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Digital Approaches to Visualization of Geometric Problems in Wooden Sangaku Tablets

Digital Approaches to Visualization of Geometric Problems in Wooden Sangaku Tablets
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Author(s): Jean Constant (Northern New Mexico College, USA)
Copyright: 2012
Pages: 14
Source title: Biologically-Inspired Computing for the Arts: Scientific Data through Graphics
Source Author(s)/Editor(s): Anna Ursyn (University of Northern Colorado, USA)
DOI: 10.4018/978-1-4666-0942-6.ch013

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Abstract

This chapter describes the digitalization process of 19th century scientific representations from the Japanese culture – a set of mathematical problems etched on wooden boards. The object of the demonstration is to apply computing techniques to the creation of artistic statements based on geometrical problems, highlight the dynamics of interaction between art and science, and examine how much both fields enrich the larger discourse and appreciation of Art. The following text describes the steps adopted in a visualization project. First, the data collection included selecting specific geometry problems from various Sangaku wooden tablets and converting them into digital information as a single black and white outline to define shapes, volumes, and textures. The vectorization of the underlying shapes transferred the exact mathematical information onto the virtual canvas. In the next step, the vector outlines were converted into bitmaps. Each individual plate was assigned a specific color scheme to enhance object size, positioning, and dynamic of the composition. At the last stage, vector-based sketches, colorizations, and the monochrome sketches were blended together to complete full color visualization. Finally, the step-by-step development of the creative process was recorded as a QuickTime movie, including an original soundtrack. Discussion refers to the dissemination of the project in art galleries and online, its potential instructional use, and it examines the audience responses.

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