• Title/Summary/Keyword: baseball

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Forecasting of Real Time Traffic Situation (실시간 교통상황 예보)

  • 홍유식;박종국
    • Journal of the Korean Institute of Intelligent Systems
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    • v.10 no.4
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    • pp.330-337
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    • 2000
  • This paper proposes a new concept of coordinating green this which controls 10 traffic intersection systems. For instance, if we have a baseballs game at 8 pm today, traffic volume toward the baseball game at 8 pm today, traffic volume toward the baseball game will be incr eased 1 hour or 1 hour 30 minutes before the baseball game. at that time we can not pred ict optimal green time Even though there have smart elctrosensitive traffic light system. Therefore, in this paper to improve average vehicle speed and reduce average vehicle waiting time, we created optimal green time using fuzzy rules and neural network. Computer simulation results proved reducing average vehicle waiting time proposed coordinating green time better than electro-sensitive traffic light system. Therefore, in this paper to improvevehicle speed and reduce average vehicle waiting time, we created optiual green time fuzzy rules and neural network. Computer simulation results proved reducing average vehicle waiting time which proposed coordinating green time better than electro-sensitive traffic light system dosen't consider coordinating green time.

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Effect of Pulmonary Function by Winter Intensive Training (baseball players) (동계훈련이 폐기능에 미치는 영향(야구선수를 중심으로))

  • Um, Ki-Mai;Yang, Yun-Kun;Park, Sung-Young
    • Journal of Korean Physical Therapy Science
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    • v.6 no.2
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    • pp.997-1005
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    • 1999
  • To evaluate the effect of winter intensive training on pulmonary function in high school baseball players, comparisons of various ventilatory parameters were made before and 3-3.5 months of winter intensive tranining. The subjects were 18 members of a high school baseball players with mean age and career of 6.3 and 7.3 years, respectively. The following were mainly observed by spirometry for the study ; respiratory rate, vital capacity(VC), maximum voluntary ventilation(MVV), forced vital capacity (FEV1%) and forced mid-expiratory flow (FEF25-75%). The result obtained are summarized as follow. 1) Resipratory rate, tidal volume, forced vital capacity, 1FEV%, FEF50% and FEF75% showed no significant difference between before and after. 2) MVV in after was significantly(p<0.001) increased to 166 L/min comparing with 136L/min in before. 3) 1FEV in after was significantly(p<0.05) increased to 4.46L comparing with 3.76L in before. 4) PEF in after was significantly(p<0.05) increased to 10.40 L/sec comparing with 9.18 L/sec in before.

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Efficiency of pairwise winning percentage estimators in Korean professional baseball (한국프로야구에서 쌍별 승률추정량의 효율성)

  • Lee, Jang Taek
    • Journal of the Korean Data and Information Science Society
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    • v.28 no.2
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    • pp.309-316
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    • 2017
  • In baseball, estimation of winning percentage is critical and many studies for this topic have been actively performed. Pairwise winning percentage estimation using Pythagorean winning percentages of individual teams against other individual teams has the property that the sum of estimated winning percentage totals must be a constant. In this paper, we consider two types of pairwise estimation including linear formula and Pythagorean formula to the Korean baseball data of seasons from 2013 to 2016 under the criterions of RMSE and MAD. In conclusion, pairwise Pythagorean methods have the smaller RMSE and MAD than traditional Pythagorean methods. We suggest the optimal pairwise Pythagorean formula with a fixed exponent. Also we show that there are very little differences of RMSE and MAD between variation in exponent values.

Implementation of Mahalanobis-Taguchi System for the Election of Major League Baseball Hitters to the Hall of Fame (메이저리그 타자들의 명예의 전당 입성과 탈락에 대한 Mahalanobis-Taguchi System의 적용과 비교)

  • Kim, Su Whan;Park, Changsoon
    • The Korean Journal of Applied Statistics
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    • v.26 no.2
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    • pp.223-236
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    • 2013
  • Various statistical classification methods to predict election to the Major League Baseball hall of fame of are implemented and their accuracies are compared. Seventeen independent variables are selected from the data of candidates eligible for the hall of fame and well-known classification methods such as discriminant analysis and logistic regression as well as the recently proposed Mahalanobis-Taguchi system(MTS). The MTS showed a better performance than the others in classification accuracy because it is especially efficient in cases where multivariate data does not constitute directionally geographical groups according to attributes.

The Effect of Different Warm-up Procedures on Bat Speed in Baseball

  • Kim, Young-Kwan
    • Korean Journal of Applied Biomechanics
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    • v.23 no.2
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    • pp.91-97
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    • 2013
  • The purpose of this study was to compare the effect of a new warm-up condition, overloaded arm weights (721 g each arm, [OA]), on the bat speed during warm-up and immediately after warm-up with traditional warm-up conditions such as no-extra mass warm-up (control condition, [CO]) and overloaded bat warm-up (885 g donut on a bat, [OB]) conditions. Twenty male subjects who had competitive baseball experience participated in this study. Electromagnetic motion capture system was used to capture body segment motions. Results indicated that the OB showed significantly slower bat speed than the CO and OA did during warm-up (p<.05) and the bat speeds of OA and OB were similar. There was no main effect of different types of warm-up condition on the bat speed at post-warm-up swings. However, the first trial immediately after the OA and OB showed significant slower than the later trials (p<.05). Conclusively, the overloaded arm weights and overloaded bat did not show statistical superiority than the standard warm-up conditions in the deck circle and recovery time more than 3 minutes after loaded warm-up is recommended.

