Moussab/ORKG-training-evaluation-set huggingface dataset:
Research field: Science
Title: Patterns of tooth surface loss among winemakers
Abstract: There are a few documented case studies on the adverse effect of wine on both dental hard and soft tissues. Professional wine tasting could present some degree of increased risk to dental erosion. Alcoholic beverages with a low pH may cause erosion, particularly if the attack is of long duration, and repeated over time. The purpose of this study was to compare the prevalence and severity of tooth surface loss between winemakers (exposed) and their spouses (non-exposed). Utilising a cross-sectional, comparative study design, a clinical examination was conducted to assess caries status; the presence and severity of tooth surface loss; staining (presence or absence); fluorosis and prosthetic status. The salivary flow rate, buffering capacity and pH were also measured. Thirty-six persons, twenty-one winemakers and fifteen of their spouses participated in the study. It was possible to show that there was a difference in terms of the prevalence and severity of tooth surface loss between the teeth of winemakers and those who are not winemakers. The occurrence of tooth surface loss amongst winemakers was highly likely due to frequent exposure of their teeth to wine. Frequent exposure of the teeth to wine, as occurs among wine tasters, is deleterious to enamel, and constitutes an occupational hazard. Erosion is an occupational risk for wine tasters.
Extracted statement — Study population: Winemakers
Research field: Science
Title: Automated labeling in document images
Abstract: The National Library of Medicine (NLM) is developing an automated system to produce bibliographic records for its MEDLINER database. This system, named Medical Article Record System (MARS), employs document image analysis and understanding techniques and optical character recognition (OCR). This paper describes a key module in MARS called the Automated Labeling (AL) module, which labels all zones of interest (title, author, affiliation, and abstract) automatically. The AL algorithm is based on 120 rules that are derived from an analysis of journal page layouts and features extracted from OCR output. Experiments carried out on more than 11,000 articles in over 1,000 biomedical journals show the accuracy of this rule-based algorithm to exceed 96%.
Extracted statement — Physical Layout Representation: zones
Research field: Science
Title: k-ANONYMITY: A MODEL FOR PROTECTING PRIVACY
Abstract: <jats:p> Consider a data holder, such as a hospital or a bank, that has a privately held collection of person-specific, field structured data. Suppose the data holder wants to share a version of the data with researchers. How can a data holder release a version of its private data with scientific guarantees that the individuals who are the subjects of the data cannot be re-identified while the data remain practically useful? The solution provided in this paper includes a formal protection model named k-anonymity and a set of accompanying policies for deployment. A release provides k-anonymity protection if the information for each person contained in the release cannot be distinguished from at least k-1 individuals whose information also appears in the release. This paper also examines re-identification attacks that can be realized on releases that adhere to k-anonymity unless accompanying policies are respected. The k-anonymity protection model is important because it forms the basis on which the real-world systems known as Datafly, μ-Argus and k-Similar provide guarantees of privacy protection. </jats:p>
Extracted statement — Anonymistion algorithm/method: k-anonymity
Research field: Science
Title: Experimental Validation of the Learning Effect for a Pedagogical Game on Computer Fundamentals
Abstract: The question/answer-based computer game Age of Computers was introduced to replace traditional weekly paper exercises in a course in computer fundamentals in 2003. Questionnaire evaluations and observation of student behavior have indicated that the students found the game more motivating than paper exercises and that a majority of the students also perceived the game to have a higher learning effect than paper exercises or textbook reading. This paper reports on a controlled experiment to compare the learning effectiveness of game play with traditional paper exercises, as well as with textbook reading. The results indicated that with equal time being spent on the various learning activities, the effect of game play was only equal to that of the other activities, not better. Yet this result is promising enough, as the increased motivation means that students work harder in the course. Also, the results indicate that the game has potential for improvement, in particular with respect to its feedback on the more complicated questions.
Extracted statement — Method: experiment
Research field: Science
Title: Effect of computer-based video games on children: An experimental study
Abstract: This experimental study investigated whether computer-based video games facilitate children's cognitive learning. In comparison to traditional computer-assisted instruction (CAI), this study explored the impact of the varied types of instructional delivery strategies on children's learning achievement. One major research null hypothesis was tested: no statistically significant differences in students' achievement when they receive two different instructional treatments: (1) traditional CAI; and (2) a computer-based video game. One hundred and eight third-graders from a middle/high socio-economic standard school district in Taiwan participated in the study. Results indicate that computer-based video game playing not only improves participants' fact/recall processes (F=5.288, p<;.05), but also promotes problem-solving skills by recognizing multiple solutions for problems (F=5.656, p<;.05).
