A Comprehensive Gold Standard and Benchmark for Comics Text Detection and RecognitionGürkan Soykan, Deniz Yuret, Tevfik Metin Sezgin
This study focuses on improving the optical character recognition (OCR) data for panels in the COMICS dataset, the largest dataset containing text and images from comic books. To do this, we developed a pipeline for OCR processing and labeling of comic books and created the first text detection and recognition datasets for western comics, called "COMICS Text+: Detection" and "COMICS Text+: Recognition". We evaluated the performance of state-of-the-art text detection and recognition models on these datasets and found significant improvement in word accuracy and normalized edit distance compared to the text in COMICS. We also created a new dataset called "COMICS Text+", which contains the extracted text from the textboxes in the COMICS dataset. Using the improved text data of COMICS Text+ in the comics processing model from resulted in state-of-the-art performance on cloze-style tasks without changing the model architecture. The COMICS Text+ dataset can be a valuable resource for researchers working on tasks including text detection, recognition, and high-level processing of comics, such as narrative understanding, character relations, and story generation. All the data and inference instructions can be accessed in https://github.com/gsoykan/comics_text_plus.
Domain-Adaptive Self-Supervised Pre-Training for Face & Body Detection in DrawingsBarış Batuhan Topal, Deniz Yuret, Tevfik Metin Sezgin
Drawings are powerful means of pictorial abstraction and communication. Understanding diverse forms of drawings, including digital arts, cartoons, and comics, has been a major problem of interest for the computer vision and computer graphics communities. Although there are large amounts of digitized drawings from comic books and cartoons, they contain vast stylistic variations, which necessitate expensive manual labeling for training domain-specific recognizers. In this work, we show how self-supervised learning, based on a teacher-student network with a modified student network update design, can be used to build face and body detectors. Our setup allows exploiting large amounts of unlabeled data from the target domain when labels are provided for only a small subset of it. We further demonstrate that style transfer can be incorporated into our learning pipeline to bootstrap detectors using a vast amount of out-of-domain labeled images from natural images (i.e., images from the real world). Our combined architecture yields detectors with state-of-the-art (SOTA) and near-SOTA performance using minimal annotation effort. Our code can be accessed from https://github.com/barisbatuhan/DASS_Detector.
8.4CVAug 17, 2023
Identity-Aware Semi-Supervised Learning for Comic Character Re-IdentificationGürkan Soykan, Deniz Yuret, Tevfik Metin Sezgin
Character re-identification, recognizing characters consistently across different panels in comics, presents significant challenges due to limited annotated data and complex variations in character appearances. To tackle this issue, we introduce a robust semi-supervised framework that combines metric learning with a novel 'Identity-Aware' self-supervision method by contrastive learning of face and body pairs of characters. Our approach involves processing both facial and bodily features within a unified network architecture, facilitating the extraction of identity-aligned character embeddings that capture individual identities while preserving the effectiveness of face and body features. This integrated character representation enhances feature extraction and improves character re-identification compared to re-identification by face or body independently, offering a parameter-efficient solution. By extensively validating our method using in-series and inter-series evaluation metrics, we demonstrate its effectiveness in consistently re-identifying comic characters. Compared to existing methods, our approach not only addresses the challenge of character re-identification but also serves as a foundation for downstream tasks since it can produce character embeddings without restrictions of face and body availability, enriching the comprehension of comic books. In our experiments, we leverage two newly curated datasets: the 'Comic Character Instances Dataset', comprising over a million character instances and the 'Comic Sequence Identity Dataset', containing annotations of identities within more than 3000 sets of four consecutive comic panels that we collected.
