@inproceedings{39488,
  abstract     = {{CSCW systems like BSCW (Basic Support for Cooperative Work), HyperNews, and Lotus Notes have been successfully introduced to support the cooperation of geographically distributed work groups. Unfortunately, some of these software systems are not flexible enough to be customized easily to the requirements of an individual user. Most of the environments can only be configured by experts through complex programming. In this article we introduce VIP space, a shared workspace space in the sense of exchanging and processing shared objects between members of distributed work groups. VIP space can be easily adapted to the user's individual views and needs by means of a visual programming language. In VIP space, objects of the shared workspace are moved by drag and drop between task fields. Task fields are programmed by visual "if-then" rules applying a combination of icon- and form-based techniques. When a document represented by an icon is dropped on a task field its rules are checked and actions of the selected rules are excited. VIP space is finally demonstrated in an Internet course application.}},
  author       = {{Dücker, M. and Müller, Wolfgang and Rubart, Jessica}},
  booktitle    = {{ Proceedings of the 32nd Annual Hawaii International Conference on Systems Sciences}},
  isbn         = {{0-7695-0001-3}},
  keywords     = {{Application software, Electronic mail, Computer networks, Collaborative work, Teleconferencing, Asynchronous communication, Software systems, Internet, Computer applications, Discussion forums}},
  location     = {{Maui, HI, USA }},
  title        = {{{Innovative Concepts for Configurating Shared Workspaces through Visual Programming}}},
  doi          = {{10.1109/HICSS.1999.773046}},
  year         = {{1999}},
}

@inproceedings{39487,
  abstract     = {{This article introduces and discusses different innovative means for visual specification and animation of complex concurrent systems. It introduces the completely visual programming language Pictorial Janus (PJ) and its application in the customer-oriented design process. PJ implements a completely visual programming language with inherent animation facilities. The article outlines the transformation of purely visual PJ programs into textual imperative programming languages. The second part of the article investigates animated 3D-presentations and introduces a novel approach to an animated 3D programming language for interactive customer-oriented illustrations.}},
  author       = {{Geiger, Christian and Lehrenfeld, G. and Müller, Wolfgang}},
  booktitle    = {{Proceedings of HICSS-32}},
  isbn         = {{0-7695-0001-3}},
  keywords     = {{Animation, Computer languages, Object oriented modeling, Collaboration, Process design, Graphical user interfaces, Jacobian matrices, Standardization, Feedback, Software prototyping}},
  location     = {{Maui, Hawaii}},
  title        = {{{Visual Specification, Modeling, and Illustrations of Complex Systems}}},
  doi          = {{10.1109/HICSS.1999.772621}},
  year         = {{1999}},
}

@inproceedings{39468,
  abstract     = {{Dieser Beitrag stellt eine Auswahl aktueller Arbeiten des C-LAB Instituts in Paderborn vor, die sich im wesentlichen in
der Schnittmenge der Anwendung wissensbasierter Techniken im Systementwurf und dem Design interaktiver visueller Sy-
steme ansiedeln. Der allgemeinen Ausrichtung des C-LABs folgend, haben die meisten Projekte einen stark anwendungsbe-
zogenen Charakter. Der Beitrag gibt einen kurzen Überblick der wichtigsten aktuellen Arbeiten in diesem Bereich („Breite
vor Tiefe“) und skizziert die zukünftigen F&E-Aktivitäten, die sich auf die Anwendung wissensbasierter Konzepte beim
Entwurf interaktiver visueller Systeme konzentrieren.}},
  author       = {{Dücker, M. and Flake, Stephan and Geiger, C. and Müller, Wolfgang and Paelke, Volker and Reimann, C. and Rosenbach, W. and Zimmermann, D. and Zelder, S.}},
  location     = {{Bonn}},
  title        = {{{Wissenbasierte Konzepte und visuelle interaktive Systeme}}},
  year         = {{1999}},
}

@inproceedings{39471,
  author       = {{Dangberg, Andreas and Müller, Wolfgang}},
  booktitle    = {{Proceedings of the IEEE Symposium on Visual Languages}},
  title        = {{{Generation of Interactive Visual Environments for Direct Manipulation of Database Content}}},
  year         = {{1999}},
}