Extracted statement — Method: experiment
Research field: Science
Title: The Effect of Using Exercise-Based Computer Games during the Process of Learning on Academic Achievement among Education Majors
Abstract: Th e aim of this study is to define whether using exercise-based games increase the performance of learning. For this reason, two basic questions were tried to be answered in the study. First, is there any diff erence in learning between the group that was given exercisebased games and the group that was not? Second, is there any diff erence in learning between the group that used exercise-based games at end of the process of learning and the group that was not applied this but taken the questions of exercises in game material? Th is research has been conducted within the subject of Testing and Evaluation in the program of Kocaeli University Primary Maths Teacher’s College. Experimental design with a pre test-post test control group was used in this study. Experimental process based on game material was used in 120 minutes at the end of a 3-week-teaching period. Th e reliability values (KR-20) of the two tests were found to be .79 and .71 which were used to evaluate learning level. Th e study has reached a conclusion that game materials used at the end of learning process have increased the learning levels of teacher candidates. However, the similar learning levels have been observed among students who were taken printed exercises instead of using learning game method to reinforce the traditional learning in the research. Th is means that in method of applying teaching games in addition to the traditional teaching, there isn’t any diff erence of learning eff iciency of students answered the questions based on competition and fun and the group who only answered the questions. Th is study is expected to contribute defining in which situations games are eff ective.
Extracted statement — Method: experiment
Research field: Science
Title: Simple gaze-contingent cues guide eye movements in a realistic driving simulator
Abstract: Looking at the right place at the right time is a critical component of driving skill. Therefore, gaze guidance has the potential to become a valuable driving assistance system. In previous work, we have already shown that complex gaze-contingent stimuli can guide attention and reduce the number of accidents in a simple driving simulator. We here set out to investigate whether cues that are simple enough to be implemented in a real car can also capture gaze during a more realistic driving task in a high-fidelity driving simulator. We used a state-of-the-art, wide-field-of-view driving simulator with an integrated eye tracker. Gaze-contingent warnings were implemented using two arrays of light-emitting diodes horizontally fitted below and above the simulated windshield. Thirteen volunteering subjects drove along predetermined routes in a simulated environment popu lated with autonomous traffic. Warnings were triggered during the approach to half of the intersections, cueing either towards the right or to the left. The remaining intersections were not cued, and served as controls. The analysis of the recorded gaze data revealed that the gaze-contingent cues did indeed have a gaze guiding effect, triggering a significant shift in gaze position towards the highlighted direction. This gaze shift was not accompanied by changes in driving behaviour, suggesting that the cues do not interfere with the driving task itself.
Extracted statement — type: Gaze
Research field: Science
Title: Light my way
Abstract: In demanding driving situations, the front-seat passenger can become a supporter of the driver by, e.g., monitoring the scene or providing hints about upcoming hazards or turning points. A fast and efficient communication of such spatial information can help the driver to react properly, with more foresight. As shown in previous research, this spatial referencing can be facilitated by providing the driver a visualization of the front-seat passenger's gaze. In this paper, we focus on the question how the gaze should be visualized for the driver, taking into account the feasibility of implementation in a real car. We present the results from a driving simulator study, where we compared an LED visualization (glowing LEDs on an LED stripe mounted at the bottom of the windshield, indicating the horizontal position of the gaze) with a visualization of the gaze as a dot in the simulated environment. Our results show that LED visualization comes with benefits with regard to driver distraction but also bears disadvantages with regard to accuracy and control for the front-seat passenger.
Extracted statement — type: Gaze
Research field: Science
Title: Eye Localization based on Multi-Scale Gabor Feature Vector Model
Abstract: Eye localization is necessary for face recognition and related application areas. Most of eye localization algorithms reported thus far still need to be improved about precision and computational time for successful applications. In this paper, we propose an improved eye localization method based on multi-scale Gator feature vector models. The proposed method first tries to locate eyes in the downscaled face image by utilizing Gabor Jet similarity between Gabor feature vector at an initial eye coordinates and the eye model bunch of the corresponding scale. The proposed method finally locates eyes in the original input face image after it processes in the same way recursively in each scaled face image by using the eye coordinates localized in the downscaled image as initial eye coordinates. Experiments verify that our proposed method improves the precision rate without causing much computational overhead compared with other eye localization methods reported in the previous researches.
