Oğuz, Kaya

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Oguz, K. A. Y. A.
Oguz, K.
Oğuz, K.
Oguz, Kaya
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Email Address
kaya.oguz@ieu.edu.tr
Main Affiliation
05.05. Computer Engineering
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Current Staff
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WoS Researcher ID

Sustainable Development Goals

Documents

42

Citations

950

h-index

8

Documents

36

Citations

637

Scholarly Output

49

Articles

19

Views / Downloads

20/1138

Supervised MSc Theses

6

Supervised PhD Theses

1

WoS Citation Count

520

Scopus Citation Count

822

WoS h-index

6

Scopus h-index

7

Patents

0

Projects

10

WoS Citations per Publication

10.61

Scopus Citations per Publication

16.78

Open Access Source

18

Supervised Theses

7

JournalCount
Current Page: 1 / NaN

Scopus Quartile Distribution

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Scholarly Output Search Results

Now showing 1 - 10 of 49
  • Article
    Citation - WoS: 1
    Citation - Scopus: 1
    Task-Dependent Functional Connectivity Changes in Response To Varying Levels of Social Support
    (Cambridge Univ Press, 2024) Burhanoglu, Birce Begüm; Uslu, Özgül; Özkul, Burcu; Oğuz, Kaya; Eroğlu-Koç, Seda; Kizilates-Evin, Gozde; Candemir, Cemre; Gonul, Ali Saffet
    Background Having social support improves one's health outcomes and self-esteem, and buffers the negative impact of stressors. Previous studies have explored the association between social support and brain activity, but evidence from task-dependent functional connectivity is still limited.Aims We aimed to explore how gradually decreasing levels of social support influence task-dependent functional connectivity across several major neural networks.Method We designed a social support task and recruited 72 young adults from real-life social groups. Of the four members in each group, one healthy participant (18 participants in total) completed the functional magnetic resonance imaging (fMRI) scan. The fMRI task included three phases with varying levels of social support: high-support phase, fair phase and low-support phase. Functional connectivity changes according to three phases were examined by generalised psychophysiological interaction analysis.Results The results of the analysis demonstrated that participants losing expected support showed increased connectivity among salience network, default mood network and frontoparietal network nodes during the fair phase compared with the high-support phase. During the low-support phase, participants showed increased connectivity among only salience network nodes compared with the high-support phase.Conclusions The results indicate that the loss of support was perceived as a threat signal and induced widespread increased functional connectivity within brain networks. The observation of significant functional connectivity changes between fair and high-support phases suggests that even a small loss of social support from close ones leads to major changes in brain function.
  • Conference Object
    Citation - Scopus: 5
    Work of Art in the Age of Metaverse: Exploring Digital Art Through Augmented Reality
    (Education and research in Computer Aided Architectural Design in Europe, 2022) Varinlioglu G.; Oguz K.; Turkmen D.; Ercan I.; Turhan G.D.
    The creation of artworks in the metaverse as unique files that exist on a blockchain world of the non-fungible tokens (NFTs) have revitalized discussions over the uniqueness of a work of art. Similar to the art world market in Second Life, this has presented a novel way to collect imported or natively digital art. This raises the following questions: What are the processes that artwork undergoes in the web 3.0 or metaverse? What constitutes the reproduction/recreation of a work of art? Which tools can be exploited to create more content for this universe? How does this new approach affect ownership, scarcity and authenticity? Unlike art productions that find a place in museums or galleries, Darağaç Art Collective independently uses the streets both as their location, and as their canvas. This creates the need to store the artworks as fully as possible in any form available. With this aim, a team of architects, designers and software engineers designed, implemented and tested a mobile application to represent and recreate the experience of the artworks in the digital environment. The artworks of independent artists were collected virtually and compiled in a relational database over the years, and are displayed in their geographical coordinates, and represented in the 3D world. After discussion on how to represent the artworks, it was decided that some only exist in videos and photographs, therefore, we decided to use the archaeology of digital data and present them in 3D space, to ensure their continued existence once they had been performed or exhibited. Illustrated by the case of our augmented application, this paper discusses the reproduction of ownership and scarcity of artworks in terms of preserving a cultural heritage in the metaverse. © 2022, Education and research in Computer Aided Architectural Design in Europe. All rights reserved.
  • Master Thesis
    Assessment of Team and Individual Contribution in Computer and Software Engineering Education
    (İzmir Ekonomi Üniversitesi, 2021) Muratoğlu, Muhammed Kasım; Oğuz, Kaya
