SMARTfit's 360 Degree Interactive Training Arena

Powered by SMARTfit OS Platform

The SMARTfitOS Platform, SMARTfit’s proprietary operating system, is made up of a combination of four software and hardware components that deliver advanced technology through the SMARTfit line of training solutions. These are designed to focus on measuring and training human visual-cognitive-motor integration regardless of age or ability.

SMARTfit OS enables the creation of content that can scale from low cognitive using sensitized targets featuring colors and shapes to high cognitive memory, spelling and math games, all delivered while engaging participants in customized physical exercise, all designed to wake up the brain and spark the development of new neurons and physical skills.

SMARTfit Controller

  • Delivery of gamified content
  • High speed communications distributes, manages and collects data to and from target screens faster than the fastest human

Target Screens

  • Up to 128 target screens
  • Delivers visual queues that activate physical, cognitive, and motor performance

Sensing System

  • Manages the connection between human and machine
  • Adjusts to varied touch light-to-heavy contact
  • Train proprioception and modulation of power on contact
  • Accuracy, placement, and all control


  • Easy customization
  • Easy Access to extensive library of pre-designed programming, including how-to videos
  • Client management
  • Customized programming, testing and reporting


  • Diversified Markets
  • Groups/clubs/franchises
  • Physical distance programming
  • Cognitive-motor testing
  • Normative data
  • Subscriptions
  • On-line, leader boards, competition
  • Video streaming
  • API

The SMARTfitOS platform has the power and speed to match, measure and enhance the fastest possible athletic cognitive and motor processing. It is also adaptable for rehab patients including Stroke, Parkinson’s Disease, TBI, geriatric and children on the autism spectrum. This is achieved by placing participants in SMARTfit’s interactive training arena where they engage at their level of capability by making physical contact with sensitized target screens placed strategically in front of and around them. Gamified activities using sound, score and a timer prompts them to utilize their visual-cognitive-motor capability to achieve improved outcomes.

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