| Lieberman, H. Mondrian: A Teachable Graphical Editor. In Watch What I Do: Programming by Demonstration. MIT Press, Cypher, A., Ch. 16, pp. 340--358, Cambridge, MA, 1993. |
....of programming in the interface systems, i.e. system in which the development interface and the target interface are the same. Applications with macrorecording facilities are also of this type, as are programming by example (PBE) 6,11] systems like SmallStar[9] Eager[5] and Mondrian[12]. These systems are powerful because the developer programs using the same operations and same interfaces that he is already familiar with as an enduser. Programming in the WYSIWYG interface tools are slightly different. Here, the development interface is not the target run time interface, ....
Lieberman, H., Mondrian: A Teachable Graphical Editor, in Watch What I do: Programming by Demonstration, MIT Press, London, England.
.... process between the user and the system in the form of examples, hints, and questions (e.g. 9, 10, 11] The goal of instructible agents is to discover (a) what the user is doing and (b) when the user wants this action performed within a certain task model; for example, graphical editor layout [12], or text recognition [13] The approach taken here differs significantly in that fish are trained as social proxies and do not perform detailed, direct control, or task dependent actions. The fish or social agent has the task of displaying the user s activities and personality to other users in ....
H. Lieberman, "Mondrian: A teachable graphical editor, " in Watch what I do: Programming by demonstration, A. Cypher, Ed. MIT Press, Cambridge: MA, 1993.
....should not present the language as code to be manipulated with a text editor. That would not only would violate the nonprogramming requirement, but would also make possible syntax errors and other kinds of problems. Most previous systems presented the internal representation in code form [7] 3][19][6] 47] Mudugno has shown in her work that users understand picture representations best [26] Her system as well as Kurlander s Chimera [16] use a comic book metaphor for displaying the system s actions. Other systems like Marquise [30] compromise between picture and text and present ....
Henry Lieberman. Mondrian: A Teachable Graphical Editor. Visible Language Workshop, MIT Media Laboratory, November 1991.
.... property sheets in SmallStar [5] questions and answers (e.g. Peridot [12] and Metamouse [10] textual representation of the code (e.g. Tinker [8] meta character in the program area (e.g. the cat icon in Eager [3] animation (e.g. rehearsals in Rehearsal World [4] and sound (e.g. Mondrian [9]) Our approach has several benefits over these forms of feedback. Unlike dialog boxes and the question and answer style, it is not disruptive, since the user does not need to respond to it. Unlike programs represented in a textual language, it does not require the user to learn a new language ....
Henry Lieberman. Mondrian: A teachable graphical editor. unpublished notes, 1992.
....relationships explicit. Metamouse works in the command extensibility domain, and the turtle can be taught to perform some surprisingly complex tasks, such as sorting rectangles by height. 2.2. 8 Mondrian Henry Lieberman s Mondrian is also a graphical editor with a programming by example component [Lieberman93b] It was built concurrently with Chimera s macro by example facility, and uses a visual representation inspired in part by Chimera s editable graphical histories. Mondrian provides a storyboard of screen miniatures, showing the changing state of the display during editing. Each panel contains a ....
....approach is to generate graphics automatically to represent the operations in the 163 macro. The Mondrian graphical editor also dynamically builds panels to present a history, but Mondrian s panels are uneditable screen miniatures, and do not yet participate in many phases of macro definition [Lieberman93b] Most of the programming by example systems discussed thus far have special operations to start and stop recording events. In our system, operations are always being recorded by an undo redo mechanism. When users realize that a set of operations that they had performed are generally useful, they ....
Lieberman, Henry. Mondrian: A Teachable Graphical Editor. In Watch What I Do: Programming by Demonstration. Allen Cypher, ed. MIT Press, Cambridge, MA. 1993. 341-358. 217
....computer systems. Although a very general application of the learning algorithm, such as the secretary robot, is overly ambitious at this time, some applications seem realistic. For example, there has been considerable interest in interface agents recently (Maes Kozierok 1993, Sheth Maes 1993, Lieberman 1993). Research on interface agents to date concentrates on agents that assist the user of computer software or networking software. The interface agents learn procedures that the user follows frequently, and repeats these procedures automatically or on demand. In this way the agent takes over some ....
....problem is different for people and for the agent in this thesis, the realistic nature of the Macintosh Environment makes it a motivating example for this research. This environment is further motivated by the increasing interest in interface agents (Maes Kozierok 1993, Sheth Maes 1993, Lieberman 1993) which must cope with similar user interface environments. Finally, since the Macintosh Environment is complex and its behavior is evident on the screen, it is a perfect example environment. Now we are ready to proceed with the full development of the perceptual interface in the Macintosh ....
Lieberman, H. (1993), Mondrian: a Teachable Graphical Editor, in A. Cypher, ed., `Watch what I do: Programming by Demonstration', The MIT Press.
....Programming By Demonstation (PBD) also known as Programming By Example, is the creation of programs in the user interface by demonstrating what should do the program, rather than writing a program in a text editor. The most famous PBD systems are Pygmalion [13] SmallStar#[3] Eager [1] Mondrian [5], Metamouse [7] and Peridot [8] The demonstrations and examples are performed by the user and a PBD system tries to generalize them. This first definition of PBD seems to be quite utopian, we would readily like to propose a user interface adapting itself and evolving according to the user s ....
