A visualized and modeless programming environment VPF (Visualized Programming environment for Form manipulation language) is presented. The VPF supports the development of programs written in a programming language called a form manipulation language. The language is a so-called iconic language and provides not only programming facilities but also form-oriented operations. VPF provides the following features: (1) hierarchical views that support views for various abstract levels of program specification and execution; (2) visualization of the program itself and its run-time behavior with graphical representation; and (3) modeless operations that enable a program to be developed under only one execution mode. These features give the programmers good comprehension of program development and enhance productivity and reliability of the application programs.<>
提出了一种面向表单操作语言的可视化编程环境VPF (visualized programming environment for Form manipulation language)。VPF支持开发用称为表单操作语言的编程语言编写的程序。该语言是一种所谓的符号语言,不仅提供编程工具,还提供面向形式的操作。VPF提供了以下特性:(1)分层视图,支持程序规范和执行的各种抽象级别的视图;(2)将程序本身及其运行时行为以图形表示方式可视化;(3)使程序只能在一种执行模式下开发的非模态操作。这些特性使程序员更好地理解程序开发,提高了应用程序的生产率和可靠性。
{"title":"Visualized and modeless programming environment for form manipulation language","authors":"J. Miyao, S. Wakabayashi, N. Yoshida, Y. Ohtahara","doi":"10.1109/WVL.1989.77049","DOIUrl":"https://doi.org/10.1109/WVL.1989.77049","url":null,"abstract":"A visualized and modeless programming environment VPF (Visualized Programming environment for Form manipulation language) is presented. The VPF supports the development of programs written in a programming language called a form manipulation language. The language is a so-called iconic language and provides not only programming facilities but also form-oriented operations. VPF provides the following features: (1) hierarchical views that support views for various abstract levels of program specification and execution; (2) visualization of the program itself and its run-time behavior with graphical representation; and (3) modeless operations that enable a program to be developed under only one execution mode. These features give the programmers good comprehension of program development and enhance productivity and reliability of the application programs.<<ETX>>","PeriodicalId":326582,"journal":{"name":"[Proceedings] 1989 IEEE Workshop on Visual Languages","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1989-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116237003","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
When the database grows larger and larger, the user no longer knows what is in the database. Nor does the user know clearly what should be retrieved. How to get at the data becomes a central problem for very large databases. The author suggests an approach based upon data visualization and visual reasoning. The idea is to transform the data objects and present sample data objects in a visual space. The user can then incrementally formulate the information retrieval request in the visual space. By combining data visualization, visual query, visual examples and visual clues, he hopes to come up with better ways for formulating and modifying a user's query. A prototype system using the Visual Language Compiler and the VisualNet is then described.<>
当数据库变得越来越大时,用户不再知道数据库中有什么。用户也不清楚应该检索什么。如何获取数据成为大型数据库的核心问题。作者提出了一种基于数据可视化和视觉推理的方法。其思想是转换数据对象并在可视空间中呈现示例数据对象。然后,用户可以在视觉空间中逐步制定信息检索请求。通过将数据可视化、可视化查询、可视化示例和可视化线索结合起来,他希望找到更好的方法来制定和修改用户的查询。然后描述了一个使用Visual Language Compiler和VisualNet的原型系统。
{"title":"Visual reasoning for informational retrieval from very large databases","authors":"Shi-Kuo Chang","doi":"10.1109/WVL.1989.77033","DOIUrl":"https://doi.org/10.1109/WVL.1989.77033","url":null,"abstract":"When the database grows larger and larger, the user no longer knows what is in the database. Nor does the user know clearly what should be retrieved. How to get at the data becomes a central problem for very large databases. The author suggests an approach based upon data visualization and visual reasoning. The idea is to transform the data objects and present sample data objects in a visual space. The user can then incrementally formulate the information retrieval request in the visual space. By combining data visualization, visual query, visual examples and visual clues, he hopes to come up with better ways for formulating and modifying a user's query. A prototype system using the Visual Language Compiler and the VisualNet is then described.<<ETX>>","PeriodicalId":326582,"journal":{"name":"[Proceedings] 1989 IEEE Workshop on Visual Languages","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1989-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122062228","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
G. Battista, E. Pietrosanti, R. Tamassia, I. Tollis
Techniques for visualizing PERT diagrams are presented. These techniques are used in the graphics tool X-PERT for computer-aided development and analysis of PERT diagrams, which provides an integrated environment to construct, display, and analyze PERT diagrams. Several graphics standards are supported, allowing for various styles of vertices (circles, boxes, etc.) and edges (straight lines, polygonal lines, horizontal and vertical segments, etc.).<>
{"title":"Automatic layout of PERT diagrams with X-PERT","authors":"G. Battista, E. Pietrosanti, R. Tamassia, I. Tollis","doi":"10.1109/WVL.1989.77060","DOIUrl":"https://doi.org/10.1109/WVL.1989.77060","url":null,"abstract":"Techniques for visualizing PERT diagrams are presented. These techniques are used in the graphics tool X-PERT for computer-aided development and analysis of PERT diagrams, which provides an integrated environment to construct, display, and analyze PERT diagrams. Several graphics standards are supported, allowing for various styles of vertices (circles, boxes, etc.) and edges (straight lines, polygonal lines, horizontal and vertical segments, etc.).<<ETX>>","PeriodicalId":326582,"journal":{"name":"[Proceedings] 1989 IEEE Workshop on Visual Languages","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1989-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123174388","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Some approaches for formally defining the graphical syntax of LOTOS, called G-LOTOS, are discussed. An extended grammar approach is contrasted with one based on an abstract syntax for LOTOS; the usefulness of definite clause grammars is also considered. The advantages and disadvantages of the different approaches are evaluated.<>
