Grigore Burdea1,2, Nam Kim1, Kevin Polistico1, Ashwin Kadaru1, Doru Roll1, Namrata Grampurohit1,3. 1. Bright Cloud International Corp, Corporate Laboratories, North Brunswick, NJ, USA. 2. Department of Electrical and Computer Engineering, Rutgers - The State University of New Jersey, Piscataway, NJ, USA. 3. Department of Occupational Therapy, Jefferson University, Philadelphia, PA, USA.
Abstract
PURPOSE: Design and test the usability of a novel virtual rehabilitation system for bimanual training of gravity supported arms, pronation/supination, grasp strengthening, and finger extension. METHODS: A robotic rehabilitation table, therapeutic game controllers, and adaptive rehabilitation games were developed. The rehabilitation table lifted/lowered and tilted up/down to modulate gravity loading. Arms movement was measured simultaneously, allowing bilateral training. Therapeutic games adapted through a baseline process. Four healthy adults performed four usability evaluation sessions each, and provided feedback using the USE questionnaire and custom questions. Participant's game play performance was sampled and analyzed, and system modifications made between sessions. RESULTS: Participants played four sessions of about 50 minutes each, with training difficulty gradually increasing. Participants averaged a total of 6,300 arm repetitions, 2,200 grasp counts, and 2,100 finger extensions when adding counts for each upper extremity. USE questionnaire data averaged 5.1/7 rating, indicative of usefulness, ease of use, ease of learning, and satisfaction with the system. Subjective feedback on the custom evaluation form was 84% favorable. CONCLUSIONS: The novel system was well-accepted, induced high repetition counts, and the usability study helped optimize it and achieve satisfaction. Future studies include examining effectiveness of the novel system when training patients acute post-stroke.
PURPOSE: Design and test the usability of a novel virtual rehabilitation system for bimanual training of gravity supported arms, pronation/supination, grasp strengthening, and finger extension. METHODS: A robotic rehabilitation table, therapeutic game controllers, and adaptive rehabilitation games were developed. The rehabilitation table lifted/lowered and tilted up/down to modulate gravity loading. Arms movement was measured simultaneously, allowing bilateral training. Therapeutic games adapted through a baseline process. Four healthy adults performed four usability evaluation sessions each, and provided feedback using the USE questionnaire and custom questions. Participant's game play performance was sampled and analyzed, and system modifications made between sessions. RESULTS: Participants played four sessions of about 50 minutes each, with training difficulty gradually increasing. Participants averaged a total of 6,300 arm repetitions, 2,200 grasp counts, and 2,100 finger extensions when adding counts for each upper extremity. USE questionnaire data averaged 5.1/7 rating, indicative of usefulness, ease of use, ease of learning, and satisfaction with the system. Subjective feedback on the custom evaluation form was 84% favorable. CONCLUSIONS: The novel system was well-accepted, induced high repetition counts, and the usability study helped optimize it and achieve satisfaction. Future studies include examining effectiveness of the novel system when training patients acute post-stroke.
Stroke is the leading cause of disability in the United States (US),[1] responsible for approximately 140,000 deaths each year in this country.[2] The incidence of stroke is projected to increase 20% by 2030, compared to 2012,[3] with related annual costs expected to exceed $180 billion. Stroke is clearly
a major disease with enormous costs for the individual and society. Stroke survivors
typically present with motor, cognitive, as well as mood dysfunction, requiring
complex and extended intervention. It is thus important to modernize methods of
treating the stroke survivor, whether in hospital, clinic or home. Technology plays
an important role in this effort.Upper extremity (UE) functional deficits impact 60% to 80% of stroke survivors,[4] leading to a lifetime of disability and affecting quality of life.[5] Common UE impairments associated with stroke are reduced joint mobility, loss
of muscle strength,[6] compounded by cognitive deficits affecting memory, attention, and executive function.[7] These impairments adversely affect independence in activities of daily living (ADLs).[7] It follows that post-stroke rehabilitation needs to be integrative (motor and
cognitive) and be done at a single point of care, to reduce costs. Bilateral
training has advantages over customary training which involves only the more
affected arm/hand. Advantages of bilateral training include more neural
reorganization as motor centers in both hemispheres are activated and the ability to
train at higher cognitive engagement levels required when performing bimanual tasks.
