Virtual Reality for Reaction Speed

Train visual reaction speed.

VR CNS Sprint is the system that, using virtual reality, trains reaction speed to visual targets distributed across the visual field — cognitive-motor training for athletes and coaching staff.

Test in progress

Reaction time · Visual target

In the field

Real training with athletes and coaching staff

VR CNS Sprint is used on the field to train visual reaction speed in real sports settings, from individual athletic preparation to team training.

  • Mind Room Lab
  • University of Milan
  • Italian National Volleyball Team

What we measure

Four dimensions of visual processing speed

The system measures the ability to detect the presence of a visual target as soon as it appears in one of the zones of the visual field, recording reaction time with millisecond precision.

01/04

The software

The application, in short

16 zones of the visual field

Targets appear randomly across 16 different zones distributed in the visual field, for a complete training of reaction speed.

How it works

One target, 16 zones, one reaction time

The system calculates reaction speed to a target distributed across 16 different zones of the visual field. The target appears on a panel and turns green: the athlete must hit it as fast as possible.

The full immersion of virtual reality allows realistic training of reaction time and eye-hand coordination, two key neuromotor skills for sports performance. The system also highlights any lateral asymmetries between the right and left side.

Lateral asymmetries can be normal — linked to dominance or a sport-specific gesture — or indicate a visual or sensorimotor issue worth investigating.

Protocols

Four exercise modes

Ex 1 Simple reaction time, continuous form without inter-intervals
Ex 2 Simple reaction time, continuous form with inter-intervals
Ex 3 Go/No-Go reaction time with inter-intervals
Ex 4 Go/No-Go reaction time without inter-intervals

Report

A report for every test, ready to read

At the end of each session the application automatically generates a report with the collected data.
Here are some real examples generated by the application.

Report Exercise 1 — Assessment
EX 1Assessment report
Report Exercise 2 — 1 Block
EX 2Training block report (1 Block)
Report Exercise 3 — Assessment
EX 3Assessment report

Benefits

The advantages of Virtual Reality in cognitive science

Compared to traditional field tests, VR CNS Sprint enables safe, repeatable and standardized assessments, with millisecond-precise data and automatically generated reports.

Safety & Standardization

  • Zero injury risk — safe testing even at high speed and cognitive complexity, repeatable for continuous monitoring.
  • Standardized conditions — identical in any facility or context, eliminating environmental variables.
  • Reproducible environment — every athlete faces the same stimuli, making comparisons more reliable.
  • Scientific validation — protocols based on established neuropsychological paradigms.

Precision & Data

  • 3D stimuli — measures reaction times closer to real sport conditions, with moving stimuli instead of a flat screen.
  • Millisecond precision — response logging without the errors of traditional measurement.
  • Individual asymmetries — isolating performance by side and exercise reveals asymmetries hidden in aggregate tests.
  • Automated reports — immediate output for the technical staff.
  • Longitudinal database — intra-individual comparison over time.

Efficiency & Development

  • Integrated tool — all exercises in a single evaluation session.
  • Less training time — compared to traditional technologies.
  • Reduced space — testing and training even in small environments.
  • Brain plasticity — develops cognitive capacity at the neural level.
  • Sustained attention — trains extended focus capacity.

Cognitive science

General benefits of Virtual Reality in cognitive science

A concise overview of the main applications and benefits.

1. Ecological control and high realism

  • Ecological validity: VR allows the creation of immersive three-dimensional environments that simulate real-life situations, overcoming the traditional trade-off between experimental control and ecological validity.
  • Perceptual realism: unlike traditional laboratory settings, often too artificial, VR makes it possible to study behaviors and cognitive processes in realistic scenarios while maintaining full control over the variables.

2. Rigorous experimental control

  • Precise manipulation of variables: the experimenter can precisely manipulate stimuli, timing, environmental conditions and confounding variables, which is often impossible in the real world.
  • Standardization of stimuli: every participant can be exposed to exactly the same experimental conditions, increasing the reliability and replicability of studies.

3. Safety and research ethics

  • Simulation of risky scenarios: it is possible to study cognitive and emotional responses to dangerous situations (e.g. fires, heights, traffic) without exposing participants to real risks.
  • Controlled exposure: allows phobias, traumas or stressful situations to be investigated in a gradual and controlled way, reducing participant discomfort.

4. Advanced behavioral data measurement

  • Objective, continuous tracking: the system automatically records eye movements, posture, reaction times and navigation trajectories with millimetric precision.
  • Multimodal integration: physiological data can be integrated in real time during exercises (eye-tracking, EEG, skin conductance, heart rate, respiratory rate, HRV) synchronized (Arduino) with virtual events.

5. Study of spatial cognition and memory

  • Spatial navigation: allows the study of navigation, orientation and cognitive maps in complex environments.
  • Episodic memory: virtual environments facilitate research into the encoding, consolidation and retrieval of episodic and spatial memory.

6. Engagement, motivation and learning

  • Greater engagement: immersion increases participants' attention and motivation, improving the quality of the data collected.
  • Active learning: VR promotes experiential learning, with positive effects across the entire educational and training field.

7. Logistical advantages

  • Cost reduction: a virtual environment can reduce costs compared to building traditional physical settings, and is transportable to various locations without particular problems.
  • Ease of setup: setting up one VR station takes about 10 minutes; setting up a complete multi-station lab (at least 3) takes about 30 minutes.
  • Multi-site standardization: the same protocols can be run at the same location with multiple stations, or in different labs or remotely, favoring the cross-cultural replicability of research.

8. Clinical and rehabilitative applications

  • Neuropsychological assessment: used for the assessment and treatment of neuropsychological disorders, such as attention, memory or executive function deficits.
  • Personalized rehabilitation: used in cognitive and motor rehabilitation, acting as a cognitive enhancer in physical rehabilitation thanks to customizable, repeatable exercises.

In summary, Virtual Reality represents a methodological tool that combines experimental rigor, safety and ecological realism, expanding the possibilities for research and intervention in cognitive science.

Bring VR CNS Sprint
to your team.

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