Comparison between Different Classifications of Periodontal Diseases and Their Advantages

The classification of periodontal diseases has changed significantly in favor of simplifying the protocol of diagnosis and periodontal treatment. This review study aims to highlight the latest publications in the new periodontal disease classification, talking about the most significant differences versus the old classification with the tendency to express the advantages or disadvantages of clinical application. The aim of the study also includes the growing tendency to link the way of classification of periodontal diseases with predetermined protocols of periodontal treatment of the diagnoses included in the classification. The new classification of periodontal diseases is rather comprehensive in its subdivisions, as the disease is viewed in its entirety, with the biological dimensions of the disease, the degree of aggravation and progression of the disease, in relation to risk factors, predisposition to patient susceptibility and impact of periodontal disease to the general health status of the patient.

Manodharmam: A Scientific Methodology for Improvisation and Cognition in Carnatic Music

Music is ubiquitous in human lives. Ever since the foetus hears the sound inside the mother’s womb and later upon birth the baby experiences alluring sounds, the curiosity of learning emanates and evokes exploration. Music is an education than a mere entertainment. The intricate balance between music, education and entertainment has well been recognized by the scientific community and is being explored as a viable tool to understand and improve the human cognition. There are seven basic swaras (notes) Sa, Ri, Ga, Ma, Pa, Da and Ni in the Carnatic music system that are analogous to C, D, E, F, G, A and B of the western system. The Carnatic music builds on the conscious use of microtones, gamakams (oscillation) and rendering styles that evolved over centuries and established its stance. The complex but erudite raga system has been designed with elaborate experiments on srutis (musical sounds) and human perception abilities. In parallel, ‘rasa’- the emotions evoked by certain srutis and hence the ragas been solidified along with the power of language in combination with the musical sounds. The Carnatic music branches out as Kalpita sangeetam (pre-composed music) and Manodharma sangeetam (improvised music). This article explores the Manodharma sangeetam and its subdivisions such as raga alapana, swara kalpana, neraval and ragam-tanam-pallavi (RTP). The intrinsic mathematical strategies in its practice methods toward improvising the music have been discussed in detail with concert examples. The techniques on swara weaving for swara kalpana rendering and methods on the alapana development are also discussed at length with an emphasis on the impact on the human cognitive abilities. The articulation of the outlined conscious practice methods not only helps to leave a long-lasting melodic impression on the listeners but also onsets cognitive developments.

Bio-Inspired Design Approach Analysis: A Case Study of Antoni Gaudi and Santiago Calatrava

Antoni Gaudi and Santiago Calatrava have reputation for designing bio-inspired creative and technical buildings. Even though they have followed different independent approaches towards design, the source of bio-inspiration seems to be common. Taking a closer look at their projects reveals that Calatrava has been influenced by Gaudi in terms of interpreting nature and applying natural principles into the design process. This research firstly discusses the dialogue between Biomimicry and architecture. This review also explores human/nature discourse during the history by focusing on how nature revealed itself to the fine arts. This is explained by introducing naturalism and romantic style in architecture as the outcome of designers’ inclination towards nature. Reviewing the literature, theoretical background and practical illustration of nature have been included. The most dominant practical aspects of imitating nature are form and function. Nature has been reflected in architectural science resulted in shaping different architectural styles such as organic, green, sustainable, bionic, and biomorphic. By defining a set of common aspects of Gaudi and Calatrava‘s design approach and by considering biomimetic design categories (organism, ecosystem, and behaviour as the main division and form, function, process, material, and construction as subdivisions), Gaudi’s and Calatrava’s project have been analysed. This analysis explores if their design approaches are equivalent or different. Based on this analysis, Gaudi’s architecture can be recognised as biomorphic while Calatrava’s projects are literally biomimetic. Referring to these architects, this review suggests a new set of principles by which a bio-inspired project can be determined either biomorphic or biomimetic.

