Diorama engine: a 3D video storyboard editor for 3D computer animation. - Koji Mikami; Toru Tokuhara; Mitsuru Kaneko (SIGGRAPH Abstracts and Applications, 2002)

Diorama Engine - A 3D Directing Tool for 3D Computer Animation Production. - Koji Mikami; Toru Tokuhara (Computer Graphics International, 2003)

Evaluation Test for 3D Computer Graphics Content Production Capability based on Simulation Methodology. - Ayumi Miyai; Tagiru Nakamura; Koji Mikami; Motonobu Kawashima; Yasushi Yamaguchi 001 (Eurographics (Education Papers), 2006)

Workshop: digital character making. - Mitsuru Kaneko; Kunio Kondo; Koji Mikami; Naoki Okamoto; Ryuta Motegi; Takahiro Tsuchida; Nmerichi Umennachi (SIGGRAPH ASIA Educators Program, 2009)

Construction trial of a practical education curriculum for game development by industry/university collaboration. - Koji Mikami; Taichi Watanabe; Katsunori Yamaji; Kenji Ozawa; Akinori Ito; Motonobu Kawashima; Ryota Takeuchi; Kunio Kondo; Mitsuru Kaneko (SIGGRAPH ASIA Educators Program, 2009)

Model Predictive Assisting Control of Vehicle Following Task based on Driver Model. - Koji Mikami; Hiroyuki Okuda; Shun Taguchi; Yuichi Tazaki; Tatsuya Suzuki 001 (CCA, 2010)

Measuring interest in linear single player FPS games. - Kenneth Chan; Koji Mikami; Kunio Kondo (SIGGRAPH ASIA (Sketches), 2010)

Construction trial of a practical education curriculum for game development by industry-university collaboration in Japan. - Koji Mikami; Taichi Watanabe; Katsunori Yamaji; Kenji Ozawa; Akinori Ito; Motonobu Kawashima; Ryota Takeuchi; Kunio Kondo; Mitsuru Kaneko (Comput. Graph., 2010)

An Analysis of Indonesian Traditional "Wayang Kulit" Puppet 3D Shapes Based on Their Roles in the Story. - Sigit Kusumanugraha; Akinori Ito; Koji Mikami; Kunio Kondo (Culture and Computing, 2011)

Visual simulation of aurora movement. - Takafumi Kojima; Ryota Takeuchi; Soji Yamakawa; Taichi Watanabe; Koji Mikami (SIGGRAPH Asia Posters, 2011)

Shape oriented line drawing in real-time 3DCG. - Takashi Matsuo; Koji Mikami; Taichi Watanabe; Kunio Kondo (SIGGRAPH Asia Posters, 2011)

Localizing Global Game Jam: Designing Game Development for Collaborative Learning in the Social Context. - Kiyoshi Shin; Kosuke Kaneko; Yu Matsui; Koji Mikami; Masaru Nagaku; Toshifumi Nakabayashi; Kenji Ono; Shinji R. Yamane (Advances in Computer Entertainment, 2012)

Reproduction of the behavior of the wet cloths taking the atmospheric pressure into account. - Wataru Yamada; Taichi Watanabe; Masanori Kakimoto; Koji Mikami; Ryota Takeuchi (SIGGRAPH Posters, 2013)

Practical region control in projective texture for stylized shading. - Muhammad Arief; Hideki Todo; Kunio Kondo; Koji Mikami; Yasushi Yamaguchi 001 (SIGGRAPH ASIA Posters, 2014)

Game jam based iterative curriculum for game production in Japan. - Koji Mikami; Yosuke Nakamura; Akinori Ito; Motonobu Kawashima; Taichi Watanabe; Yoshihiro Kishimoto; Kunio Kondo (SIGGRAPH Asia Symposium on Education, 2015)

Controllable region via texture projection for stylized shading. - Muhammad Arief; Kunio Kondo; Koji Mikami; Hideki Todo; Yasushi Yamaguchi 001 (VRCAI, 2015)

Adaptable game experience through procedural content generation and brain computer interface. - Henry Fernández; Koji Mikami; Kunio Kondo (SIGGRAPH Posters, 2016)

Analysis of camera work in horror movies. - Liselotte Heimdahl; Yoshihisa Kanematsu; Naoya Tsuruta; Ryuta Motegi; Koji Mikami; Kunio Kondo (SIGRAD, 2016)

Effectiveness of Game Jam-based iterative program for game production in Japan. - Koji Mikami; Yosuke Nakamura; Akinori Ito; Motonobu Kawashima; Taichi Watanabe; Yoshihiro Kishimoto; Kunio Kondo (Comput. Graph., 2016)

Textured splat based rendering for stylized shading. - Muhammad Arief; Hideki Todo; Koji Mikami; Kunio Kondo (I3D, 2017)

Fatigue Prediction and Intervention for Continuous Play in Video Games. - Thanat Damrongwatanapokin; Koji Mikami (CW, 2018)

Analyzing the relationship between pressure sensitivity and player experience. - Henry Fernández; Koji Mikami; Kunio Kondo (VRCAI, 2018)

System for preventing loss of replay desire in games by guiding the user to voluntary leaving from and returning to the game sessions. - Shota Homma; Masaki Abe; Taichi Watanabe; Koji Mikami (VRCAI, 2018)

Polygon reduction for collision using navigation Voxel and QEM. - Eitaro Iwabuchi; Koji Mikami (VRCAI, 2018)

Proposal of a Task Management Tool to Promote Student Volunteer Autonomy. - Koji Mikami; Yukie Majima; Seiko Masuda (IIAI-AAI, 2020)