{"id":735,"date":"2025-10-23T10:28:20","date_gmt":"2025-10-23T10:28:20","guid":{"rendered":"https:\/\/mkld.me\/?p=735"},"modified":"2025-10-23T14:31:08","modified_gmt":"2025-10-23T14:31:08","slug":"evaluating-behavioral-realism-in-ar-and-vr-a-comparison-of-single-point-ik-and-full-body-motion-capture-virtual-humans","status":"publish","type":"post","link":"https:\/\/mkld.me\/?p=735","title":{"rendered":"Evaluating behavioral realism in AR and VR: a comparison of single-point IK and full-body motion capture virtual humans"},"content":{"rendered":"\n<h2 class=\"wp-block-heading\">Abstract<\/h2>\n\n\n\n<p>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\u2019s own avatar influences embodiment, the perceived realism of others\u2019 avatars is equally important for immersion. This study (<em>N<\/em> = 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.<\/p>\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:\/\/link.springer.com\/article\/10.1007\/s00371-025-03934-5\">Get Paper<\/a><\/div>\n<\/div>\n\n\n\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>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\u2019s own avatar influences embodiment, the perceived realism of others\u2019 avatars is equally important for immersion. This study [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":737,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[8],"tags":[],"class_list":["post-735","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>Evaluating behavioral realism in AR and VR: a comparison of single-point IK and full-body motion capture virtual humans | 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=735\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Evaluating behavioral realism in AR and VR: a comparison of single-point IK and full-body motion capture virtual humans | mkld.\" \/>\n<meta property=\"og:description\" content=\"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\u2019s own avatar influences embodiment, the perceived realism of others\u2019 avatars is equally important for immersion. This study [&hellip;]\" \/>\n<meta property=\"og:url\" content=\"https:\/\/mkld.me\/?p=735\" \/>\n<meta property=\"og:site_name\" content=\"mkld.\" \/>\n<meta property=\"article:published_time\" content=\"2025-10-23T10:28:20+00:00\" \/>\n<meta property=\"article:modified_time\" content=\"2025-10-23T14:31:08+00:00\" \/>\n<meta property=\"og:image\" content=\"http:\/\/mkld.me\/wp-content\/uploads\/2025\/10\/371_2025_3934_Fig1_HTML.webp\" \/>\n\t<meta property=\"og:image:width\" content=\"2031\" \/>\n\t<meta property=\"og:image:height\" content=\"920\" \/>\n\t<meta property=\"og:image:type\" content=\"image\/webp\" \/>\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\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"1 minute\" \/>\n<script 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