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Dive into the research topics where T. Metin Sezgin is active.

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Featured researches published by T. Metin Sezgin.


sketch based interfaces and modeling | 2010

Feature extraction and classifier combination for image-based sketch recognition

R. Sinan Tumen; M. Emre Acer; T. Metin Sezgin

Image-based approaches to sketch recognition typically cast sketch recognition as a machine learning problem. In systems that adopt image-based recognition, the collected ink is generally fed through a standard three stage pipeline consisting of the feature extraction, learning and classification steps. Although these approaches make regular use of machine learning, existing work falls short of presenting a proper treatment of important issues such as feature extraction, feature selection, feature combination, and classifier fusion. In this paper, we show that all these issues are significantfactors, which substantially affect the ultimate performance of a sketch recognition engine. We support our case by experimental results obtained from two databases using representative sets of feature extraction, feature selection, classification, and classifier combination methods. We present the pros and cons of various choices that can be made while building sketch recognizers and discuss their trade-offs.


Pattern Recognition | 2012

Sketched symbol recognition with auto-completion

Caglar Tirkaz; Berrin A. Yanikoglu; T. Metin Sezgin

Sketching is a natural mode of communication that can be used to support communication among humans. Recently there has been a growing interest in sketch recognition technologies for facilitating human-computer interaction in a variety of settings, including design, art, and teaching. Automatic sketch recognition is a challenging problem due to the variability in hand drawings, the variation in the order of strokes, and the similarity of symbol classes. In this paper, we focus on a more difficult task, namely the task of classifying sketched symbols before they are fully completed. There are two main challenges in recognizing partially drawn symbols. The first is deciding when a partial drawing contains sufficient information for recognizing it unambiguously among other visually similar classes in the domain. The second challenge is classifying the partial drawings correctly with this partial information. We describe a sketch auto-completion framework that addresses these challenges by learning visual appearances of partial drawings through semi-supervised clustering, followed by a supervised classification step that determines object classes. Our evaluation results show that, despite the inherent ambiguity in classifying partially drawn symbols, we achieve promising auto-completion accuracies for partial drawings. Furthermore, our results for full symbols match/surpass existing methods on full object recognition accuracies reported in the literature. Finally, our design allows real-time symbol classification, making our system applicable in real world applications.


affective computing and intelligent interaction | 2015

Multimodal data collection of human-robot humorous interactions in the Joker project

Laurence Devillers; Sophie Rosset; Guillaume Dubuisson Duplessis; Mohamed A. Sehili; Lucile Bechade; Agnes Delaborde; Clément Gossart; Vincent Letard; Fan Yang; Yücel Yemez; Bekir Berker Turker; T. Metin Sezgin; Kevin El Haddad; Stéphane Dupont; Daniel Luzzati; Yannick Estève; Emer Gilmartin; Nick Campbell

Thanks to a remarkably great ability to show amusement and engagement, laughter is one of the most important social markers in human interactions. Laughing together can actually help to set up a positive atmosphere and favors the creation of new relationships. This paper presents a data collection of social interaction dialogs involving humor between a human participant and a robot. In this work, interaction scenarios have been designed in order to study social markers such as laughter. They have been implemented within two automatic systems developed in the Joker project: a social dialog system using paralinguistic cues and a task-based dialog system using linguistic content. One of the major contributions of this work is to provide a context to study human laughter produced during a human-robot interaction. The collected data will be used to build a generic intelligent user interface which provides a multimodal dialog system with social communication skills including humor and other informal socially oriented behaviors. This system will emphasize the fusion of verbal and non-verbal channels for emotional and social behavior perception, interaction and generation capabilities.


conference on multimedia modeling | 2015

IMOTION — A Content-Based Video Retrieval Engine

Luca Rossetto; Ivan Giangreco; Heiko Schuldt; Stéphane Dupont; Omar Seddati; T. Metin Sezgin; Yusuf Sahillioglu

This paper introduces the IMOTION system, a sketch-based video retrieval engine supporting multiple query paradigms. For vector space retrieval, the IMOTION system exploits a large variety of low-level image and video features, as well as high-level spatial and temporal features that can all be jointly used in any combination. In addition, it supports dedicated motion features to allow for the specification of motion within a video sequence. For query specification, the IMOTION system supports query-by-sketch interactions (users provide sketches of video frames), motion queries (users specify motion across frames via partial flow fields), query-by-example (based on images) and any combination of these, and provides support for relevance feedback.


