2021 Fiscal Year Final Research Report
Development of functions for audience participation promotion and procedural play generation in well-being live streaming
Project/Area Number |
19K12291
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Research Category |
Grant-in-Aid for Scientific Research (C)
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Allocation Type | Multi-year Fund |
Section | 一般 |
Review Section |
Basic Section 62040:Entertainment and game informatics-related
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Research Institution | Ritsumeikan University |
Principal Investigator |
Thawonmas Ruck 立命館大学, 情報理工学部, 教授 (50320122)
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Co-Investigator(Kenkyū-buntansha) |
原田 智広 東京都立大学, システムデザイン研究科, 助教 (40755518)
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Project Period (FY) |
2019-04-01 – 2022-03-31
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Keywords | 人工知能 / ライブストリーミング / コンテンツの自動生成 / 健康促進 |
Outline of Final Research Achievements |
This research was conducted to establish artificial intelligence methods and intellectual methods for health promotion content and verify their effectiveness on live streaming distribution platforms represented by Twitch. Specifically, we proposed algorithms that do not require any player intervention and can cope with everyday stress in the daily life of players. We have succeeded in constructing methods for generating content that promotes health and improving spectator participation that promotes social health, which shows that it is possible to maintain connections with other people and communities.
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Free Research Field |
人工知能,ゲーム,シリアスゲーム
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Academic Significance and Societal Importance of the Research Achievements |
これまでコンピュータゲームの健康促進への応用が活発になされているが,ライブストリーミング配信プラットフォームを用いたSPコンテンツの,健康促進への応用に関する研究が少なかった.更に最近の世界規模のマーケット調査によると,18才~25才の観戦者が週に3.5時間をゲームプレイの観戦に費やしており,ゲームプレイ観戦者の人口が2018年の時点での6.3億人から2022年に8.6億人になると見込まれる.これを受けて本研究成果の普及が期待できる.
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