@inproceedings{39474,
  abstract     = {{Agent-based systems technologies are of emerging interest in the specification and implementation of complex systems. This article introduces the CASA agent development system which seamlessly combines the BDI (belief desire intention) approach with the FIPA agent communication language standard and an integrated specification of fuzzy controllers. The behavior of agents is defined by strategies which basically correspond to extended guarded Horn clauses with priorities. The presented concepts are introduced by an example from computer integrated manufacturing (CIM). The example gives the specification of a fuzzy controller for a manufacturing station in the context of a holonic manufacturing system (HMS).}},
  author       = {{Flake, Stephan and Geiger, Christian and Lehrenfeld, G. and Müller, Wolfgang and Paelke, Volker}},
  booktitle    = {{Proceedings of NAFIPS'99, 18th International Conference of the North American Fuzzy Information Processing Society}},
  isbn         = {{0-7803-5211-4}},
  keywords     = {{Manufacturing systems, Fuzzy control, Multiagent systems, Control systems, Concurrent computing, Specification languages, Communication standards, Standards development, Communication system control, Computer integrated manufacturing}},
  location     = {{New York, NY, USA }},
  publisher    = {{IEEE}},
  title        = {{{Agent-Based Modeling for Holonic Manufacturing Systems with Fuzzy Control}}},
  doi          = {{10.1109/NAFIPS.1999.781697}},
  year         = {{1999}},
}

@inproceedings{39477,
  abstract     = {{Though several approaches in sound processing are denoted as 3D audio very few of them generate high quality 3D audio information which allows listeners to exactly locate sound sources in three dimensional space. We present an approach to enhance sound by high quality 3D audio information through acoustic ray tracing where 3D audio is offline processed with digital filters of a head-related transfer function. The basic approach computes a fixed sound source for fixed listener. This approach is extended to generate 3D audio for moving listeners in interactive environments.}},
  author       = {{Müller, Wolfgang and Ullmann, F.}},
  booktitle    = {{ Proceedings IEEE International Conference on Multimedia Computing and Systems}},
  isbn         = {{0-7695-0253-9}},
  keywords     = {{Ray tracing, Loudspeakers, Motion pictures, Acoustic reflection, Ear, Digital filters, Parallel processing, Humans, Physics, Crosstalk}},
  title        = {{{Scalable System for 3D Audio Raytracing}}},
  doi          = {{10.1109/MMCS.1999.778592}},
  year         = {{1999}},
}

@article{34578,
  author       = {{Müller, Wolfgang and Sturm, Jörgen}},
  journal      = {{it - Information Technology}},
  pages        = {{32--36}},
  publisher    = {{Oldenbourg Verlag}},
  title        = {{{Visuelle Spezifikations- und Modellierungstechniken}}},
  doi          = {{10.1524/itit.1998.40.3.32}},
  year         = {{1998}},
}

@book{23938,
  author       = {{Müller, Wolfgang and Rammig, Franz-Josef}},
  publisher    = {{Verlagsschriftenreihe des Heinz Nixdorf Instituts, Paderborn}},
  title        = {{{Methoden und Beschreibungssprachen zur Modellierung und Verifikation von Schaltungen und Systemen}}},
  volume       = {{36}},
  year         = {{1998}},
}

@book{53587,
  editor       = {{Müller, Wolfgang and Rammig, Franz Josef}},
  isbn         = {{3-931466- 35-3}},
  title        = {{{Proceedings des Workshops Methoden und Beschreibungssprachen zur Modellierung und Verifikation von Schaltungen und Systemen}}},
  year         = {{1998}},
}

@inproceedings{39496,
  abstract     = {{With the wide availability of network supporting hard-and software cooperative computer-based environments became extremely popular. A wide range of CSCW (Computer Supported Cooperative Work) tools with video conferencing, electronic mail, shared whiteboards, discussion forums, and shared information systems are already part of daily business. In contrast to the unstructured linear stream of information in electronic mails shared workspaces provide structured administration of electronic information like documents, voice, pictures, and movies. Popular examples of shared workspaces are BSCW (Basic Support for Cooperative Work), Hypernews, Lotus Notes, Alta Vista Forum, Lifelink, Microsoft Exchange and Webshare. Currently, all these systems are not flexible enough to get easily customized to the requirements of the individual application and user only supporting a limited set of predefined different views and functionality. This article introduces VIPspace (Visually Programmable Workspace). VIPspace can be easily customized to the individual needs of an user through VIPrule, a combination of a form- and icon-based visual programming language. VIPrule is based on an easy-to-use drag and drop paradigm. Direct manipulation via drag and drop allows easy access to local file systems as well as manipulation, exchange, and publication of shared multimedia documents. As VIPspace is implemented in Java it nicely integrates with other web-applications and provides a platform independent environment with a uniform graphical user interface.}},
  author       = {{Dücker, M. and Müller, Wolfgang and Rubart, Jessica}},
  booktitle    = {{ Proceedings. 1998 IEEE Symposium on Visual Languages }},
  isbn         = {{0-8186-8712-6}},
  keywords     = {{Collaborative work, Electronic mail, Computer networks, Video sharing, Videoconference, Discussion forums, Information systems, Streaming media, Motion pictures, Computer languages}},
  location     = {{Halifax, NS, Canada }},
  title        = {{{VIPspace - A Visually Programmable Shared Workspace}}},
  doi          = {{10.1109/VL.1998.706150}},
  year         = {{1998}},
}