Development of Baseball Game Using Leap Motion Controllers (립 모션 컨트롤러를 이용한 야구 게임 개발)

  • Joo, Hyanghan;Cho, Minsoo;In, SeungKyo;Cho, Kyuwon;Min, Jun-Ki
    • KIISE Transactions on Computing Practices
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    • v.21 no.5
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    • pp.343-350
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    • 2015
  • While many games have been published that are used with input-devices such as a mouse and keyboard, the number of games that can recognize the behavior of a human utilizing devices such as Kinect and Wii has increased. In this paper, we present the development of a baseball game that utilizes a Leap Motion Controller. A Leap Motion Controller recognizes accurately the movement of a user's fingers. Our implemented game consists of characters, a background and animation. It is a moving animated game in which the users play a game in point of view of a third person. The major feature of our game is that the game players can enjoy the game using a Leap Motion Controller.

Implementation of a PLC-based Pitching System capable of Pitching a Breaking Ball (변화구 투구가 가능한 PLC기반의 피칭 시스템 구현)

  • Kim, Min-Kyu
    • Journal of Sensor Science and Technology
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    • v.27 no.6
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    • pp.380-385
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    • 2018
  • Recently, interest in baseball has been increasing as the level of international baseball games, the popularity of domestic leagues, and the number of players entering the MLB has increased. In this paper, we propose a pitching system that can be applied to both professional and amateur baseball. The pitching system consists of a control module using MSB764T PLC, a pitching mechanism including AC motors and a ball feed rail, an HMI using the CHA-070WR model, inverter, etc. To pitch the breaking balls, the two AC motors each use an inverter to independently control the speed. The implemented pitching system was experimented on, investigating ball speed and ball movement according to RPM using the BUSHNELL Velocity Speed Gun. Experimental results on ball speed are similar to the theoretical data and the measured data. From the experimental data, it is confirmed that the damping coefficient value for the pitching ball is about 0.98. In the case of the breaking ball, the larger the difference between the speeds on the sides of the ball and the faster the ball speed, the larger the bending degree.

A Study on Reality Enhancement Method of VR Baseball Game (VR 야구 게임의 현실감 강화 방법 연구)

  • Yoo, Wang-Yun
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.23-32
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    • 2019
  • The popularization of VR content is slow. It's because they have not created a new visual experience, that is, 'utility' beyond 'interest'. The utility of VR content starts from functional reality. And to enhanced it, realistic interaction is required. Specifically, this study presents three methods of network play, character artificial intelligence, and Haptic implementation. In order to confirm the hypothesis, we conducted all phases of VR content production from baseball to contents production, play test, and technical verification. Through the test of the user and the evaluation institution about the final product, it was evaluated that it contributed to the realization of the content realism through the realistic visual effect, the play presentation, and the impact evaluation by the vibration.

A Study on the Viewing Experience and Performance of Professional Baseball Team: The Team Performance Side and the Fan Performance Side

  • Byun, Kyung-Won
    • International journal of advanced smart convergence
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    • v.10 no.1
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    • pp.166-175
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    • 2021
  • The purpose of this study is to analyze the structural relationship among fan experience, fan satisfaction, team attachment, psychological well-being, team loyalty and quality of life. Specifically, the structural equation model is analyzed for the team performance side leading to fan experience-fan satisfaction-team attachment-team loyalty and the an performance side leading to fan experience-fan satisfaction-psychological well-being-quality of life. The survey to achieve the goal of this study is a professional baseball fan. 150 pilot envestigation and 348 main envestigation were selected as the final effective samples. Data processing was done with SPSS 23 for frequency analysis, exploratory factor analysis and reliability analysis. Also, AMOS 21 was used for confirmatory factor analysis and structural equation model analysis. The results of the analysis are as follows: First, fan experience had a positive effect on the fan satisfaction. Second, fan satisfaction had a positive effect on the team attachment. Third, fan satisfaction had a positive effect on the psychological well-being. Fourth, team attachment had a positive effect on theteam loyalty. Fifth, psychological well-being had a positive effect on the quality of life.

A study of current awareness and preference on Korean professional baseball team's promotion for products (프로야구의 상품마케팅에 대한 인식 및 선호도 조사)

  • Park, Seung-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.3
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    • pp.1238-1245
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    • 2012
  • The main purpose of this study was to identify the current awareness and preference on the promotions of products in Korean professional baseball teams. For this study, the subjects were randomly selected where they have experienced purchasing any products in the Korean professional baseball stadium. Totally, 520 subjects were asked to answer the questionnaire relevant to the current awareness and preference of promotion of products. There were 11 questions for the current awareness and 14 questions for the preference on the promotion of products. The data gathered was determined within a frequency analysis, an independent sample T-test and one-way ANOVA tests. The results were discussed when the p-value were lest than .05. There were a couple of results found throughout this study. Firstly, there were no significant differences of the current awareness between gender. Secondly, there were significant differences of the preference on the promotion between age(p<.05). Especially, there were significant differences on the value of products and price between 20's, 30's and 40's groups. Thirdly, there were significant differences of the preference on the promotion between level of earing per year statistically(p<.05). In addition, there were significant differences on the price of products between 2000-2500 million won, 2500-3000 million won and 4000 million won groups. Consequently, the product promotion by the Korean professional baseball teams has to be more variety and structured.