{"created":"2025-01-18T23:21:39.469203+00:00","updated":"2025-01-22T03:53:55.336652+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00058740","sets":["1164:5336:5341:5344"]},"path":["5344"],"owner":"1","recid":"58740","title":["環境情報を反映させたコンテクストアウエアなゲーム"],"pubdate":{"attribute_name":"公開日","attribute_value":"2007-03-02"},"_buckets":{"deposit":"18dedd24-6a37-4458-a90a-a5ee1ebbf2b1"},"_deposit":{"id":"58740","pid":{"type":"depid","value":"58740","revision_id":0},"owners":[1],"status":"published","created_by":1},"item_title":"環境情報を反映させたコンテクストアウエアなゲーム","author_link":["0","0"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"環境情報を反映させたコンテクストアウエアなゲーム"},{"subitem_title":"Building Contextual Game System Using Environment Sensitive Story Control Technique","subitem_title_language":"en"}]},"item_type_id":"4","publish_date":"2007-03-02","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"筑波大学システム情報工学研究科"},{"subitem_text_value":"筑波大学システム情報工学研究科"},{"subitem_text_value":"筑波大学システム情報工学研究科"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Systems and Infonnalion Engineering, University of Tsukuba","subitem_text_language":"en"},{"subitem_text_value":"Systems and Infonnalion Engineering, University of Tsukuba","subitem_text_language":"en"},{"subitem_text_value":"Systems and Infonnalion Engineering, University of Tsukuba","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/58740/files/IPSJ-EC07006003.pdf"},"date":[{"dateType":"Available","dateValue":"2009-03-02"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC07006003.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":"40"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"4112e58c-67fc-4ab7-9ecc-dfb40ceeb379","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2007 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"白鳥和人"},{"creatorName":"長谷, 将生"},{"creatorName":"星野, 唯一"}],"nameIdentifiers":[{}]}]},"item_4_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Kazuhito, Shiraton","creatorNameLang":"en"},{"creatorName":"Masao, Hase","creatorNameLang":"en"},{"creatorName":"Junichi, Hoshino","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_4_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AA12049625","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":"近年,ネットワーク接続センサの普及を受けた環境情報利用のエンタテインメントが提案されつつある.本稿では,実世界コンテクストアウエアなインタラクティブ物語世界を作るための-手法として環境反映型エピソード制御法を提案する.本手法では,登場人物の行動を,スケジュール行動,エピソード行動,リアクション行動で階層的に表現する.環境知覚システムによって取得された温度 湿度,明るさなどの環境情報を,エピソード制御機構のトリガーとして利用することで,異なるエピソードが発生したり,ユーザが働きかけたりしたときのリアクションを変化させることができる.評価用ゲームコンテンツとして環境反映型育成ゲームを制作して効果を検証した.","subitem_description_type":"Other"}]},"item_4_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"In this paper, describing about techniques of context-aware game platform. The system is composed with integrating of environment information and dynamic episode control. The sensory information such as temperature, humidity and illuminance are used at the trigger of scenario con trol. Scenario Controller makes lots of variation of rearrangement to reactions, narratives, and schedules of episode trees. This paper also shows an example game application of a type of breeding simulations to conform system function.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"23","bibliographic_titles":[{"bibliographic_title":"情報処理学会研究報告エンタテインメントコンピューティング(EC)"}],"bibliographicPageStart":"17","bibliographicIssueDates":{"bibliographicIssueDate":"2007-03-02","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"18(2007-EC-006)","bibliographicVolumeNumber":"2007"}]},"relation_version_is_last":true,"weko_creator_id":"1"},"id":58740,"links":{}}