Recent Activities and Roles
- Forthcoming Book: Affective Learning and Serious Games, CRC Press (to be published soon)
- Invited Research Fellow, Giner de los Ríos Program, University of Alcalá, Spain (Sept. 2025)
- Associate Editor, Behaviour & Information Technology, Taylor & Francis (since 2024)
- Associate Editor, Frontiers in Artificial Intelligence – Section: AI for Human Learning and Behavior Change (since 2025)
- General Chair, Persuasive 2026 (March 2026)
- Guest Editor, JoVE Methods Collection: Interactive Technologies for Behavior Change and Emotional Engagement
(Special Issue Page) - Chair, 1st IEEE Workshop on Interactive Systems, Affective Computing Technologies and Applications (ISAC), IEEE COMPSAC (2024)
- Coordinator, IEEE Japan Council WIE (2025–)
- Chair, IEEE Sapporo WIE (2020–)
Current Calls for Papers
- Persuasive 2026 – Call for Papers
- JoVE Methods Collection: Interactive Technologies for Behavior Change and Emotional Engagement – Special Issue Page
Honors and Awards
- Senior Member, IEEE
- Senior Member, ACM
- Best Technical Design Paper Award, International Conference on Computers in Education (ICCE), 2020
- Best Full Paper Award, International Conference on Intelligent Tutoring Systems (ITS), 2019
- IEEE Brain Winner, Brain-Computer Interface Hackathon, IEEE SMC 2018
Achievements
Research Interests
Affective Computing
Research is conducted to evaluate how nonverbal information such as facial expressions and gestures affects communication.
This includes emotion recognition using physiological signals (e.g., EDA and ECG) and the development of emotional expression techniques.
Persuasive Technology
This research area focuses on persuasive technologies that support users in behavior change and decision-making.
Effective persuasive methods are designed and evaluated using virtual agents and emotional elements.
Human-Agent Interaction
Studies are conducted on interactions between humans and agents, including humanoid and animal-like forms.
By combining affective computing and persuasive technology, the effects of agents’ emotional expressions and dialogue behaviors on users are evaluated, particularly in immersive environments such as VR.
Human-robot interaction is also explored using a social robot called “Furhat,” which is capable of changing facial expressions. Emotional responses are analyzed using physiological sensors.
Metaverse
Research in the metaverse focuses on communication and learning support using agents, as well as on the Proteus effect.
In addition, the mechanisms and potential applications of sensory illusions (phantom sense) in virtual and mixed reality (VR/MR) environments are being investigated.
Learning Support & Serious Games
This area explores learning through dialogue with agents, affective feedback, and serious games that promote active engagement.
Immersive learning environments using VR/MR are designed to enhance educational and training outcomes by leveraging learners’ motivation and emotional states.
Attractive Factors of the Research
Interest is particularly directed toward how non-verbal information such as emotions and virtual spaces affects humans.
This field remains full of open research questions. System development is also approached as a way to realize novel ideas for supporting human activities.
Selected Major Papers & Talks
A. Selected Journal Articles
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Kaoru Sumi and Ryo Okuyama. “Training System for Converting Current Visual Information to Bird’s Eye View.” Frontiers in Psychology, 2024.12.
[Link] -
Ahmed Salem and Kaoru Sumi. “Deception Detection in Educational AI: Challenges for Japanese Middle School Students in Interacting with Generative AI Robots.” Frontiers in Artificial Intelligence, 2024.12.
[Link] -
Nitchan Jianwattanapaisarn, Kaoru Sumi, et al. “Emotional Characteristic Analysis of Human Gait while Real-Time Movie Viewing.” Frontiers in Artificial Intelligence, 2022.
[Link] -
Kaoru Sumi and Shusuke Sato. “Experiences of Game-Based Learning and Reviewing History of the Experience Using Player’s Emotions.” Frontiers in Artificial Intelligence, Vol.5, 2022.
[Link] -
Kaoru Sumi and Riichiro Mizoguchi. “Talkabout: E-negotiations via Concept Tree Generation.”
Journal of Decision Systems, Vol. 13, No. 4, pp. 477–499, 2005.
[Link] -
Kaoru Sumi and Toyoaki Nishida. “Telme: A Personalized, Context-Aware Communication Support System.”
IEEE Intelligent Systems, Vol. 16, No. 3, pp. 21–28, 2001.
[Link]
B. Selected Conference Papers
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Rio Harada and Kaoru Sumi. “Persuasive Technology Through Behavior and Emotion with Pet-Type Artifacts.” Persuasive Technology 2024, LNCS 14636, Springer.
[Link] -
Kaoru Sumi and Ryoma Tanabe. “Empathy-Driven Persuasion: A Serious Game for Anti-Bullying Education via First-Person Perpetrator Experience.” Persuasive Technology 2025, CCIS 2542, Springer.
