The research project is intended to provide information pertaining to the usability, feasibility and clinical benefit of the BAC system for early sub-acute post CVA rehabilitation, improved cognition and emotive state while in acute inpatient rehabilitation settings (Kessler Foundation) and in an outpatient clinic at the same research hospital. The randomised controlled trials will take place at Kessler Foundation (West Orange, NJ). It will develop a new longitudinal therapy for elderly stroke survivors who are inpatients and then outpatients at a regional rehabilitation hospital, by adding BAC training to customary care for both inpatients and outpatients. Two systems will be used, improving continuity of care (one each for inpatient and outpatient settings).
This study targets participants, who had suffered a stroke very recently, who may or may not have been diagnosed with mild cognitive impairments or dementia (including Alzheimer's disease). It is important to find out if these improvements can be obtained with the computer game-based integrative (motor-cognitive) bimanual rehabilitation developed by Bright Cloud International Corp, and if these gains transfer to daily activities. The study also aims at determining benefit of continuum care training on the BAC in addition to conventional rehabilitation for participants who are inpatients and then outpatients at a rehabilitation hospital and clinic. Specific aims are: BAC technology acceptance (all groups); improved motor function for upper extremity; strengthening shoulder and fingers increased range of motion for arms and fingers; improved independence in activities of daily living; improved cognition; improved emotive state; reduction in perceived upper body pain. Another component of the research project is a small pilot targeting individuals with Parkinson's disease. For them the project is going to: determine technology acceptance when using the BrightBrainer system; benefit to arms motor function and strengthening when playing BCI therapeutic games; benefit to reduction or tremor when playing games; cognitive benefits improvement in their well-being.
Study Type
INTERVENTIONAL
Allocation
RANDOMIZED
Purpose
TREATMENT
Masking
SINGLE
Enrollment
6
Experimental group will receive VR game-based rehabilitation therapy through Bright Cloud's proprietary device, called BrightArm Compact (BAC). They will also receive Standard of Care rehabilitation
Control group will receive Standard of Care training only
Bright Cloud Int'l Corp
North Brunswick, New Jersey, United States
Kessler Foundation
West Orange, New Jersey, United States
Change in Fugl-Meyer Assessment score for upper extremity function (UE sub-set)
Upper Extremity Mobility and function. It is scored from 0 (minimum score) to 66 (maximum). The higher the score, the better, with 66 indicating normal upper extremity function.
Time frame: Change between baseline, at 3 weeks and at 5 weeks post enrollment
Change in Cognitive executive function assessment score
Trail Making Test B (TMT-B), Neuropsychological Assessment Battery (NAB) Executive Functioning Module. This is a timed test (seconds) with less time indicative of better executive function. No scale.
Time frame: Change between baseline, at 3 weeks and at 5 weeks post enrollment
Change in Arm Range of Motion
Measurement of active movement range for shoulder, elbow, and wrist. Measured with a mechanical goniometer, higher angular values indicating larger movement range.
Time frame: Change between baseline, at 3 weeks and at 5 weeks post enrollment
Change in Grasp strength for whole hand (power grasp) and finger pinch
Grasp strength and pinch strength measurements using dynamo-meter and pinch meter, respectively. Measured three times for maximal exertion, then averaged. Higher values are better, indicating less hand weakness.
Time frame: Change between baseline, at 3 weeks and at 5 weeks post enrollment
Change in Finger Range of Motion measured with mechanical goniometer
finger extension/flexion range for proximal-metacarpal joints. Measured with mechanical goniometer
Time frame: Change between baseline, at 3 weeks and at 5 weeks post enrollment
Change in Upper extremity functional index (UEFI-20) of independence in activities of daily living
Self report of degree of independence in activities of daily living (ADLs). Consists of 20 questions, each scored on a 5 point scale with 0 complete dependence (unable to perform task) to 4 independence in a tasks. Minimum score is 0 (subjects is unable to perform any of the 20 listed tasks to 80 complete independence in all 20 ADLs. Higher score is better outcome.
