{"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00219488","sets":["6164:6165:7308:11007"]},"path":["11007"],"owner":"44499","recid":"219488","title":["AwareLab:振動提示による第一人称射撃ゲーム内の足音の聞き取りと正しい判断のための訓練システム"],"pubdate":{"attribute_name":"公開日","attribute_value":"2022-08-25"},"_buckets":{"deposit":"3bbccd60-d21f-41b9-ae36-3d2e294efa4d"},"_deposit":{"id":"219488","pid":{"type":"depid","value":"219488","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"AwareLab:振動提示による第一人称射撃ゲーム内の足音の聞き取りと正しい判断のための訓練システム","author_link":["572559","572561","572560"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"AwareLab:振動提示による第一人称射撃ゲーム内の足音の聞き取りと正しい判断のための訓練システム"},{"subitem_title":"AwareLab:Foot steps hearing and analysis training via directed vibration in First Person Shooting games","subitem_title_language":"en"}]},"item_type_id":"18","publish_date":"2022-08-25","item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_18_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"関西学院大学大学院 理工学研究科 人間システム工学専攻"},{"subitem_text_value":"関西学院大学 感性価値創造インスティテュート"},{"subitem_text_value":"関西学院大学 工学部 知能・機械工学課程"}]},"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/219488/files/IPSJ-EC2022012.pdf","label":"IPSJ-EC2022012.pdf"},"date":[{"dateType":"Available","dateValue":"2022-08-25"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC2022012.pdf","filesize":[{"value":"4.1 MB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"0","billingrole":"5"},{"tax":["include_tax"],"price":"0","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"40"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"9130a527-b4e9-4e07-8cdb-009457e44a8c","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2022 by the Information Processing Society of Japan"}]},"item_18_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"張, 振沢"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"山﨑, 陽一"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"井村, 誠孝"}],"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_18_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"本研究では触覚を利用することでテレビゲームのゲーマの技能向上を支援することを目的とする.提案手法は、ゲーマが気付きにくい情報を複数の振動デバイスによって触覚的に提示することで非視覚情報に基づく空間認知能力を向上させ、ゲーム内で気づきにくい情報を感知できるようにする. 振動アクチュエータから生じた触覚情報で、ゲーム内音声の情報を正確に感知するためには、腰回りに装着することが適切だと予備実験よりわかった. 訓練システムを作成し、提案手法の効果評価実験を複数日に渡って行った.結果ではゲーマの成績が向上した.提案手法によるFPS技能の向上が期待できることが示された.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"61","bibliographic_titles":[{"bibliographic_title":"エンタテインメントコンピューティングシンポジウム2022論文集"}],"bibliographicPageStart":"58","bibliographicIssueDates":{"bibliographicIssueDate":"2022-08-25","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2022"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":219488,"updated":"2025-01-19T14:52:28.134938+00:00","links":{},"created":"2025-01-19T01:19:33.861113+00:00"}