

de Recherche et d’Innovation
en Cybersécurité et Société
Santana, S. T. O. D.; Silva, J. C. Da; Hatano, Y.; Guerrero-Mendez, C. D.; Souza, M. L. De; Igasaki, T.; Bastos-Filho, T.; Dantas, A. F. O. De Azevedo; Falk, T. H.; Delisle-Rodriguez, D.
Cognitive Training Using a Brain-Computer Interface for θ/β Ratio Self-Regulation - Preliminary Results with Long Covid-19 Survivors Proceedings Article
In: IEEE Int. Conf. Hum.-Mach. Syst., ICHMS, pp. 646–650, Institute of Electrical and Electronics Engineers Inc., 2026, ISBN: 979-833154511-6 (ISBN), (Journal Abbreviation: IEEE Int. Conf. Hum.-Mach. Syst., ICHMS).
Abstract | Links | BibTeX | Tags: 'current, Behavioral research, Brain, brain computer interface, Brain mapping, cognitive impairment, Cognitive skill, Cognitive systems, Cognitive training, Computer games, COVID-19, Electroencephalography, Electrophysiology, Executive Function, Interfaces (computer), Memory functions, Neurotechnology, Personnel training, Self regulation, Sustained attention, working memory
@inproceedings{santanaCognitiveTrainingUsing2026,
title = {Cognitive Training Using a Brain-Computer Interface for θ/β Ratio Self-Regulation - Preliminary Results with Long Covid-19 Survivors},
author = {S. T. O. D. Santana and J. C. Da Silva and Y. Hatano and C. D. Guerrero-Mendez and M. L. De Souza and T. Igasaki and T. Bastos-Filho and A. F. O. De Azevedo Dantas and T. H. Falk and D. Delisle-Rodriguez},
url = {https://www.scopus.com/pages/publications/105045602964?origin=resultslist},
doi = {10.1109/ICHMS69701.2026.11602366},
isbn = {979-833154511-6 (ISBN)},
year = {2026},
date = {2026-01-01},
booktitle = {IEEE Int. Conf. Hum.-Mach. Syst., ICHMS},
pages = {646–650},
publisher = {Institute of Electrical and Electronics Engineers Inc.},
abstract = {Long COVID-19 can generate cognitive impairments, affecting a person's attention, working memory, and executive functions. Previous studies have suggested that therapies based on neurotechnologies can be used to recover cognitive skills. This current research presents an electroencephalography brain-computer interface based serious game for sustained attention training. The system classifies attention levels while the user controls the speed of a virtual car by self-regulating the θ/β power band ratio across multiple brain locations. Pilot experiments were conducted with two COVID-19 adult survivors who experienced cognitive decline due to long COVID19 symptoms. Participants underwent 10 sessions across consecutive working days (2 sessions × week). Both participants enhanced brain wave oscillations in both frontal and central regions, reducing theta activity and simultaneously increasing beta oscillations) after the training, achieving therefore healthy brain behavior during a cognitive attention task. Furthermore, both individuals improved cognitive skills, such as attention, working memory, and executive functions. These preliminary findings are promising and motivate the further development of multichannel neurofeedback systems for cognitive training for long COVID-19 survivors. © 2026 IEEE.},
note = {Journal Abbreviation: IEEE Int. Conf. Hum.-Mach. Syst., ICHMS},
keywords = {'current, Behavioral research, Brain, brain computer interface, Brain mapping, cognitive impairment, Cognitive skill, Cognitive systems, Cognitive training, Computer games, COVID-19, Electroencephalography, Electrophysiology, Executive Function, Interfaces (computer), Memory functions, Neurotechnology, Personnel training, Self regulation, Sustained attention, working memory},
pubstate = {published},
tppubtype = {inproceedings}
}
Tiwari, A.; Arrabito, R.; Davoust, A.; Falk, T. H.
Bias in Physiology-Based Cognitive State Detection for Human–Autonomy Teaming: A Comprehensive Survey Proceedings Article
In: R.A., Sottilare; J., Schwarz (Ed.): Lect. Notes Comput. Sci., pp. 139–158, Springer Science and Business Media Deutschland GmbH, 2026, ISBN: 03029743 (ISSN); 978-303230014-0 (ISBN), (Journal Abbreviation: Lect. Notes Comput. Sci.).