Extracted statement — Challenges: pose
Research field: Science
Title: From few to many: illumination cone models for face recognition under variable lighting and pose
Abstract: We present a generative appearance-based method for recognizing human faces under variation in lighting and viewpoint. Our method exploits the fact that the set of images of an object in fixed pose, but under all possible illumination conditions, is a convex cone in the space of images. Using a small number of training images of each face taken with different lighting directions, the shape and albedo of the face can be reconstructed. In turn, this reconstruction serves as a generative model that can be used to render (or synthesize) images of the face under novel poses and illumination conditions. The pose space is then sampled and, for each pose, the corresponding illumination cone is approximated by a low-dimensional linear subspace whose basis vectors are estimated using the generative model. Our recognition algorithm assigns to a test image the identity of the closest approximated illumination cone. Test results show that the method performs almost without error, except on the most extreme lighting directions.
Extracted statement — Variations: pose
Research field: Science
Title: Annotated facial landmarks in the wild: A large-scale, real- world database for facial landmark localization
Abstract: Face alignment is a crucial step in face recognition tasks. Especially, using landmark localization for geometric face normalization has shown to be very effective, clearly improving the recognition results. However, no adequate databases exist that provide a sufficient number of annotated facial landmarks. The databases are either limited to frontal views, provide only a small number of annotated images or have been acquired under controlled conditions. Hence, we introduce a novel database overcoming these limitations: Annotated Facial Landmarks in the Wild (AFLW). AFLW provides a large-scale collection of images gathered from Flickr, exhibiting a large variety in face appearance (e.g., pose, expression, ethnicity, age, gender) as well as general imaging and environmental conditions. In total 25,993 faces in 21,997 real-world images are annotated with up to 21 landmarks per image. Due to the comprehensive set of annotations AFLW is well suited to train and test algorithms for multi-view face detection, facial landmark localization and face pose estimation. Further, we offer a rich set of tools that ease the integration of other face databases and associated annotations into our joint framework.
Extracted statement — Variations: pose
Research field: Science
Title: Localizing Parts of Faces Using a Consensus of Exemplars
Abstract: We present a novel approach to localizing parts in images of human faces. The approach combines the output of local detectors with a nonparametric set of global models for the part locations based on over 1,000 hand-labeled exemplar images. By assuming that the global models generate the part locations as hidden variables, we derive a Bayesian objective function. This function is optimized using a consensus of models for these hidden variables. The resulting localizer handles a much wider range of expression, pose, lighting, and occlusion than prior ones. We show excellent performance on real-world face datasets such as Labeled Faces in the Wild (LFW) and a new Labeled Face Parts in the Wild (LFPW) and show that our localizer achieves state-of-the-art performance on the less challenging BioID dataset.
Extracted statement — Variations: pose
Research field: Science
Title: Face detection, pose estimation, and landmark localization in the wild
Abstract: We present a unified model for face detection, pose estimation, and landmark estimation in real-world, cluttered images. Our model is based on a mixtures of trees with a shared pool of parts; we model every facial landmark as a part and use global mixtures to capture topological changes due to viewpoint. We show that tree-structured models are surprisingly effective at capturing global elastic deformation, while being easy to optimize unlike dense graph structures. We present extensive results on standard face benchmarks, as well as a new “in the wild” annotated dataset, that suggests our system advances the state-of-the-art, sometimes considerably, for all three tasks. Though our model is modestly trained with hundreds of faces, it compares favorably to commercial systems trained with billions of examples (such as Google Picasa and face.com).
Extracted statement — Variations: pose
Research field: Science
Title: A Semi-automatic Methodology for Facial Landmark Annotation
Abstract: Developing powerful deformable face models requires massive, annotated face databases on which techniques can be trained, validated and tested. Manual annotation of each facial image in terms of landmarks requires a trained expert and the workload is usually enormous. Fatigue is one of the reasons that in some cases annotations are inaccurate. This is why, the majority of existing facial databases provide annotations for a relatively small subset of the training images. Furthermore, there is hardly any correspondence between the annotated land-marks across different databases. These problems make cross-database experiments almost infeasible. To overcome these difficulties, we propose a semi-automatic annotation methodology for annotating massive face datasets. This is the first attempt to create a tool suitable for annotating massive facial databases. We employed our tool for creating annotations for MultiPIE, XM2VTS, AR, and FRGC Ver. 2 databases. The annotations will be made publicly available from http://ibug.doc.ic.ac.uk/ resources/facial-point-annotations/. Finally, we present experiments which verify the accuracy of produced annotations.
