The Journal of the Society for Art and Science
Online ISSN : 1347-2267
ISSN-L : 1347-2267
Volume 12, Issue 3
Displaying 1-6 of 6 articles from this issue
Papers for Special Issues "NICOGRAPH 2012"
  • Ayaka Kaneko, Yukari Nakamura, Takayuki Itoh
    Article type: research-article
    2013Volume 12Issue 3 Pages 104-113
    Published: September 30, 2013
    Released on J-STAGE: April 03, 2023
    JOURNAL FREE ACCESS
    Research of protein is pivotal to the drug discovery, since most of the drugs act upon proteins inside human body. Drugs act when they are close to the concave portions, so called "pockets", of the protein surfaces. Therefore, detection and analysis of the pockets are also important for the drug discovery. This paper presents a fast method with pocket extraction and evaluation technique for the protein surfaces. When the protein surfaces are provided as triangular meshes, the method first applies mesh simplification to smoothing small geometric features. It then detects concave portions as pockets from the simplified triangular meshes. The method then evaluates the pockets from the following viewpoints: geometry and chemistry. This paper introduces our case study which applied the presented technique to 60 proteins, and successfully visualized appropriate druggability estimation and correlation between chemical properties and druggability.
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  • Nanako Kondo, Shinji Mizuno
    Article type: research-article
    2013Volume 12Issue 3 Pages 114-123
    Published: September 30, 2013
    Released on J-STAGE: April 03, 2023
    JOURNAL FREE ACCESS
    Supplementary material
    Drawing on a sketchbook is easy to start only with color pens or crayons, so it is one of the most popular art works especially for children. Thus a lot of computer applications which enables us to create 2D / 3D computer graphics with drawing operations, and some of them expand drawing expressions using computer graphics and image processing technologies. In this paper, we propose a media tool that can expand drawing on a sketchbook by using image processing on an image of the picture on a sketchbook, and synthesizing computer graphics and sound. The picture on a sketchbook would be deformed, move, be added some objects, or making sound if it is seen through our tool. The user can enjoy drawing on a sketchbook as seeing changes of the picture.
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  • Masaki Tanaka, Kohe Tokoi
    Article type: research-article
    2013Volume 12Issue 3 Pages 124-131
    Published: September 30, 2013
    Released on J-STAGE: April 03, 2023
    JOURNAL FREE ACCESS
    This paper describes a method to reproduce rain stains on the surface of aging objects in computer graphics. We extended the SPH (Smoothed Particle Hydrodynamics) method and generated the pattern of rain stains that take the influence of adhesive force of water into account with it. Since the proposed method simulates the behavior of water droplets along the object surface and the behavior of water dripping, it can generate more realistic patterns of the rain stains than conventional methods does. In addition, we implemented the proposed method on GPU, and accelerated the generation of rain stain generation by placing various physical quantities of the particles on the memory of the GPU.
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Papers
  • Hiroyuki Iida, Takeo Nakagawa, Atsushi Hasegawa, Toshihisa Okaneya, Ap ...
    Article type: research-article
    2013Volume 12Issue 3 Pages 132-142
    Published: September 30, 2013
    Released on J-STAGE: April 03, 2023
    JOURNAL FREE ACCESS
    This paper is concerned with novel information dynamic models and their application. The first model is relating to certainty of game outcome, and the second one is to the uncertainty. They have been applied to Shogi and Soccer. It is found that these models are useful for visualizing the detail processes in the game, such as the quality of entertainment, game pattern, together with time dependency of the advantage and winning rate. It is suggested that FIFA Women's World Cup Germany 2011 Final is a typical balanced game in which Japan got the win against USA, but fighting spirit of Japanese players was slightly stronger than that of American players.
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  • Hiroharu Ito, Yoshihiro Kanamori, Jun Mitani, Yukio Fukui
    Article type: research-article
    2013Volume 12Issue 3 Pages 143-151
    Published: September 30, 2013
    Released on J-STAGE: April 03, 2023
    JOURNAL FREE ACCESS
    Supplementary material
    A reverse perspective object is a 3D shape that seems as if it were deformed when the viewer moves. We propose a method for modeling a reverse perspective object from a 3D polygonal model as an input. Given a user-specified viewpoint, the system deforms visible faces of the input model appropriately so that the depths of the faces are flipped, and then outputs a reverse perspective object. In addition, our method can deform not only the whole shape of the model but also user-selected parts of the shape to generate a reverse perspective object. Furthermore, we also confirm that the output models actually play tricks on human eyes by making them as paper crafts.
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  • Kazufumi Oizumi, Makoto Ito
    Article type: research-article
    2013Volume 12Issue 3 Pages 152-161
    Published: September 30, 2013
    Released on J-STAGE: April 03, 2023
    JOURNAL FREE ACCESS
    CTG (Computer Technique Group) is the group which produced computer graphics (following CG) as art works for the first time in Japan, and was formed at the end of 1966. Though they were active less than three years, they sent to international exhibitions , one of them is 'Cybernetic Serendipity' (ICA, London,1968) which Jasia Reichardt supervised and the worldʼs first major computer art exhibition. CTGʼs works are appearing in books both inside and outside Japan as classical masterpiece of early computer art. CTG is an international pioneer of media art and digital art in Japan. On the other hand, the study of CTG is only quotation from 'Cybernetic Serendipity' catalog, there is no research by verifying in algorithmic level. The first author was treated with kindness of former CTG members and interviewing them. I continue verifying with borrowing CTGʼs works or other materials. Here we report the clear points through reproduction trial of four representative CG works. The works of CTG were modeled on art vogue pop art and op art in those days, produced various works based on linear/non-linear interpolation, basic geometry and random numbers used concreteness as a motif.
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