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We just published a new blog post on our tool to help detect data drift for AI models as early as possible: https://lnkd.in/eZmBk2M4
We just published a new blog post on our tool to help detect data drift for AI models as early as possible: https://lnkd.in/eZmBk2M4
Recomendado por Alejandro Echeverria
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I'll be giving a talk at Fintoc in Santiago, Chile about how to prepare your code and team for a successful on-call experience! Excited to be able…
I'll be giving a talk at Fintoc in Santiago, Chile about how to prepare your code and team for a successful on-call experience! Excited to be able…
Recomendado por Alejandro Echeverria
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Mis cuatro años en Buda.com fueron una montaña rusa y acumulé tantas anécdotas: - Entrevisté a Ignacio Briones, G. Jackson y Felipe Harboe. Esas…
Mis cuatro años en Buda.com fueron una montaña rusa y acumulé tantas anécdotas: - Entrevisté a Ignacio Briones, G. Jackson y Felipe Harboe. Esas…
Recomendado por Alejandro Echeverria
Experiencia y educación
Licencias y certificaciones
Publicaciones
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Open Pit Strategic Mine Planning with Automatic Phase Generation
Orebody Modelling and Strategic Mine Planning 2014
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Open Pit Strategic Mine Planning Under Uncertainty - Robust and Flexible Plans
APCOM
A strategic mine plan is a fundamental part of any mining operation. It must provide a realistic
extraction and processing schedule, as well as an accurate measure of the value of the pr oject.
There are several challenges to generating a successful strategic mine plan. Most importantly,
key input information required for mine planning, such as actual ore grades and market prices,
is uncertain in nature, thus a mine plan generated with deterministic data has a…A strategic mine plan is a fundamental part of any mining operation. It must provide a realistic
extraction and processing schedule, as well as an accurate measure of the value of the pr oject.
There are several challenges to generating a successful strategic mine plan. Most importantly,
key input information required for mine planning, such as actual ore grades and market prices,
is uncertain in nature, thus a mine plan generated with deterministic data has a very low
probability of performing as expected.
Traditional mine planning approaches and existing software packages have failed to address
uncertainty, which ultimately leads to underperforming and misvalued operations. In this pap er
we present the first software application that successfully takes into consideration market price
uncertainty and generates feasible mine plans, in a timeframe competitive with commercially
available software. The methodology presented provides a platform to consider market price
uncertainty without an exponential increase in computational cost. By including uncertainty,
our solution is able to create robust and flexible mine plans. A robust plan is one that best
performs under unstable economic conditions. A flexible plan incorporates Real Options
Analysis, allowing to postpone decisions such as expanding capacity, until the uncertainty has
been reduced. The software has been tested for this paper in a real 12 million block model, with
a mining operation lasting over 50 years, delivering competitive results for deterministic mine
plans, increasing expected NPV in 2.4% with robust plans and the expected NPV of a fictitious
expansion project in 68% with flexible plans.Otros autores -
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The atomic intrinsic integration approach: A structured methodology for the design of games for the conceptual understanding of physics
Computers and Education
Computer simulations combined with games have been successfully used to teach conceptual physics. However, there is no clear methodology for guiding the design of these types of games. To remedy this, we propose a structured methodology for the design of conceptual physics games that explicitly integrates the principles of the intrinsic integration approach for deg instructional games (Habgood & Ainsworth, 2011) with an atomic analysis of the structure of games (Koster, 2005; Cousins…
Computer simulations combined with games have been successfully used to teach conceptual physics. However, there is no clear methodology for guiding the design of these types of games. To remedy this, we propose a structured methodology for the design of conceptual physics games that explicitly integrates the principles of the intrinsic integration approach for deg instructional games (Habgood & Ainsworth, 2011) with an atomic analysis of the structure of games (Koster, 2005; Cousins, 2005; Cook, 2007). To test this approach, we redesigned an existing game to teach electrostatics and compared the educational effectiveness of the original and redesigned versions. Our studies also compared an endogenous fantasy version of the game with a non-fantasy version.
Our results showed that students who played the game which had been redesigned using the Atomic Intrinsic Integration Approach achieved a statistically significant improvement in results and showed fewer conceptual problems than the students who played the original version. The fantasy and non-fantasy versions, however, did not display any significant differences in outcomes. Based on the analysis and redesign of the game, we defined one possible methodology to assist in the design of games for the conceptual understanding of physics.Otros autoresVer publicación -
Exploring different technological platforms for ing co-located collaborative games in the classroom
Computers in Human Behaviour
Computer ed Collaborative Learning is a pedagogical approach that can be used for deploying educational games in the classroom. However, there is no clear understanding as to which technological platforms are better suited for deploying co-located collaborative games, nor the general affordances that are required. In this work we explore two different technological platforms for developing collaborative games in the classroom: one based on augmented reality technology and the other based…
Computer ed Collaborative Learning is a pedagogical approach that can be used for deploying educational games in the classroom. However, there is no clear understanding as to which technological platforms are better suited for deploying co-located collaborative games, nor the general affordances that are required. In this work we explore two different technological platforms for developing collaborative games in the classroom: one based on augmented reality technology and the other based on multiple-mice technology. In both cases, the same game was introduced to teach electrostatics and the results were compared experimentally using a real class.
