• Title/Summary/Keyword: 축구팀

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Teaching Statistics through World Cup Soccer Examples (월드컵 축구 예제를 통한 통계교육)

  • Kim, Hyuk-Joo;Kim, Young-Il
    • The Korean Journal of Applied Statistics
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    • v.23 no.6
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    • pp.1201-1208
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    • 2010
  • In teaching probability and statistics classes, we should increase efforts to develop examples that enhance teaching methodology in delivering more meaningful knowledge to students. Sports is one field that provides a variety of examples and World Cup Soccer events are a treasure house of many interesting problems. Teaching, using examples from this field, is an effective way to enhance the interest of students in probability and statistics because World Cup Soccer is a matter of national interest. In this paper, we have suggested several examples pertaining to counting the number of cases and computing probabilities. These examples are related to many issues such as possible scenarios in the preliminary round, victory points necessary for each participant to advance to the second round, and the issue of grouping teams. Based on a simulation using a statistical model, we have proposed a logical method for computing the probabilities of proceeding to the second round and winning the championship for each participant in the 2010 South Africa World Cup.

Social network analysis for a soccer game (사회네트워크분석을 통한 축구경기 분석)

  • Choi, Seung-Bae;Kang, Chang-Wan;Choi, Hyong-Jun;Kang, Byung-Yuk
    • Journal of the Korean Data and Information Science Society
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    • v.22 no.6
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    • pp.1053-1063
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    • 2011
  • Social network analysis is the social statistical analysis of any social structure involving a stream of mutual information between observations. In this study we used the results of passes between players in a soccer game. The analysis contents are as follows. (1) Players with important or leading roles are identified. (2) Players are assessed by pass frequency and the success rate of passes. The purpose of this study is for use as basic data for future team strategy, and achieves this by evaluating the role of each individual player within a team. In this study, social network analysis without separating positions is conducted, and is also performed for defensive and attacking positions respectively. The results of this study are as follows: First, when complete team data were available, the players performing leadership roles were Jung-woo Kim, Sung-yeung Ki and Chung-young Lee, whereas Jeong-su Lee acted as a sub-leader. In case of data for defensive positions Jeong-su Lee was a leading player, and in terms of attacking positions, all of the players excelled in the game and could be evaluated as playing lead roles.

Statistical Analysis of Soccer Game

  • Lim, Bee-Oh;Chung, Chul-Soo;Shin, In-Sik;Yoon, Jae-Man
    • Korean Journal of Applied Biomechanics
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    • v.13 no.3
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    • pp.231-239
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    • 2003
  • 본 연구의 목적은 2002년 한 일 월드컵에서 우승을 차지한 브라질의 7경기를 대상으로 축구 경기를 분석하는 것이다. 본 연구에 사용된 경기 분석용 비디오테이프는 FIFA에서 인정한 공식 중계방송사인 한국방송공사(KBS)의 중계 자료를 사용하였다. 본 연구의 통계 처리는 SPSS프로그램을 이용하여 상관관계분석(Pearson Correlation)을 실시하였다. 본 연구를 통한 결론은 다음과 같다. 첫째, 브라질 팀은 득점할 수 있는 비율이 높은 수비에서 최종공격수로 바로 연결되는 역습에 의한 공격(20.0%), 미더필드를 통한 빠른 공격(20.0%), 세트 플레이에 의한 공격(15.5%), 공격지역에서 볼을 뺏은 후 공격(18.5%)으로 다양한 공격 전술을 구사하여 상대 팀보다 많은 득점기회를 얻었다. 둘째, 브라질 팀은 골키퍼를 제외한 전 선수의 볼 소유 횟수가 비슷하게 나타나서, 전 선수가 고르게 활약했다. 경기의 질을 나타내는 지수인 인덱스에서는 수비수 중에는 중앙 수비수가 3.3, 미드필더 중에는 왼쪽 중앙 미드필더가 5.0, 공격수 중에는 중앙 공격수가 1.4로 포지션별로 제일 높게 나타나서 경기에서 중요한 역할을 수행하였다. 셋째, 브라질 팀은 세트플레이 성공률과 공격지역에서의 볼 점유율의 증가를 통하여 골당공격성공률을 높인 것으로 나타났다.

