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Updated on Sun Jan 21 1:18:43 1996
- [1]
- ACM.
ACM Press, 1982.
- [2]
- ACM.
ACM Press, 1983.
- [3]
- ACM.
ACM Press, 1985.
- [4]
- ACM.
ACM Press, 1987.
- [5]
- ACM.
ACM Press, 1991.
- [6]
- ACM.
ACM Press, 1992.
- [7]
- ACM.
ACM Press, 1993.
- [8]
- ACM.
Addison Wesley, April 1993.
- [9]
- ACM.
ACM Press, November 1993.
- [10]
- A.H.Borning.
ThingLab--A Constraint-Oriented Simulation Laboratory.
Ph.d. thesis, stanford, 1979.
- [11]
- Bill Appelbe, Eileen Kraemer, Bala Lakshmanan, John Stasko, and
Joe Wehrli.
Graphical support for debugging parallel programs.
In Proceedings of ACM/ONR Workshop on Parallel and Distributed
Debugging, pages 172-174, San Diego, California, May 1993.
[Extended abstract].
- [12]
- William F.
Appelbe and John T. Stasko.
Utilizing program visualization and animation techniques to aid parallel
program development and debugging.
In Proceedings of the ACM/ONR Workshop on Parallel and Distributed
Debugging, pages 207-209, Santa Cruz, California, May 1991.
[Extended abstract].
- [13]
- Ronald M. Baecker.
Picture-driven animation.
Proc. Joint Spring Computer Conf., 34, 1969.
- [14]
- Ronald M. Baecker.
Sorting out sorting.
Presented at ACM SIGGRAPH Conference, Dallas, Texas, 1981.
16mm color,sound film, commercially available from Morgan Kaufman.
- [15]
- Ronald M. Baecker.
An application overview of program visualization.
Computer Graphics, 20(4):325, July 1986.
- [16]
- J. L. Bentley
and B. W. Kernighan.
A system for algorithm animation.
Computing Systems, 4(1):5-30, Winter 1991.
An algorithm or
a program can be animated by a movie that graphically represents its dynamic
execution. Such animations are useful for developing new programs, for
debugging, and for explaining how programs work. This paper describes ANIM, a
basic system for algorithm animation. The output is crude, but ANIM is easy
to use; a novice user can animate a program in an hour or two. ANIM currently
produces movies with the X window system, among others; it also renders
movies into stills that can be included in TROFF or TeX documents. (15
Refs.)
- [17]
- Heinz-Dieter B"ocker, Gerhard Fischer, and Helga Nieper.
The enhancement of understanding through visual representations.
In Proceedings [103],
pages 44-50.
- [18]
- Franz Brandenburg,
editor.
Proceedings of Graph Drawing'95, Lecture Notes in Computer Science,
Passau, September 1995.
to appear.
- [19]
- M. Brayshaw and M. Eisenstadt.
Adding data and procedure abstraction to the transparent prolog machine
(TPM).
In Robert A. Kowalski and Kenneth A. Bowen, editors, Proceedings of the
Fifth International Conference and Symposium on Logic Programming, pages
532-547, Seattle, 1988. ALP, IEEE, The MIT Press.
- [20]
- Mike
Brayshaw and Marc Eisenstadt.
A practical graphical tracer for prolog.
International Journal of Man-Machine Studies, 35(5):597-631,
1991.
We describe a practical and enhanced implementation of a
graphical Prolog tracer which not only provides a faithful (slow-motion)
representation of the inner workings of the Prolog interpreter, but also
allows a high-speed visual overview of execution for rapidly homing in on
buggy code. The current work extends our original "Transparent Prolog
Machine" in the following ways: (a) complex unification histories for given
variables can be displayed; (b) cross-variable dependencies (sharing) across
widely-dispersed sections of code can be highlighted; (c) an earlier defect,
wherein a given user could write code which defeated the speed/size of the
current fastest/largest display capability (i.e. a "horizon effect") is
dealt with; (d) users of textual (Byrd Box) tracers are provided with an
upward-compatible migration pathway; (e) code can be traced either "live"
or "retrospectively" at different grains of detail. We distinguish among
four different ways of manipulating the "navigational space" produced by
large Prolog programs: (a) by granularity i.e. coarse-grained vs
fine-grained; (b) by scale, i.e. close-up vs far away (c) by compression,
i.e. the use of a single compact display region or symbol to indicate
"additional territory", at the same granularity and scale; (d) by
abstraction, i.e. a movement away from the raw Prolog code and towards a
representation closer to the programmer's own plans and intentions. The paper
includes detailed examples of the tracer in action.
