Kam Star

Kam Star

London, England, United Kingdom
14K followers 500+ connections

About

When I was twelve years old, my father took me to his architectural and engineering…

Articles by Kam

  • Building What Customers Need

    Building What Customers Need

    How do you drive your product development to improve customer satisfaction and attract new customers? Simple - make…

  • Don’t prioritise product like this!

    Don’t prioritise product like this!

    Product prioritisation advice is full of what to do! But what about what you really shouldn’t be doing? In this short…

  • WTH is an Autonomic System for the Enterprise?

    WTH is an Autonomic System for the Enterprise?

    The human body is amazing! It’s a complex and highly evolved system capable of self-regulation and self-maintenance…

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Activity

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Experience

  • Chaos Graphic
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    London, England, United Kingdom

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    London

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Education

  • The London School of Economics and Political Science (LSE) Graphic
  • UX meets artificial intelligence and gamification. My thesis focused on running a large experiment on how to get the best performance out of a team. Through data from 38,180 sessions and randomised controlled experiments with UX, significant improvements in individual engagement and overall team performance were produced. Personalising the type of gamification and UX to each individual based on their personality and interaction preferences increased performance by upto 300%.

  • Master of Arts in Architecture.
    Specialised in digital architecture, its definitions and applications and Artificial Intelligence in the built environment.

  • Explored the reflective assessments and critique of society and culture by applying knowledge from the social sciences and the humanities.

Publications

  • How semantic automation is driving cost savings in financial services

    Global Banking & Finance Review

    Many organizations are not utilizing business process automation technologies to their fullest potential, with less than 20% scaling across the entire company. While robotic process automation (RPA) is the most widely used automation technology, artificial intelligence (AI) is estimated to have the potential to add $1 trillion in annual value to the global banking industry.

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  • The Future of Work: Human-Centered Automation and Employee Experience

    Human-centred automation is the future of work. It is not something that will happen in the future, it has arguably been with us since the first industrial revolution. However, with advances in artificial intelligence, machine learning and increasing interconnectivity of systems and data, the idea has taken on new meanings.

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  • Intelligent Automation 2025 – The Cyborg Enterprise

    Welcome to 2025, where the most successful global enterprises have seamlessly augmented human workers with Digital Workers, who are even less distinguishable from their human counterparts in their capability to make judgement, learn from mistakes and create value. Welcome to the age of the cyborg enterprise.

    See publication
  • Sewa db: A rich database for audio-visual emotion and sentiment research in the wild

    IEEE transactions on pattern analysis and machine intelligence

    Natural human-computer interaction and audio-visual human behaviour sensing systems, which would achieve robust performance in-the-wild are more needed than ever as digital devices are becoming indispensable part of our life more and more. Accurately annotated real-world data are the crux in devising such systems. However, existing databases usually consider controlled settings, low demographic variability, and a single task. In this paper, we introduce the SEWA database of more than 2000…

    Natural human-computer interaction and audio-visual human behaviour sensing systems, which would achieve robust performance in-the-wild are more needed than ever as digital devices are becoming indispensable part of our life more and more. Accurately annotated real-world data are the crux in devising such systems. However, existing databases usually consider controlled settings, low demographic variability, and a single task. In this paper, we introduce the SEWA database of more than 2000 minutes of audio-visual data of 398 people coming from six cultures, 50% female, and uniformly spanning the age range of 18 to 65 years old. Subjects were recorded in two different contexts: while watching adverts and while discussing adverts in a video chat. The database includes rich annotations of the recordings in terms of facial landmarks, facial action units (FAU), various vocalisations, mirroring,

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  • All-in-One Next-Generation Community Policing Solution Powered by Crowd-Sourcing, Data Analytics, and Decision Support: The INSPEC2T Case

    Springer, Cham

    Community Policing (CP) is gaining popularity with police and governments as well as citizens, aiming to improve crime prevention and safety. Multiple ICT tools for CP have emerged to ease citizens’ engagement with CP activities. Most of them are, however, tailor-made to the specific needs of their direct users in a city or country or provide fragmented functions focusing, for instance, on citizens’ tools or police-related work.

