Publications

Publications listed in reverse chronological order.

Publications are listed in reverse chronological order. Use the search box below to find publications by title, author, venue, or year.

2026

  1. Affective Learning and Serious Games
    Kaoru Sumi
    May 2026
  2. Affective Learning in Human-Robot Interaction
    Kaoru Sumi
    May 2026
  3. Beyond Flatland: Mixed Reality Geometry for Immersive STEM Learning
    Kaoru Sumi
    May 2026
  4. Cross-Cultural Perspectives on Persuasive Affective Learning through Information Media
    Kaoru Sumi
    May 2026
  5. Emotion-Driven Story Generation for Game-Based Learning in Virtual Environments
    Kaoru Sumi
    May 2026
  6. Enhancing Spatial Cognition in Sports Through Virtual Reality Training
    Kaoru Sumi
    May 2026
  7. Experiencing the Role of a Bully: A Serious Game for Anti-Bullying Education
    Kaoru Sumi
    May 2026
  8. Game with a Purpose: Building a Visual Effect Dictionary Through Engaging Gameplay
    Kaoru Sumi
    May 2026
  9. Immersive Geography Education Through Digital Twins and Virtual Reality
    Kaoru Sumi
    May 2026
  10. Intelligent Tutoring System using Affective Interaction
    Kaoru Sumi
    May 2026
  11. Learning English Through Etymology and Animation: A New Approach for Elementary Students
    Kaoru Sumi
    2026
  12. Mixed Reality and Generative Art in Mathematics and Programming Education
    Kaoru Sumi
    May 2026
  13. Motivating Athletic Performance: A Throwing Training System with Immersive Feedback
    Kaoru Sumi
    May 2026
  14. Observation of Students’ Behavior for Affective Learning
    Kaoru Sumi
    May 2026
  15. Pet-type Artifact That Promotes behavior Change through Emotional Expression
    Kaoru Sumi
    May 2026
  16. Serious Games for Teaching Social Media Etiquette Through Simulated Experience
    Kaoru Sumi
    May 2026
  17. The Impact of Avatars Used in Online Education on Learning Effectiveness
    Kaoru Sumi
    May 2026
  18. Proceedings of the 21st International Conference on Persuasive Technology (PERSUASIVE 2026)
    2026
  19. Embarrassment in HRI: Remediation and The Role of Robot Responses in Emotion Control
    Kaoru Sumi
    2026
  20. Emotion-Driven Adaptive Game System: Design and Evaluation
    Kyousuke Saga and Kaoru Sumi
    2026
  21. Facial Expression and Physiological Analysis of Bluffing in Card Game Psychological Warfare
    Hayato Nagasawa and Kaoru Sumi
    2026
  22. Mixed Reality–Enhanced Remote Cello Practice: Design, Prototype, and User Evaluation
    Takeru Ohta and Kaoru Sumi
    2026
  23. Persuasive Technology
    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, 2025
  2. Empathy-Driven Persuasion: A Serious Game for Anti-bullying Education via First-Person Perpetrator Experience
    Kaoru Sumi and Ryoma Tanabe
    Jul 2025
  3. Pattern of Student Game Setting Selections in an Intelligent Mobile MCSCL using the Apriori Algorithm
    R.P. Bringula, M.M.T. Rodrigo, V. Rivera, and 3 more authors
    2025 13th International Conference on Information and Education Technology Iciet 2025, 2025
  4. Patterns of mathematics problem solving and synthetic facial expressions in a personal instructing agent
    John Lorenz Dela Cruz, Paulyn Joy Dela Cruz, Joyce Antonette Guadalupe, and 5 more authors
    Computers and Education Open, Dec 2025

