{"id":105301,"created":"2025-01-18T23:49:11.581135+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00105301","sets":["6504:7684:7691"]},"path":["7691"],"owner":"6748","recid":"105301","title":["剣を用いた戦闘場面における動的モーション生成法"],"pubdate":{"attribute_name":"公開日","attribute_value":"2014-03-11"},"_buckets":{"deposit":"a6f94729-c354-47a8-bda9-031f35150462"},"_deposit":{"id":"105301","pid":{"type":"depid","value":"105301","revision_id":0},"owners":[6748],"status":"published","created_by":6748},"item_title":"剣を用いた戦闘場面における動的モーション生成法","author_link":["7305","7304"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"剣を用いた戦闘場面における動的モーション生成法"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"コンピュータと人間社会","subitem_subject_scheme":"Other"}]},"item_type_id":"22","publish_date":"2014-03-11","item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_22_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"筑波大"},{"subitem_text_value":"筑波大"}]},"item_publisher":{"attribute_name":"出版者","attribute_value_mlt":[{"subitem_publisher":"情報処理学会","subitem_publisher_language":"ja"}]},"publish_status":"0","weko_shared_id":-1,"item_file_price":{"attribute_name":"Billing file","attribute_type":"file","attribute_value_mlt":[{"url":{"url":"https://ipsj.ixsq.nii.ac.jp/record/105301/files/IPSJ-Z76-4ZD-6.pdf"},"date":[{"dateType":"Available","dateValue":"2014-10-02"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-Z76-4ZD-6.pdf","filesize":[{"value":"490.9 kB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"354b5218-f16d-4005-a41f-fca2217974cd","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2014 by the Information Processing Society of Japan"}]},"item_22_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"今澄亮太"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"星野准一"}],"nameIdentifiers":[{}]}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourceuri":"http://purl.org/coar/resource_type/c_5794","resourcetype":"conference paper"}]},"item_22_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AN00349328","subitem_source_identifier_type":"NCID"}]},"item_22_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"本研究では,様々なアクションゲームで使用されている剣を用いた戦闘場面において,キャラクタのモーションを動的に生成する方法について提案を行う.実際の人間同士の戦闘のように,キャラクタが相手の行動を予測し,それに基づいて行動を行うことでキャラクタのモーションから知性を感じられるように生成を行うことでモーションのクオリティ向上を図る.また,プレイヤーからの入力に対応する半自律制御とCPUが制御する完全自律制御の両方に対応することで汎用的な生成法を目指す.本稿では現実にあるスポーツで,剣術のひとつである薙刀を対象に生成法の実装を行い,生成法の有効性の評価をする.","subitem_description_type":"Other"}]},"item_22_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"623","bibliographic_titles":[{"bibliographic_title":"第76回全国大会講演論文集"}],"bibliographicPageStart":"621","bibliographicIssueDates":{"bibliographicIssueDate":"2014-03-11","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"1","bibliographicVolumeNumber":"2014"}]},"relation_version_is_last":true,"weko_creator_id":"6748"},"updated":"2025-01-21T09:57:29.804169+00:00","links":{}}