{"links":{},"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00221562","sets":["6504:11035:11040"]},"path":["11040"],"owner":"44499","recid":"221562","title":["拡張現実技術を用いた投扇興アプリによる伝統文化体験分析"],"pubdate":{"attribute_name":"公開日","attribute_value":"2022-02-17"},"_buckets":{"deposit":"2151b81c-5e6b-4dd2-ab99-ccaaca3ffe45"},"_deposit":{"id":"221562","pid":{"type":"depid","value":"221562","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"拡張現実技術を用いた投扇興アプリによる伝統文化体験分析","author_link":["580172","580171","580173","580170","580169"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"拡張現実技術を用いた投扇興アプリによる伝統文化体験分析"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"インタフェース","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":"早大"},{"subitem_text_value":"早大"},{"subitem_text_value":"早大"},{"subitem_text_value":"早大"},{"subitem_text_value":"早大"}]},"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/221562/files/IPSJ-Z84-2ZF-04.pdf","label":"IPSJ-Z84-2ZF-04.pdf"},"date":[{"dateType":"Available","dateValue":"2022-10-22"}],"format":"application/pdf","filename":"IPSJ-Z84-2ZF-04.pdf","filesize":[{"value":"527.7 kB"}],"mimetype":"application/pdf","accessrole":"open_date","version_id":"d75fdadf-947e-4826-8b6d-fbcf334cdfb0","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":"溝渕, 健太"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"蔡, 弘亞"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"邵, 騰飛"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"家入, 祐也"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"菱山, 玲子"}],"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":"本稿では,ユーザにとって拡張現実技術(AR)による伝統文化体験が,実際の伝統文化体験への動機づけに対してどのように影響するのか解明する.この目的を達成するために,日本の伝統文化のひとつである「投扇興」を体験できるアプリケーションを開発し,47名の被験者に対し,母国を異にする2つの被験者グループを作成し,3つのプレイ環境で統制実験を行った.その結果,被験者グループにより動機づけの度合いが異なることが分かった.更に,日本人の被験者グループにとっては,プレイ環境の設定が動機づけに影響することが分かった.","subitem_description_type":"Other"}]},"item_22_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"206","bibliographic_titles":[{"bibliographic_title":"第84回全国大会講演論文集"}],"bibliographicPageStart":"205","bibliographicIssueDates":{"bibliographicIssueDate":"2022-02-17","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"1","bibliographicVolumeNumber":"2022"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"updated":"2025-01-19T14:06:30.737367+00:00","created":"2025-01-19T01:21:33.670729+00:00","id":221562}