2.0CVSep 30, 2024
Class-Agnostic Visio-Temporal Scene Sketch Semantic SegmentationAleyna Kütük, Tevfik Metin Sezgin
Scene sketch semantic segmentation is a crucial task for various applications including sketch-to-image retrieval and scene understanding. Existing sketch segmentation methods treat sketches as bitmap images, leading to the loss of temporal order among strokes due to the shift from vector to image format. Moreover, these methods struggle to segment objects from categories absent in the training data. In this paper, we propose a Class-Agnostic Visio-Temporal Network (CAVT) for scene sketch semantic segmentation. CAVT employs a class-agnostic object detector to detect individual objects in a scene and groups the strokes of instances through its post-processing module. This is the first approach that performs segmentation at both the instance and stroke levels within scene sketches. Furthermore, there is a lack of free-hand scene sketch datasets with both instance and stroke-level class annotations. To fill this gap, we collected the largest Free-hand Instance- and Stroke-level Scene Sketch Dataset (FrISS) that contains 1K scene sketches and covers 403 object classes with dense annotations. Extensive experiments on FrISS and other datasets demonstrate the superior performance of our method over state-of-the-art scene sketch segmentation models. The code and dataset will be made public after acceptance.
1.5CVMay 4, 2023
HAISTA-NET: Human Assisted Instance Segmentation Through AttentionMuhammed Korkmaz, T. Metin Sezgin
Instance segmentation is a form of image detection which has a range of applications, such as object refinement, medical image analysis, and image/video editing, all of which demand a high degree of accuracy. However, this precision is often beyond the reach of what even state-of-the-art, fully automated instance segmentation algorithms can deliver. The performance gap becomes particularly prohibitive for small and complex objects. Practitioners typically resort to fully manual annotation, which can be a laborious process. In order to overcome this problem, we propose a novel approach to enable more precise predictions and generate higher-quality segmentation masks for high-curvature, complex and small-scale objects. Our human-assisted segmentation model, HAISTA-NET, augments the existing Strong Mask R-CNN network to incorporate human-specified partial boundaries. We also present a dataset of hand-drawn partial object boundaries, which we refer to as human attention maps. In addition, the Partial Sketch Object Boundaries (PSOB) dataset contains hand-drawn partial object boundaries which represent curvatures of an object's ground truth mask with several pixels. Through extensive evaluation using the PSOB dataset, we show that HAISTA-NET outperforms state-of-the art methods such as Mask R-CNN, Strong Mask R-CNN, and Mask2Former, achieving respective increases of +36.7, +29.6, and +26.5 points in AP-Mask metrics for these three models. We hope that our novel approach will set a baseline for future human-aided deep learning models by combining fully automated and interactive instance segmentation architectures.
Teaching K-12 Classrooms Data Programming: A Three-Week Workshop with Online and Unplugged ActivitiesAlpay Sabuncuoğlu, Asım Evren Yantaç, Tevfik Metin Sezgin
This paper shares our experience in a three-session online workshop using a new web-based data programming environment, Marti. The programming environment uses a card-based programming strategy in both unplugged and online activities. Educators can use the physical cards in a board-game style or use the programming environment's mobile application to scan these cards and render the final visualization on their phones/tablets. The web environment also uses visual draggable cards for programming that can manipulate and visualize data. We used Marti and its offered unplugged activities in three sessions with 12 middle school and 12 high school students, focusing on the data fundamentals, analysis, and visualization. We assert that integrating unplugged-style pseudo-code creation and supporting a similar experience using the available devices have considerable potential for delivering equal and affordable data programming education for all.
2.6CVJul 26, 2021
Perceptually Validated Precise Local Editing for Facial Action Units with StyleGANAlara Zindancıoğlu, T. Metin Sezgin
The ability to edit facial expressions has a wide range of applications in computer graphics. The ideal facial expression editing algorithm needs to satisfy two important criteria. First, it should allow precise and targeted editing of individual facial actions. Second, it should generate high fidelity outputs without artifacts. We build a solution based on StyleGAN, which has been used extensively for semantic manipulation of faces. As we do so, we add to our understanding of how various semantic attributes are encoded in StyleGAN. In particular, we show that a naive strategy to perform editing in the latent space results in undesired coupling between certain action units, even if they are conceptually distinct. For example, although brow lowerer and lip tightener are distinct action units, they appear correlated in the training data. Hence, StyleGAN has difficulty in disentangling them. We allow disentangled editing of such action units by computing detached regions of influence for each action unit, and restrict editing to these regions. We validate the effectiveness of our local editing method through perception experiments conducted with 23 subjects. The results show that our method provides higher control over local editing and produces images with superior fidelity compared to the state-of-the-art methods.
