{"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00238799","sets":["6164:6165:7308:11764"]},"path":["11764"],"owner":"44499","recid":"238799","title":["画像や文章のデペイズマンがゲーム体験に与える影響"],"pubdate":{"attribute_name":"公開日","attribute_value":"2024-08-26"},"_buckets":{"deposit":"e84220a5-9c07-40f9-b0d5-aee4ccb44001"},"_deposit":{"id":"238799","pid":{"type":"depid","value":"238799","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"画像や文章のデペイズマンがゲーム体験に与える影響","author_link":["654060","654059"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"画像や文章のデペイズマンがゲーム体験に与える影響"}]},"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":"京都精華大学"},{"subitem_text_value":"京都精華大学"}]},"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/238799/files/IPSJ-EC2024110.pdf","label":"IPSJ-EC2024110.pdf"},"date":[{"dateType":"Available","dateValue":"2024-08-26"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC2024110.pdf","filesize":[{"value":"5.9 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":"f51157e9-c9d0-4931-a0b1-b95f10293d98","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":"安部, 翔太"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Scott, Allen"}],"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,生成AIを活用してデペイズマンの手法をゲームに取り入れ,ゲーム体験に与える影響を評価した.開発した二人用対戦ゲームでは,プレイヤーが撮影した写真から悪魔の画像と技を生成し,これを用いて戦わせる.このゲームについて実験を行い,画像生成AIが生み出すデペイズマンを取り入れたゲームとそうでないゲームのプレイ前後の感情を変化の比較とプレイの様子の記録を行い,ゲーム体験に与える影響を分析した.結果は,画像生成AIが生み出すデペイズマンがある場合とない場合で,感情の変化に有意な差は見られなかったものの,文章のデペイズマンがゲーム体験の感情的反応に影響を与えることが期待できた.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"582","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":"580","bibliographicIssueDates":{"bibliographicIssueDate":"2024-08-26","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2024"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":238799,"updated":"2025-01-19T08:29:30.028263+00:00","links":{},"created":"2025-01-19T01:42:04.007904+00:00"}