SyneuraX
Brain and body rehabilitation in VR, steered live by the therapist.
The problem it solved
Rehabilitation exercises are repetitive, patients lose motivation, and progress is often judged by eye. Clinics had no practical way to run several patients through engaging, measurable exercises while the therapist stayed in control. SyneuraX gives the therapist one station to prescribe, run, watch and adjust VR sessions on many headsets at once, and turns every session into clean, objective data and a report the patient and family can read.
Similar problems it can solve
The same architecture fits any setting where one operator runs many standalone headsets or devices on a local network: VR training and simulation in industry and education, cognitive-assessment and research labs, motor-skill and sports coaching, and control of on-site device fleets, especially where data must stay on the premises.
SyneuraX turns clinic rehabilitation into measured exercise in virtual reality. Patients train on standalone Meta Quest headsets while the therapist runs every headset from one Windows station, watches the live view, adjusts the session on the spot and gets objective reports. Thirteen clinical exercises are released and seven more are built and awaiting release, all on the clinic's own network with no cloud dependency.
- One therapist station runs many Meta Quest headsets over a zero-configuration LAN protocol
- 13 clinical exercises built on Corsi, WCST, Tower of London, Go/No-Go and Trail Making
- .NET 10 WPF · Unity 6 · Kotlin · ASP.NET Core · 3,501 automated tests passing at release
Overview
SyneuraX is a cognitive and motor rehabilitation platform for clinics, built in virtual reality. The patient trains inside a standalone Meta Quest headset, the therapist watches and steers the session live from their own station, and every movement and response becomes objective data and a report a family can read. The project started as BodyVR, a motor-rehabilitation controller, and in June 2026 became SyneuraX, the parent platform, with BodyVR as its first product line. It is a rehabilitation-assist tool: it makes the therapist more precise and never replaces them.
Who it is for
Rehabilitation, physiotherapy and occupational-therapy clinics, hospital neurology departments and senior-care centres working with stroke, traumatic brain injury, MS, Parkinson's, balance disorders, upper-limb weakness and mild cognitive decline. Several headsets run from one station on the clinic's own network, and patient data stays on site.
One platform, many components
- Therapist station (.NET 10, WPF). Patient records, prescriptions, session playlists, live control of every headset, the live headset view, reports in HTML, PDF and Excel with QR codes, backup and retention, and licensing for three product editions. The clinician interface speaks four languages and switches without a restart.
- VR exercises (Unity 6 on Meta Quest 2, 3 and 3S). Thirteen clinical exercises are released, three motor and ten cognitive, and seven more cognitive exercises are built and awaiting release.
- Level Designer (.NET 10, WPF). Clinical staff author level sets with compound goals and no code, and a health panel checks each set before it ships. It syncs with a central library of 899 level sets, queues changes while offline and resolves conflicts.
- Headset agent (Kotlin, Android). A service that starts with the headset, finds the station on the network, launches and stops exercises on command and reports battery and status.
- Casting (Kotlin and .NET). The headset screen is captured as H.264 and streamed to the therapist station or to a standalone Windows receiver.
- Shared core (.NET Standard 2.1). The wire protocol, device discovery, the level schema, the logic of every exercise and the text the patient sees are written once here and compiled into both the .NET apps and every Unity project.
- SyneuraX.Web (ASP.NET Core, SQL Server). The trilingual product site with its CMS, and a JWT API that serves the central level library with access granted per clinic, per designer and per exercise.
The exercises
Every exercise is built on an established neuropsychological paradigm, so its numbers carry clinical meaning.
- Three motor exercises. Wall trains reaction time, shoulder range and eye-hand coordination, with Go/No-Go and Stop-Signal modes. Ball Catching works on upper-limb range and predicting a trajectory. Cube Grab trains grasp-and-place and fine hand control, with hand tracking or controllers.
- Ten cognitive exercises. Echo (working memory, Corsi and Simon), Odd One Out (cognitive flexibility, WCST), NeuroCount (visuospatial attention), Monument (planning, Tower of London), Pause (response inhibition), Lookout (divided attention), Trails (processing speed and set-shifting, Trail Making), Landmark (object-location memory), Pendulum (sustained attention and timing) and Errands (everyday executive function and prospective memory).
- Seven awaiting release. 3D multiple-object tracking, path integration, n-back, attention in depth, foraging, implicit sequence learning and perspective taking.
The platform's scientific dossier documents, for the released exercises, 508 tunable parameters, 251 recorded data fields and the published evidence behind each exercise.
Engineering depth
- Zero-configuration LAN. Headsets find the station by UDP broadcast and talk to it over a TCP data channel carrying a custom binary protocol with 41 packet types, from setting up and keeping alive the connection to commands, time and state sync, file transfer and the full session lifecycle. Casting has its own channel, and one station runs many headsets with no internet.
- Clean clinical data. Every session has a prepare phase that is never recorded and a train phase that is, so warm-up never pollutes the record. Each exercise reports the standard metrics plus its own clinical indicators.
- Adaptive levels. Compound goals, time limits and stepwise progression are defined per level set, and each patient resumes from the level the last session reached.
- The patient's own language. Text inside the headset appears in Persian, English, Arabic, Turkish or Armenian, chosen from the patient's record, with full right-to-left support.
- One copy of shared code. Twenty-two shared modules are kept byte-identical across every Unity project and verified by hash, so a fix reaches every exercise at once.
- Release gates. Version 19 of the therapist station shipped only after all 3,501 automated tests passed with no known package vulnerabilities. The platform was built in 1,450 commits between December 2025 and September 2026.
The distinguishing strength
The therapist runs the whole loop. Prescribing, training, measuring, reporting and adapting the next session happen in one system on the clinic's own network, so patient data never leaves the building, and deployment needs nothing beyond standalone headsets and a Windows PC.
Technology
.NET 10 with WPF for the station and the designer, ASP.NET Core for the central service, and EF Core on SQLite at the clinic and SQL Server centrally. A .NET Standard 2.1 shared core; Unity 6 with the Meta XR SDK, OpenXR, XR Interaction Toolkit and URP on Meta Quest; Kotlin and Jetpack Compose on Android; LibVLC for H.264 casting; JWT for authentication and xUnit for tests.