{"id":67522,"updated":"2025-01-22T00:34:58.059047+00:00","links":{},"created":"2025-01-18T23:27:53.110284+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00067522","sets":["581:582:5996"]},"path":["5996"],"owner":"11","recid":"67522","title":["剣戟アクションの基本要素への分解と連続動作の合成―コンピュータ殺陣学事始め"],"pubdate":{"attribute_name":"公開日","attribute_value":"2009-12-15"},"_buckets":{"deposit":"9a8d80f9-0d7b-4a58-882e-8ecbfa975c65"},"_deposit":{"id":"67522","pid":{"type":"depid","value":"67522","revision_id":0},"owners":[11],"status":"published","created_by":11},"item_title":"剣戟アクションの基本要素への分解と連続動作の合成―コンピュータ殺陣学事始め","author_link":["0","0"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"剣戟アクションの基本要素への分解と連続動作の合成―コンピュータ殺陣学事始め"},{"subitem_title":"Decomposition and Synthesis of Sword Fighting Play into/from Action Building Blocks―The Beginning of Computational Tatelogy","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"特集:エンタテインメントコンピューティング","subitem_subject_scheme":"Other"}]},"item_type_id":"2","publish_date":"2009-12-15","item_2_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"立命館大学"},{"subitem_text_value":"立命館大学"},{"subitem_text_value":"立命館大学"}]},"item_2_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Ritsumeikan University","subitem_text_language":"en"},{"subitem_text_value":"Ritsumeikan University","subitem_text_language":"en"},{"subitem_text_value":"Ritsumeikan University","subitem_text_language":"en"}]},"item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"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/67522/files/IPSJ-JNL5012015.pdf"},"date":[{"dateType":"Available","dateValue":"2011-12-15"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-JNL5012015.pdf","filesize":[{"value":"2.2 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":"8"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"39e6af7e-f474-4bbd-ae93-ddbf1d1eecec","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2009 by the Information Processing Society of Japan"}]},"item_2_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"天目, 隆平"},{"creatorName":"柴田, 史久"},{"creatorName":"田村, 秀行"}],"nameIdentifiers":[{}]}]},"item_2_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Ryuhei, Tenmoku","creatorNameLang":"en"},{"creatorName":"Fumihisa, Shibata","creatorNameLang":"en"},{"creatorName":"Hideyuki, Tamura","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_2_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AN00116647","subitem_source_identifier_type":"NCID"}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourceuri":"http://purl.org/coar/resource_type/c_6501","resourcetype":"journal article"}]},"item_2_source_id_11":{"attribute_name":"ISSN","attribute_value_mlt":[{"subitem_source_identifier":"1882-7764","subitem_source_identifier_type":"ISSN"}]},"item_2_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"映画制作を支援する複合現実型可視化技術MR-PreVizにおいて,一連の複雑なアクションを,あらかじめ動作ごとに分解し収録しておいた基本要素から合成できればきわめて有用である.本論文では,プロの殺陣師である中村健人氏の協力のもと,我々が定義した時代劇剣戟アクションの基本要素データについて,および基本要素から複雑な剣劇アクションを生成する手法について述べる.","subitem_description_type":"Other"}]},"item_2_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"In MR-PreViz, which supports filmmaking using mixed reality techniques, it is useful to realize synthesis of complicated action scenes from action building blocks which are archived in advance. This paper describes building blocks of sword fight actions which were defined by us in conjunction with a professional action coordinator, Taketo Nakamura and our synthesizing method of complicated sword fight action scenes from action building blocks.","subitem_description_type":"Other"}]},"item_2_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"2899","bibliographic_titles":[{"bibliographic_title":"情報処理学会論文誌"}],"bibliographicPageStart":"2894","bibliographicIssueDates":{"bibliographicIssueDate":"2009-12-15","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"12","bibliographicVolumeNumber":"50"}]},"relation_version_is_last":true,"weko_creator_id":"11"}}