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David Zeltzer

dblp:38/2141 · DBLP profile ↗
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17ranked-venue papers
3as first author
0since 2021 · last 2004
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 13 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 11 · 2 first-authorDatabases, data management, data science and information retrieval · 1Applied, interdisciplinary, general and emerging computing · 1

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.

Human-computer interaction and pervasive computing
3 papers
Interaction techniques and input · 45% Haptics and multimodal interaction · 36% Immersive interaction · 12%
Computer graphics and multimedia
5 papers
Computer animation and physical simulation · 58% Computational fabrication · 15% Multimedia systems and quality of experience · 14%
Artificial intelligence
1 paper
Legged, aerial and field robots · 50% Motion planning and robot control · 50%

Topics — the 12 heaviest of 16, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction › multimodal interaction
multimodal virtual environment
0.011997
Prototyping and design for assembly analysis using multimodal virtual environments · Comput. Aided Des. 1997
Interaction techniques and input › gesture input
glove-based interaction
0.011993
A Design Method for "Whole-Hand" Human-Computer Interaction · ACM Trans. Inf. Syst. 1993
Computer animation and physical simulation
character animation
0.011992
Pump it up: computer animation of a biomechanically based model of muscle using the finite element method · SIGGRAPH 1992
Computer animation and physical simulation › rigid body simulation
articulated body simulation
0.011990
Dynamic simulation of autonomous legged locomotion · SIGGRAPH 1990
Interaction techniques and input
hand-based interaction
0.011989
Hands-on interaction with virtual environments · UIST 1989
Immersive interaction
virtual reality interaction
0.011989
Hands-on interaction with virtual environments · UIST 1989
Computational fabrication › design for manufacturing
design for assembly
0.011997
Prototyping and design for assembly analysis using multimodal virtual environments · Comput. Aided Des. 1997
Computer animation and physical simulation
finite element method
0.011992
Pump it up: computer animation of a biomechanically based model of muscle using the finite element method · SIGGRAPH 1992
Computer animation and physical simulation
physically-based modeling
0.011992
Pump it up: computer animation of a biomechanically based model of muscle using the finite element method · SIGGRAPH 1992
Robotics › Motion planning and robot control › robot control
gait control
0.011990
Dynamic simulation of autonomous legged locomotion · SIGGRAPH 1990
Robotics › Legged, aerial and field robots › legged robots
legged robot locomotion
0.011990
Dynamic simulation of autonomous legged locomotion · SIGGRAPH 1990
Processor architecture and microarchitecture
SIMD
0.011987
Developing computer animation packages (panel) · CHI 1987

