{"updated":"2025-01-20T11:28:54.867126+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00163127","sets":["6504:8672:8724"]},"path":["8724"],"owner":"6748","recid":"163127","title":["コスプレイヤーの協働的ポージング構築場面にみる物理的特徴の分析"],"pubdate":{"attribute_name":"公開日","attribute_value":"2016-03-10"},"_buckets":{"deposit":"fef888be-8c31-4006-bc68-370ca77e28cf"},"_deposit":{"id":"163127","pid":{"type":"depid","value":"163127","revision_id":0},"owners":[6748],"status":"published","created_by":6748},"item_title":"コスプレイヤーの協働的ポージング構築場面にみる物理的特徴の分析","author_link":["319062","319063","319060","319061","319059"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"コスプレイヤーの協働的ポージング構築場面にみる物理的特徴の分析"}]},"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":"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":"東京都市大"},{"subitem_text_value":"東京都市大"},{"subitem_text_value":"東京都市大"},{"subitem_text_value":"東京都市大"},{"subitem_text_value":"東京都市大"}]},"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/163127/files/IPSJ-Z78-4F-04.pdf","label":"IPSJ-Z78-4F-04.pdf"},"date":[{"dateType":"Available","dateValue":"2016-05-19"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-Z78-4F-04.pdf","filesize":[{"value":"380.3 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":"bebc6b6d-ac69-4875-b559-367648cdca0f","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":"岡部, 大介"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"岡部, 愛"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"平井, 智仁"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"大谷, 紀子"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"岩野, 公司"}],"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,アニメのキャラクターなどに扮する遊びである「コスプレ」のポージングを協働的に構築していく状況に着目する.コスプレイヤーのポーズと表情をKinectを用いてキャプチャし,顔や身体の各部位間の位置について客観的な指標を得る.コスプレイヤーがキャラクターの特性に関する理想的な表現に近づけていく過程のデータ解析を通して,ポーズの修得や熟達に関する一人称視点での変容が,身体の動きとどのように関係しているのかを,客観的に見ていく.またあわせて,得られた結果に基づいて「表現力」を客観的な数値として自動判定する技術の可能性を検討する.","subitem_description_type":"Other"}]},"item_22_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"522","bibliographic_titles":[{"bibliographic_title":"第78回全国大会講演論文集"}],"bibliographicPageStart":"521","bibliographicIssueDates":{"bibliographicIssueDate":"2016-03-10","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"1","bibliographicVolumeNumber":"2016"}]},"relation_version_is_last":true,"weko_creator_id":"6748"},"created":"2025-01-19T00:35:06.135392+00:00","id":163127,"links":{}}