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Evaluating behavioral realism in AR and VR: a comparison of single-point IK and full-body motion capture virtual humans

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Evaluating behavioral realism in AR and VR: a comparison of single-point IK and full-body motion capture virtual humans. / Makled, E.; Gerhardt, C.; Schwandt, T. et al.
In: Visual Computer, 02.06.2025.

Research output: Contribution to Journal/MagazineJournal articlepeer-review

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Makled E, Gerhardt C, Schwandt T, Weidner F, Broll W. Evaluating behavioral realism in AR and VR: a comparison of single-point IK and full-body motion capture virtual humans. Visual Computer. 2025 Jun 2. Epub 2025 Jun 2. doi: 10.1007/s00371-025-03934-5

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@article{ed09697a2abb42cd8c241fb68b5f8317,
title = "Evaluating behavioral realism in AR and VR: a comparison of single-point IK and full-body motion capture virtual humans",
abstract = "Behavioral realism plays a crucial role in virtual and augmented reality (VR/AR). Various avatar animation techniques, ranging from full-body motion capture to single-point inverse kinematics (IK), offer different levels of realism. While the animation of a user{\textquoteright}s own avatar influences embodiment, the perceived realism of others{\textquoteright} avatars is equally important for immersion. This study (N = 53) examines how users in smartphone AR, head-mounted display (HMD) AR, and VR perceive the behavioral realism of avatars animated with single-point IK compared to those driven by full-body motion capture. In addition, we explore whether the congruence between visual fidelity of an avatar and tracking accuracy affects perception. Our findings indicate that full-body motion capture produces significantly higher perceived realism than single-point IK, but the type of device does not have measurable impact. Furthermore, while congruence between visual realism and tracking fidelity was expected to play a role, our results suggest that its influence is limited. Despite lower realism than motion capture, modern IK techniques are still perceived positively, highlighting their viability for multi-user AR and VR applications.",
author = "E. Makled and C. Gerhardt and T. Schwandt and F. Weidner and W. Broll",
year = "2025",
month = jun,
day = "2",
doi = "10.1007/s00371-025-03934-5",
language = "English",
journal = "Visual Computer",
issn = "0178-2789",
publisher = "Springer Verlag",

}

RIS

TY - JOUR

T1 - Evaluating behavioral realism in AR and VR

T2 - a comparison of single-point IK and full-body motion capture virtual humans

AU - Makled, E.

AU - Gerhardt, C.

AU - Schwandt, T.

AU - Weidner, F.

AU - Broll, W.

PY - 2025/6/2

Y1 - 2025/6/2

N2 - Behavioral realism plays a crucial role in virtual and augmented reality (VR/AR). Various avatar animation techniques, ranging from full-body motion capture to single-point inverse kinematics (IK), offer different levels of realism. While the animation of a user’s own avatar influences embodiment, the perceived realism of others’ avatars is equally important for immersion. This study (N = 53) examines how users in smartphone AR, head-mounted display (HMD) AR, and VR perceive the behavioral realism of avatars animated with single-point IK compared to those driven by full-body motion capture. In addition, we explore whether the congruence between visual fidelity of an avatar and tracking accuracy affects perception. Our findings indicate that full-body motion capture produces significantly higher perceived realism than single-point IK, but the type of device does not have measurable impact. Furthermore, while congruence between visual realism and tracking fidelity was expected to play a role, our results suggest that its influence is limited. Despite lower realism than motion capture, modern IK techniques are still perceived positively, highlighting their viability for multi-user AR and VR applications.

AB - Behavioral realism plays a crucial role in virtual and augmented reality (VR/AR). Various avatar animation techniques, ranging from full-body motion capture to single-point inverse kinematics (IK), offer different levels of realism. While the animation of a user’s own avatar influences embodiment, the perceived realism of others’ avatars is equally important for immersion. This study (N = 53) examines how users in smartphone AR, head-mounted display (HMD) AR, and VR perceive the behavioral realism of avatars animated with single-point IK compared to those driven by full-body motion capture. In addition, we explore whether the congruence between visual fidelity of an avatar and tracking accuracy affects perception. Our findings indicate that full-body motion capture produces significantly higher perceived realism than single-point IK, but the type of device does not have measurable impact. Furthermore, while congruence between visual realism and tracking fidelity was expected to play a role, our results suggest that its influence is limited. Despite lower realism than motion capture, modern IK techniques are still perceived positively, highlighting their viability for multi-user AR and VR applications.

U2 - 10.1007/s00371-025-03934-5

DO - 10.1007/s00371-025-03934-5

M3 - Journal article

JO - Visual Computer

JF - Visual Computer

SN - 0178-2789

ER -