{"created":"2025-01-19T01:18:12.113163+00:00","updated":"2025-01-19T15:24:04.739407+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00217722","sets":["581:10784:10788"]},"path":["10788"],"owner":"44499","recid":"217722","title":["キャラクタとの親密度を高める音声対話ゲームインタフェース"],"pubdate":{"attribute_name":"公開日","attribute_value":"2022-04-15"},"_buckets":{"deposit":"536c990b-d358-4ac9-96e4-a25afc569044"},"_deposit":{"id":"217722","pid":{"type":"depid","value":"217722","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"キャラクタとの親密度を高める音声対話ゲームインタフェース","author_link":["564548","564543","564545","564544","564547","564546"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"キャラクタとの親密度を高める音声対話ゲームインタフェース"},{"subitem_title":"Speech Conversation Game Interface that Enhances the Intimacy with Characters","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"[一般論文] アドベンチャーゲーム,音声認識,ゲームキャラクタ,親密度","subitem_subject_scheme":"Other"}]},"item_type_id":"2","publish_date":"2022-04-15","item_2_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"筑波大学"},{"subitem_text_value":"筑波大学"},{"subitem_text_value":"筑波大学"}]},"item_2_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Systems & Information Engineering, University of Tsukuba","subitem_text_language":"en"},{"subitem_text_value":"Systems & Information Engineering, University of Tsukuba","subitem_text_language":"en"},{"subitem_text_value":"Systems & Information Engineering, University of Tsukuba","subitem_text_language":"en"}]},"item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"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/217722/files/IPSJ-JNL6304020.pdf","label":"IPSJ-JNL6304020.pdf"},"date":[{"dateType":"Available","dateValue":"2024-04-15"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-JNL6304020.pdf","filesize":[{"value":"3.2 MB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"660","billingrole":"5"},{"tax":["include_tax"],"price":"330","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"8"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"14f94ef5-5510-47fe-848b-89daf9e7077f","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2022 by the Information Processing Society of Japan"}]},"item_2_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"安斎, 彩季"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"小川, 時央"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"星野, 准一"}],"nameIdentifiers":[{}]}]},"item_2_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Saki, Anzai","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Tokio, Ogawa","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Junichi, Hoshino","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_2_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AN00116647","subitem_source_identifier_type":"NCID"}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourceuri":"http://purl.org/coar/resource_type/c_6501","resourcetype":"journal article"}]},"item_2_source_id_11":{"attribute_name":"ISSN","attribute_value_mlt":[{"subitem_source_identifier":"1882-7764","subitem_source_identifier_type":"ISSN"}]},"item_2_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"近年の音声認識技術の普及によりゲームでの利用が容易になってきているが,音声による対話とキーボードなどによる操作を併用した際の画面内のキャラクタとの親密度などの心理効果については明らかにされていない.本稿では,対話相手との親密度を上昇させるような音声対話を用いたゲームインタフェースを提案する.ユーザとキャラクタの間に友人のような対等の対人関係を設定して,ゲームの目的を共有しながら,呼びかけや励まし合い,お礼,援助,次の行動の相談などの会話を行わせる.従来のゲームで用いられるキーボードなどによる操作と,音声対話を併用したゲームインタフェースを実現し,キャラクタとの親密度への影響について従来のゲームとの比較を行った結果を示す.","subitem_description_type":"Other"}]},"item_2_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"In recent years, more and more games have been developed using voice recognition, and many studies have been conducted in this field. However, the psychological effects of voice interaction, such as intimacy with on-screen characters, have not been clarified. In this paper, we developed a multimodal game interface that combines voice interaction with conventional game controller controls and compared the effects of voice interaction on character intimacy with conventional games.","subitem_description_type":"Other"}]},"item_2_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"1137","bibliographic_titles":[{"bibliographic_title":"情報処理学会論文誌"}],"bibliographicPageStart":"1128","bibliographicIssueDates":{"bibliographicIssueDate":"2022-04-15","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"4","bibliographicVolumeNumber":"63"}]},"relation_version_is_last":true,"item_2_identifier_registration":{"attribute_name":"ID登録","attribute_value_mlt":[{"subitem_identifier_reg_text":"10.20729/00217614","subitem_identifier_reg_type":"JaLC"}]},"weko_creator_id":"44499"},"id":217722,"links":{}}