{"title":"Techniques for the formal definition of the G-LOTOS syntax","authors":"T. Bolognesi, D. Latella","doi":"10.1109/WVL.1989.77040","DOIUrl":"https://doi.org/10.1109/WVL.1989.77040","url":null,"abstract":"Some approaches for formally defining the graphical syntax of LOTOS, called G-LOTOS, are discussed. An extended grammar approach is contrasted with one based on an abstract syntax for LOTOS; the usefulness of definite clause grammars is also considered. The advantages and disadvantages of the different approaches are evaluated.<<ETX>>","PeriodicalId":326582,"journal":{"name":"[Proceedings] 1989 IEEE Workshop on Visual Languages","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1989-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115845184","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Several recent tools for visualizing software and information engineering problems have used directed graphs as a basic model. Thus considerable interest has arisen in algorithms for drawing directed graphs so that they are easy to understand and remember. The paper defines three aesthetic criteria for drawings of directed graphs, and discusses a general method for obtaining drawings according to these criteria. Several recent algorithms to draw directed graphs are instances of this general method. The aesthetic criteria can be viewed as goals of optimization problems. Each step of the general method aims to achieve one of the criteria by solving these optimization problems. The authors discuss the current state of knowledge of each of these problems.<>
{"title":"How to draw a directed graph","authors":"P. Eades, Xuemin Lin","doi":"10.1109/WVL.1989.77035","DOIUrl":"https://doi.org/10.1109/WVL.1989.77035","url":null,"abstract":"Several recent tools for visualizing software and information engineering problems have used directed graphs as a basic model. Thus considerable interest has arisen in algorithms for drawing directed graphs so that they are easy to understand and remember. The paper defines three aesthetic criteria for drawings of directed graphs, and discusses a general method for obtaining drawings according to these criteria. Several recent algorithms to draw directed graphs are instances of this general method. The aesthetic criteria can be viewed as goals of optimization problems. Each step of the general method aims to achieve one of the criteria by solving these optimization problems. The authors discuss the current state of knowledge of each of these problems.<<ETX>>","PeriodicalId":326582,"journal":{"name":"[Proceedings] 1989 IEEE Workshop on Visual Languages","volume":"105 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1989-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134415493","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The importance of content-oriented visual user interfaces using video icons for visual database systems is clarified. The effectiveness of both still and live video images, especially for user's browsing and interaction, is shown by means of the MediaBENCH (hypermedia basic environment for computer and human interactions), which is a basic prototype multimedia database system. Various methods of handling video data on the MediaBENCH are introduced and discussed to show how video data can be manipulated on visual database systems which deal with spatial and temporal factors. A visual interface using video icons is quite suitable to video editing, presentation support or other electronic video document systems.<>
{"title":"Content oriented visual interface using video icons for visual database systems","authors":"Yoshinobu Tonomura, S. Abe","doi":"10.1109/WVL.1989.77044","DOIUrl":"https://doi.org/10.1109/WVL.1989.77044","url":null,"abstract":"The importance of content-oriented visual user interfaces using video icons for visual database systems is clarified. The effectiveness of both still and live video images, especially for user's browsing and interaction, is shown by means of the MediaBENCH (hypermedia basic environment for computer and human interactions), which is a basic prototype multimedia database system. Various methods of handling video data on the MediaBENCH are introduced and discussed to show how video data can be manipulated on visual database systems which deal with spatial and temporal factors. A visual interface using video icons is quite suitable to video editing, presentation support or other electronic video document systems.<<ETX>>","PeriodicalId":326582,"journal":{"name":"[Proceedings] 1989 IEEE Workshop on Visual Languages","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1989-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131813987","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
'TYRO', the (very novice) graphic designer's apprentice is a visual programming environment to enhance the exploration and evolution of graphic design concepts. The basic unit of design knowledge, the prototype, is represented as a network of constraining relations with rules for asserting those relations. Similarly, a design is a constraint network of prototypes with its set of assertion rules. The environment supports multiple simultaneous perspectives on each object (logical, spatial and hierarchical browsers) and a variation generator used for exploring the design space and discovering the assertion rule breakpoints.<>
