Andrei Bosco Bezerra Torres

Andrei Bosco Bezerra Torres
Ontario Tech University | UOIT · Faculty of Science

M.Eng. in Teleinformatics Engineering, B.Arch.

About

37
Publications
5,343
Reads
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122
Citations
Citations since 2017
28 Research Items
115 Citations
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Introduction
Andrei Torres is currently completing his PhD in Computer Science at Ontario Tech University (Canada). Previously, Andrei was an assistant professor in the Digital Systems and Media program at Universidade Federal do Ceará (Brazil). Research interests include virtual reality, simulation, serious games, gamification, experiential learning, online learning, and much more.
Additional affiliations
January 2015 - August 2022
Universidade Federal do Ceará
Position
  • Professor
Education
September 2018 - April 2023
Ontario Tech University
Field of study
  • Computer Science
February 2015 - July 2017
Universidade Federal do Ceará
Field of study
  • Teleinformatics Engineering
July 2003 - December 2011
Universidade Federal do Ceará
Field of study
  • Architecture and Urbanism

Publications

Publications (37)
Conference Paper
Full-text available
In this paper we present the gamified educational network (GEN) learning management system (LMS) developed to foster and promote collabora-tive learning. Through the innovative use of game elements, the GEN LMS engages and motivates trainees to use and take advantage of the platform and participate in discussion/debriefing, ultimately promoting col...
Article
Full-text available
Serious games, that is, games whose primary purpose is education and training, are gaining widespread popularity in higher education contexts and have been associated with increased learner memory retention, engagement, and motivation even among learners with special needs. Despite these benefits, serious games have fixed scenarios that cannot be e...
Preprint
BACKGROUND The COVID-19 pandemic has challenged the mental health of healthcare workers, increasing the rates of moral distress (MD) and moral injury (MI) in this population. OBJECTIVE This pilot study aimed to investigate the feasibility of a virtual reality (VR) scenario to examine MD among healthcare workers during COVID-19, and to use our mobi...
Preprint
Full-text available
Background Progress in remote educational strategies was fueled by the advent of the COVID-19 pandemic. This pilot RCT explored the efficacy of a decentralized model of simulation based on principles of observational and peer-to-peer learning for the acquisition of surgical skills. Methods Sixty medical students from the University of Montreal lear...
Article
Full-text available
Simulation-based education (SBE) is a sustainable method to allow healthcare professionals to develop competencies in clinical skills that can be difficult to maintain in rural and remote settings. Simulation-based skills training is necessary for healthcare professionals that experience difficulties accessing skills development and maintenance cou...
Article
Interprofessional collaborative practice is a key requirement for the successful implementation of integrated healthcare models. Current interprofessional education opportunities seldom include medical laboratory technologists who oversee the production of data that informs the diagnosis, treatment, and monitoring of patients. Errors in the laborat...
Article
Full-text available
Intraosseous infusion (IO) remains an underutilized technique for obtaining vascular access in adults,despite its potentially life-saving benefits in trauma patients. In rural and remote areas, shortage of trainingequipment and human capacity (i.e., simulators) are the main contributors to the shortage of local trainingcourses aiming at the develop...
Article
Full-text available
Background: Stress, anxiety, distress, and depression are high among health care workers during the COVID-19 pandemic, and they have reported acting in ways that are contrary to their moral values and professional commitments that degrade their integrity. This creates moral distress and injury due to constraints they have encountered, such as limit...
Article
Full-text available
Hand-sewn bowel anastomosis (HSBA) is an essential skill for surgical residents to learn, as it is used in numerous surgical procedures. However, the opportunities to practice this skill before attempting it on patients are limited. Practice on simulators can help improve this technique, but there is a paucity of realistic, cost-efficient simulator...
Preprint
BACKGROUND Stress, anxiety, distress and depression are high among healthcare workers during the COVID-19 pandemic and they have reported acting in ways that are contrary to their moral values, integrity, and professional commitments that degrade their integrity. This creates moral distress and injury as a result of constraints they have encountere...
Article
Full-text available
The current coronavirus disease (COVID-19) pandemic has shifted traditional educational approaches in health professions education (HPE) from in-person to remote learning. Although pedagogical strategies have been developed and implemented rapidly to support cognitive and affective domains of learning in HPE, less progress has occurred in psychomot...
Chapter
maxSIMhealth is a multidisciplinary collaborative manufacturing, design, and simulation laboratory at Ontario Tech University in Oshawa, Canada combining expertise in Health Sciences, Computer Science, Engineering, Business and Information Technology, aiming at building community partnerships to advance simulation training. It focuses on existing s...
Chapter
Online collaborative learning has been used since the 1980s, and although the evolution of the Internet and mobile computing has caused its mass adoption, e-learning remains a relevant field of study. Taking advantage of e-learning has driven the development of numerous tools, frameworks, and best practices to overcome the challenges faced by learn...
Conference Paper
The adoption of consumer-level mobile devices and head-mounted displays (HMDs) has caused an increased consumption of 360° video content. This trend has led to accessible and immersive content creation for training and education in health and safety amongst other areas. Although 360° videos can provide realistic content, they often lack interactivi...
