Vizmoo offers Groove Catcher, a virtual‑reality platform that delivers adjunctive therapy for neurodiverse K‑12 students through immersive dance, music, and visual experiences. The system gamifies repetitive therapeutic activities—targeting emotional regulation, motor coordination, proprioception, and sensory processing—to keep students engaged and enable therapists, aides, and parents to deliver continuous, data‑driven care in school, home, or telehealth settings.
Funding
Funding not disclosed
Founders
Product
Problem
Neurodiverse K‑12 students often receive limited therapy because schools face significant special‑education staffing shortages and traditional interventions are repetitive, low‑engagement, and confined to clinic settings. This results in insufficient practice of emotional regulation, motor, proprioceptive, and sensory‑processing skills, hindering their ability to succeed in general education.
Solution
Vizmoo’s Groove Catcher is a virtual‑reality platform that delivers adjunctive therapy through immersive dance, music, and visual experiences. The system gamifies repetitive therapeutic activities, keeping students motivated and encouraging repeated practice. Therapists can create individualized plans that target emotional self‑regulation, bilateral coordination, midline crossing, proprioception, and sensory processing. Sessions can be run in‑person, in groups, or via telehealth, allowing continuity of care from school to home. Aide‑led monitoring lets occupational therapists focus on plan design while aides supervise execution, extending therapist capacity and reducing workload.
Target Audience
Primary customers are school occupational therapists, special‑education teachers, and therapy aides serving neurodiverse K‑12 students, as well as parents seeking home‑based adjunctive therapy and school administrators looking to extend limited therapy resources.
Features
- Stand‑alone VR headset with integrated motion tracking to capture bilateral coordination, body awareness, and midline crossing during dance‑based activities
- Gamified therapy modules that reinforce emotional self‑regulation, proprioception, and sensory‑processing skills through rhythmic movement and music cues
- Support for both individual and group sessions, enabling simultaneous treatment of multiple students
- Aide‑led supervision interface that allows occupational therapists to assign and monitor personalized plans while aides oversee real‑time performance
- Seamless transition between in‑school, at‑home, and telehealth delivery modes, ensuring a continuous care continuum
- Cloud‑based analytics dashboard that records session metrics, progress trends, and compliance data for clinicians and administrators