Design, Setting, and Participations The study was performed in university research hospitals from June 1, 2008, through December 31, 2013. We examined 58 unaffected first-degree relatives of patients with schizophrenia and 94 healthy controls with an emotional face-matching functional magnetic resonance imaging paradigm. Test-retest reliability was analyzed with an independent sample of 26 healthy participants. A clinical association study was performed in 31 patients with schizophrenia and 45 healthy controls. Data analysis was performed from January 1 to September 30, 2014.

Conclusions and Relevance Our results indicate that altered connectivity in a visual-limbic subnetwork during emotional face processing may be a functional connectomic intermediate phenotype for schizophrenia. The phenotype is reliable, task specific, related to trait anxiety, and associated with manifest illness. These data encourage the further investigation of this phenotype in clinical and pharmacologic studies.


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From the second guy i looked into the realistic face creation course and and short enough with great information so i prefer the second creator with in this case is dedicated to only face. Should be better for you.

I can think of a couple of ways to do this in Blender. Usually you get something similar by using a combination of FFD (or Mesh Deform) plus Armature. Or it might be enough to stack a couple Armatures on a mesh and layer different parts of the face. Figure out what fits your character best.

The central oval of the face is a distinct anatomic and aesthetic unit. Early signs of aging and advanced features of aging are manifested primarily in this unit. Standard face lift techniques are ineffective in treating this area. Intermediate layer (sub-SMAS, [superior musculo-aponeurotic system], intermuscular, etc.) and deep layer (subperiosteal) techniques were developed to treat this rather difficult part of the face. All variations of the intermediate layer technique have negative features, primarily safety issues related to potential nerve-muscle injury and protracted facial edema. Early described subperiosteal techniques (open, first generation endoscopic) were also associated with these types of complications. The author has outlined 14 principles of the ideal technique for the rejuvenation of the central oval. The advances and modifications to the first and second generation endoscopic central oval rejuvenation method comply with these principles. There are several principles that distinctly separate it from all other techniques: (1) direct approach to the central oval; (2) interconnected subperiosteal plane of dissection to the upper and midface; (3) use of small hidden slit incisions; (4) absence of eyelid incisions; (5) use of endoscopic techniques; and (6) absence of traction on skin or SMAS from the peripheral hemicircle. Another important advance made in this approach is the manipulation of soft tissues in the brow, glabella, cheek, and chin to provide a tridimensional rejuvenation. This was lacking in all previously described procedures. This method has been used with several modifications in over 500 patients. Aesthetic results have been excellent, with minimal sequela and a low complication rate. The subset of patients in whom this third generation endoscopic subperiosteal approach has been used have also had a three-dimensional remodeling and enhancement. The aesthetic results and safety factors surpass all other previously described techniques done at the intermediate or deep layers of the face.

The discovery that deep convolutional neural networks (DCNNs) achieve human performance in realistic tasks offers fresh opportunities for linking neuronal tuning properties to such tasks. Here we show that the face-space geometry, revealed through pair-wise activation similarities of face-selective neuronal groups recorded intracranially in 33 patients, significantly matches that of a DCNN having human-level face recognition capabilities. This convergent evolution of pattern similarities across biological and artificial networks highlights the significance of face-space geometry in face perception. Furthermore, the nature of the neuronal to DCNN match suggests a role of human face areas in pictorial aspects of face perception. First, the match was confined to intermediate DCNN layers. Second, presenting identity-preserving image manipulations to the DCNN abolished its correlation to neuronal responses. Finally, DCNN units matching human neuronal group tuning displayed view-point selective receptive fields. Our results demonstrate the importance of face-space geometry in the pictorial aspects of human face perception.

Studies of learner-learner interactions have reported varying degrees of pronunciation-focused discourse, ranging from 1% (Bowles, Toth, & Adams, 2014) to 40% (Bueno-Alastuey, 2013). Including first language (L1) background, modality, and task as variables, this study investigates the role of pronunciation in learner-learner interactions. Thirty English learners in same-L1 or different-L1 dyads were assigned to one of two modes (face-to-face or audio-only synchronous computer-mediated communication) and completed three tasks (picture differences, consensus, conversation). Interactions were coded for language-related episodes (LREs), with 14% focused on pronunciation. Segmental features comprised the majority of pronunciation LREs (90%). Pronunciation LREs were proportionally similar for same-L1 and different-L1 dyads, and communication modality yielded no difference in frequency of pronunciation focus. The consensus task, which included substantial linguistic input, yielded greater pronunciation focus, although the results did not achieve statistical significance. These results help clarify the role of pronunciation in learner-learner interactions and highlight the influence of task features.