Article
The Internet of Things (IoT) aims to enable objects to sense, identify, and analyze the world, but to achieve such goal cost-effectively, it should involve low-cost solutions. That implies a series of limitations, such as small battery life, limited storage capabilities, low accuracy, and imprecise sensors. Data fusion is one of the most widely use...
Conference Paper
Online collaborative learning has been used since the 1980s, and although the evolution of the Internet and mobile computing has caused its mass adoption, e-learning remains a relevant field of study. Taking advantage of e-learning has driven the development of numerous tools, frameworks, and best practices to overcome the challenges faced by learn...
Conference Paper
The Sense of Embodiment (SoE) is the sense that emerges when a person begins to process the properties of an artificial body as if they were the properties of its own biological body. This sense has been tested and studied through the use of VR applications, and these researches are helping us to understand our brain's representations of our bodies...
Article
Full-text available
Cross-Platform Mobile Development Tools allows developers to write a unique base code and create the same application for multiple mobile platforms (e.g., Android and iOS). A variety of frameworks have been proposed to support cross-platform mobile application development. PhoneGap, Sencha Touch, and Titanium are well-known frameworks designed for...
Thesis
The usage of Wireless Sensor Networks (WSN) to detect and monitor phenomena isn’t a new concept, with studies dating back to 1980, but it has gained momentum with the expansion of Internet of Things (IoT). Internet of Things aims to enable day to day objects to sense, identify and analyze our world. For IoT to be viable, it is recommended for the o...
Conference Paper
Full-text available
Precision agriculture is a concept regarding the use of technology to increase production yield while preserving and optimizing resources. One of the means to achieve that goal is to use sensors to monitor crops and adjust the cultivation according to its needs. This paper compares different techniques for sensor data fusion and detection and remov...
Article
Sensor networks are evolving from simple applications to integrated infrastructure that can be shared by several applications, an essential characteristic of shared sensor and actuator networks (SSANs). In this context, there is a need to facilitate the use of the SSANs, besides managing and making available the data collected from sensor nodes. He...
Conference Paper
Full-text available
This paper presents a performance analysis (CPU usage, memory consumption and message throughput) of MQTT brokers in a low-cost hardware, the Raspberry Pi 2 Model B. The objectives of the analysis are to ascertain which MQTT broker implementation is best suited to the limitations of the hardware and to verify if the Raspberry Pi 2 is actually able...
Chapter
The current Internet architecture was designed for sharing resources; therefore, it is not appropriate for Internet of Things (IoT) since it is based on sharing data. The principal purpose of this chapter is to capture the state-of-the-art in Internet of Things architectures, technologies, and applications. A comprehensive review of the existing ar...
Conference Paper
Full-text available
This paper aims to present a report about the algorithmic teaching process and basic programming notions using Educational Robotics as a mechanical-motor learning tool in the context comprised of elementary school students.These are basic concepts, however well contextualized in their levels of difficulty and complexity.The survey was made with two...
Conference Paper
Full-text available
Since the adoption of Solar, a Virtual Learning Environment of Federal University of Ceará, in its distance courses at 2005, there was a need to develop and maintain mathematical content inside the VLE in a simple manner, using a language which didn’t require from the user too much effort to adapt. That is because of a great number of students and...
Article
Full-text available
This paper presents an architecture for communication between mo- bile devices and a Virtual Learning Environment (VLE) called extMobilisTTS, and a client application (Solar Mobilis) which uses the hardware features of the device and the usage of external services, such as a text-to-Speech (TTS) module, favoring the interaction between teachers and...
Conference Paper
Full-text available
The present article presents the Extended MOBILIS architecture, which allows the integration of Virtual Learning Environments with Mobile Applications, using a layer of web services as the communications mediator between the two entities. In order to validate the architecture, the creation process of an application was started to introduce the util...
Article
Full-text available
The ease of use of a product defines nowadays what is called usability, being one of the important factors that make a product well accepted by its target population. Virtual Learning Environments are important tools for the use of digital technologies in education and need to have its usability well planned and implemented. Nevertheless, as tools...

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Projects

Projects (7)
Project
Nested in the Gamification Tech Hub (https://maxsimhealth.com/gen) GEN is a virtual learning management system that relies on principles of active experimentation, observational practice, gamification, and peer assisted learning (PAL).
Project
The development of simulation scenarios (the stories and scripts behind the simulation experiences) are very time consuming. Typically a single educator, or a small group of educators develop these scenarios for in-house use. This approach is problematic for two reasons. First, because similar scenarios are used across nearly many institutions (universities, colleges and hospitals) there is a redundancy of efforts and waste of valuable time. Second, because these scenarios are developed by a small group of educators, they may lack rigour and be bias. The purpose of this project is to use open publishing to develop and share a repository of simulation scenarios that can be used for free (non-commercial purposes) by anyone in the world.
Archived project