{"updated":"2025-01-19T20:16:53.492399+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00204242","sets":["1164:5336:10169:10170"]},"path":["10170"],"owner":"44499","recid":"204242","title":["VR空間における分身操作のための点対称な移動手法の提案"],"pubdate":{"attribute_name":"公開日","attribute_value":"2020-03-11"},"_buckets":{"deposit":"dead4f83-b743-4b76-85eb-0a3ff78bdebe"},"_deposit":{"id":"204242","pid":{"type":"depid","value":"204242","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"VR空間における分身操作のための点対称な移動手法の提案","author_link":["505410","505407","505408","505409"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"VR空間における分身操作のための点対称な移動手法の提案"},{"subitem_title":"How to Manipulate Your Double Point Symmetry in VR Space","subitem_title_language":"en"}]},"item_type_id":"4","publish_date":"2020-03-11","item_4_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"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Meiji University","subitem_text_language":"en"},{"subitem_text_value":"Meiji University","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/204242/files/IPSJ-EC20055013.pdf","label":"IPSJ-EC20055013.pdf"},"date":[{"dateType":"Available","dateValue":"2022-03-11"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC20055013.pdf","filesize":[{"value":"709.1 kB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"660","billingrole":"5"},{"tax":["include_tax"],"price":"330","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"40"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"1ca9ce75-b970-462e-b8f7-33400ffdc160","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2020 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"千葉, 麻由"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"橋本, 直"}],"nameIdentifiers":[{}]}]},"item_4_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Mayu, Chiba","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Sunao, Hashimoto","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_4_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AA12049625","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":"2188-8914","subitem_source_identifier_type":"ISSN"}]},"item_4_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"分身という表現はこれまで多くのフィクションの中に登場し,特にゲーム作品においては敵を欺いたり攻撃範囲を広げたりするためのギミックとして用いられている.本研究では,VR における分身の操作を想定し,本体の動作と分身の動作を両立可能な操作手法を提案する.提案手法では,分身を VR 空間中にある基準点に対して本体と常に対称な位置に表示する.本体と分身が互いに逆方向に移動することで,ユーザの行動範囲を拡大できる.本稿では,提案手法の検証のために風船割りゲームを実装し,評価を行った結果について報告する.","subitem_description_type":"Other"}]},"item_4_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"The expression “Double” appear in many fiction, particularly in the game it is ueed as a gimmick to deceive the enemy and increase the attack range. In this study when we assume how to manipulate double in VR space we propose how to manipulate your movement and double's movement compatibly. In proposed method your body and double are point symmetrically about the reference point related with each other. By moving you and double in opposite directions the range of user actions can be ezpanded. In this article we implement balloon splitting game for verification of the proposed method and report the evaluation results.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"6","bibliographic_titles":[{"bibliographic_title":"研究報告エンタテインメントコンピューティング(EC)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2020-03-11","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"13","bibliographicVolumeNumber":"2020-EC-55"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"created":"2025-01-19T01:06:32.144943+00:00","id":204242,"links":{}}