Miroslav Bachinski

dblp:278/9066 · DBLP profile ↗
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4ranked-venue papers
0as first author
4since 2021 · last 2024
0000-0002-2245-3700ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 4 · 4 since 2021
YearPublicationVenuePosition
2024 SIM2VR: Towards Automated Biomechanical Testing in VR
abstract
Automated 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
UIST5
2023 Simulating Interaction Movements via Model Predictive Control
abstract
We 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.4
2022 Breathing Life Into Biomechanical User Models
abstract
Forward 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
UIST4
2021 Interaction Techniques for 3D-positioning Objects in Mobile Augmented Reality
abstract
This paper explores interaction techniques for positioning objects in 3D-space during instantiation and movement interactions in mobile augmented reality. We designed the methods for 3D-objects positioning (no rotation or scaling) based on camera position and orientation, touch interaction, and combinations of these modalities. We consider four interaction techniques for creation: three new techniques and an existing one, and four techniques for moving: two new techniques and another two from previous work. We implemented all interaction methods within a smartphone application and used it as a basis for the experimental evaluation. We evaluated the interaction methods in a comparative user study (N=12): The touch-based methods outperform the camera-based techniques in perceived workload and accuracy. Both are comparable regarding the task completion time. The multimodal methods performed worse than the methods based on individual modalities both in terms of performance and workload. We discuss the implications of these findings to the HCI research and provide corresponding design recommendations. For example, we recommend avoiding the combination of camera and touch-based methods for a simultaneous interaction, as they interfere with each other and introduce jitter and inaccuracies in the user input.
Carl-Philipp Hellmuth, Miroslav Bachinski, Jörg Müller 0001
ICMI2