Recent developments and results of ASC-Inclusion: An Integrated Internet-Based Environment for Social Inclusion of Children with Autism Spectrum Conditions

Individuals with Autism Spectrum Conditions (ASC) have marked difficulties using verbal and non-verbal communication for social interaction.  The ASC-Inclusion project helps children with ASC by allowing them to learn how emotions can be expressed and recognised via playing games in a virtual world. The platform assists children with ASC to understand and express emotions through facial expressions, tone-of-voice and body gestures. In fact, the platform combines several stateof-the art technologies in one comprehensive virtual world, including analysis of users’ gestures, facial, and vocal expressions using standard microphone and web-cam, training through games, text communication with peers and smart agents, animation, video and audio clips. We present the recent findings and evaluations of such a serious game platform and provide results for the different modalities.

Authors: B. Schuller, E. Marchi, S. Baron-Cohen, A. Lassalle, H. O’Reilly, D. Pigat, P. Robinson, I. Davies, T. Baltrusaitis, M. Mahmoud, O. Golan, S. Fridenson, S. Tal, S. Newman, N. Meir, R. Shillo, A. Camurri, S. P., A. Staglianò, S. Bölte, D. Lundqvist, S. Berggren, A. Baranger, N. Sullings, T. M Sezgin, N. Alyuz, A. Rynkiewicz, K. Ptaszek, K. Ligmann.

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Active learning for sketch recognition

The increasing availability of pen-based tablets, and pen-based interfaces opened the avenue for computer graphics applications that can utilize sketch recognition technologies for natural interaction. This has led to an increasing interest in sketch recognition algorithms within the computer graphics community. However, a key problem getting in the way of building accurate sketch recognizers has been  the necessity of creating large amounts of annotated training data. Several authors have attempted to address this issue by creating synthetic data, or by building easy-to-use annotation tools. In this paper, we take a different approach, and demonstrate that the active learning technology can be used to reduce the amount of manual annotation required to achieve a target recognition accuracy. In particular, we show that by annotating few, but carefully selected examples, we can surpass accuracies achievable with equal number of arbitrarily selected examples. This work is the first comprehensive study on the use of active learning for sketch recognition. We present results of extensive analyses and show that the utility of active learning depends on a number of practical factors that require careful consideration. These factors include the choices of informativeness measures, batch selection strategies, seed size, and domain-specific factors such as feature representation and the choice of database. Our results imply that the Margin based informativeness measure consistently outperforms other measures. We also show that active learning brings definitive advantages in challenging databases when accompanied with powerful feature representations.

Authors: Erelcan Yanik, Tevfik Metin Sezgin.

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HaptiStylus: A Novel Stylus Capable of Displaying Movement and Rotational Torque Effects

With the emergence of pen-enabled tablets and mobile devices, stylus-based interaction has
been receiving increasing attention. Unfortunately, styluses available in the market today are all passive
instruments that are primarily used for writing and pointing. In this paper, we describe a novel stylus
capable of displaying certain vibrotactile and inertial haptic effects to the user. Our stylus is equipped with two vibration actuators at the ends, which are used to create a tactile sensation of up and down movement along the stylus. The stylus is also embedded with a DC motor, which is used to create a sense of bidirectional rotational torque about the long axis of the pen. Through two psychophysical experiments, we show that, when driven with carefully selected timing and actuation patterns, our haptic stylus can convey movement and rotational torque information to the user. Results from a further psychophysical experiment provide insight on how the shape of the actuation patterns affects the perception of rotational torque. Finally, experimental results from our interactive pen-based game show that our haptic stylus is effective in practical settings.

Authors: Atakan Arasan, Cagatay Basdogan, T. Metin Sezgin

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Identifying visual attributes for object recognition from text and taxonomy

Attributes of objects such as “square”, “metallic”, and“red” allow a way for humans to explain or discriminate object categories. These attributes also provide a useful intermediate representation for object recognition, including support for zero-shot learning from textual descriptions of object appearance. However, manual selection of relevant attributes among thousands of potential candidates is labor intensive. Hence, there is increasing interest in mining attributes for object recognition. In this paper, we introduce two novel techniques for nominating attributes and a method for assessing the suitability of candidate attributes for object recognition. The first technique for attribute nomination estimates attribute qualities based on their ability to discriminateobjectsatmultiplelevels ofthetaxonomy.Thesecondtechnique leveragesthelinguistic concept of distributional similarity to further refine the estimated qualities. Attribute nomination is followed by our attribute assessment procedure, which assesses the quality of the candidate attributes based on their performance in object recognition. Our evaluations demonstrate that both taxonomy and distributional similarity serveasuseful sourcesofinformation forattribute nomination,andourmethodscaneffectively exploit them. We use the mined attributes in supervised and zero-shot learning settings to show the utility of the selected attributes in object recognition. Our experimental results show that in the supervised case we can improve on a state of the art classifier while in the zero-shot scenario we make accurate predictions outperforming previous automated techniques.

