{"updated":"2025-01-20T19:14:16.856749+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00141760","sets":["1164:3027:7765:8232"]},"path":["8232"],"owner":"11","recid":"141760","title":["プレイヤキャラクタの位置予測を用いた弾避けゲーム難易度の調整"],"pubdate":{"attribute_name":"公開日","attribute_value":"2015-05-07"},"_buckets":{"deposit":"bbc4e085-1582-454a-b46f-ea2869d8bf29"},"_deposit":{"id":"141760","pid":{"type":"depid","value":"141760","revision_id":0},"owners":[11],"status":"published","created_by":11},"item_title":"プレイヤキャラクタの位置予測を用いた弾避けゲーム難易度の調整","author_link":["208079","208078"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"プレイヤキャラクタの位置予測を用いた弾避けゲーム難易度の調整"},{"subitem_title":"Controlling difficulty with player movement prediction in a shooting game","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"人間心理・認知","subitem_subject_scheme":"Other"}]},"item_type_id":"4","publish_date":"2015-05-07","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"ユニティ・テクノロジーズ・ジャパン合同会社/慶應義塾大学大学院メディアデザイン研究科付属KMD研究所"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Unity Technologies Japan G.K. / Keio University KMD Research Center","subitem_text_language":"en"}]},"item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"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/141760/files/IPSJ-HCI15163003.pdf"},"date":[{"dateType":"Available","dateValue":"2017-05-07"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-HCI15163003.pdf","filesize":[{"value":"236.1 kB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"660","billingrole":"5"},{"tax":["include_tax"],"price":"330","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"33"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"499e32bf-c5da-43ec-ba6e-01c7e982b849","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2015 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"簗瀬, 洋平"}],"nameIdentifiers":[{}]}]},"item_4_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Yohei, Yanase","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_4_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AA1221543X","subitem_source_identifier_type":"NCID"}]},"item_4_textarea_12":{"attribute_name":"Notice","attribute_value_mlt":[{"subitem_textarea_value":"SIG Technical Reports are nonrefereed and hence may later appear in any journals, conferences, symposia, etc."}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourceuri":"http://purl.org/coar/resource_type/c_18gh","resourcetype":"technical report"}]},"item_4_source_id_11":{"attribute_name":"ISSN","attribute_value_mlt":[{"subitem_source_identifier":"2188-8760","subitem_source_identifier_type":"ISSN"}]},"item_4_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"プレイヤキャラクタに向かって無数の弾丸が飛来し,それを避ける事でプレイの継続を目指すタイプのゲームでは画面上の弾丸数が増えることで難易度が上がり,オーディエンスからもそれを見て取ることが出来るため,魅せるプレイが成立しやすく,無数の弾丸を避けてプレイする様は 「神プレイ」 と言われ称賛の対象になりやすい.反面,そういったプレイに憧れてプレイを始めた初心者が同条件でプレイをする事は困難であり,かといって弾丸数を減らして難易度を下げようとすると,プレイヤ本人にもオーディエンスにも簡単な状態でプレイしているのが明らかとなり,モチベーションが保ちにくい.本稿では飛来する弾丸数を減らすことなく弾丸数を減らす手法について論じる.","subitem_description_type":"Other"}]},"item_4_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"Shoot-them-up players tend to enjoy the attention from audience by dodging screen-full of bullets and show off their skill. However, this is not possible for unskilled players, consequently they often feel unmotivated to keep playing the game. In this thesis, we aim to present a system that any player can dodge tremendous amount of bullets without raising the difficulty, by retaining the number of bullets while reducing the “effective” bullets.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"3","bibliographic_titles":[{"bibliographic_title":"研究報告ヒューマンコンピュータインタラクション(HCI)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2015-05-07","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"3","bibliographicVolumeNumber":"2015-HCI-163"}]},"relation_version_is_last":true,"weko_creator_id":"11"},"created":"2025-01-19T00:19:18.123069+00:00","id":141760,"links":{}}