Demo Data from SIGIR 2026 / reviewers in the wild / expert
Arthur Fleig
dblp:204/1181
· DBLP profile ↗
9ranked-venue papers
0as first author
9since 2021 · last 2026
0000-0003-4987-7308ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 8 · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 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
7 papers |
Interaction techniques and input · 31% Usability and user experience research · 12% Ubiquitous computing and smart environments · 11% | |
| Computer graphics and multimedia
1 paper |
Computational fabrication · 50% Virtual and augmented reality · 50% |
Topics — the 12 heaviest of 17, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Ubiquitous computing and smart environments › privacy
privacy policy comprehension |
1.0 | 1 | 2026 | Helping Johnny Make Sense of Privacy Policies with LLMs · CHI 2026 |
Interaction techniques and input
biomechanical simulation |
0.9 | 1 | 2025 | Demystifying Reward Design in Reinforcement Learning for Upper Extremity Interaction: Practical Guidelines for Biomechanical Simulations in HCI · UIST 2025 |
Health and well-being technologies
driving safety |
0.9 | 1 | 2025 | You Shall Not Pass: Warning Drivers of Unsafe Overtaking Maneuvers on Country Roads by Predicting Safe Sight Distance · CHI 2025 |
Usability and user experience research
user modeling |
0.9 | 1 | 2025 | Demystifying Reward Design in Reinforcement Learning for Upper Extremity Interaction: Practical Guidelines for Biomechanical Simulations in HCI · UIST 2025 |
Immersive interaction
virtual reality |
0.8 | 1 | 2024 | SIM2VR: Towards Automated Biomechanical Testing in VR · UIST 2024 |
Interaction techniques and input › target selection
pointing |
0.7 | 2 | 2022 | Optimal Feedback Control for Modeling Human-Computer Interaction · ACM Trans. Comput. Hum. Interact. 2022 Breathing Life Into Biomechanical User Models · UIST 2022 |
Interaction techniques and input › target selection › pointing
mid-air pointing |
0.7 | 1 | 2023 | Simulating Interaction Movements via Model Predictive Control · ACM Trans. Comput. Hum. Interact. 2023 |
Virtual and augmented reality › 3d display
volumetric display |
0.6 | 1 | 2022 | OptiTrap: Optimal Trap Trajectories for Acoustic Levitation Displays · ACM Trans. Graph. 2022 |
Human-robot interaction › human behavior modeling
human motor control modeling |
0.6 | 1 | 2022 | Optimal Feedback Control for Modeling Human-Computer Interaction · ACM Trans. Comput. Hum. Interact. 2022 |
Privacy and data protection › privacy policy
privacy policy analysis |
0.3 | 1 | 2026 | Helping Johnny Make Sense of Privacy Policies with LLMs · CHI 2026 |
Interaction techniques and input › in-vehicle interaction
in-car interfaces |
0.3 | 1 | 2025 | You Shall Not Pass: Warning Drivers of Unsafe Overtaking Maneuvers on Country Roads by Predicting Safe Sight Distance · CHI 2025 |
Usability and user experience research › human performance modeling
predictive human performance modeling |
0.2 | 1 | 2023 | Simulating Interaction Movements via Model Predictive Control · ACM Trans. Comput. Hum. Interact. 2023 |
Methods — techniques the papers use, named apart from their topics
reinforcement learning · 2.2retrieval-augmented generation · 2.0large language model · 2.0biomechanical simulation · 1.6optimal feedback control · 1.2virtual reality driving simulator · 0.9user study · 0.9predictive modeling · 0.9model predictive control · 0.7biomechanical modeling · 0.7nonlinear path following · 0.6acoustic force modeling · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | MyoInteract: A Framework for Fast Prototyping of Biomechanical HCI Tasks using Reinforcement LearningabstractReinforcement 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 |
DIS | 4 |
| 2026 | Helping Johnny Make Sense of Privacy Policies with LLMsabstractUnderstanding and engaging with privacy policies is crucial for online privacy, yet these documents remain notoriously complex and difficult to navigate. We present PRISMe, an interactive browser extension that combines LLM-based policy assessment with a dashboard and customizable chat interface, enabling users to skim quick overviews or explore policy details in depth while browsing. We conduct a user study (N=22) with participants of diverse privacy knowledge to investigate how users interpret the tool’s explanations and how it shapes their engagement with privacy policies, identifying distinct interaction patterns. Participants valued the clear overviews and conversational depth, but flagged some issues, particularly adversarial robustness and hallucination risks. Thus, we investigate how a retrieval-augmented generation (RAG) approach can alleviate issues by re-running the chat queries from the study. Our findings surface design challenges as well as technical trade-offs, contributing actionable insights for developing future user-centered, trustworthy privacy policy analysis tools. Vincent Freiberger, Arthur Fleig, Erik Buchmann |
CHI | 2 |
| 2025 | You Shall Not Pass: Warning Drivers of Unsafe Overtaking Maneuvers on Country Roads by Predicting Safe Sight DistanceabstractOvertaking on country roads with possible opposing traffic is a dangerous maneuver and many proposed assistant systems assume car-to-car communication and sensors currently unavailable in cars. To overcome this limitation, we develop an assistant that uses simple in-car sensors to predict the required sight distance for safe overtaking. Our models predict this from vehicle speeds, accelerations, and 3D map data. In a user study with a Virtual Reality driving simulator (N=25), we compare two UI variants (monitoring-focused vs scheduling-focused). The results reveal that both UIs enable more patient driving and thus increase overall driving safety. While the monitoring-focused UI achieves higher System Usability Score and distracts drivers less, the preferred UI depends on personal preference. Driving data shows predictions were off at times. We investigate and discuss this in a comparison of our models to actual driving behavior and identify crucial model parameters and assumptions that significantly improve model predictions. Adrian Bauske, Arthur Fleig |
CHI | 2 |
| 2025 | Demystifying Reward Design in Reinforcement Learning for Upper Extremity Interaction: Practical Guidelines for Biomechanical Simulations in HCIabstractDesigning 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 |
UIST | 4 |
| 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 | 4 |
| 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. | 3 |
| 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 | 5 |
| 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. | 2 |
| 2022 | OptiTrap: Optimal Trap Trajectories for Acoustic Levitation DisplaysabstractAcoustic levitation has recently demonstrated the ability to create volumetric content by trapping and quickly moving particles along reference paths to reveal shapes in mid-air. However, the problem of specifying physically feasible trap trajectories to display desired shapes remains unsolved. Even if only the final shape is of interest to the content creator, the trap trajectories need to determine where and when the traps need to be, for the particle to reveal the intended shape. We propose OptiTrap , the first structured numerical approach to compute trap trajectories for acoustic levitation displays. Our approach generates trap trajectories that are physically feasible and nearly time-optimal, and reveal generic mid-air shapes, given only a reference path (i.e., a shape with no time information). We provide a multi-dimensional model of the acoustic forces around a trap to model the trap-particle system dynamics and compute optimal trap trajectories by formulating and solving a non-linear path following problem. We formulate our approach and evaluate it, demonstrating how OptiTrap consistently produces feasible and nearly optimal paths, with increases in size, frequency, and accuracy of the shapes rendered, allowing us to demonstrate larger and more complex shapes than ever shown to date. Viktorija Paneva, Arthur Fleig, Diego Martínez 0001, Timm Faulwasser, Jörg Müller 0001 |
ACM Trans. Graph. | 2 |