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. Author manuscript; available in PMC: 2021 Jul 1.
Published in final edited form as: Top Stroke Rehabil. 2019 Dec 25;27(5):321–336. doi: 10.1080/10749357.2019.1701178

Figure 1.

Figure 1.

BrightBrainer rehabilitation system using gamification: (a) participant chronic post-stroke performing a grasp strength baseline on the BrightBrainer Grasp novel controller at home with caregiver observing ; (b) HTC VIVE controller [Niehorster et al., 2017] ; (c) therapeutic game controller prototype [Burdea et al., 2019]. © Bright Cloud International Corp. Reprinted by permission.