Gesture Recognition Based on a Path Searching Method in Weighted Graphs for Focusing on Important Action. - Kazumoto Tanaka; Yoshinobu Kurose (CIT, 2004)

An Analysis Method of Tactics in Karate Matches Using a Bayesian Network Model. - Kazumoto Tanaka; Yoshinobu Kurose (Int. J. Comput. Sci. Sport, 2008)

Virtual Sport System for Optimum Exercising Based on a User Model. - Kazumoto Tanaka; Takayuki Kataoka; Makoto Hasegawa (Edutainment, 2009)

Gesture Recognition with a Focus on Important Actions by Using a Path Searching Method in Weighted Graph - Kazumoto Tanaka (CoRR, 2009)

Virtual Training System Using Visual Feedback for Sport Skill Learning. - Kazumoto Tanaka (Int. J. Comput. Sci. Sport, 2009)

The Effect of Self-Position and Posture Information on Reaction Time. - Kazumoto Tanaka; Makoto Hasegawa; Takayuki Kataoka; Larry Katz (Int. J. Comput. Sci. Sport, 2010)

An Information Sharing Method for Skilled Management Operations based on Bayesian Network Inference. - Takayuki Kataoka; Kazumoto Tanaka; Masakazu Kanezashi; Makoto Hasegawa (KMIS, 2012)

Teacher Support for Theatrical Learning Support in Lectutainment - Seeing through Students Using Augmented Reality. - Hiroyuki Mitsuhara; Katsuhiko Moriya; Kazumoto Tanaka; Junko Kagawa; Kazuhide Kanenishi; Yoneo Yano (IPMU (2), 2012)

3D action reconstruction using virtual player to assist karate training. - Kazumoto Tanaka (VR, 2017)

3D pose reconstruction method for CG designers. - Kazumoto Tanaka (ACM Southeast Regional Conference, 2018)

Video Augmentation Method for the Facilitation of Skill Learning in Karate. - Kazumoto Tanaka (TALE, 2020)

Bent QR Code Image Rectification Method Based on Image-To-Image Translation Network. - Kazumoto Tanaka (ICICT (1), 2021)

Single-Image Camera Calibration for Furniture Layout Using Natural-Marker-Based Augmented Reality. - Kazumoto Tanaka; Yunchuan Zhang (IEICE Trans. Inf. Syst., 2022)