{"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00214038","sets":["1164:2036:10484:10753"]},"path":["10753"],"owner":"44499","recid":"214038","title":["FPGAを用いたフィットネスゲームにおけるリアルタイム運動データ記録支援システムの提案"],"pubdate":{"attribute_name":"公開日","attribute_value":"2021-11-24"},"_buckets":{"deposit":"29b6eae2-582a-40f5-8659-8cc1af7a32d5"},"_deposit":{"id":"214038","pid":{"type":"depid","value":"214038","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"FPGAを用いたフィットネスゲームにおけるリアルタイム運動データ記録支援システムの提案","author_link":["548381","548380"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"FPGAを用いたフィットネスゲームにおけるリアルタイム運動データ記録支援システムの提案"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"応用事例","subitem_subject_scheme":"Other"}]},"item_type_id":"4","publish_date":"2021-11-24","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"電気通信大学情報理工学研究科"},{"subitem_text_value":"電気通信大学情報理工学研究科"}]},"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/214038/files/IPSJ-SLDM21196027.pdf","label":"IPSJ-SLDM21196027.pdf"},"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-SLDM21196027.pdf","filesize":[{"value":"3.2 MB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"0","billingrole":"10"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_login","version_id":"b206719e-532e-4c43-a653-a9d24ac45813","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2021 by the Institute of Electronics, Information and Communication Engineers This SIG report is only available to those in membership of the SIG."}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"滝川, 潤"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"成見, 哲"}],"nameIdentifiers":[{}]}]},"item_4_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AA11451459","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":"2188-8639","subitem_source_identifier_type":"ISSN"}]},"item_4_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"コロナ禍もあり体を動かすフィットネスゲームに需要があり,特に任天堂リングフィットアドベンチャーは手軽に使えることからも人気がある.しかし,他人と運動の累計データでしか競い合えないなど不満な部分があったとしても,家庭用ゲーム機であることもあって機能の拡張は難しい.そこで本研究では,FPGA を用いてゲーム機からの映像出力をリアルタイムに解析することで,運動データを外部に記録したり,正しい姿勢で運動が行えた際には特別な映像効果を加えることでユーザーの運動モチベーションの向上を狙う.仮に FPGA 付テレビが将来普及した際には,このように既存の映像コンテンツを後からプラグインのような形で修正することで新たな楽しみを提供出来る可能性がある.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"5","bibliographic_titles":[{"bibliographic_title":"研究報告システムとLSIの設計技術(SLDM)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2021-11-24","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"27","bibliographicVolumeNumber":"2021-SLDM-196"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":214038,"updated":"2025-01-19T16:55:38.477307+00:00","links":{},"created":"2025-01-19T01:14:52.525556+00:00"}