[BX16] B1 W., XIAO B.: Perceptual constancy of mechanical properties of cloth under variation of external forces. In *Proceedings of the ACM Symposium on Applied Perception* (2016), SAP ’16, p. 19–23. doi: 10.1145/2931002.2931016. 14

[BYV20] BOGAERS A., YUMAK Z., VOLK A.: Music-driven animation generation of expressive musical gestures. In *Companion Publication of the 2020 International Conference on Multimodal Interaction* (2020), pp. 22–26. 11

[CCB01] CAMPANELLA S., CHRYSOCHOOS A., BRUYER R.: Categorical perception of facial gender information: Behavioural evidence and the face-space metaphor. *Visual cognition* 8, 2 (2001), 237–262. 11

[CCZB00] CHI D., COSTA M., ZHAO L., BADLER N.: The emote model for effort and shape. In *Proceedings of the 27th annual conference on Computer graphics and interactive techniques* (2000), pp. 173–182. 3

[CDFG*22] COOKS E. J., DUKE K. A., FLOOD-GRADY E., VILARO M. J., GHOSH R., PARKER N., TE P., GEORGE T. J., LOK B. C., WILLIAMS M., ET AL.: Can virtual human clinicians help close the gap in colorectal cancer screening for rural adults in the united states? the influence of rural identity on perceptions of virtual human clinicians. *Preventive Medicine Reports* 30 (2022), 102034. 2

[CDMH*21] CABRERO-DANIEL B., MARQUES R., HOYET L., PETRÉ J., BLAT J.: A perceptually-validated metric for crowd trajectory quality evaluation. *Proceedings of the ACM on Computer Graphics and Interactive Techniques* 4, 3 (2021), 1–18. 9, 13, 14

[CFOC05] CHAMINADE T., FRANKLIN D. W., OZTOP E., CHENG G.: Motor interference between humans and humanoid robots: Effect of biological and artificial motion. In *Proceedings. The 4th International Conference on Development and Learning, 2005 (2005)*, IEEE, pp. 96–101. 4

[CGMB20] CARROZZINO M. A., GALDIERI R., MACHIDON O. M., BERGAMASCO M.: Do virtual humans dream of digital sheep? *IEEE Computer Graphics and Applications* 40, 4 (2020), 71–83. 1

[CHK07] CHAMINADE T., HODGINS J., KAWATO M.: Anthropomorphism influences perception of computer-animated characters’ actions. *Social cognitive and affective neuroscience* 2, 3 (2007), 206–216. 4, 7

[CPJ*13] CHEETHAM M., PAVLOVIC I., JORDAN N., SUTER P., JANCKE L.: Category processing and the human likeness dimension of the uncanny valley hypothesis: eye-tracking data. *Frontiers in psychology* 4 (2013), 108. 12

[CRPPD17] CRUZ RUIZ A., PONTONNIER C., PRONOST N., DUMONT G.: Muscle-based control for character animation. In *Computer Graphics Forum* (2017), vol. 36, Wiley Online Library, pp. 122–147. 2, 3, 4, 6

[CSJ11] CHEETHAM M., SUTER P., JÄNCKE L.: The human likeness dimension of the “uncanny valley hypothesis”: behavioral and functional mri findings. *Frontiers in human neuroscience* 5 (2011), 126. 2, 4, 12

[CTC*18] COSKUN H., TAN D. J., CONJETI S., NAVAB N., TOMBARI F.: Human motion analysis with deep metric learning. In *Proceedings of the European conference on computer vision (ECCV)* (2018), pp. 667–683. 10

[CVB16] CAFARO A., VILHJÁLMSSON H. H., BICKMORE T.: First impressions in human-agent virtual encounters. *ACM Transactions on Computer-Human Interaction (TOCHI)* 23, 4 (2016), 1–40. 12

[CZXL09] CHEN C., ZHUANG Y., XIAO J., LIANG Z.: Perceptual 3d pose distance estimation by boosting relational geometric features. *Computer Animation and Virtual Worlds* 20, 2-3 (2009), 267–277. 12, 13

[dBdG15] DE BORST A. W., DE GELDER B.: Is it the real deal? perception of virtual characters versus humans: an affective cognitive neuroscience perspective. *Frontiers in psychology* 6 (2015), 576. 3, 4

[DGM97] DAS G., GUNOPULOS D., MANNILA H.: Finding similar time series. In *European Symposium on Principles of Data Mining and Knowledge Discovery* (1997), Springer, pp. 88–100. 13

[DHOO05] DOBBYN S., HAMILL J., O'CONOR K., O'SULLIVAN C.: Geopostors: A real-time geometry / impostor crowd rendering system. In *Proceedings of the 2005 Symposium on Interactive 3D Graphics and Games* (2005), I3D '05, p. 95–102. doi:10.1145/1053427.1053443. 4

[DOS*23] DELBOSC A., OCHS M., SABOURET N., RAVENET B., AYACHE S.: Towards the generation of synchronized and believable non-verbal facial behaviors of a talking virtual agent. In *International Conference on Multimodal Interaction*. 2023, pp. 228–237. 11

[Dur21] DURUPINAR F.: Perception of human motion similarity based on laban movement analysis. In *ACM Symposium on Applied Perception* 2021 (2021), pp. 1–7. 10, 12, 13, 15

[EPO08] ENNIS C., PETERS C., O'SULLIVAN C.: Perceptual evaluation of position and orientation context rules for pedestrian formations. In *Proceedings of the 5th symposium on Applied perception in graphics and visualization* (2008), pp. 75–82. 9, 11

[EPO11] ENNIS C., PETERS C., O'SULLIVAN C.: Perceptual effects of scene context and viewpoint for virtual pedestrian crowds. *ACM Transactions on Applied Perception (TAP)* 8, 2 (2011), 1–22. 9, 14

[EST*20] EGGER B., SMITH W. A., TEWARI A., WUHRER S., ZOLLOHOEFER M., BEELER T., BERNARD F., BOLKART T., KORTYLEWSKI A., ROMDHANI S., ET AL.: 3d morphable face models—past, present, and future. *ACM Transactions on Graphics (ToG)* 39, 5 (2020), 1–38. 2

[FBH*22] FRASER A. D., BRANSON I., HOLLETT R. C., SPEELMAN C. P., ROGERS S. L.: Expressiveness of real-time motion captured avatars influences perceived animation realism and perceived quality of social interaction in virtual reality. *Frontiers in Virtual Reality* 3 (2022), 981400. 8

[Fit54] FITTS P. M.: The information capacity of the human motor system in controlling the amplitude of movement. *Journal of experimental psychology* 47, 6 (1954), 381. 10

[Gav99] GAVRILA D. M.: The visual analysis of human movement: A survey. *Computer vision and image understanding* 73, 1 (1999), 82–98. 3

[GBH23] GRIGOREV A., BLACK M. J., HILLIGES O.: Hood: Hierarchical graphs for generalized modelling of clothing dynamics. In *Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition* (2023), pp. 16965–16974. 14

[GBR*12] GRETTON A., BORGWARDT K. M., RASCH M. J., SCHÖLKOPF B., SMOLA A.: A kernel two-sample test. *The Journal of Machine Learning Research* 13, 1 (2012), 723–773. 10

[GCM*22] GONÇALVES G., COELHO H., MONTEIRO P., MELO M., BESSA M.: Systematic review of comparative studies of the impact of realism in immersive virtual experiences. *ACM Computing Surveys* 55, 6 (2022), 1–36. 3, 10

[GL02] GIESE M., LAPPE M.: Measurement of generalization fields for the recognition of biological motion. *Vision research* 42, 15 (2002), 1847–1858. 4

[GLM01] GIBET S., LEBOURQUE T., MARTEAU P.-F.: High-level specification and animation of communicative gestures. *Journal of Visual Languages & Computing* 12, 6 (2001), 657–687. 11

[GP03] GIESE M. A., POGGIO T.: Neural mechanisms for the recognition of biological movements. *Nature Reviews Neuroscience* 4, 3 (2003), 179–192. 4

[GPEO11] GEIJTENBEEK T., PRONOST N., EGGES A., OVERMARS M. H.: Interactive character animation using simulated physics. *Eurographics (State of the Art Reports)* (2011), 127–149. 2, 3, 4, 6

[GSV*03] GARAU M., SLATER M., VINAYAGAMOORTHY V., BROGNI A., STEED A., SASSE M. A.: The impact of avatar realism and eye gaze control on perceived quality of communication in a shared immersive virtual environment. In *Proceedings of the SIGCHI conference on Human factors in computing systems* (2003), pp. 529–536. 8
[BX16] B1 W., XIAO B.: Perceptual constancy of mechanical properties of cloth under variation of external forces. In *Proceedings of the ACM Symposium on Applied Perception* (2016), SAP ’16, p. 19–23. doi: 10.1145/2931002.2931016. 14

[BYV20] BOGAERS A., YUMAK Z., VOLK A.: Music-driven animation generation of expressive musical gestures. In *Companion Publication of the 2020 International Conference on Multimodal Interaction* (2020), pp. 22–26. 11

