Public Opinion Channel for Communities in the Information Age. - Toyoaki Nishida; Nobuhiko Fujihara; Shintaro Azechi; Kaoru Sumi; Hiroyuki Yano; Takashi Hirata (New Gener. Comput., 1999)

Public Opinion Channel: A Challenge for Interactive Community Broadcasting. - Shintaro Azechi; Nobuhiko Fujihara; Kaoru Sumi; Takashi Hirata; Hiroyuki Yano; Toyoaki Nishida (Digital Cities, 2000)

Information presentation by inferring user's interests based on individual conceptual spaces. - Kaoru Sumi; Yasuyuki Sumi; Kenji Mase; Shinichi Nakasuka; Koichi Hori (Syst. Comput. Jpn., 2000)

Supporting Cooperative Consensus Formation via Ontologies. - Kaoru Sumi; Riichiro Mizoguchi (Web Intelligence, 2001)

Telme: A Personalized, Context-Aware Communication Support System. - Kaoru Sumi; Toyoaki Nishida (IEEE Intell. Syst., 2001)

Communication support system adapted to a user's background knowledge and the topic context. - Kaoru Sumi; Toyoaki Nishida (Syst. Comput. Jpn., 2003)

Facilitating Understanding for Children by Translating Web Contents into a Storybook. - Kaoru Sumi; Katsumi Tanaka (IMTCI, 2004)

Talkabout. E-negotiation via Concept Tree Generation. - Kaoru Sumi; Riichiro Mizoguchi (J. Decis. Syst., 2004)

Interactive e-Hon: automatic media transformation for children's understanding. - Kaoru Sumi; Katsumi Tanaka (AMT, 2005)

Tools for Media Conversion and Fusion of TV and Web Contents. - Hisashi Miyamori; Akiyo Nadamoto; Kaoru Sumi; Qiang Ma 001 (APWeb, 2005)

Automatic Conversion from E-Content into Animated Storytelling. - Kaoru Sumi; Katsumi Tanaka (ICEC, 2005)

Automatic Conversion from E-Content into Virtual Storytelling. - Kaoru Sumi; Katsumi Tanaka (International Conference on Virtual Storytelling, 2005)

Transforming web contents into a storybook with dialogues and animations. - Kaoru Sumi; Katsumi Tanaka (WWW (Special interest tracks and posters), 2005)

Animated storytelling system via text. - Kaoru Sumi; Mizue Nagata (Advances in Computer Entertainment Technology, 2006)

Anime Blog for Collecting Animation Data. - Kaoru Sumi (International Conference on Virtual Storytelling, 2007)

Anime de Blog: animation CGM for content distribution. - Kaoru Sumi (Advances in Computer Entertainment Technology, 2008)

Animation-Based Interactive Storytelling System. - Kaoru Sumi (ICIDS, 2008)

Interpersonal Impressions of Agents for Developing Intelligent Systems. - Kaoru Sumi; Mizue Nagata (IVA, 2008)

Evaluation data and prototype system WISDOM for information credibility analysis. - Hisashi Miyamori; Susumu Akamine; Yoshikiyo Kato; Ken Kaneiwa; Kaoru Sumi; Kentaro Inui; Sadao Kurohashi (Internet Res., 2008)

Interactive Storytelling System Using Recycle-Based Story Knowledge. - Kaoru Sumi (ICIDS, 2009)

Learning Story Marketing through Practical Experience of Story Creation System. - Kaoru Sumi (ICIDS, 2010)

Interactive e-Hon as Parent-Child Communication Tool. - Kaoru Sumi; Mizue Nagata (HCI (12), 2011)

Characteristics of Robots and Virtual Agents as a Persuasive Talker. - Kaoru Sumi; Mizue Nagata (HCI (7), 2013)

Persuasive Narrative via Digital Storytelling. - Kaoru Sumi; Mizue Nagata (HCI (13), 2013)

Learning English Words via Visual Media using Tablet PCs. - Kaoru Sumi; Ayaka Kazuhara (ICCE, 2014)

A Serious Game for Learning Social Networking Literacy by Flaming Experiences. - Kaoru Sumi; Kodai Kasai (INTETAIN, 2016)

A Throw Training System Utilizing Visual and Sound Effects. - Kaoru Sumi; Yuki Tsukamoto (INTETAIN, 2016)

Affective Human Computer Interaction. - Kaoru Sumi (J. Robotics Netw. Artif. Life, 2016)

Analyzing Facial Expressions and Hand Gestures in Filipino Students' Programming Sessions. - Thomas James Z. Tiam-Lee; Kaoru Sumi (Culture Computing, 2017)

Interactive Storytelling System for Enhancing Children's Creativity. - Kaoru Sumi; Nozomu Yahata (ICIDS, 2017)

Visual-Effect Dictionary for Converting Words into Visual Images. - Shogo Hirai; Kaoru Sumi (ICEC, 2017)

Sports Training System for Situational Judgment Improvement by Reliving First Person Viewpoint. - Shunki Shimizu; Kaoru Sumi (ICEC, 2017)

An Interactive Digital Storytelling System with "What If" Functions. - Nozomu Yahata; Kaoru Sumi (ICEC, 2017)

Collecting Visual Effect Linked Data Using GWAP. - Shogo Hirai; Kaoru Sumi (Edutainment, 2018)

A Serious Game for Learning the Conversation Method with Autism for Typically Developing. - Keigo Yabuki; Kaoru Sumi (Edutainment, 2018)

