Evidence map›Paper›PMID 31180276›Full record

ArticleAssistive technology : the official journal of RESNA2021

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

Grigore Burdea, Nam Kim, Kevin Polistico, Ashwin Kadaru, Namrata Grampurohit, Doru Roll, Frank Damiani

Abstract read
In one paragraph

Article in Assistive technology : the official journal of RESNA, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 12 papers.

0numbers the graph read from it
0cells of the map it votes in
12citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

12 citing papers in PubMed.

  1. Redefining Stroke Care with Artificial Intelligence: Recent Advances.Current neurology and neuroscience reports · 2026
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

7 authors.

Grigore BurdeaBright Cloud International Corp, Center for Commercialization of Innovative Technologies, North Brunswick, New Jersey, USA.
Nam KimBright Cloud International Corp, Center for Commercialization of Innovative Technologies, North Brunswick, New Jersey, USA.
Kevin PolisticoBright Cloud International Corp, Center for Commercialization of Innovative Technologies, North Brunswick, New Jersey, USA.
Ashwin KadaruBright Cloud International Corp, Center for Commercialization of Innovative Technologies, North Brunswick, New Jersey, USA.
Namrata GrampurohitBright Cloud International Corp, Center for Commercialization of Innovative Technologies, North Brunswick, New Jersey, USA.
Doru RollBright Cloud International Corp, Center for Commercialization of Innovative Technologies, North Brunswick, New Jersey, USA.
Frank DamianiPatient Care Services, Roosevelt Care Center, Edison, New Jersey, USA.

Funding

Arm Motor Rehabilitation, Entertainment and Cognition System for the ElderlyR44AG044639 · NIA · BRIGHT CLOUD INTERNATIONAL CORPORATION · PI KIM, NAM H. · 2012 to 2017
$2.8M
Telerehabilitation Combining Virtual Reality Adaptable Games and Drug Therapy for Early Alzheimer's DiseaseR43AG065035 · NIA · BRIGHT CLOUD INTERNATIONAL CORPORATION · PI BURDEA, GRIGORE C · 2019 to 2020
$386k
Remote Bimanual Virtual Rehabilitation for Elderly with Cerebral Vascular DiseaseR43AG052290 · NIA · BRIGHT CLOUD INTERNATIONAL CORPORATION · PI KIM, NAM H. · 2015 to 2015
$224k
Arm Motor Rehabilitation, Entertainment and Cognition System for the ElderlyR43NS070613 · NINDS · BRIGHT CLOUD INTERNATIONAL CORPORATION · PI BURDEA, GRIGORE C · 2010 to 2010
$100k
NIA NIH HHS R43 AG052290NIA NIH HHS R43 AG065035NIA NIH HHS R44 AG044639NINDS NIH HHS R43 NS070613
6 · The paper itself

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.

Indexed as

Stroke RehabilitationTelerehabilitationVideo GamesArtificial IntelligenceHumansUpper Extremityartificial intelligenceBrightBrainerBrightBrainer Graspstroketelerehabilitationtherapeutic gamesusability evaluation

Identifiers

PMID31180276
PMCPMC6901786

What OpenQuestion holds

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Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.