{"links":{},"id":223318,"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00223318","sets":["1164:3027:11083:11084"]},"path":["11084"],"owner":"44499","recid":"223318","title":["機械学習による特徴量を用いたVR空間におけるインタラクティブアバター作成システム"],"pubdate":{"attribute_name":"公開日","attribute_value":"2023-01-09"},"_buckets":{"deposit":"8ba1880a-33f4-48bd-b675-0e83203d2ae3"},"_deposit":{"id":"223318","pid":{"type":"depid","value":"223318","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"機械学習による特徴量を用いたVR空間におけるインタラクティブアバター作成システム","author_link":["588150","588151","588149"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"機械学習による特徴量を用いたVR空間におけるインタラクティブアバター作成システム"},{"subitem_title":"Interactive Avatar Creation System from Learned Attributes for Virtual Reality","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"生成","subitem_subject_scheme":"Other"}]},"item_type_id":"4","publish_date":"2023-01-09","item_4_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"},{"subitem_text_value":"北陸先端科学技術大学院大学"},{"subitem_text_value":"北陸先端科学技術大学院大学"}]},"item_4_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"},{"subitem_text_value":"Japan Advanced Institute of Science and Technology","subitem_text_language":"en"},{"subitem_text_value":"Japan Advanced Institute of Science and Technology","subitem_text_language":"en"}]},"item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"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/223318/files/IPSJ-HCI23201007.pdf","label":"IPSJ-HCI23201007.pdf"},"date":[{"dateType":"Available","dateValue":"2025-01-09"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-HCI23201007.pdf","filesize":[{"value":"4.0 MB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"660","billingrole":"5"},{"tax":["include_tax"],"price":"330","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"33"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"7c7a033f-1eee-45c9-89d9-76e7d90c7518","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2023 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"日比野, 友博"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"謝, 浩然"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"宮田, 一乘"}],"nameIdentifiers":[{}]}]},"item_4_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AA1221543X","subitem_source_identifier_type":"NCID"}]},"item_4_textarea_12":{"attribute_name":"Notice","attribute_value_mlt":[{"subitem_textarea_value":"SIG Technical Reports are nonrefereed and hence may later appear in any journals, conferences, symposia, etc."}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourceuri":"http://purl.org/coar/resource_type/c_18gh","resourcetype":"technical report"}]},"item_4_source_id_11":{"attribute_name":"ISSN","attribute_value_mlt":[{"subitem_source_identifier":"2188-8760","subitem_source_identifier_type":"ISSN"}]},"item_4_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"メタバース文化の発展につれ,3D モデルの需要は増え続けている.VR(仮想現実)空間におけるアバターを用いたコミュニケーションは,近い将来重要な役割を担っていくと考えられる.写実的なものはすでに多くの手法で作成できることが知られているが,アニメ調のアバターは,その複雑な特徴ゆえに,自動的な作成は現状困難である.例えば,キャラクターメイキングシステムのような既存の創作支援システムでは,操作するパラメータが多すぎて,作業の方向性が見失い,創作意図を失ってしまうことが多い.本研究の目的は,ユーザーが作りたいアニメ調アバターを明確にし,ストレスなく作成できるようにすることである.この課題を解決するために,VR 空間において,インタラクティブにアバターを作成できるシステムを提案する.その手段として,トポロジーに依らない特徴量抽出手法である Subdivison Shrink 法を提案する.提案システムにおいては,ユーザーは VR 空間でアニメ調のアバターモデルを作成し,直感的な操作でその特徴をインタラクティブに変更することができる.","subitem_description_type":"Other"}]},"item_4_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"Demands for 3D models are increasing more and more as metaverse culture rises. Communication via virtual avatars is supposed to take a big part in the near future. While photorealistic ones are already available to be made by many methods, anime-like avatars are not available due to their complicated details. Existing creation support systems like “character making” need to operate too many parameters so users may lose what they want to make and what to do. Our main goal of this work is to help users clarify what they want to make and to create it interactively with no stress. To solve this issue, we propose interactive VR (virtual reality) anime-like avatar creation system. In the proposed system, a user can create an anime-like avatar model in VR space and modify it interactively.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"8","bibliographic_titles":[{"bibliographic_title":"研究報告ヒューマンコンピュータインタラクション(HCI)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2023-01-09","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"7","bibliographicVolumeNumber":"2023-HCI-201"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"created":"2025-01-19T01:23:11.290919+00:00","updated":"2025-01-19T13:26:43.282363+00:00"}