{"created":"2025-01-19T01:14:20.559956+00:00","updated":"2025-01-19T17:09:09.755485+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00213466","sets":["1164:5336:10549:10730"]},"path":["10730"],"owner":"44499","recid":"213466","title":["視線情報に基づくVR空間でのマンガ教材読書時の主観的難易度推定"],"pubdate":{"attribute_name":"公開日","attribute_value":"2021-10-21"},"_buckets":{"deposit":"a9ec92e1-6d62-40c6-8e71-d24195179709"},"_deposit":{"id":"213466","pid":{"type":"depid","value":"213466","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"視線情報に基づくVR空間でのマンガ教材読書時の主観的難易度推定","author_link":["546284","546282","546283","546279","546280","546285","546286","546281"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"視線情報に基づくVR空間でのマンガ教材読書時の主観的難易度推定"},{"subitem_title":"Subjective Difficulty Estimation of VR-based Educational Comics Using Gaze Features","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"VR/AR","subitem_subject_scheme":"Other"}]},"item_type_id":"4","publish_date":"2021-10-21","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"大阪大学"},{"subitem_text_value":"大阪大学"},{"subitem_text_value":"大阪大学"},{"subitem_text_value":"大阪大学/Augusta University"},{"subitem_text_value":"大阪電気通信大学"},{"subitem_text_value":"大阪大学/流通科学大学"},{"subitem_text_value":"大阪大学"},{"subitem_text_value":"大阪大学\n"}]},"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/213466/files/IPSJ-EC21061010.pdf","label":"IPSJ-EC21061010.pdf"},"date":[{"dateType":"Available","dateValue":"2023-10-21"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC21061010.pdf","filesize":[{"value":"1.1 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":"892bc929-ee5a-4939-852e-9cf4ed1ea5f8","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2021 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"坂本, 賢哉"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"白井, 詩沙香"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"武村, 紀子"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Orlosky, Jason"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"長瀧, 寛之"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"上田, 真由美"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"浦西, 友樹"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"竹村, 治雄"}],"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,VR 空間でのマンガ教材読書時の学習支援を目的に,視線情報に基づく主観的難易度推定手法を提案する.提案手法では,先行研究で使用されている視線特徴量に加え,可視化手法として利用されている「ヒートマップ情報」と VR 空間特有の特徴量として「注視点と視線の交点の距離」を抽出し,これらの特徴量を用いて学習者の主観的な難易度をコマ単位で推定する.評価実験の結果,文書情報を用いた推定手法および従来の視線情報を用いた推定手法と比べ,ユーザ依存モデルではランダムフォレストを用いた推定では F 値で 0.705 を示し,ユーザ非依存モデルでは SVM を用いた推定で 0.711 を確認した.","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":"2021-10-21","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"10","bibliographicVolumeNumber":"2021-EC-61"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":213466,"links":{}}