{"created":"2025-01-19T00:51:34.217524+00:00","updated":"2025-01-20T03:24:34.579137+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00184098","sets":["1164:6757:9036:9276"]},"path":["9276"],"owner":"11","recid":"184098","title":["視線の隠的追跡手法とそのエンタテイメント応用"],"pubdate":{"attribute_name":"公開日","attribute_value":"2017-11-01"},"_buckets":{"deposit":"9f988cbb-9c0d-47c6-9e30-f384fc7e317d"},"_deposit":{"id":"184098","pid":{"type":"depid","value":"184098","revision_id":0},"owners":[11],"status":"published","created_by":11},"item_title":"視線の隠的追跡手法とそのエンタテイメント応用","author_link":["406009","406011","406010","406008"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"視線の隠的追跡手法とそのエンタテイメント応用"},{"subitem_title":"Hidden Eye-Tracking Technologies with its Application to Entertainment","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"一般セッション4","subitem_subject_scheme":"Other"}]},"item_type_id":"4","publish_date":"2017-11-01","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"慶應義塾大学大学院理工学研究科"},{"subitem_text_value":"慶應義塾大学大学院理工学研究科"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Graduate School of Science and Technology, Keio University","subitem_text_language":"en"},{"subitem_text_value":"Graduate School of Science and Technology, Keio University","subitem_text_language":"en"}]},"item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"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/184098/files/IPSJ-DCC17017023.pdf","label":"IPSJ-DCC17017023.pdf"},"date":[{"dateType":"Available","dateValue":"2019-11-01"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-DCC17017023.pdf","filesize":[{"value":"6.9 MB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"660","billingrole":"5"},{"tax":["include_tax"],"price":"330","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"50"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"b60da9c3-a915-4370-9219-3d017d589522","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2017 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"清水, 文也"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"藤代, 一成"}],"nameIdentifiers":[{}]}]},"item_4_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Fumiya, Shimizu","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Issei, Fujishiro","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_4_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AA12628338","subitem_source_identifier_type":"NCID"}]},"item_4_textarea_12":{"attribute_name":"Notice","attribute_value_mlt":[{"subitem_textarea_value":"SIG Technical Reports are nonrefereed and hence may later appear in any journals, conferences, symposia, etc."}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourceuri":"http://purl.org/coar/resource_type/c_18gh","resourcetype":"technical report"}]},"item_4_source_id_11":{"attribute_name":"ISSN","attribute_value_mlt":[{"subitem_source_identifier":"2188-8868","subitem_source_identifier_type":"ISSN"}]},"item_4_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"デジタルサイネージやヘッドマウントディスプレイなど,さまざまな日常生活レベルのデバイス操作のインタフェースとして視線追跡を利用する手法が数多く研究されている.これは,視線を追跡することでユーザの意図や思考を効率的に反映することができるからである.しかし専用デバイスを用いて視線を追跡する場合,各ユーザに対して事前にキャリブレーションを行う必要がある.本研究では,一般的なカメラを 1 台だけ用いて,事前にキャリブレーションを必要としない,陰的視線追跡の手法を開発することで,ユーザが対象物に集中しやすい環境を作り出し,臨場感を提供することを目的とする.さらに,その応用として,ユーザの視線方向によって再生するオーディオデータを選択可能にする手法を提案し,美術館や博物館のオーディオガイドへの適用を前提とした予備実験を行う.","subitem_description_type":"Other"}]},"item_4_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"Many methods using gaze tracking have been proposed for realizing everyday interfaces for such devices as digital signage and HMD. This is because gaze expeditiously reflects the intention and thoughts of the veiwer. When using eye-tracking devices, we need to calibrate those devices for each viewer. We herein present a calibration-free method which allows the viewer to select the audio data through the detection of his/her gaze with a single webcam. As a result, we will be able to provide the viewer with an immersive environment where he/she can focus on the object easily. Also, we perform a preliminary experiment on the system with a motivation to apply it to audio-based guidance at a museum or an art gallery.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"6","bibliographic_titles":[{"bibliographic_title":"研究報告デジタルコンテンツクリエーション(DCC)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2017-11-01","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"23","bibliographicVolumeNumber":"2017-DCC-17"}]},"relation_version_is_last":true,"weko_creator_id":"11"},"id":184098,"links":{}}