A meta-analysis of bilateral training[8] found a significant effect from bimanual reach timed to auditory cues. In a
randomized controlled trial (RCT),[9] an experimental group of stroke survivors, at the end of outpatient therapy,
trained only healthy arms. A 23% functional improvement was observed in their
untrained paretic arm. The control group showed no significant
change.Advances in UE rehabilitation technology have led to a wide array of robotic and
virtual reality-based training systems.[10] However, as bilateral robotic rehabilitation was studied, the associated
costs and required space became more of a concern.[11] Robotic systems used in rehabilitation need to be designed with redundant
safety measures due to their active forces applied on weak limbs. However, there is
always the possibility that programming errors could lead to unforeseen robot
movements that may cause accidents.[12]There is evidence that game-based therapy for patients with stroke offers
significantly more motor training in both upper and lower body[13,14] than standard
of care. Due to the intrinsic nature of video games, it is easier to alleviate
learned nonuse and boredom, as well as increase much needed number of movement
repetitions beneficial to recovery after stroke.[15] Moreover, game-based therapy has been widely used to boost patient’s
motivation, to increase exercise intensity, and to provide means to measure
objective outcomes in a quantifiable way,[16] either locally or at a distance. What is needed is technology which is
passive (safer as no actuators act on the trained limbs),[17] that allows bimanual training on a single system (lower cost, compactness),
and uses virtual reality therapeutic games (high number of arm repetitions, motivation).[14]This research group had pioneered the development of robotic rehabilitation tables
that modulate gravity bearing on weak arms, facilitate UE strengthening[18] and provide bilateral, integrative game-based training.[19] The BrightArm Duo robotic table (Figure 1(a)), developed in 2015, used a
low-friction motorized table to help assist forward arm reach, by tilting its distal
side down. Conversely, forward arm reach was resisted and bringing the arm closer to
the trunk was assisted, once the table work surface was tilted up. Arms were placed
in low-friction forearm supports with infrared (IR) light emitting diodes (LEDs),
electronics and wireless transmitters (Figure 2(a)). Grasping strength was measured
by rubber pears connected to digital pressure sensors and transmitted to a PC which
was controlling the system. The forearm supports were tracked by a pair of overhead
infrared (IR) cameras communicating with the same PC. The table was accessible for
patients in wheelchairs and its work surface could be lifted or lowered to
accommodate different body sizes. A large display in front of the patient presented
several therapeutic games that adapted to the patient’s motor and cognitive
functioning level at each session. However, BrightArm Duo had shortcomings due to
its large size, difficult control (owing to its 4 linear actuators) (2 for lifting
and 2 for tilting), and inability to train pronation/supination while arms were
supported on the table. Furthermore, BrightArm Duo forearm supports could not train
finger extension movement or pronation/supination, which are important for ADLs. The
BrightArm Duo system underwent an RCT on chronic stroke survivors in nursing homes.[20] It did not, however, undergo an initial usability evaluation which may have
uncovered some of the above design issues.
Figure 1.
Rehabilitation tables modulating gravity: a) BrightArm Duo rehabilitation
system [17]; b) BrightArm Contact with participant c) 3D CAD rendering model
with key components shown.
