教員一覧 List of faculty members
角 薫 教授
SUMI, Kaoru Professor
角 薫 教授
SUMI Kaoru所属:
情報アーキテクチャ学科、 情報アーキテクチャ領域(大学院)、 メディアデザイン領域(大学院)、 知能情報科学領域(大学院)
研究分野
アフェクティブ・コンピューティング、説得技術、ヒューマン・エージェント・インタラクション、メタバース、インタラクティブ・デジタルストーリーテリング、シリアスゲーム、知的システム、人工知能前職・前歴
一橋大学担当科目(学部)
インタラクティブシステム、人工知能とメディア、現代デザイン論、情報表現入門【担当コース(学部)】:情報デザインコース
担当科目(大学院)
インタラクティブシステム通論【担当領域(大学院)】:メディアデザイン領域・知能情報科学領域・情報アーキテクチャ領域
学位
博士(工学)
SUMI, Kaoru Professor
Affiliation:
Department of Media Architecture、 Media Architecture Field、 Media Design Field、 Intelligent Information Science Field
Research Fields
Affective Computing, Persuasive Technology, Human Agent Interaction, Metaverse, Interactive Digital Storytelling, Serious Games, Intelligent Systems, Artificial IntelligenceResearch Keywords
Persuasive & Affective Human–AI Interaction (PAHAI), Human–AI Interaction, Human-Computer Interaction (HCI), Affective Computing, Persuasive Technology, Behavior Change, Educational Technology, Intelligent Agents, XR / Immersive SystemsAcademic Background
Graduate School of Engineering, The University of TokyoSubjects in Charge (Undergraduate)
Interactive System, Artificial Intelligence and Media, Modern Design and Introduction of Information Expression (UNDERGRADUATE PROGRAM: Information Design Course)Subjects in Charge (Graduate School)
Introduction to Interactive System (GRADUATE PROGRAMS / RESEARCH DOMAINS: Media Design, Intelligent Information Science, Information Architecture)Degree
Ph.D.Related Links
角薫(すみかおる/公立はこだて未来大学教授)は、Persuasive & Affective Human–AI Interaction(PAHAI)を専門とし、ヒューマンAIインタラクション、アフェクティブ・コンピューティング、説得技術、インテリジェントエージェントに関する研究に取り組んでいる。
行動変容や教育分野を中心に、XRを用いた没入型環境やインタラクティブシステムへの応用を進めている。
最近の活動・役職(Recent Activities and Roles)
- 近刊書籍:『Affective Learning and Serious Games』(CRC Pressより近日刊行予定)
- 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)
- Editorial Board Member, JoVE (Journal of Visualized Experiments) (since 2025)
- Guest Editor, Frontiers in Artificial Intelligence (2025–2026):
Next-Generation Persuasive Technologies for Human–AI Interaction and Behavior Change - General Chair, Persuasive 2026 (March 2026)
- Guest Editor, JoVE Methods Collection:
Interactive Technologies for Behavior Change and Emotional Engagement - 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–)
- U22プログラミングコンテスト 審査員(2022年度~)
投稿募集中(Current Calls for Papers)
- Persuasive 2026 Call for Papers
- Frontiers in Artificial Intelligence:
Next-Generation Persuasive Technologies for Human–AI Interaction and Behavior Change Research Topic Page - JoVE Methods Collection: Interactive Technologies for Behavior Change and Emotional Engagement – Special Issue Page
- U22プログラミングコンテスト 募集ページ
Honors and Awards
- Senior Member, IEEE (Institute of Electrical and Electronics Engineers)
- Senior Member, ACM (Association for Computing Machinery)
- 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
実績
研究内容
