General Info
User Report
Participant
Index
Introduction
- Technology --------------------------------------------------------------------------------------------------p.01
- Calculation Method ------------------------------------------------------------------------------------------p.02
Initial Assessment
- Part 1 -------------------------------------------------------------------------------------------------------p. 03
- Part 2 -------------------------------------------------------------------------------------------------------p. 04
- Part 3 -------------------------------------------------------------------------------------------------------p. 05
Neurotraining
Focus
- Introduction -------------------------------------------------------------------------------------------------- p. 06
- Focus Trends - Cognitive Abilities ------------------------------------------------------------------------------ p. 07
- Focus Trends - Reaction Time ----------------------------------------------------------------------------------p. 08
- Focus - Cognitive Abilities Scatterplot -------------------------------------------------------------------------- p. 09
- Focus - Cognitive Abilities by Level ----------------------------------------------------------------------------- p. 10
- Focus - Insights -----------------------------------------------------------------------------------------------p. 11
Repulse
- Introduction ---------------------------------------------------------------------------------------------------p. 12
- Repulse Trends - Cognitive Abilities -----------------------------------------------------------------------------p. 13
- Repulse Trends - Reaction Time -------------------------------------------------------------------------------- p. 14
- Repulse - Cognitive Abilities Scatterplot -------------------------------------------------------------------------p. 15
- Repulse - Cognitive Abilities by Level ----------------------------------------------------------------------------p. 16
- Repulse - Insights ----------------------------------------------------------------------------------------------p. 17
Reflex
- Introduction ----------------------------------------------------------------------------------------------------p. 18
- Reflex Trends - Cognitive Abilities --------------------------------------------------------------------------------p. 19
- Reflex - Cognitive Abilities Scatterplot ----------------------------------------------------------------------------p. 20
- Reflex - Cognitive Abilities by Level -------------------------------------------------------------------------------p. 21
- Reflex - Insights -------------------------------------------------------------------------------------------------p. 22
Predictor
- Introduction ------------------------------------------------------------------------------------------------------p. 23
- Predictor Trends - Cognitive Abilities -------------------------------------------------------------------------------p. 24
- Predictor - Cognitive Abilities Scatterplot ---------------------------------------------------------------------------p. 25
- Predictor - Cognitive Abilities by Level ------------------------------------------------------------------------------p. 26
- Predictor - Insights ------------------------------------------------------------------------------------------------p. 27
Remory
- Introduction ------------------------------------------------------------------------------------------------------p. 28
- Remory Trends - Cognitive Abilities -------------------------------------------------------------------------------p. 29
- Remory - Insights ------------------------------------------------------------------------------------------------p. 30
Overall - Insights
Overall - Insights --------------------------------------------------------------------------------------------------p. 31Technology
Introduction
Improve VR – Technology and Objectives
Improve VR is an immersive platform developed for the assessment and training of core cognitive skills through virtual reality environments.
Each exercise is designed to stimulate specific cognitive functions in a targeted, scientific, and engaging way, offering a highly personalized experience through the integration of gamification elements and real-time adaptation algorithms.
The Improve technology is designed to be applicable in multiple contexts: sports, clinical, corporate, and educational.
The system enables not only cognitive training but also accurate and structured data collection, useful for building individual cognitive profiles, comparing groups, or conducting longitudinal analyses of training effects.
Thanks to data tracking and environmental control offered by virtual reality, Improve enables the collection of ecologically valid data, in a repeatable and standardized way, ensuring high quality in the measurement of cognitive performance.
Calculation Method
Data Calculation and Visualization Methods
The results presented in this report are obtained through the automated processing of performance data recorded during the game sessions carried out within the Improve VR platform.
Each exercise is designed to stimulate a specific cognitive ability, and the collected metrics are expressed in percentage or time-based format, depending on the nature of the trained function.
The data is then processed and displayed using various graphical visualization models, including:
- Semi-circle charts for average reaction time
- Line charts to analyze temporal trends and progress
- Radar charts to map abilities within the visual field
- Bilateral indicators to differentiate performance between the right and left side of the body or visual field
- Scatter plots
All data is recorded in real time and synchronized with key in-game events, ensuring accuracy and traceability.
