Introduction to higher order categorical logic
Introduction to higher order categorical logic
Successful visual human-computer interaction is undecadible
Information Processing Letters
Specification and dialogue control of visual interaction through visual rewriting systems
ACM Transactions on Programming Languages and Systems (TOPLAS)
Communication and Concurrency
A Game Semantics Foundation for Logic Programming (Extended Abstract)
PLILP '98/ALP '98 Proceedings of the 10th International Symposium on Principles of Declarative Programming
Concurrent Games and Full Completeness
LICS '99 Proceedings of the 14th Annual IEEE Symposium on Logic in Computer Science
Observational trees as models for concurrency
Mathematical Structures in Computer Science
Collaborative coupling over tabletop displays
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Visual language implementation through standard compiler-compiler techniques
Journal of Visual Languages and Computing
Journal of Visual Languages and Computing
Propositional games with explicit strategies
Information and Computation
Mutual awareness in collocated and distant collaborative tasks using shared interfaces
INTERACT'07 Proceedings of the 11th IFIP TC 13 international conference on Human-computer interaction
Defining visual languages for interactive computing
IEEE Transactions on Systems, Man, and Cybernetics, Part A: Systems and Humans
Modeling visual interactive systems through dynamic visual languages
IEEE Transactions on Systems, Man, and Cybernetics, Part A: Systems and Humans
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The formal modeling of visual interaction processes, where images are composed by placing elementary pictures on a rectangular space, has to take into account both temporal and spatial aspects. Time is relevant in that some moves are enabled or disabled by previous ones, while for the spatial aspect one can impose constraints on the positions which can be occupied by certain pictures. Interaction can then be seen as a sort of visual game, in which players have to synchronise their moves in order to make the interaction progress. However, due to this dual nature, traditional models of concurrent computation are not sufficient to give reason of specific types of non-determinism encountered in visual interaction processes. We propose a characterisation of visual interaction in terms of games, and show that the algebraic structure derived from the association of temporal and spatial structures is canonically associated with a system of logics, in which the limitations on the possible inferences imposed by this type of non-determinism can be adequately expressed. Moreover, the logics can be naturally extended by the introduction of operators which simultaneously model both temporal and modal qualifications of formulae. In particular, it becomes possible to give a formal account of the ''surprises'' experienced by users in visual interaction processes or, equivalently, by players of visual games.