BioBlender: Fast and Efficient All Atom Morphing of Proteins Using Blender Game Engine
In this and the associated article 'BioBlender: A Software for Intuitive Representation of Surface Properties of Biomolecules', (Andrei et al) we present BioBlender as a complete instrument for the elaboration of motion (here) and the visualization (Andrei et al) of proteins and other macr...
Gespeichert in:
Veröffentlicht in: | arXiv.org 2010-09 |
---|---|
Hauptverfasser: | , , , , , |
Format: | Artikel |
Sprache: | eng |
Schlagworte: | |
Online-Zugang: | Volltext |
Tags: |
Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
|
container_end_page | |
---|---|
container_issue | |
container_start_page | |
container_title | arXiv.org |
container_volume | |
creator | Zini, Maria Francesca Porozov, Yuri Raluca Mihaela Andrei Loni, Tiziana Caudai, Claudia Zoppè, Monica |
description | In this and the associated article 'BioBlender: A Software for Intuitive Representation of Surface Properties of Biomolecules', (Andrei et al) we present BioBlender as a complete instrument for the elaboration of motion (here) and the visualization (Andrei et al) of proteins and other macromolecules, using instruments of computer graphics. A vast number of protein (if not most) exert their function through some extent of motion. Despite recent advances in higly performant methods, it is very difficult to obtain direct information on conformational changes of molecules. However, several systems exist that can shed some light on the variability of conformations of a single peptide chain; among them, NMR methods provide collections of a number of static 'shots' of a moving protein. Starting from this data, and assuming that if a protein exists in more than 1 conformation it must be able to transit between the different states, we have elaborated a system that makes ample use of the computational power of 3D computer graphics technology. Considering information of all (heavy) atoms, we use animation and game engine of Blender to obtain transition states. The model we chose to elaborate our system is Calmodulin, a protein favorite among structural and dynamic studies due to its (relative) simplicity of structure and small dimension. Using Calmodulin we show a procedure that enables the building of a 'navigation map' of NMR models, that can help in the identification of movements. In the process, a number of intermediate conformations is generated, all of which respond to strict bio-physical and bio-chemical criteria. The BioBlender system is available for download from the website www.bioblender.net, together with examples, tutorial and other useful material. |
format | Article |
fullrecord | <record><control><sourceid>proquest</sourceid><recordid>TN_cdi_proquest_journals_2087105265</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>2087105265</sourcerecordid><originalsourceid>FETCH-proquest_journals_20871052653</originalsourceid><addsrcrecordid>eNqNi9EKgjAYRkcQJOU7_NC1MLem0p2G1k3QRXUrIzebzM22-f4V9ABdfXDO-RYoIpSmSbEjZIVi7weMMclywhiN0L1SttLCdMLtoeE-ADcd1FKqhxImQKk1lMGOcLZueirTg5VwcTYIZTzc_Jf8_nDko4Da9MqIDVpKrr2If7tG26a-Hk7J5OxrFj60g52d-aiW4CJPMSMZo_9VbzsxP6o</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>2087105265</pqid></control><display><type>article</type><title>BioBlender: Fast and Efficient All Atom Morphing of Proteins Using Blender Game Engine</title><source>Free E- Journals</source><creator>Zini, Maria Francesca ; Porozov, Yuri ; Raluca Mihaela Andrei ; Loni, Tiziana ; Caudai, Claudia ; Zoppè, Monica</creator><creatorcontrib>Zini, Maria Francesca ; Porozov, Yuri ; Raluca Mihaela Andrei ; Loni, Tiziana ; Caudai, Claudia ; Zoppè, Monica</creatorcontrib><description>In this and the associated article 'BioBlender: A Software for Intuitive Representation of Surface Properties of Biomolecules', (Andrei et al) we present BioBlender as a complete instrument for the elaboration of motion (here) and the visualization (Andrei et al) of proteins and other macromolecules, using instruments of computer graphics. A vast number of protein (if not most) exert their function through some extent of motion. Despite recent advances in higly performant methods, it is very difficult to obtain direct information on conformational changes of molecules. However, several systems exist that can shed some light on the variability of conformations of a single peptide chain; among them, NMR methods provide collections of a number of static 'shots' of a moving protein. Starting from this data, and assuming that if a protein exists in more than 1 conformation it must be able to transit between the different states, we have elaborated a system that makes ample use of the computational power of 3D computer graphics technology. Considering information of all (heavy) atoms, we use animation and game engine of Blender to obtain transition states. The model we chose to elaborate our system is Calmodulin, a protein favorite among structural and dynamic studies due to its (relative) simplicity of structure and small dimension. Using Calmodulin we show a procedure that enables the building of a 'navigation map' of NMR models, that can help in the identification of movements. In the process, a number of intermediate conformations is generated, all of which respond to strict bio-physical and bio-chemical criteria. The BioBlender system is available for download from the website www.bioblender.net, together with examples, tutorial and other useful material.