Korea-Japan World Cup was deeply impressed on all the korean. One goal of illuminating engineering should be the design of lighting system that can provide consistently high task visibility regardless of where a task might be located within a working space. The television broadcasting on the soccer has been an important role in the media. The standard of FIFA(The Federation Internationale do Football Association) requires recommended illuminance levels for artificial lighting for a player, an audience, TV broadcasting, as well as everybody in the stadium. This paper has proposed an algerian to select the suboptimal lighting tower position for watching and TV broadcasting a soccer game within a pleasant environment and an optimum illuminance distribution. The position using the software Philip's Calculux was chosen based an the calculations of a horizontal illuminance, vertical illuminance, uniformity, glare, and so on by changing lighting tower positions.

3D Reenactment System of Soccer Game (3차원 축구 재연 시스템)

  • 이재호;김진우;김희정
    • Journal of Broadcast Engineering
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    • v.8 no.1
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    • pp.54-62
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    • 2003
  • This paper presents a Soccer Game 3D Reencatment System which reenact the Important scene like getting a goal with image processing and computer graphics technologies. KBS Research Institute of Technology has developed the 3D Reenactment System of Soccer Game called ‘VPlay' to provide TV viewers with fresh images in soccer games. Vplay generates the reenactment of exciting and important soccer scenes by using computer graphics. Vplay extracts legion of players from video with color information, and then computes precise positions of players on the ground by using global motion estimation model and playground axis transformation model. The results are applied to locomotion generation module that generates the locomotion of virtual characters automatically. Using predefined motion and model library, Vplay reenacts the important scene in a quick and convenient manner Vplay was developed for live broadcasting of soccer games that demands rapid producing time and was used efficiently during past WorldCup and Asian Game.