{"id":181805,"updated":"2025-01-20T04:22:04.050160+00:00","links":{},"created":"2025-01-19T00:49:31.205883+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00181805","sets":["6504:9168:9178"]},"path":["9178"],"owner":"6748","recid":"181805","title":["育成ゲームを用いた研究室滞在の習慣化に関する一検討"],"pubdate":{"attribute_name":"公開日","attribute_value":"2017-03-16"},"_buckets":{"deposit":"3f45b142-1817-4c86-8dd5-7147e51ba94c"},"_deposit":{"id":"181805","pid":{"type":"depid","value":"181805","revision_id":0},"owners":[6748],"status":"published","created_by":6748},"item_title":"育成ゲームを用いた研究室滞在の習慣化に関する一検討","author_link":["394285","394286","394287","394284"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"育成ゲームを用いた研究室滞在の習慣化に関する一検討"}]},"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":"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":"関西大"},{"subitem_text_value":"関西大"},{"subitem_text_value":"関西大"},{"subitem_text_value":"関西大"}]},"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/181805/files/IPSJ-Z79-6ZD-01.pdf","label":"IPSJ-Z79-6ZD-01.pdf"},"date":[{"dateType":"Available","dateValue":"2017-05-22"}],"format":"application/pdf","filename":"IPSJ-Z79-6ZD-01.pdf","filesize":[{"value":"338.0 kB"}],"mimetype":"application/pdf","accessrole":"open_date","version_id":"9ed18444-8bdc-4e08-a6b9-786ec75b3870","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":"濵田, もえ"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"仲西, 渉"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"安尾, 萌"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"松下, 光範"}],"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":"本研究の目的は,研究室配属された学生に対して,自らが所属する研究室への自主的な来訪を促すことである.大学の研究室は,配属直後の学生にとっては一般に心理的コストが高く自主的に来訪しにくい場所である.しかし,研究室を訪れることで,先輩と交流したり自分の研究目標を明確化したりできるという利点がある.そのため,学生が自主的に研究室に来訪・滞在するよう仕向けることが肝要である.この問題を解消するため,本研究ではスマートフォン向けの育成ゲーム型アプリケーションを実装した.このアプリケーションは,研究室の滞在時間に応じてキャラクターが成長する仕組みを採ることで,ユーザの研究室への来訪や滞在時間の延長を狙う.","subitem_description_type":"Other"}]},"item_22_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"830","bibliographic_titles":[{"bibliographic_title":"第79回全国大会講演論文集"}],"bibliographicPageStart":"829","bibliographicIssueDates":{"bibliographicIssueDate":"2017-03-16","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"1","bibliographicVolumeNumber":"2017"}]},"relation_version_is_last":true,"weko_creator_id":"6748"}}