Andrei B. B. Torres

dblp:191/5775 · also Andrei Bosco Bezerra Torres · DBLP profile ↗
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4ranked-venue papers
1as first author
3since 2021 · last 2025
0000-0003-2334-1919ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Software engineering, systems software and programming languages · 2 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 2 since 2021Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1
YearPublicationVenuePosition
2025 Examining the Usability of the Moirai Serious Game Authoring Platform
abstract
Despite the be benefits of serious games and their growing popularity across many educational contexts, they generally have have fixed scenarios that cannot be easily modified, leading to predictable and dull experiences that can reduce user engagement. We recently introducedMoirai, a novel, no-code serious games authoring platform that allows educators with limited (if any) programming experience to use a diagram-based interface to create new modifications and customize serious game scenarios focused on decision and communication skills development. In this paper, we describe a usability study that saw medical educators with limited programming knowledge create a pre-defined serious game scenario usingMoirai. Results indicate a high degree of usability and revealed various changes that can be made to improveMoirai.
Andrei B. B. Torres, Bill Kapralos, Adam Dubrowski
IEEE Trans. Games1
2021 An Innovative Virtual Learning Environment to Enhance Age-Friendly Cultural Competencies
abstract
In Canada, the City of Oshawa recently became a member of the World Health Organization’s (WHO’s) Global Network for Age-friendly Cities and Communities to promote healthy, active aging and good quality of life for older residents. Part of this strategy includes educating municipal employees on age-friendly cultural competencies. To facilitate this, we have developed an innovative and immersive virtual environment that couples serious gaming with a gamified educational network learning management system. The virtual environment will provide an interactive and engaging learning platform to teach age-friendly cultural competencies to municipal staff.
Pamela Mutombo, Andrei B. B. Torres, Bill Kapralos, Brenda Gamble, Celeste Adams, Lynda Lawson, Celina Da Silva, Adam Dubrowski
COMPSAC2
2021 Person-Centered Virtual Serious Games: Mental Health Education
abstract
This mixed-method research addresses two problems: 1) the need to understand more deeply the lived experiences of individuals with mental illness to inform the design of a virtual serious game (VSG) and; 2) the need for more accessible and interactive mental health VSGs for nursing student learning before attending community placements. We began with an Ontario-wide collection of individual narratives about living with mental illness using qualitative methods and then applied the findings in two ways. First, we incorporated the person-centered feedback into the serious VSGs’ storyline, and secondly, we developed and refined the VSG prototype. Next, we will implement the VSG into the nursing curriculum for evaluation of learning outcomes.
Celina Da Silva, Andrei B. B. Torres, Bill Kapralos, Eva Peisachovich, Adam Dubrowski, Veronica Baltazar, Bilal Qureshi, Nelson Caraballo
COMPSAC2
2016 u-LabPA: A framework based on ubiquitous computing for laboratory activities
abstract
This paper proposes a framework, called Ubiquitous Laboratory for Practical Activities (u-LabPA), which allows students to bring in data from laboratory practices and access them retrospectively in the form of simulations or virtual environments. Simulations were conducted using Petri nets to analyze the system behavior and its application in a physical Laboratory.
Paulo De Tarso Cavalcante Pequeno Filho, Wellington W. F. Sarmento, Andrei B. B. Torres, José Marques Soares, Giovanni Cordeiro Barroso, Gabriel Antoine Louis Paillard
EATIS3