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  • A virtual agent toolkit for serious games developers

    2018 IEEE Conference on Computational Intelligence and Games (CIG)

    The design of serious games requires developers to tackle pedagogical challenges calling for advanced solutions that the entertainment industry might deem too risky to pursue. One such challenge is the creation of autonomous socially intelligent characters with whom players can practice different social skills. Although there are several architectures in the field of virtual agents that are designed specifically to enable more human-like interactions, they are still not widely adopted by game…

    The design of serious games requires developers to tackle pedagogical challenges calling for advanced solutions that the entertainment industry might deem too risky to pursue. One such challenge is the creation of autonomous socially intelligent characters with whom players can practice different social skills. Although there are several architectures in the field of virtual agents that are designed specifically to enable more human-like interactions, they are still not widely adopted by game studios that develop serious games, in particular for learning. In this paper, we present a virtual agent toolkit that was specifically developed with the intent of making agent-based solutions more accessible and reliable to game developers.

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  • How to use gamified dashboards and learning analytics for providing immediate student feedback and performance tracking in higher education

    Proceedings of the 26th international conference on world wide web companion

    With the wide use of the Internet and digital data sources, there has been a recent emergence of easy access to student data within learning management systems (LMS), grade data through student information systems (SIS) and broader sector data through benchmarking metrics and standards. Learning analytics on top of this data has introduced greater capabilities for improving student performance through immediate feedback. Current literature considers the role of dashboards for student…

    With the wide use of the Internet and digital data sources, there has been a recent emergence of easy access to student data within learning management systems (LMS), grade data through student information systems (SIS) and broader sector data through benchmarking metrics and standards. Learning analytics on top of this data has introduced greater capabilities for improving student performance through immediate feedback. Current literature considers the role of dashboards for student performance and feedback, but few papers consider the efficacy of fast feedback to students or other ways that information can be fed back to learners.

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  • Facilitating creativity in collaborative work with computational intelligence software

    IEEE Computational Intelligence Magazine

    The use of computational intelligence for leveraging social creativity is a relatively new approach that allows organizations to find creative solutions to complex problems in which the interaction between stakeholders is crucial. The creative solutions that come from joint thinking-from the combined knowledge and abilities of people with diverse perspectives-contrast with traditional views of creativity that focus primarily on the individual as the main contributor of creativity.

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  • Competition and collaboration using a social and gamified online learning platform

    10th European Conference on Games Based Learning: ECGBL

    Gamification is defined as the use of game techniques in a non-game context and has demonstrated potential impact in a wide range of subjects. Informed by the design and processes of digital gaming, gamification often exploits competition to motivate, personified by points, badges and leader boards. Success, however, seems to go beyond these basic features and rely on a concrete acknowledgement of the motivational model of the user, taking into account concepts such as situational relevance and…

    Gamification is defined as the use of game techniques in a non-game context and has demonstrated potential impact in a wide range of subjects. Informed by the design and processes of digital gaming, gamification often exploits competition to motivate, personified by points, badges and leader boards. Success, however, seems to go beyond these basic features and rely on a concrete acknowledgement of the motivational model of the user, taking into account concepts such as situational relevance and situated motivational affordance, which can be framed under competition and/or collaboration.

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  • Prosocial Game design methodology

    ProsocialLearn

    A prosocial game design methodology, targeting game developers with guidelines and a practical toolkit on how to design and develop prosocial games to achieve desired learning outcomes. The scientifically grounded game design methodology is augmented with the pedagogical considerations required to ensure learning of skills take place. The practical toolkit is presented as a prosocial game design canvas, similar to business design canvas, and further enhanced by a set of flash cards covering…

    A prosocial game design methodology, targeting game developers with guidelines and a practical toolkit on how to design and develop prosocial games to achieve desired learning outcomes. The scientifically grounded game design methodology is augmented with the pedagogical considerations required to ensure learning of skills take place. The practical toolkit is presented as a prosocial game design canvas, similar to business design canvas, and further enhanced by a set of flash cards covering prosocial skills, patterns for game mechanics, patterns for preparations, patterns for debriefing and reflection and patterns for generalisation.