2.6CVApr 18, 2021
On Training Sketch Recognizers for New DomainsKemal Tugrul Yesilbek, T. Metin Sezgin
Sketch recognition algorithms are engineered and evaluated using publicly available datasets contributed by the sketch recognition community over the years. While existing datasets contain sketches of a limited set of generic objects, each new domain inevitably requires collecting new data for training domain specific recognizers. This gives rise to two fundamental concerns: First, will the data collection protocol yield ecologically valid data? Second, will the amount of collected data suffice to train sufficiently accurate classifiers? In this paper, we draw attention to these two concerns. We show that the ecological validity of the data collection protocol and the ability to accommodate small datasets are significant factors impacting recognizer accuracy in realistic scenarios. More specifically, using sketch-based gaming as a use case, we show that deep learning methods, as well as more traditional methods, suffer significantly from dataset shift. Furthermore, we demonstrate that in realistic scenarios where data is scarce and expensive, standard measures taken for adapting deep learners to small datasets fall short of comparing favorably with alternatives. Although transfer learning, and extensive data augmentation help deep learners, they still perform significantly worse compared to standard setups (e.g., SVMs and GBMs with standard feature representations). We pose learning from small datasets as a key problem for the deep sketch recognition field, one which has been ignored in the bulk of the existing literature.
3.0ROApr 2, 2021
HaptiStylus: A Novel Stylus Capable of Displaying Movement and Rotational Torque EffectsAtakan Arasan, Cagatay Basdogan, T. Metin Sezgin
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 vibro-tactile 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 effects the perception of rotational torque effect. Finally, experimental results from our interactive pen-based game show that our haptic stylus is effective in practical settings
8.6HCMar 30, 2021
Data-Driven Vibrotactile Rendering of Digital Buttons on TouchscreensBushra Sadia, Senem Ezgi Emgin, T. Metin Sezgin et al.
Although mobile phones incorporate low-cost vibration motors to enhance touch-based interactions, it is not possible to generate complex tactile effects on their touchscreens. It is also difficult to relate the limited vibrotactile feedback generated by these motors to different types of physical buttons. In this study, we focus on creating vibrotactile feedback on a touchscreen that simulates the feeling of physical buttons using piezo actuators attached to it. We first recorded and analyzed the force, acceleration, and voltage data from twelve participants interacting with three different physical buttons: latch, toggle, and push buttons. Then, a button-specific vibrotactile stimulus was generated for each button based on the recorded data. Finally, we conducted a threealternative forced choice (3AFC) experiment with twenty participants to explore whether the resultant stimulus is distinct and realistic. In our experiment, participants were able to match the three digital buttons with their physical counterparts with a success rate of 83%. In addition, we harvested seven adjective pairs from the participants expressing their perceptual feeling of pressing the physical buttons. All twenty participants rated the degree of their subjective feelings associated with each adjective for all the physical and digital buttons investigated in this study. Our statistical analysis showed that there exist at least three adjective pairs for which participants have rated two out of three digital buttons similar to their physical counterparts.
13.4HCMar 30, 2021
HapTable: An Interactive Tabletop Providing Online Haptic Feedback for Touch GesturesSenem Ezgi Emgin, Amirreza Aghakhani, T. Metin Sezgin et al.
We present HapTable; a multimodal interactive tabletop that allows users to interact with digital images and objects through natural touch gestures, and receive visual and haptic feedback accordingly. In our system, hand pose is registered by an infrared camera and hand gestures are classified using a Support Vector Machine (SVM) classifier. To display a rich set of haptic effects for both static and dynamic gestures, we integrated electromechanical and electrostatic actuation techniques effectively on tabletop surface of HapTable, which is a surface capacitive touch screen. We attached four piezo patches to the edges of tabletop to display vibrotactile feedback for static gestures. For this purpose, the vibration response of the tabletop, in the form of frequency response functions (FRFs), was obtained by a laser Doppler vibrometer for 84 grid points on its surface. Using these FRFs, it is possible to display localized vibrotactile feedback on the surface for static gestures. For dynamic gestures, we utilize the electrostatic actuation technique to modulate the frictional forces between finger skin and tabletop surface by applying voltage to its conductive layer. Here, we present two examples of such applications, one for static and one for dynamic gestures, along with detailed user studies. In the first one, user detects the direction of a virtual flow, such as that of wind or water, by putting their hand on the tabletop surface and feeling a vibrotactile stimulus traveling underneath it. In the second example, user rotates a virtual knob on the tabletop surface to select an item from a menu while feeling the knob's detents and resistance to rotation in the form of frictional haptic feedback.
