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’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.

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Publication Details

Journal
The Visual Computer
Published
2025-06-02
DOI
https://doi.org/10.1007/s00371-025-03934-5
Citations
1
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
1.94

Funders

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article

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

Wolfgang Broll, Florian Weidner, Tobias Schwandt, Elhassan Makled et al.
1 citations
The Visual Computer
Virtual Reality Applications and Impacts
1.94
article

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

Wolfgang Broll, Florian Weidner, Tobias Schwandt, Elhassan Makled, Christoph Gerhardt
article en
1 citations

Abstract

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’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.

The Visual ComputerVol. 41(14)
Technische Universität Ilmenau (DE), Lancaster University (GB)
Carl-Zeiss-Stiftung, Bundesministerium für Bildung und Forschung, Technische Universität Ilmenau
Openalex Percentile: Top 16%
Virtual Reality Applications and Impacts
1.94
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Evaluating behavioral realism in AR and VR: a comparison of single-point IK and full-body motion capture virtual humans — Wolfgang Broll, Florian Weidner, et al. · The Visual Computer (2025) | TGRS Research Map | TGRS