• Title/Summary/Keyword: statistics in sports

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A study on the Life Style and the Perception of brand Image and Advertisement Image of Adolescents (여고생들의 라이프스타일과 상표 및 광고 이미지 지각에 관한 연구)

  • 차은정;박혜선
    • Journal of the Korean Society of Clothing and Textiles
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    • v.23 no.8
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    • pp.1119-1130
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    • 1999
  • The purpose of this was to investigate the differences in recognition of brand and advertisement image according to the life style segments of adolescents. The subjects selected for the final analysis were 613 female high school students whoe were residents in Seoul Pusan and Taejeon. The statistics used for data analysis were factor analysis one-way ANOVA Duncan's multiple range test paired t-test frequency distribution and percentage by the SPSS program The results of this study were as follows : 1. The life style of adolescents wee classified into five groups : Sports Uninterest group Friend Preference/Fashion Uninterest group Sports Preference/Home Oriented group Fashion Interest group and Confidence group. 2, The brand image and advertisement image recognition didn's correspond in general 3. The brand image and advertisement image recognition were significantly different among five groups of life style. The Confidence group and Friend Preference/ Fashion Uninterest group recognized brand image and advertisement image lower than the other groups.

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A Space Usage and User Evaluation of Community Facility in High rise Mixed-use Apartment (초고층 주상복합아파트 커뮤니티시설의 공간실태 및 평가에 관한 연구)

  • Noh, Yi-Kyung;Hwang, Yeon-Sook
    • Journal of the Korean housing association
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    • v.18 no.2
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    • pp.39-47
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    • 2007
  • The objective of this study is to analyze the space usage and user evaluation of community facility in High rise Mixed-use Apartment. This study was conducted case study and questionnaire survey. Four High rise Mixed-use Apartments built since 2000 were chosen for case study and 166 residents were collected for questionnaire survey. The frequency, percentage, mean, t-test and F-test were executed through SPSS for Win 12.0 statistics package program. The types of community facilities of High rise Mixed-use Apartments were consisted of sports, child care/study, information sharing, leisure/cultural facilities. The usage percentage of community facilities increased since the residents have moved to their current residence of High rise Mixed-use Apartments from their previous residence. The most satisfactory facility was sports facilities. The satisfaction of community facilities showed high in general. The satisfaction of community facilities was significant with gender and age.

No-Reference Sports Video-Quality Assessment Using 3D Shearlet Transform and Deep Residual Neural Network (3차원 쉐어렛 변환과 심층 잔류 신경망을 이용한 무참조 스포츠 비디오 화질 평가)

  • Lee, Gi Yong;Shin, Seung-Su;Kim, Hyoung-Gook
    • Journal of Korea Multimedia Society
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    • v.23 no.12
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    • pp.1447-1453
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    • 2020
  • In this paper, we propose a method for no-reference quality assessment of sports videos using 3D shearlet transform and deep residual neural networks. In the proposed method, 3D shearlet transform-based spatiotemporal features are extracted from the overlapped video blocks and applied to logistic regression concatenated with a deep residual neural network based on a conditional video block-wise constraint to learn the spatiotemporal correlation and predict the quality score. Our evaluation reveals that the proposed method predicts the video quality with higher accuracy than the conventional no-reference video quality assessment methods.

The Relationship among Service quality, Satisfaction and Customer Loyalty of Children's Pool (어린이수영장의 서비스품질과 만족 및 고객충성도 관계)

  • Kim, Hwa-Ryong;Seong, Moon-Jung
    • Journal of the Korean Applied Science and Technology
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    • v.36 no.4
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    • pp.1224-1234
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    • 2019
  • This study examines the relationship between service quality, satisfaction and customer loyalty of children's pool. The population distributed a questionnaire to a sample of 300 subjects, and a total of 297 questionnaires were used for data analysis, excluding 3 questionnaires that were determined to be unsatisfactory among the collected questionnaires. In this study, frequency analysis, reliability analysis, exploratory factor analysis, correlation analysis, multiple regression analysis, and simple regression analysis were performed using PASW 21.0. In this study, the significance level of all statistics was set to .05 and the following conclusions were drawn. First, facilities, programs, costs, human resources, and trust in the service quality of children's pools were found to affect satisfaction. Second, the cost, personnel nursery, and trust of the children's pool service quality were found to affect customer loyalty. Third, satisfaction with the service quality of the children's pool affects customer loyalty.