Soccer Game Analysis I : Extraction of Soccer Players' ground traces using Image Mosaic (축구 경기 분석 I : 영상 모자익을 통한 축구 선수의 운동장 궤적 추출)

  • Kim, Tae-One;Hong, Ki-Sang
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.36S no.1
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    • pp.51-59
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    • 1999
  • In this paper we propose the technique for tracking players and a ball and for obtaining players' ground traces using image mosaic in general soccer sequences. Here, general soccer sequences mean the case that there is no extreme zoom-in or zoom-out of TV camera. Obtaining player's ground traces requires that the following three main problems be solved. There main problems: (1) ground field extraction (2) player and ball tracking and team indentification (3) player positioning. The region of ground field is extracted on the basis of color information. Players are tracked by template matching and Kalman filtering. Occlusion reasoning between overlapped players in done by color histogram back-projection. To find the location of a player, a ground model is constructed and transformation between the input images and the field model is computed using four or more feature points. But, when feature points extracted are insufficient, image-based mosaic technique is applied. By this image-to-model transformation, the traces of players on the ground model can be determined. We tested our method on real TV soccer sequence and the experimental results are given.

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정보 기술 유출 및 특허 침해 현상이 소비자 행동에 미치는 영향 연구 : 동화 - 대조 효과를 중심으로

  • Kim, Geon-U;Lee, Yeong-Jin;Park, Do-Hyeong
    • Proceedings of the Korea Technology Innovation Society Conference
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    • 2017.11a
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    • pp.1279-1279
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    • 2017
  • 본 연구는 기업의 기술 유출 및 특허 침해라는 정보 보안 문제 발생 시, 브랜드 기업의 시장 지위에 따라 가해 및 피해 기업에 대한 소비자 반응이 달라질 수 있다는 점에서 착안하였다. 같은 예로 대한민국 국가대표 축구팀이 약팀과의 경기에서 졌을 때, 일부는 경기력을 비난하지만, 일부는 선수 부상, 날씨, 시차 적응 등 상황이 불리했음에도 잘 싸웠다고 평가하는 경우가 있다. 이처럼 어떤 부정적 결과 대해 사람들은 각자 다른 평가를 한다는 맥락에서 기술 유출과 특허 침해와 같은 정보 보안 문제가 발생한 기업에 대해 소비자 인식과 태도는 다르게 나타날 수 있다. 이와 같이 소비자 관점에서 기대와 실제가 불일치한 지각과정을 설명하는 심리적 메카니즘에는 동화-대조 효과가 있다. 본 연구는 기술 유출 및 특허 침해에서 일어나는 소비자 동화-대조 효과를 심리학의 귀인 이론을 통해 설명하고, 이 때 사람들의 귀인 방향이 브랜드 명성이 높을 때와 낮을 때, 기술 유출 경로가 내부자일 때와 내부자가 아닐 때에 나타나는 소비자 반응을 확인하고자 한다. 또한, 이로써 나타나는 소비자 반응을 귀인 이론의 방향성과 메커니즘을 통해 설명하려 한다. 동화-대조 효과에서 나타나는 귀인의 방향성과 소비자 반응 관계를 분석한다면, 추후 기업의 R&D와 기술 개발 전략, 지적 재산권 침해 이후 사태에 대한 대응과 수습에 가이드를 제공할 수 있을 것이라 기대한다.

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Prediction model analysis of 2010 South Africa World Cup (2010 남아공 월드컵 축구 예측모형 분석)

  • Hong, Chong-Sun;Jung, Min-Sub;Lee, Jae-Hyoung
    • Journal of the Korean Data and Information Science Society
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    • v.21 no.6
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    • pp.1137-1146
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    • 2010
  • There are a lot of methods to predict the result of a game and many forecasting researches have been studied. Among many methods, if a statistical model including some realistic random variables is used to forecast, more accurate prediction could be expected than any others. In this work, Bradley-Terry model is considered to predict results of 2010 South Africa World Cup games via paired comparison method. This prediction model includes some random variables which affect the results of games. The worth parameters for each country in this model are convergence values obtained by using Newton-Raphson algorithm. With this model, we can forecast top 16 among 32 countries and up to who will win the victory. Final results of 2010 South Africa World Cup games are compared with this prediction and discuss further works.