The design process of the BAC system was focused on reducing size and
complexity (Figure
1(b)). Instead of 4 actuators used in the Duo version, the BAC
table had only two electrical linear actuators, which were placed in a
central column (Figure
1(c)). One actuator lifted/lowered the rehabilitation table to
adjust to patient’s height, while the other actuator was responsible for
tilting the table up/down. This second actuator was mounted in a piggy-back
arrangement on the table lifting one, and a hinge was used to allow table
rotation regardless of height. The up/down translation range was 8 inches,
while the tilt angle was adjustable between +20° and −15° (0° corresponding
to horizontal). The hinge was detachable allowing the work surface of the
table to be placed in a vertical position for transport.The table work surface was made of a custom honeycomb wood material so to
reduce weight, and covered with laminated Formica film to allow low-friction
movement of the game controllers. Its top surface had a matt finish to
reduce ambient light reflection, while its pastel green surface was chosen
as an attractive color for the patient. Similar to its precursor BrightArm
Duo, the work surface had a center cutout on its proximal edge, so to allow
a patient’s trunk to be placed against the table inner edge. All the work
surface edges were rounded and covered with a rubber mold so to reduce the
chance of arm skin injury. The total area of the work surface was 1,605 in[2] (10,355 cm2), which represented a 54% reduction from the
Duo’s 3,459 in[2] (22,316 cm2) work surface. The BAC overall footprint was
4,400 in[2] (28,387 cm2), a 45% reduction of the Duo footprint of
8,000 in[2] (51,613 cm2).Unlike the BrightArm Duo display, which had been mounted on a separate TV
stand, the BAC system had a TV display (40 inch diameter) mounted directly
on its central column. The TV could be tilted 20° downward to facilitate
prolonged viewing with minimal neck strain. The same central column anchored
two HTC VIVE IR illuminators,[21] part of the tracking mechanism of its game controllers.The actuator assembly and work surface were supported by a U-shape steel
frame placed on lockable wheels. The same underside frame also supported a
custom lockable computer box, housing a medical grade HP PC (z240 SFF), the
actuators power supply, a medical grade power chord (Tripp Lite
ISOBAR6ULTRAHG)) and the VIVE head mounted display (HMD). Images normally
seen on this HMD were transmitted to the TV through an HDMI cable routed in
the center tower. The decision to use a TV instead of HMD was taken so to
minimize disease transmission through repeat use in clinical settings.
Table safety mechanism
While the BAC was designed to be a passive system, it was important to
maintain patient’s safety by preventing collision with the table underside
during height adjustments or while tilting. Another concern was the
possibility of collision with the wheels of a wheelchair. Finally, attending
therapists had to have a way to stop the table movement manually in case of
malfunction. A triple-layer safety mechanism was developed to address these
possible scenarios.The first safety layer was composed of pairs of IR illuminator strips
(Seco-Larm E-9660-8B25, E-9622-4B25) placed on the underside of the work
surface. Close proximity between the patient’s knees and the table was
detected as an interruption of one of several IR beams, and this change in
status was transmitted to the BAC control box. This stopped the table from
moving further and triggered an audible warning sound. A special pair of IR
strips was placed left and right of the work surface central cutout, to
detect a patient’s presence. This signal, interrupted when a patient was
rolled onto the BAC, did not disable the table.The second layer of the safety mechanism consisted of a movable small
mechanical plate located on the table underside, above the right wheel of
any wheelchair placed against the table. The mechanical plate rotated if
pressed against the wheel and interrupted an electrical circuit through a
micro switch. This in turn stopped the table from further pressing against
the wheel during table upward tilting.The third layer of the BAC safety system consisted of two emergency power
shut-off switches (model AutomationDirect.com; GCX3226-24). These emergency
switches were mounted on the left and right sides of the central column at
100 cm above the floor, so to be easily reachable. Once an emergency switch
had been pushed by a therapist, the table was immobilized.
Therapeutic game controllers
This study used a novel game controller optimized for UE rehabilitation. The
BrightBrainer Grasp (BBG) (Figure 2(b)) incorporated a VIVE tracker (HTC 99HANL00200)
mounted on top of a mechanical assembly, and grounded on the controller
curved bottom support. The mechanical assembly had a lever mechanism which
measured global finger extension,[20] as well as a rubber pear used to measure grasping strength. The
rubber pear was part of a novel grasp sensing mechanism as it had a
pneumatic connection with a digital pressure sensor embedded in the bottom
support sled. The same sled housed electronics and battery, such that the
game controller transmitted lever position and grasp force values wirelessly
to the PC running the therapeutic games.Hand 3 D position was measured in real time by a combination of the two VIVE
IR illuminators and the tracker sensors. Position and orientation data were
transmitted wirelessly to a VIVE HMD which in turn communicated with the PC
running the therapeutic games. The combination of the two data streams (from
the VIVE system and from the BBG controller) enabled real time control of
one or two avatars (corresponding to the use of one or two controllers in
unilateral or bilateral training). Further details on the BBG therapeutic
game controller design and usability its evaluation are given in Burdea et al.[22]
System baselining
The BBG controllers were designed to passively adapt to impaired hand
characteristics. Finger extension was detected globally, regardless of which
finger or group of fingers pushed the mechanical lever away. This
characteristic was chosen to accommodate dissimilar finger range of motion
due, for example, to spasticity. Conversely, grasping force was detected
regardless of which finger (or group of fingers) flexed around the central
rubber pear.A baselining process was implemented to measure maximal extension range and
to map it to an avatar being controlled. Unlike the Duo table model, where
each hand was baselined in sequence, the BAC simultaneously baselined both
hands, so to save setup time. As shown in Figure 3(a), the extension baseline
scene depicted two simplified controllers. The amount of extension was
visualized by the position of two mechanical levers, a percentage number,
and a vertical tube that colored in proportion with the amount of global
finger extension. Residual extension (typical of spastic hands) was also
measured for each hand, and then subtracted from the extension value, to
determine net movement.
