{"id":727,"date":"2025-03-20T18:37:46","date_gmt":"2025-03-20T18:37:46","guid":{"rendered":"https:\/\/mkld.me\/?p=727"},"modified":"2025-10-23T10:17:56","modified_gmt":"2025-10-23T10:17:56","slug":"investigating-behavioral-realism-of-single-point-ik-animated-avatars-of-others-in-ar-and-vr","status":"publish","type":"post","link":"https:\/\/mkld.me\/?p=727","title":{"rendered":"Investigating Behavioral Realism of Single-Point IK Animated Avatars of Others in AR and VR"},"content":{"rendered":"\n<h2 class=\"wp-block-heading\">Abstract:<\/h2>\n\n\n\n<p>Behavioral realism is a key element in social virtual and augmented reality (VR\/AR). Different techniques, from full-body to single-point IK, are used to animate virtual humans, providing varying levels of behavioral realism. While the animation method of the user\u2019s own avatar is important, e.g., considering embodiment, the animation of others is equally important to display a convincing immersive experience. This study (N=36) investigates how users (in AR or VR) rate the behavioral realism of others when the other person\u2019s avatar is animated using a single point Inverse Kinematics (IK) and compares results to a full-body motion-capture-driven avatar. In addition, we investigate whether congruence between visual realism and tracking quality matters. Our results reveal that animations based on full-body motion capture are found to result in higher perceived behavioral realism compared to those using single-point inverse kinematics (IK), that device type has no influence, and that congruence seems to matter less. Despite not reaching the same level of realism as motion-captured animations, our results suggest the applicability of state-of-the-art IK techniques for multi-user applications in AR and VR as, in general, participants rated both positively.<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"Investigating Behavioral Realism of Single-Point IK Animated Avatars of Others in AR and VR\" width=\"640\" height=\"360\" src=\"https:\/\/www.youtube.com\/embed\/cRlaQTjidBY?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<div class=\"wp-block-buttons is-layout-flex wp-block-buttons-is-layout-flex\">\n<div class=\"wp-block-button\"><a class=\"wp-block-button__link wp-element-button\" href=\"https:\/\/ieeexplore.ieee.org\/document\/10918246\">Link to Paper<\/a><\/div>\n<\/div>\n\n\n\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Abstract: Behavioral realism is a key element in social virtual and augmented reality (VR\/AR). Different techniques, from full-body to single-point IK, are used to animate virtual humans, providing varying levels of behavioral realism. While the animation method of the user\u2019s own avatar is important, e.g., considering embodiment, the animation of others is equally important to [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":730,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[8],"tags":[],"class_list":["post-727","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-publications"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v23.3 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Investigating Behavioral Realism of Single-Point IK Animated Avatars of Others in AR and VR | mkld.<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/mkld.me\/?p=727\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Investigating Behavioral Realism of Single-Point IK Animated Avatars of Others in AR and VR | mkld.\" \/>\n<meta property=\"og:description\" content=\"Abstract: Behavioral realism is a key element in social virtual and augmented reality (VR\/AR). Different techniques, from full-body to single-point IK, are used to animate virtual humans, providing varying levels of behavioral realism. While the animation method of the user\u2019s own avatar is important, e.g., considering embodiment, the animation of others is equally important to [&hellip;]\" \/>\n<meta property=\"og:url\" content=\"https:\/\/mkld.me\/?p=727\" \/>\n<meta property=\"og:site_name\" content=\"mkld.\" \/>\n<meta property=\"article:published_time\" content=\"2025-03-20T18:37:46+00:00\" \/>\n<meta property=\"article:modified_time\" content=\"2025-10-23T10:17:56+00:00\" \/>\n<meta property=\"og:image\" content=\"http:\/\/mkld.me\/wp-content\/uploads\/2025\/03\/arika.png\" \/>\n\t<meta property=\"og:image:width\" content=\"1877\" \/>\n\t<meta property=\"og:image:height\" content=\"606\" \/>\n\t<meta property=\"og:image:type\" content=\"image\/png\" \/>\n<meta name=\"author\" content=\"makled\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"makled\" \/>\n\t<meta name=\"twitter:label2\" 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