Analysis of Kickers' Strategic Actions for Finishing in Penalty Shoot-outs (승부차기 상황에서의 키커의 골 결정 전략행동 분석)

  • Kim, Mun-Kyu;Lee, Yang-Gu
    • Journal of Digital Convergence
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    • v.11 no.9
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    • pp.341-348
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    • 2013
  • The present study aims to analyze kickers' strategic actions for finishing in penalty shoot-outs among youth soccer players ultimately to increase success rates of shoot-outs and to score a victory. Subjects were experienced 271 soccer players attending high schools located around the capital area. To determine any difference in strategic actions for finishing in penalty shoot-outs among the subjects, frequency analysis or chi-square was used for the analysis. The analysis found the following points: First, the success or failure rates of kickers in penalty shoot-outs were found to depend on subjects' experiences as soccer players. Second, in terms of kickers' shooting qualities, they were found to shoot on goal regardless of shooting positions. Third, an important factor to enhance the shoot-outs probability was found to be a strategic action through the eyes. Fourth, in view of the strategic actions prior to kickers' shooting, goalies were found to check out kickers' positions first and estimate the directions and qualities of shooting via kickers' body actions and eye lines.

The Analysis on Sport Emotion Type by Sport Game Characteristics: with Social Big-Data (스포츠 경기의 특성에 따른 스포츠 감정 유형 분석 : 소셜 빅데이터를 중심으로)

  • Kim, Young-Mee;Yang, Jae-Sik
    • Journal of Digital Convergence
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    • v.19 no.7
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    • pp.371-377
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    • 2021
  • This study tried to analyze the types of sport emotion by sport game characteristics. For that, 7 soccer games and 6 baseball games of Korean team in 2018 Asian Games were selected, and the articles and their replies about those on social network services were collected as study materials. Python was used for the collecting and expert group meeting was held for the emotion analysis. As the results of the analysis on sport emotion types by win or lose, the level of opponents and the performance of Korean team as game characteristics, the following conclusions were drawn. First, it was hard to say that win or lose and opponent's level make certain sport emotion type. Second, The performance could made contended, enthusiastic and joyful emotions when judged good, but frustrated, angry, humiliated emotions when bad. Third, social·cultural background or certain event of the games also could effect on the sport emotion types. Follow-up studies with the other game characteristics and more game cases were needed to find out more clear causal relationship.

Analysis of Football Fans' Uniform Consumption: Before and After Son Heung-Min's Transfer to Tottenham Hotspur FC (국내 프로축구 팬들의 유니폼 소비 분석: 손흥민의 토트넘 홋스퍼 FC 이적 전후 비교)

