WO2011090254A1 - Procédé, appareil, et système destinés à fournir un service d'évaluation de la capacité à jouer au football - Google Patents

Procédé, appareil, et système destinés à fournir un service d'évaluation de la capacité à jouer au football Download PDF

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WO2011090254A1
WO2011090254A1 PCT/KR2010/006747 KR2010006747W WO2011090254A1 WO 2011090254 A1 WO2011090254 A1 WO 2011090254A1 KR 2010006747 W KR2010006747 W KR 2010006747W WO 2011090254 A1 WO2011090254 A1 WO 2011090254A1
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game
factor
weight
attack
situation
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Korean (ko)
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한필수
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한양대학교 산학협력단
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q90/00Systems or methods specially adapted for administrative, commercial, financial, managerial or supervisory purposes, not involving significant data processing
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2243/00Specific ball sports not provided for in A63B2102/00 - A63B2102/38
    • A63B2243/0025Football

Definitions

  • the present invention relates to a method, apparatus, and system for providing soccer performance evaluation service. More specifically, the game factors (events) generated during the game can be subdivided and recorded to accurately quantify the performance of individual athletes and teams.
  • the present invention relates to a method, apparatus and system for providing performance evaluation service.
  • This assessment helps to determine how much athletes are contributing to the team, thus avoiding unnecessary consumption of salary negotiations for the team or athlete.
  • 1,200 to 1,400 events can be generated by a player during a game in soccer, but only 250 to 300 events can be recorded according to the existing evaluation system, and the items are also limited. .
  • the performance evaluation system according to the prior art is not able to evaluate the player's contribution substantially accurately, there is a problem that generates a large error in team power analysis, scouts, trade and salary negotiations.
  • the present invention to solve the problems of the prior art as described above, proposes a soccer game performance evaluation service providing method, apparatus and system that can objectively evaluate the performance of the team and athletes.
  • a method for providing a soccer performance evaluation service in a soccer performance evaluation service providing apparatus a game factor table for the game factors for the evaluation of the athletic performance of the athlete and Storing a weight table, wherein the game factor includes attack addition factor, attack subtraction factor, defense addition factor and defense subtraction factor occurring during a soccer game, and the game factor table includes the attack addition factor, the attack subtraction factor, A default point for each of the defensive addition factor and the defensive reduction factor, wherein the weight table includes weights according to at least one of a game situation, a game time, and a scoring situation; Receiving a race factor corresponding to each athlete through a user input unit for inputting race factors for each athlete; And adding points to the athletes who generated the game factors by summing the default points and the weights of the received game factors through the game factor table and the weight table. Is provided.
  • a soccer game performance evaluation service providing apparatus the storage unit for storing the game factor table and the weight table for the game factors for the evaluation of the athletic performance of the athlete-the game factors are added to the attack during the soccer game A factor, an attack subtraction factor, a defensive factor, and a defensive factor, and the game factor table includes default points for each of the attack addition factor, the attack subtraction factor, the defensive addition factor, and the defensive reduction factor,
  • the weight table includes weights according to at least one of a game situation, a game time and a score situation; And receiving a race factor corresponding to each athlete through a user input unit for inputting race factors for each athlete, and summing default points and weights for the received race factors through the race factor table and the weight table.
  • a soccer performance evaluation service providing apparatus including a point processing unit for assigning points to an athlete who has generated the game factors.
  • a soccer performance evaluation service providing system connected to a client terminal via a network, the system comprising: a database for storing a player's and team's athletic performance digitized according to a predetermined algorithm; A communication unit for receiving a search request for an athlete and a team athletic force from the user terminal; And a search result generation unit for generating a search result according to the search request by referring to the database, wherein the athletic performance of the athlete is digitized as the sum of the points for the game factors generated by the athlete during the game.
  • a soccer game performance evaluation service system that is determined by the default point for the game factors and the weight according to at least one of the game situation, game time, and scoring situation.
  • FIG. 1 is a diagram showing the configuration of a game performance evaluation service providing apparatus according to an embodiment of the present invention.
  • Figure 2 is a view showing a state divided areas of the stadium according to the present invention.
  • FIG. 3 is a flow chart illustrating a game performance evaluation process according to the present invention.
