VR-FOCUS: evaluating eye tracking during a virtual reality N-back task as a marker of cognitive load in chronic pain

Immersive virtual reality (VR) is a promising medium for adaptive pain therapeutics, but objective markers of cognitive load suitable for real-time adaptation remain insufficiently characterised in chronic pain. This study evaluated whether eye tracking embedded within a consumer-available VR system provides signatures of cognitive load during a VR N-back task. A total of 84 participants (42 healthy controls, 42 chronic musculoskeletal pain) completed five levels (Baseline to 4-Back) while ocular responses were recorded. Performance declined and subjective workload increased with task level, confirming successful manipulation of cognitive demand, although performance plateaued beyond 3-Back. In mixed-effects models, larger pupil diameter and higher blink rate were associated with task level and workload, without group differences. Logistic regression using summary features discriminated 1-Back from 4-Back at near-chance levels (0.51–0.60). Time-series classifiers exploiting temporal structure performed substantially better in healthy controls (0.74–0.88) but were attenuated in chronic pain (0.58–0.65). Age alone did not appear to explain this difference, although a contribution cannot be excluded. These findings support the feasibility of VR-embedded eye tracking for cognitive load estimation in healthy adults, but performance in chronic pain is currently insufficient for reliable individual-level inference; closed-loop application in this population will require participant-calibrated models and prospective validation.

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Publication Details

Journal
Scientific Reports
Published
2026-10-14
DOI
https://doi.org/10.1038/s41598-026-74975-6
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.00

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article

VR-FOCUS: evaluating eye tracking during a virtual reality N-back task as a marker of cognitive load in chronic pain

Jordan Tsigarides, Alex J. MacGregor, Anthony J. Bagnall, J. Dainty et al.
Scientific Reports
Virtual Reality Applications and Impacts
article

VR-FOCUS: evaluating eye tracking during a virtual reality N-back task as a marker of cognitive load in chronic pain

Jordan Tsigarides, Alex J. MacGregor, Anthony J. Bagnall, J. Dainty, Jennifer O. Bowler
article en

Abstract

Immersive virtual reality (VR) is a promising medium for adaptive pain therapeutics, but objective markers of cognitive load suitable for real-time adaptation remain insufficiently characterised in chronic pain. This study evaluated whether eye tracking embedded within a consumer-available VR system provides signatures of cognitive load during a VR N-back task. A total of 84 participants (42 healthy controls, 42 chronic musculoskeletal pain) completed five levels (Baseline to 4-Back) while ocular responses were recorded. Performance declined and subjective workload increased with task level, confirming successful manipulation of cognitive demand, although performance plateaued beyond 3-Back. In mixed-effects models, larger pupil diameter and higher blink rate were associated with task level and workload, without group differences. Logistic regression using summary features discriminated 1-Back from 4-Back at near-chance levels (0.51–0.60). Time-series classifiers exploiting temporal structure performed substantially better in healthy controls (0.74–0.88) but were attenuated in chronic pain (0.58–0.65). Age alone did not appear to explain this difference, although a contribution cannot be excluded. These findings support the feasibility of VR-embedded eye tracking for cognitive load estimation in healthy adults, but performance in chronic pain is currently insufficient for reliable individual-level inference; closed-loop application in this population will require participant-calibrated models and prospective validation.

Scientific Reports
University of East Anglia (GB), University of Southampton (GB)
University of East Anglia
Good health and well-being
Openalex Percentile: Top 9%
Virtual Reality Applications and Impacts
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