HIGHLAND PARK, NJ, United States

Bright Cloud International Corporation

www.brightcloudint.com
HIGHLAND PARK, NJ, United States
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Patent
Bright Cloud International Corporation | Date: 2011-02-11

A modular, instrumented rehabilitation table and method of rehabilitation are disclosed. The table top can have a low friction top, a high friction bottom, a hollow section and no legs. An electronic controller is embedded in the hollow section of the table top. A first tilt sensor is embedded in the hollow section of the table top so as to sense tilt on a first axis. A second tilt sensor is embedded in the hollow section of the table top so as to sense tilt on a second axis. A tracking circuit, which can include a plurality of sensors arranged in a matrix format is provided. These can be embedded in the hollow section of the table top or can be atop the top surface of the table. A power supply embedded in the hollow section of the table top is provided. A communication circuit attached to the table top and electrically connected to the electronic controller is provided. The electronic controller sends a transmission signal including signals from the first tilt sensor, the second tilt sensor and the tracking circuit to the communication circuit which transmits the transmission signal.


Patent
Bright Cloud International Corporation | Date: 2015-08-31

The majority of cognitive virtual reality (VR) applications have been for therapy, and not cognitive screening/scoring. Provided herein is 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 incorporates a bimanual game interface for more ecological 3D interaction with virtual worlds. A pilot study determined that BrightScreener is able to differentiate levels of cognitive impairment based solely on game performance, as well as to evaluate the technology acceptance by the target population. Subsequent group analysis of the Pearson correlation coefficient showed a high degree of correlation between the subjects MMSE scores and their Composite Game Scores (0.90, |P|<0.01). Despite the small sample size (n=11), results suggest that serious-gaming strategies can be used as a digital technique to stratify levels of Cognitive Impairment. This may be an alternative to conventional standardized scoring for Mild Cognitive Impairment and Dementia, especially for patients with hearing and speech deficits.


Patent
Bright Cloud International Corporation | Date: 2011-06-10

The present invention includes systems and methods for monitoring effectiveness and safety of a drug treatment program on a patient. The system includes a computer and a control box connected to the computer. The control box can have one or more interfaces for the patient including bio-signal measuring ones. It can also provide multiple interfaces for the patient. The system also includes a drug dispenser connected to the computer. The drug dispenser can be connected through the control box or directly to the computer. The drug dispenser records a time and a dosage of a drug taken by the patient and the computer executes game software that allows the patient to play a game, the game being based on input to the control box provided by the patient. The computer can be connected to a server that controls overall operation of the system. Server received further input from authorized physicians, drug company researchers or drug safety monitoring specialists of government agencies.


Grant
Agency: Department of Health and Human Services | Branch: | Program: SBIR | Phase: Phase II | Award Amount: 1.32M | Year: 2012

DESCRIPTION (provided by applicant): It is hypothesized that the use robotic rehabilitation tables coupled with virtual reality games with elderly stroke survivors residents in skilled nursin facilities (SNFs) will: 1) improve and maintain upper extremityuni-manual and bimanual function, reach, strength and ADL independence; 2) improve and maintain cognition (memory, focus, problem solving); and 3) provide emotive uplifting and maintain it. This implements an integrative, single-point-of-care safe rehabilitation approach. The objectives of the project are 1 to develop a novel uni-manual and bimanual training device that is cheaper and safer than rehabilitation robots; 2) a virtual reality-based adaptable and integrative maintenance program that is clinically effective and engaging for elderly stroke survivors and other patient population. SPECIFIC AIMS 1) to develop the BrightArm Duo system for improving arm/shoulder motion range, shoulder strength, endurance, grasp strength, bimanual function and ADL independence, short-term memory, focusing, executive function and reduce depression in SNF residents chronic post-stroke; 2) to evaluate the new system for rehabilitation and maintenance therapy through a multi-site, longitudinal, randomized controlled study ofstroke survivors over a 12 month period. METHODS 1) Construct the BrightArm Duo system by designing and building a new tracking work surface and computerized forearm supports; 2) Develop custom rehabilitation games that incorporate uni- and bimanual motorand cognitive training elements and automatically adapt to each patient. The games should combine to induce gt350 repetitions/session; 3) Develop a secure web-accessible database module for game data storage and analysis and ability to play against residents in other SNFs. Data will be sampled transparently in real time during play and uploaded to BCI clinical server; 4) Usability study with healthy elderly adults, to uncover technical problems; 5) Longitudinal, multi-site randomized controlled study withelderly stroke survivors that are residents at two SNFs in New Jersey. Subjects will be randomized into a control group (N=16) and an experimental group (N=32). The control group will continue with existing health maintenance programs. The experimental group will have existing maintenance program plus an additional 8 week initial intensive training, followed by periodic booster rehabilitation sessions. All subjects will have multiple evaluations by blinded clinicians for physical and cognitive/emotivefunction. Existing maintenance programs at the two facilities will be documented in administration to all study participants. The experimental group will rate the BrightArm Duo therapy usefulness and gained independence in ADLs. NIH RELEVANCE A new deviceand therapeutic/maintenance method for uni/bimanual arm rehabilitation and cognition/emotive therapy in a single-point-of-care. The approach can be extended to other patient populations with motor and cognitive co-morbidities acute, sub-acute and chronic,adult and paediatric. PUBLIC HEALTH RELEVANCE: Public Health Relevance: Costs associated with stroke are close to 50 billion a year in the United States. A product the simultaneously improves and maintains arm uni-manual and bimanual function, increases arm strength, improves ability to focus and memory, and lifts morale benefits elderly stroke survivors and other patient populations (traumatic brain injury, post-traumatic stress disorder, chronic pain, Alzheimer's Disease, pediatric). The product facilitates a single-point-of-care therapy that reduces health care costs.


