{"id":188597,"updated":"2025-01-20T01:58:33.160599+00:00","links":{},"created":"2025-01-19T00:54:43.809544+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00188597","sets":["6504:9465:9481"]},"path":["9481"],"owner":"6748","recid":"188597","title":["ニューラルネットワークを用いた音楽ゲーム譜面自動生成の検討"],"pubdate":{"attribute_name":"公開日","attribute_value":"2018-03-13"},"_buckets":{"deposit":"bbc3f425-bbff-4bdd-b2d1-67d3bdb4577a"},"_deposit":{"id":"188597","pid":{"type":"depid","value":"188597","revision_id":0},"owners":[6748],"status":"published","created_by":6748},"item_title":"ニューラルネットワークを用いた音楽ゲーム譜面自動生成の検討","author_link":["427977","427975","427976"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"ニューラルネットワークを用いた音楽ゲーム譜面自動生成の検討"}]},"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":"2018-03-13","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":"富山大"},{"subitem_text_value":"富山大"},{"subitem_text_value":"富山大"}]},"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/188597/files/IPSJ-Z80-3N-03.pdf","label":"IPSJ-Z80-3N-03.pdf"},"date":[{"dateType":"Available","dateValue":"2018-05-07"}],"format":"application/pdf","filename":"IPSJ-Z80-3N-03.pdf","filesize":[{"value":"670.7 kB"}],"mimetype":"application/pdf","accessrole":"open_date","version_id":"71b131e9-7bb5-486c-beb7-cfbde2d7cd46","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2018 by the Information Processing Society of Japan"}]},"item_22_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"柴崎, 大地"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"酒井, 充"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"丸山, 博"}],"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":"本稿では,音楽ゲームの譜面を自動生成する方法を提案する.音楽ゲームとは,リズムや音楽に合わせて画面に表示される指示に従って,プレイヤーがボタンを押したりすることで,得点を獲得するゲームである.音楽ゲームにはプレイヤーに指示するアクション等の情報(ノート)を記述した譜面が使用される.譜面を自動生成するプログラムはすでに開発されているが,生成された譜面に対するプレイヤーの評価は良いとは言えず,現状ではほとんど人間が作った譜面がプレイに使用されている.本研究では,人間が作った譜面と楽曲の波形をもとにニューラルネットワークの学習を行い,その結果を用いて譜面を生成する方法を提案し,有効性の検討を行う.","subitem_description_type":"Other"}]},"item_22_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"166","bibliographic_titles":[{"bibliographic_title":"第80回全国大会講演論文集"}],"bibliographicPageStart":"165","bibliographicIssueDates":{"bibliographicIssueDate":"2018-03-13","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"1","bibliographicVolumeNumber":"2018"}]},"relation_version_is_last":true,"weko_creator_id":"6748"}}