{"links":{},"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00080171","sets":["1164:4619:6650:6651"]},"path":["6651"],"owner":"11","recid":"80171","title":["対人インタラクションアバタの作成に必要な再生技術の検討"],"pubdate":{"attribute_name":"公開日","attribute_value":"2012-01-12"},"_buckets":{"deposit":"009c55fe-4041-4414-b17d-ddbb272248b9"},"_deposit":{"id":"80171","pid":{"type":"depid","value":"80171","revision_id":0},"owners":[11],"status":"published","created_by":11},"item_title":"対人インタラクションアバタの作成に必要な再生技術の検討","author_link":["0","0"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"対人インタラクションアバタの作成に必要な再生技術の検討"},{"subitem_title":"Producing Technique of Interactive Avatar between Human","subitem_title_language":"en"}]},"item_type_id":"4","publish_date":"2012-01-12","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"大阪大学大学院基礎工学研究科"},{"subitem_text_value":"大阪大学大学院基礎工学研究科"},{"subitem_text_value":"鳥取大学大学院工学研究科"},{"subitem_text_value":"大阪大学大学院基礎工学研究科"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Graduate School of Engineering Science, Osaka University","subitem_text_language":"en"},{"subitem_text_value":"Graduate School of Engineering Science, Osaka University","subitem_text_language":"en"},{"subitem_text_value":"Graduate School of Engineering, Tottori University","subitem_text_language":"en"},{"subitem_text_value":"Graduate School of Engineering Science, Osaka 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/80171/files/IPSJ-CVIM12180039.pdf"},"date":[{"dateType":"Available","dateValue":"2100-01-01"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-CVIM12180039.pdf","filesize":[{"value":"2.3 MB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"0","billingrole":"20"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"8bbc5e56-1199-4b7a-91ff-463e68f570e0","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2012 by the Institute of Electronics, Information and Communication Engineers\nThis SIG report is only available to those in membership of the SIG."}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"原, 健太"},{"creatorName":"武村, 紀子"},{"creatorName":"岩井, 儀雄"},{"creatorName":"佐藤, 宏介"}],"nameIdentifiers":[{}]}]},"item_4_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Kenta, Hara","creatorNameLang":"en"},{"creatorName":"Noriko, Takemura","creatorNameLang":"en"},{"creatorName":"Yoshio, Iwai","creatorNameLang":"en"},{"creatorName":"Kosuke, Sato","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_4_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AA11131797","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":"本研究では,人間とディスプレイに表示されたアバタがインタラクションを行うシステムにおいて,アバタの再生技術に焦点を当て,ユーザに違和感を出来るだけ与えることなくリアルタイムに反応して自然なインタラクションを促すアバタの提示方法について検討,提案することを目的とする.被験者の動作に対する認識と反応は人間が行う Wizard-of-Oz 法をとることで,Kinect を用いて実験者の姿勢を取得し,それに対応するアバタ画像をディスプレイ上に表示させるシステムを構築した.このシステムを使ってアバタ再生システムと様々な条件を変えたビデオ映像に対する人間のインタラクション例を集めて比較実験を行った.実験の結果,動きの滑らかさや均一性などがユーザに与える印象を大きく左右する事が分かった.","subitem_description_type":"Other"}]},"item_4_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"Many researches and developments that try to make social relationship by interacting between humans and computers have been proposed in last decade. In this research, we focus on producing technique of interactive avatar. Our purpose is to propose technique that react to user’s action in real time and helps natural interaction. For an experiment, we constructs prototype of avatar system. By this system, a posture of an experimenter is acquired by using Microsoft Kinect, and an image of avatar that corresponds to the posture is retrieved from database and displayed. Through the experiment, we found that smoothness of avatar’s movement and uniformity of frame rate strongly influence user’s impression.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"6","bibliographic_titles":[{"bibliographic_title":"研究報告コンピュータビジョンとイメージメディア(CVIM)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2012-01-12","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"39","bibliographicVolumeNumber":"2012-CVIM-180"}]},"relation_version_is_last":true,"weko_creator_id":"11"},"created":"2025-01-18T23:34:42.119866+00:00","updated":"2025-01-21T19:55:46.702321+00:00","id":80171}