Grant
Agency: Department of Health and Human Services | Branch: | Program: SBIR | Phase: Phase I | Award Amount: 214.00K | Year: 2012

DESCRIPTION (provided by applicant): It is hypothesized that it is possible to use virtual reality such that it simultaneously: 1) provides non-medication analgesia for women with chronic shoulder pain following breast surgery; 2) improves their upper extremity strength/range of movement; and 3) improves their emotive state and quality of life. This implements a healthy mind in a healthy body single-point-of-care approach. The long-term objective of the project is to develop a combined therapy that is superior to separately doing physical and cognitive/behavioral therapies as non-medication palliative pain care interventions. The purpose of the present investigation is to develop and feasibility test the prototype BrightArm II system integrated with dual-arm, adaptable virtual reality games, such that the patient receives gravity-gradated assistance/resistance for gentle shoulder training. This system should accommodate low-functioning patients with chronic pain and weakness in their shoulder following breast surgery, patients for whom off-the-shelf active video games are not practical. SPECIFIC AIMS The first aim is to develop the BrightArm II system for improving arm/shoulder motion range, shoulder strength, endurance, grasp strength, memory, focusing, executive function and psycho-social correlates to shoulder pain due to cancer. The second aim is to evaluate the feasibility and acceptance of the prototype for women with chronic pain due to mastectomy, through an 8-week combined physical, cognitive and emotive therapy while simultaneously monitoring pain medication intake and activities of daily living. METHODS 1) Construct the BrightArm II system by creating a vision-tracked rehabilitation table that tilts to allow assistance/resistance to either arm andcan track both arms simultaneously; 2) Develop rehabilitation game software for virtual analgesia with simulations training of the physical, cognitive and emotive aspects of chronic shoulder pain. These games will automatically adapt to arm range, grip strength and patient level of distress; 3) Develop a secure web-accessible database module for game data storage and analysis. Data will be sampled transparently in real time during play and uploaded to Bright Cloud International Corp blade server; 4) Usability study with 4 adult women without disability to uncover technical problems; 5) Feasibility study with 6 adult women with chronic shoulder pain following breast surgery to remove cancer, participating in a 8-week training program on the BrightArm II system. Subjects will be evaluated for physical and cognitive/emotive function using standardized tests pre-, mid- and post-training. Additional measures will be medication intake, and patients subjective reports of pain level, system usefulness, and independence in daily activities. This project will develop a new device and therapeutic method for virtual analgesia, arm rehabilitation and cognition/emotive therapy in an integrated way providing a single-point-of-care solution. The same approach can be extendedto other patient populations with chronic shoulder pain, and to pediatric care. PUBLIC HEALTH RELEVANCE: A product that simultaneously reduces women's chronic shoulder pain, improves their arm strength and reach, and combats depression following mastectomy improves their quality of life/participation, and reduces health care costs. By integrating dual-arm physical rehabilitation for shoulder/arm/grasp reach and strength with motivating custom video games, the product improves access to health care by facilitating a single-point team-care therapy. The ability of the product to also be used in the future in acute post-surgery rehabilitation further reduces health care costs by accelerating return to productive life.


