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
Book Chapters
2026
- Affective Learning in Human-Robot InteractionIn Affective Learning and Serious Games, pp. 62–82, CRC Press, 2026
- Beyond Flatland: Mixed Reality Geometry for Immersive STEM LearningIn Affective Learning and Serious Games, pp. 213–224, CRC Press, 2026
- Cross-Cultural Perspectives on Persuasive Affective Learning through Information MediaIn Affective Learning and Serious Games, pp. 94–103, CRC Press, 2026
- Emotion-Driven Story Generation for Game-Based Learning in Virtual EnvironmentsIn Affective Learning and Serious Games, pp. 35–45, CRC Press, 2026
- Enhancing Spatial Cognition in Sports Through Virtual Reality TrainingIn Affective Learning and Serious Games, pp. 182–191, CRC Press, 2026
- Experiencing the Role of a Bully: A Serious Game for Anti-Bullying EducationIn Affective Learning and Serious Games, pp. 148–165, CRC Press, 2026
- Game with a Purpose: Building a Visual Effect Dictionary Through Engaging GameplayIn Affective Learning and Serious Games, pp. 192–209, CRC Press, 2026
- Immersive Geography Education Through Digital Twins and Virtual RealityIn Affective Learning and Serious Games, pp. 240–250, CRC Press, 2026
- Intelligent Tutoring System using Affective InteractionIn Affective Learning and Serious Games, pp. 3–17, CRC Press, 2026
- Learning English Through Etymology and Animation: A New Approach for Elementary StudentsIn Affective Learning and Serious Games, CRC Press, 2026
- Mixed Reality and Generative Art in Mathematics and Programming EducationIn Affective Learning and Serious Games, pp. 225–239, CRC Press, 2026
- Motivating Athletic Performance: A Throwing Training System with Immersive FeedbackIn Affective Learning and Serious Games, pp. 166–181, CRC Press, 2026
- Observation of Students’ Behavior for Affective LearningIn Affective Learning and Serious Games, pp. 83–93, CRC Press, 2026
- Pet-type Artifact That Promotes Behavior Change through Emotional ExpressionIn Affective Learning and Serious Games, pp. 49–61, CRC Press, 2026
- Serious Games for Teaching Social Media Etiquette Through Simulated ExperienceIn Affective Learning and Serious Games, pp. 107–128, CRC Press, 2026
- The Impact of Avatars Used in Online Education on Learning EffectivenessIn Affective Learning and Serious Games, pp. 18–34, CRC Press, 2026
Edited Conference Proceedings
2026
- Persuasive TechnologyKaoru Sumi, Raian Ali, and Roberto Legaspi (eds.)Lecture Notes in Computer Science, vol. 16476, Springer, 2026
Recent Publications
2026
- Embarrassment in HRI: Remediation and the Role of Robot Responses in Emotion ControlFrontiers in Robotics and AI, vol. 12, Article 1569040, 2026
- Designing Persuasive Social Robots: Modulating Embarrassment Through Personality and AppearanceIn Persuasive Technology. PERSUASIVE 2026 Satellite Events, Communications in Computer and Information Science, vol. 2896, pp. 178–190, Springer, 2026First online: 2 September 2026
- DXSP: Gesture-Only Temporal Localization of Decisive Moments in Dyadic PersuasionFrontiers in Artificial Intelligence, vol. 9, Article 1928901, 2026
- Emotional Expression in Persuasion by Quadruped Virtual Agents: Toward Cross-Species Design PatternsarXiv preprint arXiv:2608.01895, 2026
2025
- Designing Persuasive Interactions with Pet-Type Virtual Agents: Effects of Emotion and Context in Mixed RealityIn Human Factors in Design, Engineering, and Computing, AHFE, vol. 199, pp. 996–1005, AHFE International, 2025
- Empathy-Driven Persuasion: A Serious Game for Anti-bullying Education via First-Person Perpetrator ExperienceIn Persuasive Technology. PERSUASIVE 2025 Satellite Events, Communications in Computer and Information Science, vol. 2542, pp. 44–58, Springer, 2025
2024
- Deception detection in educational AI: challenges for Japanese middle school students in interacting with generative AI robotsFrontiers in Artificial Intelligence, vol. 7, Article 1493348, 2024
- Persuasive Technology Through Behavior and Emotion with Pet-Type ArtifactsIn Persuasive Technology. PERSUASIVE 2024, Lecture Notes in Computer Science, vol. 14636, pp. 151–160, Springer, 2024
- The Impact of Anonymity on Communication in the MetaverseIn 2024 IEEE 48th Annual Computers, Software, and Applications Conference (COMPSAC), pp. 2095–2100, IEEE, 2024
- Training system for converting current visual information to bird’s-eye viewFrontiers in Psychology, vol. 15, Article 1504838, 2024
Selected Earlier Publications
2022
- Emotional characteristic analysis of human gait while real-time movie viewingFrontiers in Artificial Intelligence, vol. 5, Article 989860, 2022
- Experiences of Game-Based Learning and Reviewing History of the Experience Using Player’s EmotionsFrontiers in Artificial Intelligence, vol. 5, Article 874106, 2022
2019
- Analysis and Prediction of Student Emotions While Doing Programming ExercisesIn Intelligent Tutoring Systems, Lecture Notes in Computer Science, vol. 11528, pp. 24–33, Springer, 2019
2018
- Adaptive Feedback Based on Student Emotion in a System for Programming PracticeIn Intelligent Tutoring Systems, Lecture Notes in Computer Science, vol. 10858, pp. 243–255, Springer, 2018
2017
- A Serious Game for Learning Social Networking Literacy by Flaming ExperiencesIn 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
- Evaluating a Virtual Agent as Persuasive TechnologyIn Psychology of Persuasion, pp. 133–148, Nova Science Publishers, edited by János Csapó and Andor Magyar , ISBN 978-1-60876-590-4, 2010
2009
- Interactive Storytelling System Using Recycle-Based Story KnowledgeIn 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
- Telme: a personalized, context-aware communication support systemIEEE Intelligent Systems, vol. 16, no. 3, pp. 21–27, 2001