482 research outputs found

    Protein Depth Calculation and the Use for Improving Accuracy of Protein Fold Recognition

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    Protein structure and function are largely specified by the distribution of different atoms and residues relative to the core and surface of the molecule. Relative depths of atoms therefore are key attributions that have been widely used in protein structure modeling and function annotation. However, accurate calculation of depth is time consuming. Here, we developed an algorithm which uses Euclidean distance transform (EDT) to convert the target protein structure into a 3D gray-scale image, where depths of atoms in the protein can be conveniently and precisely derived from the minimum distance of the pixels to the surface of the protein. We tested the proposed EDT-based method on a set of 261 non-redundant protein structures, which shows that the method is 2.6 times faster than the widely used method proposed by Chakravarty and Varadarajan. Depth values by EDT method are highly accurate with a Pearson's correlation coefficient ≈1 compared to the calculations from exhaustive search. To explore the usefulness of the method in protein structure prediction, we add the calculated residue depth to the scoring function of the state of the art, profile?profile alignment based fold-recognition program, which shows an additional 3% improvement in the TM-score of the alignments. The data demonstrate that the EDT-based depth calculation program can be used as an efficient tool to assist protein structure analysis and structure-based function annotation.Peer Reviewedhttps://deepblue.lib.umich.edu/bitstream/2027.42/140343/1/cmb.2013.0071.pd

    Spatial Database Support for Virtual Engineering

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    The development, design, manufacturing and maintenance of modern engineering products is a very expensive and complex task. Shorter product cycles and a greater diversity of models are becoming decisive competitive factors in the hard-fought automobile and plane market. In order to support engineers to create complex products when being pressed for time, systems are required which answer collision and similarity queries effectively and efficiently. In order to achieve industrial strength, the required specialized functionality has to be integrated into fully-fledged database systems, so that fundamental services of these systems can be fully reused, including transactions, concurrency control and recovery. This thesis aims at the development of theoretical sound and practical realizable algorithms which effectively and efficiently detect colliding and similar complex spatial objects. After a short introductory Part I, we look in Part II at different spatial index structures and discuss their integrability into object-relational database systems. Based on this discussion, we present two generic approaches for accelerating collision queries. The first approach exploits available statistical information in order to accelerate the query process. The second approach is based on a cost-based decompositioning of complex spatial objects. In a broad experimental evaluation based on real-world test data sets, we demonstrate the usefulness of the presented techniques which allow interactive query response times even for large data sets of complex objects. In Part III of the thesis, we discuss several similarity models for spatial objects. We show by means of a new evaluation method that data-partitioning similarity models yield more meaningful results than space-partitioning similarity models. We introduce a very effective similarity model which is based on a new paradigm in similarity search, namely the use of vector set represented objects. In order to guarantee efficient query processing, suitable filters are introduced for accelerating similarity queries on complex spatial objects. Based on clustering and the introduced similarity models we present an industrial prototype which helps the user to navigate through massive data sets.Ein schneller und reibungsloser Entwicklungsprozess neuer Produkte ist ein wichtiger Faktor für den wirtschaftlichen Erfolg vieler Unternehmen insbesondere aus der Luft- und Raumfahrttechnik und der Automobilindustrie. Damit Ingenieure in immer kürzerer Zeit immer anspruchsvollere Produkte entwickeln können, werden effektive und effiziente Kollisions- und Ähnlichkeitsanfragen auf komplexen räumlichen Objekten benötigt. Um den hohen Anforderungen eines produktiven Einsatzes zu genügen, müssen entsprechend spezialisierte Zugriffsmethoden in vollwertige Datenbanksysteme integriert werden, so dass zentrale Datenbankdienste wie Trans-aktionen, kontrollierte Nebenläufigkeit und Wiederanlauf sichergestellt sind. Ziel dieser Doktorarbeit ist es deshalb, effektive und effiziente Algorithmen für Kollisions- und Ähnlichkeitsanfragen auf komplexen räumlichen Objekten zu ent-wickeln und diese in kommerzielle Objekt-Relationale Datenbanksysteme zu integrieren. Im ersten Teil der Arbeit werden verschiedene räumliche Indexstrukturen zur effizienten Bearbeitung von Kollisionsanfragen diskutiert und auf ihre Integrationsfähigkeit in Objekt-Relationale Datenbanksysteme hin untersucht. Daran an-knüpfend werden zwei generische Verfahren zur Beschleunigung von Kollisionsanfragen vorgestellt. Das erste Verfahren benutzt statistische Informationen räumlicher Indexstrukturen, um eine gegebene Anfrage zu beschleunigen. Das zweite Verfahren beruht auf einer kostenbasierten Zerlegung komplexer räumlicher Datenbank- Objekte. Diese beiden Verfahren ergänzen sich gegenseitig und können unabhängig voneinander oder zusammen eingesetzt werden. In einer ausführlichen experimentellen Evaluation wird gezeigt, dass die beiden vorgestellten Verfahren interaktive Kollisionsanfragen auf umfangreichen Datenmengen und komplexen Objekten ermöglichen. Im zweiten Teil der Arbeit werden verschiedene Ähnlichkeitsmodelle für räum-liche Objekte vorgestellt. Es wird experimentell aufgezeigt, dass datenpartitionierende Modelle effektiver sind als raumpartitionierende Verfahren. Weiterhin werden geeignete Filtertechniken zur Beschleunigung des Anfrageprozesses entwickelt und experimentell untersucht. Basierend auf Clustering und den entwickelten Ähnlichkeitsmodellen wird ein industrietauglicher Prototyp vorgestellt, der Benutzern hilft, durch große Datenmengen zu navigieren

