Evidence map›Paper›PMID 42664498›Full record

ArticleJMIR serious games2026

Behavioral and Physiological Responses to Sensory and Cognitive Demands in an Immersive Virtual Reality Shopping Task in Unimpaired Young Adults: Within-Subjects Experimental Study.

Salvatore Luca Cucinella, Job LA Mulder, Joost Cf de Winter, Laura Marchal-Crespo

Abstract read
In one paragraph

Article in JMIR serious games, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.

0numbers the graph read from it
0cells of the map it votes in
1citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

1 citing paper in PubMed.

  1. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

4 authors.

Salvatore Luca CucinellaDepartment of Cognitive Robotics, Faculty of Mechanical Engineering, Delft University of Technology, Delft, The Netherlands.ORCID https://orcid.org/0009-0003-5229-774X
Job LA MulderDepartment of Cognitive Robotics, Faculty of Mechanical Engineering, Delft University of Technology, Delft, The Netherlands.ORCID https://orcid.org/0009-0001-5264-0873
Joost Cf de WinterDepartment of Cognitive Robotics, Faculty of Mechanical Engineering, Delft University of Technology, Delft, The Netherlands.ORCID https://orcid.org/0000-0002-1281-8200
Laura Marchal-CrespoDepartment of Cognitive Robotics, Faculty of Mechanical Engineering, Delft University of Technology, Delft, The Netherlands.ORCID https://orcid.org/0000-0002-8008-5803

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundImmersive virtual reality (IVR) is increasingly used for task training. Adjusting sensory and cognitive complexity to individual capacity is important for effective training, yet it remains unclear how varying visual, auditory, and cognitive demands influence behavioral responses, physiological activity, and task performance during goal-directed activities in IVR.

objectiveThis study aimed to examine how 2 levels (low and high) of visual, auditory, and mental demands affect self-reported mental demand and effort (MDE), task performance, heart rate, gaze behavior, and head movements during a virtual grocery shopping task.

methodsA within-subjects study was conducted with 22 unimpaired university students (11 women, 11 men; aged 23-27 years) recruited via convenience sampling at TU Delft, the Netherlands. Participants completed a grocery shopping task (collecting products from shelves during 122-second trials) under 7 conditions: baseline, visual low/high (background characters), auditory low/high (background sounds), and mental low/high (0-back/2-back tasks), in random order. Outcome measures included MDE (0-100), task performance (products placed in the cart), mean heart rate (from electrocardiography), head-stillness duration, and gaze duration on areas of interest (via integrated eye-tracking). Two-tailed paired-samples t tests with Bonferroni correction (α=.008) were supplemented by linear mixed-effects models.

resultsThe mental high condition produced the largest effects: MDE increased relative to baseline (mean difference [M

conclusionsCognitive demands strongly impacted workload, performance, and behavior, while sensory demands affected attention distribution and perceived workload, with no significant performance decrements at the Bonferroni-corrected threshold. By comparing 2 demand levels against a no-demand baseline and incorporating gaze and head-movement measures not previously examined, this study extends prior work in this domain. The findings suggest IVR environments can incorporate sensory richness without large performance reductions in unimpaired young adults, and that behavioral strategies under cognitive load may support real-world workload monitoring and adaptive task adjustment, pending clinical validation.

Indexed as

cognitive loadeye trackinggaze behaviorhead-mounted displayhead movementheart rateneurorehabilitationsensory demandsshopping taskvirtual realityworkload

Identifiers

PMID42664498
PMCPMC13570242

What OpenQuestion holds

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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.