Sao Paulo, San Pablo, Brasil
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Director of Engineering with expertise in scalable data platforms, big data solutions…

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Publicaciones

  • Blueprint Model: A new Approach to Scrum Agile Methodology

    ACM/IEEE International Conference on Global Software Engineering (ICGSE)

    Coordinating software development with teams distributed across different sites can be challenging. SIDIA is an R&D institute that is responsible for implementing innovative solutions for the Brazilian and global market through research activities and development. SIDIA has Samsung Company as a strategic partner, and part of its teams work in collaboration with Samsung Mobile division, located in Korea. Both local and remote teams have different skills including software engineering, design…

    Coordinating software development with teams distributed across different sites can be challenging. SIDIA is an R&D institute that is responsible for implementing innovative solutions for the Brazilian and global market through research activities and development. SIDIA has Samsung Company as a strategic partner, and part of its teams work in collaboration with Samsung Mobile division, located in Korea. Both local and remote teams have different skills including software engineering, design, and quality assurance. This report focuses on the experience at deg and deploying a new software development model called Blueprint, a model based on Scrum and Kanban agile methodologies that facilitate (i) global software development, (ii) teams and tasks allocations, and (iii) effective communication. We also report the lessons learned from adopting the Blueprint model in the development of a project.

    Otros autores
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  • COVIZ: A System for Visual Formation and Exploration of Patient Cohorts

    International Conference on Very Large Data Bases

    We demonstrate COVIZ, an interactive system to visually form and explore patient cohorts. COVIZ seamlessly integrates visual cohort formation and exploration, making it a single destination for hypothesis generation. COVIZ is easy to use by medical experts and offers many features: (1) It provides the ability to isolate patient demographics (e.g., their age group and location), health markers (e.g., their body mass index), and treatments (e.g., Ventilation for respiratory problems), and hence…

    We demonstrate COVIZ, an interactive system to visually form and explore patient cohorts. COVIZ seamlessly integrates visual cohort formation and exploration, making it a single destination for hypothesis generation. COVIZ is easy to use by medical experts and offers many features: (1) It provides the ability to isolate patient demographics (e.g., their age group and location), health markers (e.g., their body mass index), and treatments (e.g., Ventilation for respiratory problems), and hence facilitates cohort formation; (2) It summarizes the evolution of treatments of a cohort into health trajectories, and lets medical experts explore those trajectories; (3) It guides them in examining different facets of a cohort and generating hypotheses for future analysis; (4) Finally, it provides the ability to compare the statistics and health trajectories of multiple cohorts at once. COVIZ relies on QDS, a novel data structure that encodes and indexes various data distributions to enable their efficient retrieval. Additionally, COVIZ visualizes air quality data in the regions where patients live to help with data interpretations. We demonstrate two key scenarios. In the ecological scenario, we show how COVIZ can be used to explore patient data to generate hypotheses on the health evolution of cohorts. In the case cross-over scenario, we show how COVIZ can be used to generate hypotheses on cohort health and pollution data. A video demonstration of COVIZ is accessible via http://bit.ly/coviz-video.

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  • Real-Time Exploration of Large Spatiotemporal Datasets based on Order Statistics

    IEEE Transactions on Visualization and Computer Graphics

    In recent years sophisticated data structures based on datacubes have been proposed to perform interactive visual exploration of large datasets. While powerful, these approaches overlook the important fact that aggregations used to produce datacubes do not represent the actual distribution of the data being analyzed. As a result, these methods might produce biased results as well as hide important features in the data. In this paper, we introduce the Quantile Datacube Structure (QDS) that…

    In recent years sophisticated data structures based on datacubes have been proposed to perform interactive visual exploration of large datasets. While powerful, these approaches overlook the important fact that aggregations used to produce datacubes do not represent the actual distribution of the data being analyzed. As a result, these methods might produce biased results as well as hide important features in the data. In this paper, we introduce the Quantile Datacube Structure (QDS) that bridges this gap by ing interactive visual exploration based on order statistics. To achieve this, QDS makes use of an efficient non-parametric distribution approximation scheme called p-digest and employs a novel datacube indexing scheme that reduces the memory usage of previous datacube methods. This enables interactive slicing and dicing while accurately approximating the distribution of quantitative variables of interest. We present two case studies that illustrate the ability of QDS to not only build order statistics based visualizations interactively but also to perform event detection on very large datasets. Finally, we present extensive experimental results that validate the effectiveness of QDS regarding memory usage and accuracy in the approximation of order statistics for real-world datasets.

