35,962 research outputs found
Contact Representations of Graphs in 3D
We study contact representations of graphs in which vertices are represented
by axis-aligned polyhedra in 3D and edges are realized by non-zero area common
boundaries between corresponding polyhedra. We show that for every 3-connected
planar graph, there exists a simultaneous representation of the graph and its
dual with 3D boxes. We give a linear-time algorithm for constructing such a
representation. This result extends the existing primal-dual contact
representations of planar graphs in 2D using circles and triangles. While
contact graphs in 2D directly correspond to planar graphs, we next study
representations of non-planar graphs in 3D. In particular we consider
representations of optimal 1-planar graphs. A graph is 1-planar if there exists
a drawing in the plane where each edge is crossed at most once, and an optimal
n-vertex 1-planar graph has the maximum (4n - 8) number of edges. We describe a
linear-time algorithm for representing optimal 1-planar graphs without
separating 4-cycles with 3D boxes. However, not every optimal 1-planar graph
admits a representation with boxes. Hence, we consider contact representations
with the next simplest axis-aligned 3D object, L-shaped polyhedra. We provide a
quadratic-time algorithm for representing optimal 1-planar graph with L-shaped
polyhedra
Pixel and Voxel Representations of Graphs
We study contact representations for graphs, which we call pixel
representations in 2D and voxel representations in 3D. Our representations are
based on the unit square grid whose cells we call pixels in 2D and voxels in
3D. Two pixels are adjacent if they share an edge, two voxels if they share a
face. We call a connected set of pixels or voxels a blob. Given a graph, we
represent its vertices by disjoint blobs such that two blobs contain adjacent
pixels or voxels if and only if the corresponding vertices are adjacent. We are
interested in the size of a representation, which is the number of pixels or
voxels it consists of.
We first show that finding minimum-size representations is NP-complete. Then,
we bound representation sizes needed for certain graph classes. In 2D, we show
that, for -outerplanar graphs with vertices, pixels are
always sufficient and sometimes necessary. In particular, outerplanar graphs
can be represented with a linear number of pixels, whereas general planar
graphs sometimes need a quadratic number. In 3D, voxels are
always sufficient and sometimes necessary for any -vertex graph. We improve
this bound to for graphs of treewidth and to
for graphs of genus . In particular, planar graphs
admit representations with voxels
Contact representations of graphs in 3D
We study contact representations of non-planar graphs in which vertices are represented by axis-aligned polyhedra in 3D and edges are realized by non-zero area common boundaries between corresponding polyhedra. We present a liner-time algorithm constructing a representation of a 3-connected planar graph, its dual, and the vertex-face incidence graph with 3D boxes. We then investigate contact representations of 1- planar graphs. We first prove that optimal 1-planar graphs without separating 4-cycles admit a contact representation with 3D boxes. However, since not every optimal 1-planar graph can be represented in this way, we also consider contact representations with the next simplest axis-aligned 3D object, L-shaped polyhedra. We provide a quadratic-time algorithm for representing optimal 1-planar graphs with L-shapes. © Springer International Publishing Switzerland 2015
Toward a multilevel representation of protein molecules: comparative approaches to the aggregation/folding propensity problem
This paper builds upon the fundamental work of Niwa et al. [34], which
provides the unique possibility to analyze the relative aggregation/folding
propensity of the elements of the entire Escherichia coli (E. coli) proteome in
a cell-free standardized microenvironment. The hardness of the problem comes
from the superposition between the driving forces of intra- and inter-molecule
interactions and it is mirrored by the evidences of shift from folding to
aggregation phenotypes by single-point mutations [10]. Here we apply several
state-of-the-art classification methods coming from the field of structural
pattern recognition, with the aim to compare different representations of the
same proteins gathered from the Niwa et al. data base; such representations
include sequences and labeled (contact) graphs enriched with chemico-physical
attributes. By this comparison, we are able to identify also some interesting
general properties of proteins. Notably, (i) we suggest a threshold around 250
residues discriminating "easily foldable" from "hardly foldable" molecules
consistent with other independent experiments, and (ii) we highlight the
relevance of contact graph spectra for folding behavior discrimination and
characterization of the E. coli solubility data. The soundness of the
experimental results presented in this paper is proved by the statistically
relevant relationships discovered among the chemico-physical description of
proteins and the developed cost matrix of substitution used in the various
discrimination systems.Comment: 17 pages, 3 figures, 46 reference
Constructing sonified haptic line graphs for the blind student: first steps
Line graphs stand as an established information visualisation and analysis technique taught at various levels of difficulty according to standard Mathematics curricula. It has been argued that blind individuals cannot use line graphs as a visualisation and analytic tool because they currently primarily exist in the visual medium. The research described in this paper aims at making line graphs accessible to blind students through auditory and haptic media. We describe (1) our design space for representing line graphs, (2) the technology we use to develop our prototypes and (3) the insights from our preliminary work
TactileGCN: A Graph Convolutional Network for Predicting Grasp Stability with Tactile Sensors
Tactile sensors provide useful contact data during the interaction with an
object which can be used to accurately learn to determine the stability of a
grasp. Most of the works in the literature represented tactile readings as
plain feature vectors or matrix-like tactile images, using them to train
machine learning models. In this work, we explore an alternative way of
exploiting tactile information to predict grasp stability by leveraging
graph-like representations of tactile data, which preserve the actual spatial
arrangement of the sensor's taxels and their locality. In experimentation, we
trained a Graph Neural Network to binary classify grasps as stable or slippery
ones. To train such network and prove its predictive capabilities for the
problem at hand, we captured a novel dataset of approximately 5000
three-fingered grasps across 41 objects for training and 1000 grasps with 10
unknown objects for testing. Our experiments prove that this novel approach can
be effectively used to predict grasp stability
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