  • Figure 4 is a diagram showing the configuration of a game performance evaluation service providing system according to the present invention.
  • FIG. 5 is a diagram showing the configuration of a game performance evaluation server according to the present invention.
  • the present invention is to evaluate the performance of each athlete in the game between the team and the team consisting of a plurality of athletes, the overall performance of the team, can be applied to all the competition between the team, but for the sake of convenience of description below This course focuses on evaluating the performance of athletes and teams in soccer games.
  • FIG. 1 is a diagram illustrating a game performance evaluation service providing apparatus according to an embodiment of the present invention.
  • the game performance evaluation service providing apparatus may include a storage unit 100, a point processor 102, and a contribution processor 104.
  • the storage unit 100 stores a game factor table and a weight table for evaluating the athletic performance of the athlete.
  • the plurality of other game factors in the present invention may include an attack addition factor, an attack reduction factor, a defense addition factor, and a defense reduction factor, and these attack addition factors, attack reduction factors, defense addition factors, and defensive reduction factors may be used in advance of the stadium. It can be broken down by set region.
  • a soccer field has a clearly divided area such as a penalty area and a goal area based on a goal.
  • the soccer field is based on the penalty area, goal area and half line, in addition to the penalty area and goal area Subdivide into the forward area of the attacking camp, the backward area of the defending camp, the offensive half, and the defensive half.
  • the forward area is a region that is likely to lead to a goal in the attack operation, and refers to the penalty area of the opposing camp (attacking camp) and the left and right areas of the penalty area.
  • the left and right regions of the penalty area are defined as a left forward side area and a right forward side area, respectively.
  • Backward areas are areas with a high probability of losing on defense, meaning the penalty area of our side (defense) and the left and right areas of the penalty area.
  • the left and right regions of the penalty area are defined as a left backward side area and a right backward side area, respectively.
  • the Offensive Harp is defined as the midfield of the offensive camp, defined as the area below the opponent's penalty area from the halfline, and the defensive harp is defined as the defensive midfield, from the halfline to the area beyond our penalty area.
  • the field is a region in which the offensive harp and the defensive harp are combined, and is defined as an area excluding the forward area and the backward area in the entire soccer field.
  • the economic factors are subdivided based on the divided areas as described above.
  • a default point is set for each of the refinement factors.
  • the point processing unit 102 gives points to the athlete according to the default point and preset weights according to the entered race factor. do.
  • 139 game factors may be set to accurately and objectively evaluate the performances of athletes and teams in a soccer game, and furthermore, points granting principles are set for each.
  • Points are awarded for spaces that cannot be reached by any part of the body, including the defender's feet, or if there is no defender between the shooter and the goal, and all points are awarded for no-mark shooting.
  • the assist rules are different for each league or competition, it is based on the assist rules of the competition, and is applied when the goalkeeper receives assist from the passer and shoots with a touch within the prescribed number of times.
  • the assist rules are different for each league or competition, it is based on the assist rules of the competition, and it is applied when the goalkeeper receives an assist from the passer and shoots with a touch within the prescribed number of times.
  • the assist rules are different for each league or competition, it is based on the assist rules of the competition, and it is applied when the goalkeeper receives an assist from the passer and shoots with a touch within the prescribed number of times.
  • Shooter assists when the number of ball touches is less than or equal to the preset number of times (e.g. 2 times) until the attacker who passes is shot. The shooter receives assist from the passer in the penalty area and shoots with the specified number of touches. If attempted, the score will be excluded.
  • the preset number of times e.g. 2 times
  • Shooting assists are applied when the number of ball touches is less than or equal to the preset number of times (e.g. 2 times) until the attacker who passes the shot shoots, and the shooter assists the passer in the field and shoots with the specified number of touches. If attempted, the score will be applied.
  • the preset number of times e.g. 2 times
  • Crosses and feeding passes are excluded and points are awarded to passers when the ball is connected to a fellow player in the penalty area.
  • the ball After controlling the ball, when the next connection is made, the ball is recognized as a successful ball-keeping and points are awarded to the player who defends the ball without losing or missing the ball to the penalty area.
  • Crosses and feeding passes are excluded and points are awarded to the passer if the ball is connected to a fellow player located in the left and right forward areas.