Figure 3.
Therapeutic game controller baselining: a) finger extension; b)
grasping force.
Ten serious games, previously developed by this group for UE integrative
therapy,[20,24] were used in this BAC usability evaluation
study.Breakout 3D (Figure 4(a)) was aimed at training
speed of reaction, hand-eye coordination, and executive function.
Participants were tasked to destroy an array of crates on an island, using
virtual balls bounced with one of two paddle avatars. The game had two
variants, depending whether paddles moved predominantly left-right (shoulder
abduction/adduction), or in-out (shoulder flexion/extension). At higher
levels of difficulty there were more crates (more repetitions needed to
destroy all of them), balls became faster and paddles shorter (requiring
shorter reaction time). At yet higher difficulty, participants had to
remember to squeeze the BBG rubber pear to “solidify” the paddle just before
a bounce, lest the ball passed right through it. A finger extension was
subsequently required to reset the paddle in preparation for the next
bounce.
Figure 4.
Screenshots of 10 BrightArm Compact games that were played during the
usability study:
a) Breakout 3D; b) Avalanche; c)
Towers of Hanoi; d) Drums; e)
Pick-and-Place; f) Card
Island;
While the 10 games used in the BAC usability evaluation were custom built,
they did follow principles used in commercial videogames to increases user
(patient) engagement and motivation. Lohse and colleagues[25] looked at the intersection of industrial game design, neuroscience
and motor learning in rehabilitation, domains which all benefit from one’s
engagement and motivation. The authors formulated six principles of
successful rehabilitation game design: 1) reward; 2) challenge; 3) feedback;
4) choice; 5) clear goals; and 6) socialization.Rewards were implemented by providing visual and auditory
congratulatory messages upon success in a game. Visual rewards were
fireworks, or congratulatory text (“Great!” or “Good work!”, for example)
while auditory rewards could be applause, or whistles. What constituted
success depended on each game, for example in Breakout 3D
success meant that all crates had been destroyed in the allotted time.
Similarly in Towers of Hanoi success meant that all disks
had been restacked using the minimum number of necessary movements. It is
important to also not discourage patients when they had been unable to
complete a particular game task. Unlike commercial games for entertainment,
which occasionally tell players “you lost,” or “you are dead,” the games
developed for the BAC therapy told participants “Nice try.”Challenge within rehabilitation gaming is a delicate
principle by which the game needs to motivate a patient to exert maximally,
however without making the games impossible hard to win. What constitutes
maximal exertion is, of course, patient-dependent, and for a given patient
maximal exertion can change from day to day. Maximal exertion whether in arm
reach counts or grasp force, for example, will eventually lead to fatigue,
and even pain. In the case of the games described above, an appropriate
amount of challenge was dependent on baseline outcomes (described later in
this article), as well as game-specific tasks. For example, Treasure
Island crates had more gold when located near the boulders, as
boulders traced the horizontal arm reach baseline. Thus to maximize the
number of gold coins found, a participant had to reach maximally.Feedback relates to task status (in progress or completed),
errors, and timing. When a game task is in progress momentary feedback
followed each player’s action, while feedback provided at the end of a game
is summative, often in the form of statistics, or total points earned that
game. For the BAC games, for example Card Island, momentary
feedback was a prerecorded voice uttering a noun associated with the image
shown once a card had been turned face up. Momentary feedback was also the
fact that a card turned face down when paired incorrectly. Timer and partial
scores were displayed and updated in each game. In Musical
Drums and in Kites, summative feedback was
presented upon completion, or when timeout, in the form of a percentage.
This percentage represented how many notes had been successfully hit by a
mallet out of total number of notes (for Musical Drums), or
percentage of targets successfully flown through (for
Kites). Summative feedback was also a factor determining
the particular reward provided, such as “Great job” for a set percentage
success, or “Nice try” when performance was below such percentage
threshold.Choice relates to variety of available difficulty levels for
a given game, as well as variety of different games in a given session.
