Designing Fatigue-Aware VR Interfaces via Biomechanical Models
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Abstract (arXiv)
Prolonged mid-air interaction in virtual reality (VR) causes arm fatigue and discomfort, negatively affecting user experience. Incorporating ergonomic considerations into VR user interface (UI) design typically requires extensive human-in-the-loop evaluation. Although biomechanical models have been used to simulate human behavior in HCI tasks, their application as surrogate users for ergonomic VR UI design remains underexplored. We propose a hierarchical reinforcement learning framework that leverages biomechanical user models to evaluate and optimize VR interfaces for mid-air interaction. A motion agent is trained to perform button-press tasks in VR under sequential conditions, using realistic movement strategies and estimating muscle-level effort via a validated three-compartment control with recovery (3CC-r) fatigue model. The simulated fatigue output serves as feedback for a UI agent that optimizes UI element layout via reinforcement learning (RL) to minimize fatigue. We compare the RL-optimized layout against a manually-designed centered baseline and a Bayesian optimized baseline. Results show that fatigue trends from the biomechanical model align with human user data. Moreover, the RL-optimized layout using simulated fatigue feedback produced significantly lower perceived fatigue in a follow-up human study. We further demonstrate the framework's extensibility via a simulated case study on longer sequential tasks with non-uniform interaction frequencies. To our knowledge, this is the first work using simulated biomechanical muscle fatigue as a direct optimization signal for VR UI layout design. Our findings highlight the potential of biomechanical user models as effective surrogate tools for ergonomic VR interface design, enabling efficient early-stage iteration with less reliance on extensive human participation.
Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 12 of its 57 references that are in the map. First posted on arXiv 27 Mar 2026.
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References · 12
- 2022MyoSuite -- A contact-rich simulation suite for musculoskeletal motor controlcited by 80
- 2021Adapting User Interfaces with Model-based Reinforcement Learningcited by 16
- 2020Reinforcement Learning Control of a Biomechanical Model of the Upper Extremitycited by 10
- 2020Optimizing User Interface Layouts via Gradient Descentcited by 6
- 2024SIM2VR: Towards Automated Biomechanical Testing in VRcited by 6
- 2019SAM: A Modular Framework for Self-Adapting Web Menuscited by 3
- 2024Reinforcement Learning-Based Framework for the Intelligent Adaptation of User Interfacescited by 3
- 2025Demystifying Reward Design in Reinforcement Learning for Upper Extremity Interaction: Practical Guidelines for Biomechanical Simulations in HCIcited by 3
- 2025Increasing Interaction Fidelity: Training Routines for Biomechanical Models in HCIcited by 3
- 2025Preference-Guided Multi-Objective UI Adaptationcited by 3
- 2024NICER: A New and Improved Consumed Endurance and Recovery Metric to Quantify Muscle Fatigue of Mid-Air Interactionscited by 2
- 2025AlphaPIG: The Nicest Way to Prolong Interactive Gestures in Extended Realitycited by 2
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