Computers & Graphics | 2017

Sketch recognition with few examples

Kemal Tugrul Yesilbek; T. Metin Sezgin

Abstract Sketch recognition is the task of converting hand-drawn digital ink into symbolic computer representations. Since the early days of sketch recognition, the bulk of the work in the field focused on building accurate recognition algorithms for specific domains, and well defined data sets. Recognition methods explored so far have been developed and evaluated using standard machine learning pipelines and have consequently been built over many simplifying assumptions. For example, existing frameworks assume the presence of a fixed set of symbol classes, and the availability of plenty of annotated examples. However, in practice, these assumptions do not hold. In reality, the designer of a sketch recognition system starts with no labeled data at all, and faces the burden of data annotation. In this work, we propose to alleviate the burden of annotation by building systems that can learn from very few labeled examples, and large amounts of unlabeled data. Our systems perform self-learning by automatically extending a very small set of labeled examples with new examples extracted from unlabeled sketches. The end result is a sufficiently large set of labeled training data, which can subsequently be used to train classifiers. We present four self-learning methods with varying levels of implementation difficulty and runtime complexities. One of these methods leverages contextual co-occurrence patterns to build verifiably more diverse set of training instances. Rigorous experiments with large sets of data demonstrate that this novel approach based on exploiting contextual information leads to significant leaps in recognition performance. As a side contribution, we also demonstrate the utility of bagging for sketch recognition in imbalanced data sets with few positive examples and many outliers.


intelligent user interfaces | 2016

Semantic Sketch-Based Video Retrieval with Autocompletion

Claudiu Tanase; Ivan Giangreco; Luca Rossetto; Heiko Schuldt; Omar Seddati; Stéphane Dupont; Ozan Can Altiok; T. Metin Sezgin

The IMOTION system is a content-based video search engine that provides fast and intuitive known item search in large video collections. User interaction consists mainly of sketching, which the system recognizes in real-time and makes suggestions based on both visual appearance of the sketch (what does the sketch look like in terms of colors, edge distribution, etc.) and semantic content (what object is the user sketching). The latter is enabled by a predictive sketch-based UI that identifies likely candidates for the sketched object via state-of-the-art sketch recognition techniques and offers on-screen completion suggestions. In this demo, we show how the sketch-based video retrieval of the IMOTION system is used in a collection of roughly 30,000 video shots. The system indexes collection data with over 30 visual features describing color, edge, motion, and semantic information. Resulting feature data is stored in ADAM, an efficient database system optimized for fast retrieval.


IEEE Computer Graphics and Applications | 2017

Sketch-Based Articulated 3D Shape Retrieval

Yusuf Sahillioglu; T. Metin Sezgin

Sketch-based queries are a suitable and superior alternative to traditional text- and example-based queries for 3D shape retrieval. The authors developed an articulated 3D shape retrieval method that uses easy-to-obtain 2D sketches. In contrast to existing sketch-based retrieval systems that lower the 3D database models to 2D, their algorithm implicitly lifts the 2D query to 2.5D by inferring depth information from possibly self-intersecting sketches using a good continuation rule. It does not require 3D example models to initiate queries, but results show that it achieves accuracy comparable to a state-of-the-art example-based 3D shape retrieval method.


IEEE Transactions on Affective Computing | 2017

Audio-Facial Laughter Detection in Naturalistic Dyadic Conversations

Bekir Berker Turker; Yücel Yemez; T. Metin Sezgin; Engin Erzin

We address the problem of continuous laughter detection over audio-facial input streams obtained from naturalistic dyadic conversations. We first present meticulous annotation of laughters, cross-talks and environmental noise in an audio-facial database with explicit 3D facial mocap data. Using this annotated database, we rigorously investigate the utility of facial information, head movement and audio features for laughter detection. We identify a set of discriminative features using mutual information-based criteria, and show how they can be used with classifiers based on support vector machines (SVMs) and time delay neural networks (TDNNs). Informed by the analysis of the individual modalities, we propose a multimodal fusion setup for laughter detection using different classifier-feature combinations. We also effectively incorporate bagging into our classification pipeline to address the class imbalance problem caused by the scarcity of positive laughter instances. Our results indicate that a combination of TDNNs and SVMs lead to superior detection performance, and bagging effectively addresses data imbalance. Our experiments show that our multimodal approach supported by bagging compares favorably to the state of the art in presence of detrimental factors such as cross-talk, environmental noise, and data imbalance.


signal processing and communications applications conference | 2015

SVM for sketch recognition: Which hyperparameter interval to try?

Kemal Tugrul Yesilbek; Cansu Sen; Serike Cakmak; T. Metin Sezgin

Hyperparameters are among the most crucial factors that effect the performance of machine learning algorithms. Since there is not a common ground on which hyperparameter combinations give the highest performance in terms of prediction accuracy, hyperparameter search needs to be conducted each time a model is to be trained. In this work, we analyzed how similar hyperparemeters perform on various datasets from sketch recognition domain. Results have shown that hyperparameter search space can be reduced to a subspace despite differences in dataset characteristics.


signal processing and communications applications conference | 2012

Intelligent user interfaces

T. Metin Sezgin

Summary form only given. Humans communicate through natural modalities such as speech, sketching, facial expressions and gestures. Even eye-gaze and forces felt through physical interaction supply subtle, but important, bits of information in human-human communication. However, our communication with computers is primarily over ancient hardware such as mice and keyboards. A new generation of user interfaces, called intelligent or natural user interfaces is on the rise. These interfaces advocate smart and natural interaction that are also engaging and fun. In this tutorial, we well briefly survey the filed of intelligent user interfaces, give examples of existing systems. We will discuss supporting technologies (such as classification, regression, computer vision, and tracking), and supporting hardware including haptic interfaces, pen-based devices, camera and microphone arrays. We will also cover interaction design tools, design principles and techniques including wizard-of-oz evaluations, and paper prototypes.

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Yusuf Sahillioglu

Middle East Technical University

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