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Skeleton-based diverse creature design tool for mass production.

, , and . SIGGRAPH Asia Posters, page 11:1. ACM, (2011)

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RoboGamer: development of robotic tv game player using haptic interface and GPU image recognition., , and . Advances in Computer Entertainment Technology, page 5. ACM, (2005)Innovation in the age of virtual reality through organizing international student competition., , , , , and . SIGGRAPH Asia Symposium on Education, page 8:1-8:3. ACM, (2015)Simultaneous Socio-Spatial Shared Signage., , , and . ICAT-EGVE (Posters and Demos), page 25-26. Eurographics Association, (2016)Gamification and construction of virtual field museum by using augmented reality game "Ingress"., , , and . VRIC, page 4:1-4:4. ACM, (2015)Evaluation of time-shifted emotion through shared emoji reactions in a video watching experience., , and . CW, page 110-113. IEEE, (2022)Real Baby - Real Family: Holdable tangible baby VR., , , , , , and . VRIC, page 4:1-4:4. ACM, (2017)Glassless augmented display for public Signage., , , and . VRIC, page 8. ACM, (2016)Avatar Driven VR Society Trends in Japan., , , and . VR Workshops, page 497-503. IEEE, (2020)GAMIC: exaggerated real time character animation control method for full-body gesture interaction systems., , , , and . SIGGRAPH Posters, page 5. ACM, (2011)Neck strap haptics: an algorithm for non-visible VR information using haptic perception on the neck., , , and . SIGGRAPH Posters, page 60:1-60:2. ACM, (2019)