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  • A Playful Affinity Space for Creative Research.

    ACM SIGCHI Conference on Creativity and Cognition.

    A system designed with the aim to facilitate the social creativity processes underlying creative research. It provides asynchronous and synchronous facilities for multi-user interaction while leveraging creativity with computational tools for inspirational search, inspirational clue generation and problem solving advice. Initial evaluation with a small group of users indicated that the software is in-line with the creative research approach where users work together with concept developers…

    A system designed with the aim to facilitate the social creativity processes underlying creative research. It provides asynchronous and synchronous facilities for multi-user interaction while leveraging creativity with computational tools for inspirational search, inspirational clue generation and problem solving advice. Initial evaluation with a small group of users indicated that the software is in-line with the creative research approach where users work together with concept developers taking on multiple roles throughout the design process.

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  • Gamification, interdependence, and the moderating effect of personality on performance

    Coventry University

    Because of their seemingly universal appeal, game elements such as points, goals and leaderboards, are increasingly being incorporated into non-entertainment situations with the aim of increasing user performance. This process is referred to as gamification. However, little empirical research exists on gamification’s effectiveness in enhancing performance, particularly with respect to moderating influence of user personality traits. Social gamification that involves more than one participant…

    Because of their seemingly universal appeal, game elements such as points, goals and leaderboards, are increasingly being incorporated into non-entertainment situations with the aim of increasing user performance. This process is referred to as gamification. However, little empirical research exists on gamification’s effectiveness in enhancing performance, particularly with respect to moderating influence of user personality traits. Social gamification that involves more than one participant incorporates social interdependence, which takes form as negative interdependence (competitive in nature) or positive interdependence (cooperative in nature). Based on the hypothesis that the interdependence type underlying a gamification system would appeal to differing personality traits, this study reports a quasi-experiment involving a platform designed to manipulate participant interdependence structure among cooperation, competition, and neutrality, with the latter acting as the control condition. These three interdependence structures functioned as the experiment’s independent variable, with measures of participant performance as dependent variables, together with the participant personality traits assessed using the five factor model of personality acting as moderating variables. 294 undergraduate participants worked with the platform on a voluntary basis over an eight-week period, spending 38,180 minutes and performing 3,275 actions. At the conclusion of the experiment, the data collected were analysed using Kruskal-Wallis, ANOVAs, multilevel mixed method regression models, and a generalised estimating equation.

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  • Doing Useful Work Using Games

    Springer International Publishing

    Games that are fun to play may also be used to carry out useful activity, for example in solving scientific problems. In this paper we review four so called games with purpose, games whose primarily objective for the designers are for carrying out tasks that would be difficult for automated algorithms as well as a game as a learning tool with the ability to generate useful metadata as a side benefit. Design elements which have demonstrated contribution to the effectiveness of the games are…

    Games that are fun to play may also be used to carry out useful activity, for example in solving scientific problems. In this paper we review four so called games with purpose, games whose primarily objective for the designers are for carrying out tasks that would be difficult for automated algorithms as well as a game as a learning tool with the ability to generate useful metadata as a side benefit. Design elements which have demonstrated contribution to the effectiveness of the games are highlighted. Additionally an objective method for evaluating the performance of the games are discussed.

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  • Building Social Commmunities around Alternate Reality Games

    IEEE

    In recent years, alternate reality games have entered the mainstream as a new form
    of entertainment. The Living Stories project is the first alternate reality game in the UK, which
    addresses environmental issues. Living Stories combines social networking sites such as
    Face book and Twitter with Second Life, to create a platform, which allows social networking
    to feed into content creation within a virtual world, and facilitate and encourage real-world
    behaviour through…

    In recent years, alternate reality games have entered the mainstream as a new form
    of entertainment. The Living Stories project is the first alternate reality game in the UK, which
    addresses environmental issues. Living Stories combines social networking sites such as
    Face book and Twitter with Second Life, to create a platform, which allows social networking
    to feed into content creation within a virtual world, and facilitate and encourage real-world
    behaviour through virtual rewards.