  • Choi, Yeong-Hyeon;Lee, Kyu-Hye
    • Journal of Intelligence and Information Systems
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    • v.26 no.3
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    • pp.91-108
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    • 2020
  • Korea's famous soccer players are steadily performing well in international leagues, which led to higher interests of Korean fans in the international leagues. Reflecting the growing social phenomenon of rising interests on international leagues by Korean fans, the study examined the overall consumer perception in the consumption of uniform by domestic soccer fans and compared the changes in perception following the transfers of the players. Among others, the paper examined the consumer perception and purchase factors of soccer fans shown in social media, focusing on periods before and after the recruitment of Heung-Min Son to English Premier League's Tottenham Football Club. To this end, the EPL uniform is the collection keyword the paper utilized and collected consumer postings from domestic website and social media via Python 3.7, and analyzed them using Ucinet 6, NodeXL 1.0.1, and SPSS 25.0 programs. The results of this study can be summarized as follows. First, the uniform of the club that consistently topped the league, has been gaining attention as a popular uniform, and the players' performance, and the players' position have been identified as key factors in the purchase and search of professional football uniforms. In the case of the club, the actual ranking and whether the league won are shown to be important factors in the purchase and search of professional soccer uniforms. The club's emblem and the sponsor logo that will be attached to the uniform are also factors of interest to consumers. In addition, in the decision making process of purchase of a uniform by professional soccer fan, uniform's form, marking, authenticity, and sponsors are found to be more important than price, design, size, and logo. The official online store has emerged as a major purchasing channel, followed by gifts for friends or requests from acquaintances when someone travels to the United Kingdom. Second, a classification of key control categories through the convergence of iteration correlation analysis and Clauset-Newman-Moore clustering algorithm shows differences in the classification of individual groups, but groups that include the EPL's club and player keywords are identified as the key topics in relation to professional football uniforms. Third, between 2002 and 2006, the central theme for professional football uniforms was World Cup and English Premier League, but from 2012 to 2015, the focus has shifted to more interest of domestic and international players in the English Premier League. The subject has changed to the uniform itself from this time on. In this context, the paper can confirm that the major issues regarding the uniforms of professional soccer players have changed since Ji-Sung Park's transfer to Manchester United, and Sung-Yong Ki, Chung-Yong Lee, and Heung-Min Son's good performances in these leagues. The paper also identified that the uniforms of the clubs to which the players have transferred to are of interest. Fourth, both male and female consumers are showing increasing interest in Son's league, the English Premier League, which Tottenham FC belongs to. In particular, the increasing interest in Son has shown a tendency to increase interest in football uniforms for female consumers. This study presents a variety of researches on sports consumption and has value as a consumer study by identifying unique consumption patterns. It is meaningful in that the accuracy of the interpretation has been enhanced by using a cluster analysis via convergence of iteration correlation analysis and Clauset-Newman-Moore clustering algorithm to identify the main topics. Based on the results of this study, the clubs will be able to maximize its profits and maintain good relationships with fans by identifying key drivers of consumer awareness and purchasing for professional soccer fans and establishing an effective marketing strategy.

A Real-time Virtual Imaging System (실시간 가상이미징 시스템)

  • 남승진;오주현;박성춘
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2002.11a
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    • pp.269-274
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    • 2002
  • 최근에 TV의 축구, 야구와 같은 스포츠 중계 방송에서 팀의 로고나 점수, 거리와 같은 그래픽 정보를 운동장에 합성시켜 보여주는 새로운 기술이 사용되고 있다. 이는 증강현실(AR: Augmented Reality)의 한 분야인 실시간 이미징 합성 기법을 사용한 것으로서 일반적으로 가상이미징 시스템이라 불리운다. 본 논문에서는 방송용 카메라의 렌즈와 팬(pan), 틸트(tilt) 축에 센서를 부착하여 이를 해석함으로써, 실시간으로 3차원 그래픽 좌표계의 가상 카메라를 제어하는 센서기반 가상이미징 시스템의 구현 결과와 관련기술을 소개한다. KBS 기술연구소에서는 실시간 가상이미징 시스템을 개발하여 'VIVA(Virtual Imaging & Virtual Advertising)'라 이름지었다. 이 시스템은 렌즈 데이터에 근거하여 카메라 캘리브레이션을 수행하며, 주밍(zooming)시 발생하는 카메라의 시점(view point) 변화를 반영하여 원거리 촬영이 이루어지는 스포츠 중계뿐만 아니라 보다 정확성이 요구되는 스튜디오 내의 근거리 프로그램 제작에도 사용이 가능하다. 합성되는 그래픽은 실세계와 같은 완전한 3차원 좌표 공간에 놓이게 되며, 월드 좌표계와 카메라 좌표계를 이용하여 사전 제작된 오브젝트들을 원하는 곳에 위치시킬 수 있다. 실사와 그래픽의 효과적인 합성을 위하여 오버레이(overlay) 모드는 물론 알파키(alphakey)와 크로마키(chromakey)를 조합한 모드를 사용하였다. VIVA는 2002년 부산 아시안 게임에서 수영과 양궁 중계에 활용하였다.

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