[CCB01] CAMPANELLA S., CHRYSOCHOOS A., BRUYER R.: Categorical perception of facial gender information: Behavioural evidence and the face-space metaphor. *Visual cognition* 8, 2 (2001), 237–262. 11

[CCZB00] CHI D., COSTA M., ZHAO L., BADLER N.: The emote model for effort and shape. In *Proceedings of the 27th annual conference on Computer graphics and interactive techniques* (2000), pp. 173–182. 3

[CDFG*22] COOKS E. J., DUKE K. A., FLOOD-GRADY E., VILARO M. J., GHOSH R., PARKER N., TE P., GEORGE T. J., LOK B. C., WILLIAMS M., ET AL.: Can virtual human clinicians help close the gap in colorectal cancer screening for rural adults in the united states? the influence of rural identity on perceptions of virtual human clinicians. *Preventive Medicine Reports* 30 (2022), 102034. 2

[CDMH*21] CABRERO-DANIEL B., MARQUES R., HOYET L., PETRÉ J., BLAT J.: A perceptually-validated metric for crowd trajectory quality evaluation. *Proceedings of the ACM on Computer Graphics and Interactive Techniques* 4, 3 (2021), 1–18. 9, 13, 14

[CFOC05] CHAMINADE T., FRANKLIN D. W., OZTOP E., CHENG G.: Motor interference between humans and humanoid robots: Effect of biological and artificial motion. In *Proceedings. The 4th International Conference on Development and Learning, 2005* (2005), IEEE, pp. 96–101. 4

[CGMB20] CARROZZINO M. A., GALDIERI R., MACHIDON O. M., BERGAMASCO M.: Do virtual humans dream of digital sheep? *IEEE Computer Graphics and Applications* 40, 4 (2020), 71–83. 1

[CHK07] CHAMINADE T., HODGINS J., KAWATO M.: Anthropomorphism influences perception of computer-animated characters’ actions. *Social cognitive and affective neuroscience* 2, 3 (2007), 206–216. 4, 7

[CPJ*13] CHEETHAM M., PAVLOVIC I., JORDAN N., SUTER P., JANCKE L.: Category processing and the human likeness dimension of the uncanny valley hypothesis: eye-tracking data. *Frontiers in psychology* 4 (2013), 108. 12

[CRPPD17] CRUZ RUIZ A., PONTONNIER C., PRONOST N., DUMONT G.: Muscle-based control for character animation. In *Computer Graphics Forum* (2017), vol. 36, Wiley Online Library, pp. 122–147. 2, 3, 4, 6

[CSJ11] CHEETHAM M., SUTER P., JÄNCKE L.: The human likeness dimension of the “uncanny valley hypothesis”: behavioral and functional mri findings. *Frontiers in human neuroscience* 5 (2011), 126. 2, 4, 12

[CTC*18] COSKUN H., TAN D. J., CONJETI S., NAVAB N., TOMBARI F.: Human motion analysis with deep metric learning. In *Proceedings of the European conference on computer vision (ECCV)* (2018), pp. 667–683. 10

[CVB16] CAFARO A., VILHJÁLMSSON H. H., BICKMORE T.: First impressions in human-agent virtual encounters. *ACM Transactions on Computer-Human Interaction (TOCHI)* 23, 4 (2016), 1–40. 12

[CZXL09] CHEN C., ZHUANG Y., XIAO J., LIANG Z.: Perceptual 3d pose distance estimation by boosting relational geometric features. *Computer Animation and Virtual Worlds* 20, 2-3 (2009), 267–277. 12, 13

[dBdG15] DE BORST A. W., DE GELDER B.: Is it the real deal? perception of virtual characters versus humans: an affective cognitive neuroscience perspective. *Frontiers in psychology* 6 (2015), 576. 3, 4

[DGM97] DAS G., GUNOPULOS D., MANNILA H.: Finding similar time series. In *European Symposium on Principles of Data Mining and Knowledge Discovery* (1997), Springer, pp. 88–100. 13

[DHOO05] DOBBYN S., HAMILL J., O'CONOR K., O'SULLIVAN C.: Geopostors: A real-time geometry / impostor crowd rendering system. In *Proceedings of the 2005 Symposium on Interactive 3D Graphics and Games* (2005), I3D '05, p. 95–102. doi:10.1145/1053427.1053443. 4

[DOS*23] DELBOSC A., OCHS M., SABOURET N., RAVENET B., AYACHE S.: Towards the generation of synchronized and believable non-verbal facial behaviors of a talking virtual agent. In *International Conference on Multimodal Interaction*. 2023, pp. 228–237. 11

[Dur21] DURUPINAR F.: Perception of human motion similarity based on laban movement analysis. In *ACM Symposium on Applied Perception* 2021 (2021), pp. 1–7. 10, 12, 13, 15

[EPO08] ENNIS C., PETERS C., O'SULLIVAN C.: Perceptual evaluation of position and orientation context rules for pedestrian formations. In *Proceedings of the 5th symposium on Applied perception in graphics and visualization* (2008), pp. 75–82. 9, 11

[EPO11] ENNIS C., PETERS C., O'SULLIVAN C.: Perceptual effects of scene context and viewpoint for virtual pedestrian crowds. *ACM Transactions on Applied Perception (TAP)* 8, 2 (2011), 1–22. 9, 14

[EST*20] EGGER B., SMITH W. A., TEWARI A., WUHRER S., ZOLLHOEFER M., BEELER T., BERNARD F., BOLKART T., KORTYLEWSKI A., ROMDHANI S., ET AL.: 3d morphable face models—past, present, and future. *ACM Transactions on Graphics (ToG)* 39, 5 (2020), 1–38. 2

[FBH*22] FRASER A. D., BRANSON I., HOLLETT R. C., SPEELMAN C. P., ROGERS S. L.: Expressiveness of real-time motion captured avatars influences perceived animation realism and perceived quality of social interaction in virtual reality. *Frontiers in Virtual Reality* 3 (2022), 981400. 8

[Fit54] FITTS P. M.: The information capacity of the human motor system in controlling the amplitude of movement. *Journal of experimental psychology* 47, 6 (1954), 381. 10

[Gav99] GAVRILA D. M.: The visual analysis of human movement: A survey. *Computer vision and image understanding* 73, 1 (1999), 82–98. 3

[GBH23] GRIGOREV A., BLACK M. J., HILLIGES O.: Hood: Hierarchical graphs for generalized modelling of clothing dynamics. In *Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition* (2023), pp. 16965–16974. 14

[GBR*12] GRETTON A., BORGWARDT K. M., RASCH M. J., SCHÖLKOPF B., SMOLA A.: A kernel two-sample test. *The Journal of Machine Learning Research* 13, 1 (2012), 723–773. 10

[GCM*22] GONÇALVES G., COELHO H., MONTEIRO P., MELO M., BESSA M.: Systematic review of comparative studies of the impact of realism in immersive virtual experiences. *ACM Computing Surveys* 55, 6 (2022), 1–36. 3, 10

[GL02] GIESE M., LAPPE M.: Measurement of generalization fields for the recognition of biological motion. *Vision research* 42, 15 (2002), 1847–1858. 4

[GLM01] GIBET S., LEBOURQUE T., MARTEAU P.-F.: High-level specification and animation of communicative gestures. *Journal of Visual Languages & Computing* 12, 6 (2001), 657–687. 11

[GP03] GIESE M. A., POGGIO T.: Neural mechanisms for the recognition of biological movements. *Nature Reviews Neuroscience* 4, 3 (2003), 179–192. 4

[GPEO11] GEIJTENBEEK T., PRONOST N., EGGES A., OVERMARS M. H.: Interactive character animation using simulated physics. *Eurographics (State of the Art Reports)* (2011), 127–149. 2, 3, 4, 6

[GSV*03] GARAU M., SLATER M., VINAYAGAMOORTHY V., BROGNI A., STEED A., SASSE M. A.: The impact of avatar realism and eye gaze control on perceived quality of communication in a shared immersive virtual environment. In *Proceedings of the SIGCHI conference on Human factors in computing systems* (2003), pp. 529–536. 8
[GVDBVBE10] GEIJTENBEEK T., VAN DEN BOGERT A., VAN BAS-TEN B., EGGES A.: Evaluating the physical realism of character animations using musculoskeletal models. In *International Conference on Motion in Games* (2010), Springer, pp. 11–22. 6, 11

[GVDPVDS13] GEIJTENBEEK T., VAN DE PANNE M., VAN DER STAPPEN A. F.: Flexible muscle-based locomotion for bipedal creatures. *ACM Transactions on Graphics* (TOG) 32, 6 (2013), 1–11. 6

[HBS03] HOYT C. L., BLASCOVICH J., SWINTH K. R.: Social inhibition in immersive virtual environments. *Presence* 12, 2 (2003), 183–195. 12

