Immersive VR-MoCap for Creative Motion Design in Character Animation Training: A Classroom-Based Comparative Study

Although motion capture has become integral to contemporary animation pipelines, university teaching still asks students to learn motion largely through screen-based keyframing. To address this gap, this classroom-based comparative study evaluated one structured motion-design lesson within an immersive MoCap-supported training module. Sixty-eight undergraduates in a computer animation course completed the same task in either a Keyframe condition (n = 33) or a VR-MoCap condition (n = 35), with instructional delivery mode as the only difference. Creative performance was assessed in originality, fluency, aesthetic quality, clarity, and a composite score. MANOVA revealed a significant multivariate effect of condition (Pillai’s trace = 0.454, F(4, 63) = 13.12, p < 0.001). Relative to keyframe instruction, VR-MoCap produced significantly higher originality, fluency, clarity, and composite performance, whereas aesthetic quality did not differ significantly. Supplementary group-interview responses further indicated that students experienced the immersive condition as more engaging, more intuitive, and better suited to immediate feedback and embodied movement exploration. Immersive VR-MoCap appears most useful in the early phases of motion design and is better understood as complementing, rather than replacing, conventional keyframe training.

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Publication Details

Journal
Computers
Published
2026-04-30
DOI
https://doi.org/10.3390/computers15050284
Primary Topic
Virtual Reality Applications and Impacts
Type
article
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article

Immersive VR-MoCap for Creative Motion Design in Character Animation Training: A Classroom-Based Comparative Study

Zainuddin Ibrahim, Luo Muying, Xinyi Jiang, Azlan Abdul Aziz et al.
Computers
Virtual Reality Applications and Impacts
article

Immersive VR-MoCap for Creative Motion Design in Character Animation Training: A Classroom-Based Comparative Study

Zainuddin Ibrahim, Luo Muying, Xinyi Jiang, Azlan Abdul Aziz, Azhar Jamil
article en

Abstract

Although motion capture has become integral to contemporary animation pipelines, university teaching still asks students to learn motion largely through screen-based keyframing. To address this gap, this classroom-based comparative study evaluated one structured motion-design lesson within an immersive MoCap-supported training module. Sixty-eight undergraduates in a computer animation course completed the same task in either a Keyframe condition (n = 33) or a VR-MoCap condition (n = 35), with instructional delivery mode as the only difference. Creative performance was assessed in originality, fluency, aesthetic quality, clarity, and a composite score. MANOVA revealed a significant multivariate effect of condition (Pillai’s trace = 0.454, F(4, 63) = 13.12, p < 0.001). Relative to keyframe instruction, VR-MoCap produced significantly higher originality, fluency, clarity, and composite performance, whereas aesthetic quality did not differ significantly. Supplementary group-interview responses further indicated that students experienced the immersive condition as more engaging, more intuitive, and better suited to immediate feedback and embodied movement exploration. Immersive VR-MoCap appears most useful in the early phases of motion design and is better understood as complementing, rather than replacing, conventional keyframe training.

ComputersVol. 15(5)
South China Agricultural University (CN), Anhui Xinhua University (CN), Universiti Teknologi MARA (MY)
Quality Education
Openalex Percentile: Top 8%
Virtual Reality Applications and Impacts
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