{"id":216149,"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00216149","sets":["1164:4619:10826:10827"]},"path":["10827"],"owner":"44499","recid":"216149","title":["対面英会話を模す没入型RPG ゲームにおける韻律情報を用いた会話積極性評価の導入"],"pubdate":{"attribute_name":"公開日","attribute_value":"2022-01-20"},"_buckets":{"deposit":"f54a4d39-9570-412b-886d-ec5fdd63c162"},"_deposit":{"id":"216149","pid":{"type":"depid","value":"216149","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"対面英会話を模す没入型RPG ゲームにおける韻律情報を用いた会話積極性評価の導入","author_link":["557664","557665","557663","557662"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"対面英会話を模す没入型RPG ゲームにおける韻律情報を用いた会話積極性評価の導入"},{"subitem_title":"Estimating Conversational Proactiveness Using Speech Prosody in an Immersive RPG Game Simulating Face-to-Face English Conversation","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"コミュニケーション","subitem_subject_scheme":"Other"}]},"item_type_id":"4","publish_date":"2022-01-20","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"関西大学大学院総合情報学研究科"},{"subitem_text_value":"関西大学大学院総合情報学研究科"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Naoki Matsumura","subitem_text_language":"en"},{"subitem_text_value":"Tomoko Yonezawa","subitem_text_language":"en"}]},"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/216149/files/IPSJ-CVIM22228013.pdf","label":"IPSJ-CVIM22228013.pdf"},"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-CVIM22228013.pdf","filesize":[{"value":"4.5 MB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"0","billingrole":"20"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_login","version_id":"b920c63e-a605-4def-bcc3-f7d6a03414a9","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2022 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":"松村, 直季"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"米澤, 朋子"}],"nameIdentifiers":[{}]}]},"item_4_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Naoki, Matsumura","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Tomoko, Yonezawa","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_4_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AA11131797","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":"2188-8701","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,外国語能力の自己評価にとらわれず外国語発話を積極的に行うことができるようになるため, 仮想空間を歩き回り出会ったキャラクタと音声英会話を行う RPG 動機付け型の学習システムを提案している.本稿では,文法や発音の正確さではなく,まずユーザの会話への積極性に応じたゲーム報酬を適用させるため,会話におけ る音響および韻律特徴量を用いた会話積極性評価指標を提案し実装したモジュールを紹介する.会話積極性に応じた報酬の実現により,ユーザの発話の積極性が会話の成功につながる体験を経験することで,ユーザの英語発話の積極 性向上を狙う.","subitem_description_type":"Other"}]},"item_4_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"In this study, we propose a method of proactive utterance of foreign language in an RPG game that enables users to walk through a virtual space and to talk with some virtual characters. The proactivity of the user’s utterance is determined by the change of loudness, pitch, and the intervals from the character’s speeches.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"6","bibliographic_titles":[{"bibliographic_title":"研究報告コンピュータビジョンとイメージメディア(CVIM)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2022-01-20","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"13","bibliographicVolumeNumber":"2022-CVIM-228"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"updated":"2025-01-19T15:54:30.915079+00:00","created":"2025-01-19T01:16:52.283825+00:00","links":{}}