アフェクティブ・コンピューティング
表情やジェスチャーなどの非言語的な情報がコミュニケーションに与える影響を評価し、生体情報(EDA,ECG)を用いた感情認識や、感情表現の手法に関する研究を行っています。
説得技術
コンピュータがユーザに行動変容や意思決定を促す「説得技術(Persuasive Technology)」の研究を行っています。バーチャルエージェントや感情的要素を活用し、効果的な説得手法の設計とその評価に取り組んでいます。
ヒューマン・エージェント・インタラクション
人間とエージェント(人間型・動物型)とのインタラクションに関する研究を行っています。
アフェクティブ・コンピューティングや説得技術と組み合わせ、エージェントの感情表現や対話行動がユーザに与える影響を、VRなどの没入型環境も用いて評価しています。
また、ヒューマンロボットインタラクションの一環として、表情を変えられるソーシャルロボット「Furhat」を用い、生体センサーによる感情反応の計測・分析を行っています。
メタバース
メタバースにおいて、エージェントを活用したコミュニケーションや学習支援、ならびにプロテウス効果に関する研究を行っています。
また、VRやMRなどの仮想・複合現実環境を通じて、感覚的錯覚(ファントムセンス)の体験メカニズムとその応用可能性についても探究しています。
学習支援・シリアスゲーム
エージェントを用いた対話型学習や、感情に基づいた学習支援、シリアスゲームによる主体的な学びの促進に関する研究を行っています。
VR/MRを活用した体験型の学習環境において、学習者のモチベーションや感情の変化を活用し、効果的な教育・トレーニング支援を目指しています。
研究の魅力
感情をはじめとした非言語的な情報や仮想空間などの情報が人間に及ぼす影響についての研究に興味を持っています。研究分野としてもまだわかっていない事が数多くあります。またシステム開発においては人間の活動を支援するシステムを開発する研究が多いのですが、自分のアイデアを実現することは興味深いと思います。
連絡先 (Replace _at_ to @)
Email: kaorus_at_fun.ac.jp
主な著作・論文
A. Selected Journal Articles
- 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
- 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
- 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
- Kaoru Sumi: Designing Emotionally Persuasive and Inclusive AI: From Social Robots to XR Agents
(Originally announced as: Building a Transdisciplinary Career: My Journey in AI, Human Interaction, and Engineering Fields),
IEEE Nuclear Science Symposium, Medical Imaging Conference, and Room Temperature Semiconductor Detectors Symposium (2025 IEEE NSS MIC RTSD), November 2025. Keynote and Panel - 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
Supervision(博士課程指導・審査)
博士課程指導実績
- 博士(後期)課程修了者:4名
- 博士課程指導経験:計8名
博士論文テーマ(代表例)
- プログラミング演習支援システムにおける感情モデリングとフィードバック
- 実時間映像視聴における感情別歩容(Gait)の解析
- ソーシャルロボットが感情および説得に与える影響
- デジタルマーケティングにおける感情的アピールの有効性:文化差および個人差に基づく消費者説得
博士論文審査委員(国際)
- タマサート大学(タイ)
- デラサール大学(フィリピン)
修了後の主な進路
- 大学・研究機関・企業研究所等におけるアカデミック系研究職
博士課程新設・拡充に関する取り組み、国際共同指導、研究連携についてのご相談も歓迎します.
研究室への参加を考えている皆さんへ
学部生の皆さんへ
研究は,本来とても自由で、知的に楽しいものです。本研究室では、「自分は何に興味があるのか」「どんな体験やシステムを作ってみたいのか」といった素朴な疑問や好奇心を出発点として研究を進めています。
本研究室では、興味深い研究を、素直に「面白い」と感じられることを大切にしています。研究は難しいから価値があるのではなく、「なぜだろう」「もっと知りたい」と感じる知的な面白さこそが、研究を続ける原動力になると考えています。
最初から研究のやり方やプログラミングが完璧である必要はありません。試行錯誤しながらシステムを作り、実験し、結果を考察するというプロセスを通して、少しずつ研究の面白さと難しさを体験していきます.
卒業研究では、インタラクティブシステムやAI、感情や説得といったテーマを題材に、自分なりの問いを立て、形にすることを目指します。「研究が楽しい」と感じられる経験を大切にしています。
修士課程を考えている皆さんへ
修士課程では、より主体的に研究テーマを深め、国際会議や学術論文での発表を目指した研究活動に取り組みます。研究は決して与えられるものではなく、自分の関心や強みを活かして育てていくものです。
研究活動においては、興味深い問いを「面白い」と感じながら掘り下げていく姿勢を重視しています。その知的な面白さを、実験やシステム実装、論文という形に落とし込んでいくことが、研究としての成果につながります。
本研究室では、AI、ヒューマン・エージェント・インタラクション、アフェクティブ・コンピューティング、XRなどを軸に、実験やシステム実装を通じた研究を行っています。
将来的に博士課程への進学や研究者としてのキャリアを考えている学生にとって、研究を「楽しいもの」として続けながら、国際的に通用する研究力を身につけられる環境を提供しています。
Kaoru Sumi is a Professor at Future University Hakodate, Japan, specializing in
Persuasive & Affective Human–AI Interaction (PAHAI).
