Proceedings of Annual Conference, Digital Game Research Association JAPAN
Online ISSN : 2758-6480
10th Annual Conference
Displaying 51-70 of 70 articles from this issue
Interactive session
  • Masaki HONMA, Hironori HARA
    Article type: Conference Paper
    Pages 179-182
    Published: 2020
    Released on J-STAGE: February 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    When you get an item in the game, you created a module that provides the item in reality. This module enables items to be obtained in the real world when items not related to game clearing are obtained. We observed whether players go to get items compared to when they can't get them in reality. The responses were tabulated with a perspiration sensor and questionnaire to determine if they affected play style. As a result, it was suggested that the play style was not affected.
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  • Takahiro TAKEDA, Seiya YUHARA, Takumi KIHARA, Megumi AIBARA, Masakazu ...
    Article type: Conference Paper
    Pages 183-186
    Published: 2020
    Released on J-STAGE: February 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Today, lectures in safety education is implementing simulators at work sites such as factories to prevent occupational accidents. As a result, the number of occupational accidents are decreasing year by year. In particular, attention has been paid to safety education that uses simulators and danger experiences in recent years. Danger experience is to intentionally prepare for situations where occupational accidents can occur and to simulate situations where danger exists. In this study, we developed a VR system for sling work safety training as a part of joint research with a local factory. Therefore, in this research, a more realistic environment in the factory was developed by introducing a worker who autonomously enters blind spots under the control of the game AI and realizing the pointing and calling by voice recognition.
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  • Tomoya SEKI, Yoshihisa KANEMATSU, Akinori ITO, Koji MIKAMI
    Article type: Conference Paper
    Pages 187-190
    Published: 2020
    Released on J-STAGE: February 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The spatial cognitive ability, which is indispensable in manufacturing education and daily life, tends to be reduced due to decrease opportunities for learning because of changes in children's play and education. Therefore, in this research, we propose a serious game aiming at improvement of spatial recognition ability. Among them, we proposed a serious game aimed at improving the speed in spatial recognition ability, which was not achieved by previous research. As a result of the experiment, the improvement of the speed in the spatial recognition ability was achieved, and the learner was also conscious of the speed improvement.
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  • Naoki TAGUCHI, Yoshihisa KANEMATSU, Koji MIKAMI
    Article type: Conference Paper
    Pages 191-194
    Published: 2020
    Released on J-STAGE: February 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In “Player versus Player” of FPS game, there are many phenomena that shoot in a different direction due to confusion. However, the enemy AI of the FPS game has no change in shooting accuracy due to confusion. Since this seems mechanical to the player, the aim was to express humanity by reducing shooting accuracy due to confusion. When the enemy AI suddenly encounters the player or is shot from behind, a function to reduce the shooting accuracy of the enemy AI due to confusion has been implemented. The experimental results show that the confused enemy AI implemented by this method is perceived by the player as more human than the uniform enemy AI.
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  • Yuki OHASHI, Yoshihisa KANEMATSU, Koji MIKAMI
    Article type: Conference Paper
    Pages 195-198
    Published: 2020
    Released on J-STAGE: February 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In RPG, the main character may not speak spontaneously for the purpose of immersing the player. However, when a player selects from alternatives presented in the story, there is a problem that the player is separated from the main character if there are no appropriate alternatives. In this research, in addition to the alternatives, we implemented a function that allows players to freely input their thoughts. In this way, experiments were conducted to enhance the sense of unity between the player and the main character without breaking the story. Using the same scenario, we prepared two types of RPG, one with the function implemented and the other without. As a result of having 20 experiment cooperators play, it turned out that the RPG which implemented the function can be immersed in the main character. It can be said that this function has succeeded in increasing the sense of unity between the player and the main character.
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  • Mitsuki SAWANO, Yoshihisa KANEMATSU, Hisakazu HADA, Koji MIKAMI
    Article type: Conference Paper
    Pages 199-202
    Published: 2020
    Released on J-STAGE: February 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In Tsubazeriai performed during sword stimulation, a strong force works because the sword is pushed with its own power. Therefore, when trying to present this force sense in a game, it is necessary to present a strong and continuous force. In the field of haptic presentation, various haptics are presented. However, existing methods cannot present a continuous strong force sensation like Tsubazeriai. Therefore, in this study, we aimed to reproduce the state in which the forces antagonized. The elastic force of the spring was used to reproduce this state. In this study, a sword-shaped device was created, and force sensation was presented by the elastic force of a spring attached to the sword-shaped device. Furthermore, an evaluation experiment was performed to see if a strong reaction force like Tsubazeriai could be presented using the developed sword-shaped device. As a result, it was found that using the sword-shaped device, it was possible to present a force sense of the reaction force pushed back from the partner required for Tsubazeriai.