2024

  1. Training System for Converting Current Visual Information to Bird’s Eye View
    Kaoru Sumi and Ryo Okuyama
    Frontiers in Psychology, 2024
  2. Enhancing Persuasion Through Emotional Elicitation in Digital Marketing: A Cross-Cultural Comparative Study
    Pinkie Anggia and Kaoru Sumi
    In 2024 IEEE 48th Annual Computers, Software, and Applications Conference (COMPSAC), Jul 2024
  3. A Comparative Human-Robot Interaction Study between Face-Display and an Advanced Social Robot
    A. Salem and K. Sumi
    Proceedings - 2024 IEEE 48th Annual Computers, Software, and Applications Conference, COMPSAC 2024, 2024
  4. Acceleration of positive muons by a radio-frequency cavity
    S. Aritome, K. Futatsukawa, H. Hara, and 51 more authors
    ArXiv, 2024
  5. Deception detection in educational AI: challenges for Japanese middle school students in interacting with generative AI robots
    A. Salem and K. Sumi
    Frontiers in Artificial Intelligence, 2024
  6. Experiential Learning System with Generative Art Using Virtual Spaces
    S. Furuichi and K. Sumi
    Proceedings - 2024 IEEE 48th Annual Computers, Software, and Applications Conference, COMPSAC 2024, 2024
  7. Middle School Students’ Ability to Detect Lies When Interacting with an Educational AI Robot
    Kaoru Sumi and Ahmed Salem
    Proceedings of the International Conference on Computers in Education (ICCE), 2024
  8. Persuasive Technology Through Behavior and Emotion with Pet-Type Artifacts
    R. Harada and K. Sumi
    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 2024
  9. Physiological Correlates while Playing Tetris: A Comparative Study between Males and Females
    Y. Sato, A. Salem, and K. Sumi
    Proceedings - 2024 IEEE 48th Annual Computers, Software, and Applications Conference, COMPSAC 2024, 2024
  10. Psychophysiological Correlates of Embarrassment Emotion: A Comparative Study between Shy Males and Females
    A. Salem and K. Sumi
    Proceedings - 2024 IEEE 48th Annual Computers, Software, and Applications Conference, COMPSAC 2024, 2024
  11. The Impact of Anonymity on Communication in the Metaverse
    Y. Nakayama and K. Sumi
    Proceedings - 2024 IEEE 48th Annual Computers, Software, and Applications Conference, COMPSAC 2024, 2024
  12. Training system for converting current visual information to bird’s-eye view
    Kaoru Sumi and Ryo Okuyama
    Frontiers in Psychology, Dec 2024

2023

  1. 3D Real-Time Conversational Agents: Do Facial Expressions and Camera Angles Persuade Human?
    Pinkie Anggia and Kaoru Sumi
    Proceedings of International Conference on Artificial Life and Robotics, Feb 2023
  2. Human-to-Human Interaction Using Virtual Agent Posing as Another Person
    Kaoru Sumi
    Proceedings of International Conference on Artificial Life and Robotics, Feb 2023
  3. Dyadic Level Emotional Contagious Scenario through ECG and EDA Sensory Information: A Preliminary Experiment
    Ahmed SALEM and Kaoru SUMI
    2023
  4. Persuasion-Building Fundamental Premises and Implications for Conversational Agents: A Conceptual Model in Captology
    Pinkie Anggia and Kaoru Sumi
    2023
  5. Real-Time Conversational Agents for Persuasive Marketing Content
    Pinkie ANGGIA and Kaoru SUMI
    2023
  6. Towards a New Approach to Increasing the Persuasion of Product Marketing: An Experimental Study
    P. Anggia and K. Sumi
    Journal of Robotics, Networking and Artificial Life, 2023
  7. ペット型ロボットの動作と感情表現による説得技術
    Kaoru Sumi, 原田 理央, and 角 薫
    2023
  8. 球体ディスプレイを用いた別人になりきるアバターコミュニケーション
    Kaoru Sumi, 石原 芳樹, and 角 薫
    2023
  9. 生体情報を用いた難易度を自動的に調整するゲームの開発
    Kaoru Sumi, 佐藤 優介, and 角 薫
    2023

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, Oct 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, Jul 2022
  3. Emotion Recognition from Non-Straight Walking Gaits Induced by Emotional Videos
    Nitchan Jianwattanapaisarn, Kaoru Sumi, and Akira Utsumi
    In 2022 10th International Conference on Affective Computing and Intelligent Interaction Workshops and Demos (ACIIW), Oct 2022
  4. Investigation of Real-time Emotional Data Collection of Human Gaits using Smart Glasses
    Kaoru Sumi and Nitchan Jianwattanapaisarn
    Journal of Robotics, Networking and Artificial Life, 2022