Her research focuses on human–AI interaction, affective computing, persuasive technologies,
and intelligent agents, with applications in behavior change, education,
and immersive XR environments.
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)
- Editorial Board Member, JoVE (Journal of Visualized Experiments) (since 2025)
- Guest Editor, Frontiers in Artificial Intelligence – Research Topic: Next-Generation Persuasive Technologies for Human–AI Interaction and Behavior Change (2025–2026)
- General Chair, Persuasive 2026 (March 2026)
- Guest Editor, JoVE Methods Collection: Interactive Technologies for Behavior Change and Emotional Engagement
- 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
- Frontiers in Artificial Intelligence:
Next-Generation Persuasive Technologies for Human–AI Interaction and Behavior Change Research Topic Page - 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
- 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
- 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
- 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
- Kaoru Sumi: Designing Emotionally Persuasive and Inclusive AI: From Social Robots to XR Agents
(Originally announced as: Building a Transdisciplinary Career: My Journey in AI, Human Interaction, and Engineering Fields),
IEEE Nuclear Science Symposium, Medical Imaging Conference, and Room Temperature Semiconductor Detectors Symposium (2025 IEEE NSS MIC RTSD), November 2025. Keynote and Panel - 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
Supervision
Ph.D. Supervision
- Ph.D. graduates: 4
- Total doctoral supervision experience: 8
Representative Ph.D. Dissertation Titles
- Affective Modelling and Feedback in Programming Practice Systems
- Human Gait Analysis of Different Emotions in Real-Time Video Viewing
- The Influence of Social Robots on Emotions and Persuasion
- Effectiveness of Emotional Appeals in Digital Marketing: Cross-Cultural and Individual Differences in Consumer Persuasion
International Ph.D. Examination Committees
- Thammasat University, Thailand
- De La Salle University, Philippines
Career Outcomes of Graduates
- Academic-track positions at universities, research institutes, and corporate research laboratories
I welcome discussions on doctoral program development, joint supervision, and international collaboration.
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.
- 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).
- Machine Learning and Deep Learning: Experience with Python, TensorFlow, or PyTorch; interest in behavioral modeling, affective computing, or intelligent agents.
- Other Relevant Skills: Ability to propose or explore innovative integrations between educational or interactive technologies and AI, or other creative approaches related to the lab’s research domains.
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.
Application Process
If you are interested in joining the lab, please send the following documents to Prof. Kaoru Sumi by email:
- CV (including GPA, academic background, and relevant programming or technical skills)
- Research proposal or statement of interest (please describe your research interests in detail)
- List of publications or technical projects (if any)
- Transcript (official or unofficial copy)
Informal inquiries without sufficient academic records, programming background, or clear research interest may not receive a reply.
Contact
Prof. Kaoru Sumi
Future University Hakodate, Japan
Email: kaorus_at_fun.ac.jp
We appreciate the many inquiries from students interested in joining our lab.
At present, we have limited openings for master’s students, but we welcome highly motivated and talented students who aim to become researchers.
We are always happy to accept PhD candidates who wish to pursue advanced research with us.
If you would like to learn more about other research areas or laboratories at Future University Hakodate, the university staff can introduce you to suitable labs and provide further information.
Please contact them through the official admission page and email edu_at_fun.ac.jp.
NEWS
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本学学生と角薫教授のチームがBCI Hackathon(IEEE)で1st Place Winnerを受賞
博士前期課程の矢吹渓悟さん,渡邉悠一さんが情報処理学会研究会学生発表賞受賞
博士前期課程1年の矢吹渓悟さんが人工知能学会研究会優秀賞を受賞
本学学生がHOKKAIDO学生アプリコンテストで奨励賞受賞
情報処理北海道シンポジウム2016で学部4年生2名が研究奨励賞を受賞
HOKKAIDO学生アプリコンテストで未来大生が北海道経済産業局長賞等の3賞を受賞
DiGRA Japan2015で博士前期課程2年の塚本裕樹さんが学生奨励賞を受賞
デザインコース4年の數原綾華さんがHOKKAIDO学生アプリコンテストで優秀賞を受賞

















































