Automatic construction of intelligent diagram editors
Proceedings of the 11th annual ACM symposium on User interface software and technology
Specification and dialogue control of visual interaction through visual rewriting systems
ACM Transactions on Programming Languages and Systems (TOPLAS)
Fuzzy logic based interactive recovery of software design
Proceedings of the 24th International Conference on Software Engineering
A Fuzzy Visual Query Language for a Domain-Specific Web Search Engine
DIAGRAMS '02 Proceedings of the Second International Conference on Diagrammatic Representation and Inference
Automatic generation of intelligent diagram editors
ACM Transactions on Computer-Human Interaction (TOCHI)
Visual language semantics specification in the VisPro system
VIP '02 Selected papers from the 2002 Pan-Sydney workshop on Visualisation - Volume 22
Graphs-at-a-time: query language and access methods for graph databases
Proceedings of the 2008 ACM SIGMOD international conference on Management of data
Adventures in level design: generating missions and spaces for action adventure games
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Level design as model transformation: a strategy for automated content generation
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games
Generating Emergent Physics for Action-Adventure Games
Proceedings of the The third workshop on Procedural Content Generation in Games
Hi-index | 0.00 |
We present a new graph grammar based approach for defining the syntax of visual languages and for generating visual language parsers. Its main advantage-in comparison to other visual language parsing approaches-is its ability to handle context-sensitive productions which may replace more than one non-terminal at the same time and which may contain very complex context requirements. Its implementation will be part of a forthcoming parsing toolkit for visual languages and the already existing graph grammar programming environment PROGRES.