{"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00221329","sets":["6504:11035:11042"]},"path":["11042"],"owner":"44499","recid":"221329","title":["クラウドゲームにおけるネットワーク遅延低減のための入力予測と分散処理"],"pubdate":{"attribute_name":"公開日","attribute_value":"2022-02-17"},"_buckets":{"deposit":"03099dd9-153c-4a19-bb57-8afd91545859"},"_deposit":{"id":"221329","pid":{"type":"depid","value":"221329","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"クラウドゲームにおけるネットワーク遅延低減のための入力予測と分散処理","author_link":["579407","579408","579409","579406"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"クラウドゲームにおけるネットワーク遅延低減のための入力予測と分散処理"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"ネットワーク","subitem_subject_scheme":"Other"}]},"item_type_id":"22","publish_date":"2022-02-17","item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_22_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"同志社大"},{"subitem_text_value":"同志社大"},{"subitem_text_value":"同志社大"},{"subitem_text_value":"同志社大"}]},"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/221329/files/IPSJ-Z84-7ZA-02.pdf","label":"IPSJ-Z84-7ZA-02.pdf"},"date":[{"dateType":"Available","dateValue":"2022-10-22"}],"format":"application/pdf","filename":"IPSJ-Z84-7ZA-02.pdf","filesize":[{"value":"276.3 kB"}],"mimetype":"application/pdf","accessrole":"open_date","version_id":"e088fb1f-ad00-42cc-9198-82199b7eac5b","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2022 by the Information Processing Society of Japan"}]},"item_22_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"土居, 大輝"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"林, 聡一郎"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"滕, 睿"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"佐藤, 健哉"}],"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_22_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AN00349328","subitem_source_identifier_type":"NCID"}]},"item_22_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"現在,ゲーム産業ではクラウドゲームが注目されている.そこで問題となっているのがネットワーク遅延で,ユーザ体験のリアルタイム性を損なう要因となっている.先行研究では,ユーザの入力傾向を学習して次の入力を予測し,突発的な入力に対しては,起こりうる全状態を描画し,それらを送信して遅延を軽減した.全状態を描画して送信するのは通信状況や状態数によっては大幅な遅延に繋がりかねない.そこで本研究では,ユーザの入力の予測を一つに絞らず,分散コンピューティングでその割合に応じて計算資源を割り当てて,確率の低い入力にも対応可能にした.実験ではUnityを用いて遅延時間を評価した.その結果,遅延時間が減少した.","subitem_description_type":"Other"}]},"item_22_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"316","bibliographic_titles":[{"bibliographic_title":"第84回全国大会講演論文集"}],"bibliographicPageStart":"315","bibliographicIssueDates":{"bibliographicIssueDate":"2022-02-17","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"1","bibliographicVolumeNumber":"2022"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":221329,"updated":"2025-01-19T14:12:20.740524+00:00","links":{},"created":"2025-01-19T01:21:20.093022+00:00"}