[HGW*23] HASSAN M., GUO Y., WANG T., BLACK M., FIDLER S., PENG X. B.: Synthesizing physical character-scene interactions. *arXiv preprint arXiv:2302.00883* (2023). 8

[Hil38] HILL A. V.: The heat of shortening and the dynamic constants of muscle. *Proceedings of the Royal Society of London. Series B-Biological Sciences* 126, 843 (1938), 136–195. 6

[Hil00] HILL R.: Perceptual attention in virtual humans: Toward realistic and believable gaze behaviors. In *Proceedings of the AAAI Fall Symposium on Simulating Human Agents* (2000), AAAI Press Menlo Park, pp. 46–52. 3

[HJO*10] HODGINS J., JÖRG S., O'SULLIVAN C., PARK S. I., MAHLER M.: The saliency of anomalies in animated human characters. *ACM Transactions on Applied Perception (TAP)* 7, 4 (2010), 1–14. 5, 12

[HM10] HO C.-C., MACDORMAN K. F.: Revisiting the uncanny valley theory: Developing and validating an alternative to the godspeed indices. *Computers in Human Behavior* 26, 6 (2010), 1508–1518. 2, 11

[HM17] HO C.-C., MACDORMAN K. F.: Measuring the uncanny valley effect: Refinements to indices for perceived humanness, attractiveness, and eeriness. *International Journal of Social Robotics* 9 (2017), 129–139. 11

[HMD*23] HAN E., MILLER M. R., DEVEAUX C., JUN H., NOWAK K. L., HANCOCK J. T., RAM N., BAILENSON J. N.: People, places, and time: a large-scale, longitudinal study of transformed avatars and environmental context in group interaction in the metaverse. *Journal of Computer-Mediated Communication* 28, 2 (2023), zmac031. 12

[HMO12] HOYET L., MCDONNELL R., O'SULLIVAN C.: Push it real: Perceiving causality in virtual interactions. *ACM Trans. Graph.* 31, 4 (2012). doi:10.1145/2185520.2185586. 9

[HNH*20] HIROSE J., NISHIKAWA A., HORIBA Y., INUI S., PATAKY T. C.: Integrated jerk as an indicator of affinity for artificial agent kinematics: laptop and virtual reality experiments involving index finger motion during two-digit grasping. *PeerJ* 8 (2020), e9843. 6

[HOB20] HERRERA F., OH S. Y., BAILENSON J. N.: Effect of behavioral realism on social interactions inside collaborative virtual environments. *Presence* 27, 2 (2020), 163–182. 2, 8, 12

[HOKP16] HOYET L., OLIVIER A.-H., KULPA R., PETTRÉ J.: Perceptual effect of shoulder motions on crowd animations. *ACM Trans. Graph.* 35, 4 (2016). doi:10.1145/2897824.2925931. 9, 11

[HOP09] HERTZMANN A., O'SULLIVAN C., PERLIN K.: Realistic human body movement for emotional expressiveness. In *ACM SIGGRAPH 2009 Courses*. 2009, pp. 1–27. 4

[HOT98] HODGINS J. K., O'BRIEN J. F., TUMBLIN J.: Perception of human motion with different geometric models. *IEEE Transactions on Visualization and Computer Graphics* 4, 4 (1998), 307–316. 7, 12

[HRMO12] HOYET L., RYALL K., MCDONNELL R., O'SULLIVAN C.: Sleight of hand: Perception of finger motion from reduced marker sets. In *Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games* (2012), I3D '12, p. 79–86. doi:10.1145/2159616.2159630. 6

[HRN*20] HOPPE M., ROSSMY B., NEUMANN D. P., STREUBER S., SCHMIDT A., MACHULLA T.-K.: A human touch: Social touch increases the perceived human-likeness of agents in virtual reality. In *Proceedings of the 2020 CHI conference on human factors in computing systems* (2020), pp. 1–11. 4

[HRS08] HARRIGAN J., ROSENTHAL R., SCHERER K.: *New handbook of methods in nonverbal behavior research*. Oxford University Press, 2008. 8

[HRVDP04] HARRISON J., RENSINK R. A., VAN DE PANNE M.: Obscuring length changes during animated motion. *ACM Transactions on Graphics* (TOG) 23, 3 (2004), 569–573. 12

[HRZ*13] HOYET L., RYALL K., ZIBREK K., PARK H., LEE J., HODGINS J., O'SULLIVAN C.: Evaluating the distinctiveness and attractiveness of human motions on realistic virtual bodies. *ACM Transactions on Graphics* (TOG) 32, 6 (2013), 1–11. 7, 8, 12, 14

[HTMS04] HARADA T., TAOKA S., MORI T., SATO T.: Quantitative evaluation method for pose and motion similarity based on human perception. In *4th IEEE/RAS International Conference on Humanoid Robots, 2004*. (2004), vol. 1, IEEE, pp. 494–512. 12, 13, 15

[HZCM23] HIGGINS D., ZHAN Y., COWAN B. R., MCDONNELL R.: Investigating the effect of visual realism on empathic responses to emotionally expressive virtual humans. In *ACM Symposium on Applied Perception 2023* (2023), pp. 1–7. 7

[JADJ22] JUSTICE J., ADKINS A., DONG T., JÖRG S.: Do we measure what we perceive? comparison of perceptual and computed differences between hand animations. In *ACM SIGGRAPH 2022 Posters*. 2022, pp. 1–2. 12, 13

[JHO10] JÖRG S., HODGINS J., O'SULLIVAN C.: The perception of finger motions. In *Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization* (2010), pp. 129–133. 6, 12

[JL21] JUNG S., LINDEMAN R. W.: Perspective: Does realism improve presence in vr? suggesting a model and metric for vr experience evaluation. *Frontiers in virtual reality* 2 (2021), 693327. 3

[Joh73] JOHANSSON G.: Visual perception of biological motion and a model for its analysis. *Perception & psychophysics* 14 (1973), 201–211. 4

[JRZ*23] JOVANE A., RAIMBAUD P., ZIBREK K., PACCHIEROTTI C., CHRISTIE M., HOYET L., OLIVIER A.-H., PETTRÉ J.: Warping character animations using visual motion features. *Computers & Graphics* 110 (2023), 38–48. 9

[JTDP06] JOSHI P., TIEN W. C., DESBRUN M., PIGHIN F.: Learning controls for blend shape based realistic facial animation. In *ACM SIGGRAPH 2006 Courses*. 2006, pp. 17–es. 3

[JVWDGL19] JIANG Y., VAN WOUWE T., DE GROOTE F., LIU C. K.: Synthesis of biologically realistic human motion using joint torque activation. *ACM Transactions On Graphics* (TOG) 38, 4 (2019), 1–12. 6

[KAK*22] KWIATKOWSKI A., ALVARADO E., KALOGEITON V., LIU C. K., PETTRÉ J., VAN DE PANNE M., CANI M.-P.: A survey on reinforcement learning methods in character animation. In *Computer Graphics Forum* (2022), vol. 41, Wiley Online Library, pp. 613–639. 2, 3

[KDC*08] KAVAN L., DOBBYN S., COLLINS S., ŽÁRA J., O'SULLIVAN C.: Polypostors: 2d polygonal impostors for 3d crowds. In *Proceedings of the 2008 Symposium on Interactive 3D Graphics and Games* (2008), I3D '08, p. 149–155. doi:10.1145/1342250.1342273. 4

[KFMT15] KÄTSYRI J., FÖRGER K., MÄKÄRÄINEN M., TAKALA T.: A review of empirical evidence on different uncanny valley hypotheses: support for perceptual mismatch as one road to the valley of eeriness. *Frontiers in psychology* 6 (2015), 390. 2

[KGP02] KOVAR L., GLEICHER M., PIGHIN F.: Motion graphs. *ACM Trans. Graph.* 21, 3 (2002), 473–482. doi:10.1145/566654.566605. 5

[KHG*07] KENNY P., HARTHOLT A., GRATCH J., SWARTOUT W., TRAUM D., MARSELLA S., PIEPOL D.: Building interactive virtual humans for training environments. In *Proceedings of i/itsec* (2007), vol. 174, pp. 911–916. 3
[GVDBVBE10] GEIJTENBEEK T., VAN DEN BOGERT A., VAN BAS-TEN B., EGGES A.: Evaluating the physical realism of character animations using musculoskeletal models. In *International Conference on Motion in Games* (2010), Springer, pp. 11–22. 6, 11

[GVDPVDS13] GEIJTENBEEK T., VAN DE PANNE M., VAN DER STAPPEN A. F.: Flexible muscle-based locomotion for bipedal creatures. *ACM Transactions on Graphics* (TOG) 32, 6 (2013), 1–11. 6

[HBS03] HOYT C. L., BLASCOVICH J., SWINTH K. R.: Social inhibition in immersive virtual environments. *Presence* 12, 2 (2003), 183–195. 12

[HGW*23] HASSAN M., GUO Y., WANG T., BLACK M., FIDLER S., PENG X. B.: Synthesizing physical character-scene interactions. *arXiv preprint arXiv:2302.00883* (2023). 8