Choice is important in maintaining a patient’s interest, especially over
many months of needed rehabilitation. Typically rehabilitation session
duration would grow over this time span, allowing new games to become
available on a weekly basis. Giving a patient the choice of what games to
play is extremely motivating, and increases the feeling of being in control
over the rehabilitation process. However choice needs to be weighed against
therapy goals.Clear goals. Therapists typically select among available
games depending on what specific impairments a particular patient presents
with. A therapist-selected games may however not necessarily be a patient’s
favorite ones. A hybrid approach was taken previously by this group,[26] by which all game selected by a therapist needed to be played at
least once in a session, followed by free choice in subsequent game play in
that session. Within each game goals will need to be clearly explained, such
that a patient knows what the tasks is for that game. In the games used for
BAC usability evaluation, goals were explained in text format displayed in
the game starting scene. For example, Card Island starting
scene displayed the text “Move your controller LEFT, RIGHT, FORWARD and BACK
to control the HAND. FLIP over PAIRS and try to find MATCHES!”Socialization is important in increasing motivation for a
patient. Unlike network-linked game play, typical sessions on a BAC system
are with a single participant. However, it is theoretically possible to have
two patients compete, as long as two BACs are connected over the internet,
and the patients’ schedule overlaps. In the present study participants
evaluated the system individually, taking turns on a single system,
something that follows established norms for formative usability evaluations.[20] However, many of the games used in this evaluation had been played in
a first-ever tournament between stroke survivors at two nursing homes
located 12 km apart, each housing a BrightArm Duo system.[27] Each team consisted of two participants, which controlled one avatar
each on their BrightArm Duo, performing a collaborative task. For example,
when they played Breakout 3 D, each patient controlled a
paddle, so that together they could keep the ball in play and destroy all
crates. Game designers need to however be careful how to modulate
competitive socialization when players are disabled individuals. One way to
address this is in team selection, which needs to set competitions between
players with similar degree of impairment severity. This may not always be
practical, thus a better method is to have teams in which team members are
competing against the computer. This was in fact the scenario in the nursing
homes tournament, previously described, and it was well liked by the
participants.The features of the therapeutic game controller and the baselining process
described above were ways to adapt games to each patient’s functional level,
which could change over time with recovery. An important role in adapting to
individual patient’s characteristics and to constantly challenge the
individual, was played by the BAC Artificial Intelligence (AI) software.
This software, developed by this research group, mapped each arm physical
reach in both horizontal and vertical planes to the full size of the game
space. Another component was the variation of game difficulty levels based
on patient’s past performance, so to facilitate winning and benefitting
well-being. The AI program monitored performance in each game and
automatically changed its level of difficulty accordingly for each game.
Thus games played in a given session were not all of the same difficulty,
rather they were set by the AI based on how successful the patient had been
previously when playing them. Had the patient succeeded in a particular game
three times in a row, the next time that game was played, its difficulty was
increased one level. Conversely, had a patient failed two times in a row in
a particular game, difficulty for that game was then automatically reduced
one level, so to prevent disengagement. Eight different games, each with 10
to 16 levels of difficulty, ensured that there was sufficient variation and
challenge during BAC training. The AI was also in charge of automatically
scheduling games for a given week of training, based on a set protocol.
Finally, the AI extracted game performance variables from a session and
assembled a session report. More detail on game performance variables is
provided in the Outcomes section below.
Participants in the usability evaluation
This study received initial human subject approval from the Western Institutional
Review Boards (WIRB). Between September and December 2018, 5 participants were
consented to take part in the usability evaluation of a BAC system. One
participant withdrew from the study due to scheduling conflicts and 4 completed
it at the Bright Cloud International Research Laboratory (North Brunswick, NJ,
USA). The participants’ characteristics are shown in Table 1. They were in general good
health, had no prior stroke, nor any symptoms of cognitive, emotional, or
physical dysfunction. Participants’ age ranged from 57 to 67 years, they were
all English speakers, each had 18 years of formal education, and they were
computer literate. Three of the participants were female Caucasians and one was
an Asian male. Each participant signed an informed consent prior to data
collection and was compensated with payments of $25 at the completion of each
usability session. In a survey of methods to recruit participants in usability
studies, Sova and Nielsen[28] report that the majority of worldwide studies use paid participants. The
pay for such participation is reported at $63/hour when external participants
were used, substantially larger than the $25/hour in this study. While monetary
(cash) payments is universally accepted as a way to facilitate recruitment in
usability studies, the much smaller compensation provided here was aimed at
mitigating bias. Bias was further reduced by recruiting exclusively external
participants, rather than using employees as evaluators.
