{"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00199405","sets":["6164:6165:7308:9903"]},"path":["9903"],"owner":"44499","recid":"199405","title":["単語の構成文字に対する人間の認知特性に着目したアナログゲームデザイン"],"pubdate":{"attribute_name":"公開日","attribute_value":"2019-09-13"},"_buckets":{"deposit":"2ccfe342-34c1-47f9-8d06-54e96c9fce45"},"_deposit":{"id":"199405","pid":{"type":"depid","value":"199405","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"単語の構成文字に対する人間の認知特性に着目したアナログゲームデザイン","author_link":["482484","482485","482483"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"単語の構成文字に対する人間の認知特性に着目したアナログゲームデザイン"}]},"item_type_id":"18","publish_date":"2019-09-13","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":"札幌市立大学大学院"},{"subitem_text_value":"札幌市立大学大学院"},{"subitem_text_value":"札幌市立大学大学院"}]},"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/199405/files/IPSJ-EC2019012.pdf","label":"IPSJ-EC2019012.pdf"},"date":[{"dateType":"Available","dateValue":"2019-09-13"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC2019012.pdf","filesize":[{"value":"564.0 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":"7bd8a50e-7a2e-43ee-a502-34d7ddc6d08d","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2019 by the Information Processing Society of Japan"}]},"item_18_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"荒俣, 蓮"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"三上, 拓哉"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"藤木, 淳"}],"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":"ある条件下において、文章中に含まれる単語の最初と最後の文字さえ正しければ、その文章を読むことが可能になるというタイポグリセミア現象が知られている。このように人間は単語に含まれる文字が正確でなくてもヒントを手掛かりに元の単語をある程度連想可能である。本研究では、このような人間の文字に対する認知特性に着目したゲームロジックをデザインした。","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"63","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2019論文集"}],"bibliographicPageStart":"60","bibliographicIssueDates":{"bibliographicIssueDate":"2019-09-13","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2019"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"updated":"2025-01-19T21:44:29.340855+00:00","created":"2025-01-19T01:03:19.400383+00:00","links":{},"id":199405}