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  • Similarity-based visual exploration of very large georeferenced multidimensional datasets

    ACM/SIGAPP Symposium on Applied Computing

    Big data visualization is a main task for data analysis. Due to its complexity in of volume and variety, very large datasets are unable to be queried for similarities among entries in traditional Database Management Systems. In this paper, we propose an effective approach for indexing millions of elements with the purpose of performing single and multiple visual similarity queries on multidimensional data associated with geographical locations. Our approach makes use of Z-Curve algorithm…

    Big data visualization is a main task for data analysis. Due to its complexity in of volume and variety, very large datasets are unable to be queried for similarities among entries in traditional Database Management Systems. In this paper, we propose an effective approach for indexing millions of elements with the purpose of performing single and multiple visual similarity queries on multidimensional data associated with geographical locations. Our approach makes use of Z-Curve algorithm to map into 1D space considering similarities between data. Additionally, we present a set of results using real data of different sources and we analyze the insights obtained from the interactive exploration.

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  • Packed-Memory Quadtree: A cache-oblivious data structure for visual exploration of streaming spatiotemporal big data

    Computers & Graphics - Journal - Elsevier

    The visual analysis of large multidimensional spatiotemporal datasets poses challenging questions regarding storage requirements and query performance. Several data structures have recently been proposed to address these problems that rely on indexes that pre-compute different aggregations from a known-a-priori dataset. Consider now the problem of handling streaming datasets, in which data arrive as one or more continuous data streams. Such datasets introduce challenges to the data structure…

    The visual analysis of large multidimensional spatiotemporal datasets poses challenging questions regarding storage requirements and query performance. Several data structures have recently been proposed to address these problems that rely on indexes that pre-compute different aggregations from a known-a-priori dataset. Consider now the problem of handling streaming datasets, in which data arrive as one or more continuous data streams. Such datasets introduce challenges to the data structure, which now has to dynamic updates (insertions/deletions) and rebalancing operations to perform self-reorganizations. In this work, we present the Packed-Memory Quadtree (PMQ), a novel data structure designed to visual exploration of streaming spatiotemporal datasets. PMQ is cache-oblivious to perform well under different cache configurations. We store streaming data in an internal index that keeps a spatiotemporal ordering over the data following a quadtree representation, with for real-time insertions and deletions. We validate our data structure under different dynamic scenarios and compare to competing strategies. We demonstrate how PMQ could be used to answer different types of visual spatiotemporal range queries of streaming datasets.

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  • Hashedcubes: Simple, Low Memory, Real-Time Visual Exploration of Big Data

    IEEE Transactions on Visualization and Computer Graphics

    We propose Hashedcubes, a data structure that enables real-time visual exploration of large datasets that improves the state of the art by virtue of its low memory requirements, low query latencies, and implementation simplicity. In some instances, Hashedcubes notably requires two orders of magnitude less space than recent data cube visualization proposals. In this paper, we describe the algorithms to build and query Hashedcubes, and how it can drive well-known interactive visualizations such…

    We propose Hashedcubes, a data structure that enables real-time visual exploration of large datasets that improves the state of the art by virtue of its low memory requirements, low query latencies, and implementation simplicity. In some instances, Hashedcubes notably requires two orders of magnitude less space than recent data cube visualization proposals. In this paper, we describe the algorithms to build and query Hashedcubes, and how it can drive well-known interactive visualizations such as binned scatterplots, linked histograms and heatmaps. We report memory usage, build time and query latencies for a variety of synthetic and real-world datasets, and find that although sometimes Hashedcubes offers slightly slower querying times to the state of the art, the typical query is answered fast enough to easily sustain a interaction. In datasets with hundreds of millions of elements, only about 2% of the queries take longer than 40ms. Finally, we discuss the limitations of data structure, potential spacetime tradeoffs, and future research directions.