Lieberman. H. "Mondrian: A Teachable Graphical Editor", Watch What I Do: Programming by Demonstration, Cypher A., ed., MIT Press, Cambridge, MA, 1993, pp. 340-358.
....data objects to use as parameters, etc. There are other forms of feedback we could have chosen: dialog boxes[9] questions and answers[17, 22] textual representation of the code[14] changing the appearance of actual interface objects (e.g. anticipation highlighting[4] animation[7] and sound[16]. Our approach has several benefits over these other forms. Unlike dialog boxes and the question and answer style, it is not always disruptive, since users can ignore the program representation until they are finished demonstrating it. Unlike programs represented in a textual language, it does not ....
Henry Lieberman. Mondrian: A Teachable Graphical Editor. In Proceedings of InterCHI '93, page 144, April 1993.
....to represent generalized actions, shifting the communication from concrete to abstract. One technique for communicating generalized actions is to use a storyboard containing snapshots of a prototypical example before and after each action (Kurlander and Feiner, 1993; Modugno and Myers, 1993; Lieberman, 1993). Unfortunately, considerable cognitive load is involved in identifying the changes that have occurred between snapshots, which reduces the perspicacity of the representation. Conveying the overall flow of control of the agent s program is even more problematic than representing a single action. ....
Lieberman, H. (1993) "Mondrian: a teachable graphical editor." In Watch what I do: programming by demonstration. , edited by A. Cypher, pp. 340--357. MIT Press.
....Although an icon s name, etc. may change throughout the script, its color remains the same (e.g. the icon shown dark blue on the screen and black in Figure 1c e) Related Languages. The comic strip language is similar to the editable histories of Chimera (Kurlander and Feiner, 1988) and Mondrian (Lieberman, 1993), but there are many important differences. First, the comic strip language contains abstractions that resemble the real interface objects they represent. In contrast, Chimera and Mondrian use actual screen snapshots in their representations. Also, Pursuit s inferences are displayed in a program, ....
Lieberman, H. (1993). Mondrian: A Teachable Graphical Editor. In Proceedings of InterCHI '93. Amsterdam, The Netherlands, pp. 144.
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Lieberman, H., Mondrian: A Teachable Graphical Editor, in [4], pp. 340-358.
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Lieberman, Henry, Mondrian: A Teachable Graphical Editor, in [Cypher 93].
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Lieberman, H., (1993) Mondrian: A Teachable Graphical Editor, in [Cypher, ed. 93].
....deemed unimportant may be omitted, while important ones emphasized using color or other highlighting. They may be annotated with additional labeling that directs the user s attention to salient features. Mondrian: A teachable graphical editor that uses a visual language of examples Mondrian [Lieberman 92] is an object oriented graphical editor, similar to MacDraw, that can learn new graphical procedures through programming by example. The user demonstrates the steps of a graphical procedure through interaction with the system, using a concrete visual example. The system remembers the steps and ....
....using a concrete visual example. The system remembers the steps and can generalize them to produce a program that will perform an analogous procedure on future examples. Mondrian s programming by example approach, details of the generalization and other aspects are covered in a companion paper [Lieberman 92] This paper emphasizes the visual language aspects. Mondrian uses visual examples as the sole visual representation of operations, where most direct manipulation graphical editors use icons or menu selections. Built in operations use visual examples to teach the user about how they work. A ....
Henry Lieberman, Mondrian: A Teachable Graphical Editor, in [Cypher, et. al. 92]
....applications whose interface is intended to be operated by a human user rather than a program. We ve implemented some agents In our group at the MIT Media Lab, we have implemented several projects which provide intelligent agents for the interfaces to common software packages. Mondrian [Lieberman 92] is an object oriented graphical editor, similar to MacDraw, which has a learning agent. It records procedures that are visually demonstrated on concrete examples, and has some ability to generalize so that the recorded procedures can operate on examples other than those on which it was ....
Henry Lieberman, Mondrian: A Teachable Graphical Editor, in [Cypher, ed. 93].
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Lieberman, Henry, Mondrian: A Teachable Graphical Editor, in (Cypher, ed. 93). Lieberman, Henry, Graphical Annotation as a Visual Language for Specifying Generalization Relations, IEEE Symposium on Visual Languages, Bergen, Norway, August 1993.
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Lieberman, H. Mondrian: A Teachable Graphical Editor. In Watch What I Do: Programming by Demonstration. MIT Press, Cypher, A., Ch. 16, pp. 340--358, Cambridge, MA, 1993.
No context found.
Henry Lieberman, #1993#. Mondrian: A Teachable Graphical Editor. In Proceedings of InterCHI '93, page 144.
No context found.
Henry Lieberman, (1993). Mondrian: A Teachable Graphical Editor. In Proceedings of InterCHI '93, page 144.
No context found.
Henry Lieberman (1993). Mondrian: A Teachable Graphical Editor. In Proceedings of InterCHI '93, page 144.
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