• Title/Summary/Keyword: professional baseball

Search Result 108, Processing Time 0.027 seconds

A Study of Customer Royalty to Pro-sports and General Products/Service (프로 스포츠 및 일반제품/서비스에 대한 고객충성도 연구)

  • Chang, Kyung;Min, Jae-Young
    • Journal of Korean Society of Industrial and Systems Engineering
    • /
    • v.25 no.3
    • /
    • pp.16-27
    • /
    • 2002
  • This paper is mainly interested in customer's(fan's) royalty to professional sports in sports industry. The royalty is studied with the royalty to several products and a service, so that we can obtain the comparison between both the former and the latter royalty. Interested professional sports, products and service are baseball, basketball, soccer, beer, cu, cola/cider, etc, and we will call each of them 'item'. The seven related hypotheses are considered. In hypotheses the dependent variable is royalty to nine items, and the independent variables are rune items, and customer's sex and major. For testing hypotheses, a questionaire is used, and reliability is checked with Cronbach's Alpha and correlation coefficients. For some items the royalty is significantly strong. Rather, even if some item has bad quality, it is found that customers can be royal to that item. We can identify some of those items through the results of this study. The strong significant results will be useful for the customer management. Additional studies are required for nonsignificant results which seems to be useful, and they are noted in the final part of the paper.

An Experimental Research on the Design Characteristics and Performance of the Entity-Relationship Model (개체관계 모형의 설계 특성과 성과에 관한 실험적 연구)

  • 정일주
    • The Journal of Information Technology and Database
    • /
    • v.6 no.2
    • /
    • pp.45-57
    • /
    • 1999
  • This paper makes an attempt to find a systematic portion of the database design process, especially using the Entity-Relationship(E-R) model. Basically, we consider three aspects as a systematic portion of the database design process. They are, the strategy that a designer selects to design an E-R diagram, designer's cognitive style, and the knowledge and preference of the database designer. An experiment has been carried out in order to verify the systematic relationship between above-mentioned three aspects and the E-R modeling performance. The target system is a professional baseball system. A normative E-R diagram was constructed based upon 48 E-R diagrams produced during the experiment. The ANOVA process has been used to analyze the results. It has been found that there exist significant differences in query-answering capacity and the completeness of the E-R model among design methods. Individual differences in cognitive styles has not been found to be significantly related to the modeling performance.

  • PDF

Scheduling for Korean Professional Baseball League Using Simulated Annealing : A case study (시뮬레이티드 어닐링 기법을 이용한 한국 프로야구 리그 일정계획)

  • Jeon, Ji-Won;Lee, Jin-Ho;Lee, Yeong-Hun
    • Proceedings of the Korean Operations and Management Science Society Conference
    • /
    • 2005.05a
    • /
    • pp.528-532
    • /
    • 2005
  • 한국 프로야구 일정계획은 SLSP(Sports League Scheduling Problem)분야의 문제로서 전형적인 조합최적화 문제이다. 본 연구는 한국 프로야구 일정계획 문제의 제약 조건을 분석하고, 다양한 목적함수에 대해 검토하였다. 또한 이를 효과적으로 풀기 위하여 TTSA(Simulated Annealing for the Traveling Tournament)을 사용하였다. TTSA는 TTP(Traveling Tournament Problem) 문제를 풀기 위해 제안된 방법으로 가능해와 비가능해 영역을 동시에 탐색하여 빠른 시간 안에 좋은 해를 구할 수 있다. 실험은 2005년도 한국 프로야구 리그 일정을 바탕으로 하였으며, 그 결과 팀들의 이동 거리의 총합 최소화, 가장 이동거리가 긴 팀의 이동거리 최소화, 팀 간의 이동거리차이 최소화 측면에서 각각 14%, 22%, 21% 더 좋은 일정을 얻을 수 있었다.