2021

  1. 没入感に着目したクエストシナリオ・音響効果・キャラクターを総合的に自動生成するゲームシステムの構築
    Kaoru Sumi, 荻野 永和, 森本 大翔, and 18 more authors
    2021

2020

  1. ヒューマノイド・ロボットを用いた語用障害をかかえる人との対話を学習するシステム
    Kaoru Sumi, 矢吹 渓悟, and 角 薫
    ヒューマンインタフェース学会論文誌, 2020
  2. Manipulating Virtual World with Props in Real-world
    Toshiro Kashiwagi and Kaoru Sumi
    IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES WORKSHOPS (VRW), 2020
  3. Story Generation System Using Player’s Emotions for Review in Gamed-Based Learning
    Kaoru Sumi
    28TH INTERNATIONAL CONFERENCE ON COMPUTERS IN EDUCATION, ICCE 2020, 2020
  4. シナリオ・視覚要素・音響効果を統合的に自動生成するゲームシステムの構築
    Kaoru Sumi, 宍戸 建元, 長野 恭介, and 19 more authors
    2020

2019

  1. Affective Interactive Systems
    Kaoru Sumi
    Proceedings of International Conference on Artificial Life and Robotics, Jan 2019
  2. Affective Tutoring for Programming Education
    Thomas James Zarraga TIAM-LEE and Kaoru SUMI
    2019
  3. Ambiguous Utterance Aware: Communication Learning System for Pragmatic Language Disorders Using a Humanoid Robot
    Keigo Yabuki and Sumi Kaoru
    Proceedings of the International Conference on Awareness Science and Technology, 2019
  4. Analysis and Prediction of Student Emotions While Doing Programming Exercises
    Thomas James Tiam-Lee and Kaoru Sumi
    2019
  5. Analysis of Student Behaviors in Programming Exercises in Controlled and Natural Environments
    Kaoru Sumi
    27TH INTERNATIONAL CONFERENCE ON COMPUTERS IN EDUCATION, ICCE 2019, VOL II, 2019
  6. Classification of Emotions in Programming from Face and Log Features Using Representative Intervals
    Kaoru Sumi
    27TH INTERNATIONAL CONFERENCE ON COMPUTERS IN EDUCATION, ICCE 2019, VOL I, 2019
  7. Crystal Palace: Merging Virtual Objects and Physical Hand-held Tools
    Toshiro Kashiwagi, Kaoru Sumi, Sidney Fels, and 2 more authors
    In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), Mar 2019
  8. Emotional experience of students interacting with a system for learning programming
    T.J. Tiam-Lee and K. Sumi
    CEUR Workshop Proceedings, 2019
  9. Sports Training System for Visualizing Bird’s-Eye View from First-Person View
    Shunki Shimizu and Kaoru Sumi
    26TH IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES (VR), 2019
  10. ヒューマノイド・ロボットとの対話を利用した語用障害をかかえる人とのコミュニケーション学習
    Kaoru Sumi, 矢吹 渓悟, and 角 薫
    2019
  11. 全身で演技をすることによる英単語学習システム
    Kaoru Sumi, 山﨑 健成, and 角 薫
    2019
  12. 感情と行動を利用したゲームベースの物語生成システム
    Kaoru Sumi, 佐藤 秀輔, and 角 薫
    2019