[Hil38] HILL A. V.: The heat of shortening and the dynamic constants of muscle. *Proceedings of the Royal Society of London. Series B-Biological Sciences* 126, 843 (1938), 136–195. 6

[Hil00] HILL R.: Perceptual attention in virtual humans: Toward realistic and believable gaze behaviors. In *Proceedings of the AAAI Fall Symposium on Simulating Human Agents* (2000), AAAI Press Menlo Park, pp. 46–52. 3

[HJO*10] HODGINS J., JÖRG S., O'SULLIVAN C., PARK S. I., MAHLER M.: The saliency of anomalies in animated human characters. *ACM Transactions on Applied Perception (TAP)* 7, 4 (2010), 1–14. 5, 12

[HM10] HO C.-C., MACDORMAN K. F.: Revisiting the uncanny valley theory: Developing and validating an alternative to the godspeed indices. *Computers in Human Behavior* 26, 6 (2010), 1508–1518. 2, 11

[HM17] HO C.-C., MACDORMAN K. F.: Measuring the uncanny valley effect: Refinements to indices for perceived humanness, attractiveness, and eeriness. *International Journal of Social Robotics* 9 (2017), 129–139. 11

[HMD*23] HAN E., MILLER M. R., DEVEAUX C., JUN H., NOWAK K. L., HANCOCK J. T., RAM N., BAILENSON J. N.: People, places, and time: a large-scale, longitudinal study of transformed avatars and environmental context in group interaction in the metaverse. *Journal of Computer-Mediated Communication* 28, 2 (2023), zmac031. 12

[HMO12] HOYET L., MCDONNELL R., O'SULLIVAN C.: Push it real: Perceiving causality in virtual interactions. *ACM Trans. Graph.* 31, 4 (2012). doi:10.1145/2185520.2185586. 9

[HNH*20] HIROSE J., NISHIKAWA A., HORIBA Y., INUI S., PATAKY T. C.: Integrated jerk as an indicator of affinity for artificial agent kinematics: laptop and virtual reality experiments involving index finger motion during two-digit grasping. *PeerJ* 8 (2020), e9843. 6

[HOB20] HERRERA F., OH S. Y., BAILENSON J. N.: Effect of behavioral realism on social interactions inside collaborative virtual environments. *Presence* 27, 2 (2020), 163–182. 2, 8, 12

[HOKP16] HOYET L., OLIVIER A.-H., KULPA R., PETTRÉ J.: Perceptual effect of shoulder motions on crowd animations. *ACM Trans. Graph.* 35, 4 (2016). doi:10.1145/2897824.2925931. 9, 11

[HOP09] HERTZMANN A., O'SULLIVAN C., PERLIN K.: Realistic human body movement for emotional expressiveness. In *ACM SIGGRAPH 2009 Courses*. 2009, pp. 1–27. 4

[HOT98] HODGINS J. K., O'BRIEN J. F., TUMBLIN J.: Perception of human motion with different geometric models. *IEEE Transactions on Visualization and Computer Graphics* 4, 4 (1998), 307–316. 7, 12

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[KMG22] KYRLITSIAS C., MICHAEL-GRIGORIOU D.: Social interaction with agents and avatars in immersive virtual environments: A survey. *Frontiers in Virtual Reality* 2 (2022), 786665. 8

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[Kun06] KUNKLER K.: The role of medical simulation: an overview. *The International Journal of Medical Robotics and Computer Assisted Surgery* 2, 3 (2006), 203–210. 2

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[LRG*17] LATOSCHIK M. E., ROTH D., GALL D., ACHENBACH J., WALTEMAT E., BOTSCH M.: The effect of avatar realism in immersive social virtual realities. In *Proceedings of the 23rd ACM symposium on virtual reality software and technology* (2017), pp. 1–10. 8

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[MBB12] MCDONNELL R., BREIDT M., BÜLTHOFF H. H.: Render me real? investigating the effect of render style on the perception of animated virtual humans. *ACM Transactions on Graphics (TOG)* 31, 4 (2012), 1–11. 2

[MBR17] MARTINEZ J., BLACK M. J., ROMERO J.: On human motion prediction using recurrent neural networks. In *Proceedings of the IEEE conference on computer vision and pattern recognition* (2017), pp. 2891–2900. 10

[MDC18] MACHIDON O. M., DUGULEANA M., CARROZZINO M.: Virtual humans in cultural heritage ICT applications: A review. *Journal of Cultural Heritage* 33 (2018), 249–260. 2

[MG01] MOESLUND T. B., GRANUM E.: A survey of computer vision-based human motion capture. *Computer vision and image understanding* 81, 3 (2001), 231–268. 3

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[MJH*09] MCDONNELL R., JÖRG S., HODGINS J. K., NEWELL F., O'SULLIVAN C.: Evaluating the effect of motion and body shape on the perceived sex of virtual characters. *ACM Transactions on Applied Perception (TAP)* 5, 4 (2009), 1–14. 7

[MJM*09] MCDONNELL R., JÖRG S., MCHUGH J., NEWELL F. N., O'SULLIVAN C.: Investigating the role of body shape on the perception of emotion. *ACM Transactions on Applied Perception (TAP)* 6, 3 (2009), 1–11. 7

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[MNO07] MCDONNELL R., NEWELL F., O'SULLIVAN C.: Smooth movers: perceptually guided human motion simulation. In *Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation* (2007), pp. 259–269. 5, 11

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[MRP21] MOLINA E., RÍOS A., PELECHANO N.: The impact of animations in the perception of a simulated crowd. In *Advances in Computer Graphics: 38th Computer Graphics International Conference, CGI 2021, Virtual Event, September 6–10, 2021, Proceedings* 38 (2021), Springer, pp. 25–38. 9

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[MZCD21] MCDONNELL R., ZIBREK K., CARRIGAN E., DAHYOT R.: Model for predicting perception of facial action unit activation using virtual humans. *Computers & Graphics* 100 (2021), 81–92. 7, 11

[NDD*23] NEHMÉ Y., DELANOY J., DUPONT F., FARRUGIA J.-P., LE CALLET P., LAVOUÉ G.: Textured mesh quality assessment: Large-scale dataset and deep learning-based quality metric. *ACM Transactions on Graphics* 42, 3 (2023), 1–20. 14

[NDP10] NIEWIADOMSKI R., DEMEURE V., PELACHAUD C.: Warmth, competence, believability and virtual agents. In *Intelligent Virtual Agents: 10th International Conference, IVA 2010, Philadelphia, PA, USA, September 20-22, 2010. Proceedings* 10 (2010), Springer, pp. 272–285. 3

[NKAM22] NELSON M. G., KOILIAS A., ANAGNOSTOPOULOS C.-N., MOUSAS C.: Effects of rendering styles of a virtual character on avoidance movement behavior. In *2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)* (2022), IEEE, pp. 594–599. 9

[NOZ*20] NIAY B., OLIVIER A.-H., ZIBREK K., PETTRÉ J., HOYET L.: Walk ratio: Perception of an invariant parameter of human walk on virtual characters. In *ACM Symposium on Applied Perception 2020* (2020), SAP '20. doi:10.1145/3385955.3407926. 5, 14

[ODGK03] O'SULLIVAN C., DINGLIANA J., GIANG T., KAISER M. K.: Evaluating the visual fidelity of physically based animations. *ACM Transactions on Graphics* (TOG) 22, 3 (2003), 527–536. 3

[OKKHB20] OH KRUZIC C., KRUZIC D., HERRERA F., BAILENSON J.: Facial expressions contribute more than body movements to conversational outcomes in avatar-mediated virtual environments. *Scientific reports* 10, 1 (2020), 20626. 12

[PGB14] PENG Z., GENEWEIN T., BRAUN D. A.: Assessing randomness and complexity in human motion trajectories through analysis of symbolic sequences. *Frontiers in human neuroscience* 8 (2014), 168. 14
[KHSG17] KHAN M., HUTTUNEN H., SUOMINEN O., GOTCHEV A.: Recurrent neural networks for modeling motion capture data. *spine* 10 (2017), 200. 10

[KHT16] KLÜVER M., HECHT H., TROJE N. F.: Internal consistency predicts attractiveness in biological motion walkers. *Evolution and Human Behavior* 37, 1 (2016), 40–46. 7

[KMG22] KYRLITSIAS C., MICHAEL-GRIGORIOU D.: Social interaction with agents and avatars in immersive virtual environments: A survey. *Frontiers in Virtual Reality* 2 (2022), 786665. 8

[KMH*19] KENNY S., MAHMOOD N., HONDA C., BLACK M. J., TROJE N. F.: Perceptual effects of inconsistency in human animations. *ACM Transactions on Applied Perception (TAP)* 16, 1 (2019), 1–18. 4, 7, 14

[KPC17] KYRIAKOU M., PAN X., CHRYSANTHOU Y.: Interaction with virtual crowd in immersive and semi-immersive virtual reality systems. *Computer Animation and Virtual Worlds* 28, 5 (2017), e1729. 9

