{"created":"2025-01-19T01:41:54.867442+00:00","updated":"2025-01-19T08:31:07.006107+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00238705","sets":["6164:6165:7308:11764"]},"path":["11764"],"owner":"44499","recid":"238705","title":["情報技術を活用して誰でも楽しめるスポーツを実現するルール設計プロセス及びその詳細考察"],"pubdate":{"attribute_name":"公開日","attribute_value":"2024-08-26"},"_buckets":{"deposit":"f71b229b-263e-4d85-be22-59686b07d8d1"},"_deposit":{"id":"238705","pid":{"type":"depid","value":"238705","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"情報技術を活用して誰でも楽しめるスポーツを実現するルール設計プロセス及びその詳細考察","author_link":["653783","653782","653781","653784","653779","653780"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"情報技術を活用して誰でも楽しめるスポーツを実現するルール設計プロセス及びその詳細考察"}]},"item_type_id":"18","publish_date":"2024-08-26","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":"神戸大学"},{"subitem_text_value":"神戸大学"},{"subitem_text_value":"神戸大学"},{"subitem_text_value":"神戸大学"},{"subitem_text_value":"神戸大学"},{"subitem_text_value":"神戸大学"}]},"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/238705/files/IPSJ-EC2024016.pdf","label":"IPSJ-EC2024016.pdf"},"date":[{"dateType":"Available","dateValue":"2024-08-26"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC2024016.pdf","filesize":[{"value":"2.5 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":"40"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"0d695199-1af1-45f0-a027-d2888ac79d41","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2024 by the Information Processing Society of Japan"}]},"item_18_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"井上, 大雅"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"岡, 大貴"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"大西, 鮎美"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"西田, 健志"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"寺田, 努"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"塚本, 昌彦"}],"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":"本研究では,既存のスポーツをベースとし,運動が苦手な人を含め誰でも楽しめる新しいルールを設計するプロセスを提案する.スポーツを楽しむために必要な行動や要素を抽出する質問紙調査の結果を利用してルールを段階的に作成し,楽しさと目標についての評価をもとに改善を繰り返すことでルール候補を完成させる.最終的には実際のプレイによってルールを評価・選定する.\nドッジボールを題材に具体的なルールを設計した結果,回避に価値を与え,試合を通じて仲を深められるルールが採用された.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"122","bibliographic_titles":[{"bibliographic_title":"エンタテインメントコンピューティングシンポジウム2024論文集"}],"bibliographicPageStart":"113","bibliographicIssueDates":{"bibliographicIssueDate":"2024-08-26","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2024"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":238705,"links":{}}