{"id":204243,"updated":"2025-01-19T20:16:51.545007+00:00","links":{},"created":"2025-01-19T01:06:32.201069+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00204243","sets":["1164:5336:10169:10170"]},"path":["10170"],"owner":"44499","recid":"204243","title":["VRにおける剣撃の視覚効果の違いがユーザの速度知覚に与える影響"],"pubdate":{"attribute_name":"公開日","attribute_value":"2020-03-11"},"_buckets":{"deposit":"424d6cd7-5ebd-4070-9b97-8bb886b8a1ec"},"_deposit":{"id":"204243","pid":{"type":"depid","value":"204243","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"VRにおける剣撃の視覚効果の違いがユーザの速度知覚に与える影響","author_link":["505411","505412"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"VRにおける剣撃の視覚効果の違いがユーザの速度知覚に与える影響"}]},"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/204243/files/IPSJ-EC20055014.pdf","label":"IPSJ-EC20055014.pdf"},"date":[{"dateType":"Available","dateValue":"2022-03-11"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC20055014.pdf","filesize":[{"value":"781.1 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":"59e29a0e-4816-4204-ae86-9d06956d8dec","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":"平野, 祐也"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"橋本, 直"}],"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":"本研究では,剣撃体験に主眼を置いた VR アクションゲームにおいてユーザに身体能力の限界以上の速度で行動していると知覚させることを目的に,ユーザの高速な動作に同期した剣の透明化と時間スケール変換を行う手法を提案する.上空から落下するオブジェクトを剣で斬る実験において,剣の透明化の有無,時間スケール変換の有無,効果の発動条件などを比較した結果,発動条件に関わらず時間スケール変換を行うことで,爽快感や剣を速く振っている感覚が向上することが明らかになった.また剣の透明化によって,ユーザが無意識に爽快感や剣の振りやすさを感じる場合があることを確認した.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"8","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":"14","bibliographicVolumeNumber":"2020-EC-55"}]},"relation_version_is_last":true,"weko_creator_id":"44499"}}