Grant
Agency: Department of Health and Human Services | Branch: National Institutes of Health | Program: SBIR | Phase: Phase I | Award Amount: 224.50K | Year: 2015

DESCRIPTION provided by applicant The non portable BrightArm Duo prototype is being studied SBIR Phase II grant to Bright Cloud International BCI for Upper Extremity UE motor and cognitive maintenance therapy on CVD survivors who are residents of skilled nursing facilities SNF They train using BCI virtual reality VR bimanual games supervised by an Occupational Therapist The vast majority of CVD survivors live at home and they need a link between earlier clinic based therapy and subsequent community activities The goal of this SBIR Phase I project is to demonstrate the feasibility of the proposed BrightBrainer G system for use in home tele rehabilitation of CVD survivors The objectives of this project are to develop BrightBrainer G a bimanual UE training system that induces a high number of active arm repetitions has novel hand controllers self guided adaptable games and allows remote clinicianandapos s review determine its technology acceptance and clinical benefit on CVD survivors in the chronic phase living at home based on standardized tests and caregiver feedback SPECIFIC AIMS Develop the BrightBrainer G UE remote rehabilitation system using novel hand controllers and adaptable games for integrative therapy of elderly CVD survivors living at home Improve design through a usability study Study acceptance of BrightBrainer G technology its clinical benefit and transfer to daily activities when used by CVD survivors living at home Study will incorporate caregiver feedback METHODS Construct the BBG system by designing conformal controllers that wirelessly measure D hand position and grasp strength finger extension provide vibration feedback and integrate biosensors for increased safety Create bimanual adaptable games and a new database module to store performance data on a secure clinical server for remote monitoring by clinicians Evaluate BBG usability by elderly volunteers with normal motor function to correct issues in ease of use ergonomics of hand controllers and determine satisfaction and perceived benefits Study feasibility of use be elderly CVD survivors undergoing a week at home intensive rehabilitation sessions week Include individuals age to with months or more post onset of CVD and normal cognition or mild cognitive impairments MCI Benchmark success using UE functional gain improved executive function and technology acceptance enroll caregivers to indicate degree of assistance needed in BBG use at home They will evaluate generalization of training effects from VR games to real life activities independence by periodically filling the subjectsandapos standardized Upper Extremity Functional Index form Stratford NIH RELEVANCE Total US costs of CVD are $ billion and expected to grow to $ billion by This project will improve UE function cognition and quality of life and provide continuity of care for elderly CVD survivors living at home Other populations may also benefit TBI cerebral palsy or those with MCI PUBLIC HEALTH RELEVANCE Costs of Cerebral Vascular Disease CVD are $ billion a year in United States alone and expected to grow to $ billion by A product for home use that induces a high number of active arm repetitions improves grasp strength adapts to individualandapos s motor and cognitive impairments and tracks performance for remote clinician review benefits elderly CVD survivors and other patient populations traumatic brain injury cerebral palsy or early onset of dementia The BCI system facilitates tele rehabilitation that can provide continuity of care and reduce health care costs


Patent
Bright Cloud International Corporation | Date: 2011-10-31

Systems and methods for treating pain are described. Systems and methods for treating pain using video games, tilt tables and bio-sensors are described wherein the level of the video game is controlled by a computer based on the feedback from a patient. Corresponding systems are also disclosed.


Trademark
Bright Cloud International Corporation | Date: 2013-08-20

downloadable or non-downloadable cognitive stimulation computer programs that help maintain an active brain and thus improve memory, speed of processing, focusing, and that provide a variety of cognitive benefits that positively impact quality of life.


Trademark
Bright Cloud International Corporation | Date: 2013-07-28

providing use of downloadable or non-downloadable cognitive stimulation computer programs that help maintain an active brain and thus improve memory, speed of processing, focusing, and that provide a variety of cognitive benefits that positively impact quality of life. Exercise machines incorporating electronic and video game bimanual controllers.


Trademark
Bright Cloud International Corporation | Date: 2013-07-28

Computer hardware and virtual reality game software. medical testing for diagnostic purposes in the field of mild cognitive impairment.

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