[Link] -
Shusuke Sato and Kaoru Sumi. “Story Generation System Using Player’s Emotions for Review in Game-Based Learning.” 28th International Conference on Computers in Education (ICCE), 2020.
(Best Technical Design Paper Award)
[Link] -
Thomas J. Z. Tiam‑Lee and Kaoru Sumi. “Analysis and Prediction of Student Emotions While Doing Programming Exercises.” International Conference on Intelligent Tutoring Systems, LNCS, 2019.
(Best Full Paper Award)
[Link] -
Kaoru Sumi. “Learning Story Marketing through Practical Experience of Story Creation System.”
Interactive Storytelling, LNCS 6432, Springer, pp. 98–110, 2010.
[Link] -
Kaoru Sumi. “Capturing Common Sense Knowledge via Story Generation.”
International Conference on Intelligent User Interfaces (IUI 2009), SIGCHI ACM, February 2009.
[Link]
C. Book Chapters
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Kaoru Sumi and Mizue Nagata. “Evaluating a Virtual Agent as Persuasive Technology.”
In: Psychology of Persuasion, Nova Science Publishers, 2010.
[Link]
D. Recent Invited / Keynote Talks
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Kaoru Sumi: Persuasive Technology and Emotions,
BTIW2024 at ACM MobiSys, June 2024. Keynote Talk -
Kaoru Sumi: Artificial Intelligence for the Future of Learning and Experiences in Training Students,
APEC ICT Skill Standards for AI, May 2023. Plenary Talk -
Kaoru Sumi: Human to Human Interaction using Virtual Agents Posing as Another Person,
International Conference on Artificial Life and Robotics (ICAROB2022), February 2023. Plenary Talk -
Kaoru Sumi: Human-Computer Interaction via Affective Computing,
ICAROB, January 2016, Okinawa. Invited Talk -
Kaoru Sumi: Communication with a Virtual Agent via Facial Expressions,
IJCAI Workshop on Empathic Computing (IWEC’13), August 2013, Beijing. Invited Talk
Join Us
We welcome international students and researchers who are passionate about Human–Agent Interaction, Persuasive Technology, and Affective Computing.
Our laboratory provides a collaborative research environment where students can develop both research and technical skills through real-world experiments and interdisciplinary projects.
Admission Policy and Degree Level
Our laboratory primarily welcomes Ph.D. applicants who wish to pursue advanced research in the areas above.
We especially encourage students aiming to publish in international journals and conferences.
Although Master’s students are also accepted, priority is given to those who demonstrate a strong motivation to continue toward the Ph.D. level.
Short-term or coursework-only studies without experiments or research papers are not suitable for this laboratory.
Desired Skills and Background
Applicants should have practical experience and technical ability in at least one of the following areas:
- Programming and Game Development: Experience with Java, C++, C#, Unity, or Unreal Engine; skills in interactive system design, VR/AR, or simulation environments.
- Machine Learning and Deep Learning: Experience with Python, TensorFlow, or PyTorch; interest in behavioral modeling, affective computing, or intelligent agents.
- Physiological Signal Processing and Data Analysis: Experience with biosensors (e.g., EEG, EDA, heart rate, EMG); signal processing, statistical analysis, or visualization (MATLAB, R, Python, SPSS).
Applicants should be technically self-sufficient and capable of implementing and testing systems independently.
Language
Daily discussions and meetings are conducted mainly in English.
Basic Japanese ability is a plus for everyday communication and fieldwork in Japan.
Academic Requirements (for MEXT or highly competitive scholarships)
- Applicants with a GPA between 3.3 and 4.0 (on a 4.0 scale) are generally considered competitive for MEXT and other scholarships.
- Strong recommendations from previous supervisors are essential.
- Demonstrated research potential through publications, theses, or technical project experience is highly valued.
While applicants with a GPA close to 4.0 are ideal, those with a GPA around 3.3 or higher and strong research potential may also be considered.
Applicants below this range are advised to consider self-funded options or apply to external foundations after arrival in Japan.
Funding Opportunities
At present, there are no internal university scholarships available for international graduate students.
Most students in this laboratory are self-funded or obtain support from external foundations and private scholarships after arriving in Japan.
- CV (including GPA and academic background)
- Research proposal or statement of interest
- List of publications or technical projects (if any)
- Transcript (official or unofficial copy)
Application Process
If you are interested in joining the lab, please send the following documents to Prof. Kaoru Sumi by email:
Informal inquiries without sufficient academic records or research interest may not receive a reply.
Contact
Prof. Kaoru Sumi
Future University Hakodate, Japan
Email: kaorus_at_fun.ac.jp