Effect of Leisure Support and Leisure Constraints on Life Satisfaction of Extreme Sports Participants (익스트림 스포츠 참여자의 여가지지가 여가제약과 생활만족에 미치는 영향)

  • Ahn, Byoung-Wook
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.2
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    • pp.737-744
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    • 2019
  • The study aimed to effect of leisure support and leisure constraints on life satisfaction for extreme sports participants. A total of 368 adults from Seoul, In-chon, Gyeonggi, and Chungcheng-do were recruited. I conducted frequency, reliability, confirmatory factor, correction, and structure equaling modeling analyses using PASW Statistics 18.0 and AMOS 18.0. The results were as follows: (1) leisure support of extreme sport participants has no influence on leisure constraints; (2) leisure support of extreme sport participants had no influence on life satisfaction; (3) leisure constrain of extreme sports had a positive influence on life satisfaction. The article revealed which sport activity as like leisure activity had influence on life satisfaction, and leisure support of participants were related with life satisfaction. Therefore, we continue need to induce to join a extreme sport as it publicize a good benefits for extreme sport.

Self-esteem item goodness-of-fit in sports talented children (스포츠영재들의 자아존중감 문항적합도)

  • Kim, Eung-Joon;Kim, Jong-Kyu;Lee, Nam-Ju;Lee, Mi-Sook
    • Journal of the Korean Data and Information Science Society
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    • v.22 no.3
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    • pp.487-494
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    • 2011
  • The purpose of this study was to investigate self-esteem item goodness-of-fit in sports talented children with socio-psychological aspect, which may be a basis of developing global sports leaders. Fifty children who were selected by 2010 sports talent identification program at Korea National Sport University participated in this study. All participants were asked to answer the questionnaire using Rogenberg (1965) self-esteem scale. Total 8 questions were used with 4 point Likert scale and high point stands for higher self-esteem status. Reliability of Cronbach's ${\alpha}$ was.785 in this study. Frequency analysis, descriptive statistics, and reliability analysis were conducted with SPSS 18.0. WINSTEPS 3.70 (Linacre, 2010) was used for calculating item goodness-of-fit and subject reliability, scale propriety, item goodness-of-fit and item level of difficulty, and level of difficulty were calculated. Statistical analysis showed results as follows. First, it was reported to be suitable for subject reliability in self-esteem as 1.01~1.03 and item reliability as 1.01~1.01. Second, 4 scale was suitable for scale propriety resulting from stage index judgment. Third, 2,7,8 and 3 question showed problems in item goodness-of-fit and item level of difficulty. Finally, scale propriety was reported to be inappropriate for considering sports talented children's ability distribution and scale level of difficulty.

Predicting Win-Loss of League of Legends Using Bidirectional LSTM Embedding (양방향 순환신경망 임베딩을 이용한 리그오브레전드 승패 예측)

  • Kim, Cheolgi;Lee, Soowon
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.2
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    • pp.61-68
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    • 2020
  • E-sports has grown steadily in recent years and has become a popular sport in the world. In this paper, we propose a win-loss prediction model of League of Legends at the start of the game. In League of Legends, the combination of a champion statistics of the team that is made through each player's selection affects the win-loss of the game. The proposed model is a deep learning model based on Bidirectional LSTM embedding which considers a combination of champion statistics for each team without any domain knowledge. Compared with other prediction models, the highest prediction accuracy of 58.07% was evaluated in the proposed model considering a combination of champion statistics for each team.

