Academic literature on the topic 'Visual Digital Facial Markers'

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Journal articles on the topic "Visual Digital Facial Markers"

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Liu, Jia, Xianjie Zhou*, and Yue Sun. "14 ANALYSIS OF THE EFFECTIVENESS OF DIGITAL EMOTION RECOGNITION DISPLAY DESIGN IN EARLY INTERVENTION FOR SCHIZOPHRENIA." Schizophrenia Bulletin 51, Supplement_1 (February 18, 2025): S8. https://doi.org/10.1093/schbul/sbaf007.014.

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Abstract Background Schizophrenia is a chronic and severe mental disorder characterized by disorders of thinking, hallucinations, delusions, and emotional and social dysfunction. Due to their unique psychological development stage and social environment, college students are of special importance for the early identification and intervention of schizophrenia. Early diagnosis and treatment of schizophrenia is essential to improve prognosis, reduce disability, and improve quality of life. However, due to the complexity and heterogeneity of schizophrenia, early diagnosis and treatment pathway selection face many challenges. Knowledge management, as a systematic approach, is able to integrate and optimize information, knowledge, and skills to provide support for the early diagnosis and treatment of schizophrenia. Study aims to explore how to through the perspective of knowledge management, combined with clinical symptoms, drug response, cognitive health and mental related factors, optimize the early diagnosis of schizophrenia and treatment path, and explore the special group of schizophrenia patients’ health care utilization and cost benefit, in order to provide more accurate and more effective mental health services for college students. Methods Using the case-control study method, 300 college students who met the diagnostic criteria for schizophrenia and 150 healthy college students were selected as the control group. By using neuroimaging techniques such as Functional Magnetic Resonance Imaging (fMRI) and Wisconsin Card Sorting Test (WCST), the cognitive and social functions of two groups of students were evaluated. Meanwhile, the visual scanning path pattern analysis technique was used to examine the patient’s ability to process facial emotion perception. After data collection, multiple linear regression analysis was used to explore the relationship between cognitive function, social function, and facial emotion perception and the severity of schizophrenia symptoms. Results The results showed that the schizophrenia patient group performed significantly less in cognitive function tests and social function assessment than the control group (P<0.01). Multiple linear regression analysis showed that cognitive function (β=0.65, P<0.001) and social function (β=0.52, P<0.001) were significant predictors of symptom severity in schizophrenia. In addition, there was a significant correlation between facial emotion perceptual processing ability and symptom severity (β=0.48, P<0.01). In terms of treatment pathway optimization, patient treatment adherence and quality of life can be significantly improved through knowledge management strategies such as patient education, family support and integration of community resources (P<0.05). Discussion The results reveal the key role of cognitive function, social function and facial emotional perception in the early recognition and intervention of schizophrenia. These dimensions not only serve as important indicators for early diagnosis of schizophrenia but also show their importance in assessing patient symptom severity. Impairments of cognitive and social functioning, and a decline in facial emotion perceptual processing, together constitute the biological and behavioral markers of early recognition in schizophrenia. Through the application of knowledge management strategies, such as patient education, family support, and integration of community resources, one can optimize treatment paths for patients with schizophrenia and improve treatment outcomes. Meanwhile, through the application of knowledge management strategies, the significant improvement of symptom severity score and quality of life scale scores after receiving comprehensive treatment, further confirmed the effectiveness of these strategies in improving the treatment effect and patient quality of life. Funding No. YKSZ001.
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Mai, Hang-Nga, and Du-Hyeong Lee. "Effects of Artificial Extraoral Markers on Accuracy of Three-Dimensional Dentofacial Image Integration: Smartphone Face Scan versus Stereophotogrammetry." Journal of Personalized Medicine 12, no. 3 (March 18, 2022): 490. http://dx.doi.org/10.3390/jpm12030490.

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Recently, three-dimensional (3D) facial scanning has been gaining popularity in personalized dentistry. Integration of the digital dental model into the 3D facial image allows for a treatment plan to be made in accordance with the patients’ individual needs. The aim of this study was to evaluate the effects of extraoral markers on the accuracy of digital dentofacial integrations. Facial models were generated using smartphone and stereophotogrammetry. Dental models were generated with and without extraoral markers and were registered to the facial models by matching the teeth or markers (n = 10 in each condition; total = 40). Accuracy of the image integration was measured in terms of general 3D position, occlusal plane, and dental midline deviations. The Mann–Whitney U test and two-way analysis of variance were used to compare results among face-scanning systems and matching methods (α = 0.05). As result, the accuracy of dentofacial registration was significantly affected by the use of artificial markers and different face-scanning systems (p < 0.001). The deviations were smallest in stereophotogrammetry with the marker-based matching and highest in smartphone face scans with the tooth-based matching. In comparison between the two face-scanning systems, the stereophotogrammetry generally produced smaller discrepancies than smartphones.
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Conley, Quincy. "Attracting Visual Attention in a Digital Age." International Journal of Cyber Behavior, Psychology and Learning 14, no. 1 (November 10, 2024): 1–24. http://dx.doi.org/10.4018/ijcbpl.359336.

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The purpose of this study was to determine whether previously established visual attention patterns remained intact during video scenes designed to elicit specific emotions using a novel suite of biosensors. To examine the relationship between visual attention and emotion, data from eye tracking, facial expression recognition (FER), and galvanic skin response (GSR) combined with survey data were used to identify the bottom-up and top-down features of saliency in videos that contributed to their “interestingness.” Using a mixed-methods design and convenience sampling, participants (N = 42) watched 60 video clips designed to evoke different emotional responses (positive, neutral, or negative). The results indicated that using a suite of biosensors to examine the impacts of bottom-up and top-down features of visual attention was effective.
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Leone, Massimo. "Digital Cosmetics." Chinese Semiotic Studies 16, no. 4 (November 25, 2020): 551–80. http://dx.doi.org/10.1515/css-2020-0030.