2018

  1. A Game with a Purpose to Collect Visual Effect Linked Data from Players
    Shogo Hirai and Kaoru Sumi
    In 2018 IEEE International Conference on Systems, Man, and Cybernetics (SMC), Oct 2018
  2. Adaptive Feedback Based on Student Emotion in a System for Programming Practice
    Thomas James Tiam-Lee and Kaoru Sumi
    2018
  3. Animation Generation of Injured Gait Based on Body Status Using Phase-Functioned Neural Network
    Quentin Ferre, Tomohiro Mori, and Kaoru Sumi
    In 2018 IEEE International Conference on Systems, Man, and Cybernetics (SMC), Oct 2018
  4. Generating Abstract and Real-World Coding Exercises with Adjustable Difficulty
    Thomas James Tiam-Lee and Kaoru Sumi
    2018
  5. Generation of personalized abstract and real-world programming exercises
    T.J. Tiam-Lee and K. Sumi
    ICCE 2018 - 26th International Conference on Computers in Education, Workshop Proceedings, 2018
  6. Learning Support System for Effectively Conversing with Individuals with Autism Using a Humanoid Robot
    Keigo Yabuki and Kaoru Sumi
    In 2018 IEEE International Conference on Systems, Man, and Cybernetics (SMC), Oct 2018
  7. Procedural Generation of Programming Exercises with Guides Based on the Student’s Emotion
    Thomas James Tiam-Lee and Kaoru Sumi
    In 2018 IEEE International Conference on Systems, Man, and Cybernetics (SMC), Oct 2018

2017

  1. An Interactive Digital Storytelling System with “What If” Functions
    Nozomu Yahata and Kaoru Sumi
    2017
  2. Sports Training System for Situational Judgment Improvement by Reliving First Person Viewpoint
    Shunki Shimizu and Kaoru Sumi
    2017
  3. Visual-Effect Dictionary for Converting Words into Visual Images
    Shogo Hirai and Kaoru Sumi
    2017
  4. Analyzing Facial Expressions and Hand Gestures in Filipino Students’ Programming Sessions
    Thomas James Tiam-Lee and Kaoru Sumi
    In 2017 International Conference on Culture and Computing (Culture and Computing), Sep 2017
  5. Interactive Storytelling System for Enhancing Children’s Creativity
    Kaoru Sumi and Nozomu Yahata
    2017
  6. Japanese History Explorer With Nozomi-chan for Elementary School Children
    Tomohiro Sasaki, Michael Vallance, Takurou Magaki, and 4 more authors
    PROCEEDINGS OF THE 12TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING (ECGBL), 2017
  7. 「スポーツと人間拡張工学」特集号刊行にあたって
    Kaoru Sumi, 野嶋 琢也, 角 薫, and 1 more author
    日本バーチャルリアリティ学会論文誌, 2017

2016

  1. A Serious Game for Learning Social Networking Literacy by Flaming Experiences
    Kaoru Sumi and Kodai Kasai
    Nov 2016
  2. A Throw Training System Utilizing Visual and Sound Effects
    Kaoru Sumi and Yuki Tsukamoto
    Nov 2016
  3. Affective Human Computer Interaction
    Kaoru Sumi
    Proceedings of International Conference on Artificial Life and Robotics, Jan 2016

2015

  1. A SERIOUS GAME STIMULATING CHILDREN’S INTEREST IN CHEMICAL BONDING
    Kaoru Sumi and Kento Kudo
    2015
  2. Characteristics of robots and virtual agents for persuasion
    K. Sumi and M. Nagata
    Human-Robot Interactions: Principles, Technologies and Challenges, 2015
  3. LEARNING ENGLISH WORDS VIA ANIMATIONS AND MAKING SENTENCES USING AN ETYMOLOGICAL MEMORIZATION METHOD
    Kaoru Sumi and Ayaka Kazuhara
    2015

2012

  1. Human Interface of Robots or Agents via Facial and Word Expression
    Kaoru Sumi
    PROCEEDINGS OF THE SEVENTEENTH INTERNATIONAL SYMPOSIUM ON ARTIFICIAL LIFE AND ROBOTICS (AROB 17TH), 2012

2011

  1. Interactive e-Hon as Parent-Child Communication Tool
    Kaoru Sumi and Mizue Nagata
    Lecture Notes in Computer Science, 2011

2010

  1. A VIRTUAL AGENT AS PERSUASIVE TECHNOLOGY
    Kaoru Sumi and Mizue Nagata
    Psychology of Persuasion, 2010
  2. Learning Story Marketing through Practical Experience of Story Creation System
    Kaoru Sumi
    Lecture Notes in Computer Science, 2010
  3. Digital Storytelling -Story representation using a computer-
    Kaoru SUMI
    Journal of Japan Society for Fuzzy Theory and Intelligent Informatics, 2010

