{"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00215618","sets":["6504:10735:10811"]},"path":["10811"],"owner":"44499","recid":"215618","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":"2021-03-04"},"_buckets":{"deposit":"f00ec231-d73c-48cc-b421-7787f5971cbe"},"_deposit":{"id":"215618","pid":{"type":"depid","value":"215618","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":["555231","555232"],"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"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"コンピュータと人間社会","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":"芝浦工大"},{"subitem_text_value":"芝浦工大"}]},"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/215618/files/IPSJ-Z83-6ZD-04.pdf","label":"IPSJ-Z83-6ZD-04.pdf"},"date":[{"dateType":"Available","dateValue":"2021-12-29"}],"format":"application/pdf","filename":"IPSJ-Z83-6ZD-04.pdf","filesize":[{"value":"490.9 kB"}],"mimetype":"application/pdf","accessrole":"open_date","version_id":"c80346ad-cc16-44fb-a864-6e3bbdb0d203","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":"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_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":"アンガーマネジメントの持つ現在生体情報値を評価に用いる前例が無く体験的な感情制御の訓練を行うことは困難という二点の課題に着目し、生体計測値による感情制御を用いたゲームによる感情制御手法の提案を行う。ゲームを繰り返しプレイすることで感情制御能力が身に付くゲームを開発し、実証的な結果を出す事を目的とする。ゲームは感情制御の失敗を心拍変動値を用いる事で検知し難易度が上昇する設計である。このゲームをスムーズにクリアする事を目指す事が感情を制御する能力の獲得につながり目的の達成を果たすと考える。このゲームの試行回数とその時のスムーズさを評価値として扱う。","subitem_description_type":"Other"}]},"item_22_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"588","bibliographic_titles":[{"bibliographic_title":"第83回全国大会講演論文集"}],"bibliographicPageStart":"587","bibliographicIssueDates":{"bibliographicIssueDate":"2021-03-04","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"1","bibliographicVolumeNumber":"2021"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":215618,"updated":"2025-01-19T16:04:32.523017+00:00","links":{},"created":"2025-01-19T01:16:22.886342+00:00"}