{"updated":"2025-01-22T03:52:10.073776+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00058814","sets":["1164:5336:5349:5351"]},"path":["5351"],"owner":"1","recid":"58814","title":["心理コミュニケーションゲームのための複合会話動作生成"],"pubdate":{"attribute_name":"公開日","attribute_value":"2005-06-04"},"_buckets":{"deposit":"fe39b502-7130-4671-9067-eeddb852ec72"},"_deposit":{"id":"58814","pid":{"type":"depid","value":"58814","revision_id":0},"owners":[1],"status":"published","created_by":1},"item_title":"心理コミュニケーションゲームのための複合会話動作生成","author_link":["0","0"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"心理コミュニケーションゲームのための複合会話動作生成"},{"subitem_title":"Generating Composite Motion in Conversation for Mental Communication Game","subitem_title_language":"en"}]},"item_type_id":"4","publish_date":"2005-06-04","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"筑波大学大学院システム情報工学研究科"},{"subitem_text_value":"筑波大学大学院システム情報工学研究科"},{"subitem_text_value":"筑波大学大学院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":"University of Tsukuba Graduate School of Systems and Information Engineering","subitem_text_language":"en"},{"subitem_text_value":"University of Tsukuba Graduate School of Systems and Information Engineering","subitem_text_language":"en"},{"subitem_text_value":"University of Tsukuba Graduate School of Systems and Information Engineering","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/58814/files/IPSJ-EC05001012.pdf"},"date":[{"dateType":"Available","dateValue":"2007-06-04"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC05001012.pdf","filesize":[{"value":"1.0 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":"0c88a2b2-3e09-40c7-bae5-3fb1de805ee5","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2005 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"中野, 敦"},{"creatorName":"塩入, 健太"},{"creatorName":"星野, 准一"}],"nameIdentifiers":[{}]}]},"item_4_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Atsushi, Nakano","creatorNameLang":"en"},{"creatorName":"Kenta, Shioiri","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,CGキャラクタとの対話によってストーリーの進行するコンテンツが数多く見られるようになった.そのためCGキャラクタの表現力を向上することは,これらのコンテンツに没入するための重要な要素となっている.従来の対話型コンテンツでは,CGキャラクタは台詞に対応付けられた振る舞いを行っており,同じ台詞に対して同じ動きを繰り返すといった動きの単調さが見られた.そのため内面に存在するはずの心理状態を感じられない無機質な印象を利用者に与えてしまうという問題がある.そこで本研究では会話内容を補足するジェスチャに加えて,心理状態を表現する姿勢やしぐさを動的に複合することで心理状態を表現した振る舞いを生成する.この技術によって表現豊かな振る舞いを生成した結果を心理コミュニケーションゲームという対話型コンテンツ上で示す.","subitem_description_type":"Other"}]},"item_4_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"Mental communication with characters is important for many entertainment and edutainment applications. Human’s mental statuses are complex, and mental behaviors typically consist of multiple components such as poses and many unconscious movements. In this paper, we propose the layered behavior synthesis technique for integrating mental behaviors and conversational gestures. We compose various mental behavior representations by considering the spatial consistency and co-occurrence probability. We also show an example of a game using the mental behavior synthesis technique.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"66","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":"61","bibliographicIssueDates":{"bibliographicIssueDate":"2005-06-04","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"59(2005-EC-001)","bibliographicVolumeNumber":"2005"}]},"relation_version_is_last":true,"weko_creator_id":"1"},"created":"2025-01-18T23:21:42.985229+00:00","id":58814,"links":{}}