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About

Alexandre Valle de Carvalho has been a University Professor since 2001, and Assistant Professor in the Department of Computer Engineering (DEI) at the Faculty of Engineering of the University of Porto (FEUP) since 2009. He is a researcher at the Center for Information Systems and Computer Graphics (CSIG) at INESCTEC, since 2001 and senior researcher since 2009. The scientific area of Computer Graphics has been present throughout its academic path, starting with Raytracing and Radiosity Hybrid for the Calculation of Photorealistic Images, of 1994, in the Graphical Interface of the Input Module of Data from the VALORAGUA Model, from 1997, in the Image Synthesis for Virtual Environments Experiences with the RENDERCACHE technique, from 2001., culminating with his PhD entitled “Spatio-temporal Information Management and Visualization” in 2009. Furthermore, other professional activity in Geographic Information Systems, as a scholarship, technical staff and then as a researcher at INESC Porto, motivated the scientific study in this area and in the application domain of urban information management, eDemocracy and eGovernment. The joining of both areas - computer graphics and information systems - as well as the background in urban data management resulted in the theme and PhD work, in management and visualization of space-time information, completed in 2009, where he defended two hypothesis: one in information systems and another in information visualization. Alexandre performs research in these two areas until the present time. Furthermore, he has participated in a considerable number of research and development projects, framed by European projects, R&D national projects and specialized consultancy, having publications indexed in scientific conferences and journals. Regarding economic and direct knowledge extension to society, Alexandre founded SIAGHOS in 2012, towards systems and technology to support observational clinical studies. In this context, it conceived, produced and innovated in information systems to support the registration and analysis processes of observational clinical studies for hematology-oncology diseases. These systems were used by a considerable number of Portuguese hematologists, between 2012 and 2018. Furthermore, in 2015 Alexandre co-founded MITMYNID, an INESC TEC spinoff towards innovative solutions for the Transport and Logistics Sector. At MITMYNID, Alexandre participated in the coordination BIZCARGO and of projects with a high degree of innovation and in the elaboration and execution of proposals and provision of services where innovation is also evident. Examples of this are two P2020 demonstration projects and collaboration on two European projects. In the context of university management, Alexandre performed scientific and pedagogical coordination of curricular units, course groups and degree and master courses.

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Details

Details

  • Name

    Alexandre Valle
  • Role

    Senior Researcher
  • Since

    09th March 1998
006
Publications

2025

A Domain-Agnostic Virtual Choreography Framework for Digital Twins: an Oil Spill application

Authors
Cassola, F; Cavaleiro, V; Lacet, D; Correia, M; Oliveira, MA; de Carvalho, AV; Morgado, L;

Publication
OCEANS 2025 BREST

Abstract
Digital Twins (DTs) for the ocean are rapidly emerging as essential tools for understanding, forecasting, and managing environmental phenomena. However, most existing DT visualization solutions are tightly coupled to specific platforms and lack semantic coherence and interoperability-challenges that are particularly critical in federated and distributed DT systems. Furthermore, visualizing dynamic and spatio-temporal behaviors, such as oil spills, across multiple rendering environments remains a complex, platform-dependent task. In this paper, we present VChor, a domain-agnostic virtual choreography framework designed to address these limitations. Our approach integrates model-driven engineering, semantic web technologies, and platform-independent representations to support the declarative specification of behaviors and visual mappings. A single VChor instance describes spatio-temporal dynamics and associated actions, and can be interpreted by multiple visualization engines (e.g., Unity3D and CesiumJS) without the need for code recompilation or platform-specific programming. We demonstrate our approach through a real-world oil spill monitoring use case, developed in the context of the ILIAD H2020 project, and encapsulated within a modular Application Package. This package automates the generation, validation, and transformation of virtual choreographies from raw data to platform-specific outputs. The framework promotes interoperability, reusability, and scalability, while supporting FAIR principles in environmental Digital Twin workflows. The findings highlight VChor's potential to streamline scenario modeling, enable cross-platform visualization, and support decision-makers with accurate, flexible, and reusable visual representations of ocean dynamics.

