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Adaptive VR with tactile feedback during venipuncture.

Examine the comparison, reported outcomes and publication behind the Immersive Smile research approach.

Randomized comparison · n = 50

Two approaches. One defined procedure.

Twenty-five participants received static VR. Twenty-five received adaptive VR with sensor-enabled tactile feedback.

The adaptive-with-tactile group reported mean post-procedure pain of 1.8/10, compared with 5.0/10 for static VR. The reported between-group difference was 3.2 points.

Static VR
5.0/10

Mean pain score / 10

Adaptive VR + tactile
1.8/10

Mean pain score / 10

Two groups, not a before-and-after result. Randomized venipuncture study; 50 participants, 25 per group. Reported p < 0.001. Individual responses vary.

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Reported findings

The outcomes, in context.

The source reports p < 0.001 for the primary pain comparison and Cohen’s d ≈ 1.53.

Reported outcomes: venipuncture study, n = 50
OutcomeStatic VRAdaptive VR + tactile
Mean pain, 0–10 (± SD)5.0 ± 2.61.8 ± 1.4
Reported 0/10 pain0/256/25
Rated “Very Effective”36%84%
Would use VR again92%100%

“Very Effective” is an experience rating, not 84% pain reduction. Reuse preference was an acceptability measure; the reported between-group p-value was 0.49.

Study context: single-site venipuncture evaluation; 50 participants; comparator: static VR. Individual responses vary. These results do not establish effectiveness for every procedure.
Source: Vijayaalayan & Wimalaratne ↗
What does the difference mean?

Strong numbers deserve precise language.

The calculated 64% difference describes lower group mean pain relative to static VR. It is not the percentage of children helped, a before-and-after change in an individual, or a comparison with usual care without VR.

How to read the results →

Methods, oversight and interpretation

Study population

The publication reports 50 participants, including younger children and participants aged 17 and 19. This website uses “participants” rather than describing the entire sample as children. Study inclusion does not determine a commercial age range.

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Intervention and comparator

The adaptive group combined DQN-based adaptation with sensor-enabled tactile feedback. The comparison did not isolate the independent contribution of either component, and it did not include a no-VR control.

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Outcome measurement

We report post-procedure pain on the published 0–10 scale. The supplied author proof uses inconsistent instrument labels; detailed scale reproduction is withheld pending clarification of the final method.

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Zero-pain observations

Six of twenty-five adaptive-group participants reported 0/10 pain, compared with none in the static group. These observations do not guarantee a pain-free procedure for every child.

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Study oversight and consent

The publication reports institutional and hospital approvals, parental or guardian consent, age-appropriate assent and anonymized participant information. Consult the source for its precise descriptions. These are not product-certification claims.

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Limits and future research

The study was small and single-site, and focused on short-term outcomes around venipuncture. Larger and longitudinal evaluations and component-specific comparisons would help answer additional questions. Postoperative recovery and other settings require their own evidence.

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Published conference research · 2026

Efficacy of Static VR vs. DQN-Enhanced VR with Sensor-Enabled Tactile Feedback for Pediatric Venipuncture: A Randomized Controlled Trial

Jaiyramanan Vijayaalayan · Prasad Wimalaratne
Springer Nature · pp. 69–88

DOI: 10.1007/978-3-032-10951-4_6

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