Extracted statement — Variations: pose
Research field: Science
Title: Robust Face Landmark Estimation under Occlusion
Abstract: Human faces captured in real-world conditions present large variations in shape and occlusions due to differences in pose, expression, use of accessories such as sunglasses and hats and interactions with objects (e.g. food). Current face landmark estimation approaches struggle under such conditions since they fail to provide a principled way of handling outliers. We propose a novel method, called Robust Cascaded Pose Regression (RCPR) which reduces exposure to outliers by detecting occlusions explicitly and using robust shape-indexed features. We show that RCPR improves on previous landmark estimation methods on three popular face datasets (LFPW, LFW and HELEN). We further explore RCPR's performance by introducing a novel face dataset focused on occlusion, composed of 1,007 faces presenting a wide range of occlusion patterns. RCPR reduces failure cases by half on all four datasets, at the same time as it detects face occlusions with a 80/40% precision/recall.
Extracted statement — Variations: pose
Research field: Science
Title: Pose-Free Facial Landmark Fitting via Optimized Part Mixtures and Cascaded Deformable Shape Model
Abstract: This paper addresses the problem of facial landmark localization and tracking from a single camera. We present a two-stage cascaded deformable shape model to effectively and efficiently localize facial landmarks with large head pose variations. For face detection, we propose a group sparse learning method to automatically select the most salient facial landmarks. By introducing 3D face shape model, we use procrustes analysis to achieve pose-free facial landmark initialization. For deformation, the first step uses mean-shift local search with constrained local model to rapidly approach the global optimum. The second step uses component-wise active contours to discriminatively refine the subtle shape variation. Our framework can simultaneously handle face detection, pose-free landmark localization and tracking in real time. Extensive experiments are conducted on both laboratory environmental face databases and face-in-the-wild databases. All results demonstrate that our approach has certain advantages over state-of-the-art methods in handling pose variations.
Extracted statement — Methods: Pose-free
Research field: Science
Title: Fleet deployment optimization for liner shipping. Part 1: background, problem formulation and solution approaches
Abstract: The background and the literature in liner fleet scheduling is reviewed and the objectives and assumptions of our approach are explained. We develop a detailed and realistic model for the estimation of the operating costs of liner ships on various routes, and present a linear programming formulation for the liner fleet deployment problem. Independent approaches for fixing both the service frequencies in the different routes and the speeds of the ships, are presented.
Extracted statement — Main question: Rout
Research field: Science
Title: The marine single assignment nonstrict Hub location problem: formulations and experimental examples
Abstract: Marine hub-and-spoke networks have been applied to routing containerships for over two decades, but few papers have devoted their attention to these networks. The marine network problems are known as single assignment nonstrict hub location problems (SNHLPs), which deal with the optimal location of hubs and allocation of spokes to hubs in a network, allowing direct routes between some spokes. In this paper we present a satisfactory approach for solving SHNLPs. The quadratic integer profit programming consists of two-stage computational algorithms: a hub location model and a spoke allocation model. We apply a heuristic scheme based on the shortest distance rule and an experimental case based on the Trans-Pacific Routes is presented to illustrate the model’s formulation and solution methods. The results indicate that the model is a concave function, exploiting the economies of scale for total profit with respect to the number of hubs. The spoke allocation may change an optimal choice of hub
Extracted statement — Main question: Rout
Research field: Science
Title: Critical success factors for B2B e‐commerce use within the UK NHS pharmaceutical supply chain
Abstract: Purpose – The purpose of this paper is to determine those factors perceived by users to influence the successful on‐going use of e‐commerce systems in business‐to‐business (B2B) buying and selling transactions through examination of the views of individuals acting in both purchasing and selling roles within the UK National Health Service (NHS) pharmaceutical supply chain.Design/methodology/approach – Literature from the fields of operations and supply chain management (SCM) and information systems (IS) is used to determine candidate factors that might influence the success of the use of e‐commerce. A questionnaire based on these is used for primary data collection in the UK NHS pharmaceutical supply chain. Factor analysis is used to analyse the data.Findings – The paper yields five composite factors that are perceived by users to influence successful e‐commerce use. “System quality,” “information quality,” “management and use,” “world wide web – assurance and empathy,” and “trust” are proposed as potentia...
Extracted statement — Critical success factors: trust