2025

Designing a Decision Support System for Accelerating Offshore Blue Energy Installations

Authors
Paulino, D; Carvalho, A; Cassola, F; Paredes, H; Lopes, J; Oliveira, M;

Publication
2025 28TH INTERNATIONAL CONFERENCE ON COMPUTER SUPPORTED COOPERATIVE WORK IN DESIGN, CSCWD

Abstract
In recent years, the development of Decision Support Systems (DSS) has played an instrumental role in the advancement of offshore renewable energy projects, particularly within the blue energy sector. Notwithstanding the technological advancements that have been made, the acceleration of such projects continues to be impeded by significant obstacles related to stakeholder engagement, feasibility assessment, and policy compliance. The objective of this study is to propose a design for a DSS for accelerating the construction of blue offshore energy platforms. This is to address the aforementioned challenges by integrating insights from stakeholder feedback and innovation trends. A participatory action study was conducted through a workshop with a diverse group of experts (n=20), including policymakers, practitioners, researchers, and public entities involved in offshore energy projects. The evaluation facilitated the determination of the DSS's efficacy in addressing user requirements and the identification of areas for enhancement. This study proposes a model for integrating stakeholder insights into technological solutions for offshore energy installations, thus offers significant contributions to the domain of sustainable blue energy development.

2025

Multiplatform Ecosystem for Visualizing Ocean Dynamic Formations with Virtual Choreographies: Oil Spill Case

Authors
Lacet, D; Cassola, F; Valle, A; Oliveira, M; Morgado, L;

Publication
2025 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES ABSTRACTS AND WORKSHOPS, VRW

Abstract
This paper presents a solution for visualizing oil spills at sea by combining satellite data with virtual choreographies. The system enables dynamic, interactive visualization of oil slicks, reflecting their shape, movement, and interaction with environmental factors like currents and wind. High resolution geospatial data supports a multiplatform experience with aerial and underwater perspectives. This approach promotes independence, interoperability, and multiplatform compatibility in environmental disaster monitoring. The results validate virtual choreographies as effective tools for immersive exploration and analysis, offering structured data narratives beyond passive visualization especially valuable for mixed reality applications.

2025

Image-Based Video Game Asset Generation and Evaluation Using Deep Learning: A Systematic Review of Methods and Applications

Authors
Ribeiro, R; de Carvalho, AV; Rodrigues, NB;

Publication
IEEE TRANSACTIONS ON GAMES

Abstract
Creating content for digital video game is an expensive segment of the development process, and many techniques have been explored to automate it. Much of the generated content is graphical, ranging from textures and sprites to typographical elements and user interfaces. Numerous techniques have been explored to automate the generation of these assets, with recent advancements incorporating artificial intelligence methodologies, such as deep learning generative models. This study comprehensively surveys the literature from 2016 onward, focusing on using machine learning to generate image-based assets for video game development, reviewing the deep learning approaches employed, and analyzing the specific challenges found. Specifically, the deep learning approaches employed, the problems addressed within the domain, and the metrics used for evaluating the results. The study demonstrates a knowledge gap in generative methods for some types of video game assets. In addition, applicability and effectiveness of the most used evaluation metrics in the literature are studied. As future research prospects, with the increase in popularity of generative AI, the adoption of such techniques will be seen in automation processes.

2023

BEYOND FRONT AND BACK OFFICE: VISUALIZATIONS, REPRESENTATIONS AND ACCESS THROUGH POSTCOLONIAL LENSES BETWEEN A RESEARCH PLATFORM AND AN ARTS EDUCATION ARCHIVE

Authors
Assis, T; Martins, C; Valle, A; Santos, A; Castro, J; Osório, L; Silva, P;

Publication
ICERI2023 Proceedings - ICERI Proceedings

Abstract