{"created":"2025-01-19T01:35:08.026280+00:00","updated":"2025-01-19T10:02:42.240956+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00233638","sets":["1164:5336:11562:11563"]},"path":["11563"],"owner":"44499","recid":"233638","title":["身体運動周期を用いた没入型ロコモーションインタフェースの検討"],"pubdate":{"attribute_name":"公開日","attribute_value":"2024-03-10"},"_buckets":{"deposit":"c29eba7a-2b26-40b6-a265-ea2ea36da160"},"_deposit":{"id":"233638","pid":{"type":"depid","value":"233638","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"身体運動周期を用いた没入型ロコモーションインタフェースの検討","author_link":["635133","635137","635134","635136","635135","635132"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"身体運動周期を用いた没入型ロコモーションインタフェースの検討"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"セッション2 (萌芽)","subitem_subject_scheme":"Other"}]},"item_type_id":"4","publish_date":"2024-03-10","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"東京大学情報理工学系研究科"},{"subitem_text_value":"東京大学学際情報学府"},{"subitem_text_value":"東京大学先端科学技術研究センター"},{"subitem_text_value":"東京大学先端科学技術研究センター"},{"subitem_text_value":"東京大学先端科学技術研究センター"},{"subitem_text_value":"東京大学先端科学技術研究センター"}]},"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/233638/files/IPSJ-EC24071006.pdf","label":"IPSJ-EC24071006.pdf"},"date":[{"dateType":"Available","dateValue":"2026-03-10"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC24071006.pdf","filesize":[{"value":"9.8 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":"40"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"e4019d0c-bc7a-46be-b6b7-d671f3fe8b9d","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2024 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"旭, 博佑"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"高下, 修聡"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"齊藤, 寛人"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"前川, 和純"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"門内, 靖明"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"稲見, 昌彦"}],"nameIdentifiers":[{}]}]},"item_4_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AA12049625","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":"2188-8914","subitem_source_identifier_type":"ISSN"}]},"item_4_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"操作者と離れた身体特性を持つアバターを装用することは,身体化感覚を引き起こすほか,心理的状態・態度・振舞などへ影響を与えることがあると知られてきた.既存研究においては,それらの現象は外見などアバターの身体特性の視覚的フィードバックが大きな役割を持つとされてきたが,周囲環境の認知を主目的とする Immersive Virtual Environment (IVE) での動物型アバターを用いた一人称視点ロコモーションにおいては,視界に身体を大きく表示することが不自然になり得る.そのため,このような状況下でアバター装用のメリットを活用するために,本研究では,IVE において動物型アバターの身体特性を視覚に依存せず汎用的にフィードバック可能なロコモーションインタフェースを検討する.力覚提示装置を使って没入対象動物のロコモーション動作における周期性を提示し,それに沿った身体運動を操作者に促すことで,アバター装用の身体化感覚及び心理的効果を引き起こすことを試みる.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"2","bibliographic_titles":[{"bibliographic_title":"研究報告エンタテインメントコンピューティング(EC)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2024-03-10","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"6","bibliographicVolumeNumber":"2024-EC-71"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":233638,"links":{}}