Publications

Recent and selected publications.

The home page highlights a small set of representative works as Featured Publications. This page provides recent publications together with a broader selection of earlier work.

Publications are organized into a recent book and book chapters, edited conference proceedings, recent publications, and selected earlier works.

For a complete publication record, please see my ORCID profile and official Future University Hakodate faculty page.

Book

2026

  1. Affective Learning and Serious Games
    Kaoru Sumi
    CRC Press, 2026

Book Chapters

2026

  1. Affective Learning in Human-Robot Interaction
    Kaoru Sumi
    In Affective Learning and Serious Games, pp. 62–82, CRC Press, 2026
  2. Beyond Flatland: Mixed Reality Geometry for Immersive STEM Learning
    Kaoru Sumi
    In Affective Learning and Serious Games, pp. 213–224, CRC Press, 2026
  3. Cross-Cultural Perspectives on Persuasive Affective Learning through Information Media
    Pinkie Anggia
    In Affective Learning and Serious Games, pp. 94–103, CRC Press, 2026
  4. Emotion-Driven Story Generation for Game-Based Learning in Virtual Environments
    Kaoru Sumi
    In Affective Learning and Serious Games, pp. 35–45, CRC Press, 2026
  5. Enhancing Spatial Cognition in Sports Through Virtual Reality Training
    Kaoru Sumi
    In Affective Learning and Serious Games, pp. 182–191, CRC Press, 2026
  6. Experiencing the Role of a Bully: A Serious Game for Anti-Bullying Education
    Kaoru Sumi
    In Affective Learning and Serious Games, pp. 148–165, CRC Press, 2026
  7. Game with a Purpose: Building a Visual Effect Dictionary Through Engaging Gameplay
    Kaoru Sumi
    In Affective Learning and Serious Games, pp. 192–209, CRC Press, 2026
  8. Immersive Geography Education Through Digital Twins and Virtual Reality
    Kaoru Sumi
    In Affective Learning and Serious Games, pp. 240–250, CRC Press, 2026
  9. Intelligent Tutoring System using Affective Interaction
    Thomas James Tiam-Lee
    In Affective Learning and Serious Games, pp. 3–17, CRC Press, 2026
  10. Learning English Through Etymology and Animation: A New Approach for Elementary Students
    Kaoru Sumi
    In Affective Learning and Serious Games, CRC Press, 2026
  11. Mixed Reality and Generative Art in Mathematics and Programming Education
    Kaoru Sumi
    In Affective Learning and Serious Games, pp. 225–239, CRC Press, 2026
  12. Motivating Athletic Performance: A Throwing Training System with Immersive Feedback
    Kaoru Sumi
    In Affective Learning and Serious Games, pp. 166–181, CRC Press, 2026
  13. Observation of Students’ Behavior for Affective Learning
    Nitchan Jianwattanapaisarn
    In Affective Learning and Serious Games, pp. 83–93, CRC Press, 2026
  14. Pet-type Artifact That Promotes Behavior Change through Emotional Expression
    Kaoru Sumi
    In Affective Learning and Serious Games, pp. 49–61, CRC Press, 2026
  15. Serious Games for Teaching Social Media Etiquette Through Simulated Experience
    Kaoru Sumi
    In Affective Learning and Serious Games, pp. 107–128, CRC Press, 2026
  16. The Impact of Avatars Used in Online Education on Learning Effectiveness
    Kaoru Sumi
    In Affective Learning and Serious Games, pp. 18–34, CRC Press, 2026

Edited Conference Proceedings

2026

  1. Persuasive Technology
    Kaoru Sumi, Raian Ali, and Roberto Legaspi (eds.)
    Lecture Notes in Computer Science, vol. 16476, Springer, 2026

Recent Publications

2026

  1. Embarrassment in HRI: Remediation and the Role of Robot Responses in Emotion Control
    Ahmed Salem and Kaoru Sumi
    Frontiers in Robotics and AI, vol. 12, Article 1569040, 2026
  2. Designing Persuasive Social Robots: Modulating Embarrassment Through Personality and Appearance
    Ahmed Salem and Kaoru Sumi
    In Persuasive Technology. PERSUASIVE 2026 Satellite Events, Communications in Computer and Information Science, vol. 2896, pp. 178–190, Springer, 2026
    First online: 2 September 2026
  3. DXSP: Gesture-Only Temporal Localization of Decisive Moments in Dyadic Persuasion
    Pakpoom Chaimook and Kaoru Sumi
    Frontiers in Artificial Intelligence, vol. 9, Article 1928901, 2026
  4. Emotional Expression in Persuasion by Quadruped Virtual Agents: Toward Cross-Species Design Patterns
    Kaoru Sumi and Souki Osawa
    arXiv preprint arXiv:2608.01895, 2026

