This manuscript presents an improved system research that can detect and recognize the person in 3D space automatically and without the interaction of the people's faces. This system is based not only on a quantum computation and measurements to extract the vector features in the phase of characterization but also on learning algorithm (using SVM) to classify and recognize the person. This research presents an improved technique for automatic 3D face recognition using anthropometric proportions and measurement to detect and extract the area of interest which is unaffected by facial expression. This approach is able to treat incomplete and noisy images and reject the non-facial areas automatically. Moreover, it can deal with the presence of holes in the meshed and textured 3D image. It is also stable against small translation and rotation of the face. All the experimental tests have been done with two 3D face datasets FRAV 3D and GAVAB. Therefore, the test's results of the proposed approach are promising because they showed that it is competitive comparable to similar approaches in terms of accuracy, robustness, and flexibility. It achieves a high recognition performance rate of 95.35% for faces with neutral and non-neutral expressions for the identification and 98.36% for the authentification with GAVAB and 100% with some gallery of FRAV 3D datasets.
Due to the coronavirus-2019 pandemic, people have had to work and study using the Internet such that the strengthened metaverse has become a part of the lives of people worldwide. The advent of technology linking the real and virtual worlds has facilitated the transmission of spatial audio and haptics to allow the metaverse to offer multisensory experiences in diverse fields, especially in teaching. The main idea of the proposed project is the development of a simple intelligent system for meta-learning. The suggested system should be self-configurable according to the different users of the metaverse. We aimed to design and create a virtual learning environment using Open Simulator based on a 3D virtual environment and simulation of the real-world environment. We then connected this environment to a learning management system (Moodle) through technology for 3D virtual environments (Sloodle) to allow the management of students, especially those with different abilities, and followed up on their activities, tests, and exams. This environment also has the advantage of storing educational content. We evaluated the performance of the Open Simulator in both standalone and grid modes based on the login times. The result showed times the standalone and grid modes of 12 s and 16 s, which demonstrated the robustness of the proposed platform. We also tested the system on 50 disabled learners, according to the t-test of independent samples. A test was conducted in the mathematics course, in which the students were divided into two equal groups (n = 25 each) to take the test traditionally and using the chair test tool, which is one of the most important tools of the Sloodle technology. According to the results, the null hypothesis was rejected, and we accepted the alternative hypothesis that demonstrated a difference in achievement between the two groups.
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