{"created":"2025-01-19T01:13:28.690052+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00212537","sets":["6164:6165:7308:10662"]},"path":["10662"],"owner":"44499","recid":"212537","title":["変顔表情による「笑わせあい」を考慮したオンラインゲームの提案"],"pubdate":{"attribute_name":"公開日","attribute_value":"2021-08-23"},"_buckets":{"deposit":"02ead3fd-f05a-4e2c-a107-bedb959631a3"},"_deposit":{"id":"212537","pid":{"type":"depid","value":"212537","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"変顔表情による「笑わせあい」を考慮したオンラインゲームの提案","author_link":["542534","542533","542532"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"変顔表情による「笑わせあい」を考慮したオンラインゲームの提案"}]},"item_type_id":"18","publish_date":"2021-08-23","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":"慶應義塾大学大学院理工学研究科"},{"subitem_text_value":"NTTコミュニケーション科学基礎研究所, 慶應義塾大学大学院理工学研究科"},{"subitem_text_value":"慶應義塾大学大学院理工学研究科"}]},"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":44499,"item_file_price":{"attribute_name":"Billing file","attribute_type":"file","attribute_value_mlt":[{"url":{"url":"https://ipsj.ixsq.nii.ac.jp/record/212537/files/IPSJ-EC2021002.pdf","label":"IPSJ-EC2021002.pdf"},"date":[{"dateType":"Available","dateValue":"2021-08-23"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC2021002.pdf","filesize":[{"value":"3.0 MB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"0","billingrole":"5"},{"tax":["include_tax"],"price":"0","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"40"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"4d6c9b38-43c6-4675-84a7-a83d9004af84","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2021 by the Information Processing Society of Japan"}]},"item_18_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"丹羽, 将康"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"正井, 克俊"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"杉本, 麻樹"}],"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":"リモート環境では対面するよりも表情やボディランゲージなどの非言語による情報が伝わりにくい.そのため,円滑なコミュニケーションが難しく,信頼関係を築きにくいという問題点がある.そこで本研究では,非言語情報の表情の中でも変顔に着目し,変顔表情での笑わせあいによってコミュニケーションを促進するオンラインゲームを設計した.変顔表情を表出して顔を大きく動かすこと,それを見て笑うことをゲーム設計に組み込むことでゲーム参加者の緊張状態の緩和,親密度の向上に繋がると考えた. プレイヤーは相手が思わず笑ってしまう表情をコマンドとしてプログラムに学習させ,その表情を表出することでゲーム操作を行う.本稿では,システム設計と試用結果について述べる.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"10","bibliographic_titles":[{"bibliographic_title":"エンタテインメントコンピューティングシンポジウム論文集"}],"bibliographicPageStart":"7","bibliographicIssueDates":{"bibliographicIssueDate":"2021-08-23","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2021"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":212537,"updated":"2025-01-19T17:22:10.339130+00:00","links":{}}