This study followed a formative usability evaluation protocol,[29] with data collected at every evaluation session. The sessions collected
data on game performance in terms of duration of play, errors, game difficulty
level, number of repetitions for arm movements, grasps and finger extensions, as
well as intensity of play as repetitions/minute. These data were
non-standardized, collected automatically by the BAC system and stored in a
local database.Feedback was solicited from participants by completing the USE questionnaire[30] and by answering questions on a custom form. The USE form is a
standardized questionnaire which rates the usability of technology on a 7-point
Likert scale (1 – least desirable and 7-most desirable outcome). These questions
were designed to ascertain an evaluator’s ability to learn how to use a computer
system, perceived level of discomfort, appropriateness of training intensity (in
this case on the BAC system) and overall satisfaction with the computer
system.The non-standardized questionnaire was a custom form which had been developed by
this research team. It consisted of 23 questions, each using a 5-point Likert scale,[31] with 1 representing the least desirable outcome and 5 the most desirable
one. These questions asked participants to evaluate the appropriateness of BAC
games and their difficulty progression, ease of baselining, comfort of game
controllers, responsiveness of arm tracking, ability to detect grasping and
finger extension, ease of game selection, appropriateness of session length,
individual ratings for each of the 10 games tested, as well as the overall
rating of the BAC system. Participants were asked to fill the forms at the end
of each usability evaluation session, so to determine changes in rating once
games became harder, sessions longer and the table was tilted downwards or
upwards, from its initial horizontal setting.
Protocol
Figure 5 is a flowchart
of the usability study protocol which provided for four sessions to be completed
within a two-week period. Each participant was to start on a subset of BAC games
at their lowest level of difficulty, playing uni-manually during the first
session. Interaction mode was then to change to bimanual play, with game
difficulty progressively increasing over sessions 2, 3 and 4, according to a
pre-determined schedule (Table 2).
Figure 5.
Flowchart diagram of the BrightArm Compact usability study protocol.
Outcomes when measuring the BAC system usability were participants’ performance when
playing the various therapeutic games, as well as the participants’ subjective
evaluation of their experience.
Participants’ game performance
The progression in participants’ average game performance over the 4 usability
sessions is shown in Table
3. The total game-play duration used to evaluate the system was
200 minutes per participant, each evaluation session averaging 50 minutes. On
average participants exceeded 6,300 total arm repetitions, 2,200 total grasps
and 2,100 total finger extensions over the evaluation process. Only two of the
tested games (Catch 3D and Care Race) induced
arm pronation/supination movements. Participants averaged a total of 139
pronation/supination repetitions when playing Catch 3D. Data on
similar repetitions during Car Race play are not available.
Participants’ USE questionnaire ratings are shown in Table 4. The average rating score
was 5.1/7 indicating that the participants agreed with the usefulness, ease
of use, ease of learning, and satisfaction with the system. The lowest
rating (3.3) was for the statement “I can use it without written
instructions,” followed by “I don’t notice any
inconsistencies as I use it” (3.8) and “I can use it
successfully every time” (3.8). The highest rating (6.7) was
given for the statement “It is pleasant to use,” followed
by “I would recommend it to a friend” (6.5) and “It
is wonderful” (6.3). In their critical comments on the USE form
participants wrote “Somewhat hard to grasp,”
“Extension needed for small hands,” “Finger
extension hard at times,” “Side-to-side motion lacked
responsiveness, did not feel in total control.” A positive
comment was “Fun games - you don’t think you’re in
therapy.”
BAC usability ratings using custom evaluation form
Participants’ ratings using the custom evaluation form are shown in Table 5. Each
question score is an average of 4 scores that particular question had
received in the 4 evaluation sessions. When all ratings were averaged, the
overall usability score for the BAC system was 4.2/5 (or 84%).