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  • HashedCubes: A Data Structure for Real-Time Exploration of Large Multidimensional Datasets

    Workshop on Data Systems for Interactive Analysis

  • A hash table construction algorithm for spatial hashing based on linear memory

    Conference on Advances in Computer Entertainment Technology

    Spatial hashing is an efficient technique to speed up proximity queries on moving objects in the space domain, suitable for computer entertainment applications and simulations. This paper presents an efficient three-step algorithm for building a 1D hash table for spatial hashing needed to perform fast queries on objects for location and proximity detection. In contrast to existing solutions, this algorithm uses fixed-size vectors and pivots instead of dynamic data structures to deal with…

    Spatial hashing is an efficient technique to speed up proximity queries on moving objects in the space domain, suitable for computer entertainment applications and simulations. This paper presents an efficient three-step algorithm for building a 1D hash table for spatial hashing needed to perform fast queries on objects for location and proximity detection. In contrast to existing solutions, this algorithm uses fixed-size vectors and pivots instead of dynamic data structures to deal with collisions in the hash table. This also enables iterating through entities and performing proximity queries in a linear memory. Experiments conducted shows that the proposed algorithm is, on average, at least 3 times faster than existing solutions based on dynamic data structures. This contributes to realizing interactive frame rates with massive number of moving entities.

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  • Improving Divide-and-Conquer Ray-Tracing Using a Parallel Approach

    SIBGRAPI Conference on Graphics, Patterns and Images

    This paper presents a new Divide-and-Conquer Ray-Tracing (DACRT) algorithm that is designed to perform on multi-core processors. This new algorithm proposes a parallel and generic scheme that, without the use of any data structure for spatial subdivision, maintains memory management minimal and deterministic. Initially, the scene is divided into sub-scenes and those uniformly distributed across available hardware resources, processing each sub-scene individually. After, an iterative step to…

    This paper presents a new Divide-and-Conquer Ray-Tracing (DACRT) algorithm that is designed to perform on multi-core processors. This new algorithm proposes a parallel and generic scheme that, without the use of any data structure for spatial subdivision, maintains memory management minimal and deterministic. Initially, the scene is divided into sub-scenes and those uniformly distributed across available hardware resources, processing each sub-scene individually. After, an iterative step to ensure the correct results is performed until the final frame is obtained. Results show that our algorithm is up to 2.4x times faster than the original DACRT in a common quad-core processor setup, allowing very high interactive frame rates in well-known benchmark scenes.

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  • SCV: A Tool for Graphic Interface Application Programming

    Congresso Regional de Iniciação Científica e Tecnológica em Engenharia - CRICTE

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Proyectos

  • Automatic Wizard Navigation

    - actualidad

    This project seeks to create a method that can automatically and intelligently navigate the Android Setup Assistant to get to the home screen consistently, meaning that the actions to be taken by the algorithm must be the same for all existing steps. same context (language selection, Wi-Fi, and conditions, etc.) for different Android devices, settings, or versions.

  • TG Recommendation for Issues

    - actualidad

    The TG Recommendation approach combines a Vector Space Model (VSM) with an Information Retrieval (IR) algorithm to get an accurate recommendation from expert groups of developers. Each of these methods uses different machine-learned ranking (MLR) algorithms to assist in aggregating similar bugs for TG's.

  • Ray Tracing Acceleration Techniques Research Project

    -

    Ray tracing is an image synthesis algorithm that simulates the tracing of light rays that would traverse the three-dimensional scene and is capable of producing a very high degree of photorealism. Using recursion techniques to achieve the desired effects, ray tracing becomes impractical without the use of acceleration techniques that reduce the complexity of the algorithm. This project aims to develop research on the different techniques of ray tracing acceleration, as well as elaborate and…

    Ray tracing is an image synthesis algorithm that simulates the tracing of light rays that would traverse the three-dimensional scene and is capable of producing a very high degree of photorealism. Using recursion techniques to achieve the desired effects, ray tracing becomes impractical without the use of acceleration techniques that reduce the complexity of the algorithm. This project aims to develop research on the different techniques of ray tracing acceleration, as well as elaborate and propose a classification that categorizes them according to their characteristics.