[KPP*21] KARUZAKI E., PARTARAKIS N., PATSIOURAS N., ZIDIANAKIS E., KATZOURAKIS A., PATTAKOS A., KAPLANIDI D., BAKA E., CADI N., MAGNENAT-THALMANN N., ET AL.: Realistic virtual humans for cultural heritage applications. *Heritage* 4, 4 (2021), 4148–4171. 2

[Kun06] KUNKLER K.: The role of medical simulation: an overview. *The International Journal of Medical Robotics and Computer Assisted Surgery* 2, 3 (2006), 203–210. 2

[LCR*02] LEE J., CHAI J., REITSMA P. S. A., HODGINS J. K., POLLARD N. S.: Interactive control of avatars animated with human motion data. *ACM Trans. Graph.* 21, 3 (2002), 491–500. doi:10.1145/566654.566607. 5

[Lik32] LIKERT R.: A technique for the measurement of attitudes. *Archives of psychology* (1932). 11

[LN12] LUO P., NEFF M.: A perceptual study of the relationship between posture and gesture for virtual characters. In *Motion in Games: 5th International Conference, MIG 2012, Rennes, France, November 15-17, 2012. Proceedings* 5 (2012), Springer, pp. 254–265. 6, 13

[LRG*17] LATOSCHIK M. E., ROTH D., GALL D., ACHENBACH J., WALTEMATE T., BOTSCH M.: The effect of avatar realism in immersive social virtual realities. In *Proceedings of the 23rd ACM symposium on virtual reality software and technology* (2017), pp. 1–10. 8

[LU71] LABAN R., ULLMANN L.: The mastery of movement. 10

[MBB12] MCDONNELL R., BREIDT M., BÜLTHOFF H. H.: Render me real? investigating the effect of render style on the perception of animated virtual humans. *ACM Transactions on Graphics (TOG)* 31, 4 (2012), 1–11. 2

[MBR17] MARTINEZ J., BLACK M. J., ROMERO J.: On human motion prediction using recurrent neural networks. In *Proceedings of the IEEE conference on computer vision and pattern recognition* (2017), pp. 2891–2900. 10

[MDC18] MACHIDON O. M., DUGULEANA M., CARROZZINO M.: Virtual humans in cultural heritage ICT applications: A review. *Journal of Cultural Heritage* 33 (2018), 249–260. 2

[MG01] MOESLUND T. B., GRANUM E.: A survey of computer vision-based human motion capture. *Computer vision and image understanding* 81, 3 (2001), 231–268. 3

[MHLC*22] MOUROT L., HOYET L., LE CLERC F., SCHNITZLER F., HELLIER P.: A survey on deep learning for skeleton-based human animation. In *Computer Graphics Forum* (2022), vol. 41, Wiley Online Library, pp. 122–157. 2, 3

[MJH*09] MCDONNELL R., JÖRG S., HODGINS J. K., NEWELL F., O'SULLIVAN C.: Evaluating the effect of motion and body shape on the perceived sex of virtual characters. *ACM Transactions on Applied Perception (TAP)* 5, 4 (2009), 1–14. 7

[MJM*09] MCDONNELL R., JÖRG S., MCHUGH J., NEWELL F. N., O'SULLIVAN C.: Investigating the role of body shape on the perception

of emotion. *ACM Transactions on Applied Perception (TAP)* 6, 3 (2009), 1–11. 7

[MKR*21] MOUSAS C., KOILIAS A., REKABDAR B., KAO D., ANASTASLOU D.: Toward understanding the effects of virtual character appearance on avoidance movement behavior. In *2021 IEEE Virtual Reality and 3D User Interfaces (VR)* (2021), IEEE, pp. 40–49. 8, 9

[MNGL23] MARVIE J.-E., NEHMÉ Y., GRAZIOSI D., LAVOUÉ G.: Crafting the mpeg metrics for objective and perceptual quality assessment of volumetric videos. *Quality and User Experience* 8, 1 (2023), 4. 14

[MNO07] MCDONNELL R., NEWELL F., O'SULLIVAN C.: Smooth movers: perceptually guided human motion simulation. In *Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation* (2007), pp. 259–269. 5, 11

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[MRP21] MOLINA E., RÍOS A., PELECHANO N.: The impact of animations in the perception of a simulated crowd. In *Advances in Computer Graphics: 38th Computer Graphics International Conference, CGI 2021, Virtual Event, September 6–10, 2021, Proceedings* 38 (2021), Springer, pp. 25–38. 9

[MRW*23] MARSOT M., REKIK R., WUHRER S., FRANCO J.-S., OLIVIER A.-H.: Correspondence-free online human motion retargeting. *arXiv preprint arXiv:2302.00556* (2023). 3, 10, 12

[MTT05] MAGNENAT-THALMANN N., THALMANN D.: Virtual humans: thirty years of research, what next? *The Visual Computer* 21 (2005), 997–1015. 2, 3, 4

[MWT*12] MEYER G. F., WONG L. T., TIMSON E., PERFECT P., WHITE M. D.: Objective fidelity evaluation in multisensory virtual environments: auditory cue fidelity in flight simulation. 3

[MZCD21] MCDONNELL R., ZIBREK K., CARRIGAN E., DAHYOT R.: Model for predicting perception of facial action unit activation using virtual humans. *Computers & Graphics* 100 (2021), 81–92. 7, 11

[NDD*23] NEHMÉ Y., DELANOY J., DUPONT F., FARRUGIA J.-P., LE CALLET P., LAVOUÉ G.: Textured mesh quality assessment: Large-scale dataset and deep learning-based quality metric. *ACM Transactions on Graphics* 42, 3 (2023), 1–20. 14

[NDP10] NIEWIADOMSKI R., DEMEURE V., PELACHAUD C.: Warmth, competence, believability and virtual agents. In *Intelligent Virtual Agents: 10th International Conference, IVA 2010, Philadelphia, PA, USA, September 20-22, 2010. Proceedings* 10 (2010), Springer, pp. 272–285. 3

[NKAM22] NELSON M. G., KOILIAS A., ANAGNOSTOPOULOS C.-N., MOUSAS C.: Effects of rendering styles of a virtual character on avoidance movement behavior. In *2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)* (2022), IEEE, pp. 594–599. 9

[NOZ*20] NIAY B., OLIVIER A.-H., ZIBREK K., PETTRÉ J., HOYET L.: Walk ratio: Perception of an invariant parameter of human walk on virtual characters. In *ACM Symposium on Applied Perception 2020* (2020), SAP '20. doi:10.1145/3385955.3407926. 5, 14

[ODGK03] O'SULLIVAN C., DINGLIANA J., GIANG T., KAISER M. K.: Evaluating the visual fidelity of physically based animations. *ACM Transactions on Graphics* (TOG) 22, 3 (2003), 527–536. 3

[OKKHB20] OH KRUZIC C., KRUZIC D., HERRERA F., BAILENSON J.: Facial expressions contribute more than body movements to conversational outcomes in avatar-mediated virtual environments. *Scientific reports* 10, 1 (2020), 20626. 12

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[Su16] SU Y.-H.: Visual tuning and metrical perception of realistic point-light dance movements. *Scientific reports* **6**, 1 (2016), 22774. 6, 12, 14

[TBM*20] THALER A., BIEG A., MAHMOOD N., BLACK M. J., MOHLER B. J., TROJE N. F.: Attractiveness and confidence in walking style of male and female virtual characters. In *2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)* (2020), IEEE, pp. 678-679. 7, 8

[TEW15] TURNWALD A., EGER S., WOLLHERR D.: Investigating similarity measures for locomotor trajectories based on the human perception of differences in motions. In *2015 IEEE International Workshop on Advanced Robotics and its Social Impacts (ARSO)* (2015), IEEE, pp. 1-6. 5, 13

[TF88a] TERZOPOULOS D., FLEISCHER K.: Deformable models. *The visual computer* **4**, 6 (1988), 306-331. 3, 14

[TF88b] TERZOPOULOS D., FLEISCHER K.: Modeling inelastic deformation: viscoelasticity, plasticity, fracture. In *Proceedings of the 15th annual conference on Computer graphics and interactive techniques* (1988), pp. 269-278. 3, 14

[TGRJ19] TESSIER M.-H., GINGRAS C., ROBITAILLE N., JACKSON P. L.: Toward dynamic pain expressions in avatars: perceived realism and pain level of different action unit orders. *Computers in Human Behavior* **96** (2019), 95-109. 5

[TJJ*21] TREAL T., JACKSON P. L., JEUVREY J., VIGNAIS N., MEUGNOT A.: Natural human postural oscillations enhance the empathic response to a facial pain expression in a virtual character. *Scientific Reports* **11**, 1 (2021), 12493. 5
[PH18] PAN X., HAMILTON A. F. D. C.: Why and how to use virtual reality to study human social interaction: The challenges of exploring a new research landscape. *British Journal of Psychology* **109**, 3 (2018), 395-417. 8

