{"links":{},"id":2009613,"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:02009613","sets":["1164:6757:1767693600905:1778724362844"]},"path":["1778724362844"],"owner":"80578","recid":"2009613","title":["大学体育における映像投影を用いたスポーツチャンバラ拡張システムの提案"],"pubdate":{"attribute_name":"PubDate","attribute_value":"2026-05-21"},"_buckets":{"deposit":"30b2e539-018f-497e-90ce-5791a121ee0d"},"_deposit":{"id":"2009613","pid":{"type":"depid","value":"2009613","revision_id":0},"owners":[80578],"status":"published","created_by":80578},"item_title":"大学体育における映像投影を用いたスポーツチャンバラ拡張システムの提案","author_link":[],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"大学体育における映像投影を用いたスポーツチャンバラ拡張システムの提案","subitem_title_language":"ja"}]},"item_type_id":"4","publish_date":"2026-05-21","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"愛知工業大学情報科学部"},{"subitem_text_value":"愛知工業大学情報科学部"},{"subitem_text_value":"愛知工業大学基礎教育センター"},{"subitem_text_value":"愛知工業大学基礎教育センター"},{"subitem_text_value":"愛知工業大学情報科学部"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Faculty of Information Science, Aichi Institute of Technology","subitem_text_language":"en"},{"subitem_text_value":"Faculty of Information Science, Aichi Institute of Technology","subitem_text_language":"en"},{"subitem_text_value":"Center for General Education, Aichi Institute of Technology","subitem_text_language":"en"},{"subitem_text_value":"Center for General Education, Aichi Institute of Technology","subitem_text_language":"en"},{"subitem_text_value":"Faculty of Information Science, Aichi Institute of Technology","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/2009613/files/IPSJ-DCC26043007.pdf","label":"IPSJ-DCC26043007.pdf"},"date":[{"dateType":"Available","dateValue":"2028-05-21"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-DCC26043007.pdf","filesize":[{"value":"14.1 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":"50"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"2cb3bc2c-4b45-44c4-b7b7-d1ac56f365f2","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2026 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"葉山,由太郎"}]},{"creatorNames":[{"creatorName":"藤田,奈々"}]},{"creatorNames":[{"creatorName":"松河,剛司"}]},{"creatorNames":[{"creatorName":"功刀,峻"}]},{"creatorNames":[{"creatorName":"今井,智子"}]},{"creatorNames":[{"creatorName":"小栗,真弥"}]}]},"item_4_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AA12628338","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":"2188-8868","subitem_source_identifier_type":"ISSN"}]},"item_4_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"本研究は大学体育において,スポーツチャンバラを題材としてセンサと映像投影を用いた対戦型コンテンツを提案する.これによって,学生間のコミュニケーションを活性化し,楽しみながら運動に取り組める環境の構築を目指す.近年,デジタル技術のスポーツや体育分野への応用が進んでおり,スポーツチャンバラにおいても,これらを活用した取り組みが見られる.本コンテンツは,装着型センサと壁面4枚を用いたスコアの可視化により,戦況把握を容易化する.さらに,床面にプレイヤの移動を促す動的な足場を投影することで,娯楽性を高めるとともに,運動量の増加を図る.大学の授業内で実証実験およびアンケート調査を実施し,高い評価を得た.本稿では,システムの構成および実証実験の結果を述べ,今後の展望を示す.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"7","bibliographic_titles":[{"bibliographic_title":"研究報告デジタルコンテンツクリエーション(DCC)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2026-05-21","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"7","bibliographicVolumeNumber":"2026-DCC-43"}]},"relation_version_is_last":true,"weko_creator_id":"80578"},"created":"2026-05-14T02:15:07.830051+00:00","updated":"2026-05-14T03:28:24.661387+00:00"}