2009

  1. Interactive Storytelling System Using Recycle-Based Story Knowledge
    Kaoru Sumi
    Lecture Notes in Computer Science, 2009

2008

  1. Animation-Based Interactive Storytelling System
    Kaoru Sumi
    Lecture Notes in Computer Science, 2008
  2. Evaluation data and prototype system WISDOM for information credibility analysis
    Hisashi Miyamori, Susumu Akamine, Yoshikiyo Kato, and 4 more authors
    Internet Research, Apr 2008
  3. Interpersonal Impressions of Agents for Developing Intelligent Systems
    Kaoru Sumi and Mizue Nagata
    Lecture Notes in Computer Science, 2008
  4. エージェントの表情と言葉が応諾行動に与える影響(顔・コミュニケーション関連)
    Kaoru Sumi, 角 薫, and 長田 瑞恵
    2008

2007

  1. Anime blog for collecting animation data
    Kaoru Sumi
    Lecture Notes in Computer Science, 2007
  2. Fusion of communication content and broadcast content
    H. Miyamori, T. Kumamoto, A. Nadamoto, and 5 more authors
    Journal of the National Institute of Information and Communications Technology, 2007

2006

  1. Parent-Child Agents Information Presentation Model for Animation Media Transformation System “Interactive e-Hon”
    Kaoru SUMI, Mizue NAGATA, and Katsumi TANAKA
    Journal of Japan Society for Fuzzy Theory and Intelligent Informatics, 2006

2005

  1. Automatic conversion from e-content into animated storytelling
    K Sumi and K Tanaka
    Lecture Notes in Computer Science, 2005
  2. Automatic conversion from e-content into virtual storytelling
    K Sumi and K Tanaka
    Lecture Notes in Computer Science, 2005
  3. Facilitating understanding for children by translating Web contents into a storybook
    K Sumi and K Tanaka
    Lecture Notes in Computer Science, 2005
  4. Tools for media conversion and fusion of TV and web contents
    H Miyamori, A Nadamoto, K Sumi, and 1 more author
    Lecture Notes in Computer Science, 2005
  5. 理解支援のための電子コンテンツからアニメーション絵本へのメディア変換
    Kaoru Sumi, 角 薫, and 田中 克己
    2005

2004

  1. Human detection in outdoor scene using spatio-temporal motion analysis
    T. Haga, K. Sumi, and Y. Yagi
    In Proceedings of the 17th International Conference on Pattern Recognition, 2004. ICPR 2004., 2004

2003

  1. Object-based coding for long-term archive of surveillance video
    A Vetro, T Haga, K Sumi, and 1 more author
    2003

2001

  1. パブリック・オピニオン・チャンネル : 知識創造コミュニティの形成に向けて(近未来チャレンジ特集)
    Kaoru Sumi, 畦地 真太郎, 福原 知宏, and 6 more authors
    人工知能, 2001
  2. Studies on community knowledge creation support in knowledge network society
    T. Nishida, N. Fujihara, S. Azechi, and 5 more authors
    Journal of the Communications Research Laboratory, 2001
  3. Telme: a personalized, context-aware communication support system
    K. Sumi and T. Nishida
    IEEE Intelligent Systems, May 2001

2000

  1. パブリック・オピニオン・チャンネル (近未来チャレンジ)
    Kaoru Sumi, 畦地 真太郎, 藤原 伸彦, and 4 more authors
    人工知能, 2000
  2. Communication-support system for ongoing conversations in users’ background knowledge
    K. Sumit and T. Nishida
    4th International Conference on Knowledge-Based Intelligent Engineering Systems and Allied Technologies, KES 2000 - Proceedings, 2000
  3. Public opinion channel: A challenge for interactive community broadcasting
    S Azechi, N Fujihara, K Sumi, and 3 more authors
    Lecture Notes in Computer Science, 2000

1999

  1. Public opinion channel for communities in the information age
    Toyoaki Nishida, Nobuhiko Fujihara, Shintaro Azechi, and 3 more authors
    New Generation Computing, Dec 1999