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AbstractThe earliest extant depictions of the human face are not simply realistic but represented through specific technologies (means) and techniques (styles). In these representations, the face was probably idealized in order to empower its agency through simulacra. The history of art sees humans become increasingly aware of the impact of technology and technique on the production of visual representations of the face. With photography, and even more so with its digital version, technology is developed, hidden, and miniaturized so as to democratize and market technique. The result, however, a naturalization of technology, is increasingly problematic in the era of algorithms: artificial intelligence absorbs the social bias of its engineers. This is particularly evident in the domain of “digital cosmetics”: successful apps are used to process and share billions of facial images, yet few critically reflect on the aesthetic ideology underpinning them. This is an urgent task for visual, social, and cultural semiotics.
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Kristanto, Verry Noval, Imam Riadi, and Yudi Prayudi. "Analisa Deteksi dan Pengenalan Wajah pada Citra dengan Permasalahan Visual." JISKA (Jurnal Informatika Sunan Kalijaga) 8, no. 1 (January 30, 2023): 78–89. http://dx.doi.org/10.14421/jiska.2023.8.1.78-89.

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Facial recognition is a significant part of criminal investigations because it may be used to identify the offender when the criminal's face is consciously or accidentally recorded on camera or video. However, a majority of these digital photos have poor picture quality, which complicates and lengthens the process of identifying a face image. The purpose of this study is to discover and identify faces in these low-quality digital photographs using the Principal Component Analysis (PCA) and Linear Discriminant Analysis (LDA) face identification method and the Viola-Jones face recognition method. The success percentage for the labeled face in the wild (LFW) dataset is 63.33%, whereas the success rate for face94 is 46.66%, while LDA is only a maximum of 20% on noise and brightness. One of the names and faces from the dataset is displayed by the facial recognition system. The brightness of the image, where the facial item is located, and any new objects that have entered the scene have an impact on the success rate.
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Bhumika M. N., Amit Chauhan, Pavana M. S., Sinchan Ullas Nayak, Sujana S., Sujith P., Vedashree D., and Fr Jobi Xavier. "Role of Genetic Markers in Deformation of Lip Prints: A Review." UTTAR PRADESH JOURNAL OF ZOOLOGY 44, no. 21 (October 14, 2023): 334–40. http://dx.doi.org/10.56557/upjoz/2023/v44i213704.

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Cheiloscopy is an application of lip phenotypes (sub-clinical cleft phenotype/lip whorls) to establish the identity of an individual. Any kind of change in lips can be caused by facial expression/ facial movement and allow an accurate clinical assessment. All along an orthodontic estimation of lip protrusion, lip competence and lip lines are examined by visual inspection and are recorded in the medical notes. It has been shown in molecular studies that initiation and growth of facial primordia are restrained by an interaction between fibroblast growth factors, sonic hedgehog, bone morphogenetic proteins, homeobox genes Barx1 and Msx1, the distal-less homeobox (Dlx) genes, and local retinoic acid gradients. While mesoderm proliferation during facial development may cause inadequate growth of the maxillary, medial and lateral nasal processes. This review study is mainly focused on the determination of the responsible genetic markers for the deformation of lip prints. This summarized study can be helpful in the identification of an individual especially wherever lip prints are recovered from the scene of the crime.
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Hansen, Mark B. N. "Affect as Medium, or the `Digital-Facial-Image'." Journal of Visual Culture 2, no. 2 (August 2003): 205–28. http://dx.doi.org/10.1177/14704129030022004.

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Ravelli, Louise J., and Theo Van Leeuwen. "Modality in the digital age." Visual Communication 17, no. 3 (April 13, 2018): 277–97. http://dx.doi.org/10.1177/1470357218764436.

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Kress and Van Leeuwen’s book Reading Images: The Grammar of Visual Design (2006[1996]) provides a robust framework for describing modality in visual texts. However, in the digital age, familiar markers of modality are being creatively reconfigured. New technological affordances, including new modes of production, multiple platforms for distribution, and increased user control of modal variables, raise questions about the role of modality in contemporary communication practices and require the framework to be adapted and further developed. This article attempts to set the agenda for such adaptations and, more generally, for rethinking visual modality and its impact in the digital age.
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Knific Košir, Aja, and Helena Gabrijelčič Tomc. "Visual effects and their importance in the field of visual media creation." Journal of graphic engineering and design 13, no. 2 (June 2022): 5–13. http://dx.doi.org/10.24867/jged-2022-2-005.

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The paper presents visual effects and their importance in the creation of visual media and film industry. After defining the field and the term visual effects, the reader is introduced to the techniques and approaches used to create visual effects, i.e., computer-generated Imagery, 3D computer graphics, motion capture, matchmoving, chroma key, rotoscoping, matte painting, and digital compositing. This is followed by a presentation of the history of visual effects from its beginnings to the digital age, taking in the most successful examples of film production such as Terminator, Toy Story, The Matrix, and Star Wars. As an example of the most representative production, the paper includes a more detailed description of the techniques, methods, and approaches used in the Lord of the Rings film trilogy, focusing on the creation of the visual appearance of the Gollum character, his movement, and facial expressions, the creation of crowds with autonomous agents and the introduction of digital duplicates. The review concludes with an overview of trends for the future of the field.
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Nagtode, Priti. "Research Paper on Transformative Innovations in Identity Verification and Recognition." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 05 (May 31, 2024): 1–5. http://dx.doi.org/10.55041/ijsrem35159.

