Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
IRIS Inventor, a 3D graphics toolkit
OOPSLA '93 Proceedings of the eighth annual conference on Object-oriented programming systems, languages, and applications
TBAG: a high level framework for interactive, animated 3D graphics applications
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
A highly flexible virtual reality system
Future Generation Computer Systems - Special double issue on virtual reality in industry and research
Behavior3D: an XML-based framework for 3D graphics behavior
Web3D '03 Proceedings of the eighth international conference on 3D Web technology
Avocado: A Distributed Virtual Reality Framework
VR '99 Proceedings of the IEEE Virtual Reality
VR Juggler: A Virtual Platform for Virtual Reality Application Development
VR '01 Proceedings of the Virtual Reality 2001 Conference (VR'01)
Haskell '03 Proceedings of the 2003 ACM SIGPLAN workshop on Haskell
Dlove: a specification paradigm for designing distributed vr applications for single or multiple users
Modeling user interfaces in a functional language
Modeling user interfaces in a functional language
Using aspect oriented methods to add behaviour to X3D documents
Proceedings of the eleventh international conference on 3D web technology
Artificial Intelligence for Games (The Morgan Kaufmann Series in Interactive 3D Technology)
Artificial Intelligence for Games (The Morgan Kaufmann Series in Interactive 3D Technology)
The Simple Virtual Environment Library: An Extensible Framework for Building VE Applications
Presence: Teleoperators and Virtual Environments
A natural, tiered and executable UIDL for 3D user interfaces based on Concept-Oriented Design
ACM Transactions on Computer-Human Interaction (TOCHI)
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Virtual Reality's expanding adoption makes the creation of more interesting dynamic, interactive environments necessary in order to meet the expectations of users accustomed to modern computer games. In this paper, we present initial explorations of using the recently developed Functional Reactive Programming paradigm to support the creation of such environments. The Functional Reactive Programming paradigm supports these actions by providing tools that match both the user's perception of the dynamics of the world and the underlying hybrid nature of such environments. Continuous functions with explicit time dependencies describe the dynamic behaviors of the environment and discrete event mechanisms provide for modifying the active behaviors of the environment. Initial examples show how this paradigm can be used to control dynamic, interactive Virtual Environments.