    Son yıllarda özellikle yazılım ve bilgisayar mühendisliğinde takım çalışması önemli hale geldi. Bedavacı öğrenciler, değerlendirmedeki yetersizlikler, projenin verimsiz takibi ve takım çalışmalarına ait çıktıların eniyilenmesi konusunda çeşitli endişeler dile getirilmektedir. Bu çalışmanın amacı, proje takım çalışmalarındaki bireysel katkıların adil şekilde değerlendirilmesi, öğrenciler arasında eşdeğer katkıların sağlanması ve değerlendirmenin doğruluğunun artırılması için bir yöntem geliştirmektir. Bunun için, Görev Puan Sistemi (GPS) bir değerlendirme yöntemi olarak önerilmiştir. GPS İzmir Ekonomi Üniversitesi'nde uygulanmış ve performansı anketlerle değerlendirilmiştir. Sonuçlara göre, genel ders performansı artmış, proje aşamalarının uygulanması kolaylaşmış, bireysel katkılar konusunda farkındalık artmış olup ekip çalışmaları daha iyi organize edilmiştir. Sonuç olarak, bu çalışmanın, takım projelerinin değerlendirmesinde adalet ve kolaylaştırma açısından katkı sağlaması beklenmektedir.
  • Master Thesis
    Evaluation of Procedurally Generated Terrains Via Artificial and Convolutional Neural Networks
    (İzmir Ekonomi Üniversitesi, 2018) Rahmon, Ganı; Oğuz, Kaya; Türkan, Mehmet
    Oyun içeriği, oyuncuların oyun ortamlarında yer almasında önemli bir faktördür. Bununla birlikte, hem oyuncu nüfusunun hem de son on yılda üretim maliyetlerinin katlanarak artması nedeniyle yeni ölçeklenebilirlik zorluklarıyla karşılaşmaktadır. İçerik oluşturma ile ilgili maliyetleri en aza indirmek için oyun içerik üretimini otomatikleştiren prosedürel içerik oluşturma teknikleri kullanılacaktır. Arazi, bir çok oyun için içeriğin önemli bir parçasıdır ve ilginç bir arazi oyuncunun oyun içinde kalmasını sağlar. Araziyi prosedürel olarak üretmek için kullanılan birçok teknik vardır, ancak bu tekniklerin temel dezavantajı, üretim sürecini kontrol etmenin zor olmasıdır. Üretim süreci üzerinde kontrol eksikliği nedeniyle, kullanıcının istediği sonucu elde etmek zordur. Bu çalışmada, prosedürel olarak üretilen araziler, kullanıcı gereksinimlerini karşılamak için yapay ve evrişimli sinir ağları kullanılarak değerlendirilmiştir. İyi bir değerlendirme sonucu elde etmek için yapay ve evrişimli sinir ağları gerçek dünya haritası verileri kullanılarak eğitilmiştir. Gerçek dünya haritası verileri deniz seviyesi, ova ve dağ gibi üç sınıfa ayrılır. Elmas-Kare Algoritması ve Perlin Gürültüsü, prosedürel olarak araziler oluşturmak için kullanılır. Prosedürle üretilen alanlar, kullanıcı gereksinimlerine göre istenen sınıf tipi üretilinceye kadar, ANN ve CNN modelleri kullanılarak değerlendirilmektedir.
  • Article
    Mobil Oyun Yazılım Süreçlerinde Canlandırma Kütüphaneleri Kullanımının Değerlendirilmesi
    (2021) Kardaş, Geylani; Sakarya, Mehmet Ali; Diriman, Rudi; Oğuz, Kaya; Tepekule, Muzaffer
    Mobil oyunlarda canlandırma için hareketli grafik ve iki boyutlu iskelet canlandırma yaklaşımları kullanılmaktadır. Bu çalışmada canlandırma yaklaşımlarının popüler iki mobil oyundaki canlandırmalar üretilirken kullanılmasına dair bir değerlendirme sunulmaktadır. Değerlendirme sonuçlarına göre iki boyutlu iskelet canlandırma kütüphanelerinin kullanımı ile canlandırma pozlarının konumlandırılmasının kolaylaştığı ve canlandırma kurgusunun kısa sürede geliştirici ve sanat ekipleri arasında paylaşıldığını göstermiştir. Kütüphane kullanımının canlandırma üretimini ortalamada yaklaşık 12 kat arttırdığı, canlandırma geliştirme sürecini ise yaklaşık %65 oranında kısalttığı belirlenmiştir. Ayrıca, çalışmada sanat ekibi canlandırma kütüphanesini canlandırmanın temel prensiplerine göre değerlendirmiştir.
  • Article
    Citation - WoS: 1
    Citation - Scopus: 1
    Robust Activation Detection Methods for Real-Time and Offline Fmri Analysis
    (Elsevier Ireland Ltd, 2017) Oguz, Kaya; Cinsdikici, Muhammed G.; Gonul, Ali Saffet
    We propose two contributions with novel approaches to fMRI activation analysis. The first is to apply confidence intervals to locate activations in real-time, and second is a new metric based on robust regression of fMRI signals. These contributions are implemented in our four proposed methods; Instantaneous Activation Method (TAM), Instantaneous Activation Method with Past Blocks (TAMP) for real-time analysis, Task Robust Regression Distance Method (TRRD) for the new metric with robust regression and Instantaneous Robust Regression Distance Method (IRRD) for both contributions. For comparison, a statistical offline method called Task Activation Method (TAM) and a correlation analysis method are also implemented. The methods are initially evaluated with synthetic data generated using two different approaches; first using varying hemodynamic response function signals to simulate a wide range of stimuli responses, along with a Gaussian white noise, and second using no activity state data of a real fMRI experiment, which removes the need to generate noise. The methods are also tested with real fMRI experiments and compared with the results obtained by the widely used SPM tool. The results show that instantaneous methods reveal activations that are lost statistically in an offline analysis. They also reveal further improvements by robust fitting application, which minimizes the outlier effect. TRRD has an area under the ROC curve of 0,7127 for very noisy synthetic images, is reaching up to 0,9608 as the noise decreases, while the instantaneous score is in the range of 0,6124 to 0,8019 in the same noise levels. (C) 2017 Elsevier B.V. All rights reserved.
  • Conference Object
    Citation - Scopus: 2