  • PDF

Predication of win/lose of Professional baseball using Heuristic model (Heuristic model를 이용한 프로야구 승패 예측)

  • Kim, Dong-Sik;Hong, Seok-Mi;Jung, Tae-Chung
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2000.10a
    • /
    • pp.325-328
    • /
    • 2000
  • 프로야구경기의 승패 예측의 문제는 그리 쉬운 일이 아니다. 왜냐하면 경기에 영향을 미치는 요소가 무한하기 때문이다. 예를 들어, 경기당일의 선수들의 컨디션이나 사기, 경기당일의 날씨, 구장요건, 상대팀에 대한 심리적 요인등 사전에 경기영향을 미치는 요소가 무한하다. 본 연구실에서는 과거 경기기록 자료를 기반으로 유용한 규칙을 찾아내어 분류트리를 만들어 학습하는 ID3 알고리즘을 프로야구 승패예측 시스템 구성에 사용하여 보았으나, 이산적인 자료의 처리로 인해 연속적인 경기자료를 고려하지 못하는 문제로 예측율이 더이상 향상되지 않았다. 따라서, 본 논문에서는 휴리스틱 방법을 이용한 경기전 예측과 경기중 예측을 이닝별 득점으로 세분화하여, 실제 경기상황을 고려한 일반적인 예측모형을 만들어 예측율을 향상시키고자 한다. 향후에는 더욱 세분화시켜 Case-based에 의한 예측을 하고자 한다.

  • PDF

Framework for Multimedia Service using Multicast in CVCN Network

  • Woo, Yoseop;Kim, Iksoo
    • Journal of Advanced Information Technology and Convergence
    • /
    • v.9 no.2
    • /
    • pp.55-63
    • /
    • 2019
  • Vehicle communication networks have some deficient network resources to support a vast multimedia service including safety driving information, video, news and some broadcast relayed from the playgrounds such as professional baseball games for autonomous vehicles. This paper deals with the framework for providing seamless multimedia service including safety driving information using multicast in cooperated-connected vehicle communication network (CVCN). It adopts smart-switch (SS) and smart intelligent multicast agent(SIMA) to support the seamless multimedia service. The SS manages and switches multimedia streams through SIMA in CVCN network. The SIMA to operate as an access point, is composed of multicast supporting part and control part of mobile devices/autonomous vehicles in CVCN network. Therefore this proposed technique using SS and SIMA within CVCN network is a new framework for multimedia service that can disperse the load of server.

A Study on the Establishment of Advanced Sports Culture (선진 스포츠 문화 정립에 관한 연구)

  • Park, Hyoung-Kil
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.8
    • /
    • pp.425-434
    • /
    • 2019
  • The purpose of this study is to improve the academy sports field for the establishment of advanced sports culture. This study used qualitative research. The research participants were baseball players for 11 years and have been professional baseball players. Another study participant has been a soccer player for eight years. And he has been a football coach for 13 years. The results of this study are as follows. First, the act of entertaining was the form in which parents served sports leaders meals and alcohol. Parents' student athletes had increased chances of playing in the game and were able to receive faithful guidance. Second, the student athletes whose parents did not act of entertaining to the sports leader were discriminated against. The student athletes were harassed by their leaders, their positions changed, and their chances of playing were reduced. Third, parents' student athletes who did not act of entertaining to their leaders either stopped exercising or moved to another school because of discrimination. Eventually, the entertainment culture of academy sports acted as a mechanism to induce sports de-socialization of student athletes, and made students experience a negative aspect of sports culture. As a result, the entertainment culture of academy sports caused discriminatory treatment due to economic inequality. Therefore, the negative entertainment culture of academy sports should be eradicated for the establishment of advanced sports culture.

A Analysis of Isotonic Torque of Shoulder Joint for Overthrow Pitcher of Professional Baseball Player (프로야구 오버드로우 투수의 견관절 등속성 토크에 관한 분석)

  • So, Jae-Moo;Kim, Young-Il;Kim, Hyo-Eun
    • Korean Journal of Applied Biomechanics
    • /
    • v.12 no.2
    • /
    • pp.295-306
    • /
    • 2002
  • The purpose of this study was analysis inter relative the ball velocity and isotonic torque of shoulder joint. The subject were twelve overthrow pitcher of professional baseball player. The measurement was used Cybex 6000. The results of this study were as follows : 1. As the siting position of maximal adduction torque of dominant, A group was higher than B group. As the non-dominant, B group was higher than A group for improved angular velocity. There is no significance difference between group. 2. As the siting position of maximal abduction torque of dominant and non-dominant, B group was higher than A group for all measurement. There is no significance difference between group. 3. As the layed position of maximal internal torque of dominant, A group was higher than B group. As the non-dominant was just higher at $180_{\circ}$/sec than B group, B group was higher at $60_{\circ}$/sec and $300_{\circ}$/sec than A group. There is no significance difference between group. 4. As the layed position of maximal external torque of dominant and non-dominant, A group was more higher than B group for all measurement. There is no significance difference between group. 5. As the standing position of maximal internal torque of dominant, A group was just higher at $60_{\circ}$/sec than B group, B group was higher at $180_{\circ}$/sec and $300_{\circ}$/sec than A group. As the non-dominant, B group was higher than A group. There is no significance difference between group. 6. As the standing position of maximal external torque of dominant, A group was higher $60_{\circ}$/sec and $180_{\circ}$/sec than B group. But B group was higher $300_{\circ}$/sec than A group. As the non-dominant, B group was higher than A group. There is no significance difference between group.

