{"links":{},"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00223610","sets":["1164:3696:11091:11092"]},"path":["11092"],"owner":"44499","recid":"223610","title":["VRでのピンポイント近接攻撃の補助に関する研究"],"pubdate":{"attribute_name":"公開日","attribute_value":"2023-01-16"},"_buckets":{"deposit":"b7d65585-bad9-4b7e-8ca7-45cd55c78901"},"_deposit":{"id":"223610","pid":{"type":"depid","value":"223610","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"VRでのピンポイント近接攻撃の補助に関する研究","author_link":["589215","589212","589213","589214"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"VRでのピンポイント近接攻撃の補助に関する研究"},{"subitem_title":"Assisting pinpoint melee attacks in VR","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"ゲームアルゴリズム","subitem_subject_scheme":"Other"}]},"item_type_id":"4","publish_date":"2023-01-16","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"東京工科大学大学院"},{"subitem_text_value":"東京工科大学大学院"},{"subitem_text_value":"東京工科大学"},{"subitem_text_value":"東京工科大学"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Tokyo University of Technology Graduate School","subitem_text_language":"en"},{"subitem_text_value":"Tokyo University of Technology Graduate School","subitem_text_language":"en"},{"subitem_text_value":"Tokyo University of Technology","subitem_text_language":"en"},{"subitem_text_value":"Tokyo University of 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/223610/files/IPSJ-GN23118036.pdf","label":"IPSJ-GN23118036.pdf"},"date":[{"dateType":"Available","dateValue":"2025-01-16"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-GN23118036.pdf","filesize":[{"value":"5.1 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":"29"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"6d51b3e3-5988-4366-b309-f263bfa0ad9a","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":"栗原, 亨輔"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"我彦, 拓磨"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"阿部, 雅樹"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"渡辺, 大地"}],"nameIdentifiers":[{}]}]},"item_4_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AA1155524X","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":"2188-8744","subitem_source_identifier_type":"ISSN"}]},"item_4_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"敵と戦うタイプのゲームにおいて,近接攻撃は非常に多くのゲームで採用されているアクションである.それは HMD を用いた VR ゲームでも変わらず,様々なゲームで導入されている.しかし,VR のアクションゲームにおける近接攻撃は,一般的な非 VR のアクションゲームの近接攻撃と比べて,標的に命中させることが難しい.非 VR ゲームでの近接攻撃は,操作キャラクターが敵の近くに存在し,かつ,敵の方を向いている,という 2 つの条件さえ満たしていれば概ね命中する.対して,VR ゲームでは前述の 2 条件に加え,VR コントローラーを実際に手に持って動かし,近接攻撃を当てたい箇所に動かすという操作が必要になるからである.また,VR ゲームでの近接攻撃は,当たったときの敵の部位によって,その攻撃の有効度を変化させることが非常に多い.例えば人型の敵ならば,頭を攻撃するとダメージを多く与えられる,といったものである.特定部位を狙うことは元来難しいことであるが,その中でも,大量に敵が出てくるような VR ゲームや,ゲームスピードが速い VR ゲームでは輪をかけて難しくなる.そこで本研究では,VR ゲームで特定箇所を近接攻撃する際の補助手法を提案する.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"8","bibliographic_titles":[{"bibliographic_title":"研究報告グループウェアとネットワークサービス(GN)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2023-01-16","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"36","bibliographicVolumeNumber":"2023-GN-118"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"created":"2025-01-19T01:23:28.006179+00:00","updated":"2025-01-19T13:21:41.999377+00:00","id":223610}