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IRIS Inventor, a 3D graphics toolkit
OOPSLA '93 Proceedings of the eighth annual conference on Object-oriented programming systems, languages, and applications
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SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
ICFP '97 Proceedings of the second ACM SIGPLAN international conference on Functional programming
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ESOP '96 Proceedings of the 6th European Symposium on Programming Languages and Systems
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IEEE Transactions on Software Engineering
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ACM Transactions on Programming Languages and Systems (TOPLAS)
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ESOP '99 Proceedings of the 8th European Symposium on Programming Languages and Systems
From Functional Animation to Sprite-Based Display
PADL '99 Proceedings of the First International Workshop on Practical Aspects of Declarative Languages
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ICSR '98 Proceedings of the 5th International Conference on Software Reuse
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Proceedings of the third ACM SIGPLAN conference on History of programming languages
Hancock: a language for processing very large-scale data
DSL'99 Proceedings of the 2nd conference on Conference on Domain-Specific Languages - Volume 2
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Proceedings of the 48th Annual Southeast Regional Conference
HPorter: using arrows to compose parallel processes
PADL'07 Proceedings of the 9th international conference on Practical Aspects of Declarative Languages
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While interactive multimedia animation is a very compelling medium, few people are able to express themselves in it. There are too many low-level details that have to do not with the desired content-e.g., shapes, appearance and behavior-but rather how to get a computer to present the content. For instance, behaviors like motion and growth are generally gradual, continuous phenomena. Moreover, many such behaviors go on simultaneously. Computers, on the other hand, cannot directly accommodate either of these basic properties, because they do their work in discrete steps rather than continuously, and they only do one thing at a time. Graphics programmers have to spend much of their effort bridging the gap between what an animation is and how to present it on a computer. We propose that this situation can be improved by a change of language, and present Fran, synthesized by complementing an existing declarative host language, Haskell, with an embedded domain-specific vocabulary for modeled animation. As demonstrated in a collection of examples, the resulting animation descriptions are not only relatively easy to write, but also highly composable.