NeckErgonomics: Adapting Head Rotation in HMDs with Predicted Neck Muscle Activity

Date:

Conference talk at ACM Symposium on Spatial User Interaction (SUI 2026), Bari, Italy

I presented our paper NeckErgonomics at ACM SUI 2026 in Bari, Italy, with a pre-recorded talk.

Title slide

Why the neck?

In head-mounted displays, the head is the controller. We point, read and look around 360° content by turning the head, and the headset adds extra load in front of the face. As XR sessions get longer, neck strain becomes a matter of usability and accessibility, not only comfort.

In HMDs, every head movement is work for the neck

A model of neck muscle activity

We trained a small neural network on our open neck EMG dataset. It takes head yaw, pitch and fixation time and predicts neck EMG. No extra sensors are needed at runtime: the headset’s head tracking is enough.

We trained a model on our neck EMG dataset

One signal, three interaction techniques

The interface helps more when predicted neck effort is high, and behaves normally near the comfortable forward pose.

NeckErgonomics: adapt to predicted neck effort

Head pointing: the cursor moves further than the head when turning is costly.

Head pointing with model-based cursor gain

Reading: a window off to the side glides back to the front, so the head can follow it to a neutral pose.

Reading with model-based window recentering

360° video: the view turns further than the head, so you can look behind you without turning all the way.

360° video with model-based viewport amplification

Study and results

We ran a within-subjects study with 18 participants on a Meta Quest 3, one task per technique.

Study design

  • Pointing: less head movement, but slower and less precise on small targets.
  • Reading: less head rotation and higher comfort.
  • 360° video: lower physical demand, with no extra sickness.

Pointing results

Reading results

360° video results

What we learned

What we learned

Download the slides (PDF)

Read the paper