{"created":"2025-01-19T01:17:50.648969+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00217347","sets":["1164:3206:10884:10885"]},"path":["10885"],"owner":"44499","recid":"217347","title":["バンダイナムコ研究所のCG&AIキャラクター研究の取り組み(招待講演)"],"pubdate":{"attribute_name":"公開日","attribute_value":"2022-03-04"},"_buckets":{"deposit":"6ab60448-1589-4451-82b3-3fb691ecec72"},"_deposit":{"id":"217347","pid":{"type":"depid","value":"217347","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"バンダイナムコ研究所のCG&AIキャラクター研究の取り組み(招待講演)","author_link":["563012","563013"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"バンダイナムコ研究所のCG&AIキャラクター研究の取り組み(招待講演)"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"特別講演","subitem_subject_scheme":"Other"}]},"item_type_id":"4","publish_date":"2022-03-04","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"バンダイナムコ研究所"},{"subitem_text_value":"バンダイナムコ研究所"}]},"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/217347/files/IPSJ-CG22185014.pdf","label":"IPSJ-CG22185014.pdf"},"date":[{"dateType":"Available","dateValue":"2024-03-04"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-CG22185014.pdf","filesize":[{"value":"291.8 kB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"0","billingrole":"5"},{"tax":["include_tax"],"price":"0","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"28"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"37bb2983-b2b1-476f-8770-15633123b864","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2022 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"髙橋, 誠史"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"清水, 脩平"}],"nameIdentifiers":[{}]}]},"item_4_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AN10100541","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":"2188-8949","subitem_source_identifier_type":"ISSN"}]},"item_4_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"バンダイナムコ研究所は 2019 年に設立されたデジタルエンターテインメントのために AI や XR といった先端技術の研究を行う会社になります.AI と一口に言っても,そのドメインは CG,ゲーム AI,オーディオ,自然言語処理などの領域を扱っています.今回の講演では前半では,バンダイナムコ研究所での広範なキャラクター技術のための CG や AI 研究の事例をお話しつつ,後半では,特にその中でもキャラクターのポーズから衣服の変形をリアルタイムに予測する技術について紹介します.リアルタイム CG において機械学習を用いることのモチベーションや開発した手法の紹介を通して,ゲームなどのエンターテイメント分野における具体的な研究活動がどういうものかという一例として参考になれば幸いです","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"1","bibliographic_titles":[{"bibliographic_title":"研究報告コンピュータグラフィックスとビジュアル情報学(CG)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2022-03-04","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"14","bibliographicVolumeNumber":"2022-CG-185"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"links":{},"id":217347,"updated":"2025-01-19T15:31:55.339557+00:00"}