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Marc H. Brown

dblp:86/1086 · DBLP profile ↗
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14ranked-venue papers
9as first author
0since 2021 · last 1997
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 10 · 6 first-authorComputer networks · 3 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
6 papers
Visualization and visual analytics · 79% Computer animation and physical simulation · 21%
Human-computer interaction and pervasive computing
4 papers
User interface design and tools · 70% Collaborative and social computing · 20% Interaction techniques and input · 10%
Software engineering, system software, and programming languages
2 papers
Programming languages and type systems · 72% Software maintenance and evolution · 28%
Theoretical computer science
2 papers
Algorithms and data structures · 50% Graph algorithms and graph theory · 50%

Topics — the 16 heaviest of 18, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visualization and visual analytics › software visualization › algorithm visualization
algorithm animation
0.041993
An Introduction to Zeus: Audiovisualization of Some Elementary Sequential and Parallel Sorting Algorithms · CHI 1992
Perspectives on algorithm animation · CHI 1988
Algorithm Animation Using 3D Interactive Graphics · ACM Symposium on User Interface Software and Technology 1993
Computer animation and physical simulation › animation systems
3d animation system
0.011995
Obliq-3D: A High-Level, Fast-Turnaround 3D Animation System · IEEE Trans. Vis. Comput. Graph. 1995
User interface design and tools › user interface design
browsing interfaces
0.011995
Browsing the Web with a Mail/News Reader · ACM Symposium on User Interface Software and Technology 1995
Collaborative and social computing
groupware
0.011994
Building Distributed, Multi-User Applications by Direct Manipulation · ACM Symposium on User Interface Software and Technology 1994
User interface design and tools › programming environments
user interface development environment
0.011994
Building Distributed, Multi-User Applications by Direct Manipulation · ACM Symposium on User Interface Software and Technology 1994
User interface design and tools › visualization
program visualization
0.011993
Algorithm Animation Using 3D Interactive Graphics · ACM Symposium on User Interface Software and Technology 1993
Visualization and visual analytics › data visualization
audio visualization
0.011992
An Introduction to Zeus: Audiovisualization of Some Elementary Sequential and Parallel Sorting Algorithms · CHI 1992
Visualization and visual analytics › focus+context visualization
fisheye views
0.011992
Graphical Fisheye Views of Graphs · CHI 1992
Visualization and visual analytics
graph visualization
0.011992
Graphical Fisheye Views of Graphs · CHI 1992
User interface design and tools › interactive design tools
interface construction tools
0.011989
A two-view approach to constructing user interfaces · SIGGRAPH 1989
Programming languages and type systems
domain-specific languages
0.011995
Obliq-3D: A High-Level, Fast-Turnaround 3D Animation System · IEEE Trans. Vis. Comput. Graph. 1995
Visualization and visual analytics
software visualization
0.011984
A system for algorithm animation · SIGGRAPH 1984
Graph algorithms and graph theory
planar graphs
0.011992
Graphical Fisheye Views of Graphs · CHI 1992
Algorithms and data structures › sequence algorithms
sorting
0.011992
An Introduction to Zeus: Audiovisualization of Some Elementary Sequential and Parallel Sorting Algorithms · CHI 1992
Interaction techniques and input
direct manipulation
0.011989
A two-view approach to constructing user interfaces · SIGGRAPH 1989
Software maintenance and evolution
program comprehension
0.011988
Perspectives on algorithm animation · CHI 1988