Difference of optimism according to the level of performance: For the Korean badminton national youth players (경기력 수준에 따른 낙관성의 차이: 배드민턴 청소년 대표선수를 대상으로)

  • Kim, Deokjin
    • The Journal of the Convergence on Culture Technology
    • /
    • v.6 no.1
    • /
    • pp.179-183
    • /
    • 2020
  • Seligman argues that an optimistic athlete wins based on a study of US professional baseball and professional basketball players.(trans. Choi, 2008). So, the purpose of this study was to investigate whether optimism can predict the performance of badminton youth representatives. 60 high school students were divided into two groups according to their performance. We used the revised Life Orientation Test (LOT-R) developed by Scheier, Carver and Bridges(1994) and translated into Korean version by Shin Hyun-sook(2005). For this study, the data were analyzed by frequency analysis, reliability analysis, and independent t - test. As a result, there was a statistically significant higher level of optimism in the excellent group than in the non-excellent group. So, in order to improve sports performance, we need psychological skills training that can improve optimism as well as physical training and skills training.

A Implementation of an Efficient Starting Line-up System using the Forward Channing Technology (전향참조 기법을 이용한 효율적인 선발 라인업 시스템 구현)

  • Park, Hong-Jin;Kwon, Soon-Hwan
    • Journal of Internet Computing and Services
    • /
    • v.9 no.3
    • /
    • pp.79-90
    • /
    • 2008
  • This paper introduces how we have designed and implemented an efficient starting line-up system of professional baseball players, using the forward chaining technology which is an expert system technology. The knowledge base adopted holds 286 players and 148 evaluation Items. Each player's competitiveness is measured as a numerical value in points through 2 different phases. The 1st phase point represents the static information of the target player and the 2nd his dynamic information. This paper gets a representative value of the player, which is used as the basis on which an efficient line-up system in views of both game environments and counterparts is constructed.

  • PDF

A Study on Result Prediction of Korean professional baseball using Random Forest Method (랜덤 포레스트 기법을 이용한 한국 프로야구 승부 예측에 관한 연구)

  • Yi, Jaeik;Lee, JongHyeok;Kim, Ung-Mo
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2014.11a
    • /
    • pp.721-722
    • /
    • 2014
  • 야구는 흔히 기록의 스포츠라는 별명으로 많이 불린다. 그만큼 야구라는 운동이 갖는 기록의 종류는 무척 다양하고 또한 기록의 활용 가능성 역시 무궁무진하다. 이러한 별명에 걸맞게 미국에서는 야구에 대한 다양하고 방대한 정보를 수집하고 활용하고 있다. 그러나 한국 프로야구에 대한 정보의 수집과 활용은 아직까지 크게 부각되지 못하는 것이 현실이다. 랜덤 포레스트 기법을 이용하여 경기의 승부를 예측함으로써 한국 프로야구 데이터의 수집과 활용을 증대 시키는 효과를 기대 해 본다. 본 논문에서는 2014년 한국 프로야구의 승부 예측을 주제로 어떠한 누적 스포츠 데이터집단이 가장 유효한지를 실험 하였다. 승부 예측을 하기위해 사용된 누적 스포츠 데이터는 2014년 선수와 팀 기록, 2013부터 2014년까지의 선수와 팀 기록, 2012년부터 2014년까지의 선수와 팀 기록이다. 이들 세 그룹의 데이터를 이용하여 이분데이터 모형에 랜덤 포레스트 기법을 사용한 승부예측 알고리즘에 적용 시킨 후 어느 그룹의 데이터가 가장 실제 2014 한국 프로야구 정기결과와 맞을 확률이 높음을 구하여 가장 유용한 데이터 그룹이 어떤 그룹인지 연구 하였다.