  1. Correction to: Retro-Projected Virtual Agent: A Simple yet Advanced Social Robot
    Ahmed Salem and Kaoru Sumi
    May
    \urlhttps://www.atlantis-press.com/article/125999562.pdf ; \urlhttps://doi.org/10.2991/978-94-6463-388-7_28
  2. Retro-Projected Virtual Agent: A Simple yet Advanced Social Robot
    Ahmed Salem and Kaoru Sumi
    Feb
    \urlhttps://www.atlantis-press.com/article/125998948.pdf ; \urlhttps://doi.org/10.2991/978-94-6463-388-7_7
  3. Methods for Real-time Emotional Gait Data Collection Induced by Smart Glasses in a Non-straight Walking Path
    Nitchan Jianwattanapaisarn, Kaoru Sumi, and Akira Utsumi
    Feb
    \urlhttps://www.intechopen.com/citation-pdf-url/84071 ; \urlhttps://doi.org/10.5772/intechopen.107410
  4. Construction of a game system that automatically generates integrated scenarios, visual elements, and sound effects
    Saito Yuri, Shiraishi Tomonari, Ota Kazuhiro, and 17 more authors
    \urlhttps://jglobal.jst.go.jp/en/detail?JGLOBAL_ID=202002239199307257
  5. Research on dialogue system which Reproduces Characteristic of a Human with Pragmatic Language Disorders in idiomatic expressions
    Yabuki Keigo and Sumi Kaoru
    \urlhttps://jglobal.jst.go.jp/en/detail?JGLOBAL_ID=202002276934718933
  6. A Cooperative Game Using the P300 EEG-Based Brain-Computer Interface
    Kaoru Sumi, Keigo Yabuki, Thomas James Tiam-Lee, and 4 more authors
    Dec
    \urlhttps://www.intechopen.com/chapters/66160 ; \urlhttps://core.ac.uk/download/322441729.pdf
  7. Edutainment - A Serious Game for Learning the Conversation Method with Autism for Typically Developing
    Keigo Yabuki and Kaoru Sumi
    Jul
    \urlhttps://link.springer.com/chapter/10.1007/978-3-030-23712-7_9 ; \urlhttps://rd.springer.com/chapter/10.1007/978-3-030-23712-7_9 ; \urlhttps://dblp.uni-trier.de/db/conf/edutainment/edutainment2018.html#YabukiS18
  8. Edutainment - Collecting Visual Effect Linked Data Using GWAP
    Shogo Hirai and Kaoru Sumi
    Jul
    \urlhttps://rd.springer.com/chapter/10.1007/978-3-030-23712-7_39 ; \urlhttps://dblp.uni-trier.de/db/conf/edutainment/edutainment2018.html#HiraiS18 ; \urlhttps://link.springer.com/chapter/10.1007/978-3-030-23712-7_39
  9. AffCon@AAAI - Emotional Experience of Students Interacting with a System for Learning Programming.
    \urlhttps://dblp.uni-trier.de/db/conf/aaai/affcon2019.html#Tiam-LeeS19 ; \urlhttp://ceur-ws.org/Vol-2328/3_1_paper_14.pdf
  10. A Comparison of Filipino and Japanese Facial Expressions and Hand Gestures in Relation to Affective States in Programming Sessions
    Thomas James Tiam-Lee and Kaoru Sumi
    In Theory and Practice of Computation Dec
    \urlhttps://doi.org/10.1142/9789813279674_0011
  11. 位相機能化ニューラルネットワークを用いた身体状態に基づく損傷歩行のアニメーション生成【JST・京大機械翻訳】
    Ferre Quentin, Mori Tomohiro, and Sumi Kaoru
    \urlhttps://jglobal.jst.go.jp/detail?JGLOBAL_ID=201902246340244247
  12. Theory and Practice of Computation: Proceedings of Workshop on Computation: Theory and Practice WCTP2015 - Spoken Dialogue Agent System for Writing Resumes while Practicing Job Interviews
    Kaoru Sumi and Kodai Morita
    Feb
  13. Theory and Practice of Computation: Proceedings of Workshop on Computation: Theory and Practice WCTP2015 - Training to Pitch in Baseball Using Visual and Aural Effects
    Yuki Tsukamoto and Kaoru Sumi