- [21]
- Christopher P. Brown, Gretchen P. Brown, Richard T. Carling,
Mark Friedell, David A. Kramlich, and Ronald M. Baecker.
An Integrated Environment for Program Visualization.
North Holland, New Orleans, LA, January 1982.
- [22]
- Marc H.
Brown and John Hershberger.
Animation of geometric algorithms: A video review.
DEC SRC Technical Report 87a, Digital Systems Research Center, Digital Systems
Research Center, 130 Lytton Avenue, Palo Alto, California 94301, June
1991.
- [23]
- Marc H.
Brown and John Hershberger.
Color and sound in algorithm animation.
In Proc. IEEE Workshop on Visual Languages, pages 10-17, October
1991.
- [24]
- Marc. H.
Brown and J. Hershberger.
Color and sound in algorithm animation.
DEC SRC Technical Report 76a, Digital Systems Research Center, Digital Systems
Research Center, 130 Lytton Avenue, Palo Alto, California 94301, August 1992.
Also appeared as citepBrown:92:Color2. There is an accompanying videotape
citepBrown:92:Color3.
- [25]
- Marc. H.
Brown and J. Hershberger.
Color and sound in algorithm animation.
IEEE Computer, 25(12):52-63, December 1992.
- [26]
- Marc H.
Brown and John Hershberger.
Animation of geometric algorithms: A video review.
DEC SRC Technical Report 87b, Digital Systems Research Center, Digital Systems
Research Center, 130 Lytton Avenue, Palo Alto, California 94301, June 1992.
Color videotape accompanying citepBrown:92:Geometric.
- [27]
- Marc H. Brown and John Hershberger.
Video review computational geometry 1993.
DEC SRC Technical Report 101b, Digital Systems Research Center, Digital Systems
Research Center, 130 Lytton Avenue, Palo Alto, California 94301, 1993.
color videotape.
- [28]
- Marc H. Brown and
Marc A. Najork.
Algorithm animation using 3d interactive graphics.
DEC SRC Technical Report 110a, Digital Systems Research Center, Digital Systems
Research Center, 130 Lytton Avenue, Palo Alto, California 94301, September
1993.
- [29]
- Marc H. Brown and
Marc A. Najork.
Animating algorithms in 3d.
In Proceedings of the 1993 ACM UIST
Conference [9].
- [30]
- Marc H. Brown and Robert Sedgewick.
The electronic classroom: A progress report.
video tape, January 1984.
- [31]
- Marc H. Brown
and Robert Sedgewick.
A system for algorithm animation.
Computer Graphics, 18(3):177-186, July 1984.
- [32]
- Marc H.
Brown and Robert Sedgewick.
Techniques for algorithm animation.
IEEE Software, 2(1):28-39, January 1985.
- [33]
- Marc H. Brown.
Algorithm Animation.
The MIT Press, Massachusetts Institute of Technology, Cambridge, Massachusetts
02142, 1988.
ISBN 0-262-02278-8.
- [34]
- Marc. H. Brown.
Exploring algorithms using balsa-ii.
IEEE Computer, 21(5):14-36, May 1988.
- [35]
- Marc. H. Brown.
Zeus: A system for algorithm animation and multi-view editing.
In Proceedings of the 1991 IEEE Workshop on
Visual Languages [73].
- [36]
- Marc. H. Brown.
An anthology of algorithm animations using zeus.
DEC SRC Technical Report 76b, Digital Systems Research Center, Digital Systems
Research Center, 130 Lytton Avenue, Palo Alto, California 94301, August 1992.
