Final published version
Licence: CC BY: Creative Commons Attribution 4.0 International License
Research output: Contribution to Journal/Magazine › Journal article › peer-review
Research output: Contribution to Journal/Magazine › Journal article › peer-review
}
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 -