Data Mining Analysis of Overall Team Information Based on Internet of Things

被引:3
|
作者
Lee, Yueh-Shiu [1 ,2 ]
Wang, Jun-Ren [3 ]
Zhan, Jun-We [4 ]
Zhang, Jing-Mi [4 ]
机构
[1] Natl Penghu Univ Sci & Technol, Gen Educ Ctr, Makung 88046, Taiwan
[2] Natl Taiwan Sport Univ, Grad Inst Phys Educ, Taoyuan 33301, Taiwan
[3] Natl Taiwan Sport Univ, Dept Recreat & Leisure Ind Management, Taoyuan 33301, Taiwan
[4] Natl Penghu Univ Sci & Technol, Dept Comp Sci & Informat Engn, Makung 88046, Taiwan
来源
IEEE ACCESS | 2020年 / 8卷
关键词
Games; Market research; Linear regression; Support vector machines; Training; Cameras; Internet of Things; data mining; e-sports; spectator sport; SPORTS;
D O I
10.1109/ACCESS.2020.2976728
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
In professional basketball games, big data has been largely used in analyzing the reasons for winning or losing games and further to design relevant stratagem according to the analytic results to attain victory. Nonetheless, the High School Basketball League (HBL) in Taiwan never used big data or relevant research to analyze game results. The study aims to conduct big data analyses to discuss the key winning factors and trends for HBL. Using Excel and multiple linear regression to understand the importance level and trend of each variable to the winning rate. Additionally, combining with the Support Vector Machine (SVM) prediction to confirm whether the big data analytic result is applicable for implementing in realistic games. After implementing the analysis of multiple linear regression, based on the yearly trends, the significant influence factors are 2P%, 3P%, FTM, TRB, OREB, STL, and TOV. Consequently, the prediction has reached 85% after inputting these data into SVM.
引用
收藏
页码:41822 / 41829
页数:8
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