Face recognition is supported by selective neural mechanisms that are sensitive to various aspects of facial appearance. These include event-related potential (ERP) components like the P100 and the N170 which exhibit different patterns of selectivity for various aspects of facial appearance. Examining the boundary between faces and non-faces using these responses is one way to develop a more robust understanding of the representation of faces in extrastriate cortex and determine what critical properties an image must possess to be considered face-like. Robot faces are a particularly interesting stimulus class to examine because they can differ markedly from human faces in terms of shape, surface properties, and the configuration of facial features, but are also interpreted as social agents in a range of settings. In the current study, we thus chose to investigate how ERP responses to robot faces may differ from the response to human faces and non-face objects. In two experiments, we examined how the P100 and N170 responded to human faces, robot faces, and non-face objects (clocks). In Experiment 1, we found that robot faces elicit intermediate responses from face-sensitive components relative to non-face objects (clocks) and both real human faces and artificial human faces (computer-generated faces and dolls). These results suggest that while human-like inanimate faces (CG faces and dolls) are processed much like real faces, robot faces are dissimilar enough to human faces to be processed differently. In Experiment 2 we found that the face inversion effect was only partly evident in robot faces. We conclude that robot faces are an intermediate stimulus class that offers insight into the perceptual and cognitive factors that affect how social agents are identified and categorized.

In our first experiment, our goal was to compare the response of face-sensitive ERP components (the P100 and N170) to human faces, robot faces, and non-face objects. Specifically, we presented participants with photographs depicting human faces, computer-generated faces created from those photographs, images of doll faces, robot faces, and images of clocks. These stimuli were selected so that we could compare the ERP response to robot faces relative to human faces and non-face objects, as well as face images that are similar to human faces, but also depict inanimate objects.

The images represent an example of each stimulus category following the application of power spectrum matching implemented using the MATLAB SHINE Toolbox (from left to right and top to bottom: robot, clock, CG, doll, and human face).

An important limitation of our stimulus set is that we have not attempted to guarantee that there is equal variability across faces within our stimulus categories. This is a non-trivial problem in general and is important to acknowledge here given that robot faces in particular can vary substantially in appearance. By selecting images of social robots we have limited ourselves to robots that do have a face-like configuration of eyes, nose, and mouth (excluding robots that are only mechanical arms, for example, or that do not have an obvious face or head) but even within these constraints there can be variation in the materials, colors, and shapes used to design a robot. Given these limitations, our data should be interpreted with this in mind, though our use of power-spectrum and intensity histogram normalization allows us to make some precise statements about specific low-level features that are closely matched across all of our images. In particular, the intensity histogram (the distribution of grayscale values in our images) and the power spectrum of our images are closely matched within and across categories. This means that while there may be higher-order sources of variability that differ across our categories (perceived material properties or face configuration, for example) these specific low-level features are unlikely to underlie our results.

The results of our first experiment provide initial evidence that robot faces maybe processed as intermediate stimuli that are neither purely face-like nor purely object-like, while artificial human faces elicit responses that are decidedly face-like. This latter feature of our data is consistent with previous reports indicating limited effects of artificial appearance on the N170 amplitude and latency30,31. There are substantial differences in appearance between real human faces, dolls, and computer-generated faces, and artificial appearance is known to disrupt performance in a range of face recognition tasks. Artificial faces are harder to remember, for example32, and elicit different social evaluations of qualities like trustworthiness even when identity is matched between real and artificial images33. Despite the existence of a perceptual category boundary between real and artificial faces34 and the various recognition deficits that appear to accompany artificial face appearance, the neural processing of these images at the N170 is similar to that of real human faces. This is an important observation because it demonstrates that the tuning of the N170 to face appearance is broad enough to include these categories, and also because it suggests that strong attribution of a mind, intentions, or other dimensions of social agency (which are diminished for artificial faces33) are not necessary to elicit a robust N170 response. 006ab0faaa

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