Abstract | Links | BibTeX | Tags: Behavioral research, Bias, Biases, Biomedical signal processing, Cognitive state, Cognitive systems, Human Autonomy Teaming, Instructional system, Intelligent systems, Learning pathway, Learning systems, Personalized learning, Physiological models, Physiological signals, Population statistics, Psychophysiology, State Detection, Student feedback, Surveying, Wearable devices, Wearable technology
@inproceedings{tiwariBiasPhysiologyBasedCognitive2026,
title = {Bias in Physiology-Based Cognitive State Detection for Human–Autonomy Teaming: A Comprehensive Survey},
author = {A. Tiwari and R. Arrabito and A. Davoust and T. H. Falk},
editor = {Sottilare R.A. and Schwarz J.},
url = {https://www.scopus.com/pages/publications/105044000677?origin=resultslist},
doi = {10.1007/978-3-032-30015-7_9},
isbn = {03029743 (ISSN); 978-303230014-0 (ISBN)},
year = {2026},
date = {2026-01-01},
booktitle = {Lect. Notes Comput. Sci.},
volume = {16737 LNCS},
pages = {139–158},
publisher = {Springer Science and Business Media Deutschland GmbH},
abstract = {Advances in artificial intelligence (AI) are changing the role of adaptive instructional systems (AIS) from passive tools, that deliver personalized learning pathways by adapting to student feedback, to active team members and co-learners that dynamically adapt alongside human partners. In this emerging landscape of human–autonomy teaming (HAT), assessing the cognitive states of individuals interacting with highly intelligent systems has become a critical design consideration for improving team performance, collaboration, and learning outcomes. Physiological signals have emerged as a popular method for measurement of cognitive states in the past few decades. However, these signals can be strongly influenced by different user demographics, including age and biological sex. If unaccounted for, these differences could introduce systematic biases into AIS based learning pathways for different demographic groups. These biases can lead to discriminative performance of instructional systems and may also leave them vulnerable to adversarial exploitation. Aside from physiological signal-induced biases, there may also be major behavioural differences between different sex and/or age groups when interacting with and teaming with AIS, thus further confounding cognitive state monitoring. In this survey, we review emerging human-autonomy teaming studies that incorporate physiological data and analyze where biological sex- and age-related physiological or behavioral differences were documented and/or analyzed. We highlight evidence demonstrating that differences do exist during interaction with autonomous systems. We then discuss how biases can accumulate across study design and analysis modelling pipelines, and provide practical guidelines for mitigating these biases in future human-autonomy teaming research and applications. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.},
note = {Journal Abbreviation: Lect. Notes Comput. Sci.},
keywords = {Behavioral research, Bias, Biases, Biomedical signal processing, Cognitive state, Cognitive systems, Human Autonomy Teaming, Instructional system, Intelligent systems, Learning pathway, Learning systems, Personalized learning, Physiological models, Physiological signals, Population statistics, Psychophysiology, State Detection, Student feedback, Surveying, Wearable devices, Wearable technology},
pubstate = {published},
tppubtype = {inproceedings}
}
Davoust, A.; Esfandiari, B.
User participation and honesty in online rating systems: What a social network can do Proceedings Article
In: AAAI Workshop - Technical Report, pp. 477–483, AI Access Foundation, 2016, ISBN: 978-1-57735-759-9.
Abstract | Links | BibTeX | Tags: Aggregation techniques, Artificial intelligence, Behavioral research, Big data, Co-operative behaviors, Cognitive systems, Computer games, Computer programming, Computer systems programming, Data mining, Hybrid systems, Incentive structure, On-line communities, Online rating systems, Online systems, Population statistics, Prisoners' Dilemma, Rating, Social networking (online), User participation
@inproceedings{davoust_user_2016,
title = {User participation and honesty in online rating systems: What a social network can do},
author = {A. Davoust and B. Esfandiari},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85021919921&partnerID=40&md5=6a33a1ab6d3b6ddd037240f4f664b6fe},
isbn = {978-1-57735-759-9},
year = {2016},
date = {2016-01-01},
booktitle = {AAAI Workshop - Technical Report},
volume = {WS-16-01 - WS-16-15},
pages = {477–483},
publisher = {AI Access Foundation},
abstract = {An important problem with online communities in general, and online rating systems in particular, is uncooperative behavior: lack of user participation, dishonest contributions. This may be due to an incentive structure akin to a Prisoners' Dilemma (PD). We show that introducing an explicit social network to PD games fosters cooperative behavior, and use this insight to design a new aggregation technique for online rating systems. Using a dataset of ratings from Yelp, we show that our aggregation technique outperforms Yelp's proprietary filter, as well as baseline techniques from recommender systems. Copyright © 2016, Association for the Advancement of Artificial Intelligence (www.aaai.org).},
keywords = {Aggregation techniques, Artificial intelligence, Behavioral research, Big data, Co-operative behaviors, Cognitive systems, Computer games, Computer programming, Computer systems programming, Data mining, Hybrid systems, Incentive structure, On-line communities, Online rating systems, Online systems, Population statistics, Prisoners' Dilemma, Rating, Social networking (online), User participation},
pubstate = {published},
tppubtype = {inproceedings}
}
Davoust, A.; Esfandiari, B.