  • the ball After controlling the ball, when the next connection is made, the ball is recognized as a successful ball-keeping and points are awarded to the player who defends the ball without losing or missing the ball to the left and right forward areas.
  • a pass that passes over an area is called a long pass, and if there is a difficulty in determining the distance, it is classified as a long pass or a short pass by looking at the kick motion. If a long-range pass is linked to a fellow player, points are awarded to that passer.
  • a combination pass is defined as a pass where the defender leaves his original position and approaches the ball attacker, and the ball is connected to a fellow player and passed back to the defender's backspace. When the passer is given a point.
  • pass blocking and shooting blocking are not related to dribbling break. If a player's Markman is incapacitated on the field by personal tactics, points will be awarded to the dribbling player.
  • a cross is a pass from the flank into the penalty area. If the cross is tied to a fellow player, points are awarded to that passer.
  • a defender who receives a yellow card as a result of a referee or assistant referee will be counted as a bonus for the attacker who got the foul, and will be applied to all opponents who receive a yellow card after fouling the player.
  • a corner kick is considered unconnected if it touches the defender's body first, but the own goal is counted. In all cases where corners are linked to fellow players, points are awarded to the player who performed the corners.
  • a free kick touches the defender's body first, it is considered not to be connected, except for shots and own goals. If a free kick is linked to a player, if a free-kick is taken to a valid shoot or goal, a point is awarded to the player who performed the free kick.
  • Points are awarded to the player who played the most contributing player before the shooting / assist situation, including the killer pass that only created the assist (recognized only for the pass that destroyed the defense). Except for shooting and assists, this applies to the player who directly contributed to the goal.
  • Goal kicks and free kicks will be excluded. In the case of an in-play situation, points will be awarded to the player who put the ball within the final third of the opposing faction.
  • a pass over one zone is called a long pass, and if there is a difficulty in determining the distance, it is determined whether it is a long pass or a short pass by looking at the kick motion. This applies in all cases where a long-range pass is not linked to a fellow player. However, the feeding pass is excluded.
  • a defender owns a ball or plays a stable connection to another defender, it applies to that attacker. Applies if the ball is taken from the opponent by the possession of the ball.
  • Too much dribble breaks attempts to hit the defender's body, but if not fit, attempts to pass, shoot, cross, but is out of line without touching another player. Applies when ownership is lost due to line-out by the attacker's final touch.
  • a throw-in foul is a foul that is awarded if a throw-in is not made by the specified action and is applied in the event of a loss in possession of a foul in a throw-in situation.
  • Any deficit or defensive unsportsmanlike conduct with the defensive player shall apply, as determined by the referee. If you are sent off as two yellow cards, you can apply 31 times after applying the above factor 30 repeatedly.
  • Penalty kick is applied to the player who kicked it.
  • Points will only be awarded to the attackers if they fail in an out-numbered situation or a goalkeeper with 1: 1 goal. If the distance between the attackers is not able to make a short pass or if there is no colleague in the field of view of the attacker with the ball, points will be awarded to all participating players. Is given.
  • the player In the event of a missed run due to a counterattack, the player will be awarded points. If the player's play is blocked by the opponent and the team is in danger of losing the ball, the player will be given the cause.
  • Counterattack is considered to have resulted in a defensive situation due to the loss of the ball by the opposing team during the course of the attack and applies to all players who contributed to the counterattack.
  • Hazardous area fouls are excluded and apply to all fouls committed in the field.
  • a default point is given to the individual race factors described above, and these default points are stored in the storage unit 100 as a race factor table as follows.
  • the default point is a value that does not change depending on the game situation, game time, and scoring situation.
  • it contributes to the team's victory, such as scoring, penalties, red cards, and no-mark cover play.
  • a high default point may be set.
  • low default points (negative values) for high level factors that contribute to the team's defeat such as causing a red card foul, failing a penalty, failing a no-mark or risking an un-marked miss. Can be set.
  • the weight has a positive value
  • the weight in Tables 2 and 4 corresponding to the subtraction factor, the weight means a negative value and is represented as an absolute value in Tables 2 to 4.
  • the point processing unit 102 assigns points by reflecting a default point according to the entered game factor and weights according to the game situation, game time, and scoring situation. do.
