Publication statistics

Pub. period:1981-2004
Pub. count:17
Number of co-authors:16


Number of publications with 3 favourite co-authors:

Rita K. Addison:
Michael McKenna:
C. Csuri:



Productive colleagues

David Zeltzer's 3 most productive colleagues in number of publications:

Steven M. Drucker:26
David T. Chen:5
David Sturman:5

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David Zeltzer

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Current place of employment:
General Dynamics

My primary interests lie in assembling and directing multi-disciplinary research teams to explore visualization technologies, human/machine interface design, and 2D and 3D display technologies. I am also interested in transitioning technologies into commercial or otherwise fielded applications. I am currently Human Systems Integration (HSI) Analyst at Northrop Grumman Mission Systems in Newport, Rhode Island, as well as Adjunct Associate Professor of Computer Science at Brown University in Providence, Rhode Island.

A key element of my work lies in understanding how to apply knowledge engineering to effectively enhance human/machine collaboration. My experience with designing and evaluating situation awareness and sensor exploitation visualization systems has convinced me that in complex, high-risk, and time-critical operations -- especially where massive amounts of data are involved -- knowledge-based interactive computing is the only way to manage, organize and present information to decision makers who need to make rapid and confident choices. In addition to my work in knowledge-based visualization and human/machine interface design, my research interests include virtual environment technology, command and control, and decision support systems.


Publications by David Zeltzer (bibliography)

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Kohlhammer, Jorn and Zeltzer, David (2004): Towards a visualization architecture for time-critical applications. In: Nunes, Nuno Jardim and Rich, Charles (eds.) International Conference on Intelligent User Interfaces 2004 January 13-16, 2004, Funchal, Madeira, Portugal. pp. 271-273.

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.

© All rights reserved Kohlhammer and Zeltzer and/or ACM Press

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Zeltzer, David and Addison, Rita K. (1997): Responsive Virtual Environments. In Communications of the ACM, 40 (8) pp. 61-64.

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Zeltzer, David and Gaffron, Swetlana (1996): Task-Level Interaction with Virtual Environments and Virtual Actors. In International Journal of Human-Computer Interaction, 8 (1) pp. 73-94.

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.

© All rights reserved Zeltzer and Gaffron and/or Lawrence Erlbaum Associates

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McKenna, Michael and Zeltzer, David (1996): Dynamic Simulation of a Complex Human Figure Model with Low Level Behavior Control. In Presence: Teleoperators and Virtual Environments, 5 (4) pp. 431-456.

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Drucker, Steven M. and Zeltzer, David (1994): Intelligent camera control in a virtual environment. In: Graphics Interface 94 May 18-20, 1994, Banff, Alberta, Canada. pp. 190-199.

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Sturman, David and Zeltzer, David (1993): A Design Method for "Whole-Hand" Human-Computer Interaction. In ACM Transactions on Information Systems, 11 (3) pp. 219-238.

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.

© All rights reserved Sturman and and/or ACM Press

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Chen, David T., Pieper, Steven D., Singh, Sunil K., Rosen, Joseph M. and Zeltzer, David (1993): The Virtual Sailor: An Implementation of Interactive Human Body Modeling. In: VR 1993 1993. pp. 429-435.

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McKenna, Michael and Zeltzer, David (1992): Three Dimensional Visual Display Systems for Virtual Environments. In Presence: Teleoperators and Virtual Environments, 1 (4) pp. 421-430.

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Zeltzer, David (1992): Autonomy, Interaction, and Presence. In Presence: Teleoperators and Virtual Environments, 1 (1) pp. 127-132.

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Pieper, Steven D., Rosen, Joseph M. and Zeltzer, David (1992): Interactive Graphics for Plastic Surgery: A Task-Level Analysis and Implementation. In: SI3D 1992 1992. pp. 127-134.

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Sturman, David, Zeltzer, David and Pieper, Steve (1989): Hands-on Interaction with Virtual Environments. In: Sibert, John L. (ed.) Proceedings of the 2nd annual ACM SIGGRAPH symposium on User interface software and technology November 13 - 15, 1989, Williamsburg, Virginia, United States. pp. 19-24.

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.

© All rights reserved Sturman et al. and/or ACM Press

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Zeltzer, David, Pieper, Steve and Sturman, David (1989): An integrated graphical simulation platform. In: Graphics Interface 89 June 19-23, 1989, London, Ontario, Canada. pp. 266-274.

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Graber, Jeffrey, Lefebvre, Kevin, Leich, Donald, Novacek, Milan, Zeltzer, David and Sturman, David (1987): Developing computer animation packages. In: Graphics Interface 87 (CHI+GI 87) April 5-9, 1987, Toronto, Ontario, Canada. pp. 193-196.

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Zeltzer, David (1985): Towards an integrated view of 3--D computer character animation. In: Graphics Interface 85 May 27-31, 1985, Montreal, Quebec, Canada. pp. 105-115.

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Zeltzer, David (1985): Towards an integrated view of 3-D Computer animation. In The Visual Computer, 1 (4) pp. 249-259. http://

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Zeltzer, David (1982): Representation of complex animated figures. In: Graphics Interface 82 May 17-21, 1982, Toronto, Ontario, Canada. pp. 205-211.

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Zeltzer, David and Csuri, C. (1981): Goal--directed movement simulation. In: Seventh Canadian Man-Computer Communications Conference June 10-12, 1981, Waterloo, Ontario, Canada. pp. 271-280.

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