{"updated":"2025-01-20T00:53:50.847480+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00191139","sets":["6164:6165:7308:9549"]},"path":["9549"],"owner":"11","recid":"191139","title":["既存ディジタルゲームへの入力をプログラミングするためのミドルウェアの研究"],"pubdate":{"attribute_name":"公開日","attribute_value":"2018-09-06"},"_buckets":{"deposit":"6c4ea865-8687-4af9-b4f3-dc9fde5c4625"},"_deposit":{"id":"191139","pid":{"type":"depid","value":"191139","revision_id":0},"owners":[11],"status":"published","created_by":11},"item_title":"既存ディジタルゲームへの入力をプログラミングするためのミドルウェアの研究","author_link":["439380","439379"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"既存ディジタルゲームへの入力をプログラミングするためのミドルウェアの研究"},{"subitem_title":"Study on Middleware for Programming Input to Existing Digital Game","subitem_title_language":"en"}]},"item_type_id":"18","publish_date":"2018-09-06","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":"有限会社来栖川電算"},{"subitem_text_value":"津田塾大学"}]},"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/191139/files/IPSJ-EC2018004.pdf","label":"IPSJ-EC2018004.pdf"},"date":[{"dateType":"Available","dateValue":"2018-09-06"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC2018004.pdf","filesize":[{"value":"1.0 MB"}],"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":"19a111b0-6d8a-47a6-abc0-2b11056d96ec","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2018 by the Information Processing Society of Japan"}]},"item_18_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"土井, 伸洋"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"栗原, 一貴"}],"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_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"本論文では,IoT機器,Webサービス,AIなどの処理を統合して,最終的にゲームコントローラ操作へと変換し既存ディジタルゲームを操作するためのミドルウェア,GameControllerizerを提案する.多様な機器および情報源を既存ゲームへの入力として扱えるようになることにより,新たなエンタテインメントの創出やゲーミフィケーションの構成のための試行錯誤を容易に行うことが可能となる.GameControllerizerはNode-REDにより各種入力情報を既存ゲーム入力に変換するプログラミングを簡便に行うビジュアルプログラミング部,およびハード・ソフト両面のエミュレーションにより実際のゲーム機への入力信号を発生させるゲーム入力エミュレーション部からなる.基礎的な性能評価を行うとともに,多様なユースケース事例を提示することでその有用性を示す.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"25","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2018論文集"}],"bibliographicPageStart":"18","bibliographicIssueDates":{"bibliographicIssueDate":"2018-09-06","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2018"}]},"relation_version_is_last":true,"weko_creator_id":"11"},"created":"2025-01-19T00:57:03.048551+00:00","id":191139,"links":{}}