    Report on shape analysis and matching and on semantic matching

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    In GRAVITATE, two disparate specialities will come together in one working platform for the archaeologist: the fields of shape analysis, and of metadata search. These fields are relatively disjoint at the moment, and the research and development challenge of GRAVITATE is precisely to merge them for our chosen tasks. As shown in chapter 7 the small amount of literature that already attempts join 3D geometry and semantics is not related to the cultural heritage domain. Therefore, after the project is done, there should be a clear ‘before-GRAVITATE’ and ‘after-GRAVITATE’ split in how these two aspects of a cultural heritage artefact are treated.This state of the art report (SOTA) is ‘before-GRAVITATE’. Shape analysis and metadata description are described separately, as currently in the literature and we end the report with common recommendations in chapter 8 on possible or plausible cross-connections that suggest themselves. These considerations will be refined for the Roadmap for Research deliverable.Within the project, a jargon is developing in which ‘geometry’ stands for the physical properties of an artefact (not only its shape, but also its colour and material) and ‘metadata’ is used as a general shorthand for the semantic description of the provenance, location, ownership, classification, use etc. of the artefact. As we proceed in the project, we will find a need to refine those broad divisions, and find intermediate classes (such as a semantic description of certain colour patterns), but for now the terminology is convenient – not least because it highlights the interesting area where both aspects meet.On the ‘geometry’ side, the GRAVITATE partners are UVA, Technion, CNR/IMATI; on the metadata side, IT Innovation, British Museum and Cyprus Institute; the latter two of course also playing the role of internal users, and representatives of the Cultural Heritage (CH) data and target user’s group. CNR/IMATI’s experience in shape analysis and similarity will be an important bridge between the two worlds for geometry and metadata. The authorship and styles of this SOTA reflect these specialisms: the first part (chapters 3 and 4) purely by the geometry partners (mostly IMATI and UVA), the second part (chapters 5 and 6) by the metadata partners, especially IT Innovation while the joint overview on 3D geometry and semantics is mainly by IT Innovation and IMATI. The common section on Perspectives was written with the contribution of all

    Automatic characterization and generation of music loops and instrument samples for electronic music production

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    Repurposing audio material to create new music - also known as sampling - was a foundation of electronic music and is a fundamental component of this practice. Currently, large-scale databases of audio offer vast collections of audio material for users to work with. The navigation on these databases is heavily focused on hierarchical tree directories. Consequently, sound retrieval is tiresome and often identified as an undesired interruption in the creative process. We address two fundamental methods for navigating sounds: characterization and generation. Characterizing loops and one-shots in terms of instruments or instrumentation allows for organizing unstructured collections and a faster retrieval for music-making. The generation of loops and one-shot sounds enables the creation of new sounds not present in an audio collection through interpolation or modification of the existing material. To achieve this, we employ deep-learning-based data-driven methodologies for classification and generation.Repurposing audio material to create new music - also known as sampling - was a foundation of electronic music and is a fundamental component of this practice. Currently, large-scale databases of audio offer vast collections of audio material for users to work with. The navigation on these databases is heavily focused on hierarchical tree directories. Consequently, sound retrieval is tiresome and often identified as an undesired interruption in the creative process. We address two fundamental methods for navigating sounds: characterization and generation. Characterizing loops and one-shots in terms of instruments or instrumentation allows for organizing unstructured collections and a faster retrieval for music-making. The generation of loops and one-shot sounds enables the creation of new sounds not present in an audio collection through interpolation or modification of the existing material. To achieve this, we employ deep-learning-based data-driven methodologies for classification and generation
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