The BrightArm Compact rehabilitation system described here improved over its
BrightArm Duo predecessor in compactness, better control of its table height and
tilt, as well as better tracking of UE movements. Its BBG therapeutic game
controllers improved in functionality over the Duo forearm supports, by adding the
ability to detect global finger extension, as well as to pronate/supinate the
supported arm.The added finger extension and pronation/supination measurements meant new baselines
had to be done on the affected and unaffected UEs, so to accommodate bimanual play
during bilateral training. These were added to the existing baselines for grasping,
as well as arm horizontal and arm vertical reach. While baselines were needed to
customize games to each patient’s abilities each session, they could be an issue in
clinical practice where time is of the essence. To address this issue for the BAC,
both UEs were baselined simultaneously for grasping, for finger extension, for
pronation, and for supination.Length of baseline is only one of the potential barriers to adoption of new
technology in clinical care. Langhan and colleagues[32] interviewed 19 physicians and nurses within 10 emergency departments. They
concluded that barriers to adoption included infrequent use, perceived complexity of
the device, resistance to change, learner fatigue, and anxiety related to
performance among staff. As discussed at the American Congress of Rehabilitation Medicine,[33] the largest gathering of rehabilitation researchers and practitioners in the
world, flows in equipment design, complexity of graphics scenes, and reluctance of
therapists to learn anything new significantly hamper introduction of new
technology. Patients are those who suffer as a consequence, by receiving suboptimal
care.The graphics scenes of BAC games, while somewhat complex, were not perceived as
overwhelming by the participants, as seen in their system evaluations. This was
somewhat expected since these participants were cognitively intact, thus had better
processing speed than someone with cognitive disabilities.[34] It is possible that those with Alzheimer’s disease would have been
overwhelmed by the graphics, especially for higher levels of difficulty. However, in
the authors’ experience, even those with stage II or III Alzheimer’s Disease were
able to play and enjoy BrightArm games,[35] as long as they were assisted by staff.One BAC evaluation subject however complained about dizziness when playing the
Car Race game. Dizziness is a symptom of simulation sickness,[36] known to be associated with VR simulations. The Car Race
game was the one of two therapeutic games where the camera view was moving in the
scene. This created a sensorial conflict between vision feedback information
indicating motion and the participant’s proprioceptive system indicating lack of
motion (sitting in a chair).The game tasks difficulty was constantly increased to challenge the participants, and
error rates did not plateau. As seen in Figure 6, error rates continued to increase
with increased game difficulty. Had these rates plateaued, it would have been
indicative of games that were either too easy, or too difficult for the participants
to play.[37]Other robotic rehabilitation tables exist in clinical use, such as the Bi-Manu-Track.[38] Its shape resembles the BAC in its center cutout, while the table is only
horizontal, and bimanual training is for pronation/supination and for finger
flexion/extension. While the Bi-Manu-Track is less engaging since it does not have a
VR component, its electrical actuators allow active/passive training of the impaired
arms, while the BAC allows active training only.The Gloreha Workstation Plus (Gloreha, Italy) has a table cutout and provides
unilateral training using integrative games, similar to the games used in this study.[39] Unlike the BAC, however, the affected arm is gravity supported in a
mechanical arm, and tracking of wrist movement is done using a LEAP Motion tracker.[40] LEAP Motion trackers have a relatively small range, that would not have
allowed the larger 3D arm movements of the BAC (when unsupported). Assisted grasping
is possible with Gloreha rehabilitation glove, which uses compressed air to close
fingers during functional grasping of real objects.While all participants in the current study were age-matched to envisioned end users,
thought to be elderly impaired individuals, one study limitation was that all
participants were healthy. The decision to use healthy participants stemmed from the
need to test the technology first on able body individuals, so to uncover obvious
issues, and to have a more uniform evaluation population. Stroke survivors, while
more ecological to the device intended use, are also more heterogeneous in their
impairments.Another limitation of the study was its relatively small number of participants. Cost
and logistics of large-scale recruiting prevented a large n, which in turn resulted
in more heterogeneity among the recruited participants. Within medical device
usability studies participant counts are typically smaller than for studies of new
drugs. As an example, Pei and colleagues[41] in their usability study of a robotic table using bimanual training had
enrolled 12 participants, of whom only 4 were patients post-stroke, 4 were
caregivers and 4 were therapists. Prior to testing on patients, they had pre-tested
the rehabilitation table prototype on 5 healthy individuals.