Color videotape, time: 59:00.
- [37]
- Marc. H. Brown.
Zeus: A system for algorithm animation and multi-view editing.
DEC SRC Technical Report 75, Digital Systems Research Center, Digital Systems
Research Center, 130 Lytton Avenue, Palo Alto, California 94301, February
1992.
also appeared as citepBrown:91:Zeus.
- [38]
- Marc H. Brown.
The 1992 SRC Algorithm Animation Festival.
DEC SRC Technical Report 98, Digital Systems Research Center, Digital Systems
Research Center, 130 Lytton Avenue, Palo Alto, California 94301, March
1993.
- [39]
- Marc H. Brown.
The 1993 SRC Algorithm Animation Festival.
DEC SRC Technical Report 126, Digital Systems Research Center, Digital Systems
Research Center, 130 Lytton Avenue, Palo Alto, California 94301, July
1994.
- [40]
- Frank
Buschmann, editor.
Workshop Entwurfsmuster, December 1994.
- [41]
- Robert P. Cook and
Rihard J. Auletta.
StarLite, a visual simulation package for software prototyping.
pages 102-110, 1987.
- [42]
- Robert P. Cook
and Richard McDaniel.
The StarLite algorithm animator.
Software --- Concepts and Tools, 16:1-11, 1995.
- [43]
- A. Cypher.
Watch what I do --- Programming by Demonstration.
MIT Press, 1993.
- [44]
- S. Das, R. Fujimoto,
and J. Stasko.
Animating the Execution of Time Warp Programs.
In rmcitepPADS92 6th Workshop on Parallel and Distributed Simulation
(PADS92), pages 195-196, 1992.
- [45]
- M.S. Dionne
and A.K. Mackworth.
Antics: A system for animating lisp programs.
Computer Graphics and Image Processing, 7:105-119, 1978.
- [46]
- John
Domingue, Blaine A. Price, and Marc Eisenstadt.
A framework for describing and implementing software visualization systems.
In Proceedings of Graphics Interface '92, pages 53-60, May 1992.
- [47]
- Robert A.
Duisberg.
Animated graphical interfaces using temporal constraints.
In Proceedings [103],
pages 131-136.
- [48]
- Robert A.
Duisberg.
Visual programming of program visualizations --- a gestural interface for
animating algorithms.
In Proc. IEEE Workshop on Visual Languages, pages 55-66. IEEE
Computer Society, August 1987.
also appeared as CRL Technical Report 87-20.
- [49]
- Dominik Eichelberg and Philipp Ackermann.
Integrating interactive 3d-graphics into an object-oriented application
framework.
In Proc. Vienna Workshop on Human-Computer Interaction VHCI'93, number
733 in LNCS. Springer.
- [50]
- M. Eisenstadt and M. Brayshaw.
The transparent prolog machine (TPM): An execution model and graphical
debugger for logic programming.
Ou-hcrl-tr21a, HCRL, Open University, 1987.
- [51]
- M. Eisenstadt and M. Brayshaw.
Adding data and procedure abstraction to the transparent prolog machine
(TPM).
Technical Report OU-HCRL-TR31, 1988.
- [52]
- Doris R. Entwisle.
Computer animation for the academic community.
pages 623-627. Proceedings of the Joint Spring Computer Conference, 1969.
- [53]
- Vikki Fix, Susan
Wiedenbeck, and Jean Scholtz.
Mental representations of programs by novices and experts.
In Proceedings of InterCHI'93, pages 74-79. Addison-Wesley,
1993.
This paper presents five abstract characteristics of the
mental representation of computer programs: hierarchical structure, explicit
mapping of code to goals, foundation on recognition of recurring patterns,
connection of knowledge, and grounding in the program text. An experiment is
reported in which expert and novice programmers studied a Pascal program for
comprehension and then answered a series of quiestions about it designed to
show these characteristics if they existed in the mental represenations
formed. Evidence for all of the abstract characteristics was found in the
mental representations of expert programmers. Novices' representations
generally lacked th characteristics, but there was evidence that they had the
beginnings, although poorly developed.
