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 – 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
(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–)
- 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
- 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
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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: 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
