Proceedings of Annual Conference, Digital Game Research Association JAPAN
Online ISSN : 2758-6480
13th Annual Conference
Displaying 51-65 of 65 articles from this issue
Interactive session 1
Interactive session 2
  • Mami OKADA, Yu Ching KAO, Masakazu FURUICHI
    Article type: Conference Paper
    Session ID: In-9
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In Japan, there are many cosmetics manufacturers, and the cosmetics market is growing rapidly. In recent years, basic cosmetics, such as moisturizing with lotion after washing the face and using beauty essence to address skin concerns, have become widespread, especially among young men. However, many men are reluctant to buy cosmetics due to a lack of knowledge about cosmetics and a lack of understanding of their skin type. In addition, many cosmetics shops are staffed by female customers and employees, making it uncomfortable for men to enter the shop. Therefore, we developed a prototype of "CHIE," a system that provides men with beauty consulting services using a chatbot that runs on a browser, instead of visiting the shop. The prototype uses Dialogflow and LINE to provide men with easy access to appropriate beauty advice, links to purchase products, and humor in the conversation. In addition, countermeasures against customer complaints were taken into consideration. In the interactive session, participants will experience a prototype version of "CHIE”.
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  • Yui SASAKI, Masako WATANABE, Akira KINAI, Ryuusei TAKAHASHI, Megumi AI ...
    Article type: Conference Paper
    Session ID: In-10
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In Japan, more than 1 million cataract surgeries were performed annually in 2009, and one of the co-authors experienced cataract surgery. In that case, the patient received informed consent regarding the details and risks of the surgery in advance, however he felt a great burden because there was no explanation of information regarding visual information obtained during the surgery. Therefore, based on the author's surgical experience, a prototype cataract surgery simulator "Shiro" was developed to simulate the visual information obtained during cataract surgery through VR goggles before the surgery. We also created a cartoon introducing the contents of the experience for use in future evaluation experiments. In the interactive session, participants will experience the prototype version of "Shiro".
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  • Koki SEIKE, Yuto KIHARA, Masahiro FUTAGAMI, Yoki KUWAMOTO, Masakazu FU ...
    Article type: Conference Paper
    Session ID: In-11
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In Japan, freshmen’s orientation is held for new students at the time of admission to a university, and many students fail to graduate in four years due to various reasons or regret their failure when they start job hunting or enter higher education, even though they were briefed on the standard number of credits to be earned in each year of study at that time. In this study,we developed a prototype of a board game-type serious game to improve students' motivation toward university life, and conducted a primary evaluation of the effectiveness of the game for first-year students.In the interactive session, students will be able to experience the serious game.
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  • Yoshiki Nishizono, Yoshihisa Kanematsu, Koji Mikami
    Article type: Conference Paper
    Session ID: In-12
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    Currently, many studies have been conducted to improve the game experience by changing the in-game presentation according to heart rate. In this study, we focused on first-person shooter games and aimed to improve the game experience by making the blurring of the aiming point closer to reality. We developed a system that reflects the player's situation in the game by increasing or decreasing the blurring of the sight in response to changes in heart rate. The results of the experiment indicated that the developed system would improve the gaming experience for players regardless of their game performance
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  • Kei MITANI, Koji MIKAMI
    Article type: Conference Paper
    Session ID: In-13
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In recent years, there has been an increasing number of study to estimate player’s emotions in order to enhance game immersion. In this study, we focus on novel games. We suggest a method which estimate the player's emotions during play in advance by text mining the scenario and correct the estimation results with the player's heart rate. Using this method, we implemented a tool that continuously estimates the player's emotions.
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  • Itsuki KOBAYASHI, Koji MIKAMI
    Article type: Conference Paper
    Session ID: In-14
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In some rhythm games, the UI indicating where to strike the notes moves freely. In such games, there are a wide variety of animation effects that are played when the player strikes a note. Depending on the type of animation, the playing experience may change even if the input operation is the same. In order to investigate the effect of the animation direction on the playing experience, this study created a simulator in which the content and parameters of the direction can be changed for each operation.
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  • Ryoki KINOSHITA, Akinori ITO
    Article type: Conference Paper
    Session ID: In-15
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    We studied the sound design of a 3D game in which sound effects are played from the direction of elevation. The aim was to realize a function to guide players and assist them in playing the game by using sound effects from the direction of elevation. We implemented a 3D game containing the studied sound design using Wwise, Unity, and 7.1.4ch multi-speakers. We also verified how those sound effects would affect the player.
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  • Chun-Ip Jason CHAN, Akinori ITO, Koji MIKAMI
    Article type: Conference Paper
    Session ID: In-16
    Published: 2023
    Released on J-STAGE: March 30, 2023
    CONFERENCE PROCEEDINGS OPEN ACCESS
    In today's demonstration, a dynamic chord progression generation system for games will be presented. Recent AAA titles, such as God of War(2018), make extensive use of chord progressions and modulations utilized in film scoring, which is different from both classical and pop music. One such compositional technique is the Neo-Riemannian theory. Based on this previous research with mathematical representation of music theory, we implemented the algorithm on Wwise and created an interactive demo in Unity.
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