{"updated":"2025-01-19T16:11:27.884689+00:00","links":{},"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00215377","sets":["6504:10735:10810"]},"path":["10810"],"owner":"44499","recid":"215377","title":["自然に振る舞うNPC群衆シーンの覚醒度-感情価モデルに基づく生成"],"pubdate":{"attribute_name":"公開日","attribute_value":"2021-03-04"},"_buckets":{"deposit":"9359af2c-090a-40a2-9830-eaf0874cf386"},"_deposit":{"id":"215377","pid":{"type":"depid","value":"215377","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"自然に振る舞うNPC群衆シーンの覚醒度-感情価モデルに基づく生成","author_link":["554518","554520","554521","554519"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"自然に振る舞うNPC群衆シーンの覚醒度-感情価モデルに基づく生成"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"インタフェース","subitem_subject_scheme":"Other"}]},"item_type_id":"22","publish_date":"2021-03-04","item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_22_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"慶大"},{"subitem_text_value":"慶大"},{"subitem_text_value":"慶大"},{"subitem_text_value":"慶大"}]},"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/215377/files/IPSJ-Z83-7Y-05.pdf","label":"IPSJ-Z83-7Y-05.pdf"},"date":[{"dateType":"Available","dateValue":"2021-12-29"}],"format":"application/pdf","filename":"IPSJ-Z83-7Y-05.pdf","filesize":[{"value":"1.9 MB"}],"mimetype":"application/pdf","accessrole":"open_date","version_id":"00be27ea-4392-4d2c-8286-3b95549b9e1f","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2021 by the Information Processing Society of Japan"}]},"item_22_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"大字, 諒"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"李, 睿哲"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"中山, 雅紀"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"藤代, 一成"}],"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_22_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AN00349328","subitem_source_identifier_type":"NCID"}]},"item_22_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"ビデオゲームにはノンプレイヤーキャラクタ(NPC)が多数登場する.一部の人間型NPCは,街の中を徘徊したり,ベンチで休憩したりして,街の景観をつくる役割を果たしている.しかし,それらの多くはクリエイタによって定められた機械的な動作しか示さず,実世界と比較して景観の自然さはやや劣る.そこで本研究では,人間の情動を覚醒度(Arousal)と感情価(Valence)の2軸で表現するA-Vモデルを用いて,NPCの情動を反映したアニメーションを生成する.また,環境や周囲の人々の情動をパラメタとして設定することで,様々な影響因子を考慮した個々のNPCの情動変化を表現するとともに,群衆全体での自然なシーンの生成を目指す.","subitem_description_type":"Other"}]},"item_22_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"96","bibliographic_titles":[{"bibliographic_title":"第83回全国大会講演論文集"}],"bibliographicPageStart":"95","bibliographicIssueDates":{"bibliographicIssueDate":"2021-03-04","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"1","bibliographicVolumeNumber":"2021"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":215377,"created":"2025-01-19T01:16:08.851925+00:00"}