Literature DB >> 31180276

Assistive game controller for artificial intelligence-enhanced telerehabilitation post-stroke.

Grigore Burdea1, Nam Kim1, Kevin Polistico1, Ashwin Kadaru1, Namrata Grampurohit1, Doru Roll1, Frank Damiani2.   

Abstract

Off-the-shelf gaming technology is designed for young, fit, and motor intact individuals. Artificial intelligence (AI) has a role in making controllers and therapeutic games adaptable to the disabled. Post-stroke rehabilitation outcomes can be enhanced by gaming technology within the home to enable engaging telerehabilitation. BrightBrainer™ Grasp (BBG) is a novel therapeutic game controller designed to adapt to arm and hand impairments post-stroke. It mediates intensive arm reach, grasp and finger extension training and has the ability to track relevant outcomes. The newly designed controller uses BrightBrainer gamification system with AI technology to provide automatic adaptation, requiring minimal clinician input. This article describes the BBG design, hardware, force and movement detection and calibration, and its integration with the therapeutic games. The use of AI in adapting a library of custom therapeutic games is also described. Results of a usability study with healthy individuals and related design modifications are presented, with implications for future trials.

Entities:  

Keywords:  BrightBrainer; BrightBrainer Grasp; artificial intelligence; stroke; telerehabilitation; therapeutic games; usability evaluation

Mesh:

Year:  2019        PMID: 31180276      PMCID: PMC6901786          DOI: 10.1080/10400435.2019.1593260

Source DB:  PubMed          Journal:  Assist Technol        ISSN: 1040-0435


  32 in total

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Journal:  NCHS Data Brief       Date:  2012-05

Review 6.  Is Nintendo Wii an Effective Intervention for Individuals With Stroke? A Systematic Review and Meta-Analysis.

Authors:  Gary Cheok; Dawn Tan; Aiying Low; Jonathan Hewitt
Journal:  J Am Med Dir Assoc       Date:  2015-08-04       Impact factor: 4.669

7.  Satisfaction with care in post-stroke patients undergoing a telerehabilitation programme at home.

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Journal:  J Telemed Telecare       Date:  2008       Impact factor: 6.184

8.  American Telemedicine Association's Principles for Delivering Telerehabilitation Services.

Authors:  Tammy Richmond; Christopher Peterson; Jana Cason; Mike Billings; Evelyn Abrahante Terrell; Alan Chong W Lee; Michael Towey; Bambang Parmanto; Andi Saptono; Ellen R Cohn; David Brennan
Journal:  Int J Telerehabil       Date:  2017-11-20

9.  Increasing upper limb training intensity in chronic stroke using embodied virtual reality: a pilot study.

Authors:  Daniel Perez-Marcos; Odile Chevalley; Thomas Schmidlin; Gangadhar Garipelli; Andrea Serino; Philippe Vuadens; Tej Tadi; Olaf Blanke; José D R Millán
Journal:  J Neuroeng Rehabil       Date:  2017-11-17       Impact factor: 4.262

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Authors:  David Webster; Ozkan Celik
Journal:  J Neuroeng Rehabil       Date:  2014-07-03       Impact factor: 4.262

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  3 in total

1.  Feasibility of integrative games and novel therapeutic game controller for telerehabilitation of individuals chronic post-stroke living in the community.

Authors:  Grigore C Burdea; Namrata Grampurohit; Nam Kim; Kevin Polistico; Ashwin Kadaru; Simcha Pollack; Mooyeon Oh-Park; A M Barrett; Emma Kaplan; Jenny Masmela; Phalgun Nori
Journal:  Top Stroke Rehabil       Date:  2019-12-25       Impact factor: 2.119

2.  Novel integrative rehabilitation system for the upper extremity: Design and usability evaluation.

Authors:  Grigore Burdea; Nam Kim; Kevin Polistico; Ashwin Kadaru; Doru Roll; Namrata Grampurohit
Journal:  J Rehabil Assist Technol Eng       Date:  2021-07-07

3.  Robotic Table and Serious Games for Integrative Rehabilitation in the Early Poststroke Phase: Two Case Reports.

Authors:  Grigore Burdea; Nam Kim; Kevin Polistico; Ashwin Kadaru; Namrata Grampurohit; Jasdeep Hundal; Simcha Pollack
Journal:  JMIR Rehabil Assist Technol       Date:  2022-04-13
  3 in total

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