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  • Yukina Omori, Koji Mikami
    Article type: Conference Paper
    Pages 203-206
    Published: 2020
    Released on J-STAGE: February 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In this study, we investigated the characters used in logos of existing horror game packages and analyzed their tendency. As a result, it was found that many works use title logos composed only of alphabets. It also became clear that the font shape of the alphabet used in Japanese horror game packages tends to be different from overseas horror games. Therefore, we created three types of logos composed of alphabets and conducted a questionnaire to evaluate the impression of a fictional horror game package. From there, we verified whether the questionnaire results were consistent with the trend of the survey results.
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  • Mitsuhiro ODAKA
    Article type: Conference Paper
    Pages 207-209
    Published: 2020
    Released on J-STAGE: February 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    This research introduce a new serious game of infectious diseases, “Infected Japonia”. This game is baesd on SIR model of infectious diseases and adopt virtual reality to afford the player not only a chance to enjoy an intrinsic entertainment but also an opportunity to learn technical knowledge and to try a strategic simulation. In the game, the player acts as a doctor and move on the stage with multi-agents to converge the prevalence of infectious diseases. The movement and the administration can be interactively operated with the player’s keyboard. In addition to that, the player can check the current situation by indices in four types of windows. In the future, the public release is planed for improving the awareness of serious games in Japan.
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  • Yusuke KURODA, Yoshihisa KANEMATSU, Koji MIKAMI
    Article type: Conference Paper
    Pages 210-213
    Published: 2020
    Released on J-STAGE: February 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In RPG, players form a party with fellow characters and give instructions according to the situation and role of that character during battle. Some games allow players to set action policies for their fellow characters and let their AI automatically select actions. In these games, fellow characters AI acts according to the algorithm, but that is not always the preferred behavior for the player. In this research, we propose an fellow characters AI that learns the user's favorite behavior and reflects it in the behavior.
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  • Hinano MOROOKA, Yoshihisa KANEMATSU, Koji MIKAMI
    Article type: Conference Paper
    Pages 214-217
    Published: 2020
    Released on J-STAGE: February 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    A common technique for reducing VR sickness is image ingenuity. However, ingenuity based on images is not effective for phenomena such as attacks from blind spots. In this study, we focused on reducing VR sickness due to sound. Previous studies have shown that presenting a sound stimulus 600 ms earlier than a light stimulus results in a faster response time to subsequent events and reducing sickness by allowing the player to predict the events that will occur in advance. Therefore, we conducted a verification experiment using content that plays sound 600ms faster and content where video and sound are synchronized when a collision occurs from a blind spot when moving in a VR game. The evaluation by SSQ showed that there was no significant difference, but that presentation of sound stimuli tended to reduce sickness, and that various trends were clarified.
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  • Ryousuke FURUKADO, Yoshiko SAITO, Tomohiro ITO, Hiroaki SAKUKA, Hirohi ...
    Article type: Conference Paper
    Pages 218-221
    Published: 2020
    Released on J-STAGE: February 20, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    The purpose of this study was to examine the cognitive factors related to the performance of e-sports players. Participants comprised of 15 males (average age 19.4 years, average game playing history 2.47 years). First, among the cognitive factors, the training effect of Multiple Object Tracking (hereafter MOT) skills was examined, and it was found that the MOT skills of participants were significantly improved. Subsequently, MOT skills and visual functions were compared by grouping participants based on game type. The Multiplayer Online Battle Arena (MOBA) group tended to have high MOT skills and dynamic visual acuity, and the First Person Shooter (FPS) group tended to have high visual reaction time. As a result of examining the correlation between emotional state and MOT skills, a positive correlation was recognized for vigor and a negative correlation was recognized for confusion. Finally, we experimentally examined the relationship between game performance and perceptual-cognitive skills and found that the level of performance increased as MOT skills improved. These results indicate that MOT skills may be important for increasing the level of performance in e-sports players.
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  • Development and Evaluation of a Force Feedback Device that Gives a Cut-Out Sensation Depending on the Material
    Kotaro FURUKATA, Yoshihisa KANEMATSU, Koji MIKAMI
    Article type: Conference Paper
    Pages 222-225
    Published: 2020
    Released on J-STAGE: February 24, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In sword stimulation in VR games, there is no resistance when cutting objects, and feedback is often provided by vibration. Therefore, in this research, we developed a device FULCutter that gives the user the feeling of cutting out by presenting the resistance during cutting according to the material of the target object and eliminating the resistance after cutting. Then, in order to express the difference in the feeling of cutting due to the difference in material, we implemented content that cuts four objects. As a result of evaluation through experiments comparing with the existing method, it was found that FULCutter was given a feeling of cutting out. FULCutter also received a higher rating for the presentation of resistance during cutting of any of the four objects.