2025

  1. Designing Persuasive Interactions with Pet-Type Virtual Agents: Effects of Emotion and Context in Mixed Reality
    Kaoru Sumi and Rio Harada
    In Human Factors in Design, Engineering, and Computing, AHFE, vol. 199, pp. 996–1005, AHFE International, 2025
  2. Empathy-Driven Persuasion: A Serious Game for Anti-bullying Education via First-Person Perpetrator Experience
    Kaoru Sumi and Ryoma Tanabe
    In Persuasive Technology. PERSUASIVE 2025 Satellite Events, Communications in Computer and Information Science, vol. 2542, pp. 44–58, Springer, 2025

2024

  1. Deception detection in educational AI: challenges for Japanese middle school students in interacting with generative AI robots
    Ahmed Salem and Kaoru Sumi
    Frontiers in Artificial Intelligence, vol. 7, Article 1493348, 2024
  2. Persuasive Technology Through Behavior and Emotion with Pet-Type Artifacts
    Rio Harada and Kaoru Sumi
    In Persuasive Technology. PERSUASIVE 2024, Lecture Notes in Computer Science, vol. 14636, pp. 151–160, Springer, 2024
  3. The Impact of Anonymity on Communication in the Metaverse
    Yoshifuru Nakayama and Kaoru Sumi
    In 2024 IEEE 48th Annual Computers, Software, and Applications Conference (COMPSAC), pp. 2095–2100, IEEE, 2024
  4. Training system for converting current visual information to bird’s-eye view
    Kaoru Sumi and Ryo Okuyama
    Frontiers in Psychology, vol. 15, Article 1504838, 2024

Selected Earlier Publications

2022

  1. Emotional characteristic analysis of human gait while real-time movie viewing
    Nitchan Jianwattanapaisarn, Kaoru Sumi, Akira Utsumi, and 2 more authors
    Frontiers in Artificial Intelligence, vol. 5, Article 989860, 2022
  2. Experiences of Game-Based Learning and Reviewing History of the Experience Using Player’s Emotions
    Kaoru Sumi and Shusuke Sato
    Frontiers in Artificial Intelligence, vol. 5, Article 874106, 2022

2019

  1. Analysis and Prediction of Student Emotions While Doing Programming Exercises
    Thomas James Tiam-Lee and Kaoru Sumi
    In Intelligent Tutoring Systems, Lecture Notes in Computer Science, vol. 11528, pp. 24–33, Springer, 2019

2018

  1. Adaptive Feedback Based on Student Emotion in a System for Programming Practice
    Thomas James Tiam-Lee and Kaoru Sumi
    In Intelligent Tutoring Systems, Lecture Notes in Computer Science, vol. 10858, pp. 243–255, Springer, 2018

2017

  1. A Serious Game for Learning Social Networking Literacy by Flaming Experiences
    Kaoru Sumi and Kodai Kasai
    In Intelligent Technologies for Interactive Entertainment, Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol. 178, pp. 23–33, Springer, 2017

2010

  1. Evaluating a Virtual Agent as Persuasive Technology
    Kaoru Sumi and Mizue Nagata
    In Psychology of Persuasion, pp. 133–148, Nova Science Publishers, edited by János Csapó and Andor Magyar , ISBN 978-1-60876-590-4, 2010

2009

  1. Interactive Storytelling System Using Recycle-Based Story Knowledge
    Kaoru Sumi
    In Interactive Storytelling: Second Joint International Conference on Interactive Digital Storytelling, ICIDS 2009, Lecture Notes in Computer Science, vol. 5915, pp. 74–85, Springer, 2009

2001

  1. Telme: a personalized, context-aware communication support system
    Kaoru Sumi and Toyoaki Nishida
    IEEE Intelligent Systems, vol. 16, no. 3, pp. 21–27, 2001