The results of our experimental work showed that students significantly increased their conceptual understanding of electrostatics with both platforms. However, there were some important differences between platforms. While in the multiple-mice platform there were no gender differences, in the augmented reality platform boys significantly outperformed girls. In addition, the augmented reality platform was considerably more costly to deploy in a real world setting than the multiple-mice platform. These results suggest that, when co-located collaborative games are designed, careful consideration must be taken when selecting the technology to be used, something which can have effects that go beyond the effects of the games themselves.Otros autoresVer publicación -
A Framework For The Design And Integration Of Collaborative Classroom Games
Computers and Education
The progress ed in the use of video games as educational tools has not yet been successfully transferred to the classroom. In an attempt to close this gap, a framework was developed that assists in the design and classroom integration of educational games. The framework addresses both the educational dimension and the ludic dimension. The educational dimension employs Bloom’s revised taxonomy to define learning objectives and applies the classroom multiplayer presential game (CMPG)…
The progress ed in the use of video games as educational tools has not yet been successfully transferred to the classroom. In an attempt to close this gap, a framework was developed that assists in the design and classroom integration of educational games. The framework addresses both the educational dimension and the ludic dimension. The educational dimension employs Bloom’s revised taxonomy to define learning objectives and applies the classroom multiplayer presential game (CMPG) pedagogical model while the ludic dimension determines the gaming elements subject to constraints imposed by the educational dimension. With a view to validating the framework, a game for teaching electrostatics was designed and experimentally implemented in a classroom context. An evaluation based on pre/post testing found that the game increased the average number of correct answers by students participating in the experiment from 6.11 to 10.00, a result found to be statistically significant. Thus validated, the framework offers a promising basis for further exploration through the development of other games and fine-tuning of its components.
Otros autoresVer publicación
Cursos
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Advanced Programming
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Advanced Topics in AI
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Artificial Inteillgence
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Calculus (I,II,III)
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Circuit Analysis
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Compilers
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Computer Architecture
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Computer Networks
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Computer Vision
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Data Mining
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Data Structures
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Digital Systems
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Educational Informatics
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Evolutionary Computation
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Formal Languages and Automata Theory
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Human Computer Interaction
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Image Processing
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Linear Algebra
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Operative Systems
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Pattern Recognition
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Physics (I,II,III)
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Signal Analysis
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Software Development Strategies
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Software Engineering
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Proyectos
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DeepMine
- actualidad
DeepMine is a new strategic mine plannign software with groundbreaking algorithm, capable of generating a yearly extraction and processing program without constraining it to predesign phases or Lerch-Grossman pushbacks, overcomming the limitations of schedules based on static solutions and unlocking the true potential of a mining operation.
DeepMine is a modern software technology, with unparalleled usability and productivity, to quickly test and compare different mining strategies. Its…DeepMine is a new strategic mine plannign software with groundbreaking algorithm, capable of generating a yearly extraction and processing program without constraining it to predesign phases or Lerch-Grossman pushbacks, overcomming the limitations of schedules based on static solutions and unlocking the true potential of a mining operation.
DeepMine is a modern software technology, with unparalleled usability and productivity, to quickly test and compare different mining strategies. Its powerful visualization system enables seamless understanding of the deposit and solutions delivered, which drammaticaly shortens mine planning cycles and boosts the quality and value of the mine plans produced.Otros creadores -
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BIOS
- actualidad
Bios is a collaborative game designed to teach how the cell works. In the game, each player controls one or more organelle, and must work together to complete the different processes of the cell. The idea of the game is that the students become the cell working in groups of three to keep the cell working and healthy.
The project is currently in its early stages, with an initial prototype already built. The goal is to develop a full featured game that encomes all the aspects included in…Bios is a collaborative game designed to teach how the cell works. In the game, each player controls one or more organelle, and must work together to complete the different processes of the cell. The idea of the game is that the students become the cell working in groups of three to keep the cell working and healthy.
The project is currently in its early stages, with an initial prototype already built. The goal is to develop a full featured game that encomes all the aspects included in the study of the cell.Otros creadoresVer proyecto -
Augmented Classroom
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In this AR Game, each player has a mobile device with a camera. Using paper markers that are placed around the class, the students can visualize the virtual world on top of their real class. Through the interface of their device they can interact with the virtual objects using the electric force to move objects. The game can be played in single player mode and in mutiplayer mode, were groups of three students must work together to solve a series of puzzles involing the use of electric charge…
In this AR Game, each player has a mobile device with a camera. Using paper markers that are placed around the class, the students can visualize the virtual world on top of their real class. Through the interface of their device they can interact with the virtual objects using the electric force to move objects. The game can be played in single player mode and in mutiplayer mode, were groups of three students must work together to solve a series of puzzles involing the use of electric charge and electric force.
