{"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00164352","sets":["6504:8291:8755"]},"path":["8755"],"owner":"6748","recid":"164352","title":["志向姿勢誘発エージェントによるVR運動ゲームに対するユーザのコミットメント向上"],"pubdate":{"attribute_name":"公開日","attribute_value":"2015-03-17"},"_buckets":{"deposit":"7d88b2ec-c3ab-4305-8b2c-7410d3c0cb27"},"_deposit":{"id":"164352","pid":{"type":"depid","value":"164352","revision_id":0},"owners":[6748],"status":"published","created_by":6748},"item_title":"志向姿勢誘発エージェントによるVR運動ゲームに対するユーザのコミットメント向上","author_link":["323607","323608","323606"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"志向姿勢誘発エージェントによるVR運動ゲームに対するユーザのコミットメント向上"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"人工知能と認知科学","subitem_subject_scheme":"Other"}]},"item_type_id":"22","publish_date":"2015-03-17","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":"京大"},{"subitem_text_value":"京大"},{"subitem_text_value":"京大"}]},"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/164352/files/IPSJ-Z77-5R-03.pdf","label":"IPSJ-Z77-5R-03.pdf"},"date":[{"dateType":"Available","dateValue":"2016-06-14"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-Z77-5R-03.pdf","filesize":[{"value":"722.2 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":"2c0438f3-f534-430d-af90-30c74c5b0a75","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2015 by the Information Processing Society of Japan"}]},"item_22_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"陶山, 昂司"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"大本, 義正"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"西田, 豊明"}],"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":"人の動機づけや助言には他者との関係性が重要であるが、現在のエージェントに対しては志向姿勢にならない為、人との関係性を確立することが難しい。本研究では人の意図を推定し、それを踏まえて人が想起しやすい行動方針をとることによってエージェントの行動の意図を人に理解させることで、志向姿勢の誘発を目指した。スポーツなどの場面においてはルールが共有されているため意図が推定しやすいことに着目し、タスクとしてVR運動ゲームを設定した。その環境においてエージェントが志向姿勢を誘発することによってユーザのゲームに対するコミットメントが向上することが期待される。","subitem_description_type":"Other"}]},"item_22_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"324","bibliographic_titles":[{"bibliographic_title":"第77回全国大会講演論文集"}],"bibliographicPageStart":"323","bibliographicIssueDates":{"bibliographicIssueDate":"2015-03-17","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"1","bibliographicVolumeNumber":"2015"}]},"relation_version_is_last":true,"weko_creator_id":"6748"},"id":164352,"updated":"2025-01-20T10:51:51.489453+00:00","links":{},"created":"2025-01-19T00:36:10.682259+00:00"}