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Miroslav Bachinski

Publications and source records attributed to Miroslav Bachinski.

6 recordsLinked to original sources

Mind & Motion: Opportunities and Applications of Integrating Biomechanics and Cognitive Models in HCI

Computational models of how users perceive and act within a virtual or physical environment offer enormous potential for the understanding and design of user interactions. Cognition models have been used to understand the role of attention and individual preferences and beliefs on human decision making during interaction, while biomechanical simulations have been successfully applied to analyse and predict physical effort, fatigue, and discomfort. The next frontier in HCI lies in connecting these models to enable robust, diverse, and representative simulations of different user groups. These embodied user simulations could predict user intents, strategies, and movements during interaction more accurately, benchmark interfaces and interaction techniques in terms of performance and ergonomics, and guide adaptive system design. This UIST workshop explores ideas for integrating computational models into HCI and discusses use cases such as UI/UX design, automated system testing, and personalised adaptive interfaces. It brings researchers from relevant disciplines together to identify key opportunities and challenges as well as feasible next steps for bridging mind and motion to simulate interactive user behaviour.

cs.HC

State-of-the-Art HCI for Dementia Care: A Scoping Review of Recent Technological Advances

Dementia significantly impacts cognitive, behavioral, and functional abilities, creating challenges for both individuals and caregivers. Recent advancements in HCI have introduced innovative technological solutions to support people with dementia (PwD) and their caregivers. This scoping review systematically examines 32 recent publications from leading digital libraries, categorizing technological interventions into four key domains: Assistive and Smart Technology for Daily Life, Social Interaction and Communication, Well-being and Psychological Support, and Caregiver Support and Training. Our analysis highlights how emerging technologies are transforming dementia care. These technologies enhance quality of life by promoting independence, fostering social engagement, and providing emotional and cognitive support. However, the review also identifies critical gaps, particularly in addressing the needs of individuals with early-stage dementia and the lack of individualized support mechanisms. By emphasizing user-centered design, accessibility, and ethical considerations, this paper offers a structured roadmap for future research and practice in dementia care. It bridges the gap between technological innovation and the real-world needs of PwD and their caregivers, providing valuable insights for researchers, practitioners, and policymakers. This review not only synthesizes current advancements but also sets the stage for future HCI-driven innovations in dementia care, aiming to improve outcomes for an aging global population.

cs.HC

SIM2VR: Towards Automated Biomechanical Testing in VR

Automated 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.

cs.HC

Bridging the Gap: Advancements in Technology to Support Dementia Care -- A Scoping Review

Dementia has serious consequences for the daily life of the person affected due to the decline in the their cognitive, behavioral and functional abilities. Caring for people living with dementia can be challenging and distressing. Innovative solutions are becoming essential to enrich the lives of those impacted and alleviate caregiver burdens. This scoping review, spanning literature from 2010 to July 2023 in the field of Human-Computer Interaction (HCI), offers a comprehensive look at how interactive technology contributes to dementia care. Emphasizing technology's role in addressing the unique needs of people with dementia (PwD) and their caregivers, this review encompasses assistive devices, mobile applications, sensors, and GPS tracking. Delving into challenges encountered in clinical and home-care settings, it succinctly outlines the influence of cutting-edge technologies, such as wearables, virtual reality, robots, and artificial intelligence, in supporting individuals with dementia and their caregivers. We categorize current dementia-related technologies into six groups based on their intended use and function: 1) daily life monitoring, 2) daily life support, 3) social interaction and communication, 4) well-being enhancement, 5) cognitive support, and 6) caregiver support.

cs.HC

Reinforcement Learning Control of a Biomechanical Model of the Upper Extremity

Among the infinite number of possible movements that can be produced, humans are commonly assumed to choose those that optimize criteria such as minimizing movement time, subject to certain movement constraints like signal-dependent and constant motor noise. While so far these assumptions have only been evaluated for simplified point-mass or planar models, we address the question of whether they can predict reaching movements in a full skeletal model of the human upper extremity. We learn a control policy using a motor babbling approach as implemented in reinforcement learning, using aimed movements of the tip of the right index finger towards randomly placed 3D targets of varying size. We use a state-of-the-art biomechanical model, which includes seven actuated degrees of freedom. To deal with the curse of dimensionality, we use a simplified second-order muscle model, acting at each degree of freedom instead of individual muscles. The results confirm that the assumptions of signal-dependent and constant motor noise, together with the objective of movement time minimization, are sufficient for a state-of-the-art skeletal model of the human upper extremity to reproduce complex phenomena of human movement, in particular Fitts' Law and the 2/3 Power Law. This result supports the notion that control of the complex human biomechanical system can plausibly be determined by a set of simple assumptions and can easily be learned.

q-bio.QM

Simulating Interaction Movements via Model Predictive Control

We present a method to simulate movement in interaction with computers, using Model Predictive Control (MPC). The method starts from understanding interaction from an Optimal Feedback Control (OFC) perspective. We assume that users aim to minimize an internalized cost function, subject to the constraints imposed by the human body and the interactive system. In contrast to previous linear approaches used in HCI, MPC can compute optimal controls for nonlinear systems. This allows us 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 simulated trajectories against user movements in a Fitts' Law type pointing study with four different interaction techniques. 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, we introduce CFAT, a novel method to identify maximum voluntary torques in joint-actuated models based on experimental data, and give practical advice on how to simulate human movement for different users, interaction techniques, and tasks.

cs.HC