1,a) 1,b) 1,c) 1,d) 1,e) 1,f) () e-sports 1. deportare [14] de (=away) portare (=carry) () CG 1 Graduate School of Information Systems, University of Electro-Communications a) tnojima@is.uec.ac.jp b) koike@is.uec.ac.jp c) den@vogue.is.uec.ac.jp d) shin.phuong@vogue.is.uec.ac.jp e) t ohta@vogue.is.uec.ac.jp f) kai@vogue.is.uec.ac.jp PLAY Spontaneous Play Organized Play(GAMES) Noncompetitive Games Competitive Games(CONTESTS) Intellectual Contests Physical Contests(SPORTS) 1 Sports [8] 2. 2.1 ( 6 ) [19] The Oxford English Dictionary[10] Pleasant pastime; entertainment or amusement; recreation diversion Participation in games or exercise, esp. those of an athletic character or pursued in the open air; such games or amusements collectively 1
Coakley sports as wellestablished, officially governed competitive physical activities in which participants are motivated by internal and external rewards [6] Coakley Guttmann 1 [8] Spontaneous play Organized play mind sports electric sports mind sports Intelectual Contest [17] electric sports(e-sports) [17] e-sports Guttmann The Olympic Movement should strengthen its partnership with the computer game industry in order to explore opportunities to encourage physical activity and the practice and understanding of sport among the diverse population of computer game users. [16] 2.2 Guttmann e-sports e-sports e-sports Fraunhofer IIS GoalRef[3] Nike Nike+[5] Adidas micoach Elite Team System[1] exergames[15] [7][12] [13] e-sports exergames exergames Dance Dance Revolution Wii Wii Sports Microsoft Kinect SCE Playstation Move Exergames e-sports 2
SPORTS DIGITAL GAMES digital sports exergames e-sports 2 2.3 e-sports exergames exergames,e-sports, 2 2 e-sports exergames e-sports exergames 3. 3.1 [18] 2 (HP) 3
3 HP HP HP ( 3) HP HP HP / 3.2 HP HP HP ( ) ( ) HP HP 4
ใॲཧ ձ ڀݚ ใࠂ ਤ 4 ϓϨʔϠ ͷ ࢠ 4. σδλϧεϙʔπͱ ຊߘͷ ʹޙ ɼ Ε Ͱ ٴݴ Ε ͳ εϙʔπ ͱ ͷ ΒɼσδλϧεϙʔπͷՄ Λ ੳ Δɽ εϙʔπͱ ຊདྷ Έͷ Ίͷ ಈͰ Δ ɼ Ε Ͱ ͷ Ͱ Δର εϙʔπͷϓϩʔϡͱ ɽұ ͰΦϦϯϐοΫ ϓϩεϙʔπϦʔάͳͲʹ ɼ Λ Δ ͱλ తͱ σδλϧγες ਤ5 Ϙʔϧ ي ಓมԽͷ ࢠ ( ɿ ؾ ͳ ɼԼɿ ؾ Γ) Ϝ ɼ ଟ Εɼಋ Ε [4][2]ɽCoakley Β ʹΑΕ ɼ εϙʔπλߏ Δ ཁͳཁ ͷұ Ͱ Δ [6] ͱ Βɼσδλϧ ज़ʹΑΓ Λ Δ 3.2.1 HP ͷ ཧɾද ͷ ΊͷγεςϜɿϓϨʔϠ Մ ͳϙʔϧͷ զʑ ϘʔϧʹՃ ηϯα ແઢσʔλ௨৴ ஔ ज़ͷ ɼσδλϧεϙʔπʹ Δ ཁͳ ڀݚ ཁ ʹͳΔͱߟ ΒΕΔɽ զʑ Ε Ͱɼ ͷ جʹ ͷγες ͳͳɼϙʔϧͷӡಈঢ়ଶλ ܭ ଌՄ ͳγεςϝλ ɽ ϜΛ ɽ Ε γεςϝ Ͷ ͱ ݺ ແઢσʔλ௨৴ ஔͷ ػ ΛԠ ɼϘʔϧ ݱ ΕΔϘʔϧͰ Δ [9]ɽ Ε Ґஔɾӡಈ ܭ ଌ ػ ͳβ ࡏͲͷϓϨʔϠͷ ʹଘࡏ Δ Λ ఆՄ ͳɼϓϩʔ ͼʹ Ռ ੜ ஔΛ ΈࠐΜ ϘʔϧͰ Δ ɽ ͷ Ϡ Մ ͳϙʔϧλ ݱ ɽϓϩʔϡ ͷ ࢠΛਤ ϘʔϧΛར Δ ͱͱɼϙʔϧͳβͼʹϓϩπϑοʔϧ 4 ʹ ɽ ͷ ɼ Ϙʔϧͱಉ ແઢσʔλ௨৴ ஔ ϓ υʹର ɼϘʔϧӡಈʹԠ มԽ Δ ՌΛ ੜ ϨʔϠʹ ண Ε Δɽ Ϙʔϧͷ௨৴ ஔ ɼ Δɽ ͷ ޙ Ϙʔϧ ෦ʹΧϝϥΛ ࡌ ɼӡಈத ଞͷͲͷ௨৴ ஔ ʹଘࡏ Δ Λɼଈ ͲͷϓϨʔ ͷϙʔϧ ಈըΛߏ Δ BallCam!γεςϜΛ Ϡ ʹଘࡏ Δ Λ ݸ ผʹ Ͱ Δ ػ Δɽ [11]ɽ ΕΛར Δ ͱͱɼϓϩʔϡ Λߦ ɽ ͷα ͳ Ռ ಛघͳө ɼ ʹ Λ ఆ Ε ࡍʹɼͲͷϓϨʔϠͷ ʹଘࡏ Δ Λ Δ Δͱߟ ΒΕΔɽ σδλϧεϙʔπͷ ఆ Δ ͱͱɼ୭ʹ ͱ Γ ఆΛ ݱ ɼ Ռʹ ݶ ఆ Εͳ ɼଟ ͳ Γ Δ ͷͱ Δɽ ಘΔͱ ظ ΕΔɽ લड़ͷσδλϧεϙʔπԽ Ε 3.2.2 ಛघ ՌΛ ੜͷ ΊͷγεςϜɿϘʔϧͷඈߦ υοδϙʔϧʹ ɼ ͷԡԉͱμϝʔδ ݮ ي ಓมԽ Δɼ Δ ٿ ͷ Ռ มԽ Δͱ γεςϝ υοδϙʔϧ લఏͰ Δ ͱ Βɼಛʹ தʹ Δ Λ Δ ͱ Մ Ͱ Δͱߟ ΒΕΔɽ ͷα ʹ Ϙʔϧͷ ي ಓʹ ɼ ΕΛมԽ Δ Ίͷ ߏػ ͷ Λ ۃ తʹ ڝ ͷ ͷʹ Ճ Δ ͱͱɼ ʹର Λ Έ ɽඈߦதͷϙʔϧ ي ಓΛมԽ Δ Ίʹ ɼ εϙʔπͷ Έ Λఏ ڙ Δ ͱ Մ ʹͳ Ϙʔϧͷ ܗ ঢ়Λ มԽ ɼΑΓ ͳ يͰ ؾ ಓ Δͱ ظ ΕΔɽ ΛมԽ Δ ͱɼկβ ͷτωϧϊʔ ݯ Λ ࡌ ɼ 5. ͱίͱࠓ ޙ ͷ Β ੜ ΕΔ Ͱ ي ಓΛมԽ Δ ߟ ΒΕ Δɽຊ Ͱڀݚ ΑΓ ͳ ي ಓมԽ ՌΛ ɼѹ ؾ ຊߘͰ εϙʔπλఆ ɼσδλϧ ज़ͱ λϯϋʹαδ ؾ Λ ඈߦ ي ಓมԽख Λ εϙʔπͷ༥ ʹ ੳΛߦ ɽ ͷ Ͱ ε ϘʔϧΛ [20]ɽ ͷ ي ಓมԽͷ ࢠΛਤ 5 ʹ ϙʔπɼຊ Ͱڀݚ ఏҊ Δσδλϧεϙʔπɼexergamesɼ ɽ e-sportsɼσδλϧήʔϝͷ Λߦ ɽ ମ ͱ υοδϙʔϧλ ڍ ɼυοδϘʔϧͷσδλϧεϙʔ 2013 Information Processing Society of Japan 5