  • Environment for building graphical interfaces with SCV

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    This project presents a proposal to develop an environment for building graphical interfaces using the SCV API.

  • Development of an API for Creating Graphical Interfaces in C ++ with OpenGL

    -

    In this research project we developed a new API (Application Programming Interface) called SCV (Simple Components for Visual) based on previous experiments already developed in the lab, which s the elaboration of graphical interfaces and graphical components. APIs with the same purpose were then studied to create a new one that would meet the requirements of ease of use, cross platform and at the same time provide a wide range of interface components. A drag-and-drop IDE has also been…

    In this research project we developed a new API (Application Programming Interface) called SCV (Simple Components for Visual) based on previous experiments already developed in the lab, which s the elaboration of graphical interfaces and graphical components. APIs with the same purpose were then studied to create a new one that would meet the requirements of ease of use, cross platform and at the same time provide a wide range of interface components. A drag-and-drop IDE has also been developed that facilitates interface composition with the use of the mouse only. This library was developed in C ++ language, along with the OpenGL API.

  • SCV Graphics Component Developments

    -

    Resources have been incorporated into a graphical Application Programming Interface (API) that was developed at LaCA, called SCV (Simple Components for Visual), which is mainly used in the Computer Graphics discipline at the Federal University of Santa Maria (UFSM). This project aimed to learn, mainly, in the areas of Computer Graphics and Software Engineering, the construction of GUIs (Graphical Interface), and the deepening of the concepts of the C ++ programming language.

  • Incorporating Object Orientation Techniques into MPC

    -

    This research work incorporated Object Orientation features into the MPC, as well as optimizations and code corrections, new image manipulation features, manual updating and web page creation.

  • Neural Networks with Genetic Algorithms for Racing Games

    -

    In this research project a 2D racing game was developed using artificial intelligence techniques, such as neural networks and genetic algorithms, for the autonomous movement of computer controlled units in contrast to the techniques present in current games. All resources have been implemented to allow the success of these techniques to be tested in of physical laws, different types of terrain and tracks, adaptation to the human player, among others. At the end of the racing game project…

    In this research project a 2D racing game was developed using artificial intelligence techniques, such as neural networks and genetic algorithms, for the autonomous movement of computer controlled units in contrast to the techniques present in current games. All resources have been implemented to allow the success of these techniques to be tested in of physical laws, different types of terrain and tracks, adaptation to the human player, among others. At the end of the racing game project the results were evaluated and interpreted for a possible 3D implementation.

Reconocimientos y premios

  • Best Industry Experience Report Award at IEEE ICGSE 2020

    IEEE

    IEEE Software Best Industry Experience Report Award for your paper titled “Moray-STF: A Novel Approach for Requirement Definition for GSD Projects in a Mobile Ecosystem” presented at the 2020 International Conference on Global Software Engineering.

  • Approved 1st place in the Selection Process for Substitute Teacher.

    Instituto Federal do Rio Grande do Sul

  • Approved 1st place in the Selection Process for Substitute Teacher Object of Public Notice 0112/2016.

    Instituto Federal Farroupilha

  • Obtained 45 points in the National Exam for Postgraduate Computing (POSCOMP) 2012 (year average 27.9).

    Sociedade Brasileira de Computação - SBC

  • ACM-IC International Collegiate Programming Contest Champion - Reginal Stage - South America / Brazil First Phase.

    ACM

  • ACM-IC International Collegiate Programming Contest Honorable Mention - National Stage.

    ACM

Calificaciones de pruebas

  • PhD Thesis Defense

    Puntuación: 10 with Praise

    Approved with Praise by unanimity.

  • Higher Grades in All Courses of Doctorate in Computer Science of Federal University of Rio Grande do Sul

    Puntuación: A+

  • Higher Grades in All Courses of Master in Computer Science of Federal University of Santa Maria

    Puntuación: A+

Idiomas

  • English

    Competencia profesional completa

  • French

    Competencia básica

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