[PHA*07] PHAM Q.-C., HICHEUR H., ARECHAVALETA G., LAU-MOND J.-P., BERTHOZ A.: The formation of trajectories during goal-oriented locomotion in humans. ii. a maximum smoothness model. *European Journal of Neuroscience* **26**, 8 (2007), 2391-2403. 10

[PHBČ21] POLASEK T., HRUSA D., BENES B., ČADÍK M.: Ictree: automatic perceptual metrics for tree models. *ACM Transactions on Graphics (TOG)* **40**, 6 (2021), 1-15. 14

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[PS18] PALAN S., SCHITTER C.: Prolific. ac—a subject pool for online experiments. *Journal of Behavioral and Experimental Finance* **17** (2018), 22-27. 11

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[RBB*22] ROGERS S. L., BROADBENT R., BROWN J., FRASER A., SPEELMAN C. P.: Realistic motion avatars are the future for social interaction in virtual reality. *Frontiers in Virtual Reality* 2 (2022), 750729. 8

[RKB*18] ROTH D., KULLMANN P., BENTE G., GALL D., LATOSCHIK M. E.: Effects of hybrid and synthetic social gaze in avatar-mediated interactions. In *2018 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)* (2018), IEEE, pp. 103-108. 12

[RP03] REITSMA P. S., POLLARD N. S.: Perceptual metrics for character animation: sensitivity to errors in ballistic motion. In *ACM SIGGRAPH 2003 Papers*. 2003, pp. 537-542. 7, 11, 13

[RPA*15] RUHLAND K., PETERS C. E., ANDRIST S., BADLER J. B., BADLER N. I., GLEICHER M., MUTLU B., MCDONNELL R.: A review of eye gaze in virtual agents, social robotics andhei: Behaviour generation, user interaction and perception. In *Computer graphics forum* (2015), vol. 34, Wiley Online Library, pp. 299-326. 2, 3

[RPC*10] ROHMER D., POPA T., CANI M.-P., HAHMANN S., SHEFER A.: Animation wrinkling: augmenting coarse cloth simulations with realistic-looking wrinkles. *ACM Transactions on Graphics* (ToG) **29**, 6 (2010), 1-8. 14

[RPE*05] REN L., PATRICK A., EFROS A. A., HODGINS J. K., REHG J. M.: A data-driven approach to quantifying natural human motion. *ACM Transactions on Graphics* (TOG) **24**, 3 (2005), 1090-1097. 3, 4, 13

[RSM*23] RUSSELL J., SABOOR S., MAKKAR M., BARUA A., THALER A.: Detection of inconsistency between shape and motion in realistic female and male animation. *STEM Fellowship Journal* **8**, 1 (2023), 17-23. 7, 12

[RWV19] RIBET S., WANNOUS H., VANDEBORRE J.-P.: Survey on style in 3d human body motion: Taxonomy, data, recognition and its applications. *IEEE Transactions on Affective Computing* **12**, 4 (2019), 928-948. 2, 3

[SAS*22] STUART J., AUL K., STEPHEN A., BUMBACH M. D., LOK B.: The effect of virtual human rendering style on user perceptions of visual cues. *Frontiers in Virtual Reality* 3 (2022), 864676. 2

[SC12] STOUT D., CHAMINADE T.: Stone tools, language and the brain in human evolution. *Philosophical Transactions of the Royal Society B: Biological Sciences* **367**, 1585 (2012), 75-87. 4

[SCI*12] SAYGIN A. P., CHAMINADE T., ISHIGURO H., DRIVER J., FRITH C.: The thing that should not be: predictive coding and the uncanny valley in perceiving human and humanoid robot actions. *Social cognitive and affective neuroscience* **7**, 4 (2012), 413-422. 4

[SDK21] SHEN J., DUDLEY J., KRISTENSSON P. O.: Simulating realistic human motion trajectories of mid-air gesture typing. In *2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)* (2021), IEEE, pp. 393-402. 10, 11

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[SLBA22] STEIN J.-P., LINDA BREVES P., ANDERS N.: Parasocial interactions with real and virtual influencers: The role of perceived similarity and human-likeness. *New Media & Society* (2022), 14614448221102900. 4

[SLCK17] SUH I. H., LEE S. H., CHO N. J., KWON W. Y.: Measuring motion significance and motion complexity. *Information Sciences* **388** (2017), 84-98. 14

[SLVC20] SUBRAMANYAM S., LI J., VIOLA I., CESAR P.: Comparing the quality of highly realistic digital humans in 3dof and 6dof: A volumetric video case study. In *2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)* (2020), IEEE, pp. 127-136. 7, 11

[SOB*15] SANZ F. A., OLIVIER A.-H., BRUDER G., PETTRÉ J., LÉCUYER A.: Virtual proxemics: Locomotion in the presence of obstacles in large immersive projection environments. In *2015 IEEE virtual reality (vr)* (2015), IEEE, pp. 75-80. 12

[SOC19] SANTESTEBAN I., OTADUY M. A., CASAS D.: Learning-based animation of clothing for virtual try-on. In *Computer Graphics Forum* (2019), vol. 38, Wiley Online Library, pp. 355-366. 14

[SP18] SUH A., PROPHET J.: The state of immersive technology research: A literature analysis. *Computers in Human behavior* **86** (2018), 77-90. 1

[Su16] SU Y.-H.: Visual tuning and metrical perception of realistic point-light dance movements. *Scientific reports* **6**, 1 (2016), 22774. 6, 12, 14

[TBM*20] THALER A., BIEG A., MAHMOOD N., BLACK M. J., MOHLER B. J., TROJE N. F.: Attractiveness and confidence in walking style of male and female virtual characters. In *2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)* (2020), IEEE, pp. 678-679. 7, 8

[TEW15] TURNWALD A., EGER S., WOLLHERR D.: Investigating similarity measures for locomotor trajectories based on the human perception of differences in motions. In *2015 IEEE International Workshop on Advanced Robotics and its Social Impacts (ARSO)* (2015), IEEE, pp. 1-6. 5, 13

[TF88a] TERZOPOULOS D., FLEISCHER K.: Deformable models. *The visual computer* **4**, 6 (1988), 306-331. 3, 14

[TF88b] TERZOPOULOS D., FLEISCHER K.: Modeling inelastic deformation: viscoelasticity, plasticity, fracture. In *Proceedings of the 15th annual conference on Computer graphics and interactive techniques* (1988), pp. 269-278. 3, 14

[TGRJ19] TESSIER M.-H., GINGRAS C., ROBITAILLE N., JACKSON P. L.: Toward dynamic pain expressions in avatars: perceived realism and pain level of different action unit orders. *Computers in Human Behavior* **96** (2019), 95-109. 5

[TJJ*21] TREAL T., JACKSON P. L., JEUVREY J., VIGNAIS N., MEUGNOT A.: Natural human postural oscillations enhance the empathic response to a facial pain expression in a virtual character. *Scientific Reports* **11**, 1 (2021), 12493. 5
[TJM20] TREAL T., JACKSON P. L., MEUGNOT A.: Combining trunk movement and facial expression enhances the perceived intensity and believability of an avatar's pain expression. *Computers in Human Behavior* 112 (2020), 106451. 5

[TLKS08] TANG J. K., LEUNG H., KOMURA T., SHUM H. P.: Emulating human perception of motion similarity. *Computer Animation and Virtual Worlds* 19, 3-4 (2008), 211–221. 5, 12, 13, 14, 15

[TRL*17] TURNER N., REEVES M., LETTERI J., LEMMON D., BARRETT D.: Weta digital vfx: War for the planet of the apes. In *ACM SIGGRAPH 2017 Computer Animation Festival* (2017), SIGGRAPH '17, p. 27. doi:10.1145/3078280.3114817. 1

[TRPZ22] TRIESS L. T., RIST C. B., PETER D., ZÖLLNER J. M.: A realism metric for generated lidar point clouds. *International Journal of Computer Vision* 130, 12 (2022), 2962–2979. 14

[UP12] URSU E. A., PRONOST N.: A literature review on virtual character assessment. *Utrecht University* (2012). 2

[VCH*21] VILLEGAS R., CEYLAN D., HERTZMANN A., YANG J., SAITO J.: Contact-aware retargeting of skinned motion. In *Proceedings of the IEEE/CVF International Conference on Computer Vision* (2021), pp. 9720–9729. 12

[VF95] VIVIANI P., FLASH T.: Minimum-jerk, two-thirds power law, and isochrony: converging approaches to movement planning. *Journal of Experimental Psychology: Human Perception and Performance* 21, 1 (1995), 32. 10

[VGS*06] VINAYAGAMOORTHY V., GILLIES M., STEED A., TANGUY E., PAN X., LOSCOS C., SLATER M.: Building expression into virtual characters. 2, 4

[VHBO14] VICOVARO M., HOYET L., BURIGANA L., O'SULLIVAN C.: Perceptual evaluation of motion editing for realistic throwing animations. *ACM Transactions on Applied Perception (TAP)* 11, 2 (2014), 1–23. 3, 8, 11

