{"created":"2025-01-19T01:38:50.782901+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00236664","sets":["6504:11678:11685"]},"path":["11685"],"owner":"44499","recid":"236664","title":["「悩む」の多様性に着目したパズルタスクにおける身体動作に基づく感情推定の試み"],"pubdate":{"attribute_name":"公開日","attribute_value":"2024-03-01"},"_buckets":{"deposit":"a048aa5f-bf3b-4432-8064-27eb9bfb26c4"},"_deposit":{"id":"236664","pid":{"type":"depid","value":"236664","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"「悩む」の多様性に着目したパズルタスクにおける身体動作に基づく感情推定の試み","author_link":["647053","647052","647055","647054"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"「悩む」の多様性に着目したパズルタスクにおける身体動作に基づく感情推定の試み"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"インタフェース","subitem_subject_scheme":"Other"}]},"item_type_id":"22","publish_date":"2024-03-01","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":"関西学院大"},{"subitem_text_value":"関西学院大"},{"subitem_text_value":"駒大"},{"subitem_text_value":"関西学院大"}]},"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/236664/files/IPSJ-Z86-5ZE-09.pdf","label":"IPSJ-Z86-5ZE-09.pdf"},"date":[{"dateType":"Available","dateValue":"2024-07-04"}],"format":"application/pdf","filename":"IPSJ-Z86-5ZE-09.pdf","filesize":[{"value":"711.2 kB"}],"mimetype":"application/pdf","accessrole":"open_date","version_id":"d1d58ba5-0944-4d14-90e7-28e515b9bdb0","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2024 by the Information Processing Society of Japan"}]},"item_22_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"久保田, あかり"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"藤原, 蒼汰"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"青柳, 西蔵"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"山本, 倫也"}],"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":"人の感情を認識・推定する研究が精力的に行われている.先行研究では,身体動作が大きく,様々な感情が表出されると考えられるパズルタスクにおける表出感情のモデル化を行い.ラバン特徴量を使用し機械学習による感情推定を行ったが,従来よりも低い精度にとどまっていた.本研究では,その原因として感情アンケートで,「悩む」と「爽快感がある」が同一項目だったことにあると仮定して,悩んでいる状態と悩んでいない状態を分離して感情アンケートを実施した.その結果,悩んでいる状態の中でも快と不快の感情がどちらも同じ割合で喚起されていた.また感情推定した結果,先行研究よりも精度が高まった.","subitem_description_type":"Other"}]},"item_22_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"98","bibliographic_titles":[{"bibliographic_title":"第86回全国大会講演論文集"}],"bibliographicPageStart":"97","bibliographicIssueDates":{"bibliographicIssueDate":"2024-03-01","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"1","bibliographicVolumeNumber":"2024"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":236664,"updated":"2025-01-19T09:10:14.293746+00:00","links":{}}