{"updated":"2025-01-21T13:29:07.705333+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00095983","sets":["6164:6165:7308:7309"]},"path":["7309"],"owner":"11","recid":"95983","title":["WebSocket を用いたスマートフォン上でのエンタテイメントコンテンツ閲覧時のリアルタイム行動分析"],"pubdate":{"attribute_name":"公開日","attribute_value":"2013-11-08"},"_buckets":{"deposit":"8d37cf13-6514-4c12-b645-6e5032cb5c55"},"_deposit":{"id":"95983","pid":{"type":"depid","value":"95983","revision_id":0},"owners":[11],"status":"published","created_by":11},"item_title":"WebSocket を用いたスマートフォン上でのエンタテイメントコンテンツ閲覧時のリアルタイム行動分析","author_link":["0","0"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"WebSocket を用いたスマートフォン上でのエンタテイメントコンテンツ閲覧時のリアルタイム行動分析"},{"subitem_title":"Real-time behavior analysis method using WebSocket for entertainment content watching on smartphones","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"芸術科学会オーガナイズ","subitem_subject_scheme":"Other"}]},"item_type_id":"18","publish_date":"2013-11-08","item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_18_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"神奈川工科大学"},{"subitem_text_value":"神奈川工科大学"}]},"item_18_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Kanagawa Institute of Technology","subitem_text_language":"en"},{"subitem_text_value":"Kanagawa Institute of Technology","subitem_text_language":"en"}]},"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/95983/files/IPSJ-EC2013023.pdf"},"date":[{"dateType":"Available","dateValue":"2013-11-07"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC2013023.pdf","filesize":[{"value":"3.6 MB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"0","billingrole":"5"},{"tax":["include_tax"],"price":"0","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"0f2f3820-199b-4f8c-ba0e-415c037e568c","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2013 by the Information Processing Society of Japan"}]},"item_18_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"北田, 大樹"},{"creatorName":"白井, 暁彦"}],"nameIdentifiers":[{}]}]},"item_18_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Taiki, Kitada","creatorNameLang":"en"},{"creatorName":"Akihiko, Shirai","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourceuri":"http://purl.org/coar/resource_type/c_5794","resourcetype":"conference paper"}]},"item_18_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"概要:スマートフォン上でのエンタテイメントコンテンツ閲覧時のリアルタイム行動分析手法について報告する.「楽しみ」は主観的な人間の感情であるが,「笑い」は視聴者の不随意運動として,スマートフォンの高分解能加速度センサにて得ることが可能である.スマートフォン上での映像視聴時に起きる自然な不随意運動を,スマートフォン上の高分解能加速度センサを用いて取得し,視聴者の主観的な情動を統計的かつ集合的に分類取得するアルゴリズムおよびアプリケーション開発を行っている.実験システムは,データ収集のためにRuby とSinatra フレームワークによって開発されており,将来的な実装として,WebSocket のサーバーサイドJavaScript での実装であるNode.js を用いて,Web ベースの分散非同期接続での実装可能性を検討し,LAN/WAN 環境においてベンチマークを行った.推定アルゴリズムは,ムービープレイヤーアプリケーション「L-PoD」に実装され,同一のエンタテイメント・コンテンツにおける被験者間の笑いの特性の違いをProperty of Difference (PoD) として視覚化することができる.","subitem_description_type":"Other"}]},"item_18_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"Abstract: This article contributes to report a method to classify human laughing during video watching using Smartphone. Fun is a subjective human emotion but Laughing is possible to obtain as audience's involuntary movement. The algorithm have been implemented into a movie player application \\L-PoD\" and it can visualize subjects' Property of Difference (PoD) of laughing part during a same comedy content. For the data collection, the experimental system has been developed by Ruby and Sinatra framework and it has been compared with WebSocket imprementation in server side JavaScript \\Node.js\", as a further implementation.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"122","bibliographic_titles":[{"bibliographic_title":"エンタテインメントコンピューティングシンポジウム2013論文集"}],"bibliographicPageStart":"117","bibliographicIssueDates":{"bibliographicIssueDate":"2013-09-27","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2013"}]},"relation_version_is_last":true,"weko_creator_id":"11"},"created":"2025-01-18T23:42:57.135357+00:00","id":95983,"links":{}}