@inproceedings{39499,
  abstract     = {{3D-graphics popularity has steadily increased in a
number of areas such as entertainment, scienti c vi-
sualization, simulation, and virtual reality. Despite
this rapid growth the authoring of animated 3D objects
in virtual environments is stil l by no means trivial.
This article presents new concepts of the animated 3D
programming language SAM (Solid Agents in Motion)
and its programming environment. In SAM, the main
syntactic objects like agents, rules, and messages are
represented as 3D objects. The design of a SAM pro-
gram is supported by a dedicated 3D structure editor.
The editor al lows the de nition and spatial arrange-
ment of SAM agents in a 3D scene by direct manipu-
lation. The paper gives a number of SAM examples,
demonstrating the authoring of simple animated vir-
tual 3D scenarios.}},
  author       = {{Geiger, Christian and Lehrenfeld, Georg and Müller, Wolfgang}},
  booktitle    = {{Proceedings of the Annual Conference for the Computer Human Interaction}},
  title        = {{{Authoring Communicating Agents in Virtual Environments}}},
  year         = {{1998}},
}

@inproceedings{39493,
  abstract     = {{This article presents the animated visual 3D programming language SAM (Solid Agents in Motion) for parallel systems specification and animation. A SAM program is a set of interacting agents synchronously exchanging messages. The agent's behaviour is specified by means of production rules with a condition and a sequence of actions each. Actions are linearly ordered and execute when matching a rule. In SAM, main syntactic objects like agents, rules, and messages are 3D. These objects can have an abstract and a concrete, solid 3D presentation. While the abstract representation is for programming and debugging, the concrete representation is for animated 3D end-user presentations. After outlining the concepts of SAM this article gives two programming examples of 3D micro worlds and an overview of the programming environment.}},
  author       = {{Geiger, Christian and Müller, Wolfgang and Rosenbach, W.}},
  booktitle    = {{Proceedings of the IEEE Symposium on Visual Languages}},
  isbn         = {{0-8186-8712-6}},
  keywords     = {{Animation, Computer languages, Solids, Concrete, Application software, Virtual reality, Programming profession, Switches, Visualization, Debugging}},
  location     = {{Halifax, Canada}},
  title        = {{{SAM - An Animated 3D Programming Language}}},
  doi          = {{10.1109/VL.1998.706167}},
  year         = {{1998}},
}

@inproceedings{39489,
  author       = {{Geiger, Christian and Müller, Wolfgang}},
  title        = {{{Visuelle Spezifikation, Modellierung und Animation im Systementwurf}}},
  year         = {{1998}},
}

@article{34577,
  author       = {{Müller, Wolfgang and Sturm, Jörgen}},
  journal      = {{it - Information Technology}},
  pages        = {{32--36}},
  publisher    = {{Oldenbourg Verlag}},
  title        = {{{Visuelle Spezifikations- und Modellierungstechniken}}},
  doi          = {{10.1524/itit.1998.40.3.32}},
  year         = {{1998}},
}

@inproceedings{39510,
  abstract     = {{Modeling of human knowledge and reasoning requires the formulation of uncertainty in its various forms. Fuzzy logic was introduced to directly support these applications (H. Zimmermann, 1991). Fuzzy control (FC) which is based on fuzzy logic allows one to control complex systems based on qualitative information like human knowledge (C. Geiger and G. Lehrenfeld, 1994). In fuzzy logic, fuzzy sets are usually defined and manipulated by means of complex mathematics, whereas the fuzzy control process is frequently outlined by visual sketches based on set diagrams in order to enhance the comprehension of the inference process. The rule based execution of this process usually follows the lines of rule based visual programming languages (VPLs), i.e., languages comparable to Agentsheets and ChemTrains. This strongly indicates that VPLs are thus well applicable for this use. We first outline the basic concepts of fuzzy logic and fuzzy control. Thereafter, we sketch a visual language which integrates fuzzy set diagrams in the visual representation of rules. The basic concepts are inherited from the complete visual programming language, Pictorial Janus (PJ). However, we significantly simplify PJ's visual concepts in order to adapt it for our purpose.}},
  author       = {{Dücker, M. and Geiger, Christian and Lehrenfeld, Georg and Müller, Wolfgang and Tahedl, C.}},
  booktitle    = {{Proceedings of the 1997 IEEE Symposium on Visual Languages}},
  isbn         = {{0-8186-8144-6}},
  keywords     = {{Computer languages, Fuzzy control, Fuzzy sets, Animation, Visualization, Fires, Application software, Pattern matching, Impedance matching, Domain specific languages}},
  title        = {{{A Visual Programming Language for Qualitative Data}}},
  doi          = {{10.1109/VL.1997.626593}},
  year         = {{1997}},
}

