{"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00204244","sets":["1164:5336:10169:10170"]},"path":["10170"],"owner":"44499","recid":"204244","title":["アクションゲームのための手本プレイ動画に対する模倣入力を用いた上達支援システム"],"pubdate":{"attribute_name":"公開日","attribute_value":"2020-03-11"},"_buckets":{"deposit":"6b0f0773-9542-4240-b1a9-891c9f79b604"},"_deposit":{"id":"204244","pid":{"type":"depid","value":"204244","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"アクションゲームのための手本プレイ動画に対する模倣入力を用いた上達支援システム","author_link":["505414","505413"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"アクションゲームのための手本プレイ動画に対する模倣入力を用いた上達支援システム"}]},"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_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/204244/files/IPSJ-EC20055015.pdf","label":"IPSJ-EC20055015.pdf"},"date":[{"dateType":"Available","dateValue":"2022-03-11"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC20055015.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":"40"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"5aad62fc-707f-461e-9dfc-3d6d28dce9e7","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":"浅野, 日登美"}],"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":"アクションゲームでは難易度の高いステージにおいて正確なボタン操作が要求されることがある.正しいボタンを正確なタイミングで入力することは初級者にとって困難となる場合が多く,上級者でもクリアまでに多くの時間を要することもある.本研究では,手本プレイ動画を見ながらゲームコントローラへの模倣入力を行うことでボタン操作を学習するシステムを提案する.提案システムでは,手本プレイ動画の再生と連動した手本のボタン入力状態表示と,手本と学習者のボタン入力の一致度の提示を行う.本稿では,2D アクションゲームを対象に行ったシステムの実装と評価実験の結果について報告する.","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":"15","bibliographicVolumeNumber":"2020-EC-55"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":204244,"updated":"2025-01-19T20:16:49.560616+00:00","links":{},"created":"2025-01-19T01:06:32.258523+00:00"}