[1] Adidas. micoach Elite Team System, available from http://news.adidas.com/global/micoach-elitesystem/s/4fd08cfb-1e14-4575-9533-918016ab0893 (accessed 2013/08/28) [2] Dartfish, available from http://www..com/en/ (accessed 2013/08/29) [3] Fraunhofer IIS. GoalRef, available from http://www.iis.fraunhofer.de/en/bf/ln/referenzprojekte/ goalref.html (accessed 2013/08/28) [4] Hawk-Eye Innovations Ltd. Hawk-Eye., available from http://www.hawkeyeinnovations.co.uk/ (accessed 2013/08/29) [5] Nike. Nike+, available from http://nikeplus.nike.com/plus/ (accessed 2013/08/28) [6] Coakley, Jay:Sports in Society: Issues and Controversies, McGraw-Hill Humanities/Social Sciences/Languages, 2008. [7] Consolvo, Sunny and Everitt, Katherine and Smith, Ian and Landay, James A.: Design requirements for technologies that encourage physical activity, Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI),pp.457-466,2006. [8] Guttmann, Allen:From Ritual to Record: The Nature of Modern Sports, Columbia University Press,1979. [9] Izuta, Osamu and Sato, Toshiki and Kodama, Sachiko and Koike, Hideki: Bouncing Star project: design and development of augmented sports application using a ball including electronic and wireless modules, Proceedings of the Augmented Human International Conference (AH), Article No. 22,2010. [10] James A. H. Murray, Henry Bradley, W.A. Craigie and C.T. Onions eds: The Oxford English Dictionary, Vol.XVI, Clarend Press Oxford,second edition, 2008. [11] Kitani, Kris and Horita, Kodai and Koike, Hideki: Ball- Cam!:dynamic view synthesis from spinning cameras, Adjunct proceedings of the annual ACM symposium on User interface software and technology (UIST), pp.87-88,2012. [12] Mueller, Florian Floyd and Edge, Darren and Vetere, Frank and Gibbs, Martin R. and Agamanolis, Stefan and Bongers, Bert and Sheridan, Jennifer G.: Designing sports: a framework for exertion games, Proceedings of the SIGCHI Conference on Human Factors in Computing Systems(CHI),pp.2651-2660,2011. [13] M [ ]:,,2000. [14] Penjak, Ana and Karnincic, Hrvoje:Sport And Literature: An Overview of the Wrestling Combats in the Early Literary Texts, International Journal of Humanities and Social Science, vol.3,no.5,pp.49-55,2013. [15] Sinclair, Jeff and Hingston, Philip and Masek, Martin: Considerations for the design of exergames, Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia - GRAPHITE 07, pp.289-296,2007. [16] The XIII Olympic Congress: THE OLYMPIC MOVE- MENT IN SOCIETY, 2009. [17] :,,2010. [18] : (2013-2014 ),, 2013. [19] :,, 6,2008. [20],, :, WISS ( / ), 2012. 6