- [54]
- George W. Furnas.
Generalized fisheye views.
In Proceedings of the ACM SIGCHI Conference on Human Factors in Computing
Systems, pages 16-23, 1986.
- [55]
- Galitz.
User Interface Screen Design.
QEDPublishing, 1993.
92E833.
- [56]
- Steven C. Glassman.
A turbo environment for producing algorithm animations.
In Proceedings of the 1993 IEEE Workshop on
Visual Languages [75].
- [57]
- Peter Gloor, Scott Dynes, and Irene Lee.
Animated algorithms --- a hypermedia learning environment for introduction
to algorithms.
CD-ROM für Apple MacIntosh Computer. Hypertext-Version von [Cormen:90:Algorithms], 1993.
- [58]
- Peter A. Gloor.
Aace --- algorithm animation for computer science education.
In Proceedings of the 1992 IEEE Workshop on
Visual Languages [74], pages 25-31.
- [59]
- Peter A. Gloor.
Hypermedia-lernumgebungen f"ur den informatik-unterricht.
it+ti Informationstechnik und Technische Informatik, 35(3):18-26,
1993.
- [60]
- Roy Hall.
Illumination and Color in Computer Generated Imagery.
Springer Verlag, 1989.
- [61]
- Doug Hayes.
The xtango environment and differences from tango.
Begleitpapier zum XTANGO Animationssystem, 1990.
- [62]
- Michael T. Heath and Jennifer A. Etheridge.
Visualizing the performance of parallel programs.
IEEE Software, (9):29-39, September 1991.
- [63]
- Esa
Helttula, Aulikki Hyrskykari, and Kari-Jouka Räihä.
Graphical specification of algorithm animations using aladdin.
In Proc. of the 22nd Hawaii Int'l Conf. on System Sciences, pages
892-901, January 1989.
- [64]
- Esa
Helttula, Aulikki Hyrskykari, and Kari-Jouka Räihä.
Principles of aladdin and other algorithm animation systems.
In Tadao Ichikawa, Erland Jungert, and Robert R. Korfhage, editors, Visual
Languages and Applications, chapter 9, pages 175-187. Plenum Publishing
Corporation, 1990.
Animation is a useful tool in teaching and
developing algorithms. The idea of animating algorithm executions was
suggested in the sixties, but the technology for producing real-time
animatins with reasonable cost matured in the early eighties. Since then
several animation systems have been developed. The most influential of these
systems are surveyed in this paper. A closer look will be taken at the
animation system Aladdin which is being developed in the University of
Tampere.
- [65]
- R. Henry,
K. Whaley, and B. Forstall.
The university of washington illustrating compiler.
In In Proceedings of the ACM SIGPLAN'90 Conference on Programming Language
Design and Implementation, pages 223-246, June 1990.
The
University of Washington illustrating compiler (UWPI) automatically
illustrates the data structures used in simple programs written in a subset
of Pascal. A UWPI user submits a program to UWPI, and can then watch a
graphical display show time varying illustrations of the data structures and
program source code. UWPI uses the information latent in the program to
determine how to illustrate the program. UWPI infers the abstract data types
directly from the declarations and operations used in the source program, and
then lays out the illustration in a natural way by instantiating well-known
layouts for the abstract types. UWPI solves program illustration using
compile-time pattern matching and type inferencing to link anticipated
execution events to display events, rather than relying on user assistance or
specialized programming techniques. UWPI has been used to automatically
illustrate didactic sorting and searching examples, and can be used to help
teach basic data structures, or to help when debugging programs.
- [66]
- Allan Heydon
and Greg Nelson.
The juno-2 constraint-based drawing editor.
DEC SRC Technical Report 131a, Digital Systems Research Center, Digital Systems
Research Center, 130 Lytton Avenue, Palo Alto, California 94301, December
1994.
- [67]
- J.G. Hollands, T.T. Carey, M.L. Matthews, and C.A. McCann.
Presenting a graphical network: A comparison of performance using fisheye and
scrolling views.
In Proceedings of the 3rd International Conference on Human-Computer
Interaction, pages 313-320, September 1989.