  • the point processing unit 102 when a specific game factor occurs, adds the points for the game factor input by adding the default points and respective weights for the game situation, game time and score situation. Will be given.
  • each of the default point and the weight has a maximum value of -1 as a minimum value, and a value greater than zero for the addition factor and a value less than zero for the subtraction factor.
  • the weight according to the game situation may be set differently according to the difference in the scores with the opposing team, preferably in the case where the game factor is the difference in scores that can greatly affect the win or loss of the game, otherwise Can be set low.
  • the weight according to the economic situation may be defined as the score point weight.
  • the weight according to the economic situation may be set differently depending on the scoreboard as shown in Table 5 below.
  • the weights represent absolute values, and when applied to attack addition factors and defense addition factors, the weights according to the game situation have positive values, and if applied to attack reduction factors and defense reduction factors, they will have negative values. Can be.
  • the weight according to the game situation has the largest value (+1) in the situation of reversing the tie, and has a low value in the situation that is significantly ahead or behind.
  • a penalty is awarded in a tie situation
  • the athlete who scores the penalty is awarded with a default score of 0.90 plus a weight of 0,6 for the tie, giving 1.5 points.
  • 0.3 is added to 0,90 to give 1.2 points.
  • the weight value according to the game situation has the lowest value (-1) in the situation in which the tie is reversed, and has a higher value in the situation that is significantly ahead or behind.
  • a goal area invalid shootout occurs in a tie situation
  • the player will be given a -1.1 point by adding -0.5 in the tie situation with a default point of -0.5 depending on the attack reduction factor. If the same event occurred in a situation, -0.24 is added and points to -0.84.
  • the weight according to the game time is a weight that is set according to the degree that the game factors occurring at a predetermined time contribute to the team's victory.
  • the weight according to the game time according to the present invention may be set differently according to the addition factor and the subtraction factor.
  • the soccer game time (90 minutes + additional time) is divided into a plurality of sections (10 sections in FIG. 3), and different weights are assigned to the plurality of sections.
  • the attack reduction factor and the defensive reduction factor occurring at the beginning of the game have a high probability of causing the team to lose, so as shown in Table 7, the lower weight is set as the game time goes ahead.
  • the weights in Table 6 represent negative values as absolute values.
  • the weights are sequentially increased or decreased over time, but the present invention is not limited thereto.
  • the variance distribution of the effects of the game factors on the win or loss of the game is obtained by combining all the games of the previous seasons. You can also set other values.
  • the weight of the scoring situation is a weight that is limitedly applied to the scoring among the game factors, and is set differently according to the probability that the scoring will be the final score after the end of the game.
  • the weight for the advanced score may be determined according to Equation 1 below.
  • the forward goal refers to the additional goals scored by the previous team in the same or the same situation.
  • Team A and Team B scores from 1: 0 to 1: 1 and later 2: 1. If this is the case, the team A's additional goal of 2: 1 is defined as the forward goal.
  • the total number of forward goals and the total number of final goals may be set according to various criteria, but are preferably defined as the total number of forward goals and the total number of goals scored in all the games of the previous season. Thus, if the season starts anew, the weight can be updated.
  • the weight for the tie score may be determined according to Equation 2 below.
  • the weight of the tied score is defined as the probability value that the match will be a tie score (ties) generated during the match.
  • the total number of tied scores and the number of draws may also be set based on various criteria.
  • the weight for the first score may be determined according to Equation 3 below.
  • the weight for the first score is the weight given to the player who scored the first score when any team in the game recorded the first score and a 1: 0 lead situation was created. It is defined as the probability that the team with the first score wins the match. do.
  • the weight for the reversal score may be determined according to Equation 4 below.
  • the reverse score means the score scored by the team that was behind the score and the score changed to the reverse situation. For example, in the situation where Team A and Team B score 0: 1, Team A scores two goals. If the match is 2: 1, the second goal to be reversed is defined as the reverse goal.
  • the weight for the scoring situation includes a weight for the additional scoring in the situation where the scoring precedes, in addition to the above-mentioned weight, the weight may be determined according to Equation 5 below.
  • P (E) is weighted to the advanced score determined by Equation 1
  • n is a variable according to the difference in scoring with the opposing team.
  • the value of the third additional goal in 3: 1 may be somewhat lower than 2: 1.