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Integrating real-time human detection into identity authentication greatly improves both security and user experience. This strategy decreases fraud risk by analysing physiological and behavioural markers such as facial and eye movements. Its implementation in financial, healthcare, e-commerce, and law enforcement sectors promise to strengthen security measures. Although obstacles exist, the benefits of this human-centered approach are significant, paving the path for a safer digital future. Keywords: Identity verification, biometric authentication, digital security, real-time human detection, fraud prevention, user experience, computer vision, physiological and behavioural clues, facial and vocal patterns, banking, healthcare, e-commerce, law enforcement.
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Dissertations / Theses on the topic "Visual Digital Facial Markers"

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Filali, razzouki Anas. "Deep learning-based video face-based digital markers for early detection and analysis of Parkinson disease." Electronic Thesis or Diss., Institut polytechnique de Paris, 2025. http://www.theses.fr/2025IPPAS002.

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Cette thèse vise à développer des biomarqueurs numériques robustes pour la détection précoce de la maladie de Parkinson (MP) en analysant des vidéos faciales afin d'identifier les changements associés à l'hypomimie. Dans ce contexte, nous introduisons de nouvelles contributions à l'état de l'art : l'une fondée sur l'apprentissage automatique superficiel et l'autre fondée sur l'apprentissage profond. La première méthode utilise des modèles d'apprentissage automatique qui exploitent des caractéristiques faciales extraites manuellement, en particulier les dérivés des unités d'action faciale (AUs). Ces modèles intègrent des mécanismes d'interprétabilité qui permettent d'expliquer leur processus de décision auprès des parties prenantes, mettant en évidence les caractéristiques faciales les plus distinctives pour la MP. Nous examinons l'influence du sexe biologique sur ces biomarqueurs numériques, les comparons aux données de neuroimagerie et aux scores cliniques, et les utilisons pour prédire la gravité de la MP. La deuxième méthode exploite l'apprentissage profond pour extraire automatiquement des caractéristiques à partir de vidéos faciales brutes et des données de flux optique en utilisant des modèles fondamentaux basés sur les Vision Transformers pour vidéos. Pour pallier le manque de données d'entraînement, nous proposons des techniques avancées d'apprentissage par transfert adaptatif, en utilisant des modèles fondamentaux entraînés sur de grands ensembles de données pour la classification de vidéos. De plus, nous intégrons des mécanismes d'interprétabilité pour établir la relation entre les caractéristiques extraites automatiquement et les AUs faciales extraites manuellement, améliorant ainsi la clarté des décisions des modèles. Enfin, nos caractéristiques faciales générées proviennent à la fois de données transversales et longitudinales, ce qui offre un avantage significatif par rapport aux travaux existants. Nous utilisons ces enregistrements pour analyser la progression de l'hypomimie au fil du temps avec ces marqueurs numériques, et sa corrélation avec la progression des scores cliniques. La combinaison des deux approches proposées permet d'obtenir une AUC (Area Under the Curve) de classification de plus de 90%, démontrant l'efficacité des modèles d'apprentissage automatique et d'apprentissage profond dans la détection de l'hypomimie chez les patients atteints de MP à un stade précoce via des vidéos faciales. Cette recherche pourrait permettre une surveillance continue de l'hypomimie en dehors des environnements hospitaliers via la télémédecine
This thesis aims to develop robust digital biomarkers for early detection of Parkinson's disease (PD) by analyzing facial videos to identify changes associated with hypomimia. In this context, we introduce new contributions to the state of the art: one based on shallow machine learning and the other on deep learning.The first method employs machine learning models that use manually extracted facial features, particularly derivatives of facial action units (AUs). These models incorporate interpretability mechanisms that explain their decision-making process for stakeholders, highlighting the most distinctive facial features for PD. We examine the influence of biological sex on these digital biomarkers, compare them against neuroimaging data and clinical scores, and use them to predict PD severity.The second method leverages deep learning to automatically extract features from raw facial videos and optical flow using foundational models based on Video Vision Transformers. To address the limited training data, we propose advanced adaptive transfer learning techniques, utilizing foundational models trained on large-scale video classification datasets. Additionally, we integrate interpretability mechanisms to clarify the relationship between automatically extracted features and manually extracted facial AUs, enhancing the comprehensibility of the model's decisions.Finally, our generated facial features are derived from both cross-sectional and longitudinal data, which provides a significant advantage over existing work. We use these recordings to analyze the progression of hypomimia over time with these digital markers, and its correlation with the progression of clinical scores.Combining these two approaches allows for a classification AUC (Area Under the Curve) of over 90%, demonstrating the efficacy of machine learning and deep learning models in detecting hypomimia in early-stage PD patients through facial videos. This research could enable continuous monitoring of hypomimia outside hospital settings via telemedicine
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Lucey, Simon. "Audio-visual speech processing." Thesis, Queensland University of Technology, 2002. https://eprints.qut.edu.au/36172/7/SimonLuceyPhDThesis.pdf.

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Speech is inherently bimodal, relying on cues from the acoustic and visual speech modalities for perception. The McGurk effect demonstrates that when humans are presented with conflicting acoustic and visual stimuli, the perceived sound may not exist in either modality. This effect has formed the basis for modelling the complementary nature of acoustic and visual speech by encapsulating them into the relatively new research field of audio-visual speech processing (AVSP). Traditional acoustic based speech processing systems have attained a high level of performance in recent years, but the performance of these systems is heavily dependent on a match between training and testing conditions. In the presence of mismatched conditions (eg. acoustic noise) the performance of acoustic speech processing applications can degrade markedly. AVSP aims to increase the robustness and performance of conventional speech processing applications through the integration of the acoustic and visual modalities of speech, in particular the tasks of isolated word speech and text-dependent speaker recognition. Two major problems in AVSP are addressed in this thesis, the first of which concerns the extraction of pertinent visual features for effective speech reading and visual speaker recognition. Appropriate representations of the mouth are explored for improved classification performance for speech and speaker recognition. Secondly, there is the question of how to effectively integrate the acoustic and visual speech modalities for robust and improved performance. This question is explored in-depth using hidden Markov model(HMM)classifiers. The development and investigation of integration strategies for AVSP required research into a new branch of pattern recognition known as classifier combination theory. A novel framework is presented for optimally combining classifiers so their combined performance is greater than any of those classifiers individually. The benefits of this framework are not restricted to AVSP, as they can be applied to any task where there is a need for combining independent classifiers.
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Book chapters on the topic "Visual Digital Facial Markers"

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Majumdar, Puspita, Akshay Agarwal, Mayank Vatsa, and Richa Singh. "Facial Retouching and Alteration Detection." In Handbook of Digital Face Manipulation and Detection, 367–87. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-87664-7_17.

