arXiv:2603.26031cs.HCcs.AI2026-03

用生物力学模型模拟疲劳,自动优化虚拟现实界面布局。

Designing Fatigue-Aware VR Interfaces via Biomechanical Models

  • 用生物力学模型模拟用户动作与肌肉疲劳,作为优化依据。
  • 优化后的界面使用户感知疲劳显著降低,接近人类实验结果。
  • 适合关注人机工程学的VR界面设计师与交互研究者。

长时间在虚拟现实(VR)中进行空中操作会导致手臂疲劳和不适,影响用户体验。传统将人体工学融入VR用户界面(UI)设计通常需大量真人测试。尽管生物力学模型可用于模拟人机交互行为,但将其作为代理用户用于人机工学导向的VR UI设计仍鲜有探索。本文提出一种分层强化学习框架,利用生物力学用户模型评估并优化空中交互的VR界面。运动智能体在虚拟环境中执行按钮按压任务,采用真实运动策略,并通过经过验证的三室恢复疲劳模型(3CC-r)估算肌肉层面的努力程度。模拟疲劳结果作为反馈,驱动界面智能体通过强化学习优化界面元素布局以最小化疲劳。与手动设计的居中基准和贝叶斯优化基准对比,结果显示生物力学模型预测的疲劳趋势与真人数据一致。此外,在后续真人实验中,基于模拟疲劳反馈优化的界面显著降低了用户的主观疲劳感。我们还通过模拟案例展示了该框架在更长序列任务和非均匀交互频率下的可扩展性。据我们所知,这是首个将模拟肌肉疲劳直接作为优化信号用于VR界面布局设计的工作。研究结果表明,生物力学用户模型可作为高效的人体工学设计代理工具,实现无需大量真人参与的早期迭代设计。

原文摘要 · Abstract (English)

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.

VR界面生物力学疲劳优化强化学习

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