| 2018 | CW | Fatigue Prediction and Intervention for Continuous Play in Video Games. | Thanat Damrongwatanapokin, Koji Mikami |
| 2016 | SIGGRAPH | Adaptable game experience through procedural content generation and brain computer interface. | Henry Fernndez, Koji Mikami, Kunio Kondo |
| 2015 | SIGGRAPH | Game jam based iterative curriculum for game production in Japan. | Koji Mikami, Yosuke Nakamura, Akinori Ito, Motonobu Kawashima, Taichi Watanabe, Yoshihiro Kishimoto, Kunio Kondo |
| 2014 | SIGGRAPH | Practical region control in projective texture for stylized shading. | Muhammad Arief, Hideki Todo, Kunio Kondo, Koji Mikami, Yasushi Yamaguchi |
| 2013 | SIGGRAPH | Reproduction of the behavior of the wet cloths taking the atmospheric pressure into account. | Wataru Yamada, Taichi Watanabe, Masanori Kakimoto, Koji Mikami, Ryota Takeuchi |
| 2011 | SiggraphA | Visual simulation of aurora movement. | Takafumi Kojima, Ryota Takeuchi, Soji Yamakawa, Taichi Watanabe, Koji Mikami |
| 2011 | SiggraphA | Shape oriented line drawing in real-time 3DCG. | Takashi Matsuo, Koji Mikami, Taichi Watanabe, Kunio Kondo |
| 2010 | SiggraphA | Measuring interest in linear single player FPS games. | Kenneth Chan, Koji Mikami, Kunio Kondo |
| 2009 | SIGGRAPH | Workshop: digital character making. | Mitsuru Kaneko, Kunio Kondo, Koji Mikami, Naoki Okamoto, Ryuta Motegi, Takahiro Tsuchida, Nmerichi Umennachi |
| 2009 | SIGGRAPH | 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 |
| 2003 | CGI | Diorama Engine - A 3D Directing Tool for 3D Computer Animation Production. | Koji Mikami, Toru Tokuhara |
| 2002 | SIGGRAPH | Diorama engine: a 3D video storyboard editor for 3D computer animation. | Koji Mikami, Toru Tokuhara, Mitsuru Kaneko |