    Feb
  14. Contributors
    Michael L. Austin, Clint A. Bowers, Ergin Bulut, and 13 more authors
  15. Spoken Dialog Agent Applications using Emotional Expressions
    Kaoru Sumi
    \urlhttps://www.sciencedirect.com/science/article/pii/B9780128018729000053 ; \urlhttp://www.sciencedirect.com/science/article/pii/B9780128018729000053
  16. Study of a Serious Game for Learning the Etiquette of Social Networking Services by Experiences
    Kaoru Sumi
  17. Toward automatic composition of short-short stories by computers
    Matsubara Hitoshi, Sato Satoshi, Nakashima Hideyuki, and 8 more authors
    Jun
    \urlhttps://www.ieice.org/ken/paper/20150629gbaH/eng/
  18. Learning English Words via Visual Media using Tablet PCs
    Kaoru Sumi and Ayaka Kazuhara
    International Conference on Computers in Education Nov
    \urlhttps://library.apsce.net/index.php/ICCE/article/download/719/660 ; \urlhttps://doi.org/10.58459/icce.2014.719
  19. A SERIOUS GAME STIMULATING CHILDREN’S INTEREST IN CHEMICAL BONDING
    Kaoru Sumi and Kento Kudo
    In Theory and Practice of Computation Sep
    \urlhttp://www.worldscientific.com/doi/abs/10.1142/9789814612883_0014
  20. HCI (13) - Persuasive narrative via digital storytelling
    Kaoru Sumi and Mizue Nagata
    \urlhttps://rd.springer.com/chapter/10.1007/978-3-642-39209-2_32 ; \urlhttps://link.springer.com/content/pdf/10.1007%2F978-3-642-39209-2_32.pdf ; \urlhttps://link.springer.com/chapter/10.1007/978-3-642-39209-2_32 ; \urlhttps://link.springer.com/10.1007/978-3-642-39209-2_32 ; \urlhttps://dblp.uni-trier.de/db/conf/hci/hci2013-13.html#SumiN13a
  21. HCI (7) - Characteristics of robots and virtual agents as a persuasive talker
    Kaoru Sumi and Mizue Nagata
    \urlhttps://link.springer.com/content/pdf/10.1007%2F978-3-642-39191-0_46.pdf ; \urlhttps://dblp.uni-trier.de/db/conf/hci/hci2013-7.html#SumiN13 ; \urlhttps://link.springer.com/chapter/10.1007%2F978-3-642-39191-0_46 ; \urlhttps://rd.springer.com/chapter/10.1007/978-3-642-39191-0_46
  22. Capturing Common Sense Knowledge via Story Generation
    Kaoru Sumi
    \urlhttps://www.researchgate.net/profile/Kaoru_Sumi/publication/228495237_Capturing_Common_Sense_Knowledge_via_Story_Generation/links/53f723560cf22be01c453459.pdf
  23. Advances in Computer Entertainment Technology - Anime de Blog: animation CGM for content distribution
    Kaoru Sumi
    In Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology Dec
    \urlhttps://dblp.uni-trier.de/db/conf/ACMace/ace2008.html#Sumi08 ; \urlhttps://doi.org/10.1145/1501750.1501794 ; \urlhttp://portal.acm.org/citation.cfm?doid=1501750.1501794 ; \urlhttps://dl.acm.org/doi/10.1145/1501750.1501794 ; \urlhttps://doi.acm.org/10.1145/1501750.1501794
  24. Influence Compliance Exerted by Facial and Word Expression of a Character Agent
    Sumi Kaoru and Nagata Mizue
    Oct
    \urlhttps://ci.nii.ac.jp/naid/110007385477 ; \urlhttp://www.ieice.org/ken/paper/20081011RafL/eng/
  25. Advances in Computer Entertainment Technology - Animated storytelling system via text
    Kaoru Sumi and Mizue Nagata
    In Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology Jun
    \urlhttps://dblp.uni-trier.de/db/conf/ACMace/ace2006.html#SumiN06 ; \urlhttps://dl.acm.org/doi/10.1145/1178823.1178889 ; \urlhttp://portal.acm.org/citation.cfm?doid=1178823.1178889
