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
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