Author: Caglar Tirkaz, Jacob Eisenstein, T. Metin Sezgin and Berrin Yanikoglu.

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IMOTION — A Content-Based Video Retrieval Engine

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 lowlevel 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.

Authors: Luca Rossetto, Ivan Giangreco, Heiko Schuldt, Stéphane Dupon, Omar Seddati, T. Metin Sezgin, Yusuf Sahillioglu

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Real-Time Activity Prediction: A Gaze-Based Approach for Early Recognition of Pen-Based Interaction Tasks

Recently there has been a growing interest in sketch recognition technologies for facilitating human-computer interaction. Existing sketch recognition studies mainly focus on recognizing pre-defined symbols and gestures. However, just as there is a need for systems that can automatically recognize symbols and gestures, there is also a pressing need for systems that can automatically recognize pen-based manipulation activities (e.g. dragging, maximizing, minimizing, scrolling). There are two main challenges in classifying manipulation activities. First is the inherent lack of characteristic visual appearances of pen inputs that correspond to manipulation activities. Second is the necessity of real-time classification based upon the principle that users must receive immediate and appropriate visual feedback about the effects of their actions. In this paper (1) an existing activity prediction
system for pen-based devices is modified for real-time activity prediction and (2) an alternative time-based activity prediction system is introduced. Both systems use eye gaze movements that naturally accompany pen-based user interaction for activity classification. The results of our comprehensive experiments demonstrate that the newly developed alternative system is a more successful candidate (in terms of prediction accuracy and early prediction speed) than the existing system for real-time activity prediction. More specifically, midway through an activity, the alternative system reaches 66% of its maximum accuracy value (i.e. 66% of 70.34%) whereas the existing system reaches only 36% of its maximum accuracy value (i.e. 36% of 55.69%).

Authors: Cagla Cig and T. Metin Sezgin has been accepted for publication in Expressive 2015.

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SVM-based Sketch Recognition: Which Hyperparameter Interval to Try?

Hyperparameters are among the most crucial factors that affect the performance of machine learning algorithms. In general, there is no direct method for determining a set of satisfactory parameters, so hyperparameter search needs to be conducted each time a model is to be trained. In this work, we analyze how similar hyperparameters perform across various datasets from the sketch recognition domain. Results show that hyperparameter search space can be reduced to a subspace despite differences in characteristics of datasets.

Authors: Kemal Tugrul Yesilbek, Cansu Sen, Serike Cakmak and T. Metin Sezgin has been accepted for publication in Expressive 2015.

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Recognition of Haptic Interaction Patterns in Dyadic Joint Object Manipulation

The development of robots that can physically cooperate with humans has attained interest in the last decades. Obviously, this effort requires a deep understanding of the intrinsic properties of interaction. Up to now, many researchers have focused on inferring human intents in terms of intermediate or terminal goals in physical tasks. On the other hand, working side by side with people, an autonomous robot additionally needs to come up with in-depth information about underlying haptic interaction patterns that are typically encountered during human-human cooperation. However, to our knowledge, no study has yet focused on characterizing such detailed information. In this sense, this work is pioneering as an effort to gain deeper understanding of interaction patterns involving two or more humans in a physical task. We present a labeled human-human-interaction dataset, which captures the interaction of two humans, who collaboratively transport an object in an haptics-enabled virtual environment. In the light of information gained by studying this dataset, we propose that the actions of cooperating partners can be examined under three interaction types: In any cooperative task, the interacting humans either 1) work in harmony, 2) cope with conflicts, or 3) remain passive during interaction. In line with this conception, we present a taxonomy of human interaction patterns; then propose five different feature sets, comprising force-, velocity- and power-related information, for the classification of these patterns. Our evaluation shows that using a multi-class support vector machine (SVM) classifier, we can accomplish a correct classification rate of 86 percent for the identification of interaction patterns, an accuracy obtained by fusing a selected set of most informative features by Minimum Redundancy Maximum Relevance (mRMR) feature selection method.

Authors: Cigil Ece Madan, Ayse Kucukyilmaz, Tevfik Metin Sezgin, and Cagatay Basdogan has been accepted for publication in IEEE Transactions on Haptics.

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