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AbstractOn the social media platforms, the filters for digital retouching and face beautification have become a common trend. With the availability of easy-to-use image editing tools, the generation of altered images has become an effortless task. Apart from this, advancements in the Generative Adversarial Network (GAN) leads to creation of realistic facial images and alteration of facial images based on the attributes. While the majority of these images are created for fun and beautification purposes, they may be used with malicious intent for negative applications such as deepnude or spreading visual fake news. Therefore, it is important to detect digital alterations in images and videos. This chapter presents a comprehensive survey of existing algorithms for retouched and altered image detection. Further, multiple experiments are performed to highlight the open challenges of alteration detection.
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Nilsson, Oscar, Tom Sparrow, Andrew D. Holland, and Andrew S. Wilson. "The Face of Stonehenge: 3D Surface Scanning, 3D Printing and Facial Reconstruction of the Winterbourne Stoke Cranium." In Visual Heritage: Digital Approaches in Heritage Science, 449–70. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-77028-0_22.

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Li, Yuezun, Pu Sun, Honggang Qi, and Siwei Lyu. "Toward the Creation and Obstruction of DeepFakes." In Handbook of Digital Face Manipulation and Detection, 71–96. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-87664-7_4.

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AbstractAI-synthesized face-swapping videos, commonly known as DeepFakes, is an emerging problem threatening the trustworthiness of online information. The need to develop and evaluate DeepFake detection algorithms calls for large-scale datasets. However, current DeepFake datasets suffer from low visual quality and do not resemble DeepFake videos circulated on the Internet. We present a new large-scale challenging DeepFake video dataset, Celeb-DF, which contains 5, 639 high-quality DeepFake videos of celebrities generated using an improved synthesis process. We conduct a comprehensive evaluation of DeepFake detection methods and datasets to demonstrate the escalated level of challenges posed by Celeb-DF. Then we introduce Landmark Breaker, the first dedicated method to disrupt facial landmark extraction, and apply it to the obstruction of the generation of DeepFake videos. The experiments are conducted on three state-of-the-art facial landmark extractors using our Celeb-DF dataset.
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Isakowitsch, Clara. "How Augmented Reality Beauty Filters Can Affect Self-perception." In Communications in Computer and Information Science, 239–50. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-26438-2_19.

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AbstractAugmented reality is used on visual social media platforms such as Snapchat and Instagram with filters that can be applied to the user’s face. These filters detect and transform facial features by overlaying digital masks on moving faces. Augmented reality beauty filters (ARB filters) alter the appearance of the face by conforming it to current beauty ideals. Prior to the development of ARB filters selfies could only be enhanced by retroactive photo editing. However, ARB filters adapt to facial features in real time, resulting in a unique digital beautifying process. This qualitative study explores how the use of ARB filters impacts people’s perceptions of themselves. It is based on online interviews that were conducted with eight individuals. The results are analysed within the frameworks of Extended Mind Theory and Enactivism and indicate that ARB filters may have a greater impact on people’s self-perception than retroactive photo editing.
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Li, Zhimin, Fan Li, Ching-hung Lee, and Su Han. "Catching the Wanderer: Temporal and Visual Analysis of Mind Wandering in Digital Learning." In Advances in Transdisciplinary Engineering. IOS Press, 2024. https://doi.org/10.3233/atde240924.

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As a rapidly rising trend, digital learning redefines educational boundaries with its accessibility and adaptability. However, this transformation reduced availability of non-verbal cues like facial expressions and body language. While platforms like Teams allow for the possibility of viewing student expressions when cameras are on, this is often not the case. The limited visual interaction hinders teachers’ ability to gauge student engagement and detect mind wandering of students —a significant barrier to effective learning. Current research on mind wandering focuses on attention control and visual processing, but it fails to capture the dynamic nature of mind wandering in digital contexts and the potential of eye movement correlations for real-time interventions. This study addresses this challenge by examining the temporal patterns and dynamics of eye movement features over 26 lessons in a controlled online setting. Our findings reveal a periodic attention drift every 15 minutes, yet the focus notably intensifies during the final 15 minutes of class. Through significance and correlation matrix analyses, we identify three critical gaze metrics from 34 indicators—fixation dispersion, fixation quality, and blink frequency—as precise markers for distinguishing between focused and wandering minds. This research contributes to transdisciplinary engineering by integrating insights from educational technology and cognitive psychology to reveal the underlying attention mechanism behind mind wandering through a reduced set of reliable gaze metrics. It also provides a scientific basis for course designers to enhance learning engagement, such as timely interactive prompts or attention-capturing cues, fostering a healthier and sustainable digital learning environment.
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"Facial Capture and Animation in Visual Effects." In Digital Representations of the Real World, 331–42. A K Peters/CRC Press, 2015. http://dx.doi.org/10.1201/b18154-32.

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Dohen, Marion, Hélène Loevenbruck, and Harold Hill. "Recognizing Prosody from the Lips." In Visual Speech Recognition, 416–38. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-186-5.ch014.

