{"updated":"2025-01-20T00:53:54.235399+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00191141","sets":["6164:6165:7308:9549"]},"path":["9549"],"owner":"11","recid":"191141","title":["LeapMotionを用いてVRでイカサマを行える麻雀ゲームの提案"],"pubdate":{"attribute_name":"公開日","attribute_value":"2018-09-06"},"_buckets":{"deposit":"7fcf461e-0ff1-4a3d-8722-27ccfec5baff"},"_deposit":{"id":"191141","pid":{"type":"depid","value":"191141","revision_id":0},"owners":[11],"status":"published","created_by":11},"item_title":"LeapMotionを用いてVRでイカサマを行える麻雀ゲームの提案","author_link":["439383","439384"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"LeapMotionを用いてVRでイカサマを行える麻雀ゲームの提案"}]},"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":"電気通信大学"},{"subitem_text_value":"電気通信大学"}]},"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/191141/files/IPSJ-EC2018006.pdf","label":"IPSJ-EC2018006.pdf"},"date":[{"dateType":"Available","dateValue":"2018-09-06"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC2018006.pdf","filesize":[{"value":"2.0 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":"1a7aca32-6b54-470e-ac13-1bf97b671f9f","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":"石井, 拓斗"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"成見, 哲"}],"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":"VR技術を用いたゲーム等では、体全体を使って現実と同じ動作で操作をすることが多いが、テーブルゲームのような動作の小さいものでも現実と同じ動作で操作することは重要だと考えられる。本研究では手指の動きを検出できるLeapMotionを用いて現実と同じ動作で行える麻雀ゲームを開発した。VR空間ならではの機能として、牌のすり替え等の現実では熟練した技術が必要な技を容易に行えるようにしてより面白くしている。","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"30","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":"28","bibliographicIssueDates":{"bibliographicIssueDate":"2018-09-06","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2018"}]},"relation_version_is_last":true,"weko_creator_id":"11"},"created":"2025-01-19T00:57:03.159005+00:00","id":191141,"links":{}}