{"created":"2025-01-19T01:19:34.945598+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00219507","sets":["6164:6165:7308:11007"]},"path":["11007"],"owner":"44499","recid":"219507","title":["ゲームプレイ中の風の強度による臨場感の変化"],"pubdate":{"attribute_name":"公開日","attribute_value":"2022-08-25"},"_buckets":{"deposit":"66f8c9e3-dd9a-4041-bd99-aed60e602abe"},"_deposit":{"id":"219507","pid":{"type":"depid","value":"219507","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"ゲームプレイ中の風の強度による臨場感の変化","author_link":["572622","572623"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"ゲームプレイ中の風の強度による臨場感の変化"}]},"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":"東京工科大学大学院バイオ・情報メディア研究科メディアサイエンス専攻"},{"subitem_text_value":"東京工科大学メディア学部"}]},"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/219507/files/IPSJ-EC2022031.pdf","label":"IPSJ-EC2022031.pdf"},"date":[{"dateType":"Available","dateValue":"2022-08-25"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC2022031.pdf","filesize":[{"value":"4.5 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":"a0fce274-71ae-46fa-a0d8-1a541dfe1361","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":"岡本, 早織"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"羽田, 久一"}],"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":"VR環境を用いないゲームのプレイ中であっても、自分の操作するキャラクターが高所から落下する、ワイヤーアクションを行うという動きをした際、画面越しにプレイヤー自身が落下感覚や引っ張られる感覚を感じることがある。この時、キャラクターの動きに合わせてプレイヤーに風を送ることで臨場感が向上するのではないかと考えた。 本研究では、プレイヤーへ当てる風の強さの変化に着目し、ワイヤーアクションで引っ張られるときの速度に応じて風の強弱に変化をつける、飛んでいる間の風の速度は一定、風なしの3条件でどの条件で臨場感が一番強くなるかについて検証した。","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"138","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":"135","bibliographicIssueDates":{"bibliographicIssueDate":"2022-08-25","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2022"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":219507,"updated":"2025-01-19T14:52:05.829041+00:00","links":{}}