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Single sample face recognition (SSFR) is a challenging research problem in which only one face image per person is available for training. Moreover, the face image may have different pose, expression, illumination, occlusion etc. rendering this problem more complex. Several methods have been suggested by various researchers in literature to solve SSFR. Here, we provide a comprehensive review of the methods proposed in the last decade for solving SSFR problem and introduce a novel taxonomy for the same. We divide SSFR methods broadly into five categories viz. (i) feature based, (ii) virtual sample generation based, (iii) generic database based, (iv) Hybrid and (v) other methods. We have also briefly reviewed the face databases used for evaluating single sample face recognition methods. Furthermore, the performance of the methods has been analyzed in terms of classification accuracy as given in literature. At last, we also suggest some future direction to the researchers and practitioners working in this fascinating research area.
Various theorems for classical piecewise-linear (PL) knots are shown to carry over to PL virtual knots. We then classify PL virtual knots up to edge index six.
In this paper, the dynamics of a Filippov system with logistically growing prey and Holling Type II predation is explored. The selective nonlinear harvesting of prey is carried out when the ratio of prey to predator is above a specified threshold value. In order to prevent the extinction of both the species and sustainable economic gains, no harvesting is allowed when the ratio is below a threshold value. The equilibrium states and their stability for the individual smooth are analyzed. Filippov convex method is applied to determine the dynamics on the boundary. The sliding mode dynamics is scrutinized, and it is observed that there is no escaping region. The existence of boundary points, tangent points and pseudo-equilibrium points are established. The conditions are obtained for the visibility of the tangent points. The complex behavior within the sliding region is studied by experimenting with different initial conditions. The increase in harvesting effort may lead to extinction of both the species through the sliding region of the boundary. The change in the stability behavior of both the interior equilibrium states is investigated with respect to model parameters. Border cross bifurcates with threshold value as the bifurcation parameter is shown for both the interior equilibrium states.
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KOREA – Agilent Technologies helps City of Daegu and Daegu Gyeongbuk Institute of Science and Technology search for biomarkers for neurological diseases.
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SINGAPORE – Global perspectives on Health IT from Harvard Medical School thought leader, Dr Blackford Middleton.
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USA – Medicago Successfully Completes the Production of More Than Ten Million Doses of H1N1 VLP Influenza Vaccine in One Month.
USA – Research validates BioNano genomics' mapping platform for complex human genome analysis.
USA – Nine population strategies to stop short of 9 billion.
USA – Virtual science libraries to be launched in Central Asia.
USA – Vaginal ring may help reduce HIV infections.
With the rapid development of technology, smartphones have become indispensable in our daily lives. Youths, in particular, are highly dependent on virtual technology, which is the primary means they use to interact with the outside world and acquire information. In response, the Society of Rehabilitation and Crime Prevention, Hong Kong developed a virtual-based program namely the "Jockey Club YouChallenge Programme" (YouChallenge) for disadvantaged youth in 2017. "YouChallenge" aimed at increasing the positive and meaningful experience of disadvantaged youth through different tasks, to guide them to build a healthy living pattern by avoiding high-risk behaviors. This program was meant to be a ground-breaking intervention by implementing the online gamification strategy, and it repackaged social service as a game with different types of tasks that were then delivered to youths via a smartphone App. A pilot study was conducted to validate its impact. Results suggest that the online-gamification approach was more effective in reaching hidden youth than the conventional face-to-face approach, especially for those who could easily be neglected with conventional methods. Their pro-living index and living patterns were improved and the likelihood of high-risk behaviors was reduced. Unlike the conventional social services, this program was built on a smartphone App to get in touch with the youth and navigate them from virtual social media to reality to develop practical skills and pro-social goals in life.
A number of articles have been published in recent years relating to the field or embedded librarian. In addition to this changing model of librarianship, many more librarians are working a virtual world with users approaching them through chat or IM reference sites and e-mail. What are the other ways in which reference is provided in the virtual world, and more importantly, how do we assess these avenues? This paper will discuss the variety of tools that are available to the embedded librarian who works without a physical library and will also explore efficient and effective ways to assess of virtual reference that are both quantitative and qualitative.