Integrating Physiologic Assessment into Virtual Reality-Based Pediatric Pain Intervention: A Feasibility Study
Abstract
1. Introduction
2. Materials and Methods
2.1. Participants
2.2. Equipment
2.3. Measures
- Post-VR open-ended interview: We adapted a brief, open-ended interview developed by Griffin et al. to collect feedback from patients, parents, and clinicians on their VR experience [40]. The interview included questions such as “Tell me about what happened when you were in VR,” “Tell me about the parts that you expected,” “Tell me about the parts that you did NOT expect,” and “If you could change anything about this, how would you make it better?”.
- Child Presence Questionnaire (CPQ): The CPQ gathered participants’ feedback on their level of engagement with the VR simulation, and how they perceived the VR experience [37,41,42]. Although no published psychometrics for the CPQ exist, the measure has been used in other studies of VR use in pediatric populations [41,42]. The three subscales on this measure included transportation (also often referred to as “presence”), realism, and immersion, key concepts in VR research [43]. The transportation subscale evaluates the perceived sensation of being physically relocated from the actual physical environment to a different, simulated space within the virtual experience. The realism subscale refers to the ability to which a virtual environment can replicate real-world sensory perceptions and interactions, with greater realism achieved through detailed visual representations and lifelike environmental cues. The immersion subscale assesses the extent to which a user becomes deeply engaged in the virtual environment and loses awareness of their real-life physical surroundings, experiencing the virtual space as if it were real. This sense of immersion is typically facilitated through a combination of high-quality visuals, audio, and precise user movements. The measure includes 12 items, such as “Did you feel like you were in control of the [VR experience]?” (See Table 2 for full measure). Responses were rated on a three-point scale (scored 0–2) including “No”, “A little”, or “A lot.”. The three subscales are summed for a total score indicating overall level of engagement. This measure has been recommended for the evaluation of pediatric VR interventions [43]. Cronbach’s alpha for the current sample was 0.84. In the current sample, Mean CPQ = 17, range 0–21; M immersion = 9.75, range 5–12; M realism = 3.25, range 0–6; M Transportation = 4, range 2–5).
- Eye Tracking: Eye tracking and pupil diameter data was acquired at 120 Hz via the Tobii-based eye-tracking module integrated with the HP Omnicept Unity SDK. Each sample includes 3D gaze direction vectors for each eye, combined gaze, pupil diameter for each eye (mm), and validity flags and confidence values. Samples with a pupil dilation confidence value below 0.5 or values of −1 (indicated tracking loss) were marked invalid and excluded. Blinks and other missing intervals shorter than 100 ms were linearly interpolated, while longer gaps were retained as missing (null).
- Cognitive Load (CL): Cognitive Load was recorded using the HP Omnicept SDK’s built-in metric, which combines pupil size, eye movement, and heart rate variability through a proprietary model. The SDK outputs this metric at approximately 1 Hz after an initial calibration period of 12–24 s. Samples with missing or invalid values were flagged by the SDK and excluded from analysis. Short gaps (<2 s) were linearly interpolated, while longer gaps were treated as missing. The resulting time series were then normalized to the [0–1] range per participant to allow for comparisons [44]. CL was computed based on an algorithm developed by the headset manufacturer (HP) [20]. The data distribution was centered around 0 by applying a z-score normalization, with 95% of the samples fall within the range of [−2, 2]. For our purposes, the z-score was transformed to a [0, 1] range using the following formula:CL was measured on a scale from 0 to 1, where 0 indicates little to no CL, or that the HP Omnicept G2 VR headset was calibrating, and a score of 1 indicates highest CL.Normalized_subjective_rating = (z_score_rating/4) + 0.5
2.4. Data Analysis Plan
2.5. Use of AI
3. Results
4. Discussion
4.1. Feasibility
4.2. Cognitive Load
4.3. Pupillometry and Eye Tracking
4.4. Limitations
4.5. Next Iteration Plan
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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| Event Number | Event |
|---|---|
| Event 1 | Transition (Baseline to Tutorial) |
| Event 2 | Complete Task (Rotate) |
| Event 3 | Complete Task (Teleport) |
| Event 4 | Complete Task (Grab) |
| Event 5 * | Transition (Tutorial to Entrance) |
| Event 6 | Transition (Entrance to Hallway) |
| Event 7 | Complete Task (Find Locker 22) |
| Event 8 | Complete Task (Get Your Notebook) |
| Event 9 | Transition (Hallway to Classroom) |
| Event 10 | Complete Task (Find Your Seat) |
| Event 11 | Complete Task (Turn in Your Notebook) |
| Event 12 | Transition (Classroom to Finish) |
| Instructions: I am going to ask you some questions and I would like you to tell me how you felt while you were using the VR school experience. | |
| Item # | Question |
| 1 | Did you feel like you were in control of what happened in the VR? |
| 2 | Did you feel like you were really there in the VR school experience? |
| 3 | Were you interested in what you saw? |
| 4 | Did the way things moved look real? |
| 5 | Were you interested in what happened in the VR? |
| 6 | Did you get used to being in the VR quickly? |
| 7 | Did you feel like you were in a different place? |
| 8 | Did the things you heard sound real? |
| 9 | Did it seem like the scenes in the VR were real? |
| 10 | Was the VR school experience fun? |
| 11 | Did you feel like you were a student in the VR school setting? |
| 12 | Did the things you saw look real? |
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© 2025 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
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Marwah, H.; Moldovanu, S.R.; Reks, T.; Anthony, B.; Logan, D.E. Integrating Physiologic Assessment into Virtual Reality-Based Pediatric Pain Intervention: A Feasibility Study. Virtual Worlds 2025, 4, 47. https://doi.org/10.3390/virtualworlds4040047
Marwah H, Moldovanu SR, Reks T, Anthony B, Logan DE. Integrating Physiologic Assessment into Virtual Reality-Based Pediatric Pain Intervention: A Feasibility Study. Virtual Worlds. 2025; 4(4):47. https://doi.org/10.3390/virtualworlds4040047
Chicago/Turabian StyleMarwah, Harsheen, Stefania R. Moldovanu, Talis Reks, Brian Anthony, and Deirdre E. Logan. 2025. "Integrating Physiologic Assessment into Virtual Reality-Based Pediatric Pain Intervention: A Feasibility Study" Virtual Worlds 4, no. 4: 47. https://doi.org/10.3390/virtualworlds4040047
APA StyleMarwah, H., Moldovanu, S. R., Reks, T., Anthony, B., & Logan, D. E. (2025). Integrating Physiologic Assessment into Virtual Reality-Based Pediatric Pain Intervention: A Feasibility Study. Virtual Worlds, 4(4), 47. https://doi.org/10.3390/virtualworlds4040047