- [68]
- Christopher D. Hundhausen and Allen D. Maloney.
Objectview: A software design architecture for breakpoint-based program
visualization.
unpublished, 1993.
- [69]
- James Hunt.
Pyramiden-linsen zum sichten von graphiken.
Jahresbericht 1993, 1993.
- [70]
- Aulikki
Hyrskykari and Kari-Jouko Räihä.
Aladdin: A tool for generating algorithm animations.
Technical Report A-1987-6, University of Tampere, Department of Computer
Science, P.O. Box 607, FIN-33101 Tampere, Finland, 1987.
Appeared in citepVL:87:Proceedings.
- [71]
- Aulikki
Hyrskykari.
Development of program
visualization systems.
Technical Report A-1995-3, University of Tampere, Department of Computer
Science, P.O. Box 607, FIN-33101 Tampere, Finland, 1995.
The last
decade has been a very active period of designing systems for program
visualization. Without proper means for describing and evaluating both
existing and new systems further development may be delayed. Recently,
several researchers have been working for creating taxonomies for program
visualization systems. During the active period of system development
benefits of visualization were often praised without criticism, and
scientific references were rarely presented. What do we really know about the
usefulness of program visualization? We first present the terminology and the
state of the work for developing a taxonomy for the discipline. Moreover, we
review the existing empirical studies on the benefits of graphical
presentation of programs. We also give a reference list to the existing
program visualization systems.
- [72]
- IEEE Computer Society.
IEEE Computer Science Press, 1990.
- [73]
- IEEE Computer Society.
IEEE Computer Science Press, October 1991.
- [74]
- IEEE Computer Society.
IEEE Computer Science Press, September 1992.
- [75]
- IEEE Computer Society.
IEEE Computer Science Press, August 1993.
- [76]
- Dean F. Jerding
and John T. Stasko.
Using visualization to foster object-oriented program understanding.
Technical Report GIT-GVU-94-33, Georgia Institute of Technology, Graphics,
Visualization and Usability Center, College of Computing, Atlanta, GA
30332-0280, 1994.
This paper identifies ways that visualization
can increase program understanding, and presents a means for characterizing
both static and dynamic aspects of an object-oriented program.
- [77]
- E. Kraemer and
J. T. Stasko.
The visualization of parallel systems: An overview.
Journal of Parallel and Distributed Computing, 18(2):105-117, June
1993.
- [78]
- Eileen
Kraemer and John T. Stasko.
Toward flexible control of the temporal mapping from concurrent program events
to animations.
Technical Report 94-10, Georgia Institute of Technology, Graphics,
Visualization and Usability Center, 1994.
- [79]
- Andrea W. Lawrence, Albert N. Badre, and John T. Stasko.
Empirically evaluating the use of animations to teach algorithms.
Technical Report GIT-GVU-94-07, Georgia Institute of Technology, Graphics,
Visualization and Usability Center, College of Computing, Atlanta, GA
30332-0280, 1994.
This article describes a study involving the use
of algorithm animations in classroom and laboratory settings. Results
indicated that allowing students to create their own examples in a laboratory
session led to higher accuracy on the post-test examination of understanding
of the algorithm as compared to students who viewed prepared examples or no
laboratory examples.
- [80]
- Ralph A.
London and Robert A. Duisberg.
Animating programs using smalltalk.
IEEE Computer, 18(8):61-77, August 1985.
- [81]
- Nadia Magnenat-Thalmann and Daniel Thalmann.
Synthetic Actors.
1985.
- [82]
- Nadia Magnenat-Thalmann and Daniel Thalmann.
Image Synthesis --- Theory and Practice.
Computer Science Workbench. Springer, 1987.
Transformationen,Modellierung,Freiformflaechen,
Sichtbarkeit,Beleuchtung,Anti-Aliasing,Schatten, Ray-Tracing.
- [83]
- Nadia Magnenat-Thalmann and Daniel Thalmann.
Synthetic Actors.
Computer Science Workbench. Springer, 1990.