User participation and honesty in online rating systems: What a social network can do Proceedings Article
In: AAAI Workshop - Technical Report, pp. 477–483, AI Access Foundation, 2016, ISBN: 978-1-57735-759-9.
Abstract | Links | BibTeX | Tags: Aggregation techniques, Artificial intelligence, Behavioral research, Big data, Co-operative behaviors, Cognitive systems, Computer games, Computer programming, Computer systems programming, Data mining, Hybrid systems, Incentive structure, On-line communities, Online rating systems, Online systems, Population statistics, Prisoners' Dilemma, Rating, Social networking (online), User participation
@inproceedings{davoustUserParticipationHonesty2016,
title = {User participation and honesty in online rating systems: What a social network can do},
author = {A. Davoust and B. Esfandiari},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85021919921&partnerID=40&md5=6a33a1ab6d3b6ddd037240f4f664b6fe},
isbn = {978-1-57735-759-9},
year = {2016},
date = {2016-01-01},
booktitle = {AAAI Workshop - Technical Report},
volume = {WS-16-01 - WS-16-15},
pages = {477–483},
publisher = {AI Access Foundation},
abstract = {An important problem with online communities in general, and online rating systems in particular, is uncooperative behavior: lack of user participation, dishonest contributions. This may be due to an incentive structure akin to a Prisoners' Dilemma (PD). We show that introducing an explicit social network to PD games fosters cooperative behavior, and use this insight to design a new aggregation technique for online rating systems. Using a dataset of ratings from Yelp, we show that our aggregation technique outperforms Yelp's proprietary filter, as well as baseline techniques from recommender systems. Copyright © 2016, Association for the Advancement of Artificial Intelligence (www.aaai.org).},
keywords = {Aggregation techniques, Artificial intelligence, Behavioral research, Big data, Co-operative behaviors, Cognitive systems, Computer games, Computer programming, Computer systems programming, Data mining, Hybrid systems, Incentive structure, On-line communities, Online rating systems, Online systems, Population statistics, Prisoners' Dilemma, Rating, Social networking (online), User participation},
pubstate = {published},
tppubtype = {inproceedings}
}
Rizzo, A. A.; Strickland, D.; Bouchard, S.
The challenge of using virtual reality in telerehabilitation Journal Article
In: Telemedicine and e-Health, vol. 10, no. 2, pp. 184–195, 2004, ISSN: 15305627.
Abstract | Links | BibTeX | Tags: Clinical application, Cognitive rehabilitation, Cognitive systems, Complex dynamics, Education, Human testing, Internet, Learning disabilities, Patient rehabilitation, Precise control, Research questions, Telerehabilitation, Therapy and rehabilitation, virtual reality, Virtual worlds, VR applications, VR systems
@article{rizzo_challenge_2004,
title = {The challenge of using virtual reality in telerehabilitation},
author = {A. A. Rizzo and D. Strickland and S. Bouchard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-66749092218&doi=10.1089%2ftmj.2004.10.184&partnerID=40&md5=d0f611ef679210eb0def8281bb7a5d23},
doi = {10.1089/tmj.2004.10.184},
issn = {15305627},
year = {2004},
date = {2004-01-01},
journal = {Telemedicine and e-Health},
volume = {10},
number = {2},
pages = {184–195},
abstract = {Continuing advances in virtual reality (VR) technology along with concomitant system cost reductions have supported the development of more useful and accessible VR systems that can uniquely target a wide range of physical, psychological, and cognitive rehabilitation concerns and research questions. VR offers the potential to deliver systematic human testing, training, and treatment environments that allow for the precise control of complex dynamic three-dimensional stimulus presentations, within which sophisticated interaction, behavioral tracking, and performance recording is possible. The next step in this evolution will allow for Internet accessibility to libraries of VR scenarios as a likely form of distribution and use. VR applications that are Internet deliverable could open up new possibilities for home-based therapy and rehabilitation. If executed thoughtfully, they could increase client involvement, enhance outcomes and reduce costs. However, before this vision can be achieved, a number of significant challenges will need to be addressed and solved. This article will first present three fictional case vignettes that illustrate the ways that VR telerehabilitation might be implemented with varying degrees of success in the future. We then describe a system that is currently being used to deliver virtual worlds over the Internet for training safety skills to children with learning disabilities. From these illustrative fictional and reality-based applications, we will then briefly discuss the technical, practical, and user-based challenges for implementing VR telerehabilitation, along with views regarding the future of this emerging clinical application. © Mary Ann Liebert, Inc.},
keywords = {Clinical application, Cognitive rehabilitation, Cognitive systems, Complex dynamics, Education, Human testing, Internet, Learning disabilities, Patient rehabilitation, Precise control, Research questions, Telerehabilitation, Therapy and rehabilitation, virtual reality, Virtual worlds, VR applications, VR systems},
pubstate = {published},
tppubtype = {article}
}
Bouchard, S.; Paquin, B.; Payeur, R.; Allard, M.; Rivard, V.; Fournier, T.; Renaud, P.; Lapierre, J.