Initial Assessment
Initial Assessment
Focus Reaction Time
N/D
RePulse Reaction Time
N/D
Anticipation Time
N/D
Short Term Memory
N/D
Global Radar
Initial Assessment
Initial Assessment
Reaction Time on Visual Field
N/D
N/D
N/D
N/D
N/D
Motor Accuracy in the Field of View
N/D
N/D
N/D
N/D
N/D
Scanning
N/D
N/D
N/D
N/D
N/D
N/D
N/D
Initial Assessement | Global Cognitive Abilities
Cognitive Ability |
Initial Value |
|---|---|
Divided Attention |
N/D |
Inhibitory Response |
N/D |
Hand-eye coordination |
N/D |
Qualitative Accuracy |
N/D |
Quantitative Accuracy |
N/D |
Scanning |
N/D |
Anticipation |
N/D |
Short Term Memory |
N/D |
Avg. Anticipation Time |
N/D |
Focus Reaction Time |
N/D |
Repulse Reaction Time |
N/D |
Focus
Focus
This game is designed to train your motor accuracy and reaction time across the five channels of the visual field, response inhibition ability, and eye-hand coordination.
In this section you'll go through the distribution of sessions by level. Monitoring is organized to highlight the distribution of sessions in the different difficulty levels, offering a clear vision of the average performance in each level.
Sessions by level
Levels
Sessions Played
Focus Trends - Cognitive Abilities
Focus Trends - Reaction Time
Focus - Cognitive Abilities Scatterplot
Qualitative Accuracy
Quantitative Accuracy
Inhibitory Response
How do you read it?
The scatter plot is designed to provide a clear and intuitive view of how a specific cognitive skill evolves across the various levels played.On the horizontal axis, you’ll see the game levels, while the vertical axis displays the average performance percentage related to the selected cognitive ability. For each level, two dots are shown: one red and one light blue. The red dot represents the initial performance—that is, the first time the level was played. The blue dot reflects the most recent performance, recorded the last time the same level was played. This visual comparison makes it easy to track progress over time. If the blue dot appears above the red one, it indicates an improvement in that ability. If it's lower, it suggests a decrease in performance.
Focus - Cognitive Abilities by Level
Average values
Cognitive Ability
Qualitative Accuracy
Quantitative Accuracy
Inhibitory Response
% increase/decrease (input vs. output) per level
Cognitive Ability
Qualitative Accuracy
Quantitative Accuracy
Inhibitory Response
Focus - Insights
Insights
Repulse
Repulse
This game is designed to train your inhibitory response, divided attention, simple reaction time, and eye-hand coordination.
In this section you'll go through the distribution of sessions by level. Monitoring is organized to highlight the distribution of sessions in the different difficulty levels, offering a clear vision of the average performance in each level.
Sessions by level
Levels
Sessions Played
Repulse Trends - Cognitive Abilities
Repulse Trends - Reaction Time
Repulse - Cognitive Abilities Scatterplot
Inhibitory Response
Divided Attention
Hand-eye Coordination
How do you read it?
The scatter plot is designed to provide a clear and intuitive view of how a specific cognitive skill evolves across the various levels played.On the horizontal axis, you’ll see the game levels, while the vertical axis displays the average performance percentage related to the selected cognitive ability. For each level, two dots are shown: one red and one light blue. The red dot represents the initial performance—that is, the first time the level was played. The blue dot reflects the most recent performance, recorded the last time the same level was played. This visual comparison makes it easy to track progress over time. If the blue dot appears above the red one, it indicates an improvement in that ability. If it's lower, it suggests a decrease in performance.
Repulse - Cognitive Abilities by Level
Average value (by level)
Cognitive Ability
Inhibitory Response
Divided Attention
Hand-eye coordination
% increase/decrease (input vs. output) per level
Cognitive Ability
Inhibitory Response
Divided Attention
Hand-eye coordination
Repulse - Insights
Insights
Reflex
Reflex
This game is designed to train your scanning ability, sustained attention in your field of view, and cognitive fatigue.