    A Comparative Study on Parameter Selection and Outlier Removal for Change Point Detection in Time Series
    (IEEE, 2017) Candemir, Cemre; Oguz, Kaya
    Change point analysis is an efficient method for understanding the unexpected behaviour of the data used in many different disciplines. Although the literature contains a variety of change point analysis methods, there are relatively fewer studies that focus on the performance of parameter selection and outlier removal that are applied on real data sets. In this study two methods based on regression and statistical properties are proposed and compared with a method using Bayesian approach to evaluate their performance on the selection of parameters and removal of outliers. The methods are executed using different parameters on the well-log data set with and without outliers that are removed either manually or automatically. The results show that different data sets require different parameters to locate their change points. The proposed methods have intuitive parameters to control the algorithm, run faster, and do not require any assumptions to be made such as maximum number of change points. These properties also make them good candidates for online change point analysis.
  • Article
    Citation - WoS: 2
    Citation - Scopus: 1
    True Scores for Tartarus With Adaptive Gas That Evolve Fsms on Gpu
    (Elsevier Science Inc, 2020) Oguz, Kaya
    The Tartarus Problem is one of the candidate benchmark problems in evolutionary algorithms. We take advantage of the graphical processing unit (GPU) to improve the results of the software agents that use finite state machines (FSMs) for this benchmark. While doing so we also contribute to the study of the problem on several grounds. Similar to existing studies we use genetic algorithms to evolve FSMs, but unlike most of them we use adaptive operators for controlling the parameters of the algorithm. We show that the actual number of valid boards is not 297,040, but 74,760, because the agent is indifferent to the rotations of the board. We also show that the agent can only come across 383 different combinations, rather than 6561 that is used in the current literature. A final contribution is that we report the first true scores for the agents by testing them with all available 74,760 boards. Our best solution has a mean score of 8.5379 on all boards. (C) 2020 Elsevier Inc. All rights reserved.
  • Conference Object
    Work of Art in the Age of Metaverse Exploring Digital Art Through Augmented Reality
    (Ecaade-education & research computer aided architectural design europe, 2022) Varinlioglu, Güzden; Oğuz, Kaya; Turkmen, Doruk; Ercan, Irem; Turhan, Gozde Damla
    The creation of artworks in the metaverse as unique files that exist on a blockchain world of the non-fungible tokens (NFTs) have revitalized discussions over the uniqueness of a work of art. Similar to the art world market in Second Life, this has presented a novel way to collect imported or natively digital art. This raises the following questions: What are the processes that artwork undergoes in the web 3.0 or metaverse? What constitutes the reproduction/recreation of a work of art? Which tools can be exploited to create more content for this universe? How does this new approach affect ownership, scarcity and authenticity? Unlike art productions that find a place in museums or galleries, Daragac Art Collective independently uses the streets both as their location, and as their canvas. This creates the need to store the artworks as fully as possible in any form available. With this aim, a team of architects, designers and software engineers designed, implemented and tested a mobile application to represent and recreate the experience of the artworks in the digital environment. The artworks of independent artists were collected virtually and compiled in a relational database over the years, and are displayed in their geographical coordinates, and represented in the 3D world. After discussion on how to represent the artworks, it was decided that some only exist in videos and photographs, therefore, we decided to use the archaeology of digital data and present them in 3D space, to ensure their continued existence once they had been performed or exhibited. Illustrated by the case of our augmented application, this paper discusses the reproduction of ownership and scarcity of artworks in terms of preserving a cultural heritage in the metaverse.
  • Review Article
    Citation - WoS: 406
    Citation - Scopus: 623
    Speech Emotion Recognition: Emotional Models, Databases, Features, Preprocessing Methods, Supporting Modalities, and Classifiers
    (Elsevier, 2020) Akcay, Mehmet Berkehan; Oguz, Kaya
    Speech is the most natural way of expressing ourselves as humans. It is only natural then to extend this communication medium to computer applications. We define speech emotion recognition (SER) systems as a collection of methodologies that process and classify speech signals to detect the embedded emotions. SER is not a new field, it has been around for over two decades, and has regained attention thanks to the recent advancements. These novel studies make use of the advances in all fields of computing and technology, making it necessary to have an update on the current methodologies and techniques that make SER possible. We have identified and discussed distinct areas of SER, provided a detailed survey of current literature of each, and also listed the current challenges.