{"updated":"2025-01-22T03:52:40.347652+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00058770","sets":["1164:5336:5345:5348"]},"path":["5348"],"owner":"1","recid":"58770","title":["人間の視線を模擬したモデルを持つリアクティブバーチャルヒューマンの構築"],"pubdate":{"attribute_name":"公開日","attribute_value":"2006-03-13"},"_buckets":{"deposit":"325df249-a275-4e08-9f52-24ed66f844eb"},"_deposit":{"id":"58770","pid":{"type":"depid","value":"58770","revision_id":0},"owners":[1],"status":"published","created_by":1},"item_title":"人間の視線を模擬したモデルを持つリアクティブバーチャルヒューマンの構築","author_link":["0","0"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"人間の視線を模擬したモデルを持つリアクティブバーチャルヒューマンの構築"},{"subitem_title":"Constraction of Reactive Virtual Human with Gaze System Mimiced Human Ocular System","subitem_title_language":"en"}]},"item_type_id":"4","publish_date":"2006-03-13","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"東京工業大学"},{"subitem_text_value":"東京工業大学"},{"subitem_text_value":"東京工業大学"},{"subitem_text_value":"東京工業大学"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Tokyo Institute of Technology","subitem_text_language":"en"},{"subitem_text_value":"Tokyo Institute of Technology","subitem_text_language":"en"},{"subitem_text_value":"Tokyo Institute of Technology","subitem_text_language":"en"},{"subitem_text_value":"Tokyo Institute of Technology","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/58770/files/IPSJ-EC06003002.pdf"},"date":[{"dateType":"Available","dateValue":"2008-03-13"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC06003002.pdf","filesize":[{"value":"2.3 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":"f429b672-7f85-4a8c-9ce7-61d9f2f87309","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2006 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"三武裕玄"},{"creatorName":"長谷川, 晶一"},{"creatorName":"小池, 康晴"},{"creatorName":"佐藤, 誠"}],"nameIdentifiers":[{}]}]},"item_4_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Hironori, MITAKE","creatorNameLang":"en"},{"creatorName":"Shoichi, HASEGAWA","creatorNameLang":"en"},{"creatorName":"Yasuharu, KOIKE","creatorNameLang":"en"},{"creatorName":"Makoto, SATO","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":"人間とバーチャルヒューマンとのインタラクションにおいて、相手の視線はリアリティの向上のために重要な要素である。本研究では、物理シミュレーションベースのバーチャルヒューマンを対象とし、人間らしい自然な眼の動きを与えるため、人間の視覚系を模擬したモデルを構築した。具体的には、物理シミュレータの持つ物体の位置情報をもとに、人間の視覚的注意を模擬した手法によって注視点を決定し、眼球運動の制御モデルによって眼球を動作させた。","subitem_description_type":"Other"}]},"item_4_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"The gaze movement is important factor to improve reality of a virtual human, while an interaction between a human and the virtual human. We constructed a model mimiced human ocular system into phisical simulation based virtual human system, due to create natural and humanlike gaze movement. We propose a system which gets visual information from phisical simulator, determines gaze direction with a method mimiced human visual attention, moves eyes using a model of oculomotor control.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"16","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":"9","bibliographicIssueDates":{"bibliographicIssueDate":"2006-03-13","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"24(2006-EC-003)","bibliographicVolumeNumber":"2006"}]},"relation_version_is_last":true,"weko_creator_id":"1"},"created":"2025-01-18T23:21:40.889100+00:00","id":58770,"links":{}}