What is Color Match?
Color Match is a registered medical application (FDA-listed) designed for motor-cognitive training. It combines upper‑extremity motor actions with cognitive tasks such as attention, inhibition, reaction time, task switching, and memory.
Clinicians use Color Match to assess and train cognitive‑motor performance in a structured, gamified environment.
What does the app include?
Color Match consists of a button‑pressing game in which the patient stands in front of a 3×3 grid (9 buttons) and touches illuminated buttons using virtual gloves.
- Buttons light up in different colors depending on the selected module.
- The patient must respond according to the specific rules of the active module.
- Each interaction is monitored and analyzed.
Training modules (what each module trains)
Attention
- Buttons light up in one color only.
- The patient presses all illuminated buttons.
Inhibition
- Buttons light up in two colors:
- One color to press
- One color to avoid
Choice Reaction
- Buttons light up in three colors:
- One for the right hand
- One for the left hand
- One not to press (No‑Go)
Task Switching
- The colors of the gloves and buttons change during the session.
- The patient must adapt to new rules in real time.
Memory
- Cognitive memory tasks combined with motor responses, including:
- Corsi tasks (forward and backward): The patient observes a sequence of illuminated buttons and then repeats the sequence either in the same order (forward) or in reverse order (backward).
- Sequence recognition: The patient memorizes a sequence of colors or buttons and responds only when a specific target within the sequence appears.
- N‑Back tasks (position‑based and color‑based): The patient presses a button when the current stimulus matches one that appeared N steps earlier. Matching can be based on the position of the button or its color, depending on the level.
Game levels
Most modules include multiple levels that increase cognitive complexity (except Attention).
Examples:
- Matching vs. opposite colors
- Rule switching cues
- Increasing memory load (sequence length or N‑Back level)
Calibration
Before each session, the patient is asked to look forward so the system can automatically calibrate position and re‑center the VR experience.
Game settings and parameters (detailed)
Clinicians can customize Color Match sessions to match cognitive and motor goals.
Game module
Select the cognitive task (Attention, Inhibition, Choice Reaction, Task Switching, Memory).
Level selection
Choose the difficulty level for the selected module.
Game presets
Presets automatically configure multiple parameters:
- Basic
- Intermediate
- Advanced
Presets affect:
- Game area size
- Speed level
- Dynamic speed
- Task switching cues
- Memory task length
Advanced options
- Game area: Defines the physical distance between buttons (larger area = larger movements).
- Distraction level:
- Low – Minimal background
- Mild – Static environment
- High – Dynamic environment with moving elements
- Speed selection: Controls how fast buttons appear and disappear.
- Hand selection: Right, Left, or Both
- Dynamic speed: Automatically increases or decreases speed based on performance.
- Task switching cues: Audio cue when a task switch occurs (Task Switching module only).
- No‑Go: Enable or disable No‑Go stimuli.
- VAS: Add pain or alertness rating (0–10) before and after the session.
- Memory task length: Defines sequence length or N‑Back level (Memory module only).
Pause menu
Pressing the Menu button on the left controller will pause the session and open the Pause menu, where the patient can:
- Finish the session
- Resume the session
Session results
At the end of the session, the summary screen displays:
Performance results
- % Success
- Number of mistakes
- Number of misses
- Highest speed reached
- Final speed level
Motion indicators
- Average response time: The time from when a button lights up until the patient initiates movement toward it. Reflects processing speed and reaction time.
- Average action time: The time from when a button lights up until it is pressed. Reflects combined reaction and movement execution speed.
- Smoothness: Indicates how smooth and controlled the patient’s movements were. Higher percentages represent smoother, more controlled motor execution.
- Peak velocity: The highest movement speed reached during the session (measured in meters per second). Reflects movement intensity and motor control.
- Hyperactivity: Indicates excessive motor movement beyond the required target-directed actions.
- Partial impulsivity: Indicates movements toward No‑Go targets that are initiated but stopped before pressing. Reflects impulse control and inhibition ability.
VAS results (if enabled)
- Pain or alertness rating (0–10)
Clinician note: Session results are available at any time in the Clinician Platform, under the Reports tab.
When should clinicians adjust settings?
- If the patient makes frequent errors → reduce speed or complexity
- If the patient performs accurately → increase speed or cognitive load
- If impulsivity is high → enable No‑Go and reduce speed
Additional information
For more detailed clinical and regulatory information, please refer to the Instructions for Use (IFU).