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

forward dynamics · 0.0taxonomy construction · 0.0controlled experiment · 0.0finite element method · 0.0biomechanical model · 0.0parallel processing · 0.0SIMD · 0.0motor programs · 0.0motor program · 0.0logical device abstraction · 0.0
YearPublicationVenuePosition
2004 Towards a visualization architecture for time-critical applications
abstract
Time-critical domains, such as emergency management, demand fast decisions from expert users under stress. Our Decision-Centered Visualization (DCV) system supports decision making by integrating domain knowledge and knowledge about human situation awareness for time-critical visualization. Efficient information presentation is vital for the user's situation awareness and, in consequence, to his or her task performance. We address the problem of efficiently visualizing both existing and incoming information by connecting domain data types and presentation requirements of the domain's tasks.
Jörn Kohlhammer, David Zeltzer
IUI2
2003 DCV: a decision-centered visualization system for time-critical applications
abstract
Users of information systems in time-critical domains are under constant pressure to digest and process information that is vital for their task. Thus, the user needs efficient information visualization that avoids displaying information that is not vital at the moment. Decision-centered visualization is an adaptive, interactive visualization system that supports decision making by integrating domain knowledge and knowledge about human decision making with an interactive visualization architecture. An important facet of this system is the representation of the underlaying domain knowledge. We will first describe the main modules and the main structures of the knowledge representation of the DCV system. We then describe how DCV uses the represented domain knowledge to guide the information visualization in time-critical applications.
Jörn Kohlhammer, David Zeltzer
SMC2
1997 Prototyping and design for assembly analysis using multimodal virtual environments
Rakesh Gupta 0001, Daniel E. Whitney, David Zeltzer
Comput. Aided Des.3
1996 Task-level interaction with virtual environments and virtual actors
abstract
In many virtual environment (VE) applications, the VE system must be able to display accurate models of human figures that can perform routine behaviors and adapt to events in the virtual world. In order to achieve such adaptive, task‐level interaction with virtual actors, it is necessary to model elementary human motor skills. SkillBuilder is a software system for constructing a set of motor behaviors for a virtual actor by designing motor programs for arbitrarily complicated skills. Motor programs are modeled using finite state machines, and a set of state machine transition and ending conditions for modeling motor skills has been developed. Using inverse kinematics and automatic collision avoidance, SkillBuilder was used to construct a suite of behaviors for simulating visually guided reaching, grasping, and head‐eye tracking motions for a kinematically simulated actor consisting of articulated, rigid body parts. All of these actions have been successfully demonstrated in real time by permitting the user to interact with the virtual environment using a whole‐hand input device.
David Zeltzer, Swetlana Gaffron
Int. J. Hum. Comput. Interact.1
1995 CamDroid: A System for Implementing Intelligent Camera Control
abstract
In this paper, a method of encapsulation camera tasks into well defined units called “camera modules” is described. Through this encapsulation, camera modules can be programmed and sequenced, and thus can be used as the underlying framework for controlling the virtual camera in the widely disparate types of graphical environments. Two examples of the camera framework are shown: an agent which can film a conversation between two virtual actors and a visual programming language for filming a virtual football game.
Steven Mark Drucker, David Zeltzer
SI3D2
1993 A Design Method for "Whole-Hand" Human-Computer Interaction
abstract
A disciplined investigation of "whole-hand interfaces (often glove based, currently) and their appropriate use for the control of complex task domains is embodied by the design method for whole-hand input.This is a series of procedures-including a common basis for the description, design, and evaluation of whole-hand input, together with an accompanying taxonomy-that enumerates key issues and points for consideration in the development of whole-hand input.The method helps designers focus on task requirements, isolate problem areas, and choose appropriate whole-hand input strategies for their specified tasks.Several experiments were conducted to validate and demonstrate the use of the design method.The results of the experiments are summarized and discussed.
David J. Sturman, David Zeltzer
ACM Trans. Inf. Syst.2
1992 CINEMA: A System for Procedural Camera Movements
abstract
This paper presents a general system for camera movement upon which a wide variety of higher-level methods and applications can be built.In addition to the basic commands for camera placement, a key attribute of the CINEMA system is the ability to inquire information directly about the 3D world through which the camera is moving.With this information high-level procedures can be written that closely correspond to more natural camera specifications.Examples of some high-level procedures are presented.In addition, methods for overcoming deficiencies of this procedural approach are proposed.
Steven Mark Drucker, Tinsley A. Galyean, David Zeltzer
SI3D3
1992 Interactive Graphics for Plastic Surgery: A Task-Level Analysis and Implementation
abstract
We have implemented a system for Computer-Aided Plastic Surgery.Planning plastic surgery procedures is complex because the surgeon needs to stretch and reshape the patient's skin to replace missing tissue while minimizing distortion of the surrounding tissue.Traditional planning techniques rely on the surgeon's experience to select among a myriad of possible procedure designs.While mathematica1 techniques for predicting the outcome of surgery have been proposed in the past, these are not in widespread use by surgeons because they require the surgeon to perform manual constructions and geometric calculations.Our system makes the analysis process easier by allowing the surgeon to draw the surgical plan directly on a 3D model of the patient.An automatic mesh generator is used to convert that drawing into a well-formulated problem for finite element analysis.
Steven D. Pieper, Joseph M. Rosen, David Zeltzer
SI3D3
1992 Pump it up: computer animation of a biomechanically based model of muscle using the finite element method
abstract
