{"created":"2025-01-19T01:13:29.372457+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00212549","sets":["6164:6165:7308:10662"]},"path":["10662"],"owner":"44499","recid":"212549","title":["ゲームを用いた感情制御手法の提案"],"pubdate":{"attribute_name":"公開日","attribute_value":"2021-08-23"},"_buckets":{"deposit":"32cbd4e3-9b2d-4a0c-b825-9cd774daa650"},"_deposit":{"id":"212549","pid":{"type":"depid","value":"212549","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"ゲームを用いた感情制御手法の提案","author_link":["542570","542569"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"ゲームを用いた感情制御手法の提案"},{"subitem_title":"Emotional control utilizing game difficulty variations","subitem_title_language":"en"}]},"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":"芝浦工業大学"},{"subitem_text_value":"芝浦工業大学"}]},"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/212549/files/IPSJ-EC2021014.pdf","label":"IPSJ-EC2021014.pdf"},"date":[{"dateType":"Available","dateValue":"2021-08-23"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC2021014.pdf","filesize":[{"value":"2.2 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":"e23dd3e3-bf94-4004-a436-d082346d8250","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":"吉岡, 佑"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"菅谷, みどり"}],"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":"近年,対人関係における感情制御能力の成長を重要とするアンガーマネジメントに注目が集まっている.従来手法では体験的な感情制御の訓練に大掛かりな準備が必要という課題があった.そこで,本研究では体験的な感情制御を簡易に訓練する方法として,生体情報値とゲームを用いた手法の提案を目的とした.実現のために感情制御が必須となるゲームを開発し,複数回のプレイで感情制御能力の変化を検証した.結果,感情制御能力を示す生体情報値を用いた評価では,ストレスの抑制とリラックス状態の維持効果が示された.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"69","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":"62","bibliographicIssueDates":{"bibliographicIssueDate":"2021-08-23","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2021"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":212549,"updated":"2025-01-19T17:28:56.107029+00:00","links":{}}