A Deep Learning Algorithm for Fusing Action Recognition and Psychological Characteristics of Wrestlers

  • Yuan Yuan;Yuan Yuan;Jun Liu
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.3
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    • pp.754-774
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    • 2023
  • Wrestling is one of the popular events for modern sports. It is difficult to quantitatively describe a wrestling game between athletes. And deep learning can help wrestling training by human recognition techniques. Based on the characteristics of latest wrestling competition rules and human recognition technologies, a set of wrestling competition video analysis and retrieval system is proposed. This system uses a combination of literature method, observation method, interview method and mathematical statistics to conduct statistics, analysis, research and discussion on the application of technology. Combined the system application in targeted movement technology. A deep learning-based facial recognition psychological feature analysis method for the training and competition of classical wrestling after the implementation of the new rules is proposed. The experimental results of this paper showed that the proportion of natural emotions of male and female wrestlers was about 50%, indicating that the wrestler's mentality was relatively stable before the intense physical confrontation, and the test of the system also proved the stability of the system.

A Study on the Physique and Physical Fitness According to Skeletal Maturation of Obese Children (비만 아동의 골격성숙도에 따른 체격, 체력에 관한 연구)

  • Kim, Dae-Hoon;Yoon, Hyoung-ki;Oh, Sei-Yi;Lee, Young-Jun;Kim, Buem-Jun;Choi, Young-Min;Song, Dae-Sik;An, Ju-Ho;Seo, Dong-Nyeuck;Kim, Ju-Won;Na, Gyu-Min;Oh, Kyung-A
    • Journal of the Korean Applied Science and Technology
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    • v.37 no.3
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    • pp.594-603
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    • 2020
  • The aim of this study was to investigate the issue in obese children with a high probability of leading to precocious puberty for they have more advanced skeletal maturation compared to normal children in order to contribute to the health of obese children by identifying the relationship between physique and physical fitness according to their skeletal maturation. A total of 243 obese children between the ages of 10-13 were enrolled as subjects, and the skeletal maturation, which symbolize indicators of biological maturation, were evaluated by using the TW3 method after hand-wrist radiographs, thus classified the skeletal maturation level into retarded group(n=70), normal group(n=128), and advanced group(n=45). A stadiometer and InBody 270 (Biospace, Korea) were used to measure 3 components in physique. A total of 7 components in physical fitness, which included muscular strength, muscular endurance, flexibility, power, cardiovascular endurance, balance, agility, were measured as well. Descriptive statistics and one-way variable analysis (ANOVA) were conducted for data processing using SPSS 25.0, and Duncan's multiple-range method was used for post hoc analysis; and it was considered significant at the level of P< .05. Analysis results of this study may be summarized as follow. First, height and weight in physique factors according to the skeletal maturation between the retarded, normal, and advanced groups in males and females were highly significant. Second, physical fitness comparison according to the skeletal maturation in males were statistically significant in muscular strength, power, and agility whereas muscular strength and balance were statistically significant in females.

Development of game indicators and winning forecasting models with game data (게임 데이터를 이용한 지표 개발과 승패예측모형 설계)

  • Ku, Jimin;Kim, Jaehee
    • Journal of the Korean Data and Information Science Society
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    • v.28 no.2
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    • pp.237-250
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    • 2017
  • A new field of e-sports gains the great popularity in Korea as well as abroad. AOS (aeon of strife) genre games are quickly gaining popularity with gamers from all over the world and the game companies hold game competitions. The e-sports broadcasting teams and webzines use a variety of statistical indicators. In this paper, as an AOS genre game, League of Legends game data is used for statistical analysis using the indicators to predict the outcome. We develop new indicators with the factor analysis to improve existing indicators. Also we consider discriminant function, neural network model, and SVM (support vector machine) for make winning forecasting models. As a result, the new position indicators reflect the nature of the role in the game and winning forecasting models show more than 95 percent accuracy.