SIM2VR: Towards Automated Biomechanical Testing in VR
Florian Fischer, Aleksi Ikkala, Markus Klar, Arthur Fleig, Miroslav Bachinski, Roderick Murray-Smith, Perttu Hämäläinen, Antti Oulasvirta, Jörg Müller
TL;DR
SIM2VR integrates biomechanical user simulations directly into the Unity VR application, closing the loop between the simulated user and the target VR environment to produce ecologically valid, forward-looking predictions. By extending UitB with a Unity-specific asset, OpenXR input/output alignment, and a synchronized data exchange, SIM2VR enables training muscle-actuated models inside the exact app humans use, rather than relying on re-implemented replicas. The paper demonstrates this approach on a fast-paced Whac-A-Mole variant and a bimanual VR Beats Kit, showing that the simulated users can predict differences in performance, effort, and strategies comparable to human data and can reveal design-induced behavioral changes. While achieving this alignment substantially improves predictive validity, the authors acknowledge limits related to perception, cognition, reward design, and sensory feedback, and call for continued methodological advances and community involvement to broaden applicability across VR tasks. Overall, SIM2VR offers a practical pathway toward automated biomechanical testing in VR, potentially accelerating design iteration and reducing reliance on costly user studies.
Abstract
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.