Marilyn, Bogart, Modelling of Synthetic Actors Animation, Synthetic Actors,
Human Prototyping, Hand Animation, Object Grasping, Foot Animation, Facial
Animation, Color, Reflectance, Transparency, Texture, Cameras, Light,
Shadows, Choreography.
- [84]
- Sougata Mukherjea and John T. Stasko.
Applying algorithm animation techniques for program tracing, debugging, and
understanding.
In Proceedings of the 15^th International Conference on Software
Engineering. IEEE Computer Society Press, April 1993.
- [85]
- Sougata
Mukherjea and John T. Stasko.
Lens: A visual debugging environment.
Technical report, 1993.
unpublished.
- [86]
- Sougata
Mukherjea and John T. Stasko.
Toward visual debugging: Integrating algorithm animation capabilities within a
source level debugger.
ACM Transactions on Computer-Human Interaction, 1(3):215-244,
September 1994.
- [87]
- Jeyakumar Muthukumarasamy and John T. Stasko.
Visualizing program executions on large data sets using semantic zooming.
Technical Report GIT-GVU-95-02, Georgia Institute of Technology, Graphics,
Visualization and Usability Center, College of Computing, Atlanta, GA
30332-0280, 1995.
Understanding and interpreting a large data
source is an important but challenging operation in many technical
disciplines. Computer visualization has become a valuable tool to help
capture and portray characteristics of large data sets. In software
visualization, illustrating the operation of very large programs or programs
working on very large data sets has remained one of the key open problems.
Here, we introduce an approach that uses semantic zooming to depict large
program executions. Our method utilizes abstract, clustered graphics to
portray program operations on the entire data set. Then, by interacting with
the presentation, a viewer can zoom in to examine details and individual
values. At this "magnified" level, the presentation adjusts to reflect
displays common in existing algorithm animation and program visualization
systems.
- [88]
- Brad A.
Myers, Dario Giuse, Roger B. Dannenberg, Brad Vander Zanden, David Kosbie,
Ed Previn, Andrew Mickish, and Philippe Marchal.
Garnet: Comprehensive support for graphical highly-interactive user
interfaces.
IEEE Computer, 23(11), November 1990.
- [89]
- Brad A.
Myers, Dario Giuse, Andrew Mickish, Brad Vander Zanden, David Kosbie, Richard
McDaniel, James Landay, Matthew Goldberg, and Rajan Pathasarathy.
The garnet user interface development environment.
In Proceedings of ACM CHI'94 Conference on Human Factors in Computing
Systems, volume 2 of VIDEOS: Part III -- Programming and
Collaboration, pages 457-458, 1994.
The Garnet User
Interface Development Environment contains a comprehensive set of tools that
make it significantly easier to design and implement highly-interactive,
graphical, direct manipulation user interfaces. The toolkit layer of Garnet
provides a prototype-instance object system, automatic constraint
maintenance, an efficient retained-object graphics output model, a novel
input model, two complete widget sets, and complete debugging tools. Garnet
also contains a set of interactive user interface editors that aim to make it
possible to create the user interface without programming. Instead, the user
draws examples of the desired graphics and demonstrates their behaviors. The
associated video provides an overview of the entire Garnet
system.
- [90]
- Brad A. Myers.
Displaying data structures for interactive debugging.
Csl-80-7, Palo Alto,CA, 1980.
- [91]
- Brad A. Myers.
Incense:a system for displaying data structures.
Computer Graphics, 17(3):115-125, July 1983.
- [92]
- Brad A. Myers.
Visual programming, programming by example, and program visualization: A
taxonomy.
In Proceedings [103],
pages 59-66.
- [93]
- Brad A. Myers.
A new model for handling input.
ACM Transaction on Information Systems, 8(3):289-320,
1990.
