{"id":112512,"updated":"2025-01-21T06:57:55.769653+00:00","links":{},"created":"2025-01-18T23:54:17.258646+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00112512","sets":["6201:6202:9108:7838"]},"path":["7838"],"owner":"10","recid":"112512","title":["ゲーミフィケーションによる連想概念の獲得"],"pubdate":{"attribute_name":"公開日","attribute_value":"2014-09-10"},"_buckets":{"deposit":"27a66963-5c52-4f7b-b006-d82e3e1d4a53"},"_deposit":{"id":"112512","pid":{"type":"depid","value":"112512","revision_id":0},"owners":[10],"status":"published","created_by":10},"item_title":"ゲーミフィケーションによる連想概念の獲得","author_link":["33462","33460","33463","33461","33459"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"ゲーミフィケーションによる連想概念の獲得"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"言語情報処理","subitem_subject_scheme":"Other"}]},"item_type_id":"19","publish_date":"2014-09-10","item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_19_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"京都大学"},{"subitem_text_value":"京都大学"},{"subitem_text_value":"京都大学"},{"subitem_text_value":"京都大学"},{"subitem_text_value":"ヤフー株式会社"}]},"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/112512/files/IPSJ-Kansai2014045.pdf"},"date":[{"dateType":"Available","dateValue":"2016-09-10"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-Kansai2014045.pdf","filesize":[{"value":"403.7 kB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"0","billingrole":"5"},{"tax":["include_tax"],"price":"0","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"b38f9d8b-2833-4ca1-a25e-25e2f2ce5e12","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2014 by the Information Processing Society of Japan"}]},"item_19_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"町田雄一郎"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"河原大輔"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"柴田知秀"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"黒橋禎夫"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"颯々野学"}],"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_19_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"大規模コーパスから自動獲得した言語資源は、大規模である反面、全てを人手でチェックすることが難しい。本研究では、ゲーミフィケーションと機械的な手法を合わせることで、より精度の高い連想概念の獲得手法を提案する。 ","subitem_description_type":"Other"}]},"item_19_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographic_titles":[{"bibliographic_title":"2014年度 情報処理学会関西支部 支部大会 講演論文集"}],"bibliographicIssueDates":{"bibliographicIssueDate":"2014-09-10","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2014"}]},"relation_version_is_last":true,"weko_creator_id":"10"}}