3 results listed
Co-authorship networks provide a broad view to the connectivity properties of scholars, together with patterns of knowledge diffusion in scientific society. Network science provides a substantial framework for discovering the dynamics of these interactions those are defined by co-authoring a paper together. We constructed a complex network consisting of co-authorship links between authors, using the data retrieved from Web of Science Core Collection. Date retrieved is limited to 67248 publications addressed from Turkey in engineering field, including the timespan between 1975 and 2018. Analysis performed through this massive dataset resulted a complex network of 78883 nodes (authors) and 194232 edges (co-authorship links). Authors exhibit an average degree (neighbor) of 4.925, which increases to 6.687 in weighted analysis. Network exhibits an invincible clustering coefficient of ~0.8, while the average path length is close to 18. Together with the power-law consistent degree distribution that labels the network as scale-free, we also presentedtop “most central” authors of this network with respect to betweenness, closeness and eigenvector centrality measures, each defining the “importance” of an author in different aspects.
International Conference on Advanced Technologies, Computer Engineering and Science
ICATCES
İlker TÜRKER
Rafet Durgut
Oğuz Findik
Recognition and interpretation of human activities
are very interesting and hot topics that are frequently studied in
the field of computer vision. Especially with the advent and
development of the Microsoft Kinect depth sensors, the expansion
of the study fieldhas gained momentum in the positive direction.
Thanks to RGBD cameras, which also provide depth information
in addition to the RGB image, researchers benefit from many
advantages in terms of privacy, accuracy and precision. In this
study, automatic segmentation of repeated 3D human activity is
proposed. A public dataset containing the repeated action
sequences are recorded using the RGBD camera. The action
sequence in this dataset includes similar and different action
information. In order to identify and label each action in sequence,
it is necessary to perform the segmentation process. To be able to
perform a successful segmentation process, the data must be preprocessed
to remove noise. For this purpose, a total variation
based noise removal method is used. Human action recognition
and detailed error analysis can be performed through the
segments derived from the output of this work.
International Conference on Advanced Technologies, Computer Engineering and Science
ICATCES
Rafet Durgut
C. OZCAN
Oğuz Findik
Interactive 3D architectural indoor design have been more popular after it benefited from Virtual Reality (VR) technologies. VR brings computer-generated 3D content to real life scale and enable users to observe immersive indoor environments so that users can directly modify it. This opportunity enables buyers to purchase a property off-the-plan cheaper through virtual models. Instead of showing property through 2D plan or renders, this visualized interior architecture of an on-sale unbuilt property is demonstrated beforehand so that the investors have an impression as if they were in the physical building. However, current applications either use highly resource consuming software, or are non-interactive, or requires specialist to create such environments. In this study, we have created a real-estate purposed low-cost high quality fully interactive VR application that provides a realistic interior architecture of the property by using free and lightweight software: Sweet Home 3D and Unity. A preliminary study showed that participants generally liked proposed real estate-purposed VR application, and it satisfied the expectation of the property buyers.
International Workshop on GeoInformation Science
GEOADVANCES
K. Ozacar
Yasin Ortakcı
I. Kahraman
Rafet Durgut
Ismail Rakıp Karas