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The aim of this chapter is to examine the possibility of extracting prosodic information from lip features. The authors used two lip feature measurement techniques in order to evaluate the “lip pattern” of prosodic focus in French. Two corpora with Subject-Verb-Object (SVO) sentences were designed. Four focus conditions (S, V, O or neutral) were elicited in a natural dialogue situation. In the first set of experiments, they recorded two speakers of French with front and profile video cameras. The speakers wore blue lipstick and facial markers. In the second set, the authors recorded five speakers with a 3D optical tracker. An analysis of the lip features showed that visible articulatory lip correlates of focus exist for all speakers. Two types of patterns were observed: absolute and differential. A potential outcome of this study is to provide criteria for automatic visual detection of prosodic focus from lip data.
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Burlakova, Iryna. "Digital Empathy: Challenges and Opportunities in the World of Virtual Communication." In Digital Skills in a Digital Society: Requirements and Challenges, 257–80. Scientific Center of Innovative Research, 2024. https://doi.org/10.36690/dsds-257-280.

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The rapid development of digital technologies, combined with global events such as the COVID-19 pandemic and geopolitical changes, has significantly transformed the nature of interpersonal communication. This section of the monograph focuses on the phenomenon of digital empathy, which is defined as the ability to perceive, interpret, and respond appropriately to emotional signals in a digital environment. The purpose of this study is to explore the key challenges and opportunities associated with digital empathy in the context of virtual communication, as well as to identify practical strategies for enhancing empathetic interactions in digital spaces. The methodology of the research involved a combination of qualitative and quantitative approaches. A comprehensive survey was conducted among residents of selected EU countries and Ukraine to assess perceptions of digital empathy, its importance in professional and personal interactions, and the effectiveness of different digital formats for expressing emotions. Additionally, analytical methods were used to systematize data on digital empathy skills, challenges, and potential risks associated with virtual communication. The results of the study revealed that video communication is perceived as the most effective format for conveying empathy due to the presence of non-verbal cues such as facial expressions and vocal intonation. Voice messages also demonstrated significant potential for emotional expression, while text-based platforms like chats and instant messengers were moderately effective, often leading to misunderstandings due to the absence of intonation and visual signals. The study highlighted key challenges, including the phenomenon of "emotional noise," which encompasses issues such as incomplete information, decreased sensitivity to emotional cues, and information overload. Furthermore, risks such as cyberbullying, emotional burnout, and communication distortion were identified as critical threats to digital empathy. The practical value of this research lies in its recommendations for implementing digital empathy training programs, which are essential for fostering meaningful connections in virtual environments. The study emphasizes the importance of integrating emotional intelligence development, interactive learning methods, and the use of advanced technologies such as AI and VR to enhance empathetic communication. By addressing both the psychological and technological dimensions of digital empathy, the findings offer valuable insights for improving interpersonal relationships, reducing conflicts, and creating emotionally supportive digital spaces in professional, educational, and social contexts.
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Madhusudan, D., and Prudhvi Raj Budumuru. "FACE RECOGNITION WITH VOICE APPLICATION." In Artificial Intelligence and Emerging Technologies, 62–72. Iterative International Publishers, Selfypage Developers Pvt Ltd, 2024. http://dx.doi.org/10.58532/nbennurch306.

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Facial recognition may be a biometric identification method that is non-intraoperative and suited for many different kinds of applications. It is necessary for implementing the method with a considerable while and appropriate precision while taking hardware timing into account. The application of a machine learning method for instant facial picture recognition is the main focus of this study. The face recognition software employs algorithms to virtually confirm a person's identification by comparing a digital image taken with a camera to a face print that has been stored. One of the key facial recognition techniques created was the Haar-Cascade approach. The HOG (Histogram of Oriented Gradients) approach has been used to recognize faces and has proven to be quite successful for visual perception. The Eigen feature-based face recognition algorithm is compared to both techniques. Using a Raspberry Pi and its camera, the facial recognition model is put into practice to detect and identify faces in real-time for both the pre-existing databases as well as user-defined databases. After identifying the face, we'll use the libraries (GTTS, Play sound) to connect the machine learning algorithm with the audio. It will be able to detect, identify, and respond to the individual in this way
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Dodiya, Kiranbhai R., Kapil Kumar, Akash Thakar, Grishma Pithiya, Krimisha Mungra, and Piyush Topiya. "Unleashing the Power of AI." In Advances in Finance, Accounting, and Economics, 403–26. IGI Global, 2024. https://doi.org/10.4018/979-8-3693-8507-4.ch022.

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AI-driven image analysis has significantly advanced various fields by improving precision, efficiency, and innovation. Convolutional Neural Networks (CNNs) enhance medical diagnostics through accurate pattern recognition, while Generative Adversarial Networks (GANs) contribute to realistic visual effects in entertainment. In surveillance, facial recognition technologies boost security but raise privacy issues. Autonomous vehicles rely on AI for safe navigation and real-time decision-making. Augmented Reality (AR) and Virtual Reality (VR) further expand AI's impact by integrating digital elements into real and virtual environments, enriching user experiences. However, challenges such as dataset biases, algorithmic transparency, and ethical concerns must be addressed to ensure responsible and equitable use of these technologies.
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Conference papers on the topic "Visual Digital Facial Markers"

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Andrus, Curtis, Junghyun Ahn, Michele Alessi, Abdallah Dib, Philippe Gosselin, Cédric Thébault, Louis Chevallier, and Marco Romeo. "FaceLab: Scalable Facial Performance Capture for Visual Effects." In DigiPro '20: The Digital Production Symposium. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3403736.3403938.

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Xu, Liming, Andrew P. French, Dave Towey, and Steve Benford. "Recognizing the Presence of Hidden Visual Markers in Digital Images." In the. New York, New York, USA: ACM Press, 2017. http://dx.doi.org/10.1145/3126686.3126761.

