• Title/Summary/Keyword: Korea professional baseball

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Effect of Satisfaction and Absorption of Spectating on Desire of Re-Spectating at the Professional Sporting Events (프로스포츠 관람만족 및 관람몰입이 재관람의사에 미치는 영향)

  • Kim, Hong-Seol
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.216-223
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    • 2008
  • The purpose of this study was to examine the effects of the satisfaction and absorption of spectating on desire of re-spectating at the professional sporting events. This study set a model of consumer behavior decision based on the results of the precedent studies about the determinative factors of consumer behavior and the hypothetical model done by Wakefield & Sloan(1995), Hansen & Gauthier(1989), Jeffrey(1997), Green(1995), and Kim(1999) and clarified it through the regression. To attain the goal of the study described above paragraphs, some viewers of 2007 season pro-soccer and pro-baseball games were set as a collected group. Then, using the stratified cluster random sampling method, finally drew out and analyzed 605 spectators in total. Data collected through a questionnaire designed for this study consist of fixed alternative choice response to items constructed to represent the operational definition for each variable. Statistics employed for data analysis was correlation and multiple regression. Based upon the results of the study, the following conclusions appear warranted: 1. Satisfaction of spectating influence on desire of re-spectating at the professional sporting events. 2. Satisfaction of absorption influence on desire of re-spectating at the professional sporting events.

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
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    • 2000.10a
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    • pp.325-328
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    • 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.

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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
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    • v.6 no.2
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    • pp.45-57
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    • 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.

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

  • Park, Hyoung-Kil
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.425-434
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    • 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 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
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    • 2014.11a
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    • pp.721-722
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    • 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.

Performance Analysis of Directors, Producers, Main Actors in Korean Movie Industry using Deciles Distribution (2004-2017) (평균 관객 수 10분위를 활용한 감독, 제작자, 배우 흥행성과 분석)

  • Kim, Jung-Ho;Kim, Jae Sung
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.78-98
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    • 2018
  • On the 855 pure Korean commercial fictional movies, excluding diversity films, released in Korea from 2004 to August 2017, I conducted deciles distribution analysis of box office performance of those movies and average box office performance of directors, producers and lead actors who involved in making them. Deciles distribution analysis of average box office performance might be helpful to predict their next box office performance of newly produced Korean movies and to evaluate their contribution to box office performance. In baseball, the various index such as winning rate, on-base percentage, slugging percentage, stolen base percentage, battling average, earned run average is used for predicting and reviewing of professional players. In this study, I evaluate the script's narrative quality by the indirect method of insight and judgment of creative manpower involved in making the movies. For the more productive prediction, direct statistical analysis method on the narrative of the script needs to develop. Time series analysis is required to evaluate the rise and fall of creative manpower and network analysis is also necessary to see the interaction among creative people.

A Study on the Determinants of Fans' Team Identification in KBO League : Focused on the Effects of Kids Marketing (프로야구 팬의 팀 동일시에 영향을 미치는 요인에 관한 연구: 응원시작 연령의 효과를 중심으로)

  • Choi, Seung-Nyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.1
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    • pp.99-110
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    • 2016
  • This study examined the factors affecting the team identification of professional baseball fans. The factors were divided into the fan factor, game factors, and other factors. For the analysis, two investigators visited stadium three times in total and a total number of 297 spectators were sampled using a convenience sampling method from three baseball teams. For the fan factor, a fan who began supporting his/her team from childhood or after childhood was used as a dummy variable. The interaction effects between the fan factor and other variables were investigated to offer a stereoscopic understanding about the role of kids marketing. In addition, three game factors and four non-game factors were analyzed. The results regarding fan variable and interaction effects were obtained. Fans from their childhood have much stronger team identification, and show interaction effects with the players. Regression analysis revealed player, promotion and fan service, price, and regional connection to have positive relations with team identification. This study is especially meaningful in a sense that it has proposed positive results regarding marketing to children, and the results will contribute to both the academic field and the industry.

An Analysis of Demand-side Factors in Korea's Movie Industry (한국 영화산업의 수요 측면 변수 분석)

  • Cho, Byung-Ki;Koh, Chan
    • Journal of Digital Convergence
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    • v.8 no.2
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    • pp.103-114
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    • 2010
  • People generally focus on the supply side when conducting a study on the movie industry. However, to understand the movie industry better, one needs to analyze both sides - the demand and supply of movies. This paper analyzes demand-side factors that have long been taken for granted in Korea's movie industry. The study used data for 1991~2008 on the following demand-factors : the average ticket prices, the number of working days and hours, the average personal income, the number of spectators for the two major professional sports, cable TV, the number of movies released each year and the number of movie screens. This study shows that ticket prices do not conform to the law of demand. According to the law of demand, increasing price leads to a decline in demand. However, in reality, the number of viewers went up along with ticket prices. The study found that demand for movies was correlated to income levels and leisure time. An increase in the number of leisure hours and income levels pushed up demand. Contrary to general belief, a growth in the availability of substitutes, such as professional sports(soccer and baseball), did not result in a fall in demand for movies. The audiences for both sports and movies grew simultaneously as the amount of leisure time increased. Contrary to the general expectations that more diversified genres of movies will draw larger audiences by satisfying different individual tastes, the diversification had little impact, but the number of movie screens was positively correlated with audience size. In sum, changes in ticket prices and the quantity of substitutes had little influence on demand in the movie industry. Rather, it was the supply side of the industry that induced demand.

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