{"updated":"2025-01-22T13:06:19.247690+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00038977","sets":["1164:3206:3310:3315"]},"path":["3315"],"owner":"1","recid":"38977","title":["リアルタイムアニメーションのヒューマンインターフェース"],"pubdate":{"attribute_name":"公開日","attribute_value":"1990-05-18"},"_buckets":{"deposit":"7ddfeef6-5356-4e60-a491-9efd45c7bfd2"},"_deposit":{"id":"38977","pid":{"type":"depid","value":"38977","revision_id":0},"owners":[1],"status":"published","created_by":1},"item_title":"リアルタイムアニメーションのヒューマンインターフェース","author_link":["0","0"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"リアルタイムアニメーションのヒューマンインターフェース"},{"subitem_title":"A study of human interface for real - time animation","subitem_title_language":"en"}]},"item_type_id":"4","publish_date":"1990-05-18","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"株式会社ナブラ"},{"subitem_text_value":"株式会社ナブラ"},{"subitem_text_value":"人形劇団 木偶"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"NABLA inc.","subitem_text_language":"en"},{"subitem_text_value":"NABLA inc.","subitem_text_language":"en"},{"subitem_text_value":"NABLA inc.","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/38977/files/IPSJ-CG90044005.pdf"},"date":[{"dateType":"Available","dateValue":"1992-05-18"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-CG90044005.pdf","filesize":[{"value":"720.0 kB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"660","billingrole":"5"},{"tax":["include_tax"],"price":"330","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"28"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"85f601ec-bc61-40fc-a157-81b66acfc996","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 1990 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"町田, 保"},{"creatorName":"山田, みどり"},{"creatorName":"田中, 光昭"}],"nameIdentifiers":[{}]}]},"item_4_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Tamotsu, Machida","creatorNameLang":"en"},{"creatorName":"Midori, Yamada","creatorNameLang":"en"},{"creatorName":"Mitsuaki, Tanaka","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_4_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AN10100541","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_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"放送の現場において実際に使用したリアルタイム3Dキャラクターアニメーションシステムに関して述べる。システムの実現は、グラフィックワークステーションとデータ・グローブを用いて構築した。データグローブをヒューマンインターフェースとして用いることにより従来のキーフレームアニメーションでは不可能であった効果を得ることが出来た。これは、アニメーションのタイミングを人間がリアルタイムに対話的に制御することが可能になった点と、それにともない人間の演技を演出するのに近い形でアニメーションの演出が行えるようになったことである。","subitem_description_type":"Other"}]},"item_4_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"The real-time 3D animation system that is actually used for broadcasting program is discussed. This system is constructed with graphic workstation and DataGlove. By useing DataGlove we are able to some useful effects that cannot be obtained from traditional key-frame animation tequnique. These effects are 1. the animation operator can interactively real-time control the timing of animation sequence. 2. the animation director can direct the animation character almost in the same way as he usually directs a human actor.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"6","bibliographic_titles":[{"bibliographic_title":"情報処理学会研究報告グラフィクスとCAD(CG)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"1990-05-18","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"41(1990-CG-044)","bibliographicVolumeNumber":"1990"}]},"relation_version_is_last":true,"weko_creator_id":"1"},"created":"2025-01-18T23:06:26.937498+00:00","id":38977,"links":{}}