2.0AIAug 6, 2019
Batch Recurrent Q-Learning for Backchannel Generation Towards Engaging AgentsNusrah Hussain, Engin Erzin, T. Metin Sezgin et al.
The ability to generate appropriate verbal and non-verbal backchannels by an agent during human-robot interaction greatly enhances the interaction experience. Backchannels are particularly important in applications like tutoring and counseling, which require constant attention and engagement of the user. We present here a method for training a robot for backchannel generation during a human-robot interaction within the reinforcement learning (RL) framework, with the goal of maintaining high engagement level. Since online learning by interaction with a human is highly time-consuming and impractical, we take advantage of the recorded human-to-human dataset and approach our problem as a batch reinforcement learning problem. The dataset is utilized as a batch data acquired by some behavior policy. We perform experiments with laughs as a backchannel and train an agent with value-based techniques. In particular, we demonstrate the effectiveness of recurrent layers in the approximate value function for this problem, that boosts the performance in partially observable environments. With off-policy policy evaluation, it is shown that the RL agents are expected to produce more engagement than an agent trained from imitation learning.
3.6AIAug 5, 2019
Speech Driven Backchannel Generation using Deep Q-Network for Enhancing Engagement in Human-Robot InteractionNusrah Hussain, Engin Erzin, T. Metin Sezgin et al.
We present a novel method for training a social robot to generate backchannels during human-robot interaction. We address the problem within an off-policy reinforcement learning framework, and show how a robot may learn to produce non-verbal backchannels like laughs, when trained to maximize the engagement and attention of the user. A major contribution of this work is the formulation of the problem as a Markov decision process (MDP) with states defined by the speech activity of the user and rewards generated by quantified engagement levels. The problem that we address falls into the class of applications where unlimited interaction with the environment is not possible (our environment being a human) because it may be time-consuming, costly, impracticable or even dangerous in case a bad policy is executed. Therefore, we introduce deep Q-network (DQN) in a batch reinforcement learning framework, where an optimal policy is learned from a batch data collected using a more controlled policy. We suggest the use of human-to-human dyadic interaction datasets as a batch of trajectories to train an agent for engaging interactions. Our experiments demonstrate the potential of our method to train a robot for engaging behaviors in an offline manner.
0.9CVMar 7, 2019
Active Scene LearningErelcan Yanik, Tevfik Metin Sezgin
Sketch recognition allows natural and efficient interaction in pen-based interfaces. A key obstacle to building accurate sketch recognizers has been the difficulty of creating large amounts of annotated training data. Several authors have attempted to address this issue by creating synthetic data, and by building tools that support efficient annotation. Two prominent sets of approaches stand out from the rest of the crowd. They use interim classifiers trained with a small set of labeled data to aid the labeling of the remainder of the data. The first set of approaches uses a classifier trained with a partially labeled dataset to automatically label unlabeled instances. The others, based on active learning, save annotation effort by giving priority to labeling informative data instances. The former is sub-optimal since it doesn't prioritize the order of labeling to favor informative instances, while the latter makes the strong assumption that unlabeled data comes in an already segmented form (i.e. the ink in the training data is already assembled into groups forming isolated object instances). In this paper, we propose an active learning framework that combines the strengths of these methods, while addressing their weaknesses. In particular, we propose two methods for deciding how batches of unsegmented sketch scenes should be labeled. The first method, scene-wise selection, assesses the informativeness of each drawing (sketch scene) as a whole, and asks the user to annotate all objects in the drawing. The latter, segment-wise selection, attempts more precise targeting to locate informative fragments of drawings for user labeling. We show that both selection schemes outperform random selection. Furthermore, we demonstrate that precise targeting yields superior performance. Overall, our approach allows reaching top accuracy figures with up to 30% savings in annotation cost.