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ABSTRACT
When modelling dynamic X3D worlds, the addition of complex behaviour often becomes a bottleneck of the modelling process. To ease this limitation, this paper describes how the ideas of aspect oriented programming can be applied, to automatically add node-specific behaviour to corresponding X3D nodes.The technique described in this document allows to automatically assign behaviour to existing X3D scenes. The information where to add the behaviour is specified using a point-cut language. The result of the described process is a standard conforming X3D document. The proposed approach integrates well into an iterative scene development process. It supports a clean encapsulation of the behaviour and encourages separate modelling of behaviour and geometry, and thereby increases the reusability.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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[doi> 10.1145/504502.504527]
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