Jove
Visualize
Contact Us
JoVE
x logofacebook logolinkedin logoyoutube logo
ABOUT JoVE
OverviewLeadershipBlogJoVE Help Center
AUTHORS
Publishing ProcessEditorial BoardScope & PoliciesPeer ReviewFAQSubmit
LIBRARIANS
TestimonialsSubscriptionsAccessResourcesLibrary Advisory BoardFAQ
RESEARCH
JoVE JournalMethods CollectionsJoVE Encyclopedia of ExperimentsArchive
EDUCATION
JoVE CoreJoVE BusinessJoVE Science EducationJoVE Lab ManualFaculty Resource CenterFaculty Site
Terms & Conditions of Use
Privacy Policy
Policies

Related Concept Videos

Reinforcement01:23

Reinforcement

466
Positive and negative reinforcement are key concepts in operant conditioning, a learning process where the consequences of a behavior affect the likelihood of that behavior being repeated.
Positive reinforcement occurs when a behavior is followed by the presentation of a rewarding stimulus, increasing the frequency of that behavior. For example:
466
Reinforcement Schedules01:24

Reinforcement Schedules

270
Positive reinforcement is a powerful method for teaching new behaviors to both animals and humans. B.F. Skinner demonstrated this with his experiments using rats in a Skinner box. When a rat pressed a lever, it received a food pellet. This immediate reward encouraged the rat to repeat the behavior. This method, where a reward follows every instance of the behavior, is known as continuous reinforcement. It is highly effective for establishing new behaviors quickly.
Once a behavior is learned,...
270

You might also read

Related Articles

Articles linked to this work by shared authors, journal, and citation graph.

Sort by
Same author

Creating common virtual ground: Protocols to democratize open VR research.

Proceedings of the National Academy of Sciences of the United States of America·2026
Same author

Counterclockwise Virtual Reality-Based Embodiment of a Younger Self and Revisit of a Past Iconic Event in Older Adults: Between-Groups Study of Cognitive and Physical Performance.

JMIR formative research·2026
Same author

Where extended reality and AI may take us: Ethical issues of impersonation and AI fakes in social virtual reality.

PloS one·2026
Same author

AI-Enhanced Virtual Reality Self-Talk for Psychological Counseling: Formative Qualitative Study.

JMIR formative research·2025
Same author

Desensitizing Anxiety Through Imperceptible Change: Feasibility Study on a Paradigm for Single-Session Exposure Therapy for Fear of Public Speaking.

JMIR formative research·2024
Same author

Assessing the Clinical Efficacy of a Virtual Reality Tool for the Treatment of Obesity: Randomized Controlled Trial.

Journal of medical Internet research·2024

Related Experiment Video

Updated: Oct 19, 2025

Behavioral Training Procedures for Head-fixed Virtual Reality in Mice
06:27

Behavioral Training Procedures for Head-fixed Virtual Reality in Mice

Published on: September 6, 2024

1.5K

Evaluating participant responses to a virtual reality experience using reinforcement learning.

Joan Llobera1, Alejandro Beacco1, Ramon Oliva1

  • 1Event Laboratory, Department of Clinical Psychology and Psychobiology, University of Barcelona, Barcelona, Spain.

Royal Society Open Science
|September 20, 2021
PubMed
Summary

This study introduces a novel reinforcement learning (RL) method to evaluate virtual reality (VR) user experience factors. Participants preferred teleportation, full-body avatars, responsive virtual characters, and realistic rendering for optimal VR quality.

Keywords:
factorial designparticipant preferencereinforcement learningrendering qualityvirtual realitywalking-in-place

More Related Videos

An Open-Source Virtual Reality System for the Measurement of Spatial Learning in Head-Restrained Mice
08:59

An Open-Source Virtual Reality System for the Measurement of Spatial Learning in Head-Restrained Mice

Published on: March 3, 2023

2.3K
Human Fear Conditioning Conducted in Full Immersion 3-Dimensional Virtual Reality
10:38

Human Fear Conditioning Conducted in Full Immersion 3-Dimensional Virtual Reality

Published on: August 9, 2010

21.1K

Related Experiment Videos

Last Updated: Oct 19, 2025

Behavioral Training Procedures for Head-fixed Virtual Reality in Mice
06:27

Behavioral Training Procedures for Head-fixed Virtual Reality in Mice

Published on: September 6, 2024

1.5K
An Open-Source Virtual Reality System for the Measurement of Spatial Learning in Head-Restrained Mice
08:59

An Open-Source Virtual Reality System for the Measurement of Spatial Learning in Head-Restrained Mice

Published on: March 3, 2023

2.3K
Human Fear Conditioning Conducted in Full Immersion 3-Dimensional Virtual Reality
10:38

Human Fear Conditioning Conducted in Full Immersion 3-Dimensional Virtual Reality

Published on: August 9, 2010

21.1K

Area of Science:

  • Human-Computer Interaction
  • Virtual Reality User Experience
  • Experimental Psychology

Background:

  • Virtual reality (VR) quality of experience (QoE) is influenced by rendering, responsiveness, and interface factors.
  • Traditional post-exposure questionnaires have limitations, including framing effects and inability to capture non-additive factor interactions.
  • Factorial experimental designs struggle with non-additivity for more than two factors.

Purpose of the Study:

  • To develop and evaluate a novel reinforcement learning (RL) agent-based method for assessing VR user experience.
  • To overcome limitations of traditional questionnaires and complex factorial designs in evaluating multi-factor VR QoE.
  • To identify user preferences for specific VR application factors.

Main Methods:

  • An RL agent was developed to dynamically propose changes to VR factor levels during user exposure.
  • Participants interacted with the RL agent, accepting or rejecting proposed factor changes.
  • An experiment with 20 participants evaluated four binary factors: navigation, avatar representation, virtual character responsiveness, and rendering style.

Main Results:

  • The RL agent converged on a stable policy indicating user preferences.
  • Participants consistently preferred teleportation for navigation over walking-in-place.
  • Preferences included full-body avatars, responsive virtual characters, and realistic rendering over cartoon styles.

Conclusions:

  • The RL agent-based method effectively evaluates user preferences for VR factors, capturing nuanced interactions.
  • This approach offers a dynamic and less biased alternative to traditional methods for VR QoE assessment.
  • The identified factor configuration provides insights for designing more engaging VR experiences.