Delivering Cognitive-Behavior Therapy for Panic Disorder with Agoraphobia in Videoconference Journal Article
In: Telemedicine and e-Health, vol. 10, no. 1, pp. 13–25, 2004, ISSN: 15305627 (ISSN), (Publisher: Mary Ann Liebert Inc.).
Abstract | Links | BibTeX | Tags: adult, agoraphobia, article, behavior therapy, clinical article, Cognitive systems, Cognitive-behavior therapy (CBT), female, Health care, health care delivery, human, male, Medical problems, panic, Patient monitoring, priority journal, psychotherapy, telecommunication, Telemedicine, Therapeutic alliances, validation process, Video conferencing, videorecording
@article{bouchard_delivering_2004,
title = {Delivering Cognitive-Behavior Therapy for Panic Disorder with Agoraphobia in Videoconference},
author = {S. Bouchard and B. Paquin and R. Payeur and M. Allard and V. Rivard and T. Fournier and P. Renaud and J. Lapierre},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-1842783565&doi=10.1089%2f153056204773644535&partnerID=40&md5=b16d49e06152cafecd086aa08c3326b7},
doi = {10.1089/153056204773644535},
issn = {15305627 (ISSN)},
year = {2004},
date = {2004-01-01},
journal = {Telemedicine and e-Health},
volume = {10},
number = {1},
pages = {13–25},
publisher = {Mary Ann Liebert Inc.},
abstract = {Delivering psychotherapy by videoconference could significantly increase the accessibility of empirically validated treatments. The aim of this study was to compare the effectiveness of cognitive-behavior therapy (CBT) for panic disorder with agoraphobia (PDA) when the therapy is delivered either face-to-face or by videoconference. A sample of 21 participants was treated either face-to-face or by videoconference. Results showed that CBT delivered by videoconference was as effective as CBT delivered face-to-face. There was a statistically significant reduction in all measures, and the number of panic-free participants among those receiving CBT by videoconference was 81% at post-treatment and 91% at the 6-month follow-up. None of the comparisons with face-to-face psychotherapy suggested that CBT delivered by videoconference was less effective. These results were confirmed by analyses of effect size. The participants reported the development of an excellent therapeutic alliance in videoconference as early as the first therapy session. The importance of these results for treatment accessibility is discussed. Hypotheses are proposed to explain the rapid creation of strong therapeutic alliances in videoconferencing.},
note = {Publisher: Mary Ann Liebert Inc.},
keywords = {adult, agoraphobia, article, behavior therapy, clinical article, Cognitive systems, Cognitive-behavior therapy (CBT), female, Health care, health care delivery, human, male, Medical problems, panic, Patient monitoring, priority journal, psychotherapy, telecommunication, Telemedicine, Therapeutic alliances, validation process, Video conferencing, videorecording},
pubstate = {published},
tppubtype = {article}
}
Bouchard, S.; Paquin, B.; Payeur, R.; Allard, M.; Rivard, V.; Fournier, T.; Renaud, P.; Lapierre, J.
Delivering Cognitive-Behavior Therapy for Panic Disorder with Agoraphobia in Videoconference Journal Article
In: Telemedicine and e-Health, vol. 10, no. 1, pp. 13–25, 2004, ISSN: 15305627 (ISSN).
