{"updated":"2025-01-19T13:54:41.498021+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00222019","sets":["6164:6165:6210:11044"]},"path":["11044"],"owner":"44499","recid":"222019","title":["格闘ゲーム初心者のための読み合い理解支援システム"],"pubdate":{"attribute_name":"公開日","attribute_value":"2022-11-04"},"_buckets":{"deposit":"47d0e31d-5ac2-4187-9e3d-14cd0886efeb"},"_deposit":{"id":"222019","pid":{"type":"depid","value":"222019","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"格闘ゲーム初心者のための読み合い理解支援システム","author_link":["581801","581805","581803","581806","581802","581804"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"格闘ゲーム初心者のための読み合い理解支援システム"},{"subitem_title":"A support system to help fighting game beginners understand mind games","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"初心者支援","subitem_subject_scheme":"Other"},{"subitem_subject":"格闘ゲーム","subitem_subject_scheme":"Other"},{"subitem_subject":"読み合い","subitem_subject_scheme":"Other"}]},"item_type_id":"18","publish_date":"2022-11-04","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":"北陸先端科学技術大学院大学"}]},"item_18_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Japan Advanced Institute of Science and Technology","subitem_text_language":"en"}]},"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/222019/files/IPSJ-GPWS2022036.pdf","label":"IPSJ-GPWS2022036.pdf"},"date":[{"dateType":"Available","dateValue":"2022-11-04"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GPWS2022036.pdf","filesize":[{"value":"1.4 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":"18"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"d96ed0c6-6d14-4df4-9bd4-911fa853f215","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":"酒見, 真"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"シュエジュ, ウシュエン"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"池田, 心"}],"nameIdentifiers":[{}]}]},"item_18_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Makoto, Sakemi","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Chu-Hsuan, Hsueh","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Kokolo, Ikeda","creatorNameLang":"en"}],"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":"格闘ゲームは参入障壁の高いゲームジャンルの一つであり,本稿では「読み合い」と呼ばれる駆け引きに関して,習得するまでの過程が困難であることが大きな原因の一つであると推察した.初心者の読み合い習得が困難な原因に,リアルタイム性による思考時間の短さや,キャラクタの操作に不慣れな点があると考えた. そこで,格闘ゲーム初心者が読み合いを理解・習得する過程を支援するシステムを提案する.提案システムは,自作したゲームとそれを通じてプレイされるカリキュラムから構成される.自作ゲームはじゃんけんをベースとし,手の価値に差がある点や状況毎に手の価値が変化する点など,格闘ゲームの読み合いに必要な要素を取り込んだ.カリキュラムは読み合いの習得を目的とし,読み合いに必要な考え方を実践する複数の相手との対戦を通じそれらを学ぶ.カリキュラム評価のための被験者実験の結果,想定の実験時間が終了してもカリキュラムは完遂されず,修了条件やヒントの出し方に課題が残る結果となった.","subitem_description_type":"Other"}]},"item_18_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"Fighting games are one of the game genres with high barriers to entry and in this paper, we consider that one of the main reasons is the difficulty in learning the process of “mind games”. As for why it is difficult to learn “mind games”, there are several causes. One is that players have a short time to think due to the real-time nature of the game, and another is that players are not familiar with controlling their characters. Therefore, we propose a system to support the process of understanding and mastering mind games for beginners of fighting games. The proposed system consists of a self-made game and a curriculum played through the game. The game is based on rock-paper-scissors and incorporates elements necessary for mind games in fighting games, such as the fact that the values of moves are not uniform and that the values of moves change according to the situation. The curriculum is designed to help students master mind games by playing against multiple opponents who implement the ideas necessary for mind games. The results of a subject experiment to evaluate the curriculum show that the curriculum is not completed even after the expected experiment time is up, and that some problems remain, such as the criteria for finishing each part and the way to provide hints.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"234","bibliographic_titles":[{"bibliographic_title":"ゲームプログラミングワークショップ2022論文集"}],"bibliographicPageStart":"227","bibliographicIssueDates":{"bibliographicIssueDate":"2022-11-04","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2022"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"created":"2025-01-19T01:21:59.952953+00:00","id":222019,"links":{}}