Grigore Burdea

Grigore Burdea
Bright Cloud International Corp

PhD

About

203
Publications
79,396
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
11,487
Citations
Additional affiliations
July 2003 - November 2014
Rutgers, The State University of New Jersey
Position
  • Professor (Full)

Publications

Publications (203)
Preprint
Full-text available
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/lowe...
Preprint
BACKGROUND BrightArm Compact is a new rehabilitation system for upper extremities. It provides bimanual training with gradated gravity loading and mediates interactions with serious games. OBJECTIVE To design and test a robotic rehabilitation table-based virtual rehabilitation system for training upper extremities early post-stroke. METHODS A new...
Article
Background: BrightArm Compact is a new rehabilitation system for the upper extremities. It provides bimanual training with gradated gravity loading and mediates interactions with cognitively challenging serious games. Objective: The aim of this study is to design and test a robotic rehabilitation table-based virtual rehabilitation system for fun...
Article
Background: Intensive, adaptable and engaging telerehabilitation is needed to enhance recovery and maximize outcomes. Such services may be provided under early supported discharge, or later for chronic populations. A novel virtual reality game-based telerehabilitation system was designed for individuals post-stroke to enhance their bimanual upper e...
Article
Full-text available
Introduction Acquired Brain Injury, whether resulting from Traumatic brain injury (TBI) or Cerebral Vascular Accident (CVA), represent major health concerns for the Department of Defense and the nation. TBI has been referred to as the “signature” injury of recent U.S. military conflicts in Iraq and Afghanistan – affecting approximately 380,000 serv...
Article
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...
Article
Objectives: Investigate cognitive/motor benefits of integrative virtual reality (VR) games for a service member post sever traumatic brain injury (TBI) Design: 6-week intervention, three sessions/week, increasing duration and game difficulty (part of randomized controlled trial). Setting: Outpatient clinic, large military medical center. Participan...
Poster
Full-text available
This study has demonstrated the logistical feasibility of employing virtual reality technology in an open clinic setting, and the ability to provide self-guided therapy to two patients simultaneously with a single supervising clinician. However, it should be noted that providing simultaneous treatment for two patients with severe memory deficits re...
Article
The Bright Arm Duo is a low-friction robotic rehabilitation table that adaptably trains dual arm movement and grasp through interaction with serious games. In early sub-acute phase post-stroke, [Formula: see text] experimental group received conventional rehabilitation plus 12 BrightArm Duo sessions, each inducing up to 600 arm and hand repetitions...
Article
Full-text available
Background: Persistent pain in shoulder and arm following post-surgical breast cancer treatment can lead to cognitive and physical deficits. Depression is also common in breast cancer survivors. Virtual reality therapy with integrative cognitive and physical rehabilitation has not been clinically trialed for this population. The novel BrightArm Du...
Article
Purpose: This study describes the BrightArm™ Duo virtual reality system (Bright Cloud International Corp., Highland Park, NJ) and determines its clinical benefit for maintenance of upper extremity function in nursing home residents who are chronic poststroke. Materials and methods: Participants sat at a low-friction robotic table with tilt and l...
Article
The majority of cognitive virtual reality (VR) applications have been used for therapy, not cognitive stratification / scoring. This paper describes the BrightScreener™ and its first pilot feasibility study for evaluating elderly with various degrees of cognitive impairment. BrightScreener is a portable (laptop-based) serious-gaming system which in...
Article
To describe the novel BrightArm Duo bimanual upper extremity (UE) rehabilitation system; to determine its technology acceptance and clinical benefit for older hemiplegic participants. The system table tilted to adjust arm gravity loading. Participants wore arm supports that sensed grasp strength and wrist position on the table. Wrist weights furthe...
Conference Paper
Virtual reality technology has progressed substantially in recent years, with system costs diminishing. Adoption has been mixed, and sometimes without a strong body of research, which certainly poses safety risks for the patient and professional challenges for the clinician. While building a strong body of data that would lead to “best practices” w...
Conference Paper
Purpose: To determine clinical benefits of the BrightArm Duo bimanual upper extremity (UE) rehabilitation system for maintenance of older hemiplegic residents of Skilled Nursing Facilities (SNFs). Methods: The system underwent a longitudinal controlled study in two SNFs. Seven chronic post-stroke participants trained for 8 weeks of increasingly int...