An Investigation into the Use of an Atomistic, Hermeneutic, Holistic Approach in Education Relating to the Architectural Design Process

Within architectural education, students arrive fore-armed with; their life-experience; knowledge gained from subject-based learning; their brains and more specifically their imaginations. The learning-by-doing that they embark on in studio-based/project-based learning calls for supervision that allows the student to proactively undertake research and experimentation with design solution possibilities. The degree to which this supervision includes direction is subject to debate and differing opinion. It can be argued that if the student is to learn-by-doing, then design decision making within the design process needs to be instigated and owned by the student so that they have the ability to personally reflect on and evaluate those decisions. Within this premise lies the problem that the student's endeavours can become unstructured and unfocused as they work their way into a new and complex activity. A resultant weakness can be that the design activity is compartmented and not holistic or comprehensive, and therefore, the student's reflections are consequently impoverished in terms of providing a positive, informative feedback loop. The construct proffered in this paper is that a supportive 'armature' or 'Heuristic-Framework' can be developed that facilitates a holistic approach and reflective learning. The normal explorations of architectural design comprise: Analysing the site and context, reviewing building precedents, assimilating the briefing information. However, the student can still be compromised by 'not knowing what they need to know'. The long-serving triad 'Firmness, Commodity and Delight' provides a broad-brush framework of considerations to explore and integrate into good design. If this were further atomised in subdivision formed from the disparate aspects of architectural design that need to be considered within the design process, then the student could sieve through the facts more methodically and reflectively in terms of considering their interrelationship conflict and alliances. The words facts and sieve hold the acronym of the aspects that form the Heuristic-Framework: Function, Aesthetics, Context, Tectonics, Spatial, Servicing, Infrastructure, Environmental, Value and Ecological issues. The Heuristic could be used as a Hermeneutic Model with each aspect of design being focused on and considered in abstraction and then considered in its relation to other aspect and the design proposal as a whole. Importantly, the heuristic could be used as a method for gathering information and enhancing the design brief. The more poetic, mysterious, intuitive, unconscious processes should still be able to occur for the student. The Heuristic-Framework should not be seen as comprehensive prescriptive formulaic or inhibiting to the wide exploration of possibilities and solutions within the architectural design process.

Applying Kinect on the Development of a Customized 3D Mannequin

In the field of fashion design, 3D Mannequin is a kind of assisting tool which could rapidly realize the design concepts. While the concept of 3D Mannequin is applied to the computer added fashion design, it will connect with the development and the application of design platform and system. Thus, the situation mentioned above revealed a truth that it is very critical to develop a module of 3D Mannequin which would correspond with the necessity of fashion design. This research proposes a concrete plan that developing and constructing a system of 3D Mannequin with Kinect. In the content, ergonomic measurements of objective human features could be attained real-time through the implement with depth camera of Kinect, and then the mesh morphing can be implemented through transformed the locations of the control-points on the model by inputting those ergonomic data to get an exclusive 3D mannequin model. In the proposed methodology, after the scanned points from the Kinect are revised for accuracy and smoothening, a complete human feature would be reconstructed by the ICP algorithm with the method of image processing. Also, the objective human feature could be recognized to analyze and get real measurements. Furthermore, the data of ergonomic measurements could be applied to shape morphing for the division of 3D Mannequin reconstructed by feature curves. Due to a standardized and customer-oriented 3D Mannequin would be generated by the implement of subdivision, the research could be applied to the fashion design or the presentation and display of 3D virtual clothes. In order to examine the practicality of research structure, a system of 3D Mannequin would be constructed with JAVA program in this study. Through the revision of experiments the practicability-contained research result would come out.

Eccentric Connectivity Index, First and Second Zagreb Indices of Corona Graph

The eccentric connectivity index based on degree and eccentricity of the vertices of a graph is a widely used graph invariant in mathematics. In this paper, we present the explicit eccentric connectivity index, first and second Zagreb indices for a Corona graph and sub divisionrelated corona graphs.

The Customization of 3D Last Form Design Based On Weighted Blending

When it comes to last, it is regarded as the critical foundation of shoe design and development. Not only the last relates to the comfort of shoes wearing but also it aids the production of shoe styling and manufacturing. In order to enhance the efficiency and application of last development, a computer aided methodology for customized last form designs is proposed in this study. The reverse engineering is mainly applied to the process of scanning for the last form. Then the minimum energy is used for the revision of surface continuity, the surface of the last is reconstructed with the feature curves of the scanned last. When the surface of a last is reconstructed, based on the foundation of the proposed last form reconstruction module, the weighted arithmetic mean method is applied to the calculation on the shape morphing which differs from the grading for the control mesh of last, and the algorithm of subdivision is used to create the surface of last mesh, thus the feet-fitting 3D last form of different sizes is generated from its original form feature with functions remained. Finally, the practicability of the proposed methodology is verified through later case studies.

Arc Length of Rational Bezier Curves and Use for CAD Reparametrization

The length  of a given rational B'ezier curve is efficiently estimated. Since a rational B'ezier function is nonlinear, it is usually impossible to evaluate its length exactly. The length is approximated by using subdivision and the accuracy of the approximation n is investigated. In order to improve the efficiency, adaptivity is used with some length estimator. A rigorous theoretical analysis of the rate of convergence of n to  is given. The required number of subdivisions to attain a prescribed accuracy is also analyzed. An application to CAD parametrization is briefly described. Numerical results are reported to supplement the theory.