</description><identifier>EISSN: 2331-8422</identifier><language>eng</language><publisher>Ithaca: Cornell University Library, arXiv.org</publisher><subject>Animation ; Biomolecules ; Calmodulin ; Computer graphics ; Downloading ; Macromolecules ; Molecular conformation ; Morphing ; NMR ; Nuclear magnetic resonance ; Organic chemistry ; Proteins ; Surface properties ; Websites</subject><ispartof>arXiv.org, 2010-09</ispartof><rights>2010. This work is published under http://arxiv.org/licenses/nonexclusive-distrib/1.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.</rights><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>777,781</link.rule.ids></links><search><creatorcontrib>Zini, Maria Francesca</creatorcontrib><creatorcontrib>Porozov, Yuri</creatorcontrib><creatorcontrib>Raluca Mihaela Andrei</creatorcontrib><creatorcontrib>Loni, Tiziana</creatorcontrib><creatorcontrib>Caudai, Claudia</creatorcontrib><creatorcontrib>Zoppè, Monica</creatorcontrib><title>BioBlender: Fast and Efficient All Atom Morphing of Proteins Using Blender Game Engine</title><title>arXiv.org</title><description>In this and the associated article 'BioBlender: A Software for Intuitive Representation of Surface Properties of Biomolecules', (Andrei et al) we present BioBlender as a complete instrument for the elaboration of motion (here) and the visualization (Andrei et al) of proteins and other macromolecules, using instruments of computer graphics. A vast number of protein (if not most) exert their function through some extent of motion. Despite recent advances in higly performant methods, it is very difficult to obtain direct information on conformational changes of molecules. However, several systems exist that can shed some light on the variability of conformations of a single peptide chain; among them, NMR methods provide collections of a number of static 'shots' of a moving protein. Starting from this data, and assuming that if a protein exists in more than 1 conformation it must be able to transit between the different states, we have elaborated a system that makes ample use of the computational power of 3D computer graphics technology. Considering information of all (heavy) atoms, we use animation and game engine of Blender to obtain transition states. The model we chose to elaborate our system is Calmodulin, a protein favorite among structural and dynamic studies due to its (relative) simplicity of structure and small dimension. Using Calmodulin we show a procedure that enables the building of a 'navigation map' of NMR models, that can help in the identification of movements. In the process, a number of intermediate conformations is generated, all of which respond to strict bio-physical and bio-chemical criteria. The BioBlender system is available for download from the website www.bioblender.net, together with examples, tutorial and other useful material.</description><subject>Animation</subject><subject>Biomolecules</subject><subject>Calmodulin</subject><subject>Computer graphics</subject><subject>Downloading</subject><subject>Macromolecules</subject><subject>Molecular conformation</subject><subject>Morphing</subject><subject>NMR</subject><subject>Nuclear magnetic resonance</subject><subject>Organic chemistry</subject><subject>Proteins</subject><subject>Surface properties</subject><subject>Websites</subject><issn>2331-8422</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2010</creationdate><recordtype>article</recordtype><sourceid>ABUWG</sourceid><sourceid>AFKRA</sourceid><sourceid>AZQEC</sourceid><sourceid>BENPR</sourceid><sourceid>CCPQU</sourceid><sourceid>DWQXO</sourceid><recordid>eNqNi9EKgjAYRkcQJOU7_NC1MLem0p2G1k3QRXUrIzebzM22-f4V9ABdfXDO-RYoIpSmSbEjZIVi7weMMclywhiN0L1SttLCdMLtoeE-ADcd1FKqhxImQKk1lMGOcLZueirTg5VwcTYIZTzc_Jf8_nDko4Da9MqIDVpKrr2If7tG26a-Hk7J5OxrFj60g52d-aiW4CJPMSMZo_9VbzsxP6o</recordid><startdate>20100924</startdate><enddate>20100924</enddate><creator>Zini, Maria Francesca</creator><creator>Porozov, Yuri</creator><creator>Raluca Mihaela Andrei</creator><creator>Loni, Tiziana</creator><creator>Caudai, Claudia</creator><creator>Zoppè, Monica</creator><general>Cornell University Library, arXiv.org</general><scope>8FE</scope><scope>8FG</scope><scope>ABJCF</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>AZQEC</scope><scope>BENPR</scope><scope>BGLVJ</scope><scope>CCPQU</scope><scope>DWQXO</scope><scope>HCIFZ</scope><scope>L6V</scope><scope>M7S</scope><scope>PIMPY</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>PRINS</scope><scope>PTHSS</scope></search><sort><creationdate>20100924</creationdate><title>BioBlender: Fast and Efficient All Atom Morphing of Proteins Using Blender Game Engine</title><author>Zini, Maria Francesca ; Porozov, Yuri ; Raluca Mihaela Andrei ; Loni, Tiziana ; Caudai, Claudia ; Zoppè, Monica</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-proquest_journals_20871052653</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2010</creationdate><topic>Animation</topic><topic>Biomolecules</topic><topic>Calmodulin</topic><topic>Computer graphics</topic><topic>Downloading</topic><topic>Macromolecules</topic><topic>Molecular conformation</topic><topic>Morphing</topic><topic>NMR</topic><topic>Nuclear magnetic resonance</topic><topic>Organic chemistry</topic><topic>Proteins</topic><topic>Surface properties</topic><topic>Websites</topic><toplevel>online_resources</toplevel><creatorcontrib>Zini, Maria Francesca</creatorcontrib><creatorcontrib>Porozov, Yuri</creatorcontrib><creatorcontrib>Raluca Mihaela Andrei</creatorcontrib><creatorcontrib>Loni, Tiziana</creatorcontrib><creatorcontrib>Caudai, Claudia</creatorcontrib><creatorcontrib>Zoppè, Monica</creatorcontrib><collection>ProQuest SciTech Collection</collection><collection>ProQuest Technology Collection</collection><collection>Materials Science & Engineering Collection</collection><collection>ProQuest Central (Alumni Edition)</collection><collection>ProQuest Central UK/Ireland</collection><collection>ProQuest Central Essentials</collection><collection>ProQuest Central</collection><collection>Technology Collection</collection><collection>ProQuest One Community College</collection><collection>ProQuest Central Korea</collection><collection>SciTech Premium Collection</collection><collection>ProQuest Engineering Collection</collection><collection>Engineering Database</collection><collection>Publicly Available Content Database</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>ProQuest Central China</collection><collection>Engineering Collection</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Zini, Maria Francesca</au><au>Porozov, Yuri</au><au>Raluca Mihaela Andrei</au><au>Loni, Tiziana</au><au>Caudai, Claudia</au><au>Zoppè, Monica</au><format>book</format><genre>document</genre><ristype>GEN</ristype><atitle>BioBlender: Fast and Efficient All Atom Morphing of Proteins Using Blender Game Engine</atitle><jtitle>arXiv.org</jtitle><date>2010-09-24</date><risdate>2010</risdate><eissn>2331-8422</eissn><abstract>In this and the associated article 'BioBlender: A Software for Intuitive Representation of Surface Properties of Biomolecules', (Andrei et al) we present BioBlender as a complete instrument for the elaboration of motion (here) and the visualization (Andrei et al) of proteins and other macromolecules, using instruments of computer graphics. A vast number of protein (if not most) exert their function through some extent of motion. Despite recent advances in higly performant methods, it is very difficult to obtain direct information on conformational changes of molecules. However, several systems exist that can shed some light on the variability of conformations of a single peptide chain; among them, NMR methods provide collections of a number of static 'shots' of a moving protein. Starting from this data, and assuming that if a protein exists in more than 1 conformation it must be able to transit between the different states, we have elaborated a system that makes ample use of the computational power of 3D computer graphics technology. Considering information of all (heavy) atoms, we use animation and game engine of Blender to obtain transition states. The model we chose to elaborate our system is Calmodulin, a protein favorite among structural and dynamic studies due to its (relative) simplicity of structure and small dimension. Using Calmodulin we show a procedure that enables the building of a 'navigation map' of NMR models, that can help in the identification of movements. In the process, a number of intermediate conformations is generated, all of which respond to strict bio-physical and bio-chemical criteria. The BioBlender system is available for download from the website www.bioblender.net, together with examples, tutorial and other useful material.</abstract><cop>Ithaca</cop><pub>Cornell University Library, arXiv.org</pub><oa>free_for_read</oa></addata></record> |
fulltext | fulltext |
identifier | EISSN: 2331-8422 |
ispartof | arXiv.org, 2010-09 |
issn | 2331-8422 |
language | eng |
recordid | cdi_proquest_journals_2087105265 |
source | Free E- Journals |
subjects | Animation Biomolecules Calmodulin Computer graphics Downloading Macromolecules Molecular conformation Morphing NMR Nuclear magnetic resonance Organic chemistry Proteins Surface properties Websites |
title | BioBlender: Fast and Efficient All Atom Morphing of Proteins Using Blender Game Engine |
url | https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-20T20%3A04%3A45IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest&rft_val_fmt=info:ofi/fmt:kev:mtx:book&rft.genre=document&rft.atitle=BioBlender:%20Fast%20and%20Efficient%20All%20Atom%20Morphing%20of%20Proteins%20Using%20Blender%20Game%20Engine&rft.jtitle=arXiv.org&rft.au=Zini,%20Maria%20Francesca&rft.date=2010-09-24&rft.eissn=2331-8422&rft_id=info:doi/&rft_dat=%3Cproquest%3E2087105265%3C/proquest%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=2087105265&rft_id=info:pmid/&rfr_iscdi=true |