Patent
Full-text available
The present invention integrates an actuated tilting rehabilitation table, video tracking of the patient arm and opposite shoulder, a low-friction forearm support with grasping force sensing, remote data transmission and additional weighing means, one or more large displays, a computer and a plurality of simulation exercises, such as video games. T...
Article
Purpose: BrightBrainer™ integrative cognitive rehabilitation system evaluation in an Adult Day Program by a subject with Primary Progressive Aphasia (PPA) assumed to be of the mixed nonfluent/logopenic variant, and for determination of potential benefits. Methods: The subject was a 51-year-old Caucasian male diagnosed with PPA who had attended a...
Chapter
Full-text available
Human input in virtual environments is mostly achieved through gesture-controlled input devices. Even though many of these devices are intuitive and easy to use, they cannot provide a fluent dialogue between the user and virtual environment. Natural interfaces extract more information from human output (speech, gestures, gaze) and use "cognitive" m...
Article
Full-text available
Purpose: To describe the development of BrightBrainer™ integrative cognitive rehabilitation system and determine clinical feasibility with nursing home-bound dementia patients. Method: BrightBrainer cognitive rehabilitation simulations were first played uni-manually, then bimanually. Participants sat in front of a laptop and interacted through a...
Conference Paper
Virtual reality use in cognitive rehabilitation of advanced dementia has been sparse. Three residents of a Dementia Ward participated in a feasibility study of the BrightArm™ system. They played custom games targeting several cognitive domains including short-term and working memory. Clinician observation revealed a positive effect on emotive state...
Conference Paper
Therapeutic games motivate patients and intrinsically generate a large number of movement repetitions that is key to inducing brain plasticity and facilitating recovery. While virtual rehabilitation has gained clinical acceptance, bimanual therapy is less developed at this time. The novel RABBIT system combines physical and cognitive training via i...
Conference Paper
Controlled studies show that motor function can be maintained in the chronic phase post-stroke. Unfortunately, standard of care does not currently include long-term maintenance rehabilitation for these patients. The case study reported here involved 6-weeks booster virtual rehabilitation therapy at 2 years post initial VR training. The booster used...
Conference Paper
Virtual rehabilitation games have gained increased clinical acceptance in the therapy of patients post stroke or traumatic brain injury. This is due to their ability to motivate, as well as intrinsic large number of movement repetitions that are keys to inducing brain plasticity and facilitating recovery. Unfortunately, bi-manual therapy, while pot...
Article
Full-text available
Objective: To investigate the feasibility of gamebased robotic training of the ankle in children with cerebral palsy (CP). Design: Case study, 12 weeks intervention, with no follow-up. Setting: University research laboratory. Participants: A referred sample of 3 children with cerebral palsy, age 7 to 12, all male, were enrolled. All completed the i...
Article
Full-text available
To describe the development of the BrightArm upper extremity rehabilitation system, and to determine its clinical feasibility with older hemiplegic patients. The BrightArm adjusted arm gravity loading through table tilting. Patients wore an arm support that sensed grasp strength and communicated wirelessly with a personal computer. Games were writt...
Article
Full-text available
Rehabilitation interventions for the hand have shown benefits for children with Hemiplegia due to cerebral palsy or traumatic brain injury. Longer interventions are facilitated if training is provided in the patient's home, due to easier access to care and reduced impact on school or work activities. Providing remote rehabilitation over lengthy per...
Conference Paper
Full-text available
Standard of care treats emotive, cognitive and motor rehabilitation needs post severe traumatic brain injury separately. This paper proposes an alternative in the form of convergent rehabilitation, which uses virtual environments to treat the three domains simultaneously. Two clients chronic post severe TBI participated in a feasibility study in wh...
Conference Paper
Full-text available
The BrightArm rehabilitation system is designed for integrative motor, emotive and cognitive training of low- and higher-functioning individuals. This paper presents the BrightArm's first feasibility study on 5 elderly skilled nursing facility residents chronic post-stroke. Results show improvements in motor impairments, upper extremity function, i...
Article
Full-text available
The purpose of the study described here was to develop and feasibility test the Rutgers Ankle CP, aimed at ankle strengthening and improved control for children with cerebral palsy (CP). The system was an upgrade in hardware (new foot attachment, new robot controller) and software (new games and programming language) of the earlier Rutgers Ankle in...