article Pump it up: computer animation of a biomechanically based model of muscle using the finite element method Share on Authors: David T. Chen Computer Graphics and Animation Group, The Media Laboratory, Massachusetts Institute of Technology, Cambridge, MA Computer Graphics and Animation Group, The Media Laboratory, Massachusetts Institute of Technology, Cambridge, MAView Profile , David Zeltzer Computer Graphics and Animation Group, The Media Laboratory, Massachusetts Institute of Technology, Cambridge, MA Computer Graphics and Animation Group, The Media Laboratory, Massachusetts Institute of Technology, Cambridge, MAView Profile Authors Info & Claims ACM SIGGRAPH Computer GraphicsVolume 26Issue 2July 1992 pp 89–98https://doi.org/10.1145/142920.134016Published:01 July 1992 176citation3,599DownloadsMetricsTotal Citations176Total Downloads3,599Last 12 Months42Last 6 weeks5 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access
David T. Chen, David Zeltzer
SIGGRAPH2
1991 Motor planning: An architecture for specifying and controlling the behaviour of virtual actors
abstract
Abstract As virtual worlds become increasingly complex,task levelinteraction with virtual actors becomes correspondingly important. The control problem simply becomes unmanageable if we try to interact with synthetic agents at the wrong level of abstraction. However, it is not sufficient merely to implement a set of behaviours for a virtual actor; we require some mechanism for selecting and sequencing motor skills appropriate to the current behavioural goalsandthe states of other objects and actors in the virtual environment. In this paper we will describe a mechanism for linkingperceptionandactionto generate routine behaviours in a process we callmotor planning.We present our implementation of the skill network, in which motor skills are the nodes and the arcs represent inhibitory and excitatory connections, including extensions to this architecture based on recent work in robotics. We characterize the domain of motor planning, i.e. what kinds of behaviour can it account for, and when will it fail? We close with a discussion of the limits of our current implementation and work that remains to be done.
David Zeltzer, Michael B. Johnson
Comput. Animat. Virtual Worlds1
1990 Control of a virtual actor: the roach
abstract
We have developed a virtual environment system which supports multiple simulations, including virtual actors. These actors exhibit motor behavior in response to activity in the environment. We present an example actor, whose low-level behavior is modeled after physiological analyses of cockroach motor behavior. The sensori-motor activity of our roach is generated by a hierarchical control structure. Coupled oscillators generate basic gait patterns, which are modified by reflexes feeding in from the environment. Stepping and stance are executed by kinematic motor programs, which move the legs and body. The reactive level associates motor behavior with events in the virtual environment, to simulate perception and implement higher level behaviors. The activity of the virtual actor is determined only when it is situated in the environment, and interacts with the user and other simulations.
Michael McKenna, Steven D. Pieper, David Zeltzer
I3D3
1990 The virtual erector set: dynamic simulation with linear recursive constraint propagation
abstract
We have implemented an algorithm for rigid body dynamics which unifies the advantages of linear recursive algorithms with the advantages of earlier linear algebra based constraint force approaches. No restriction is placed on the joints between links. The algorithm is numerically robust and can deal with arbitrary trees of bodies, including kinematic loops. Motion as well as force constraints on the dynamic behavior of any member of the linkage can be added easily. Through the use of spatial algebra notation---including our extension to account for spatial position---the mathematical expressions are simplified and more efficient to execute. The algorithm has been implemented on workstation class machines and performs at interactive speeds.
Peter Schröder, David Zeltzer
I3D2
1990 Dynamic simulation of autonomous legged locomotion
abstract
Accurate simulation of Newtonian mechanics is essential for simulating realistic motion of joined figures. Dynamic simulation requires, however, a large amount of computation when compared to kinematic methods, and the control of dynamic figures can be quite complex. We have implemented an efficient forward dynamic simulation algorithm for articulated figures which has a computational complexity linear in the number of joints. In addition, we present a strategy for the coordination of the locomotion of a six-legged figure - a simulated insect - which has two main components: a gait controller which sequences stepping, and motor programs which control motions of the figure by the application of forces. The simulation is capable of generating gait patterns and walking phenomena observed in nature, and our simulated insect can negotiate planar and uneven terrain in a realistic manner. The motor program techniques should be generally applicable to other control problems.
Michael McKenna, David Zeltzer
SIGGRAPH2
1989 Hands-on interaction with virtual environments
abstract
In this paper we describe the evolution of a whole-hand interface to our virtual-environment graphical system. We present a set of abstractions that can be used to implement device-independent interfaces for hand measurement devices. Some of these abstractions correspond to known logical device abstractions, while others take further advantage of the richness of expression in the human hand. We describe these abstractions in the context of their use in our development of virtual environments.
David J. Sturman, David Zeltzer, Steven D. Pieper
UIST2
1988 Media technology (panel session)
abstract
No abstract available.
Walter Bender, Marvin Minsky, David Zeltzer
SIGGRAPH3
1987 Developing computer animation packages (panel)
abstract
Specialized computer architectures can provide better price/performance for executing image processing and graphics applications than general purpose designs. Two processors are presented that use parallel SIMD data paths to support common graphics data structures as primitive operands in arithmetic expressions. A variant of the C language has been implemented to allow high level language coding of user applications on these processors. High level programming support is designed into the processor architecture that implements parallel object data typing and parallel conditional evaluation in hardware.
Jeffrey Graber, Kevin Lefebvre, Michael Sciulli, Donald Leich, Milan Novacek, David Zeltzer, David J. Sturman
CHI7
1985 Towards an integrated view of 3-D Computer animation
David Zeltzer
Vis. Comput.1