Time frame: Change between baseline, at 3 weeks and at 5 weeks post enrollment
Change in Stroke Impact Scale (SIS) measuring impact of stroke on independence in daily activities
Self report of degree of independence in activities of daily living (ADLs). Consists of questions, each scored on a 5 point Likert scale with 1 complete dependence (unable to perform task) to 5 independence in a tasks. Minimum score is 0 (subjects is unable to perform any of the 20 listed tasks to 80 complete independence in all 20 ADLs.
Time frame: Change between baseline, at 3 weeks and at 5 weeks post enrollment
Change in CAHAI 9 Score of independence in bimanual ADLs
Chedoke Arm and Hand Activity Inventory, reflecting ADL independence in simulated bimanual ADLs. It consists of 9 tasks, each scored from 1 to 7, where 1 indicates need for total assistance (typical of very weak arms) to 7 indicating total independence in the task. Score range is 9 (minimum) to 63 (maximum)
Time frame: Change between baseline, at 3 weeks and at 5 weeks post enrollment
Game % Score (baseline and performance) in therapeutic games
BrightBrainer game performance %, with each game being scored individually. Scores converted to % of task achieved with range of 0% (worst outcome) to 100% (best outcomes).
Time frame: through study completion, an average 5 weeks from enrollment
Game difficulty levels
BrightBrainer game difficulty settings, indicating game play intensity and challenge. Each game has levels from 1 (easiest) to 10 (hardest). Higher difficulty the subjects is able to play a game at represents a better outcome.
Time frame: through study completion, an average 5 weeks from enrollment
Average game difficulty levels per session
BrightBrainer game difficulty averaged for all games played in a session. Higher average difficulty is indicative of higher function with 1 (easiest) to 10 (hardest). Higher average game difficulty represents a better outcome.
Time frame: through study completion, an average 5 weeks from enrollment
Participants' feedback through subjective evaluation of the system
Subject feedback and overall ratings on BrightBrainer games, rated on a Likert scale with 1 being least desirable (strongly disagree) to 5 being most desirable rating (strongly agree).
Time frame: at 3 weeks and at 5 weeks post enrollment
Change in Verbal attention as measured by the Neuropsychological Assessment Battery
Attention module digit span tests verbal attention when subject is spoken a sequence of digits, then asked to repeat that sequence. Subjects is spoken 10 sequences of increasing length of digits (between 1 and 9). Score is 1 if sequence is repeated correctly, 0 otherwise. Min score 0 means no spoken digit sequence was repeated correctly, 10 is maximum score, all sequences were repeated correctly by subject.
Time frame: Change between baseline, at 3 weeks and at 5 weeks post enrollment
Change in visual attention as measured by Neuropsychological Assessment Battery
Visual attention measured with the dots test of the Neuropsychological Assessment Battery (NAB). This is a delayed recognition span paradigm, in which an array of dots is exposed for a brief period, followed by a blank interference page, followed by a new array with one additional dot. The subject needs to point to the "new" dot. Test administered 3 times, minimum score 0 (none of the new dots found) to maximum 3 (all 3 new dots found).
Time frame: Change between baseline, at 3 weeks and at 5 weeks post enrollment
Change in Beck Depression Inventory II (BDI II) score, a measure of depression severity
participants' depression measure with higher scores indicating higher severity (worse mood). Score range is 0 to 63, with 0 indicating normal mood (no depression), 1-13 minimal depression, 14-19 mild depression, 20-28 for moderate and 29-63 severe depression.
Time frame: Change between baseline, at 3 weeks and at 5 weeks post enrollment
Caregiver evaluation of experimental system
Rating of system perceived benefit to the person the caregiver cares for. Rating uses a Likert scale with 1 being least desirable outcome and 5 most desirable one.
Time frame: at 5 weeks from enrolment
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