{"id":191174,"updated":"2025-01-20T00:54:43.543003+00:00","links":{},"created":"2025-01-19T00:57:05.118783+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00191174","sets":["6164:6165:7308:9549"]},"path":["9549"],"owner":"11","recid":"191174","title":["VR型FPSゲームにおける視野角に応じた敵AIの動的調整に関する研究"],"pubdate":{"attribute_name":"公開日","attribute_value":"2018-09-06"},"_buckets":{"deposit":"be9b3314-ee35-47dd-9adf-7f96ba7ba941"},"_deposit":{"id":"191174","pid":{"type":"depid","value":"191174","revision_id":0},"owners":[11],"status":"published","created_by":11},"item_title":"VR型FPSゲームにおける視野角に応じた敵AIの動的調整に関する研究","author_link":["439485","439482","439484","439483"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"VR型FPSゲームにおける視野角に応じた敵AIの動的調整に関する研究"},{"subitem_title":"Study on dynamic adjustment of enemy AI according to viewing angle in VR 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":"東京工科大学"},{"subitem_text_value":"東京工科大学"},{"subitem_text_value":"東京工科大学"},{"subitem_text_value":"東京工科大学"}]},"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/191174/files/IPSJ-EC2018039.pdf","label":"IPSJ-EC2018039.pdf"},"date":[{"dateType":"Available","dateValue":"2018-09-06"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC2018039.pdf","filesize":[{"value":"838.5 kB"}],"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":"687f5cfb-4e3e-41e0-960a-c1c6023146bb","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":"菅沼, 辰也"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"兼松, 祥央"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"伊藤, 彰教"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"三上, 浩司"}],"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":"本研究では、ゲーム内で人間が正確に物事を認知できる角度は約50度までという複数の先行研究に基づき、それ以上の角度にいる敵AI行動を動的な変化をさせ、VRでの一人称シューティング(FPS)における視野角を考慮したレベルデザイン支援を目的とした。プレイヤーの視野に合わせて敵の行動を動的に変化させるシステムを開発し、実験の結果、本システムを用いることで、プレイヤーの被ダメージが減ることがわかった。","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"165","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":"162","bibliographicIssueDates":{"bibliographicIssueDate":"2018-09-06","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2018"}]},"relation_version_is_last":true,"weko_creator_id":"11"}}