{"created":"2025-01-18T23:28:22.881515+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00068285","sets":["1164:3368:6057:6058"]},"path":["6058"],"owner":"10","recid":"68285","title":["実世界上の身体性を拡張するためのe-Sports Learningシステムの提案"],"pubdate":{"attribute_name":"公開日","attribute_value":"2010-03-10"},"_buckets":{"deposit":"acd0e22e-8995-4fe5-a9ff-5a9de5e39889"},"_deposit":{"id":"68285","pid":{"type":"depid","value":"68285","revision_id":0},"owners":[10],"status":"published","created_by":10},"item_title":"実世界上の身体性を拡張するためのe-Sports Learningシステムの提案","author_link":["0","0"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"実世界上の身体性を拡張するためのe-Sports Learningシステムの提案"},{"subitem_title":"Proposal of \"e-Sports Learning System\" to improve physical strength in Real World","subitem_title_language":"en"}]},"item_type_id":"4","publish_date":"2010-03-10","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"東洋大学工学部コンピュテーショナル工学科"},{"subitem_text_value":"東洋大学工学部コンピュテーショナル工学科"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Dep.of Computational Science and Engineering Toyo University","subitem_text_language":"en"},{"subitem_text_value":"Dep.of Computational Science and Engineering Toyo University","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/68285/files/IPSJ-IS10111018.pdf"},"date":[{"dateType":"Available","dateValue":"2012-03-10"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-IS10111018.pdf","filesize":[{"value":"615.1 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":"38"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"7b430283-1ab3-4af5-af77-258e04bf8b5f","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2010 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"二見, 晋平"},{"creatorName":"藤本, 貴之"}],"nameIdentifiers":[{}]}]},"item_4_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Shinpei, Futami","creatorNameLang":"en"},{"creatorName":"Takayuki, Fujimoto","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_4_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AA11253943","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,競技性を持ったコンピュータゲームが 「e-sports」 と呼ばれ,注目を集めている.特に欧米を中心に e-sports を新しいスポーツの一つとしてみるような動きも始まっており,商業的な成功を収めつつある.しかしながら,日本ではコンピュータゲームである 「e-sports」 は,未だまだ 「遊戯」 の域を出るものとは考えられておらず,その認知度も低い.また,コンピュータゲームそのものが 「内向的な遊び」 と捉えられているため,その競技性も認められていない.本論文では,e-Sports が持つ競技性について議論し,それが身体性を拡張に及びす影響について言及をする.そしてそのトレーニングを支援するための e-Sports Learning System を提案する.","subitem_description_type":"Other"}]},"item_4_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"Recently, the computer game with the playability is called \"e-sports\". And, \"e-sports\" is paid to attention as one of new sports. However, \"e-sports\" is still thought as \"Toy Game\", and are low levels of acknowledgment in Japan. Moreover, the playability is not admitted. In this paper, we discuss the playability of “e-Sports\", we propose \"E-Sports Learning System\" to improve physical strength in Real World.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"7","bibliographic_titles":[{"bibliographic_title":"研究報告情報システムと社会環境(IS)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2010-03-10","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"18","bibliographicVolumeNumber":"2010-IS-111"}]},"relation_version_is_last":true,"weko_creator_id":"10"},"id":68285,"updated":"2025-01-22T00:15:49.363782+00:00","links":{}}