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  • Suguru Hasegawa, Koji MIKAMI
    Article type: Conference Paper
    Pages 226-229
    Published: 2020
    Released on J-STAGE: February 24, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Consumer games sell most of their total sales in the first few weeks. On the other hand, sales of games that are months or years after their release may rise. In this study, we analyzed the sales data of the games, investigated the games whose sales volume increased after release, and analyzed the factors. After that, a questionnaire was conducted to investigate whether or not there was any actual purchase due to those factors.
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  • Hiroki SUZUKI, Takeru INOUE, Ryoga TATSUMI, Ikumi HAYAMIZU, Ryo Beppu, ...
    Article type: Conference Paper
    Pages 230-233
    Published: 2020
    Released on J-STAGE: February 24, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Currently, in the development of control algorithms for a self-driving car and electric vehicles, tests using actual vehicles are expensive. So the number of trials is limited. Therefore development is being carried out by simulation in a virtual space. There is no limit on the number of trials because it is done by computer calculations. On the other hand, today’s self-driving cars and electric cars use a rider to acquire information from the real world and control the road data such as slope and road surface conditions to perform control, so that Testing in a controlled environment is becoming neccesarry. However constructing an environment in a virtual space on a computer is a very time-consuming task, and requires a large amount of cost. This development is to develop a large-scale urban space model with information necessary for a simulator as an asset of the external environment by combining the open data of the Geographical Survey Institute and an inexpensive development environment such as a game engine.
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  • Nagomi ISOBE, Chisaki KIGAWA, Yousuke KUDO, Reo HAYASHI, Wen-Chu KE, T ...
    Article type: Conference Paper
    Pages 234-236
    Published: 2020
    Released on J-STAGE: February 24, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In Japan's super-aged society, which is characterized by a four-generation family structure, the number of cases in which the elderly living alone ends their life without sufficient sharing of family history are expected to increase. While the means of communication have been enhanced due to the spread of smartphones, many elderly people are still not good at using said devices. Therefore, in this study, we propose a system of support in recording of life history such as cooking recipes cultivated over many years of experience in which the elderly cooperates with their separated families.
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  • Kenya MIYAKAWA, Yoshihisa KANEMATSU, Koji MIKAMI
    Article type: Conference Paper
    Pages 237-240
    Published: 2020
    Released on J-STAGE: February 24, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    While AI research is being conducted a lot, there is a study called AI Wolf, where AI performs Werewolf. Actual Werewolf has a role of Possessed to deceive the participants. However, no research has been done on enhancing AI Possessed with AI Wolf. In this research, we aimed to enhance Possessed AI in AI Wolf and deceive other AI. As a result of the enhancement, it was confirmed that the behavior of Possessed confused other agents and dispersed the voting destination.
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  • Mizuki ABE, WenChu Ke, Toya SAITOU, Megumi AIBARA, Masakazu FURUICHI
    Article type: Conference Paper
    Pages 241-243
    Published: 2020
    Released on J-STAGE: February 24, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Piano is the most learned subject among the music studies curriculum in the lower grade of elementary. Mastering the piano skills requires a long amount of time for basic practicing. Among the basic skills, music score reading is a point where most stumbles upon in piano learning. Therefore, in this study, we developed a prototype of the serious game “ForteStories” that aims to combine game and piano performance for a more fun and enjoyable piano learning experience. In this study, we will report on the overview of “ForteStories”.
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  • Natsumi Kobayashi, Yasuo Kawai
    Article type: Conference Paper
    Pages 244-246
    Published: 2020
    Released on J-STAGE: February 24, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    People's voices include words and meanings that can be obtained as sentences, emotions, and emotions that can be obtained as voice. The former can be speak based on knowledge and experience, and the latter can be speek by a person born. This paper proposes content that visualizes words and emotions possessed by those people as power.This research has been researched and developed on the realization of speech utterance using emotion analysis. By doing this, the goal is for newborn babies and adults to give the same experience through voice. The visualization method is an action game in the VR space. The equipment used is a head-mounted-display Oculus Rift S and a unidirectional microphone. Sentiment analysis, we implemented a web API using python, performed sentiment analysis based on speech obtained from a unidirectional microphone, and measured the embody in the content.
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  • Chihiro Yamadai, Akinori Ito
    Article type: Conference Paper
    Pages 247-250
    Published: 2020
    Released on J-STAGE: February 24, 2025
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In this study, we made a sound-based user-guided game as a basis for empirically studying player situation judgment and action selection based on limited situations. We designed a game of walking with an eye mask using 3 types of sound effects and 3 types of voice instruction. Using the difference in the attributes of the sound, we obtained results that could properly communicate the positive / negative judgment to the player.
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