{"updated":"2025-01-19T23:45:26.559196+00:00","links":{},"id":193973,"created":"2025-01-19T00:59:06.332231+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00193973","sets":["1164:3696:9666:9667"]},"path":["9667"],"owner":"44499","recid":"193973","title":["没入型コンテンツに向けたプレイヤー識別に関する研究"],"pubdate":{"attribute_name":"公開日","attribute_value":"2019-01-17"},"_buckets":{"deposit":"7b33b78f-0644-401c-af10-0ba49e4a52d7"},"_deposit":{"id":"193973","pid":{"type":"depid","value":"193973","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"没入型コンテンツに向けたプレイヤー識別に関する研究","author_link":["455765","455761","455762","455760","455759","455767","455770","455766","455763","455768","455769","455758","455757","455764"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"没入型コンテンツに向けたプレイヤー識別に関する研究"},{"subitem_title":"Study on Player Identification for Immersive Contents","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"DCC","subitem_subject_scheme":"Other"}]},"item_type_id":"4","publish_date":"2019-01-17","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"東京理科大学"},{"subitem_text_value":"多摩美術大学"},{"subitem_text_value":"明治学院大学"},{"subitem_text_value":"北海道大学"},{"subitem_text_value":"多摩美術大学"},{"subitem_text_value":"神戸大学"},{"subitem_text_value":"東京理科大学"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Tokyo University of Science","subitem_text_language":"en"},{"subitem_text_value":"Tama Art University","subitem_text_language":"en"},{"subitem_text_value":"Meiji Gakuin University","subitem_text_language":"en"},{"subitem_text_value":"Hokkaido University","subitem_text_language":"en"},{"subitem_text_value":"Tama Art University","subitem_text_language":"en"},{"subitem_text_value":"Kobe University","subitem_text_language":"en"},{"subitem_text_value":"Tokyo University of Science","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/193973/files/IPSJ-GN19106013.pdf","label":"IPSJ-GN19106013.pdf"},"date":[{"dateType":"Available","dateValue":"2021-01-17"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GN19106013.pdf","filesize":[{"value":"1.0 MB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"660","billingrole":"5"},{"tax":["include_tax"],"price":"330","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"29"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"851dcb8b-c128-4cd7-983a-b29718a2df9f","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2019 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"佐古, 奈津希"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"小沢, 隆徳"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"江草, 遼平"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"杉本, 雅則"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"楠, 房子"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"稲垣, 成哲"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"溝口, 博"}],"nameIdentifiers":[{}]}]},"item_4_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Natsuki, Sako","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Takanori, Ozawa","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Ryohei, Egusa","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Masanori, Sugimoto","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Fusako, Kusunoki","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Shigenori, Inagaki","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Hiroshi, Mizoguchi","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_4_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AA1155524X","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":"2188-8744","subitem_source_identifier_type":"ISSN"}]},"item_4_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"教育の場において,体験を通じた学習は効果的であることがわかっている.しかし体験をする場を作るには広い土地が必要であるほか,多くの費用がかかってしまうという課題がある.これらを解決する方法として,近年,センサを使用した没入型コンテンツでの疑似体験を通じた学習が行われている.このような没入型コンテンツを複数のプレイヤーが同時に行う場合,プレイヤー同士がすれ違うことなどでプレイヤーの識別ができなくなることがある.そこで著者らはそのような環境下であっても,プレイヤー識別を行なえる方法について考えた.本論文ではプレイヤー識別の方法,及びその実験結果について述べる.","subitem_description_type":"Other"}]},"item_4_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"It is known that learning through experiences is effective in education. However, there is a problem that it is necessary to have a large land to make a place to experience, and it costs a lot of money. As a method to solve these problems, learning has been conducted through simulated experiences with immersive content using sensors. When multiple immersive contents are simultaneously performed by multiple players, it is sometimes impossible to distinguish players because players pass each other. Therefore, the authors considered how to identify players even under such circumstances. In this paper, we describe the method of player identification and the results of the experiment.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"3","bibliographic_titles":[{"bibliographic_title":"研究報告グループウェアとネットワークサービス(GN)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2019-01-17","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"13","bibliographicVolumeNumber":"2019-GN-106"}]},"relation_version_is_last":true,"weko_creator_id":"44499"}}