Spatial Analysis and Statistics for Zoning of Urban Areas

The use of statistical data and of the neural networks, capable of elaborate a series of data and territorial info, have allowed the making of a model useful in the subdivision of urban places into homogeneous zone under the profile of a social, real estate, environmental and urbanist background of a city. The development of homogeneous zone has fiscal and urbanist advantages. The tools in the model proposed, able to be adapted to the dynamic changes of the city, allow the application of the zoning fast and dynamic.

Reversible, Embedded and Highly Scalable Image Compression System

In this work a new method for low complexity image coding is presented, that permits different settings and great scalability in the generation of the final bit stream. This coding presents a continuous-tone still image compression system that groups loss and lossless compression making use of finite arithmetic reversible transforms. Both transformation in the space of color and wavelet transformation are reversible. The transformed coefficients are coded by means of a coding system in depending on a subdivision into smaller components (CFDS) similar to the bit importance codification. The subcomponents so obtained are reordered by means of a highly configure alignment system depending on the application that makes possible the re-configure of the elements of the image and obtaining different importance levels from which the bit stream will be generated. The subcomponents of each importance level are coded using a variable length entropy coding system (VBLm) that permits the generation of an embedded bit stream. This bit stream supposes itself a bit stream that codes a compressed still image. However, the use of a packing system on the bit stream after the VBLm allows the realization of a final highly scalable bit stream from a basic image level and one or several improvement levels.

Iterative Process to Improve Simple Adaptive Subdivision Surfaces Method with Butterfly Scheme

Subdivision surfaces were applied to the entire meshes in order to produce smooth surfaces refinement from coarse mesh. Several schemes had been introduced in this area to provide a set of rules to converge smooth surfaces. However, to compute and render all the vertices are really inconvenient in terms of memory consumption and runtime during the subdivision process. It will lead to a heavy computational load especially at a higher level of subdivision. Adaptive subdivision is a method that subdivides only at certain areas of the meshes while the rest were maintained less polygons. Although adaptive subdivision occurs at the selected areas, the quality of produced surfaces which is their smoothness can be preserved similar as well as regular subdivision. Nevertheless, adaptive subdivision process burdened from two causes; calculations need to be done to define areas that are required to be subdivided and to remove cracks created from the subdivision depth difference between the selected and unselected areas. Unfortunately, the result of adaptive subdivision when it reaches to the higher level of subdivision, it still brings the problem with memory consumption. This research brings to iterative process of adaptive subdivision to improve the previous adaptive method that will reduce memory consumption applied on triangular mesh. The result of this iterative process was acceptable better in memory and appearance in order to produce fewer polygons while it preserves smooth surfaces.

Highly Scalable, Reversible and Embedded Image Compression System

A new method for low complexity image coding is presented, that permits different settings and great scalability in the generation of the final bit stream. This coding presents a continuoustone still image compression system that groups loss and lossless compression making use of finite arithmetic reversible transforms. Both transformation in the space of color and wavelet transformation are reversible. The transformed coefficients are coded by means of a coding system in depending on a subdivision into smaller components (CFDS) similar to the bit importance codification. The subcomponents so obtained are reordered by means of a highly configure alignment system depending on the application that makes possible the re-configure of the elements of the image and obtaining different levels of importance from which the bit stream will be generated. The subcomponents of each level of importance are coded using a variable length entropy coding system (VBLm) that permits the generation of an embedded bit stream. This bit stream supposes itself a bit stream that codes a compressed still image. However, the use of a packing system on the bit stream after the VBLm allows the realization of a final highly scalable bit stream from a basic image level and one or several enhance levels.

Border Limited Adaptive Subdivision Based On Triangle Meshes

Subdivision is a method to create a smooth surface from a coarse mesh by subdividing the entire mesh. The conventional ways to compute and render surfaces are inconvenient both in terms of memory and computational time as the number of meshes will increase exponentially. An adaptive subdivision is the way to reduce the computational time and memory by subdividing only certain selected areas. In this paper, a new adaptive subdivision method for triangle meshes is introduced. This method defines a new adaptive subdivision rules by considering the properties of each triangle's neighbors and is embedded in a traditional Loop's subdivision. It prevents some undesirable side effects that appear in the conventional adaptive ways. Models that were subdivided by our method are compared with other adaptive subdivision methods