Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Hannah Selder

dblp:401/7585 · DBLP profile ↗
← Back
2ranked-venue papers
1as first author
2since 2021 · last 2026
0009-0008-7049-1630ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 since 2021

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
1 paper
Interaction techniques and input · 39% Human-AI interaction · 30% Usability and user experience research · 30%

Topics — the 2 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input
biomechanical simulation
0.912025
Demystifying Reward Design in Reinforcement Learning for Upper Extremity Interaction: Practical Guidelines for Biomechanical Simulations in HCI · UIST 2025
Usability and user experience research
user modeling
0.912025
Demystifying Reward Design in Reinforcement Learning for Upper Extremity Interaction: Practical Guidelines for Biomechanical Simulations in HCI · UIST 2025

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

reinforcement learning · 0.9biomechanical simulation · 0.9
YearPublicationVenuePosition
2026 MyoInteract: A Framework for Fast Prototyping of Biomechanical HCI Tasks using Reinforcement Learning
abstract
Reinforcement learning (RL)-based biomechanical simulations have the potential to revolutionize HCI research and interaction design, but currently lack usability and interpretability. Using the Human Action Cycle as a design lens, we identify key limitations of biomechanical RL frameworks and develop MyoInteract, a novel framework for fast prototyping of biomechanical HCI tasks. MyoInteract allows designers to setup tasks, user models, and training parameters from an easy-to-use GUI within minutes. It trains and evaluates muscle-actuated simulated users within minutes, reducing training times by up to 98%. A workshop study with 12 interaction designers revealed that MyoInteract allowed novices in biomechanical RL to successfully setup, train, and assess goal-directed user movements within a single session. By transforming biomechanical RL from a days-long expert task into an accessible hour-long workflow, this work significantly lowers barriers to entry and accelerates iteration cycles in HCI biomechanics research.
Ankit Bhattarai, Hannah Selder, Florian Fischer 0001, Arthur Fleig, Per Ola Kristensson
DIS2
2025 Demystifying Reward Design in Reinforcement Learning for Upper Extremity Interaction: Practical Guidelines for Biomechanical Simulations in HCI
abstract
Designing effective reward functions is critical for reinforcement learning-based biomechanical simulations, yet HCI researchers and practitioners often waste (computation) time with unintuitive trial-and-error tuning. This paper demystifies reward function design by systematically analyzing the impact of effort minimization, task completion bonuses, and target proximity incentives on typical HCI tasks such as pointing, tracking, and choice reaction. We show that proximity incentives are essential for guiding movement, while completion bonuses ensure task success. Effort terms, though optional, help refine motion regularity when appropriately scaled. We perform an extensive analysis of how sensitive task success and completion time depend on the weights of these three reward components. From these results we derive practical guidelines to create plausible biomechanical simulations without the need for reinforcement learning expertise, which we then validate on remote control and keyboard typing tasks. This paper advances simulation-based interaction design and evaluation in HCI by improving the efficiency and applicability of biomechanical user modeling for real-world interface development.
Hannah Selder, Florian Fischer 0001, Per Ola Kristensson, Arthur Fleig
UIST1