@inproceedings{39505,
  abstract     = {{3D-graphics are becoming popular in a steadily increasing number of areas such as entertainment, scientific visualization, simulation, and virtual reality. Despite this rapid growth the generation of animated 3D scenes is by no means trivial. Since animated 3D objects evolve over time the authors denote these objects as 4D. The article presents a novel approach to the rapid prototyping of 4D models. They introduce the AAL (Animated Agent Layer) system. AAL is an interpreter-based approach covering a textual (AAL-PR) as well as a visual command language (AAL-VL) for the specification of the dynamics in 4D scenes. AAL provides support for different levels of abstraction: primitives, structured objects, animated objects, and animated (autonomous) agents.}},
  author       = {{Dücker, M. and Geiger, Christian and Hunstock, R. and Lehrenfeld, Georg and Müller, Wolfgang}},
  booktitle    = {{Proceedings of the 1997 IEEE Symposium on Visual Languages}},
  isbn         = {{0-8186-8144-6}},
  keywords     = {{Prototypes, Layout, Animation, Command languages, Application software, Libraries, Virtual reality, Computer graphics, Hardware, Context modeling}},
  title        = {{{Visual-Textual Prototyping of 4D Scenes}}},
  doi          = {{10.1109/VL.1997.626601}},
  year         = {{1997}},
}

@inproceedings{39502,
  abstract     = {{The authors present a new approach to an interactive design and analysis environment for visual languages. The main components, i.e., editor animator and interpreter are introduced. Their interactions are being investigated emphasizing the interpreter-animator interaction and defining an interface supporting different levels of automation. The interpreter performs the executions on a logical level and triggers the animator. The interactive animation provides a very high degree of liveness since it is based on the tight integration of the animator and editor. The proposed architecture permits the distributed implementation of a system for real-time animation. Their concepts are validated by the implementation of a debugging environment for the complete visual programming language Pictorial Janus.}},
  author       = {{Dücker, M. and Lehrenfeld, Georg and Müller, Wolfgang and Tahedl, C.}},
  booktitle    = {{ Proceedings International Conference and Workshop on Engineering of Computer-Based Systems}},
  isbn         = {{0-8186-7889-5}},
  keywords     = {{Real time systems, Animation, Debugging, Automation, Computer languages, Timing, Environmental management, Programming environments, Visualization, Multimedia systems}},
  location     = {{Monterey, CA, USA }},
  title        = {{{A Generic System for Interactive Real--Time Animation}}},
  doi          = {{10.1109/ECBS.1997.581876}},
  year         = {{1997}},
}

@inproceedings{39513,
  author       = {{Aisch, H. and Joosten, M. and Müller, Wolfgang and Buijs, F.}},
  title        = {{{Interaktiver Produktdatenaustausch mit EDIFACT}}},
  year         = {{1996}},
}

@inproceedings{39521,
  abstract     = {{Investigates the integration of an interactive constraint solver into an existing 2D real-time animation environment in order to achieve a better observability, traceability and stability of the individual graphical objects. We present two approaches for assigning constraints to the objects. The first approach assigns constraints to the objects when they are created, keeping them stable during their entire life-time. The second approach dynamically changes constraints before the computation of each frame. The investigation is based on our practical experience with the complete visual programming language Pictorial Janus and the parallel constraint solver Parcon.}},
  author       = {{Griebel, P. and Lehrenfeld, Georg and Müller, Wolfgang and Tahedl, C. and Uhr, H.}},
  booktitle    = {{Proceedings of the 1996 IEEE Symposium on Visual Languages}},
  isbn         = {{0-8186-7508-X}},
  keywords     = {{Animation, Layout, Computer languages, Visualization, Observability, Stability, Runtime, Costs, Graphics, Hardware}},
  title        = {{{Integrating a Constraint Solver into a Real-Time Animation Environment}}},
  doi          = {{10.1109/VL.1996.545262}},
  year         = {{1996}},
}

@inproceedings{39517,
  author       = {{Dücker, Marita and Lehrenfeld, Georg and Müller, Wolfgang}},
  booktitle    = {{Proceedings of the 10th European Simulation Multiconference (ESM'96)}},
  title        = {{{Specification and Analysis of Concurrent Systems in a Complete Visual Environment}}},
  year         = {{1996}},
}