  26. Interactive e-hon: automatic media transformation for children’s understanding
    K. Sumi and K. Tanaka
    In Proceedings of the 2005 International Conference on Active Media Technology, 2005. (AMT 2005).
  27. Interactive e-Hon:translating Web contents into a storybook world
    Kaoru Sumi and Katsumi Tanaka
    \urlhttps://jglobal.jst.go.jp/en/detail?JGLOBAL_ID=201902207420858585
  28. WWW (Special interest tracks and posters) - Transforming web contents into a storybook with dialogues and animations
    Kaoru Sumi and Katsumi Tanaka
    In Special interest tracks and posters of the 14th international conference on World Wide Web - WWW ’05
    \urlhttps://www.ra.ethz.ch/cdstore/www2005/docs/p1076.pdf ; \urlhttps://dblp.uni-trier.de/db/conf/www/www2005si.html#SumiT05 ; \urlhttps://www.researchgate.net/profile/Katsumi_Tanaka/publication/221022548_Transforming_web_contents_into_a_storybook_with_dialogues_and_animations/links/0deec52e6754e26dad000000.pdf ; \urlhttps://dl.acm.org/doi/10.1145/1062745.1062876 ; \urlhttp://dblp.uni-trier.de/db/conf/www/www2005si.html#SumiT05
  29. Talkabout : E-negotiation via concept tree generation
    Kaoru Sumi and Riichiro Mizoguchi
    Journal of Decision Systems
    \urlhttps://www.tandfonline.com/doi/abs/10.3166/jds.13.477-499 ; \urlhttps://dblp.uni-trier.de/db/journals/jds/jds13.html#SumiM04
  30. Communication support system adapted to a user’s background knowledge and the topic context
    Kaoru Sumi and Toyoaki Nishida
    Systems and Computers in Japan Apr
    \urlhttps://onlinelibrary.wiley.com/doi/10.1002/scj.10115 ; \urlhttps://dblp.uni-trier.de/db/journals/scjapan/scjapan34.html#SumiN03
  31. Towards creation of a communications support environment: Studies on community knowledge creation support in knowledge network society
    Toyoaki Nishida, Nobuhiko Fujihara, Shintaro Azechi, and 12 more authors
    Feb
    \urlhttps://repository.exst.jaxa.jp/dspace/handle/a-is/54628
  32. Consensus Formation Support System via Ontology Generation
    Kaoru Sumi and Riichiro Mizoguchi
  33. Web Intelligence - Supporting Cooperative Consensus Formation via Ontologies
    Kaoru Sumi and Riichiro Mizoguchi
    Oct
    \urlhttps://rd.springer.com/chapter/10.1007/3-540-45490-X_68 ; \urlhttps://link.springer.com/chapter/10.1007/3-540-45490-X_68 ; \urlhttps://dblp.uni-trier.de/db/conf/webi/webi2001.html#SumiM01a
  34. Telme: A Personalized, Context-Aware Support System
    Kaoru Sumi and Toyoaki Nishida
  35. Information presentation by inferring user’s interests based on individual conceptual spaces
    Kaoru Sumi, Yasuyuki Sumi, Kenji Mase, and 2 more authors
    Systems and Computers in Japan
  36. Intelligent tool for facilitating creative communication
    Kaoru Sumi
    \urlhttp://dl.acm.org/citation.cfm?id=346787.346837
  37. Takealook: personalizing information presentation according to user’s interest space
    Kaoru Sumi, Yasuyuki Sumi, Kenji Mase, and 2 more authors
    In IEEE SMC’99 Conference Proceedings. 1999 IEEE International Conference on Systems, Man, and Cybernetics (Cat. No.99CH37028)
    \urlhttp://ieeexplore.ieee.org/iel5/6569/17632/00825284.pdf ; \urlhttp://ieeexplore.ieee.org/xpl/abstractKeywords.jsp?reload=true&arnumber=825284&sortType%3Dasc_p_Sequence%26filter%3DAND%28p_IS_Number%3A17632%29