[VHL*20] VOLONTE M., HSU Y.-C., LIU K.-Y., MAZER J. P., WONG S.-K., BABU S. V.: Effects of interacting with a crowd of emotional virtual humans on users’ affective and non-verbal behaviors. In *2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)* (2020), IEEE, pp. 293–302. 12

[Vin68] VINTSYUK T. K.: Speech discrimination by dynamic programming. *Cybernetics* 4, 1 (1968), 52–57. 10

[VKDB01] VIEILLEDENT S., KERLIRZIN Y., DALBERA S., BERTHOZ A.: Relationship between velocity and curvature of a human locomotor trajectory. *Neuroscience letters* 305, 1 (2001), 65–69. 10

[VRDB18] VOLONTE M., ROBB A., DUCHOWSKI A. T., BABU S. V.: Empirical evaluation of virtual human conversational and affective animations on visual attention in inter-personal simulations. In *2018 IEEE conference on virtual reality and 3D user interfaces (VR)* (2018), IEEE, pp. 25–32. 9, 12

[VT82] VIVIANI P., TERZUOLO C.: Trajectory determines movement dynamics. *Neuroscience* 7, 2 (1982), 431–437. 10

[VWVBE*10] VAN WELBERGEN H., VAN BASTEN B. J., EGGES A., RUTTKAY Z. M., OVERMARS M. H.: Real time animation of virtual humans: a trade-off between naturalness and control. In *Computer Graphics Forum* (2010), vol. 29, Wiley Online Library, pp. 2530–2554. 2, 3, 6

[WB04] WANG J., BODENHEIMER B.: Computing the duration of motion transitions: an empirical approach. In *Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation* (2004), pp. 335–344. 5, 12

[WBCB08] WALLRAVEN C., BREIDT M., CUNNINGHAM D. W., BÜLTHOFF H. H.: Evaluating the perceptual realism of animated facial expressions. *ACM Transactions on Applied Perception (TAP)* 4, 4 (2008), 1–20. 4, 5, 7, 12

[WBK*07] WARD K., BERTAILS F., KIM T.-Y., MARSCHNER S. R.,

CANI M.-P., LIN M. C.: A survey on hair modeling: Styling, simulation, and rendering. *IEEE transactions on visualization and computer graphics* 13, 2 (2007), 213–234. 3

[WCC16] WYKOWSKA A., CHAMINADE T., CHENG G.: Embodied artificial agents for understanding human social cognition. *Philosophical Transactions of the Royal Society B: Biological Sciences* 371, 1693 (2016), 20150375. 4

[WDR*22] WITTE K., DROSTE M., RITTER Y., EMMERMACHER P., MASIK S., BÜRGER D., PETRI K.: Sports training in virtual reality to improve response behavior in karate kumite with transfer to real world. *Frontiers in Virtual Reality* 3 (2022), 903021. 2

[WFH09] WANG J. M., FLEET D. J., HERTZMANN A.: Optimizing walking controllers. *ACM Trans. Graph.* 28, 5 (2009). doi:10.1145/1618452.1618514. 6

[WHDK12] WANG J. M., HAMNER S. R., DELP S. L., KOLTUN V.: Optimizing locomotion controllers using biologically-based actuators and objectives. *ACM Transactions on Graphics (TOG)* 31, 4 (2012), 1–11. 6

[WJZ13] WHEATLAND N., JÖRG S., ZORDAN V.: Automatic hand-over animation using principle component analysis. In *Proceedings of Motion on Games* (2013), MIG '13, p. 197–202. doi:10.1145/2522628.2522656. 6

[WOO16] WANG H., ONDŘEJ J., O'SULLIVAN C.: Trending paths: A new semantic-level metric for comparing simulated and real crowd data. *IEEE transactions on visualization and computer graphics* 23, 5 (2016), 1454–1464. 10

[WSZ*22] WANG Y., SU Z., ZHANG N., XING R., LIU D., LUAN T. H., SHEN X.: A survey on metaverse: Fundamentals, security, and privacy. *IEEE Communications Surveys & Tutorials* (2022). 1

[WVE*22] WANG C.-C., VOLONTE M., EBRAHIMI E., LIU K.-Y., WONG S.-K., BABU S. V.: An evaluation of native versus foreign communicative interactions on users' behavioral reactions towards affective virtual crowds. In *2022 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)* (2022), pp. 340–349. doi:10.1109/VR51125.2022.00053. 14

[XPB*21] XIANG D., PRADA F., BAGAUTDINOV T., XU W., DONG Y., WEN H., HODGINS J., WU C.: Modeling clothing as a separate layer for an animatable human avatar. *ACM Trans. Graph.* 40, 6 (2021). doi:10.1145/3478513.3480545. 14

[YLYD10] YANG Y., LEUNG H., YUE L., DENG L.: Evaluating human motion complexity based on un-correlation and non-smoothness. In *Advances in Multimedia Information Processing-PCM 2010: 11th Pacific Rim Conference on Multimedia, Shanghai, China, September 2010, Proceedings, Part II* 11 (2010), Springer, pp. 538–548. 14

[YO22] YAMAC G., O'SULLIVAN C.: Fauxthrow: Exploring the effects of incorrect point of release in throwing motions. In *ACM Symposium on Applied Perception* 2022 (2022), pp. 1–5. 8

[YZG*21] YU T., ZHENG Z., GUO K., LIU P., DAI Q., LIU Y.: Function4d: Real-time human volumetric capture from very sparse consumer rgbd sensors. In *Proceedings of the IEEE/CVF conference on computer vision and pattern recognition* (2021), pp. 5746–5756. 3

[ZAJ*15] ZELL E., ALIAGA C., JARABO A., ZIBREK K., GUTIERREZ D., MCDONNELL R., BOTSCH M.: To stylize or not to stylize? the effect of shape and material stylization on the perception of computer-generated faces. *ACM Transactions on Graphics (TOG)* 34, 6 (2015), 1–12. 2, 3

[ZKM18] ZIBREK K., KOKKINARA E., MCDONNELL R.: The effect of realistic appearance of virtual characters in immersive environments- does the character's personality play a role? *IEEE transactions on visualization and computer graphics* 24, 4 (2018), 1681–1690. 2, 11, 12, 14

[ZMFB23] ZHOU B., MENG D., FRANCO J.-S., BOYER E.: Human body shape completion with implicit shape and flow learning. In *Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition* (2023), pp. 12901–12911. 3
[TJM20] TREAL T., JACKSON P. L., MEUGNOT A.: Combining trunk movement and facial expression enhances the perceived intensity and believability of an avatar's pain expression. *Computers in Human Behavior* 112 (2020), 106451. 5

[TLKS08] TANG J. K., LEUNG H., KOMURA T., SHUM H. P.: Emulating human perception of motion similarity. *Computer Animation and Virtual Worlds* 19, 3-4 (2008), 211–221. 5, 12, 13, 14, 15

[TRL*17] TURNER N., REEVES M., LETTERI J., LEMMON D., BARRETT D.: Weta digital vfx: War for the planet of the apes. In *ACM SIGGRAPH 2017 Computer Animation Festival* (2017), SIGGRAPH '17, p. 27. doi:10.1145/3078280.3114817. 1

[TRPZ22] TRIESS L. T., RIST C. B., PETER D., ZÖLLNER J. M.: A realism metric for generated lidar point clouds. *International Journal of Computer Vision* 130, 12 (2022), 2962–2979. 14

[UP12] URSU E. A., PRONOST N.: A literature review on virtual character assessment. *Utrecht University* (2012). 2

[VCH*21] VILLEGAS R., CEYLAN D., HERTZMANN A., YANG J., SAITO J.: Contact-aware retargeting of skinned motion. In *Proceedings of the IEEE/CVF International Conference on Computer Vision* (2021), pp. 9720–9729. 12

[VF95] VIVIANI P., FLASH T.: Minimum-jerk, two-thirds power law, and isochrony: converging approaches to movement planning. *Journal of Experimental Psychology: Human Perception and Performance* 21, 1 (1995), 32. 10

[VGS*06] VINAYAGAMOORTHY V., GILLIES M., STEED A., TANGUY E., PAN X., LOSCOS C., SLATER M.: Building expression into virtual characters. 2, 4

[VHBO14] VICOVARO M., HOYET L., BURIGANA L., O'SULLIVAN C.: Perceptual evaluation of motion editing for realistic throwing animations. *ACM Transactions on Applied Perception (TAP)* 11, 2 (2014), 1–23. 3, 8, 11

[VHL*20] VOLONTE M., HSU Y.-C., LIU K.-Y., MAZER J. P., WONG S.-K., BABU S. V.: Effects of interacting with a crowd of emotional virtual humans on users’ affective and non-verbal behaviors. In *2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)* (2020), IEEE, pp. 293–302. 12

[Vin68] VINTSYUK T. K.: Speech discrimination by dynamic programming. *Cybernetics* 4, 1 (1968), 52–57. 10

