Kentaro Fukuchi

dblp:21/1256 · DBLP profile ↗
← Back
15ranked-venue papers
6as first author
3since 2021 · last 2026
0009-0002-3374-6928ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 15 · 6 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 7 · 3 first-author · 2 since 2021
YearPublicationVenuePosition
2026 Evaluating the Feasibility of Superposed QR Code Attacks Using High Refresh Rate Displays
abstract
Quick Response (QR) codes are widely used for encoding information accessible via mobile devices. However, since QR codes appear as a complex pattern of black and white modules, it is difficult for users to detect tampering. In this study, we propose a camouflaged QR code attack method utilizing high refresh rate displays. This method rapidly alternates two QR codes above the critical flicker fusion frequency of human vision, so humans perceive a single fused image, whereas cameras may capture either code. Preliminary experiments using LCD displays confirmed that the attack is feasible, but revealed a constraint on module modification due to LCD characteristics. To overcome this limitation, we applied the method to off-the-shelf LED displays and confirmed that the LCD-related constraint was resolved, enabling more flexible code modification with QR codes.
Keita Suzuki, Kentaro Fukuchi
AVI2
2025 Gaze Tiling: A Gaze Analysis Tool Visualizing Eye-Tracking Data and Temporal Scene Changes
Shunya Kusunoki, Kentaro Fukuchi
ETRA2
2025 JumpLab: An Interactive Learning Tool for Parameter Tuning in the Pre-production Stage
Keita Yamazaki, Masayoshi Itoh, Kentaro Fukuchi
ICEC3
2018 FlexFace: A Head Gesture Motion Display with Flexible Screen for Telecommunication
abstract
We propose a new telecommunication system using a flexible screen to display head motion gesture. Previous video-based telecommunication systems with a movable display used a flat and solid screen, and their presence was abiotic. On the other hand, traditional animation techniques provide the art of making solid objects appear to "animate". One of the most important principles of the animation techniques is "squash and stretch" that deforms the shape of the object. This technique inspired the proposed system: we employed a flexible screen and deformed it by using four servo motors to represent biotic motion.
Miho Izuka, Kentaro Fukuchi
ISS2
2010 Pac-pac: pinching gesture recognition for tabletop entertainment system
abstract
We present our new interaction technique for tabletop system and video game application using it. This technique is for recognizing a pinching gesture performed with the thumb and forefinger and tapping gestures with them by a ceiling camera above the table. The positions and orientations of multiple gestures are recognized at 200Hz, and the users around the table are tracked by their arm positions. This technique is useful for large-sized tabletop system for multiple users because it does not require any additional equipments to them nor registration process before using the system. Some pilot studies demonstrated the robustness and accuracy of the proposed technique with displaying appropriate guide on the display. We also developed a video game application called "Pac-pac". A player can shoot a bullet along the orientation of his hand by tapping, from any side of the table. We exhibited Pac-pac several time and well-received.
Kentaro Fukuchi, Toshiki Sato, Haruko Mamiya, Hideki Koike
AVI1
2009 Transparent 2-D markers on an LCD tabletop system
abstract
Tabletop systems are currently being focused on and many applications using these systems are being developed. In such tabletop systems, how to recognize real objects on the table is an essential and important issue. In existing tabletop systems, 2-D markers have been often used. However, their black-and-white pattern, which means nothing to humans, spoils the appearance of the object. We developed transparent markers on a liquid crystal display (LCD) tabletop system by using the polarization features of the LCD and optical lms. In particular, through experiments with various kinds of optical films, we found that two halfwave plates make the markers rotation invariant. By using the transparent markers, tangible transparent Magic Lenses(TM) applications were developed.
Hideki Koike, Wataru Nishikawa, Kentaro Fukuchi
CHI3
2009 PhotoelasticTouch: transparent rubbery tangible interface using an LCD and photoelasticity
abstract
PhotoelasticTouch is a novel tabletop system designed to intuitively facilitate touch-based interaction via real objects made from transparent elastic material. The system utilizes vision-based recognition techniques and the photoelastic properties of the transparent rubber to recognize deformed regions of the elastic material. Our system works with elastic materials over a wide variety of shapes and does not require any explicit visual markers. Compared to traditional interactive surfaces, our 2.5 dimensional interface system enables direct touch interaction and soft tactile feedback. In this paper we present our force sensing technique using photoelasticity and describe the implementation of our prototype system. We also present three practical applications of PhotoelasticTouch, a force-sensitive touch panel, a tangible face application, and a paint application.
Toshiki Sato, Haruko Mamiya, Hideki Koike, Kentaro Fukuchi
UIST4
2007 Multi-track Scratch Player on a Multi-touch Sensing Device
Kentaro Fukuchi
ICEC1
2007 Marble Market: Bimanual Interactive Game with a Body Shape Sensor
Kentaro Fukuchi, Jun Rekimoto
ICEC1
2006 A Vision-Based Non-contact Interactive Advertisement with a Display Wall
Tetsuo Fukasawa, Kentaro Fukuchi, Hideki Koike
ICEC2
2006 OHAJIKI Interface: Flicking Gesture Recognition with a High-Speed Camera
Toshiki Sato, Kentaro Fukuchi, Hideki Koike
ICEC2
2005 A Laser Pointer/Laser Trails Tracking System for Visual Performance
Kentaro Fukuchi
INTERACT1
2004 EffecTV: A Real-Time Software Video Effect Processor for Entertainment
Kentaro Fukuchi, Sam Mertens, Ed Tannenbaum
ICEC1
2001 An Evaluation of Multiple Pointing Input Systems
Kentaro Fukuchi, Satoshi Matsuoka
INTERACT1
1999 Real-world Interaction Using the FieldMouse
abstract
We introduce an inexpensive position input device called the FieldMouse, with which a computer can tell the position of the device on paper or any flat surface without using special input tablets or position detection devices. A FieldMouse is a combination of an ID recognizer like a barcode reader and a mouse which detects relative movement of the device. Using a FieldMouse, a user first detects an ID on paper by using the barcode reader, and then drags it from the ID using the mouse. If the location of the ID is known, the location of the dragged FieldMouse can also be calculated by adding the amount of movement from the ID to the position of the FieldMouse. Using a FieldMouse in this way, any flat surface can work as a pointing device that supports absolute position input, just by putting an ID tag somewhere on the surface. A FieldMouse can also be used for enabling a graphical user interface (GUI) on paper or on any flat surface by analyzing the direction and the amount of mouse movement after detecting an ID. In this paper, we introduce how a FieldMouse can be used in various situations to enable computing in real-world environments.
Itiro Siio, Toshiyuki Masui, Kentaro Fukuchi
ACM Symposium on User Interface Software and Technology3