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Ishiuchi, Junko, Misako Ando, Sakiho Kai, Chiaki Ujihira, Hiroki Murase, and Takao Furukawa. "Emotion-reacting fashion design: intelligent garment and accessory recognizing facial expressions." In 9th International Conference on Kansei Engineering and Emotion Research (KEER2022). Kansei Engineering and Emotion Research (KEER), 2022. http://dx.doi.org/10.5821/conference-9788419184849.29.

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Although mental disorders have emerged as serious social challenges, social stigma, including prejudice and misunderstanding, hinder suitable treatment for the patients. It is crucial to monitor our internal psychological and emotional states to avoid the unconscious progression of mental disorders. This research aims to achieve emotion-reacting garments and accessories, based on a passive and continuous emotion recognition system in real time. First, this study proposes a systematic design for emotion-reacting garments and accessories, which employs emotion estimation based on facial expressions. Next, emotion-reacting fashion design is discussed for intelligent garments and accessories that interact with our bodies and mind. To achieve this system, a functionally extended collar made of transparent polycarbonate material is designed for integration with the digital camera modules. In addition, this study discusses how to create a physical stimulus on emotion-reacting garments and accessories. The intelligent garments and accessories using RGB-LEDs create visual effects that reflect emotions. In terms of audio effects, emotion-related keywords are employed to select the music played in intelligent garments. Finally, prototypes reacting to emotions are shown
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Jain, Pranav, and Conrad Tucker. "Mobile Based Real-Time Occlusion Between Real and Digital Objects in Augmented Reality." In ASME 2019 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/detc2019-98440.

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Abstract In this paper, a mobile-based augmented reality (AR) method is presented that is capable of accurate occlusion between digital and real-world objects in real-time. AR occlusion is the process of hiding or showing virtual objects behind physical ones. Existing approaches that address occlusion in AR applications typically require the use of markers or depth sensors, coupled with compute machines (e.g., laptop or desktop). Furthermore, real-world environments are cluttered and contain motion artifacts that result in occlusion errors and improperly rendered virtual objects, relative to the real world environment. These occlusion errors can lead users to have an incorrect perception of the environment around them while using an AR application, namely not knowing a real-world object is present. Moving the technology to mobile-based AR environments is necessary to reduce the cost and complexity of these technologies. This paper presents a mobile-based AR method that brings real and virtual objects into a similar coordinate system so that virtual objects do not obscure nearby real-world objects in an AR environment. This method captures and processes visual data in real-time, allowing the method to be used in a variety of non-static environments and scenarios. The results of the case study show that the method has the potential to reduce compute complexity, maintain high frame rates to run in real-time, and maintain occlusion efficacy.
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Schwenk, Rebecca, and Shana Smith. "Augmented Reality for the Positioning of Fasteners and Adhesives in Sheet Metal Joining Processes in the Automotive Industry." In ASME 2023 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2023. http://dx.doi.org/10.1115/detc2023-116849.

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Abstract The manual sheet metal joining process in the automotive industry relies on visual guides to locate standardized joint positions. Traditionally, operators place physical templates on the workpiece to mark the exact positions of each joint prior to operating the machinery. In attempts to eliminate this step, applications of augmented reality (AR) that provide positional information through digital means have been introduced. AR offers additional functionalities such as displaying animations and tolerances; however, existing works on the topic often rely on markers in the workspace and face limitations due to ergonomics and workpiece complexity. This paper introduces an AR solution that uses model targets and digital templates to overlay the positional information of joints on the workpiece, enhancing manufacturing visualization. In addition, the positional and diametrical relative accuracies of joints are measured and provided to the user in real-time. Functionalities such as animations, a user interface (UI), and a progress tracking mechanism additionally enhance the process for the user. Unity and Vuforia Engine together with a sample workpiece were used to demonstrate the concept. The resulting solution is free of physical markers in the workspace, resistant to accidental occultation, and suitable for a variety of sheet metal joining processes and workpiece complexities.
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Silvério, Gabriel André, Pedro Arthur Possan, Mateus Pinto Marchetti, Isabela Louise Weber, Vera Cristina Terra, Karen Luiza Ramos Socher, Nancy Watanabe, and Carlos Cesar Conrado Caggiano. "Multiple cranial couple syndrome secondary to neurosyphilis: case report." In XIV Congresso Paulista de Neurologia. Zeppelini Editorial e Comunicação, 2023. http://dx.doi.org/10.5327/1516-3180.141s1.548.

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Male, 62-year-old, with Type 2 Diabetes Mellitus, seeks care due to altered balance and worsening palpebral ptosis. The patient had had peripheral facial palsy on the left for 40 days and was treated at another institution with oral prednisone and acyclovir for three days. Ten days ago, he had started with ipsilateral palpebral ptosis, associated with binocular diplopia and divergent strabismus also on the left in the primary gaze position. He also complained that during this period he had worsened visual acuity and frequent falls, which he related to imbalance. Upon inspection, he presented maculopapular erythema on the back, abdomen and upper limbs, with ptosis on the left. On examination, he still had a stomping and dysbasic gait, paralysis of the II, III, and IV nerves bilaterally, as well as of the VII, IX, and X on the left, with reduced visual acuity bilaterally (worse on the left), in addition to a positive Romberg test — with a fall to the left. Furthermore, there was hyporeflexia in the biceps and triceps bilaterally, associated with areflexia in the Achilles and patellas, with symmetrical distal apalesthesia in the four limbs, and cutaneousplantar in bilateral flexion. Magnetic resonance imaging of the head and neck showed uptake by the contrast medium seen at the bottom of the internal auditory canal in the distal meatal and labyrinthine segments of the left facial nerve, without signs of intracranial expansive lesion and without detectable cervical abnormalities. Laboratorially, the patient had a positive treponemal test with a Venereal Disease Research Laboratory (VDRL) value of 1:128 and the serum test for Borrelia burgdorferi showed positivity for immunoglobulin G (with negative immunoglobulin M) on admission, and such tests were repeated and negative prior to discharge, probably being altered due to cross reaction, despite the history of travel for about two years to an endemic area (Canada). Rheumatological tests, tumor and granulomatous disease markers, and serology were negative. When studying the cerebrospinal fluid, we found pleocytosis with lymphomonocytic predominance and hyperproteinorrhachia, with negative VDRL and panel for meningitis. Therefore, the hypothesis of neurosyphilis causing involvement of multiple cranial nerves was suggested and treatment with intravenous crystalline penicillin G was started for 14 days. After the first day of antibiotic therapy, the skin lesions became more prominent (Jarisch-Herxheimer reaction), with spontaneous disappearance in the subsequent days. Even during hospitalization, the patient evolved with gradual improvement of the ptosis on the left, absence of tongue deviation to the right and partial improvement in gait. Intravenous antibiotic therapy was completed, rehabilitation was indicated and outpatient return was planned.
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Nevoso, Isabella, Niccolò Casiddu, Annapaola Vacanti, Claudia Porfirione, Isabel Leggiero, and Francesco Burlando. "HCD methodologies and simulation for visual rehabilitator’s education in oMERO project." In 9th International Conference on Human Interaction and Emerging Technologies - Artificial Intelligence and Future Applications. AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1002923.

