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Koji Mikami

dblp:40/4881 · DBLP profile ↗
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7ranked-venue papers
3as first author
0since 2021 · last 2018
0000-0003-0530-2203ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 7 · 3 first-authorHuman-computer interaction and ubiquitous computing · 4

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 77% Human-robot interaction · 23%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction
player experience
0.112010
Measuring interest in linear single player FPS games · SIGGRAPH ASIA (Sketches) 2010
Human-robot interaction › human behavior modeling
attention estimation
0.012010
Measuring interest in linear single player FPS games · SIGGRAPH ASIA (Sketches) 2010

Methods — techniques the papers use, named apart from their topics

attention measurement · 0.1
YearPublicationVenuePosition
2018 Fatigue Prediction and Intervention for Continuous Play in Video Games
abstract
Recently, there are many video games that keep relatively high difficulty for an extended period of time. However, the game with high level of challenges will induce more frustration and tiredness causing players to take more short breaks than usual. While mental fatigue has been studied widely, there are not many game studies and applications related to mental fatigue. One of the possible applications that we want to explore is artificial insertion of an interval serving as a break for players before they get fatigue and take a break from playing games. We plan to use Electroencephalogram (EEG) for fatigue monitoring and machine learning approaches to help predict the right time for intervention. Currently, we have created a prototype game to be used in the experiment and collect sample data for the machine learning.
Thanat Damrongwatanapokin, Koji Mikami
CW2
2017 Textured splat based rendering for stylized shading
abstract
To create brush-stroke style animation with temporal coherence, the artist needs to refer the previous frame carefully for drawing. Moreover, brush-stroke lighting style is challenging to animate coherently because it dynamically changes and contains lots of features compared to physically-based lighting.
Muhammad Arief, Hideki Todo, Koji Mikami, Kunio Kondo
I3D3
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.1
2012 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 Entertainment4
2010 Measuring interest in linear single player FPS games
abstract
In this study, we measured attention levels to identify points of high player interest in linear single player FPS games. Our results suggest that further analysis of these points could lead to a better understanding of player interest and how to design interesting encounters in games.
Kenneth Chan, Koji Mikami, Kunio Kondo
SIGGRAPH ASIA (Sketches)2
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.1
2003 Diorama Engine - A 3D Directing Tool for 3D Computer Animation Production
abstract
Recent advances in 3D computer graphics technologies have enabled 3D computer animation to become a popular method of storytelling. However, the tools which provide access to the technology are targeted mainly at trained professionals, and are seldom easy enough for a director to use. We present Diorama engine, a 3D directing tool for 3D computer animation. Diorama engine is a limited but specialized tool which focuses on ease of scene construction, camera control, and shot editing. This allows for quicker and easier creation of full length video storyboards. Furthermore, the produced 3D data can be directly passed to later production processes, enabling the work of a director to form a data foundation for the production process. A prototype version of our tool is tested, and the experimental results suggest that the directing tool can be integrated into an actual production process.
Koji Mikami, Toru Tokuhara
Computer Graphics International1