{"updated":"2025-01-19T07:56:19.484419+00:00","links":{},"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00240566","sets":["1164:3027:11450:11786"]},"path":["11786"],"owner":"44499","recid":"240566","title":["エネルギーエフェクトを活用した献血をポジティブな体験に昇華するVRアプリケーション"],"pubdate":{"attribute_name":"公開日","attribute_value":"2024-11-11"},"_buckets":{"deposit":"fb9210cd-7f00-4e47-b428-93e609da6a2f"},"_deposit":{"id":"240566","pid":{"type":"depid","value":"240566","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"エネルギーエフェクトを活用した献血をポジティブな体験に昇華するVRアプリケーション","author_link":["660238","660239","660236","660237"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"エネルギーエフェクトを活用した献血をポジティブな体験に昇華するVRアプリケーション"},{"subitem_title":"A Virtual Reality Application that Uses Energy Effects to Convert Donating Blood into a Positive Experience","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"VR","subitem_subject_scheme":"Other"}]},"item_type_id":"4","publish_date":"2024-11-11","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"名古屋市立大学"},{"subitem_text_value":"名古屋市立大学"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Nagoya City University","subitem_text_language":"en"},{"subitem_text_value":"Nagoya City University","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/240566/files/IPSJ-HCI24210025.pdf","label":"IPSJ-HCI24210025.pdf"},"date":[{"dateType":"Available","dateValue":"2026-11-11"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-HCI24210025.pdf","filesize":[{"value":"1.6 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":"33"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"5d33f4fc-8d66-434f-8290-ea69b2485b88","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":"臼井, 仁志"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"小林, 桂"}],"nameIdentifiers":[{}]}]},"item_4_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Hitoshi, Usui","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Kei, Kobayashi","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_4_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AA1221543X","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":"2188-8760","subitem_source_identifier_type":"ISSN"}]},"item_4_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"30 代以下の献血者数は 10 年前と比較して 33% 減少しており,若年層の献血離れが社会的課題となっている.若年層が献血を回避する理由は,針を刺される痛みなどのネガティブな体験が挙げられる.そこで本研究では,献血の経過時間に応じてアバタの外見を通常の状態からエネルギーに満ちた状態へと徐々に変化させることで,献血をポジティブな体験に昇華する VR アプリケーションを提案する.献血をポジティブな体験に昇華する提案手法と刺激により注意をそらす手法との比較実験の結果,提案手法の方が有意に痛みを緩和することが明らかになった.","subitem_description_type":"Other"}]},"item_4_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"In the past decade, the number of blood donors aged 30 and under has dropped by 33%, with the lack of interest among young people in donating blood amounting to a societal issue. Negative experiences, such as the discomfort of needle insertion, are among the reasons that young people refrain from donating blood. This study proposed a virtual reality application that converts the experience of donating blood into a positive one by gradually changing the appearance of an avatar from normal to one that is full of energy, in step with the duration of the blood donation. An experiment was conducted to compare the proposed method of elevating blood donation to a positive experience with a method of distracting subjects with a stimulus. The results indicated that the proposed method significantly alleviated pain.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"5","bibliographic_titles":[{"bibliographic_title":"研究報告ヒューマンコンピュータインタラクション(HCI)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2024-11-11","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"25","bibliographicVolumeNumber":"2024-HCI-210"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":240566,"created":"2025-01-19T01:44:49.835132+00:00"}