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Objectives:The presented work arises in the context of designing for individuals with visual impairment, specifically we refer to a target group of children from two to seven years of age. The study was conducted with the contribution of the XXX research group within the XXX project funded by the European Community (2020-2023), with the aim of creating a specific curriculum for training the profession of a visual rehabilitator for children. In this perspective, the paper shows a practical case study carried out through the simulation technique at XXX.The approach that would be applied to this course is innovative, as it involves the immersive and experiential participation of students and the adoption of the most advanced training technologies in the field of simulation.In order to proceed with the implementation of the experiment, the contribution of multiple figures, such as expert designers, doctors, ophthalmologists, psychologists, and visual rehabilitators, was planned, creating a multidisciplinary and interdisciplinary study. The ultimate goal is to provide students with standardized criteria for assessing and intervening appropriately within the living spaces of the child with visual impairment.Methods:The preliminary phase involved the simulation of a typical home environment for the considered target, specifically the set-up of a children's bedroom. The set-up of XXX is based on a movie set. Equipped with the most advanced technologies, it allows for the recording and creation of digital content (real-time recordings) and the configuration of environments, such as the arrangement and number of furnishings and the variation of ambient brightness, which are fundamental elements to ensure the autonomy of actions such as eating, playing, washing and orienting oneself, planned in each educational module.Specifically, the bedroom was set up with basic and standard elements, trying to recreate a real context in the most realistic way. The furniture included a bed, a bedside table, a small table for playing, a small chair, a bookshelf, a desk, various soft toys and games, two closets with sliding doors, and a desk chair.The entrance door and a window were also simulated in the room.The placement of the various elements within the room was designed based on the needs of visually impaired and blind children and the experimentation was divided into two moments characterized by two different setups. The first set-up involved a glaring light setting and the selection of objects that were difficult to distinguish, then the environment was modified through the use of contrasting elements, visual markers, and appropriate lighting through dimmable lights.Results:The experiment, which took place as part of the activities of TWP4 - Task 4.2 Lesson Plan Development: guides and plans for teachers supporting the localization of the curriculum, was carried out by a series of students from various European countries who participated in both paths (first the one with the impediments and then the simplified one) wearing specific glasses capable of simulating visual impairment.During the experimentation, we asked the students to complete some tasks, such as writing their names on a sheet of paper, turning off the light, searching for some object and taking it to other places in the room.At the end of each path, and then once the tasks had been completed, the participants had to fill in an accessibility evaluation form through which define the level of difficulty of the tasks and give suggestions for improving the existing set-up in terms of placement or choice of furniture, materials, lighting, color contrasts, pathways, and tactility.Through this experimentation, the data collected enabled the research team to understand possible modifications to be made to the environment and to identify elements that could make the experiment reproducible in various domestic settings, in order to define a protocol for adapting the spaces to the needs of the target audience.
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Georgiou, Evangelos, Jian S. Dai, and Michael Luck. "The KCLBOT: A Double Compass Self-Localizing Maneuverable Mobile Robot." In ASME 2011 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2011. http://dx.doi.org/10.1115/detc2011-47753.

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The key to autonomous mobile-robot navigation is effective path planning and accurate self-localisation. The lack of self-localisation or inaccurate self-localisation makes any nonholonomic autonomous mobile robot blind in a navigation environment and will deter the robot’s ability to complete path following. In the last several years, many different systems have been considered for self-localisation, from using visual odometry to using a satellite triangulation method, better known as a global position system or GPS. All of these have benefits and detriments, the solution proposed here endeavors to offer more benefits than detriments, utilizing a novel method for self-localisation, employing a dual bearing finder digital compass configuration to resolve the relative location of an autonomous nonholonomic wheeled mobile robot. To facilitate the novel hybrid method, the utilization of the mobile robot’s multiple sensors, dual wheel quadrature shaft encoders and the digital compasses are required. To support the hardware requirements of the novel localisation methodology, the cutting edge technology of a 200 MHz 32-bit ARM 9 processor on a GHI ChipworkX module are employed. The software architecture is based on the Microsoft .NET Micro Framework 4.1 using C# and the Windows Presentation Foundation (WPF). Without the inputs from the dual compass configuration it would not be possible to solve the relative position of the mobile robot analytical. Without the dual compass configuration only a numeric solution is possible, which decelerates the localisation process. The mobile robot’s digital compasses are marked with unnatural markers, for faster identification by an overhead camera. Using the overhead camera tracking results and comparing the telemetry collected by the mobile robot, using the analytical equations, the validation of this method is proven. The most fundamental part of implementing a successful maneuverable nonholonomic mobile robot is accurate self-localisation telemetry. The biggest concern about using a self-localisation technique is the amount of computation it will require to complete the task. Ideally, having an analytical solution to position offers the benefit of a single solution, where the numeric solution has many solutions and requires more time and computation to derive the solution. The benefit of the dual compass configuration is that it offers an analytical solution to the hybrid model that utilizes quadrature shaft encoders and digital compasses. This methodology evidently presents a novel approach where visual odometry is not possible.
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Adnan, Nor Hafizah, Helmi Norman, and Norazah Mohd Nordin. "Augmented Reality-based Learning using iPads for Children with Autism." In Tenth Pan-Commonwealth Forum on Open Learning. Commonwealth of Learning, 2022. http://dx.doi.org/10.56059/pcf10.8622.

