{"links":{},"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00221976","sets":["6504:11035:11039"]},"path":["11039"],"owner":"44499","recid":"221976","title":["MR・VRデバイスの特徴がエクサゲーミングに与える影響の調査と考察"],"pubdate":{"attribute_name":"公開日","attribute_value":"2022-02-17"},"_buckets":{"deposit":"0fbe30a0-cacb-4110-b671-c08b8784c522"},"_deposit":{"id":"221976","pid":{"type":"depid","value":"221976","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"MR・VRデバイスの特徴がエクサゲーミングに与える影響の調査と考察","author_link":["581429","581430"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"MR・VRデバイスの特徴がエクサゲーミングに与える影響の調査と考察"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"コンピュータと人間社会","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":"東洋大"},{"subitem_text_value":"東洋大"}]},"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/221976/files/IPSJ-Z84-6ZM-08.pdf","label":"IPSJ-Z84-6ZM-08.pdf"},"date":[{"dateType":"Available","dateValue":"2022-10-22"}],"format":"application/pdf","filename":"IPSJ-Z84-6ZM-08.pdf","filesize":[{"value":"332.3 kB"}],"mimetype":"application/pdf","accessrole":"open_date","version_id":"88bd4ab5-bb6b-40be-8db2-978b71e20a7c","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":"田口, 太陽"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"石川, 知一"}],"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_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":"近年、MRやVRを含むXRデバイスの普及率と屋内で手軽に運動ができるエクサゲーミングの注目度が上昇してきている。本研究では、MRデバイス(HoloLens2)とVRデバイス(Oculus Quest 2)を用いてそれぞれの特徴がエクサゲーミングのプレイにどのような影響を与えるのかについて調査した。主に通気性・操作性・安全性・均衡性の四つの観点からデバイスとエクサゲーミングの相性について考察した。その結果、通気性・安全性・均衡性の面ではMRデバイスが優位、操作性の面ではVRデバイスが優位となった。","subitem_description_type":"Other"}]},"item_22_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"1050","bibliographic_titles":[{"bibliographic_title":"第84回全国大会講演論文集"}],"bibliographicPageStart":"1049","bibliographicIssueDates":{"bibliographicIssueDate":"2022-02-17","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"1","bibliographicVolumeNumber":"2022"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"created":"2025-01-19T01:21:57.442313+00:00","updated":"2025-01-19T13:56:10.658670+00:00","id":221976}