David Zielinski

David Zielinski

Analyst, IT

Overview

David J. Zielinski is a virtual and augmented reality software developer at Duke University (2004-present). Currently a technology specialist for the Department of Art, Art History & Visual Studies (2018-present). Previously a member of the DiVE Virtual Reality Lab (2004-2018), under the direction of Regis Kopper (2013-2018) and Rachael Brady (2004-2012). He received his bachelors (2002) and masters (2004) degrees in Computer Science from the University of Illinois at Urbana-Champaign, where he worked on a suite of virtual reality musical instruments under the guidance of Bill Sherman. He is also experienced in the hardware configuration and systems integration issues of setting up and maintaining virtual reality systems. 

Olk, Bettina, et al. “Measuring visual search and distraction in immersive virtual reality..” Royal Society Open Science, vol. 5, no. 5, May 2018. Epmc, doi:10.1098/rsos.172331. Full Text

Mehta, Rajvi, et al. “Wireless, Web-Based Interactive Control of Optical Coherence Tomography with Mobile Devices..” Transl Vis Sci Technol, vol. 6, no. 1, Jan. 2017. Pubmed, doi:10.1167/tvst.6.1.5. Full Text Open Access Copy

Mehta, Rajvi, et al. “Remote, web-based interface control of handheld swept source OCT system for acute care settings.” Investigative Ophthalmology & Visual Science, vol. 57, no. 12, ASSOC RESEARCH VISION OPHTHALMOLOGY INC, Sept. 2016.

Zielinski, D. J., et al. “Evaluating the effects of image persistence on dynamic target acquisition in low frame rate virtual environments.” 2016 Ieee Symposium on 3d User Interfaces, 3dui 2016  Proceedings, Apr. 2016, pp. 133–40. Scopus, doi:10.1109/3DUI.2016.7460043. Full Text Open Access Copy

Åhs, Fredrik, et al. “Medial prefrontal pathways for the contextual regulation of extinguished fear in humans..” Neuroimage, vol. 122, Nov. 2015, pp. 262–71. Epmc, doi:10.1016/j.neuroimage.2015.07.051. Full Text

Åhs, Fredrik, et al. “Spatial proximity amplifies valence in emotional memory and defensive approach-avoidance..” Neuropsychologia, vol. 70, Apr. 2015, pp. 476–85. Epmc, doi:10.1016/j.neuropsychologia.2014.12.018. Full Text

Zielinski, David J., et al. “Exploring the Effects of Image Persistence in Low Frame Rate Virtual Environments.” Proceedings of the Ieee Virtual Reality Conference, IEEE Computer Society, 2015. Open Access Copy

Dunsmoor, Joseph E., et al. “Extinction in multiple virtual reality contexts diminishes fear reinstatement in humans..” Neurobiology of Learning and Memory, vol. 113, Sept. 2014, pp. 157–64. Epmc, doi:10.1016/j.nlm.2014.02.010. Full Text

Kim, Kwanguk, et al. “Effects of virtual environment platforms on emotional responses..” Comput Methods Programs Biomed, vol. 113, no. 3, Mar. 2014, pp. 882–93. Pubmed, doi:10.1016/j.cmpb.2013.12.024. Full Text

Zielinski, D. J., et al. “Intercept tags: Enhancing intercept-based systems.” Proceedings of the Acm Symposium on Virtual Reality Software and Technology, Vrst, Nov. 2013, pp. 263–66. Scopus, doi:10.1145/2503713.2503737. Full Text

Pages

Zielinski, D. J., et al. “Specimen Box: A tangible interaction technique for world-fixed virtual reality displays.” 2017 Ieee Symposium on 3d User Interfaces, 3dui 2017  Proceedings, 2017, pp. 50–58. Scopus, doi:10.1109/3DUI.2017.7893317. Full Text

Zielinski, D. J., et al. “6 Degrees-of-freedom manipulation with a transparent, tangible object in world-fixed virtual reality displays.” Proceedings  Ieee Virtual Reality, 2017, pp. 221–22. Scopus, doi:10.1109/VR.2017.7892256. Full Text

Zielinski, D. J., et al. “Evaluating the effects of image persistence on dynamic target acquisition in low frame rate virtual environments.” Proceedings  Ieee Virtual Reality, vol. 2016-July, 2016, pp. 319–20. Scopus, doi:10.1109/VR.2016.7504782. Full Text

Bennett, R., et al. “Comparison of interactive environments for the archaeological exploration of 3D landscape data.” 2014 Ieee Vis International Workshop on 3dvis, 3dvis 2014, 2015, pp. 67–71. Scopus, doi:10.1109/3DVis.2014.7160103. Full Text

