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Exploring Sequential Task Interaction for Biomechanical User Models

This project investigates sequential interaction tasks in reinforcement learning (RL) for virtual reality (VR), using biomechanical user models.

Sequential interaction task

The work is built on SIM2VR, a framework for integrating MuJoCo-based biomechanical simulations into Unity VR applications, and extends it to study ordered interaction tasks that better reflect real-world VR UI usage.


Background: SIM2VR

This project is implemented on top of SIM2VR, which provides:

  • Synchronized Unity–MuJoCo simulation
  • Image-based visual observations from a virtual HMD
  • Low-latency control of biomechanical user models
  • Infrastructure for training and evaluating RL-based simulated users

SIM2VR serves as the simulation and integration backbone of this work. All communication, rendering, and biomechanical control mechanisms follow the SIM2VR and User-in-the-Box design.


Biomechanical Motion Agent

Using SIM2VR, we train a biomechanical motion agent that:

  • Receives image-based observations rendered from the Unity VR environment
  • Outputs muscle activation signals to control upper-limb motion
  • Interacts with the same virtual environment as a real VR user

The biomechanical model and perception pipeline follow the SIM2VR / User-in-the-Box framework, ensuring physically plausible movement and realistic sensory input.


Goal: Sequential Interaction

This project targets sequential button-press tasks, where the agent must:

  • Press multiple UI elements
  • Follow a fixed task order
  • Maintain performance over extended interaction horizons

This setting more closely mirrors real VR interfaces, where users perform ordered, multi-step actions rather than independent reaches.


Core Challenge: Target Ambiguity

Sequential interaction introduces a fundamental learning challenge:

  • Multiple buttons are visible simultaneously
  • The reward is defined relative to the active target, but this target is not observable
  • Image observations provide no explicit notion of task order

This reward–observation mismatch leads to ambiguous credit assignment and unstable learning, despite correct low-level control.

Sequential interaction task


Explored Alternatives (Unsuccessful)

Several approaches were explored within the image-based observation paradigm:

  • Curriculum learning with increasing sequence length
  • Visual differentiation of buttons
  • Embedding additional task information directly into image observations

These approaches did not reliably resolve target ambiguity or learning instability.


Contribution: Explicit Visual Target Indicator

To address this, we introduce a minimal, explicit target indicator:

  • A small sphere marker is placed at the center of the currently active button
  • The agent is trained to reach the marker using the same reward structure
  • After a successful press, the marker moves to the next button in the sequence

This provides clear visual disambiguation of task order while preserving:

  • Image-based perception
  • Continuous muscle-level control
  • Compatibility with the SIM2VR framework

Importantly, this solution does not modify the biomechanical model, action space, or reward formulation—only the perceptual clarity of the task.

Sequential interaction task


Summary

  • This work exposed a limitation in biomechanical user models when handling multiple interaction targets under image-based perception.

References

@inproceedings{FischerIkkala24,
  author = {Fischer, Florian and Ikkala, Aleksi and Klar, Markus and Fleig, Arthur and Bachinski, Miroslav and Murray-Smith, Roderick and H\"{a}m\"{a}l\"{a}inen, Perttu and Oulasvirta, Antti and M\"{u}ller, J\"{o}rg},
  title = {SIM2VR: Towards Automated Biomechanical Testing in VR},
  year = {2024},
  publisher = {Association for Computing Machinery},
  booktitle = {Proceedings of the 37th Annual ACM Symposium on User Interface Software and Technology},
  doi = {10.1145/3654777.3676452}
}

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