[VKDB01] VIEILLEDENT S., KERLIRZIN Y., DALBERA S., BERTHOZ A.: Relationship between velocity and curvature of a human locomotor trajectory. *Neuroscience letters* 305, 1 (2001), 65–69. 10

[VRDB18] VOLONTE M., ROBB A., DUCHOWSKI A. T., BABU S. V.: Empirical evaluation of virtual human conversational and affective animations on visual attention in inter-personal simulations. In *2018 IEEE conference on virtual reality and 3D user interfaces (VR)* (2018), IEEE, pp. 25–32. 9, 12

[VT82] VIVIANI P., TERZUOLO C.: Trajectory determines movement dynamics. *Neuroscience* 7, 2 (1982), 431–437. 10

[VWVBE*10] VAN WELBERGEN H., VAN BASTEN B. J., EGGES A., RUTTKAY Z. M., OVERMARS M. H.: Real time animation of virtual humans: a trade-off between naturalness and control. In *Computer Graphics Forum* (2010), vol. 29, Wiley Online Library, pp. 2530–2554. 2, 3, 6

[WB04] WANG J., BODENHEIMER B.: Computing the duration of motion transitions: an empirical approach. In *Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation* (2004), pp. 335–344. 5, 12

[WBCB08] WALLRAVEN C., BREIDT M., CUNNINGHAM D. W., BÜLTHOFF H. H.: Evaluating the perceptual realism of animated facial expressions. *ACM Transactions on Applied Perception (TAP)* 4, 4 (2008), 1–20. 4, 5, 7, 12

[WBK*07] WARD K., BERTAILS F., KIM T.-Y., MARSCHNER S. R.,

CANI M.-P., LIN M. C.: A survey on hair modeling: Styling, simulation, and rendering. *IEEE transactions on visualization and computer graphics* 13, 2 (2007), 213–234. 3

[WCC16] WYKOWSKA A., CHAMINADE T., CHENG G.: Embodied artificial agents for understanding human social cognition. *Philosophical Transactions of the Royal Society B: Biological Sciences* 371, 1693 (2016), 20150375. 4

[WDR*22] WITTE K., DROSTE M., RITTER Y., EMMERMACHER P., MASIK S., BÜRGER D., PETRI K.: Sports training in virtual reality to improve response behavior in karate kumite with transfer to real world. *Frontiers in Virtual Reality* 3 (2022), 903021. 2

[WFH09] WANG J. M., FLEET D. J., HERTZMANN A.: Optimizing walking controllers. *ACM Trans. Graph.* 28, 5 (2009). doi:10.1145/1618452.1618514. 6

[WHDK12] WANG J. M., HAMNER S. R., DELP S. L., KOLTUN V.: Optimizing locomotion controllers using biologically-based actuators and objectives. *ACM Transactions on Graphics (TOG)* 31, 4 (2012), 1–11. 6

[WJZ13] WHEATLAND N., JÖRG S., ZORDAN V.: Automatic hand-over animation using principle component analysis. In *Proceedings of Motion on Games* (2013), MIG '13, p. 197–202. doi:10.1145/2522628.2522656. 6

[WOO16] WANG H., ONDŘEJ J., O'SULLIVAN C.: Trending paths: A new semantic-level metric for comparing simulated and real crowd data. *IEEE transactions on visualization and computer graphics* 23, 5 (2016), 1454–1464. 10

[WSZ*22] WANG Y., SU Z., ZHANG N., XING R., LIU D., LUAN T. H., SHEN X.: A survey on metaverse: Fundamentals, security, and privacy. *IEEE Communications Surveys & Tutorials* (2022). 1

[WVE*22] WANG C.-C., VOLONTE M., EBRAHIMI E., LIU K.-Y., WONG S.-K., BABU S. V.: An evaluation of native versus foreign communicative interactions on users' behavioral reactions towards affective virtual crowds. In *2022 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)* (2022), pp. 340–349. doi:10.1109/VR51125.2022.00053. 14

[XPB*21] XIANG D., PRADA F., BAGAUTDINOV T., XU W., DONG Y., WEN H., HODGINS J., WU C.: Modeling clothing as a separate layer for an animatable human avatar. *ACM Trans. Graph.* 40, 6 (2021). doi:10.1145/3478513.3480545. 14

[YLYD10] YANG Y., LEUNG H., YUE L., DENG L.: Evaluating human motion complexity based on un-correlation and non-smoothness. In *Advances in Multimedia Information Processing-PCM 2010: 11th Pacific Rim Conference on Multimedia, Shanghai, China, September 2010, Proceedings, Part II* 11 (2010), Springer, pp. 538–548. 14

[YO22] YAMAC G., O'SULLIVAN C.: Fauxthrow: Exploring the effects of incorrect point of release in throwing motions. In *ACM Symposium on Applied Perception* 2022 (2022), pp. 1–5. 8

[YZG*21] YU T., ZHENG Z., GUO K., LIU P., DAI Q., LIU Y.: Function4d: Real-time human volumetric capture from very sparse consumer rgbd sensors. In *Proceedings of the IEEE/CVF conference on computer vision and pattern recognition* (2021), pp. 5746–5756. 3

[ZAJ*15] ZELL E., ALIAGA C., JARABO A., ZIBREK K., GUTIERREZ D., MCDONNELL R., BOTSCH M.: To stylize or not to stylize? the effect of shape and material stylization on the perception of computer-generated faces. *ACM Transactions on Graphics (TOG)* 34, 6 (2015), 1–12. 2, 3

[ZKM18] ZIBREK K., KOKKINARA E., MCDONNELL R.: The effect of realistic appearance of virtual characters in immersive environments- does the character's personality play a role? *IEEE transactions on visualization and computer graphics* 24, 4 (2018), 1681–1690. 2, 11, 12, 14

[ZMFB23] ZHOU B., MENG D., FRANCO J.-S., BOYER E.: Human body shape completion with implicit shape and flow learning. In *Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition* (2023), pp. 12901–12911. 3
[ZMM19] ZIBREK K., MARTIN S., MCDONNELL R.: Is photorealism important for perception of expressive virtual humans in virtual reality? *ACM Transactions on Applied Perception (TAP)* 16, 3 (2019), 1–19. 2, 8

[ZXB*21] ZINS P., XU Y., BOYER E., WUHRER S., TUNG T.: Data-driven 3d reconstruction of dressed humans from sparse views. In *2021 International Conference on 3D Vision (3DV) (2021)*, IEEE, pp. 494–504. 3

[ZXB*23] ZINS P., XU Y., BOYER E., WUHRER S., TUNG T.: Multi-view reconstruction using signed ray distance functions (srdf). In *Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition* (2023), pp. 16696–16706. 3

[ZXK*21] ZHAO F., XIE Z., KAMPFFMEYER M., DONG H., HAN S., ZHENG T., ZHANG T., LIANG X.: M3d-vton: A monocular-to-3d virtual try-on network. In *Proceedings of the IEEE/CVF International Conference on Computer Vision* (2021), pp. 13239–13249. 2

[ZZC*23] ZHANG L., ZHAO Z., CONG X., ZHANG Q., GU S., GAO Y., ZHENG R., YANG W., XU L., YU J.: Hack: Learning a parametric head and neck model for high-fidelity animation. *ACM Transactions on Graphics (TOG)* 42, 4 (2023), 1–20. 3

[ZZM19] ZELL E., ZIBREK K., MCDONNELL R.: Perception of virtual characters. In *ACM Siggraph 2019 Courses*. 2019, pp. 1–17. 2
[ZMM19] ZIBREK K., MARTIN S., MCDONNELL R.: Is photorealism important for perception of expressive virtual humans in virtual reality? *ACM Transactions on Applied Perception (TAP)* 16, 3 (2019), 1–19. 2, 8

[ZXB*21] ZINS P., XU Y., BOYER E., WUHRER S., TUNG T.: Data-driven 3d reconstruction of dressed humans from sparse views. In *2021 International Conference on 3D Vision (3DV) (2021)*, IEEE, pp. 494–504. 3

[ZXB*23] ZINS P., XU Y., BOYER E., WUHRER S., TUNG T.: Multi-view reconstruction using signed ray distance functions (srdf). In *Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition* (2023), pp. 16696–16706. 3

[ZXK*21] ZHAO F., XIE Z., KAMPFFMEYER M., DONG H., HAN S., ZHENG T., ZHANG T., LIANG X.: M3d-vton: A monocular-to-3d virtual try-on network. In *Proceedings of the IEEE/CVF International Conference on Computer Vision* (2021), pp. 13239–13249. 2

[ZZC*23] ZHANG L., ZHAO Z., CONG X., ZHANG Q., GU S., GAO Y., ZHENG R., YANG W., XU L., YU J.: Hack: Learning a parametric head and neck model for high-fidelity animation. *ACM Transactions on Graphics (TOG)* 42, 4 (2023), 1–20. 3

[ZZM19] ZELL E., ZIBREK K., MCDONNELL R.: Perception of virtual characters. In *ACM Siggraph 2019 Courses*. 2019, pp. 1–17. 2