{"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00095738","sets":["1164:2592:7086:7297"]},"path":["7297"],"owner":"11","recid":"95738","title":["人工学級ゲームを用いたプレイヤ行動のモデリング"],"pubdate":{"attribute_name":"公開日","attribute_value":"2013-10-30"},"_buckets":{"deposit":"6f717a79-0a4c-406d-9826-5bea774f4108"},"_deposit":{"id":"95738","pid":{"type":"depid","value":"95738","revision_id":0},"owners":[11],"status":"published","created_by":11},"item_title":"人工学級ゲームを用いたプレイヤ行動のモデリング","author_link":["0","0"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"人工学級ゲームを用いたプレイヤ行動のモデリング"},{"subitem_title":"Modeling of player's behavior using artificial school class game","subitem_title_language":"en"}]},"item_type_id":"4","publish_date":"2013-10-30","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"新潟大学工学部福祉人間工学科"},{"subitem_text_value":":新潟大学大学院自然科学研究科"},{"subitem_text_value":"広島工業大学大学院工学系研究科"},{"subitem_text_value":":新潟大学大学院自然科学研究科"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Department of Biocybernetics, Faculty of Engineering, Niigata University","subitem_text_language":"en"},{"subitem_text_value":"Graduate School of Science and Technology, Niigata University","subitem_text_language":"en"},{"subitem_text_value":"Graduate School of Science and Technology, Hiroshima Institute of Technology","subitem_text_language":"en"},{"subitem_text_value":"Graduate School of Science and Technology, Niigata 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/95738/files/IPSJ-AL13145013.pdf"},"date":[{"dateType":"Available","dateValue":"2100-01-01"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-AL13145013.pdf","filesize":[{"value":"668.3 kB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"0","billingrole":"9"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"5eeeb930-0072-497a-86b2-ca6eefb40ac1","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2013 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":"龍田, 篤弥"},{"creatorName":"谷, 賢太朗"},{"creatorName":"加藤, 浩介"},{"creatorName":"前田, 義信"}],"nameIdentifiers":[{}]}]},"item_4_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Atsuya, Tatsuta","creatorNameLang":"en"},{"creatorName":"Kentaro, Tani","creatorNameLang":"en"},{"creatorName":"Kosuke, Kato","creatorNameLang":"en"},{"creatorName":"Yoshinobu, Maeda","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_4_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AN1009593X","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":"いじめ問題は現代社会問題のひとつであり,教育学,医学等,様々な分野から解決の試みがなされてきた.問題解決のためのひとつの手法として我々は社会学の立場から人工学級ゲームを提案する.ゲーム内では趣味等の価値観を持ち自発的に他者と交流しようとするエージェントが存在している.その中でヒトがプレイヤとして学級の一員になり疑似的な学級生活を通していじめ問題や友人関係問題を当事者の立場から考えることができる.本研究では,プレイヤのゲーム内行動から得られた情報を用いて,よりエージェントの行動をヒトに近づけるための手法について検討した.","subitem_description_type":"Other"}]},"item_4_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"For the last several decades, the bullying problem (peer aggression or victimization) has transformed, from a situation in which a particular bully attacks a particular victim with negative attributes into one in which a bully may become a victim depending on circumstances. There has been tried to solve the bullying problem from educational, medical, and so on. We have investigated a mechanism generating the bullying, using an artificial school class model (ACM) based on multi-agent simulation (MAS). Every agent is programmed so as to make friends with those who have similar interests, hobbies and tastes. The player can think of the school bullying to manipulate the pseudo-experience game. In this technical report, first, a gaming simulation of the ACM, or a serious game, was used to investigate friendship formation, by means of changing one agent to a human player who is the participant in the ACM to virtually interact with other agents. Next, we programmed agent's behavior using the data obtained from human behaviors through the game playing to imitate human behaviors.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"6","bibliographic_titles":[{"bibliographic_title":"研究報告アルゴリズム(AL)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2013-10-30","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"13","bibliographicVolumeNumber":"2013-AL-145"}]},"relation_version_is_last":true,"weko_creator_id":"11"},"id":95738,"updated":"2025-01-21T13:37:01.067495+00:00","links":{},"created":"2025-01-18T23:42:44.925722+00:00"}