{"updated":"2025-01-19T21:08:08.194318+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00201078","sets":["6164:6165:6630:10004"]},"path":["10004"],"owner":"44499","recid":"201078","title":["ジェスチャ認識を利用した祇園祭・粽投げのバーチャル体験"],"pubdate":{"attribute_name":"公開日","attribute_value":"2019-12-07"},"_buckets":{"deposit":"7e7d7191-8007-4578-961b-cd55eb4937c2"},"_deposit":{"id":"201078","pid":{"type":"depid","value":"201078","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"ジェスチャ認識を利用した祇園祭・粽投げのバーチャル体験","author_link":["490359","490360","490362","490366","490363","490364","490357","490361","490358","490365"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"ジェスチャ認識を利用した祇園祭・粽投げのバーチャル体験"},{"subitem_title":"Virtual Experience of Chimaki-nage in the Gion Festival using VR and Gesture Recognition","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"デジタルアーカイブ; デジタルミュージアム; ジェスチャ認識; ゲームエンジン; VR; 3DCG","subitem_subject_scheme":"Other"}]},"item_type_id":"18","publish_date":"2019-12-07","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":"立命館大学"},{"subitem_text_value":"立命館大学"},{"subitem_text_value":"立命館大学"},{"subitem_text_value":"立命館大学"},{"subitem_text_value":"立命館大学"}]},"item_18_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Ritsumeikan University, Ritsumeikan University, Ritsumeikan University, Ritsumeikan University, Ritsumeikan University","subitem_text_language":"en"}]},"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/201078/files/IPSJ-CH2019015.pdf","label":"IPSJ-CH2019015.pdf"},"date":[{"dateType":"Available","dateValue":"2020-12-07"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-CH2019015.pdf","filesize":[{"value":"1.3 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":"24"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"8ff1a976-d3a6-4fa8-a8ab-79ced8c4e35f","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":"岸本, 征将"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"北, 直人"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"李, 亮"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"長谷川, 恭子"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"田中, 覚"}],"nameIdentifiers":[{}]}]},"item_18_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Yukimasa, Kishimoto","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Naoto, Kita","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Liang, Li","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Kyoko, Hasegawa","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Satoshi, Tanaka","creatorNameLang":"en"}],"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":"本研究では最先端のバーチャルリアリティ技術やジェスチャ認識技術を用いる事で,有形文化財である「モノ」だけではなく,無形文化財といった「コト」を対象とした文化や伝統そのものもデジタルアーカイブ化が目標である.研究内容は祇園祭の粽(ちまき)投げを対象として,デジタルアーカイブ化された有形文化財を活用した仮想空間内でVR ヘッドマウンドディスプレイ(VRHMD)とジェスチャ認識技術を駆使する事で現在では行われていない粽投げの体験が可能なコンテンツを開発した.この様なシステムをデジタルミュージアムと捉え,従来のミュージアムでは体験出来なかった疑似体験によってもたらされる道具の使われ方や当時の様子,習慣等の推察やモノの本質的な理解が可能となった.","subitem_description_type":"Other"}]},"item_18_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"The purpose of this research is to create digital archives not only for tangible cultural properties but also for intangible cultures by using the most advanced virtual reality technology and gesture recognition technology. The subject this research is a traditional Japanese cultural event called Chimaki-nage (throwing chimaki) in the Gion Festival. We have developed a content that allows users to experience Chimaki-nage using VR head-mounted display and gesture recognition technology. This kind of system is regarded as a digital museum. This system has made it possible to let us understand how the equipment was used, as well as the atmosphere and custom during the event.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"102","bibliographic_titles":[{"bibliographic_title":"じんもんこん2019論文集"}],"bibliographicPageStart":"97","bibliographicIssueDates":{"bibliographicIssueDate":"2019-12-07","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2019"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"created":"2025-01-19T01:04:30.511744+00:00","id":201078,"links":{}}