Although there has been important progress in models and
packages for the output of graphics to computer screens, there has been
little change in the way that input from the mouse, keyboard, and other
input devices is handled. New graphics standards are still using a
fifteen-year-old model even though it is widely accepted as inadequate, and
most modern window managers simply return a stream of low-level,
device-dependent input events. This paper presents a new model that handles
input devices for highly interactive, direct manipulation, graphical user
interfaces, which could be used in future toolkits, window managers, and
graphics standards. This model encapsulates interactive behaviors into a few
``Interactor'' object types. Application programs can then create instances
of these Interactor objects which hide the details of the underlying window
manager events. In addition, Interactors allow a clean separation between the
input handling, the graphics, and the application programs. This model has
been extensively used as part of the Garnet system and has proven to be
convenient, efficient, and easy to learn. Myers provides a well-written
discussion of a model for describing interactions with highly interactive,
graphical, direct manipulative input devices. This model has been implemented
as part of the Garnet user interface development environment at CMU. It
allows for the specification and implementation of interactive behaviors
separate from considerations of graphics and application programs. The key
idea is that interactive behaviors are categorized by, and encapsulated in, a
set of ``interactor'' object types. The six types of interactors are menu
interactor, move-grow interactor, new-point interactor, angle interactor,
text interactor, and trace interactor. Although no widely accepted taxonomy
of input operations is extant, these six interactors seem to cover most input
operations that are possible with a keyboard and a mouse. Interactor
parameters (described in the paper) allow the interactions to be customized
for many purposes. Default parameters handle common uses; a constraint-driven
interface to application programs is provided for more complex behaviors. One
of the best features of this paper is that Myers's description of this model
for handling input is well illustrated and therefore quite understandable. It
is replete with examples and sample screens. This paper would be useful for
researchers in computer system interfaces as well as professional developers
of such interfaces. The reference list provides a useful summary of related
work.
- [94]
- Brad A. Myers.
Taxonomies of Visual Programming and Program Visualization.
Journal of Visual Languages and Computing, 1(1):97-123, 1990.
- [95]
- Brad Myers.
The garnet user interface development environment.
In Proceedings of ACM CHI'91 Conference on Human Factors in Computing
Systems, Special Interest Groups, page 486, 1991.
- [96]
- Brad A. Myers.
The garnet user interface development environment.
In Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing
Systems -- Adjunct Proceedings, Special Interest Groups (SIGs), page
223, 1993.
Garnet helps to implement highly-interactive,
graphical, direct manipulation applications for X Windows in CommonLisp. The
system is in the public domain, and there are over 40 projects involving over
100 people actively using Garnet today, including many in Europe. An Usenet
newsgroup, comp.windows.garnet, allows discussion of Garnet issues. This
meeting will allow developers, users and people interested in the Garnet
technology to meet, exchange information, and discuss future
directions.
- [97]
- Brad A. Myers.
State of the Art in User Interface Software Tools, volume 4, chapter
pp110-150.
Ablex Publishing, 1993.
- [98]
- Marc A. Najork
and Marc H. Brown.
A library for visualizing combinatorial structures.
DEC SRC Technical Report 128a, Digital Systems Research Center, Digital Systems
Research Center, 130 Lytton Avenue, Palo Alto, California 94301, September
1994.
A preliminary version appears in
citepVisualization:94:Proceedings.
This report describes
textscAnim3D, a 3D animation library targeted at visualizing combinatorial
structures. In particular, we are interested in algorithm animation.
Constructing a new view for an algorithm typically takes dozens of design
iterations, and can be very time-consuming. Our library eases the
programmer's burden by providing high-level constructs for performing
animations, and by offering an interpretive environment that eliminates the
need for recompilations. This report also illustrates textscAnim3D's
expressiveness by developing a 3D animation of Dijkstra's shortest-path
algorithm in just 70 lines of code. An accompanying videotape shows the
library in use.
- [99]
- Jurg Nievergelt, Peter Schorn, Michele De Lorenzi, Christoph
Ammann, and Adrian Brüngger.
Xyz: An project in experimental geometric computation.
volume 553 of LNCS, pages 171-186. Springer, 1991.
- [100]
- Jurg Nievergelt, Michele De Lorenzi, and Adrian Brüngger.
???
Technical report, Informatik, ETH Zürich, 1992 (?).
- [101]
- Stephen C. North.
Neato User's Guide.
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Arne Frick
Last modified: Sun Jan 21 00:51:04 MET 1996