Article
Full-text available
Virtual reality videogames can be used to motivate rehabilitation, and telerehabilitation can be used to improve access to rehabilitation. These uses of technology to improve health outcomes are a burgeoning area of rehabilitation research. So far, there is a lack of reports of long-term outcomes of these types of interventions. The authors report...
Article
Full-text available
The Rutgers Arm II (RA II) is a new system that trains the shoulder/arm motor control, strengthening, arm speed of motion, endurance, and grasp strength in a single rehabilitation session. The system components are a tilted low-friction table, a forearm support with markers and wireless transmitter, a shoulder appendage to detect compensatory leani...
Article
Full-text available
The convergence of game technology, the Internet, and rehabilitation science forms the second-generation virtual rehabilitation framework. This paper presents the first pilot study designed to look at the feasibility of at-home use of gaming technology adapted to address hand impairments in adolescents with hemiplegia due to perinatal stroke or int...
Article
Golomb MR, McDonald BC, Warden SJ, Yonkman J, Saykin AJ, Shirley B, Huber M, Rabin B, AbdelBaky M, Nwosu ME, Barkat-Masih M, Burdea GC. In-home virtual reality videogame telerehabilitation in adolescents with hemiplegic cerebral palsy. To investigate whether in-home remotely monitored virtual reality videogame-based telerehabilitation in adolescent...
Conference Paper
Full-text available
Indiana University School of Medicine and the Rutgers Tele-rehabilitation Institute have collaborated for over a year on a clinical pilot study of in-home hand telerehabiltation. Virtual reality videogames were used to train three adolescents with hemiplegic cerebral palsy. Training duration varied between 6 and 11 months. The investigators summari...
Conference Paper
The Rutgers Arm II system consists of a low-friction tilting table, a vision-tracked forearm support, a PC and a large display. Patients play a number of custom Java 3D games using their affected arm while supported by- or resisted by gravity through the table tilting. Four chronic post-stroke subjects (between 6 months and 5 years following stroke...
Article
We can trace the origins of virtual rehabilitation to the late 80s when sensing gloves were used to determine the degree of hand tremor in patients with Parkinson, and virtual environments were investigated as a medium to train wheelchair navigation. At the first Medicine Meets Virtual Reality conference in San Diego in 1992, we proposed a unified...
Conference Paper
Full-text available
The convergence of game technology (software and hardware), the Internet, and rehabilitation science forms the second-generation virtual rehabilitation framework. This reduced-cost and patient/therapist familiarity facilitate adoption in clinical practice. This paper presents a PlayStation 3-based hand physical rehabilitation system for children wi...
Conference Paper
The Rutgers Arm II trains primarily shoulder motor control, arm dynamic response, endurance and cognitive anticipatory strategies in virtual environments. It improves on our earlier Rutgers Arm by replacing magnetic tracking with a visual tracking and by the use of a training table that tilts. Pilot trials with a single subject showed clear depende...
Conference Paper
Full-text available
Presence in virtual environments is achieved when the user is immersed and experiences a sense of realism. Multi-modal feedback is used to create this sense of realism. This study tested the contributions of visual stimuli and haptic effects to the userspsila sense of realism on a walking simulator. Haptic effects were modeled as an icy or a muddy...
Article
Full-text available
While the majority of today's haptic interfaces and applications are tar-geted at the able-bodied user, a rapidly growing field of science studies the use of this technology in physical rehabilitation. There are many rea-sons the reader may wish to take a closer look at this application domain. One reason concerns societal impact, as there are abou...
Chapter
While the majority of today’s haptic interfaces and applications are targeted at the able-bodied user, a rapidly growing field of science studies the use of this technology in physical rehabilitation. There are many reasons the reader may wish to take a closer look at this application domain. One reason concerns societal impact, as there are about 7...
Chapter
To a large extent the robotics and the newer virtual reality (VR) research communities have been working in isolation. This article reviews three areas where integration of the two technologies can be beneficial. First we consider VR-enhanced CAD design, robot programming, and plant layout simulation. Subsequently we discuss how VR is being used in...
Article
Full-text available
The seven papers in this special section were originally presented at the International Workshop on Virtual Rehabilitation (IWVR). The selected papers cover some of the following topics: a novel magnetorheologic force feedback glove; how virtual environments can be used to help patients operate a simulated limb to interact with virtual objects; a n...