Otros creadoresVer proyecto -
First Colony
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First Colony is a game developed to teach 12th graders basic concepts of electrostatics, specifically the concepts of charge interaction and the law of forces between charges (Coulomb’s Law). In the game students take the role of astronauts of the first human colony in an extra-solar planet that are on a mission to recover a precious mineral found in space. The mineral has the unique quality of storing electrical energy and, due to the limited resources of the colony, it is essential that the…
First Colony is a game developed to teach 12th graders basic concepts of electrostatics, specifically the concepts of charge interaction and the law of forces between charges (Coulomb’s Law). In the game students take the role of astronauts of the first human colony in an extra-solar planet that are on a mission to recover a precious mineral found in space. The mineral has the unique quality of storing electrical energy and, due to the limited resources of the colony, it is essential that the astronauts capture these. Because of the fragility of the mineral, the astronauts can only interact with it at a distance, using a special device that creates an electric field surrounding them.
Otros creadoresVer proyecto -
Laser Geometry
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The motivation of this project was to develop a new way of interacting with big screens, that allowed more freedom and more enagement than the mouse. We developed a camera-based system that records the screen and identifies the laser pointers, using that data to emulate a pointing device for each student.
With this setup we developed a geometry game, were each student using the laser pointer can interact with the game, and working together they can build and identify different geometrical…The motivation of this project was to develop a new way of interacting with big screens, that allowed more freedom and more enagement than the mouse. We developed a camera-based system that records the screen and identifies the laser pointers, using that data to emulate a pointing device for each student.
With this setup we developed a geometry game, were each student using the laser pointer can interact with the game, and working together they can build and identify different geometrical figures.Otros creadoresVer proyecto
Reconocimientos y premios
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Best Adjunct Instructor of School of Engineering
School of Engineering Pontificia Universidad Catolica de Chile
Award given to the best adjunct instructors each year.
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Doctoral Studies Scholarship
Chilean Government through CONICYT
Full tuition for 4 years of Doctoral Studies
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Best student of Computer Engineering Class
Computer Science Departament Pontificia Universidad Catolica de Chile
Award given to the student with the best grades in the graduating generation.
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Honours Tuition Scholarship
Pontificia Universidad Catolica.
Scholarship for first year of Engineering studies based on ission test results.
Idiomas
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English
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Spanish
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Más actividad de Alejandro
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Last friday was my last day at Thoughtworks and I sent my [Exit spam] mail, for the second time! TW is one of those places that I can call home, is…
Last friday was my last day at Thoughtworks and I sent my [Exit spam] mail, for the second time! TW is one of those places that I can call home, is…
Recomendado por Alejandro Echeverria
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Hola! Les quiero contar sobre un proyecto que he estado haciendo los últimos meses: se trata de un mazo de cartas para aprender/reforzar comandos de…
Hola! Les quiero contar sobre un proyecto que he estado haciendo los últimos meses: se trata de un mazo de cartas para aprender/reforzar comandos de…
Compartido por Alejandro Echeverria
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Ya son 5 meses como software engineer en Uber 👩💻 Escribí sobre lo que me ayudó a preparar las entrevistas y mi experiencia hasta ahora. Tenemos…
Ya son 5 meses como software engineer en Uber 👩💻 Escribí sobre lo que me ayudó a preparar las entrevistas y mi experiencia hasta ahora. Tenemos…
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La #gestióndelcambio llega a la comuna de Juan Fernandez para impulsar el Plan de Desarrollo Comunal (PLADECO). Con Pulso Ltda. - Grupo de Estudios…
La #gestióndelcambio llega a la comuna de Juan Fernandez para impulsar el Plan de Desarrollo Comunal (PLADECO). Con Pulso Ltda. - Grupo de Estudios…
Recomendado por Alejandro Echeverria
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Please stop doing live coding interviews! I've lived that moment, to be completely blank, and blocked, I was left with a bad taste in the mouth of…
Please stop doing live coding interviews! I've lived that moment, to be completely blank, and blocked, I was left with a bad taste in the mouth of…
Recomendado por Alejandro Echeverria
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Miguel Nussbaum Voehl, director del Departamento de Ciencia de la Computación recibió por manos del rector de la Universidad Católica de Chile…
Miguel Nussbaum Voehl, director del Departamento de Ciencia de la Computación recibió por manos del rector de la Universidad Católica de Chile…
Recomendado por Alejandro Echeverria
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I'm happy to share that today I finished my PhD 😁 at Escuela de Ingeniería UC. It's been 6 long years, a marriage, the birth of my daughter and a…
I'm happy to share that today I finished my PhD 😁 at Escuela de Ingeniería UC. It's been 6 long years, a marriage, the birth of my daughter and a…
Recomendado por Alejandro Echeverria
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