{"updated":"2025-01-20T03:05:31.097755+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00185081","sets":["1164:5336:9051:9335"]},"path":["9335"],"owner":"11","recid":"185081","title":["時系列深層学習に基づく難易度間関係モデルを用いたダンスゲーム譜面難易度の自動調整"],"pubdate":{"attribute_name":"公開日","attribute_value":"2017-12-15"},"_buckets":{"deposit":"784d4639-f4ec-4645-b447-9a5389003439"},"_deposit":{"id":"185081","pid":{"type":"depid","value":"185081","revision_id":0},"owners":[11],"status":"published","created_by":11},"item_title":"時系列深層学習に基づく難易度間関係モデルを用いたダンスゲーム譜面難易度の自動調整","author_link":["410510","410509","410511","410508"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"時系列深層学習に基づく難易度間関係モデルを用いたダンスゲーム譜面難易度の自動調整"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"ゲーム/デザイン","subitem_subject_scheme":"Other"}]},"item_type_id":"4","publish_date":"2017-12-15","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"立命館大学大学院情報理工学研究科"},{"subitem_text_value":"立命館大学情報理工学部"},{"subitem_text_value":"立命館大学情報理工学部"},{"subitem_text_value":"立命館大学情報理工学部"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"College of Information Science and Engineering, Ritsumeikan University","subitem_text_language":"en"},{"subitem_text_value":"College of Information Science and Engineering, Ritsumeikan University","subitem_text_language":"en"},{"subitem_text_value":"College of Information Science and Engineering, Ritsumeikan University","subitem_text_language":"en"},{"subitem_text_value":"College of Information Science and Engineering, Ritsumeikan 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/185081/files/IPSJ-EC17046010.pdf","label":"IPSJ-EC17046010.pdf"},"date":[{"dateType":"Available","dateValue":"2019-12-15"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC17046010.pdf","filesize":[{"value":"449.6 kB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"660","billingrole":"5"},{"tax":["include_tax"],"price":"330","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"40"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"1388d4a1-c335-43af-9289-1744300e792d","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":"辻野, 雄大"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"山西, 良典"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"西原, 陽子"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"福本, 淳一"}],"nameIdentifiers":[{}]}]},"item_4_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AA12049625","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":"2188-8914","subitem_source_identifier_type":"ISSN"}]},"item_4_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"幅広いユーザがダンスゲームを楽しめる環境を用意するためには,初級者用の低難易度の譜面を充実させることが必要となる.本稿では,ダンスゲームには同じ曲に対して難易度が異なる複数の譜面が存在することに着目し,難易度が高い譜面とそこから得られる音楽的特徴を入力,難易度が低い譜面を出力とする時系列深層学習モデルを構築した.提案手法によって,低難易度のダンス譜面において指示符を配置すべき発音タイミングの推定モデルを構築することで,難易度の自動調整を実現した.時刻決定タスクと向き決定タスクのそれぞれに対して行った性能評価の結果,提案手法は,人手で作成された低難易度のダンス譜面の特性を捉えた譜面を自動生成可能であることを確認した.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"8","bibliographic_titles":[{"bibliographic_title":"研究報告エンタテインメントコンピューティング(EC)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2017-12-15","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"10","bibliographicVolumeNumber":"2017-EC-46"}]},"relation_version_is_last":true,"weko_creator_id":"11"},"created":"2025-01-19T00:52:17.276305+00:00","id":185081,"links":{}}