  • the weight for the third score may be a value obtained by dividing the weight of the advanced score (weight of the second score) calculated in Equation 1 by 2 corresponding to the current score difference.
  • the weight for the fourth score may be a value obtained by dividing the weight of the advanced score (weight of the second score) calculated in Equation 1 by 3 corresponding to the current score difference. That is, the weight for the additional goal in the above situation may be somewhat lower.
  • the weights are not applied to the player who scored the additional goal, and the points obtained by summing the default points of the score, the weight according to the game situation, the weight according to the game time, and the weight determined through Equation (5).
  • the weight for the scoring situation includes a weight for the pursuit scoring in the situation that the scoring is behind, the weight may be determined according to Equation 6 below.
  • P (E) is a weight for the tied score determined through Equation 2
  • m and k are variables according to the difference in scoring with the opposing team.
  • the weight of the first chasing bone in the 3: 1 situation is determined by using the weight determined by Equation 2 before the difference in the previous score (3).
  • the value divided by 1 may be multiplied by 1.
  • the weight of the second chasing bone in the 3: 2 situation may be a value obtained by multiplying the weight determined by Equation 2 by the previous scoring difference (3).
  • k is a variable added according to the number of chasing bones, and if 3: 3, k is 3, so the weight may be replaced with the weight of Equation 2.
  • Table 8 below is a table summarizing the situation according to the scoring situation from five points to five points behind the situation.
  • the apparatus for providing performance evaluation service may include a user input unit 110.
  • the user input unit 110 includes an apparatus including a hot key having an athlete input button, an attack addition factor input button, an attack reduction factor input button, a defense addition factor input button, and a defense reduction factor input button. Can be.
  • the user input unit 110 provides a combination of four factors, such as attack / defense and contribution / mistake, such as a game factor input button so that a user can input a game factor in real time while monitoring the game through a monitor.
  • the point processor 102 When the athlete and the race factor are received through the user input unit 110, the point processor 102 according to the present invention gives points to the athlete using the default points and weights of the race factors.
  • the weight for assigning the points may be updated during the game, and the point processor 102 performs the point assigning process using the default points of the input game factors and the weights according to the current game progress.
  • the point processing unit 102 may store the points given to each athlete in a predetermined storage unit. In this case, the point processing unit 102 may store the time information on the race factor together with the points according to the race factor.
  • the contribution processing unit 104 adds the points according to the attack addition factor, the attack reduction factor, the defense addition factor, and the defense reduction factor for all the leaders of both teams, and calculates the contribution of each player.
  • Contributions according to the present invention may include attack contributions, defense contributions, karate integration contributions, failures, and total contributions.
  • Attack contribution is the result of the sum of points according to the attack addition factor and attack reduction factor of a specific player
  • defense contribution is the result of the sum of points according to the defensive addition factor and the defensive reduction factor.
  • Airborne integrated contribution is the result of the sum of points according to the attack addition factor and defense addition factor
  • the fault degree is the result of the sum of the points according to the attack reduction factor and the defensive reduction factor
  • the total contribution is the result of the sum of the fault scores in the airborne integrated contribution factor. to be.
  • the following is a table showing the results of evaluating the performance of the 08-09 Universities League two games Seongnam and Jeonbuk by the method according to the present invention.
  • Tables 9 and 10 show the player's skills according to attack addition, attack reduction, defense addition, and defense reduction.
  • Jeonbuk the 20th player with the highest attack contribution scored 128.68 points, showing high attack power.
  • Player 2 showed solid defense with 70.81 defense contributions.
  • Seongnam Player 10 showed 81.61 high damage and Player 16 showed a solid defense with 50.33 defensive contributions.
  • Seongnam's 11th player was -45.95, which showed the highest level of error in the attack, indicating lack of attack ability.
  • Seongnam's 4th player was -24.63, the most defensive error. can see.
  • the team's contributions clearly show that the Jeonbuk players 'attack power overwhelms the Sungnam players' attack power. The player's contribution and overall contribution will be used to identify the strengths and weaknesses of the players and the team's problems, and to improve the individual's problems through the frequency analysis of newly developed competition factors.
  • athletes can make more scientific, objective, and statistical evaluations of salary negotiations, trades, and mercenary selections as contributions by position.
