Recupero Robotics LLC (RecupeRo) is based on technology developed at the University of Pennsylvania's Rehabilitation Robotics Laboratory. We have developed novel, affordable haptics technology, using gamification as a medium for sustained motivation for patients. This technology has the potential for impacting rehabilitation, both nationally and globally. We have already developed the initial prototype and tested it with patients, therapists, and healthcare professionals to gauge the effectiveness of our device.

Group therapy & control

We are developing smart games in partnership with "Enable Games" which integrate with Theradrive to support one-on-one as well as group therapy. In a group setting, multiple Theradrive on the same local network, will allow a rehabilitation professional to serve multiple patients at the same time. This allows for efficient patient monitoring, automated data logging, and interactive game features to create a social rehabilitation experience. Theradrive's end effectors are interchangeable to accommodate a wide range of functional impairments. This ensures that we cater to the needs to all patients, regardless of their ability to grasp and use the end effectors on the Theradrive.

Salient features:

  • Affordability

    Product’s upfront cost is under $2500 and the operating cost is less than $3 per session.


    It includes modular re-configurable force sensing handles/joysticks to enable the patient to use the robot in a variety of arm configurations (economy of scope).


    Additionally, the product has a standardized communication protocol, so it can be scaled up to support group therapy (economy of scale).

  • Accessibility

    Integrated M-health tools (Tele Rehabilitation) to deliver effective therapy interventions in both urban and rural communities and in high and low-resource settings to provide direct consultation.


    Tele rehabilitation optimizes the supervision required by therapists and doctors, keeps the user daily statistics and provide them the correct way of doing the exercise.


    Supports mild to severe stroke rehab and patients of different diagnosis (like cerebral palsy etc.)

  • Adaptability

    The product is designed to be highly adaptable, capable of adaptive force control, effective for upper extremity rehabilitation for stroke survivors with a wider range of functional impairments.


    Capable of operating not only in IRF and SNFs, but also in nursing homes, assisted living centers and other community-based facilities in high and low resource settings.


    Uses analytics to perform pre and post treatment assessments, automate the data logging process (current standard of practice is manual assessment), measure progress of patient over time, and use aggregated data to inform future therapy and game design.

  • Convenience

    Highly convenient in terms of set-up time, ease of use, diversity of the games to choose. Human centered design approach takes cares over 95% population.


    Supports automatic data logging and provides user instruction which minimize the supervision required.


    It can be easily assembled to existing infrastructure like table top, gate platform, pole, and other existing rehab devices in a variety of configurations due to its compact footprint and universal fixture design.

  • Engagement

    Adaptive technology automatically adjusts the assistance or resistance provided to the patients, depending on the needs and abilities of each patient.


    Modular and interactive design enable the patients to engage in a collaborative or competitive gaming experience and increase the patient’s motivation to participate in rehabilitation.


    Could be configured to communicate with multiple units to support multiple user rehab games as part of community-based settings.

Clinical trials and testing

With our initial prototype, we have conducted clinical trials with over 25 patients both in the US and Mexico. Additionally, we have conducted needs analysis studies through interviews with over 25 stakeholders including therapists, physicians, and healthcare administrators to understand the need and commercial viability of the Theradrive which informed the product design and revisions, effectiveness of game­ based rehabilitation approach,  and the development of goals for this product in both low and high resource settings.

Commercial impact and future research

R3Ss can have a major impact on inpatient and outpatient as well as community-based rehabilitation care. Our continued research in providing technology-based therapy for patients with severe to moderate functional impairments in individual and community-based settings with the help of tele tools and serious games will provide a paradigm for other related sectors to follow.


Theradrive also has haptic feedback which incorporates performance-based algorithms to continually change the level of assistance or resistance provided by the crank arm to the patient. In the next iteration, we intend to add an Al component to fine tune or tailor the therapy to the patient's needs. Our drive contains a HIPPA compliant databases for storage and transmission of data. This database will be cloud based for easier access across multiple sites providing the opportunity for telemedicine services. Based on customer surveys, use of this device in the home is a long-term goal for the product. Furthermore, as we gradually build our database, we can leverage it to map input settings (number of sessions, which games are played, level of difficulty, patient initial clinical scores etc.) to the final outcomes of patients (final patient clinical scores etc.). The goal of the mapping is to continually improve our understanding of effective treatment and subsequently, refine the therapy regime for future patients based on our understanding.

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