{"updated":"2025-01-20T04:43:29.471910+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00180999","sets":["6504:9168:9182"]},"path":["9182"],"owner":"6748","recid":"180999","title":["プレイヤー適応型健康促進のMotion Gaming AI"],"pubdate":{"attribute_name":"公開日","attribute_value":"2017-03-16"},"_buckets":{"deposit":"f587b6e4-60d0-46ac-86f5-0ee931e31215"},"_deposit":{"id":"180999","pid":{"type":"depid","value":"180999","revision_id":0},"owners":[6748],"status":"published","created_by":6748},"item_title":"プレイヤー適応型健康促進のMotion Gaming AI","author_link":["391538","391536","391537","391535","391534"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"プレイヤー適応型健康促進のMotion Gaming AI"}]},"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":"2017-03-16","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":"立命館大"},{"subitem_text_value":"立命館大"},{"subitem_text_value":"立命館大"},{"subitem_text_value":"立命館大"},{"subitem_text_value":"立命館大"}]},"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/180999/files/IPSJ-Z79-6P-09.pdf","label":"IPSJ-Z79-6P-09.pdf"},"date":[{"dateType":"Available","dateValue":"2017-05-22"}],"format":"application/pdf","filename":"IPSJ-Z79-6P-09.pdf","filesize":[{"value":"462.4 kB"}],"mimetype":"application/pdf","accessrole":"open_date","version_id":"5b04b699-c105-4c74-aba4-8d90b8065004","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2017 by the Information Processing Society of Japan"}]},"item_22_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"草野, 貴宏"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"中川, 裕登"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"プージャナー, パリヤワン"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"原田, 智広"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"ラック, ターウォンマット"}],"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":"本論文では,Motion Gamingにおいて,プレイヤーの行動傾向に適応して健康促進するAIを提案する.身体全体の動作によってゲームの操作を行うMotion Gamingにおいて,プレイヤーはゲームを楽しみながら運動することができる.しかし,プレイヤーによっては,身体のある部位を使いすぎることで痛みを引き起こすなど,逆効果をもたらす可能性がある.そこで本論文では,AIの行動に対するプレイヤーの行動の傾向の分析を行う.AIの行動に対するプレイヤーの運動量を予測し,プレイヤーが身体の各部位を満遍なく用いるように行動するAIを提案する.対戦型格闘ゲームを用いた被験者実験により,提案手法の評価を行う.","subitem_description_type":"Other"}]},"item_22_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"476","bibliographic_titles":[{"bibliographic_title":"第79回全国大会講演論文集"}],"bibliographicPageStart":"475","bibliographicIssueDates":{"bibliographicIssueDate":"2017-03-16","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"1","bibliographicVolumeNumber":"2017"}]},"relation_version_is_last":true,"weko_creator_id":"6748"},"created":"2025-01-19T00:48:47.511074+00:00","id":180999,"links":{}}