Generating Abstract and Real-World Coding Exercises with Adjustable Difficulty. - Thomas James Tiam-Lee; Kaoru Sumi (ICCE, 2018)

Generation of Personalized Abstract and Real-World Programming Exercises. - Thomas James Tiam-Lee; Kaoru Sumi (ICCE, 2018)

Adaptive Feedback Based on Student Emotion in a System for Programming Practice. - Thomas James Z. Tiam-Lee; Kaoru Sumi (ITS, 2018)

Animation Generation of Injured Gait Based on Body Status Using Phase-Functioned Neural Network. - Quentin Ferre; Tomohiro Mori; Kaoru Sumi (SMC, 2018)

A Game with a Purpose to Collect Visual Effect Linked Data from Players. - Shogo Hirai; Kaoru Sumi (SMC, 2018)

Procedural Generation of Programming Exercises with Guides Based on the Student's Emotion. - Thomas James Z. Tiam-Lee; Kaoru Sumi (SMC, 2018)

Learning Support System for Effectively Conversing with Individuals with Autism Using a Humanoid Robot. - Keigo Yabuki; Kaoru Sumi (SMC, 2018)

Emotional Experience of Students Interacting with a System for Learning Programming. - Thomas James Z. Tiam-Lee; Kaoru Sumi (AffCon@AAAI, 2019)

Ambiguous Utterance Aware: Communication Learning System for Pragmatic Language Disorders Using a Humanoid Robot. - Keigo Yabuki; Kaoru Sumi (iCAST, 2019)

Classification of Emotions in Programming from Face and Log Features Using Representative Intervals. - Thomas James Tiam-Lee; Kaoru Sumi (ICCE, 2019)

Analysis of Student Behaviors in Programming Exercises in Controlled and Natural Environments. - Thomas James Tiam-Lee; Kaoru Sumi (ICCE, 2019)

Analysis and Prediction of Student Emotions While Doing Programming Exercises. - Thomas James Z. Tiam-Lee; Kaoru Sumi (ITS, 2019)

Crystal Palace: Merging Virtual Objects and Physical Hand-held Tools. - Toshiro Kashiwagi; Kaoru Sumi; Sidney S. Fels; Qian Zhou; Fan Wu (VR, 2019)

Story Generation System Using Player's Emotions for Review in Gamed-Based Learning. - Shusuke Sato; Kaoru Sumi (ICCE, 2020)

Manipulating Virtual World with Props in Real-world. - Toshiro Kashiwagi; Kaoru Sumi (VR Workshops, 2020)

Emotion Recognition from Non-Straight Walking Gaits Induced by Emotional Videos. - Nitchan Jianwattanapaisarn; Kaoru Sumi; Akira Utsumi (ACIIW, 2022)

Emotional characteristic analysis of human gait while real-time movie viewing. - Nitchan Jianwattanapaisarn; Kaoru Sumi; Akira Utsumi; Nirattaya Khamsemanan; Cholwich Nattee (Frontiers Artif. Intell., 2022)

Experiences of Game-Based Learning and Reviewing History of the Experience Using Player's Emotions. - Kaoru Sumi; Shusuke Sato (Frontiers Artif. Intell., 2022)

Investigation of Real-time Emotional Data Collection of Human Gaits using Smart Glasses. - Nitchan Jianwattanapaisarn; Kaoru Sumi (J. Robotics Netw. Artif. Life, 2022)

Persuasion-Building Fundamental Premises and Implications for Conversational Agents: A Conceptual Model in Captology. - Pinkie Anggia; Kaoru Sumi (PERSUASIVE, 2023)

Enhancing Persuasion Through Emotional Elicitation in Digital Marketing: A Cross-Cultural Comparative Study. - Pinkie Anggia; Kaoru Sumi (COMPSAC, 2024)

Experiential Learning System with Generative Art Using Virtual Spaces. - Shun Furuichi; Kaoru Sumi (COMPSAC, 2024)

The Impact of Anonymity on Communication in the Metaverse. - Yoshifuru Nakayama; Kaoru Sumi (COMPSAC, 2024)

A Comparative Human-Robot Interaction Study between Face-Display and an Advanced Social Robot. - Ahmed Salem 003; Kaoru Sumi (COMPSAC, 2024)

Psychophysiological Correlates of Embarrassment Emotion: A Comparative Study Between Shy Males and Females. - Ahmed Salem 003; Kaoru Sumi (COMPSAC, 2024)

Physiological Correlates While Playing Tetris: A Comparative Study Between Males and Females. - Yusuke Sato; Ahmed Salem 003; Kaoru Sumi (COMPSAC, 2024)

Middle School Students' Ability to Detect Lies When Interacting with an Educational AI Robot. - Ahmed Salem 003; Kaoru Sumi (ICCE, 2024)

Persuasive Technology Through Behavior and Emotion with Pet-Type Artifacts. - Rio Harada; Kaoru Sumi (PERSUASIVE, 2024)

Deception detection in educational AI: challenges for Japanese middle school students in interacting with generative AI robots. - Ahmed Salem 003; Kaoru Sumi (Frontiers Artif. Intell., 2024)

Towards a New Approach to Increasing the Persuasion of Product Marketing: An Experimental Study. - Pinkie Anggia; Kaoru Sumi (J. Robotics Netw. Artif. Life, 2024)