Zielinski, D., et al. “Comparative study of input devices for a VR mine simulation.” Proceedings  Ieee Virtual Reality, 2014, pp. 125–26. Scopus, doi:10.1109/VR.2014.6802083. Full Text

Zielinski, D. J., et al. “Enabling closed-source applications for virtual reality via OpenGL intercept-based techniques.” 2014 Ieee 7th Workshop on Software Engineering and Architectures for Realtime Interactive Systems, Searis 2014, 2014, pp. 59–64. Scopus, doi:10.1109/SEARIS.2014.7152802. Full Text

Kim, K., et al. “Comparison of desktop, head mounted display, and six wall fully immersive systems using a stressful task.” Proceedings  Ieee Virtual Reality, 2012, pp. 143–44. Scopus, doi:10.1109/VR.2012.6180922. Full Text

Zielinski, D. J., et al. “Shadow walking: An unencumbered locomotion technique for systems with under-floor projection.” Proceedings  Ieee Virtual Reality, 2011, pp. 167–70. Scopus, doi:10.1109/VR.2011.5759456. Full Text

Halpin, H., et al. “Exploring semantic social networks using virtual reality.” Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), vol. 5318 LNCS, 2008, pp. 599–614. Scopus, doi:10.1007/978-3-540-88564-1-38. Full Text

Bohrer, G., et al. “VR Visualisation as an interdisciplinary collaborative data exploration tool for large eddy simulations of biosphere-atmosphere interactions.” Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), vol. 5358 LNCS, no. PART 1, 2008, pp. 856–66. Scopus, doi:10.1007/978-3-540-89639-5_82. Full Text

Pages

Smoking and How it Changes the Brain. Programmer. Smoking in the DiVE (2011)

Abstract

This web-based interactive 3D virtual experience will help students learn how smoking cigarettes changes the brain. Developed using virtual reality software that runs the Duke Immersive Virtual Environment (DiVE) , the program is completely interactive for use online by the general public, including high school students in biology, health education, or even neuroscience.

Travel into the avatar’s brain to the “reward pathway”. There, you will interact with nicotine molecules to learn how smoking changes receptors for nicotine on the neurons that provide pleasurable feelings. You’ll take a ride along the reward pathway..woo-hoo! It’s the next best thing to “being there”.

Smoking and How it Changes the Brain. Programmer. Smoking in the DiVE (2011)

Abstract

This web-based interactive 3D virtual experience will help students learn how smoking cigarettes changes the brain. Developed using virtual reality software that runs the Duke Immersive Virtual Environment (DiVE) , the program is completely interactive for use online by the general public, including high school students in biology, health education, or even neuroscience.

Travel into the avatar’s brain to the “reward pathway”. There, you will interact with nicotine molecules to learn how smoking changes receptors for nicotine on the neurons that provide pleasurable feelings. You’ll take a ride along the reward pathway..woo-hoo! It’s the next best thing to “being there”.

Smoking and How it Changes the Brain. Programmer. Smoking in the DiVE (2011)

Abstract

This web-based interactive 3D virtual experience will help students learn how smoking cigarettes changes the brain. Developed using virtual reality software that runs the Duke Immersive Virtual Environment (DiVE) , the program is completely interactive for use online by the general public, including high school students in biology, health education, or even neuroscience.

Travel into the avatar’s brain to the “reward pathway”. There, you will interact with nicotine molecules to learn how smoking changes receptors for nicotine on the neurons that provide pleasurable feelings. You’ll take a ride along the reward pathway..woo-hoo! It’s the next best thing to “being there”.

Selected Grants

Virtual and Augmented Reality for Digital Humanities Institute (VARDHI) awarded by National Endowment for the Humanities (Speaker). 2017 to 2020

Design, Prototyping and Evaluation of Next Generation Public Safety User Interfaces awarded by National Institute of Standards and Technology (Research Engineer). 2018 to 2019

Field Deployable Optical Coherence Tomography for Triage of Ocular Trauma awarded by (Associate in Research). 2012 to 2016

Fall 2019

Unity 3D Prog./int. Design (VMS 326.01)
Perkins 072, Tu 04:55 PM-07:25 PM

Fall 2018

Unity 3D Prog./int. Design (VMS 326.01)
Smith Wrhs A228, Tu 04:55 PM-07:25 PM

Fall 2017

Unity 3D Prog./int. Design (VMS 326S.01)
Smith Wrhs A228, Tu 04:55 PM-07:25 PM

Fall 2016

Unity 3D Prog./int. Design (VMS 326S.01)
Smith Wrhs 228, Tu 04:55 PM-07:25 PM