Methods — techniques the papers use, named apart from their topics

3d interactive graphics · 0.0geometric transformation · 0.0audiovisualization · 0.0direct manipulation · 0.0GUI builder · 0.0taxonomy · 0.0automatic display generation · 0.0two-view paradigm · 0.0interactive graphics · 0.0dynamic program views · 0.0domain-specific language · 0.0
YearPublicationVenuePosition
1997 JCAT: Collaborative active textbooks using Java
Marc H. Brown, Roope Raisamo
Comput. Networks ISDN Syst.1
1996 Distributed Active Objects
Marc H. Brown, Marc Najork
Comput. Networks1
1995 Browsing the Web with a Mail/News Reader
abstract
No abstract available.
Marc H. Brown
ACM Symposium on User Interface Software and Technology1
1995 DeckScape: An Experimental Web Browser
Marc H. Brown, Robert A. Shillner
Comput. Networks ISDN Syst.1
1995 Obliq-3D: A High-Level, Fast-Turnaround 3D Animation System
abstract
Describes Obliq-3D, a high-level, fast-turnaround system for building 3D animations. Obliq-3D consists of an interpreted language that is embedded into a 3D animation library. This library is based on a few simple, yet powerful constructs that allow programmers to describe 3D scenes and animations of such scenes. By virtue of its interpretive nature, Obliq-3D provides a fast-turnaround environment. The combination of simplicity and fast turnaround allows programmers to construct nontrivial animations quickly and easily. The paper is divided into three major parts. The first part introduces the basic concepts of Obliq-3D, using a series of graduated examples. The second part shows how the system can be used to implement cone trees. The third part develops a complete animation of Dijkstra's (1959) shortest-path algorithm.>
Marc Najork, Marc H. Brown
IEEE Trans. Vis. Comput. Graph.2
1994 Building Distributed, Multi-User Applications by Direct Manipulation
abstract
This paper describes Visual Obliq, a user interface development environment for constructing distributed, multi-user applications. Applications are created by designing the interface with a GUI-builder and embedding callback code in an interpreted language, in much the same way as one would build a traditional (non-distributed, single-user) application with a modern user interface development environment. The resulting application can be run from within the GUI-builder for rapid turnaround or as a stand-alone executable. The Visual Obliq runtime provides abstractions and support for issues specific to distributed computing, such as replication, sharing, communication, and session management. We believe that the abstractions provided, the simplicity of the programming model, the rapid turnaround time, and the applicability to heterogeneous environments, make Visual Obliq a viable tool for authoring distributed applications and groupware.
Krishna Bharat, Marc H. Brown
ACM Symposium on User Interface Software and Technology2
1994 A Library for Visualizing Combinatorial Structures
abstract
Describes ANIM3D, a 3D animation library targeted at visualizing combinatorial structures. In particular, we are interested in algorithm animation. Constructing a new view for an algorithm typically takes dozens of design iterations, and can be very time-consuming. Our library eases the programmer's burden by providing high-level constructs for performing animations, and by offering an interpretive environment that eliminates the need for recompilations. We also illustrate ANIM3D's expressiveness by developing a 3D animation of Dijkstra's shortest-path algorithm in just 70 lines of code.>
Marc Najork, Marc H. Brown
IEEE Visualization2
1993 Algorithm Animation Using 3D Interactive Graphics
abstract
This paper describes a variety of 3D interactive graphics techniques for visualizing programs.The third dimension provides an extra degree of freedom for conveying information, much as color adds to black-and-white images, animation adds to static images, and sound adds to silent animations.The examples in this paper illustrate three fundamental uses of 3D: for providing additional information about objects that are intrinsically two-dimensional, for uniting multiple views, and for capturing a history of execution.The application of dynamic three-dimensional graphics to program visualization is largely unexplored.
Marc H. Brown, Marc Najork
ACM Symposium on User Interface Software and Technology1
1992 An Introduction to Zeus: Audiovisualization of Some Elementary Sequential and Parallel Sorting Algorithms
abstract
No abstract available.
Marc H. Brown
CHI1
1992 Graphical Fisheye Views of Graphs
abstract
A fisheye lens is a very wide angle lens that shows places nearby in detail while also showing remote regions in successively less detail. This paper describes a system for viewing and browsing planar graphs using a software analog of a fisheye lens. We first show how to implement such a view using solely geometric transformations. We then describe a more general transformation that allows hierarchical, structured information about the graph to modify the views. Our general transformation is a fundamental extension to the previous research in fisheye views.
Manojit Sarkar, Marc H. Brown
CHI2
1989 A two-view approach to constructing user interfaces
abstract
This paper describes a system for constructing graphical user interfaces following a two-view paradigm: one view contains a textual representation of the interface in a special-purpose, "little" language, and the other view contains a direct manipulation, interactive editor for the user interface. The user interface can be edited in either view, and the changes are reflected in the other view. The language allows dialog boxes to be expressed in a simple and natural way, and has a well-defined mapping into the interactive editor. A base set of interactors is currently available, but the system can be easily extended with more interactors. We believe this approach to building user interfaces combines the advantages of the direct manipulation, WYSIWYG approach with the advantages of the textual, descriptive approach, and does not suffer from the limitations of either approach.
Gideon Avrahami, Kenneth P. Brooks, Marc H. Brown
SIGGRAPH3
1988 Perspectives on algorithm animation
abstract
Systems for animating algorithms have received considerable interest of late as effective means for understanding computer programs. Thus far, nothing has been reported in the literature concerning nature of the displays nor to what extent displays can be created automatically. This paper addresses these two issues. The first part presents a taxonomy of displays prevalent in algorithm animation systems; the second part uses the taxonomy to analyze those types of displays that can and cannot be created automatically from unmodified source code.
Marc H. Brown
CHI1
1984 Progress report: Brown university instructional computing laboratory
abstract
An instructional computing laboratory, consisting of about 60 high-performance, graphics-based personal workstations connected by a high-bandwidth, resource-sharing local area network, has recently become operational at Brown University. This hardware, coupled with an innovative courseware/software environment, is being used in the classroom in an attempt to radically improve the state of the art of computer science pedagogy. This paper describes the current state of the project. The hardware and courseware/software environments are described and their use illustrated with detailed descriptions, including sample screen images. Some comments are included on our initial reactions to our experience to date with the environment and on our future plans.
Marc H. Brown, Robert Sedgewick
SIGCSE1
1984 A system for algorithm animation
abstract
A software environment is described which provides facilities at a variety of levels for “animating” algorithms: exposing properties of programs by displaying multiple dynamic views of the program and associated data structures. The system is operational on a network of graphics-based, personal workstations and has been used successfully in several applications for teaching and research in computer science and mathematics. In this paper, we outline the conceptual framework that we have developed for animating algorithms, describe the system that we have implemented, and give several examples drawn from the host of algorithms that we have animated.
Marc H. Brown, Robert Sedgewick
SIGGRAPH1