{"links":{},"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:02003708","sets":["6164:6165:7308:1755491683974"]},"path":["1755491683974"],"owner":"11","recid":"2003708","title":["受動的最適化から能動的探索へ ゲーミファイされたフレーバー探索"],"pubdate":{"attribute_name":"PubDate","attribute_value":"2025-08-18"},"_buckets":{"deposit":"463dac25-cb34-4d58-9a40-c9cb519a1a16"},"_deposit":{"id":"2003708","pid":{"type":"depid","value":"2003708","revision_id":0},"owners":[11],"status":"published","created_by":11},"item_title":"受動的最適化から能動的探索へ ゲーミファイされたフレーバー探索","author_link":[],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"受動的最適化から能動的探索へ ゲーミファイされたフレーバー探索","subitem_title_language":"ja"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject_scheme":"Other"}]},"item_type_id":"18","publish_date":"2025-08-18","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":"明治大学"},{"subitem_text_value":"明治大学"},{"subitem_text_value":"アサヒ飲料株式会社"},{"subitem_text_value":"明治大学"}]},"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/2003708/files/IPSJ-EC2025062.pdf","label":"IPSJ-EC2025062.pdf"},"date":[{"dateType":"Available","dateValue":"2025-08-18"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC2025062.pdf","filesize":[{"value":"1.6 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":"43409ee0-9dea-43fe-a04d-3494a456d03b","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2025 by the Information Processing Society of Japan"}]},"item_18_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"藤澤,秀彦"}]},{"creatorNames":[{"creatorName":"小平,乙寧"}]},{"creatorNames":[{"creatorName":"森口,敬介"}]},{"creatorNames":[{"creatorName":"宮下,芳明"}]}]},"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":"コンピュータシステムによる個人ごとのフレーバー最適化は,偶発的なフレーバーとの出会いを妨げ,ユーザを受動的にして探索意欲を減退させる課題がある.本研究では能動的探索への転換を目指し,嗅覚メディア「AromaSynth」と連携するインタフェースをゲーミファイすることを試みた.さながらビデオゲームで自由に世界を冒険するように,ユーザは香りの探索を行うことができる.実際にそのフレーバーは,AromaSynth によって調合,添加され楽しむことができる.本稿では特に,ユーザの探索意欲を喚起するための設計原理と手法について考察する.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"366","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2025論文集"}],"bibliographicPageStart":"362","bibliographicIssueDates":{"bibliographicIssueDate":"2025-08-18","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2025"}]},"relation_version_is_last":true,"weko_creator_id":"11"},"created":"2025-08-18T04:54:26.903348+00:00","updated":"2025-08-18T05:28:41.612610+00:00","id":2003708}