Breathing Life Into Biomechanical User Models Aleksi Ikkala Florian Fischer Markus Klar Miroslav Arthur Fleig Aalto University University of University of Bachinski University of Finland Bayreuth Bayreuth University of Bayreuth Germany Germany Bayreuth Germany Germany Andrew Howes Perttu Jörg Müller Roderick Antti Oulasvirta University of Hämäläinen University of Murray-Smith Aalto University Birmingham Aalto University Bayreuth University of Finland United Kingdom Finland Germany Glasgow Scotland Figure 1: We present an approach for generative simulation of interaction with perceptually controlled biomechanical models interacting with physical devices. The users are modelled with a combination of muscle-actuated biomechanical models and perception models, and we use deep reinforcement learning to learn control policies by maximizing task-specifc rewards. As a showcase, we apply a state-of-the-art upper body model to four HCI tasks of increasing difculty: pointing, tracking, choice reaction, and parking a remote control car via joystick. 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 Also with University of Bergen. This work is licensed under a Creative Commons Attribution International 4.0 License. UIST ’22, October 29-November 2, 2022, Bend, OR, USA © 2022 Copyright held by the owner/author(s). ACM ISBN 978-1-4503-9320-1/22/10. https://doi.org/10.1145/3526113.3545689 plausibility of emerging policies. These assumptions include di- rect torque actuation as opposed to muscle-based control; direct, privileged access to the external environment, instead of imper- fect 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 visuo- motor control. We show that our simulated user model successfully learns a variety of tasks representing diferent interaction methods, and that the model exhibits characteristic movement regularities observed in studies of pointing. We provide an open-source im- plementation which can be extended with further biomechanical models, perception models, and interactive environments.