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Kaoru Sumi
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2020 – today
- 2024
- [j11]Pinkie Anggia, Kaoru Sumi:
Towards a New Approach to Increasing the Persuasion of Product Marketing: An Experimental Study. J. Robotics Netw. Artif. Life 10(3): 226-230 (2024) - [c46]Ahmed Salem, Kaoru Sumi:
A Comparative Human-Robot Interaction Study between Face-Display and an Advanced Social Robot. COMPSAC 2024: 628-633 - [c45]Yusuke Sato, Ahmed Salem, Kaoru Sumi:
Physiological Correlates While Playing Tetris: A Comparative Study Between Males and Females. COMPSAC 2024: 2054-2059 - [c44]Shun Furuichi, Kaoru Sumi:
Experiential Learning System with Generative Art Using Virtual Spaces. COMPSAC 2024: 2065-2070 - [c43]Ahmed Salem, Kaoru Sumi:
Psychophysiological Correlates of Embarrassment Emotion: A Comparative Study Between Shy Males and Females. COMPSAC 2024: 2083-2088 - [c42]Yoshifuru Nakayama, Kaoru Sumi:
The Impact of Anonymity on Communication in the Metaverse. COMPSAC 2024: 2095-2100 - [c41]Pinkie Anggia, Kaoru Sumi:
Enhancing Persuasion Through Emotional Elicitation in Digital Marketing: A Cross-Cultural Comparative Study. COMPSAC 2024: 2101-2106 - [c40]Rio Harada, Kaoru Sumi:
Persuasive Technology Through Behavior and Emotion with Pet-Type Artifacts. PERSUASIVE 2024: 151-160 - 2023
- [c39]Pinkie Anggia, Kaoru Sumi:
Persuasion-Building Fundamental Premises and Implications for Conversational Agents: A Conceptual Model in Captology. PERSUASIVE 2023: 275-289 - 2022
- [j10]Nitchan Jianwattanapaisarn, Kaoru Sumi, Akira Utsumi, Nirattaya Khamsemanan, Cholwich Nattee:
Emotional characteristic analysis of human gait while real-time movie viewing. Frontiers Artif. Intell. 5 (2022) - [j9]Kaoru Sumi, Shusuke Sato:
Experiences of Game-Based Learning and Reviewing History of the Experience Using Player's Emotions. Frontiers Artif. Intell. 5 (2022) - [j8]Nitchan Jianwattanapaisarn, Kaoru Sumi:
Investigation of Real-time Emotional Data Collection of Human Gaits using Smart Glasses. J. Robotics Netw. Artif. Life 9(2): 159-170 (2022) - [c38]Nitchan Jianwattanapaisarn, Kaoru Sumi, Akira Utsumi:
Emotion Recognition from Non-Straight Walking Gaits Induced by Emotional Videos. ACIIW 2022: 1-8 - 2020
- [c37]Toshiro Kashiwagi, Kaoru Sumi:
Manipulating Virtual World with Props in Real-world. VR Workshops 2020: 837-838
2010 – 2019
- 2019
- [c36]Thomas James Z. Tiam-Lee, Kaoru Sumi:
Emotional Experience of Students Interacting with a System for Learning Programming. AffCon@AAAI 2019: 72-79 - [c35]Keigo Yabuki, Kaoru Sumi:
Ambiguous Utterance Aware: Communication Learning System for Pragmatic Language Disorders Using a Humanoid Robot. iCAST 2019: 1-6 - [c34]Thomas James Z. Tiam-Lee, Kaoru Sumi:
Analysis and Prediction of Student Emotions While Doing Programming Exercises. ITS 2019: 24-33 - [c33]Toshiro Kashiwagi, Kaoru Sumi, Sidney S. Fels, Qian Zhou, Fan Wu:
Crystal Palace: Merging Virtual Objects and Physical Hand-held Tools. VR 2019: 1411-1412 - 2018
- [c32]Keigo Yabuki, Kaoru Sumi:
A Serious Game for Learning the Conversation Method with Autism for Typically Developing. Edutainment 2018: 61-68 - [c31]Shogo Hirai, Kaoru Sumi:
Collecting Visual Effect Linked Data Using GWAP. Edutainment 2018: 284-292 - [c30]Thomas James Z. Tiam-Lee, Kaoru Sumi:
Adaptive Feedback Based on Student Emotion in a System for Programming Practice. ITS 2018: 243-255 - [c29]Thomas James Z. Tiam-Lee, Kaoru Sumi:
Procedural Generation of Programming Exercises with Guides Based on the Student's Emotion. SMC 2018: 1465-1470 - [c28]Shogo Hirai, Kaoru Sumi:
A Game with a Purpose to Collect Visual Effect Linked Data from Players. SMC 2018: 1477-1482 - [c27]Quentin Ferre, Tomohiro Mori, Kaoru Sumi:
Animation Generation of Injured Gait Based on Body Status Using Phase-Functioned Neural Network. SMC 2018: 1490-1497 - [c26]Keigo Yabuki, Kaoru Sumi:
Learning Support System for Effectively Conversing with Individuals with Autism Using a Humanoid Robot. SMC 2018: 4266-4270 - 2017
- [c25]Thomas James Z. Tiam-Lee, Kaoru Sumi:
Analyzing Facial Expressions and Hand Gestures in Filipino Students' Programming Sessions. Culture Computing 2017: 75-81 - [c24]Kaoru Sumi, Nozomu Yahata:
Interactive Storytelling System for Enhancing Children's Creativity. ICIDS 2017: 308-312 - [c23]Nozomu Yahata, Kaoru Sumi:
