h-index11
2papers

2 Papers

HCFeb 16
MyoInteract: A Framework for Fast Prototyping of Biomechanical HCI Tasks using Reinforcement Learning

Ankit Bhattarai, Hannah Selder, Florian Fischer et al.

Reinforcement learning (RL)-based biomechanical simulations have the potential to revolutionise HCI research and interaction design, but currently lack usability and interpretability. Using the Human Action Cycle as a design lens, we identify key limitations of biomechanical RL frameworks and develop MyoInteract, a novel framework for fast prototyping of biomechanical HCI tasks. MyoInteract allows designers to setup tasks, user models, and training parameters from an easy-to-use GUI within minutes. It trains and evaluates muscle-actuated simulated users within minutes, reducing training times by up to 98%. A workshop study with 12 interaction designers revealed that MyoInteract allowed novices in biomechanical RL to successfully setup, train, and assess goal-directed user movements within a single session. By transforming biomechanical RL from a days-long expert task into an accessible hour-long workflow, this work significantly lowers barriers to entry and accelerates iteration cycles in HCI biomechanics research.

LGNov 25, 2025
Attention Trajectories as a Diagnostic Axis for Deep Reinforcement Learning

Charlotte Beylier, Hannah Selder, Arthur Fleig et al.

While deep reinforcement learning agents demonstrate high performance across domains, their internal decision processes remain difficult to interpret when evaluated only through performance metrics. In particular, it is poorly understood which input features agents rely on, how these dependencies evolve during training, and how they relate to behavior. We introduce a scientific methodology for analyzing the learning process through quantitative analysis of saliency. This approach aggregates saliency information at the object and modality level into hierarchical attention profiles, quantifying how agents allocate attention over time, thereby forming attention trajectories throughout training. Applied to Atari benchmarks, custom Pong environments, and muscle-actuated biomechanical user simulations in visuomotor interactive tasks, this methodology uncovers algorithm-specific attention biases, reveals unintended reward-driven strategies, and diagnoses overfitting to redundant sensory channels. These patterns correspond to measurable behavioral differences, demonstrating empirical links between attention profiles, learning dynamics, and agent behavior. To assess robustness of the attention profiles, we validate our findings across multiple saliency methods and environments. The results establish attention trajectories as a promising diagnostic axis for tracing how feature reliance develops during training and for identifying biases and vulnerabilities invisible to performance metrics alone.