• Title/Summary/Keyword: 승리의 차이

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Run expectancy and win expectancy in the Korea Baseball Organization (KBO) League (한국 프로야구 경기에서 기대득점과 기대승리확률의 계산)

  • Moon, Hyung Woo;Woo, Yong Tae;Shin, Yang Woo
    • The Korean Journal of Applied Statistics
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    • v.29 no.2
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    • pp.321-330
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    • 2016
  • Run expectancy (RE) is the mean number of runs scored from a specific base runner/outs situation of an inning to the end of the inning. Win expectancy (WE) is the probability that a particular team will win the game at a specific game state such as half-inning, score difference, outs, and/or runners on base. In this paper, we derive RE and WE for the Korea Baseball Organization (KBO) League based on six-year data from 2007 to 2012 using a Markov chain model.

Performance Analysis of Women's Field Hockey Using GPS (GPS를 활용한 여자 필드하키 경기력 분석)

  • Kim, Ji-Eung;Song, Joo-Ho;Park, Jong-Chul;Choi, Eun-Young
    • Journal of Digital Convergence
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    • v.17 no.10
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    • pp.461-468
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    • 2019
  • The aim of this study was to compare and analyse the national players between the winning games and the losing ones by classifying the GPS data measured in the competition. 27 players of Korean national team on field hockey had analysed to collect plenty of data by using GPS system in real time on 16 A-matches for this paper. The result was followed: First, it has revealed that the winning games showed that it had played a lot in the rest of the zone except for zone 1 and zone 5 from zone 1 to zone 6. Second, is has also shown that it had a significant differences into the distance between the winning games and the losing ones. Third, there were no significant differences between Low-speed zone (zone 1 to Zone 3) and High-speed zone (zone 4 to zone 6) into the distance but were a significant differences on the number of high-accelerations in a section of accelerations. Last, in the position-specific, it has shown a significant differences between a distance by the section and the acceleration frequency and the results showed that the difference between the low accelerations and high ones influenced positively related to the performance.

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.

The Operating Mechanism of Traditional Contents Shown in the Ddaekbo and Envoy Folktale (떡보와 사신 민담에 드러난 전통 콘텐츠의 작동 원리)

  • Ko, Kwang-Ho
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.545-551
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    • 2020
  • The Ddaekbo and Chinese envoy story has been known as a folktale criticising the helpless ruling class by the people. It's been explained that the hand gesture communication with the signifier theory. And it's been analysed that the Chinese envoy is in the 'The Other' position with Lacan theory. But it showed that the winning factor of Ddaekbo could be elucidated by the difference of the desire feature of two conflicting subjects in the study. It claims that the Ddaekbo's wanting is the impulse not the desire and he's won the test by the repetitive and persistence impulse. And it's proper that the position of the Chinese envoy is 'the return of The Real' not the 'The Other'. It's easy to understand the operating mechanism of the traditional folktale contents once the envoy's position is the return of The Real responding to the repetitive impulse of the inferior subject.

A Study of Influencing Factors on World Handball Win-Loss using the Decision Tree Analysis (의사결정나무 분석을 통한 세계핸드볼 승패결정요인 분석)

  • Kim, Hyunchul
    • Journal of Digital Convergence
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    • v.19 no.5
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    • pp.461-468
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    • 2021
  • The purpose of this study is to collect official records of the 2019 Men's and Women's Handball World Championships to identify important shooting variables that determine the team's record of winning or losing. After collecting 192 games of men's and women's national teams from 24 countries and verifying the difference in competition records according to the winning and losing groups, the decision tree method, one of the data mining techniques, is analyzed. According to the analysis, the 9m shooting success rate and Near shooting success rate were the most important factors for both men and women. Men win 83.3% if the 9m shooting success rate is 32.5% or higher and the Near shooting success rate is 67.5%, and women win 75% if the 9m shooting success rate is 75% or more and the Near shooting success rate is 51%. Also, the women's yellow cards are considered important variables that determine victory or defeat. In conclusion, both men and women were able to identify the factors of winning and losing decision shooting, but follow-up studies are needed considering the relativity of various record variables and performance in future handball.

Predicting Game Results using Machine Learning and Deriving Strategic Direction from Variable Importance (기계학습을 활용한 게임승패 예측 및 변수중요도 산출을 통한 전략방향 도출)

  • Kim, Yongwoo;Kim, Young‐Min
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.3-12
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    • 2021
  • In this study, models for predicting the final result of League of Legends game were constructed for each rank using data from the first 10 minutes of the game. Variable importance was extracted from the prediction models to derive strategic direction in early phase of the game. As a result, it was possible to predict final results with over 70% accuracy in all ranks. It was found that early game advantage tends to lead to the final win and this tendency appeared stronger as it goes to challenger ranks. Kill(death) was found to be the most influential factor for win, however, there were also variables whose importance rank changed according to rank. This indicates there is a difference in the strategic direction in the early stage of the game depending on the rank.

The Cinematic Encounters with Future Society in South Korean SF Films -Focusing on and - (한국 SF영화를 통해 본 미래사회와의 조우 방식 -<설국열차>와 <승리호>를 중심으로-)

  • Shin, Jin-Sook
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.665-681
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    • 2022
  • This article compared and analyzed the SF films Snowpiercer and Space Sweepers, which embody the imagination of disaster for the future dystopian society. In common, the two films represent the future society as a society with a serious climate crisis and an extremely widening gap between the rich and the poor. Both films use similar narrative strategies: representing a isolated, twisted-willed scientist figure, building a main stage as catastrophic hierarchical capitalist society, and focusing on the conflicts between a dominant group possessing the science-capital-power and a resistant but ordinary subjects. However, there is the different framing on the future society in terms of representing nature, science technology, and human-nonhuman agency. This distinction is shaped by the narrative function of the objects represented by two films.

