{"id":162832,"updated":"2025-01-20T11:34:05.989206+00:00","links":{},"created":"2025-01-19T00:34:50.487438+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00162832","sets":["6504:8672:8727"]},"path":["8727"],"owner":"6748","recid":"162832","title":["ゲームの途中状態を複製・共有するシステムの提案"],"pubdate":{"attribute_name":"公開日","attribute_value":"2016-03-10"},"_buckets":{"deposit":"2bd72a39-cd58-427b-bcb9-65788768c166"},"_deposit":{"id":"162832","pid":{"type":"depid","value":"162832","revision_id":0},"owners":[6748],"status":"published","created_by":6748},"item_title":"ゲームの途中状態を複製・共有するシステムの提案","author_link":["318129","318130"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"ゲームの途中状態を複製・共有するシステムの提案"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"ネットワーク","subitem_subject_scheme":"Other"}]},"item_type_id":"22","publish_date":"2016-03-10","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":"岡山大"},{"subitem_text_value":"岡山大"}]},"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/162832/files/IPSJ-Z78-5C-07.pdf","label":"IPSJ-Z78-5C-07.pdf"},"date":[{"dateType":"Available","dateValue":"2016-05-19"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-Z78-5C-07.pdf","filesize":[{"value":"275.1 kB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"0","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"8"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"972a407b-b158-436c-9d8e-5d0ecad61b6e","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2016 by the Information Processing Society of Japan"}]},"item_22_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"市川, 優平"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"乃村, 能成"}],"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":"近年,ゲームのプレイ動画を配信するサービスが活発になっており,鑑賞の対象や情報共有の場として利用されている.しかし,動画はゲームの詳細な状態を記録していないので,共有できる情報が限定的である.そこで,ゲームの途中状態を動画とは別に記録することを考える.これにより,以下のユーザ体験が期待できる.(1)プレイ動画視聴中に,ゲームを途中状態から操作することで,有名なプレイヤのプレイを追体験できる.(2)ゲーム状況の配信が容易になる.そこで,我々は,あるユーザがプレイしているゲームの途中状態を複製・共有することで別のユーザが対象のゲームをその続きから操作できるシステムを提案する.本稿では,提案システムの設計について述べる.","subitem_description_type":"Other"}]},"item_22_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"24","bibliographic_titles":[{"bibliographic_title":"第78回全国大会講演論文集"}],"bibliographicPageStart":"23","bibliographicIssueDates":{"bibliographicIssueDate":"2016-03-10","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"1","bibliographicVolumeNumber":"2016"}]},"relation_version_is_last":true,"weko_creator_id":"6748"}}