Conclusions
The BAC usability study presented here is the first clinical trial of the novel
BrightArm Compact system. Subsequently, two more studies were conducted. One was a
feasibility case series with two subjects who were in the early sub-acute phase
post-stroke and inpatients at a local rehabilitation facility.[42] These patients underwent 12 training sessions on the BAC over three weeks in
addition to standard of care they were receiving. The participants were able to
attain between 250 and close to 500 arm repetitions per session, which illustrates
the intensity of training possible with the BAC. This training intensity, combined
with standard of care, resulted in marked improvements in the affected shoulder
strength of 225% and 100%, respectively. Interestingly, elbow active supination,
which typically recovers later in a patient’s progression, became larger by 75% and
58%, respectively. Motor function improved above Minimal Clinically Important
Differences (MCIDs) when assessed with standardized measures (Fugl-Meyer Assessment,[43] Chedoke Inventory[44] and Upper Extremity Functional Index[45]). Just as important for technology acceptance, each of the two therapists
involved in the study, rated the ease of learning how to use the BAC system with a 4
out of 5.A second BAC clinical study was a randomized controlled trial (RCT) of stroke
survivors in the acute phase, who were first inpatients and then outpatients at a
stroke hospital in New Jersey, USA. Results from this subsequent study are being
analyzed at the time of this writing and will be presented elsewhere.Click here for additional data file.Supplemental material, sj-pdf-1-jrt-10.1177_20556683211012885 for Novel
integrative rehabilitation system for the upper extremity: Design and usability
evaluation by Grigore Burdea, Nam Kim, Kevin Polistico, Ashwin Kadaru, Doru Roll
and Namrata Grampurohit in Journal of Rehabilitation and Assistive Technologies
EngineeringClick here for additional data file.Supplemental material, sj-pdf-2-jrt-10.1177_20556683211012885 for Novel
integrative rehabilitation system for the upper extremity: Design and usability
evaluation by Grigore Burdea, Nam Kim, Kevin Polistico, Ashwin Kadaru, Doru Roll
and Namrata Grampurohit in Journal of Rehabilitation and Assistive Technologies
EngineeringClick here for additional data file.Supplemental material, sj-pdf-3-jrt-10.1177_20556683211012885 for Novel
integrative rehabilitation system for the upper extremity: Design and usability
evaluation by Grigore Burdea, Nam Kim, Kevin Polistico, Ashwin Kadaru, Doru Roll
and Namrata Grampurohit in Journal of Rehabilitation and Assistive Technologies
EngineeringClick here for additional data file.Supplemental material, sj-pdf-4-jrt-10.1177_20556683211012885 for Novel
integrative rehabilitation system for the upper extremity: Design and usability
evaluation by Grigore Burdea, Nam Kim, Kevin Polistico, Ashwin Kadaru, Doru Roll
and Namrata Grampurohit in Journal of Rehabilitation and Assistive Technologies
EngineeringClick here for additional data file.Supplemental material, sj-pdf-5-jrt-10.1177_20556683211012885 for Novel
integrative rehabilitation system for the upper extremity: Design and usability
evaluation by Grigore Burdea, Nam Kim, Kevin Polistico, Ashwin Kadaru, Doru Roll
and Namrata Grampurohit in Journal of Rehabilitation and Assistive Technologies
EngineeringClick here for additional data file.Supplemental material, sj-pdf-6-jrt-10.1177_20556683211012885 for Novel
integrative rehabilitation system for the upper extremity: Design and usability
evaluation by Grigore Burdea, Nam Kim, Kevin Polistico, Ashwin Kadaru, Doru Roll
and Namrata Grampurohit in Journal of Rehabilitation and Assistive Technologies
Engineering
Authors: Bert M Chesworth; Clayon B Hamilton; David M Walton; Melissa Benoit; Tracy A Blake; Heather Bredy; Cameron Burns; Lianne Chan; Elizabeth Frey; Graham Gillies; Teresa Gravelle; Rick Ho; Robert Holmes; Roland L J Lavallée; Melanie MacKinnon; Alishah Jamal Merchant; Tammy Sherman; Kelly Spears; Darryl Yardley Journal: Physiother Can Date: 2014 Impact factor: 1.037