Power imbalance analysis of AC electric railway using back-to-back converter (백투백 컨버터를 이용한 교류전기철도의 전력 불평형 현상 분석)

  • Song, Shengli;Woo, Jehun;Jo, Jongmin;Cha, Hanju
    • Proceedings of the KIPE Conference
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    • 2020.08a
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    • pp.286-287
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    • 2020
  • 본 논문은 단상 전기철도 시스템의 불평형 부하 특성으로 인한 3상 계통의 전력 불평형을 보상하기 위해 백투백 컨버터를 적용하였으며, 실험을 통해 전력 불평형 성능 개선 특성을 검증하였다. 3상 전압은 스코트 변압기를 통해 2개의 M-T상 전압으로 출력되며, 전력 불평형 개선을 위해 적용된 백투백 컨버터는 DC 링크를 공유하며 각각 M-T상에 연계된다. 백투백 컨버터는 M-T상에 연계된 부하용량 차이에 따른 불평형 조건에 관계없이 M상과 T상 계통 라인에 동일한 전력이 공급되도록 제어하는 역할을 수행하며, 제어 알고리즘은 동기좌표계에서 구현하였다. 백투백 컨버터의 프로토 타입은 3레벨 NPC 컨버터로 설계하였으며, M상 5kW, T상 1kW 부하에서 전력보상 장치가 동작하고 있음에도 완전히 해결되지 않은 불평형 현상에 대해 분석한다.

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A Study on The Art of War's strategy and its modern application (손자병법의 전략과 그 현대적 응용에 관한 연구)

  • Song, Yong-ho;Jun, Myung-yong
    • (The)Study of the Eastern Classic
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    • no.73
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    • pp.249-279
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    • 2018
  • This paper analyzes the 'strategy' of Sunzi's art of war and verifies the modern application value of it by combining the 'strategy' of the art of war with modern enterprise management. The army adopts 'war strategy' with the aim of minimizing the loss and sacrifice caused by the war and winning in the shortest time. Enterprise aims to maximize profits at the lowest cost and adopt 'business strategy'. Three factors of art of war's strategic, the 'power', 'adaptation', 'trickery', are similar to the 'internal resources analysis', 'external environment analysis' and 'information management' of the modern enterprise's management. In the process of establishing strategic plan, the art of war emphasizes 'strategy of winning' including 'prophet', 'estimates' and 'maneuvering', in the modern enterprise management, 'prophet' is shown as 'competitor analysis' of the '3C analysis' and 'benchmarking learning'. 'Estimates' is shown as 'SWOT analysis' and '4P's analysis'. 'Maneuvering' is shown as 'market positioning strategy' and 'market preemption strategy'. In the stage of implementing the strategy, 'surprise attack strategy', 'strategy of void and actuality' and 'dividing and integrating strategy' of the art of war are shown as follows in modern enterprises ; 'Surprise attack strategy' is shown as 'differentiation strategy' and 'concentration strategy', 'Strategy of void and actuality' is shown as 'information management' and 'rational market positioning strategy'. 'Dividing and integrating strategy' is shown 'diversification strategy', 'concentration strategy', 'change management', 'basic competition strategy', 'synergy effect' and etc. In terms of strategic results, the 'victory of war' of the art or war is shown as 'competitive advantage' and 'maximization of profits' in modern enterprise management strategy. In a word, although there are different names and expressions between the strategy of Sunzi's art of war and modern enterprise, but their connotation is the same. We can see that the art of war which was written in about B.C.500, has left a high utilization value for modern enterprise in rapid environmental change and intense competition.

The identification of optimal data range for the discrimination between won and lost

  • Han, Doryung;Choi, Hyongjun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.7
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    • pp.103-111
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    • 2020
  • Performance indicators have often investigated and developed in order to identify foundational elements and factors for an enhancement of performance in sports. In order to identify the valid performance indicators it is important that the indicators used within a performance analysis system discriminate between the winning and losing performances within a match (Hughes and Bartlett, 2002). However, the performance indicators proposed in research studies on basketball performance have not been used for real-time analysis and feedback within a coaching context. Such real-time support for the coach and players has been described within research on other sports (Choi et al., 2004; O'Donoghue, 2001; Palmer et al., 1997). Within the process of real-time feedback, the identification of relevant performance indicators that distinguish winning and losing performances should be the first stage of the development of a real-time analysis system. Therefore, this study investigated the differences between winning and losing teams in terms of a set of performance indicators gathered during the analysis of 10 English National Basketball League matches. Winning and losing teams were compared using whole match data (N=10) as well as individual quarters (N=40). A series of Wilcoxon Signed Ranks tests was used to identify the relevant performance indicators that discriminate between winning and losing performers within whole matches and individual quarters. The tests found that 3 point shots made (p<0.05) and Assists (p<0.05) were significantly different between winning and losing teams within matches. However, 2 point shots made (p<0.05), 2 point shots attempted (P<0.05), percentages of 2 point shots scored (p<0.05), 3 point shots made (p<0.05), Defensive Rebounds (p<0.05) and Assists (p<0.05) were significantly different between winning and losing performance within quarters. The analysis task should be based on relevant performance indicators which explain the current performances to performance analysts and coaches. Within a real-time analysis and feedback scenario, this will have the additional benefit of supporting a decision based on immediate performance within the most recent quarter. Consequently, the real-time analysis system would use performance indicators which have the property of construct validity to support the decisions of the coach.