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The Covid-19 pandemic outbreak forced early childhood programs to make a sudden switch to remote learning in response to the crisis. While technologies can facilitate seamless migration of face-to-face learning to a virtual platform, these rapid advancements are merely tailored for typical children, causing children with special needs, including children with autism, to be left behind. To date, the prevalence of children across the globe diagnosed with autism spectrum disorders (ASD) has been increasing. ASD refers to complex neurodevelopment disorders characterized by intellectual disability, language impairment, characteristic and repetitive behaviours, and difficulties with interaction and social communication. Some children with ASD are capable perform all learning activities, but most of them require substantial support to perform basic learning activities. Previous studies found that children with ASD have difficulty understanding spoken language, but they have a strong interest in visual objects. Most of their learning occurs through watching since a visual process produced better recall than auditory learning. In other words, the visual channel could be the best way to develop their cognitive abilities and enhance their spoken language capabilities. Augmented reality (AR) is a technology in which audio, visual, and text are superimposed on the real world using mobile devices. AR is a promising technology that could help children with ASD better understand the world around them, bridging digital and physical worlds. Hence, the purpose of this study was to design, develop, and evaluate an immersive learning environment using AR for children with ASD. This study applied the design and development research approach that involved analysis, design and development, implementation and evaluation. The AR involved aspects, such as attention and positive emotions, social interaction, facial expressions, nonverbal social cues, and vocabulary that are crucial in the design and development of learning for children with ASD.
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Wang, Ping, Rong Chen, and Jieling Xiao. "Image Detection System and its Application for Dynamic Wheel/Rail Contact in High Speed Railway." In 2013 Joint Rail Conference. American Society of Mechanical Engineers, 2013. http://dx.doi.org/10.1115/jrc2013-2516.

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Dynamic wheel/rail contact is the core connecting link between vehicle and track under high speed running condition. Based on optical technology, photoelectric technology, digital image processing techniques and software engineering, a image detection system for dynamic wheel/rail contact is developed. This system is used to get the distribution law of wheel/rail contact points on rail head and wheel tread under high speed running condition. High-speed cameras are placed at the rail’s inside and outside. When the train passes the test zone at high-speed, the wheel/rail dynamic contact image can be obtained. A complete wheel/rail contact space trace and contact state are also obtained through process of image feature recognition. The system consists of such hardware as camera imaging and optical unit, image acquisition and storage devices, lighting sources, trigger unit and a image processing software. There is a key step in image acquisition and processing. Image with distortion is restored by the distortion correction function for distortion-free images. Then according to the markers information of calibration parameter, inside and outside part of the corrected image is stitched to form a complete image of wheel/rail contact. This system is verified by laboratory test assembly and field measurement. It can accurately collect clear wheel/rail contact image and qualitatively present the wheel/rail contact state. It can also provide the wheel and rail contour curve and the wheel/rail normal distance of each section. This has provided data support and visual reference for the further study on wheel/rail contact state of high-speed railway.
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Reports on the topic "Visual Digital Facial Markers"

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Makhachashvili, Rusudan K., Svetlana I. Kovpik, Anna O. Bakhtina, and Ekaterina O. Shmeltser. Technology of presentation of literature on the Emoji Maker platform: pedagogical function of graphic mimesis. [б. в.], July 2020. http://dx.doi.org/10.31812/123456789/3864.

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The article deals with the technology of visualizing fictional text (poetry) with the help of emoji symbols in the Emoji Maker platform that not only activates students’ thinking, but also develops creative attention, makes it possible to reproduce the meaning of poetry in a succinct way. The application of this technology has yielded the significance of introducing a computer being emoji in the study and mastering of literature is absolutely logical: an emoji, phenomenologically, logically and eidologically installed in the digital continuum, is separated from the natural language provided by (ethno)logy, and is implicitly embedded into (cosmo)logy. The technology application object is the text of the twentieth century Cuban poet José Ángel Buesa. The choice of poetry was dictated by the appeal to the most important function of emoji – the expression of feelings, emotions, and mood. It has been discovered that sensuality can reconstructed with the help of this type of meta-linguistic digital continuum. It is noted that during the emoji design in the Emoji Maker program, due to the technical limitations of the platform, it is possible to phenomenologize one’s own essential-empirical reconstruction of the lyrical image. Creating the image of the lyrical protagonist sign, it was sensible to apply knowledge in linguistics, philosophy of language, psychology, psycholinguistics, literary criticism. By constructing the sign, a special emphasis was placed on the facial emogram, which also plays an essential role in the transmission of a wide range of emotions, moods, feelings of the lyrical protagonist. Consequently, the Emoji Maker digital platform allowed to create a new model of digital presentation of fiction, especially considering the psychophysiological characteristics of the lyrical protagonist. Thus, the interpreting reader, using a specific digital toolkit – a visual iconic sign (smile) – reproduces the polylaterial metalinguistic multimodality of the sign meaning in fiction. The effectiveness of this approach is verified by the poly-functional emoji ousia, tested on texts of fiction.
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