An Interactive Digital Storytelling System with "What If" Functions. ICEC 2017: 140-146 - [c22]Shogo Hirai, Kaoru Sumi:
Visual-Effect Dictionary for Converting Words into Visual Images. ICEC 2017: 177-182 - [c21]Shunki Shimizu, Kaoru Sumi:
Sports Training System for Situational Judgment Improvement by Reliving First Person Viewpoint. ICEC 2017: 189-195 - 2016
- [j7]Kaoru Sumi:
Affective Human Computer Interaction. J. Robotics Netw. Artif. Life 3(2): 74-78 (2016) - [c20]Kaoru Sumi, Kodai Kasai:
A Serious Game for Learning Social Networking Literacy by Flaming Experiences. INTETAIN 2016: 23-33 - [c19]Kaoru Sumi, Yuki Tsukamoto:
A Throw Training System Utilizing Visual and Sound Effects. INTETAIN 2016: 136-145 - 2013
- [c18]Kaoru Sumi, Mizue Nagata:
Persuasive Narrative via Digital Storytelling. HCI (13) 2013: 276-283 - [c17]Kaoru Sumi, Mizue Nagata:
Characteristics of Robots and Virtual Agents as a Persuasive Talker. HCI (7) 2013: 414-423 - 2011
- [c16]Kaoru Sumi, Mizue Nagata:
Interactive e-Hon as Parent-Child Communication Tool. HCI (12) 2011: 199-206 - 2010
- [c15]Kaoru Sumi:
Learning Story Marketing through Practical Experience of Story Creation System. ICIDS 2010: 98-110
2000 – 2009
- 2009
- [c14]Kaoru Sumi:
Interactive Storytelling System Using Recycle-Based Story Knowledge. ICIDS 2009: 74-85 - 2008
- [j6]Hisashi Miyamori, Susumu Akamine, Yoshikiyo Kato, Ken Kaneiwa, Kaoru Sumi, Kentaro Inui, Sadao Kurohashi:
Evaluation data and prototype system WISDOM for information credibility analysis. Internet Res. 18(2): 155-164 (2008) - [c13]Kaoru Sumi:
Anime de Blog: animation CGM for content distribution. Advances in Computer Entertainment Technology 2008: 187-190 - [c12]Kaoru Sumi:
Animation-Based Interactive Storytelling System. ICIDS 2008: 48-50 - [c11]Kaoru Sumi, Mizue Nagata:
Interpersonal Impressions of Agents for Developing Intelligent Systems. IVA 2008: 496-497 - 2007
- [c10]Kaoru Sumi:
Anime Blog for Collecting Animation Data. International Conference on Virtual Storytelling 2007: 139-149 - 2006
- [c9]Kaoru Sumi, Mizue Nagata:
Animated storytelling system via text. Advances in Computer Entertainment Technology 2006: 55 - 2005
- [c8]Kaoru Sumi, Katsumi Tanaka:
Interactive e-Hon: automatic media transformation for children's understanding. AMT 2005: 297-302 - [c7]Hisashi Miyamori, Akiyo Nadamoto, Kaoru Sumi, Qiang Ma:
Tools for Media Conversion and Fusion of TV and Web Contents. APWeb 2005: 1075-1078 - [c6]Kaoru Sumi, Katsumi Tanaka:
Automatic Conversion from E-Content into Animated Storytelling. ICEC 2005: 24-35 - [c5]Kaoru Sumi, Katsumi Tanaka:
Automatic Conversion from E-Content into Virtual Storytelling. International Conference on Virtual Storytelling 2005: 260-269 - [c4]Kaoru Sumi, Katsumi Tanaka:
Transforming web contents into a storybook with dialogues and animations. WWW (Special interest tracks and posters) 2005: 1076-1077 - 2004
- [j5]Kaoru Sumi, Riichiro Mizoguchi:
Talkabout. E-negotiation via Concept Tree Generation. J. Decis. Syst. 13(4): 477-499 (2004) - [c3]Kaoru Sumi, Katsumi Tanaka:
Facilitating Understanding for Children by Translating Web Contents into a Storybook. IMTCI 2004: 175-184 - 2003
- [j4]Kaoru Sumi, Toyoaki Nishida:
Communication support system adapted to a user's background knowledge and the topic context. Syst. Comput. Jpn. 34(7): 87-98 (2003) - 2001
- [j3]Kaoru Sumi, Toyoaki Nishida:
Telme: A Personalized, Context-Aware Communication Support System. IEEE Intell. Syst. 16(3): 21-27 (2001) - [c2]Kaoru Sumi, Riichiro Mizoguchi:
Supporting Cooperative Consensus Formation via Ontologies. Web Intelligence 2001: 525-529 - 2000
- [j2]Kaoru Sumi, Yasuyuki Sumi, Kenji Mase, Shinichi Nakasuka, Koichi Hori:
Information presentation by inferring user's interests based on individual conceptual spaces. Syst. Comput. Jpn. 31(10): 41-55 (2000) - [c1]Shintaro Azechi, Nobuhiko Fujihara, Kaoru Sumi, Takashi Hirata, Hiroyuki Yano, Toyoaki Nishida:
Public Opinion Channel: A Challenge for Interactive Community Broadcasting. Digital Cities 2000: 427-
1990 – 1999
- 1999
- [j1]Toyoaki Nishida, Nobuhiko Fujihara, Shintaro Azechi, Kaoru Sumi, Hiroyuki Yano, Takashi Hirata:
Public Opinion Channel for Communities in the Information Age. New Gener. Comput. 17(4): 417-427 (1999)
Coauthor Index
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last updated on 2024-10-08 20:32 CEST by the dblp team
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