Abstract | Links | BibTeX | Tags: adult, agoraphobia, article, behavior therapy, clinical article, Cognitive systems, Cognitive-behavior therapy (CBT), female, Health care, health care delivery, human, male, Medical problems, panic, Patient monitoring, priority journal, psychotherapy, telecommunication, Telemedicine, Therapeutic alliances, validation process, Video conferencing, videorecording
@article{bouchardDeliveringCognitiveBehaviorTherapy2004,
title = {Delivering Cognitive-Behavior Therapy for Panic Disorder with Agoraphobia in Videoconference},
author = {S. Bouchard and B. Paquin and R. Payeur and M. Allard and V. Rivard and T. Fournier and P. Renaud and J. Lapierre},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-1842783565&doi=10.1089%2f153056204773644535&partnerID=40&md5=b16d49e06152cafecd086aa08c3326b7},
doi = {10.1089/153056204773644535},
issn = {15305627 (ISSN)},
year = {2004},
date = {2004-01-01},
journal = {Telemedicine and e-Health},
volume = {10},
number = {1},
pages = {13–25},
publisher = {Mary Ann Liebert Inc.},
abstract = {Delivering psychotherapy by videoconference could significantly increase the accessibility of empirically validated treatments. The aim of this study was to compare the effectiveness of cognitive-behavior therapy (CBT) for panic disorder with agoraphobia (PDA) when the therapy is delivered either face-to-face or by videoconference. A sample of 21 participants was treated either face-to-face or by videoconference. Results showed that CBT delivered by videoconference was as effective as CBT delivered face-to-face. There was a statistically significant reduction in all measures, and the number of panic-free participants among those receiving CBT by videoconference was 81% at post-treatment and 91% at the 6-month follow-up. None of the comparisons with face-to-face psychotherapy suggested that CBT delivered by videoconference was less effective. These results were confirmed by analyses of effect size. The participants reported the development of an excellent therapeutic alliance in videoconference as early as the first therapy session. The importance of these results for treatment accessibility is discussed. Hypotheses are proposed to explain the rapid creation of strong therapeutic alliances in videoconferencing.},
keywords = {adult, agoraphobia, article, behavior therapy, clinical article, Cognitive systems, Cognitive-behavior therapy (CBT), female, Health care, health care delivery, human, male, Medical problems, panic, Patient monitoring, priority journal, psychotherapy, telecommunication, Telemedicine, Therapeutic alliances, validation process, Video conferencing, videorecording},
pubstate = {published},
tppubtype = {article}
}
Rizzo, A. A.; Strickland, D.; Bouchard, S.
The challenge of using virtual reality in telerehabilitation Journal Article
In: Telemedicine and e-Health, vol. 10, no. 2, pp. 184–195, 2004, ISSN: 15305627.
Abstract | Links | BibTeX | Tags: Clinical application, Cognitive rehabilitation, Cognitive systems, Complex dynamics, Education, Human testing, Internet, Learning disabilities, Patient rehabilitation, Precise control, Research questions, Telerehabilitation, Therapy and rehabilitation, virtual reality, Virtual worlds, VR applications, VR systems
@article{rizzoChallengeUsingVirtual2004,
title = {The challenge of using virtual reality in telerehabilitation},
author = {A. A. Rizzo and D. Strickland and S. Bouchard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-66749092218&doi=10.1089%2ftmj.2004.10.184&partnerID=40&md5=d0f611ef679210eb0def8281bb7a5d23},
doi = {10.1089/tmj.2004.10.184},
issn = {15305627},
year = {2004},
date = {2004-01-01},
journal = {Telemedicine and e-Health},
volume = {10},
number = {2},
pages = {184–195},
abstract = {Continuing advances in virtual reality (VR) technology along with concomitant system cost reductions have supported the development of more useful and accessible VR systems that can uniquely target a wide range of physical, psychological, and cognitive rehabilitation concerns and research questions. VR offers the potential to deliver systematic human testing, training, and treatment environments that allow for the precise control of complex dynamic three-dimensional stimulus presentations, within which sophisticated interaction, behavioral tracking, and performance recording is possible. The next step in this evolution will allow for Internet accessibility to libraries of VR scenarios as a likely form of distribution and use. VR applications that are Internet deliverable could open up new possibilities for home-based therapy and rehabilitation. If executed thoughtfully, they could increase client involvement, enhance outcomes and reduce costs. However, before this vision can be achieved, a number of significant challenges will need to be addressed and solved. This article will first present three fictional case vignettes that illustrate the ways that VR telerehabilitation might be implemented with varying degrees of success in the future. We then describe a system that is currently being used to deliver virtual worlds over the Internet for training safety skills to children with learning disabilities. From these illustrative fictional and reality-based applications, we will then briefly discuss the technical, practical, and user-based challenges for implementing VR telerehabilitation, along with views regarding the future of this emerging clinical application. © Mary Ann Liebert, Inc.},
keywords = {Clinical application, Cognitive rehabilitation, Cognitive systems, Complex dynamics, Education, Human testing, Internet, Learning disabilities, Patient rehabilitation, Precise control, Research questions, Telerehabilitation, Therapy and rehabilitation, virtual reality, Virtual worlds, VR applications, VR systems},
pubstate = {published},
tppubtype = {article}
}