In this section you'll go through the distribution of sessions by level. Monitoring is organized to highlight the distribution of sessions in the different difficulty levels, offering a clear vision of the average performance in each level.
Sessions by level
Levels
Sessions Played
Reflex Trends - Cognitive Abilities
Reflex - Cognitive Abilities Scatterplot
Scanning
How do you read it?
The scatter plot is designed to provide a clear and intuitive view of how a specific cognitive skill evolves across the various levels played.On the horizontal axis, you’ll see the game levels, while the vertical axis displays the average performance percentage related to the selected cognitive ability. For each level, two dots are shown: one red and one light blue. The red dot represents the initial performance—that is, the first time the level was played. The blue dot reflects the most recent performance, recorded the last time the same level was played. This visual comparison makes it easy to track progress over time. If the blue dot appears above the red one, it indicates an improvement in that ability. If it's lower, it suggests a decrease in performance.
Reflex - Cognitive Abilities by Level
Average value (by level)
Cognitive Ability
Scanning
% increase/decrease (input vs. output) per level
Cognitive Ability
Scanning
Reflex - Insights
Insights
Predictor
Predictor
This game is designed to train your cognitive and motor anticipation skills, testing your ability to read and predict moving trajectories
In this section you'll go through the distribution of sessions by level. Monitoring is organized to highlight the distribution of sessions in the different difficulty levels, offering a clear vision of the average performance in each level.
Sessions by level
Levels
Sessions Played
Predictor Trends - Cognitive Abilities
Predictor - Cognitive Abilities Scatterplot
Anticipation
Accuracy Average
How do you read it?
The scatter plot is designed to provide a clear and intuitive view of how a specific cognitive skill evolves across the various levels played.On the horizontal axis, you’ll see the game levels, while the vertical axis displays the average performance percentage related to the selected cognitive ability. For each level, two dots are shown: one red and one light blue. The red dot represents the initial performance—that is, the first time the level was played. The blue dot reflects the most recent performance, recorded the last time the same level was played. This visual comparison makes it easy to track progress over time. If the blue dot appears above the red one, it indicates an improvement in that ability. If it's lower, it suggests a decrease in performance.
Predictor - Cognitive Abilities by Level
Average value (by level)
Cognitive Ability
Anticipation
Accuracy Average
% increase/decrease (input vs. output) per level
Cognitive Ability
Anticipation
Accuracy Average
Predictor - Insights
Insights
Remory
Remory
This game is designed to train your short-term memory and motor speed, challenging your ability to recall and reproduce visual sequences accurately under time pressure.
In this section, you will analyze the distribution of sessions by level. The monitoring is organized to highlight the progression of memory and motor speed speed across difficulty levels.
Sessions by level
Levels
Sessions Played
Remory Trends - Cognitive Abilities
Motor Speed
N/D
Short Term Memory
N/D
Remory - Insights
Insights
Overall - Insights
Overall - Insights
Disclaimer on Data Interpretation
The results presented in this report are generated by proprietary algorithms of the Improve VR platform, based on the performance recorded during the use of our cognitive games in virtual reality.
This information does not constitute a clinical diagnosis, nor is it intended for therapeutic purposes. The aim of this report is to provide an objective and traceable overview of the cognitive abilities exercised, serving as a tool for analysis and comparison in sports, educational, corporate, or research contexts.
Performance should always be interpreted in light of the individual context, the cognitive load of the game, and the user's familiarity with virtual reality. For further insights or specialist interpretations, we recommend consulting a qualified professional.
Data Processing and Privacy
Improve VR ensures the highest standards in managing personal and performance data. The data collected during sessions is securely stored on protected servers and processed in compliance with applicable data protection laws (EU Regulation 2016/679 - GDPR).
All information is accessible only by authorized users and is used solely for the purpose of generating reports, tracking progress, and enhancing the personalized cognitive experience. At any time, users have the right to request access to, modification, or deletion of their personal data, as outlined in our privacy policy.
For more information or to exercise your rights, you can contact us or consult the full privacy statement available on our official website.
Contact US
info@performa.space
Partnership
Headquarters
Via Monfalcone 157,
10136 Torino TO
Registered office
Piazza Carlo Stuparich, 8
20148 Milano MI
