{"id":199446,"updated":"2025-01-19T21:43:34.977460+00:00","links":{},"created":"2025-01-19T01:03:21.659971+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00199446","sets":["6164:6165:7308:9903"]},"path":["9903"],"owner":"44499","recid":"199446","title":["World Wide Webのゲーム化とその効用"],"pubdate":{"attribute_name":"公開日","attribute_value":"2019-09-13"},"_buckets":{"deposit":"fd7e9b39-ac96-4322-a27e-9ed7e629f7a2"},"_deposit":{"id":"199446","pid":{"type":"depid","value":"199446","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"World Wide Webのゲーム化とその効用","author_link":["482591","482589","482587","482588","482590"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"World Wide Webのゲーム化とその効用"}]},"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":"NTTコミュニケーション科学基礎研究所"},{"subitem_text_value":"NTTコミュニケーション科学基礎研究所"},{"subitem_text_value":"NTTコミュニケーション科学基礎研究所"},{"subitem_text_value":"NTTコミュニケーション科学基礎研究所"},{"subitem_text_value":"NTTコミュニケーション科学基礎研究所"}]},"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/199446/files/IPSJ-EC2019053.pdf","label":"IPSJ-EC2019053.pdf"},"date":[{"dateType":"Available","dateValue":"2019-09-13"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC2019053.pdf","filesize":[{"value":"2.7 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":"36d10d3c-735b-4800-8562-b75469a13a59","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":"白井, 良成"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"松田, 昌史"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"藤田, 早苗"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"小林, 哲生"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"岸野, 泰恵"}],"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":"膨大なコンテンツが存在し,多くの人が日常的に利用するWWWをフィールドにしたゲームを構築することで,WWW上のデータを利用したヒューマンコンピュテーション, Webサイトへのナビゲーション,Webコンテンツを利用した能力開発などが実現できる.一方,その構築においては,ゲームのWWW依存度,WWWの時空間特性,Webコンテンツの表示同一性などを考慮する必要がある.本論では,WWW上の文字列を擬人化してWebサイトを奪い合うゲーム,テキストモンスターを題材に,WWWをゲーム化する方法とその効用,課題について議論する.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"284","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":"275","bibliographicIssueDates":{"bibliographicIssueDate":"2019-09-13","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2019"}]},"relation_version_is_last":true,"weko_creator_id":"44499"}}