VLDB 2026 Research / reviewers in the wild / expert
Markus Klar
dblp:259/2255
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4ranked-venue papers
1as first author
4since 2021 · last 2024
0000-0003-2445-152XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 4 · 1 first-author · 4 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | SIM2VR: Towards Automated Biomechanical Testing in VRabstractAutomated biomechanical testing has great potential for the development of VR applications, as initial insights into user behaviour can be gained in silico early in the design process. In particular, it allows prediction of user movements and ergonomic variables, such as fatigue, prior to conducting user studies. However, there is a fundamental disconnect between simulators hosting state-of-the-art biomechanical user models and simulators used to develop and run VR applications. Existing user simulators often struggle to capture the intricacies of real-world VR applications, reducing ecological validity of user predictions. In this paper, we introduce sim2vr, a system that aligns user simulation with a given VR application by establishing a continuous closed loop between the two processes. This, for the first time, enables training simulated users directly in the same VR application that real users interact with. We demonstrate that sim2vr can predict differences in user performance, ergonomics and strategies in a fast-paced, dynamic arcade game. In order to expand the scope of automated biomechanical testing beyond simple visuomotor tasks, advances in cognitive models and reward function design will be needed. Florian Fischer 0001, Aleksi Ikkala, Markus Klar, Arthur Fleig, Miroslav Bachinski, Roderick Murray-Smith, Perttu Hämäläinen, Antti Oulasvirta, Jörg Müller 0001 |
UIST | 3 |
| 2023 | Simulating Interaction Movements via Model Predictive ControlabstractWe present a Model Predictive Control (MPC) framework to simulate movement in interaction with computers, focusing on mid-air pointing as an example. Starting from understanding interaction from an Optimal Feedback Control (OFC) perspective, we assume that users aim at minimizing an internalized cost function, subject to the constraints imposed by the human body and the interactive system. Unlike previous approaches used in HCI, MPC can compute optimal controls for nonlinear systems. This allows to use state-of-the-art biomechanical models and handle nonlinearities that occur in almost any interactive system. Instead of torque actuation, our model employs second-order muscles acting directly at the joints. We compare three different cost functions and evaluate the simulation against user movements in a pointing study. Our results show that the combination of distance, control, and joint acceleration cost matches individual users’ movements best, and predicts movements with an accuracy that is within the between-user variance. To aid HCI researchers and designers in applying our approach for different users, interaction techniques, or tasks, we make our SimMPC framework, including CFAT, a tool to identify maximum voluntary torques in joint-actuated models, publicly available, and give step-by-step instructions. Markus Klar, Florian Fischer 0001, Arthur Fleig, Miroslav Bachinski, Jörg Müller 0001 |
ACM Trans. Comput. Hum. Interact. | 1 |
| 2022 | Breathing Life Into Biomechanical User ModelsabstractForward biomechanical simulation in HCI holds great promise as a tool for evaluation, design, and engineering of user interfaces. Although reinforcement learning (RL) has been used to simulate biomechanics in interaction, prior work has relied on unrealistic assumptions about the control problem involved, which limits the plausibility of emerging policies. These assumptions include direct torque actuation as opposed to muscle-based control; direct, privileged access to the external environment, instead of imperfect sensory observations; and lack of interaction with physical input devices. In this paper, we present a new approach for learning muscle-actuated control policies based on perceptual feedback in interaction tasks with physical input devices. This allows modelling of more realistic interaction tasks with cognitively plausible visuomotor control. We show that our simulated user model successfully learns a variety of tasks representing different interaction methods, and that the model exhibits characteristic movement regularities observed in studies of pointing. We provide an open-source implementation which can be extended with further biomechanical models, perception models, and interactive environments. Aleksi Ikkala, Florian Fischer 0001, Markus Klar, Miroslav Bachinski, Arthur Fleig, Andrew Howes 0001, Perttu Hämäläinen, Jörg Müller 0001, Roderick Murray-Smith, Antti Oulasvirta |
UIST | 3 |
| 2022 | Optimal Feedback Control for Modeling Human-Computer InteractionabstractOptimal feedback control (OFC) is a theory from the motor control literature that explains how humans move their body to achieve a certain goal, e.g., pointing with the finger. OFC is based on the assumption that humans aim at controlling their body optimally, within the constraints imposed by body, environment, and task. In this article, we explain how this theory can be applied to understanding Human-Computer Interaction (HCI) in the case of pointing. We propose that the human body and computer dynamics can be interpreted as a single dynamical system. The system state is controlled by the user via muscle control signals, and estimated from observations. Between-trial variability arises from signal-dependent control noise and observation noise. We compare four different models from optimal control theory and evaluate to what degree these models can replicate movements in the case of mouse pointing. We introduce a procedure to identify parameters that best explain observed user behavior. To support HCI researchers in simulating, analyzing, and optimizing interaction movements, we provide the Python toolboxOFC4HCI. We conclude that OFC presents a powerful framework for HCI to understand and simulate motion of the human body and of the interface on a moment-by-moment basis. Florian Fischer 0001, Arthur Fleig, Markus Klar, Jörg Müller 0001 |
ACM Trans. Comput. Hum. Interact. | 3 |