CMO & cofounder
Full Stack Marketer - Cofounder of BrainSINS
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CMO & cofounder
Entrepreneur passionate about web and mobile apps, big data, gamification and online/social marketing. I'm also Business Angel in several companies.
My main experience is in:
- Developing web based MVP
- Product marketing
- Data mining and Big Data
- Content based marketing and B2B marketing
My objectives are:
- Invest in a few tech startups (mainly web and mobile)
- Becoming advisor of some startups, advisoring on technologies, product design and digital strategies
Tags: big data, gamification, data mining, content marketing, b2b, marketing, ecommerce, electronic commerce, strategy, saas
Chief marketing officer and cofounder of BrainSINS. Online marketing, social media marketing, product development.
Lecturer at several E-Commerce and Marketing Masters
Chief technical officer and cofounder of BrainSINS. Web development, recommender systems, search engines, REST API, etc.
CTO at Wipley (Social Gaming Platform), a Social Network for Videogamers. Some other developments of Wipley includes FlickrBabel, a multimedia search engine that uses automated transalation to expand queries.
Participación como ponente en la mesa redonda sobre Fashion Retail con las marcas de moda Pepe Jeans y Cortefiel como co-participantes. Sesión mensual organizada por la empresa Brainsins.
5mimitos es una tienda online para el bebé y los papás donde puedes encontrar multitud de juguetes educativos y regalos para el bebé o la mamá embarazada. Además te puedes suscribir y recibirás en tu casa una caja con al menos 5 productos centrados en el juego, la estimulación y el cuidado de mamás y bebés.
The Gamification World Map (GWM) is an international repository of gamification projects, with the involvement of professionals and promoters of this new discipline.
The GWM has been created in order to provide a repository of gamification implementations that can be viewed for knowledge and research purposes. The idea is to create a library of gamification projects that records the first of projects as they develop and their features in order to create a public-domain database.
Its main goal is to represent the state of gamification, reduce noise, and highlight and archive the data that define a gamification project.
Having this information will enable us to record the evolution of this discipline over time and visualize the logical relationships between the mapped projects.
Mapping the gamification phenomenon is crucial to provide a history and context, and to be able to predict its future.
The priorities of the mapping project are the following:
Bringing together and concentrating gamification projects contributed from anywhere on the planet in a repository that can be publicly viewed. Finding, compiling, conserving, giving visibility to, and providing access to international production.
Identifying creation and entrepreneurship structures in the gamification industry.
Finding patterns in gamification design.
Providing an observatory of development and industry trends.
Guest editors at Special Issue on Search and Mining User-Generated Content published on Vol 3. Num. 4 of ACM Transactions on Intelligent Systems and Technology
Book chapter at the book "Community-Built Databases", edited by Eric Pardede; Springer 2011
This overview introduces the aim of the SMUC 2010 workshop, as well as the list of papers presented in the workshop.
It is our great pleasure to welcome you to the 2nd International Workshop on Search and Mining User-generated Contents -- SMUC 2010. SMUC 2010 aims to become a forum for researchers from several Information and Knowledge Management areas like data/text mining, information retrieval, semantics, etc. that apply their work into the fields of Social Media and Opinion/Sentiment Analysis where the main goal is to process user generated contents.
User generated content provides an excellent scenario to apply the metaphor of mining any kind of information. In a social media context, users create a huge amount of data where we can look for valuable nuggets of knowledge by applying several search techniques (information retrieval) or mining techniques (data mining, text mining, web mining, opinion mining, etc.). In this kind of data we can find both structured information (ratings, tags, links, etc.) and unstructured information (text, audio, video, etc.), and we must learn to combine existing techniques in order to take advantage of this heterogeneity while extracting useful knowledge.
The call for papers attracted 25 submissions from Asia, North America, Europe and Africa. The program committee accepted 8 full papers and 7 posters that cover a variety of topics, including data and text mining, opinion mining, search, spam filtering and tagging. The accepted papers use several information sources for experimentation like Twitter data, Product Reviews, Webpages, Wikipedia, Programable Web, Delicious and Blogs. In addition, the program includes a panel on Industrial Applications of Search and Mining User-generated Contents technologies, and a keynote speech by Bing Liu. We hope that these proceedings will serve as a valuable reference for researchers and developers.
Paper accepted and presented at "PRSAT 2010: Practical Use of Recommender Systems, Algorithms and Technologies 2010" Workshop at ACM RecSys 2010
Paper accepted and presented at the Third IEEE International Conference on Digital Information Management (ICDIM)
Paper accepted and presented at the conference Intelligent Data Engineering and Automated Learning (IDEAL 2008)
International Journal of Electronic Commerce; Vol.15, N. 3, Spring 2011
In recent years, email spam has become an increasingly important problem, with a big economic impact in society. In this work, we present the problem of spam, how it affects us, and how we can fight against it. We discuss legal, economic, and technical measures used to stop these unsolicited emails. Among all the technical measures, those based on content analysis have been particularly effective in filtering spam, so we focus on them, explaining how they work in detail. In summary, we explain the structure and the process of different Machine Learning methods used for this task, and how we can make them to be cost sensitive through several methods like threshold optimization, instance weighting, or MetaCost. We also discuss how to evaluate spam filters using basic metrics, TREC metrics, and the receiver operating characteristic convex hull method, that best suits classification problems in which target conditions are not known, as it is the case. We also describe how actual filters are used in practice. We also present different methods used by spammers to attack spam filters and what we can expect to find in the coming years in the battle of spam filters against spammers.
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CEO & Co-founder en BrainSINS
Business designer and gamificator at MediaNet Software
Gamification Designer, Author & Speaker.
CEO at Gamisfaction
Founder at Lonesome Digital
Cofundador y Country Manager Stackscale
Editor de Loogic.com y autor de Emprenderligero.com
CTO de Gamisfaction.com
Directora y fundadora de Fotografía eCommerce
Head Manager & Creative Director en Bigger / Supersize your Brand ///