Article
Full-text available
Telerehabilitation is the provision of rehabilitation services at a distance by a therapist at a remote location. Integration with virtual reality (VR) is a relatively new addition to this field. This paper describes the technical and patient performance of a telerehabilitation application the remote console (ReCon) that is integrated with a VR sys...
Article
Full-text available
Carpal tunnel syndrome is caused by the compression of the median nerve as it transits the carpal tunnel, with an incidence of about 1% of the population. If surgery is needed, the treatment involves decompression of the median nerve followed sometimes by musculoskeletal outpatient rehabilitation. This paper presents a proof-of-concept pilot clinic...
Conference Paper
This tutorial is intended for those new to the VR/VE field. It will present topics related to Input Devices (such as and Gesture Interfaces), Output Devices (such as Haptic Displays and auto-stereoscopic displays), Computing Architectures for VR, Modeling of virtual objects, VR Programming issues, Human Factors in VR (user performance evaluations a...
Patent
Full-text available
The present invention relates to a force feedback and sensing system for a hand in which an actuator system and sensing system is coupled to a palm base attached to the hand or a glove. The actuator system includes double acting actuators which provide force feedback against digits of the hand to simulate a real experience a user would have if dire...
Article
Full-text available
To investigate the effectiveness of computerized virtual reality (VR) training of the hemiparetic hand of patients poststroke using a system that provides repetitive motor reeducation and skill reacquisition. Eight subjects in the chronic phase poststroke participated in a 3-week program using their hemiparetic hand in a series of interactive compu...
Article
Full-text available
The Remote Console (ReCon) is a telerehabilitation application that allows therapists to remotely communicate with patients while monitoring and controlling their virtual rehabilitation exercises. It provides therapists visual feedback of patients' movements, their exercise simulations replicated in real time and with tools to conduct training with...
Article
Full-text available
Stroke is one of the leading causes of death and disability worldwide. Its prevalence calls for innovative rehabilitation methods. The Rutgers Arm is a novel upper extremity rehabilitation system consisting of a low-friction table, three-dimensional (3D) tracker, custom forearm support, PC workstation, library of Java 3D virtual reality (VR) exerci...
Conference Paper
Full-text available
Telerehabilitation is the provision of rehabilitation services at a distance, by a therapist at a remote location. Telerehabilitation, integrated with virtual reality, is a relatively new addition to this field. This paper describes the technical and patient performance of a virtual reality based telerehabilitation system for ankle training. Telere...
Conference Paper
Full-text available
We are witnessing the convergence of game technology (both software and hardware) with rehabilitation science to form a second-generation virtual rehabilitation framework. This is fortunate in view of the need to reduce system costs and thus facilitate adoption in clinical practice. This paper presents an Xbox-based physical rehabilitation system c...
Conference Paper
Full-text available
Carpal tunnel syndrome is caused by the compression of the median nerve as it transits the carpal tunnel, with an incidence of about 1% of the population. If surgery is needed, the treatment involves decompression of the median nerve followed sometimes by musculo-skeletal outpatient rehabilitation. This paper presents results of pilot clinical tria...
Conference Paper
Presents the welcome message from the conference proceedings.
Article
Full-text available
Guest Editorial: Special Issue on Haptics, Virtual, and Augmented Reality
Article
Full-text available
Stroke is one of the leading causes of death and disability worldwide. Its prevalence calls for innovative rehabili-tation methods for post-stroke patients. The Rutgers Arm is a novel arm rehabilitation system consisting of a spe-cial table, 3D tracker, custom forearm support, PC workstation, library of Java 3D VR exercises, clinical data-base modu...
Article
Full-text available
We developed a novel interface that gives upper-limb amputees a virtual hand that can manipulate objects in a challenging environment. The interface registers specific myokinetic activity of the residual limbs, and encodes the intended voluntary move- ments that are then actualized as virtual hand motions. The composite myokinetic interface-virtual...
Article
Full-text available
Usability studies are an essential and iterative component of technology develop- ment and ease its transfer from the laboratory to the clinic. Although such studies are standard methodology in today's graphical user-interface applications, it is not clear that current methods apply to new technologies such as virtual reality. Thus experimentation...