  • FIG. 3 is a flowchart of a game performance evaluation process of the apparatus according to the present invention.
  • the game performance evaluation service providing apparatus stores and maintains a game factor and a weight table (step 300).
  • the game factor table includes default points according to the addition factor and the subtraction factor in the attack and defense, respectively, and the weight table includes the weights according to the game situation (score vs. score), the weight according to the game time and the score situation. Include.
  • the apparatus according to the present invention receives the athlete and the game factor information of the athlete via the user input unit 110 (step 802).
  • point processing is performed based on the received information, that is, a point assignment process for the input player (step 804).
  • the apparatus refers to the score and the playing time of both teams, and extracts the weights according to the scoring and the playing time from the game factor table and the weight table to give points to the input player.
  • the device determines whether the game is over (step 806), and if the game is over, calculates contributions for all players of both teams (step 808).
  • the apparatus for providing performance evaluation service has been described as receiving information from the user input unit 110 to perform point calculation and contribution calculation.
  • the apparatus for providing performance evaluation service may be a server connected to a client terminal, and may perform point calculation and contribution calculation by receiving athlete information and competition factor information received from the client terminal through a network. There will be.
  • the points and contributions processed as described above are stored in a database, and can be provided as a search result when a competition official requests.
  • FIG. 4 is a diagram illustrating a configuration of a game performance evaluation service providing system according to the present invention.
  • the game performance evaluation service providing system may include a server 400 and a database 402, and the server 400 may be connected to one or more client terminals 404 through a network. Can be.
  • the network may include both the Internet, a wired network including a dedicated line, and a wireless network including a wireless Internet, a mobile communication network, and a satellite communication network.
  • the server 400 may include a communication unit 500, an authentication processing unit 502, and a search result generation unit 504.
  • the communication unit 500 receives information for authentication processing from the connected client terminal 404.
  • the information for the authentication process may include a conventional ID / password and other certificates.
  • the authentication processing unit 502 refers to the subscriber database and performs an authentication process, and generates a message indicating whether or not to authenticate.
  • the client terminal 402 may request the server 400 to retrieve performance information of teams or individual athletes.
  • the search request may be a request for the overall performance evaluation information for the individual athlete, but is not limited to this may be a request for the performance evaluation information for a specific athlete in the period and the game time period set.
  • the search result generator 504 When a search request is received from the client terminal 402, the search result generator 504 generates a search result by referring to the database 402.
  • points, contribution information, and team contribution information of individual athletes may be stored.
  • the present invention it is possible to accurately and objectively evaluate various game factors that may occur in a soccer game by region and action of the stadium, and further provide weights set differently according to the game situation, game time, and scoring situation.

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Abstract

La présente invention concerne un procédé, un appareil, et un système destinés à fournir un service d'évaluation de la capacité à jouer au football. Le procédé de l'invention destiné à fournir un service d'évaluation de la capacité à jouer au football comprend: une étape de stockage d'un tableau de coefficients de détermination de capacité et un tableau d'importance destiné à évaluer les capacités de jeu des joueurs (le tableau de coefficients de détermination de capacité comprenant des points de défaut pour des attributs d'attaque positifs, des attributs d'attaque négatifs, des attributs de défense positifs, et des attributs de défense négatifs, et le tableau de valeur pondérale comprenant une valeur significative basée sur des conditions de jeu, temps de jeu, et/ou résultats); une étape de réception, par l'intermédiaire d'une unité d'entrée utilisateur, un facteur de détermination de capacité correspondant à chaque joueur, destinée à entrer un facteur de détermination de capacité pour chaque joueur; et une étape d'attribution des points à chaque joueur au moyen du tableau de facteur de détermination de capacité et du tableau d'importance reçus. Selon la présente invention, la capacité de jeu des joueurs et des équipes peut être objectivement et précisément évaluée.
PCT/KR2010/006747 2010-01-21 2010-10-04 Procédé, appareil, et système destinés à fournir un service d'évaluation de la capacité à jouer au football WO2011090254A1 (fr)

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KR10-2010-0005729 2010-01-21
KR1020100005729A KR100986647B1 (ko) 2010-01-21 2010-01-21 축구 경기력 평가 서비스 제공 방법, 장치 및 시스템

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