{"title":"TYRO: a constraint based graphic designer's apprentice","authors":"Ron MacNeil","doi":"10.1109/WVL.1989.77037","DOIUrl":"https://doi.org/10.1109/WVL.1989.77037","url":null,"abstract":"'TYRO', the (very novice) graphic designer's apprentice is a visual programming environment to enhance the exploration and evolution of graphic design concepts. The basic unit of design knowledge, the prototype, is represented as a network of constraining relations with rules for asserting those relations. Similarly, a design is a constraint network of prototypes with its set of assertion rules. The environment supports multiple simultaneous perspectives on each object (logical, spatial and hierarchical browsers) and a variation generator used for exploring the design space and discovering the assertion rule breakpoints.<<ETX>>","PeriodicalId":326582,"journal":{"name":"[Proceedings] 1989 IEEE Workshop on Visual Languages","volume":"76 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1989-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132444929","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Gloria Bordogna, I. Gagliardi, D. Merelli, P. Mussio, M. Padula, M. Protti
In a diagrammatic conversion iconic, verbal and graphic messages are spontaneously exchanged. If a computing system is to be used in the communication, it must be able to understand the conversants' lexicon and language. The paper discusses the design of such a system. The system understands the visual messages exploiting existing image interpretation tools and different knowledge basis defined according to the different specific context in which the conversation takes place.<>
{"title":"Iconic queries on pictorial data","authors":"Gloria Bordogna, I. Gagliardi, D. Merelli, P. Mussio, M. Padula, M. Protti","doi":"10.1109/WVL.1989.77039","DOIUrl":"https://doi.org/10.1109/WVL.1989.77039","url":null,"abstract":"In a diagrammatic conversion iconic, verbal and graphic messages are spontaneously exchanged. If a computing system is to be used in the communication, it must be able to understand the conversants' lexicon and language. The paper discusses the design of such a system. The system understands the visual messages exploiting existing image interpretation tools and different knowledge basis defined according to the different specific context in which the conversation takes place.<<ETX>>","PeriodicalId":326582,"journal":{"name":"[Proceedings] 1989 IEEE Workshop on Visual Languages","volume":"84 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1989-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115787104","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Visual programming ought to mean programming by gestures and image manipulation where the computer manufactures the executable code, rather than forcing the user to learn just another programming language where, for example, the Pascal notation is replaced by flow diagram symbols. Instead the authors define, as an example, a simple visual notation for querying databases via images, where the manipulation of the images and the gestures performed by the user generate SQL-code that can be executed by any database manager based on SQL.<>
{"title":"Visual programming as an interface between program and user?","authors":"S. Dahl, K. Lindqvist","doi":"10.1109/WVL.1989.77036","DOIUrl":"https://doi.org/10.1109/WVL.1989.77036","url":null,"abstract":"Visual programming ought to mean programming by gestures and image manipulation where the computer manufactures the executable code, rather than forcing the user to learn just another programming language where, for example, the Pascal notation is replaced by flow diagram symbols. Instead the authors define, as an example, a simple visual notation for querying databases via images, where the manipulation of the images and the gestures performed by the user generate SQL-code that can be executed by any database manager based on SQL.<<ETX>>","PeriodicalId":326582,"journal":{"name":"[Proceedings] 1989 IEEE Workshop on Visual Languages","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1989-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129851163","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The authors demonstrate that visual programming languages and textual programming languages are not rivals but complement each other. A three-dimensional animation-oriented programming language called LIVE is presented. LIVE is an attempt to integrate the visual and textual programming paradigms. Visual objects are interactively manipulated by both a visual representation (pick-by-name interface) and a textual representation (pick-by-position interface). The system informs a user in a text form how his or her visual operation is interpreted. A selected interpretation unsuitable to the users can be interactively resolved using a pick-by-name interface. LIVE introduces a programming-by-multiple-examples paradigm based on a visual guard concept, which is analogous to the concept of logic programming languages. This paradigm enables one to make a visual program in a way which is simple and easy to understand.<>
{"title":"LIVE-Integrating visual and textual programming paradigms","authors":"K. Kojima, Yoshiki Matsuda, Seiji Futatsugi","doi":"10.1109/WVL.1989.77046","DOIUrl":"https://doi.org/10.1109/WVL.1989.77046","url":null,"abstract":"The authors demonstrate that visual programming languages and textual programming languages are not rivals but complement each other. A three-dimensional animation-oriented programming language called LIVE is presented. LIVE is an attempt to integrate the visual and textual programming paradigms. Visual objects are interactively manipulated by both a visual representation (pick-by-name interface) and a textual representation (pick-by-position interface). The system informs a user in a text form how his or her visual operation is interpreted. A selected interpretation unsuitable to the users can be interactively resolved using a pick-by-name interface. LIVE introduces a programming-by-multiple-examples paradigm based on a visual guard concept, which is analogous to the concept of logic programming languages. This paradigm enables one to make a visual program in a way which is simple and easy to understand.<<ETX>>","PeriodicalId":326582,"journal":{"name":"[Proceedings] 1989 IEEE Workshop on Visual Languages","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1989-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126735831","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}