{"updated":"2025-01-20T03:38:23.302003+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00183490","sets":["6164:6165:7308:9246"]},"path":["9246"],"owner":"11","recid":"183490","title":["Cheer Me!: 生放送に対するコメントを用いた視聴者参加型ゲーム"],"pubdate":{"attribute_name":"公開日","attribute_value":"2017-09-09"},"_buckets":{"deposit":"56754bca-288a-42dd-95a2-3d04d1965858"},"_deposit":{"id":"183490","pid":{"type":"depid","value":"183490","revision_id":0},"owners":[11],"status":"published","created_by":11},"item_title":"Cheer Me!: 生放送に対するコメントを用いた視聴者参加型ゲーム","author_link":["402841","402840","402838","402839"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"Cheer Me!: 生放送に対するコメントを用いた視聴者参加型ゲーム"},{"subitem_title":"Cheer Me!: A Video Game System Using Live-Streaming Text Message","subitem_title_language":"en"}]},"item_type_id":"18","publish_date":"2017-09-09","item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_18_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"電気通信大学"},{"subitem_text_value":"電気通信大学"}]},"item_18_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"The University of Electro-Communications","subitem_text_language":"en"},{"subitem_text_value":"The University of Electro-Communications","subitem_text_language":"en"},{"subitem_text_value":"The University of Electro-Communications","subitem_text_language":"en"}]},"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/183490/files/IPSJ-EC2017035.pdf","label":"IPSJ-EC2017035.pdf"},"date":[{"dateType":"Available","dateValue":"2017-09-09"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC2017035.pdf","filesize":[{"value":"529.8 kB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"0","billingrole":"5"},{"tax":["include_tax"],"price":"0","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"40"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"33860710-bbc7-4101-813d-74e80d247ce9","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2017 by the Information Processing Society of Japan"}]},"item_18_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"松浦, 悠"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"児玉, 幸子"}],"nameIdentifiers":[{}]}]},"item_18_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"YU, MATSUURA","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"SACHIKO, KODAMA","creatorNameLang":"en"}],"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_18_relation_13":{"attribute_name":"サプリメンタルコンテンツ","attribute_value_mlt":[{"subitem_relation_name":[{"subitem_relation_name_text":"Cheer Me!: 生放送に対するコメントを用いた視聴者参加型ゲーム","subitem_relation_name_language":"ja"},{"subitem_relation_name_text":"Cheer Me!: A Video Game System Using Live-Streaming Text Message","subitem_relation_name_language":"en"}],"subitem_relation_type":"isSupplementedBy","subitem_relation_type_id":{"subitem_relation_type_select":"URI","subitem_relation_type_id_text":"http://id.nii.ac.jp/1012/00000030/"}}]},"item_18_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"近年,ビデオゲームのプレイ映像を個人がインターネット上で配信する「ゲーム実況」が流行している.本研究では放送者と視聴者が共に,よりゲームを楽しむための手法を検討する.多くのゲーム実況生放送において,放送者と視聴者のインタラクションは生放送サービスのコメント機能を用いたコミュニケーションに留まっている.今回我々は,視聴者のコメントから得られる感情がゲーム内容に反映されるゲームシステムを開発し,その効果を検証した.","subitem_description_type":"Other"}]},"item_18_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"Nowadays, the audiences of the \"Let's Play\" live broadcasting video game can enjoy sending text messages to the game player inreal time. To increase the sense of unity and make more direct integration between audience message and game play, we developa video game system “Cheer Me!” which reflects real time messages from audience into the game using graphical texts expressionwhich is also empowered by emotion analysis. In an evaluative study, 5 players were interviewed and all of them answered thatthey felt strong awareness of participation. A \"big hole\" trick which was designed so that player can pass the scene only when hecan receive messages gave them excitement.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"204","bibliographic_titles":[{"bibliographic_title":"エンタテインメントコンピューティングシンポジウム2017論文集"}],"bibliographicPageStart":"201","bibliographicIssueDates":{"bibliographicIssueDate":"2017-09-09","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2017"}]},"relation_version_is_last":true,"weko_creator_id":"11"},"created":"2025-01-19T00:51:00.458084+00:00","id":183490,"links":{}}