{"created":"2025-01-19T01:18:01.239078+00:00","updated":"2025-01-19T15:27:49.191811+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00217530","sets":["1164:5336:10887:10888"]},"path":["10888"],"owner":"44499","recid":"217530","title":["記憶・認識の不確実さによってマイクロスリップを起こすキャラクタ動作生成手法"],"pubdate":{"attribute_name":"公開日","attribute_value":"2022-03-11"},"_buckets":{"deposit":"d14f821a-cd40-4c8f-9ae8-2b1383df1148"},"_deposit":{"id":"217530","pid":{"type":"depid","value":"217530","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"記憶・認識の不確実さによってマイクロスリップを起こすキャラクタ動作生成手法","author_link":["563770","563771","563769"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"記憶・認識の不確実さによってマイクロスリップを起こすキャラクタ動作生成手法"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"ゲーミフィケーション・VR","subitem_subject_scheme":"Other"}]},"item_type_id":"4","publish_date":"2022-03-11","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"東京工業大学"},{"subitem_text_value":"東京工業大学"},{"subitem_text_value":"東京工業大学"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Tokyo Institute of Technology","subitem_text_language":"en"},{"subitem_text_value":"Tokyo Institute of Technology","subitem_text_language":"en"},{"subitem_text_value":"Tokyo Institute of Technology","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/217530/files/IPSJ-EC22063007.pdf","label":"IPSJ-EC22063007.pdf"},"date":[{"dateType":"Available","dateValue":"2024-03-11"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC22063007.pdf","filesize":[{"value":"914.7 kB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"660","billingrole":"5"},{"tax":["include_tax"],"price":"330","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"40"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"efc6bb28-0ff6-4e60-8373-afc387490070","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":"谷口, 莉帆"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"三武, 裕玄"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"長谷川, 晶一"}],"nameIdentifiers":[{}]}]},"item_4_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AA12049625","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":"2188-8914","subitem_source_identifier_type":"ISSN"}]},"item_4_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"VR ゲームの普及によりキャラクタが身近になってきたため,キャラクタも人間らしい動きをして欲しい.その動作として考えられるマイクロスリップは,状況に応じて様々なので自動生成できると良い.本稿では,いくつかのマイクロスリップを発生するキャラクタの動作自動生成手法を提案する.従来手法にはマイクロスリップを自動で生成する仕組みは無かった.また,マイクロスリップの分類について調べると,多くが記憶を必要とすることがわかった.そこで,記憶の信頼度を用いて確認を適度に怠ることで,目的の動作が生成できると考えた.確認動作は今回生成したいマイクロスリップに必要な視覚と触覚を対象とし,認識することで記憶の信頼度を上下しながら動作を遂行する.この手法の検討のため,複数の動作を生成し被験者に見てもらった.この結果,いくつかの動作では,マイクロスリップを含むキャラクタの意図も伝わった.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"6","bibliographic_titles":[{"bibliographic_title":"研究報告エンタテインメントコンピューティング(EC)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2022-03-11","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"7","bibliographicVolumeNumber":"2022-EC-63"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":217530,"links":{}}