    See publication
  • INTELLIGENCE MANAGEMENT

    Advanced Information and Knowledge Processing, 2011, Part 2, 133-142, DOI: 10.1007/978-1-4471-2140-4_9

    Choices and Voices is an interactive simulation encouraging young people to explore and discuss the underlying issues and adverse influences, which can lead to divisions and tensions in communities. In various scenarios the player faces a number of moral dilemmas in which their decisions define their own outcomes, as well as those of their friends and family. Although the game offers the same range of choices to start with, each player makes a different set of decisions that substantially alter…

    Choices and Voices is an interactive simulation encouraging young people to explore and discuss the underlying issues and adverse influences, which can lead to divisions and tensions in communities. In various scenarios the player faces a number of moral dilemmas in which their decisions define their own outcomes, as well as those of their friends and family. Although the game offers the same range of choices to start with, each player makes a different set of decisions that substantially alter the outcome of their game. The structured group discussions in response to the game further emphasise how real life decisions can have significant consequences.

    Other authors
    • Mitra Memarzia
    See publication
  • The RAGE software portal: toward a serious game technologies marketplace

    Springer, Cham

    This paper presents the RAGE marketplace portal ( gamecomponents.eu ), which is intended as a hot spot and neutral single point of access for serious game technologies. The portal aims at fostering collaborations and the exchange of technical artefacts and associated knowledge and resources between different stakeholders in the field of serious gaming (e.g. educators, developers, researchers, publishers, policy makers and end-users).

    See publication

Projects

  • RAGE

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    Establishing an applied games ecosystem and developing, transforming and enriching advanced technologies used in applied gaming.

    Other creators
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  • AI based Interview Trainer

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    More and more organisations are relying on video interviews as a first stage interaction with potential candidates, particularly from the recent graduate market. However, candidates rarely get training or actionable feedback on how they could come across better in a video interview. Machine learning and artificial intelligence techniques can support building a solution that can give practical feedback to improve.

    I led the ideation, UX and gamification design and managed the technical…

    More and more organisations are relying on video interviews as a first stage interaction with potential candidates, particularly from the recent graduate market. However, candidates rarely get training or actionable feedback on how they could come across better in a video interview. Machine learning and artificial intelligence techniques can support building a solution that can give practical feedback to improve.

    I led the ideation, UX and gamification design and managed the technical development of InterviewBetter, a video-based interview training game for pairs of players, using live sentiment analysis and AI-based feedback to improve players' likability and rapport.

    In InterviewBetter I developed a game using a model for emotion recognition between pairs of individuals, through visual and speech processing. I created and used machine learning models for providing feedback to both interviewer and interviewees, such that they could practically improve their interviewing skills.

    Using cutting-edge behavioural models in cognitive sciences and audio and visual spatiotemporal methods, the automatic analysis of spontaneous patterns of behavioural cues included continuous and discrete analysis of sentiment, liking and interpersonal empathy, leading to the development of an advanced AI-powered product.

    See project
  • SYMPHONY Economic DJ - AI driven Macroeconomic Sim

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    SYMPHONY Economic DJ is a gamified simulation and data exploration platform. Designed for experimenting with a sophisticated simulation of 650,000,000+ agents, it models economic interactions between individuals, households, firms and banks across Europe.

    The product simulated the entire economy of Europe including European Central Bank and Bank of England, pulls in real-time content and predicts the impact of decisions on key economic factors. It encourages experimentation with an array…

    SYMPHONY Economic DJ is a gamified simulation and data exploration platform. Designed for experimenting with a sophisticated simulation of 650,000,000+ agents, it models economic interactions between individuals, households, firms and banks across Europe.

    The product simulated the entire economy of Europe including European Central Bank and Bank of England, pulls in real-time content and predicts the impact of decisions on key economic factors. It encourages experimentation with an array of monetary policy ideas in macroeconomics by providing an engaging game-like interface to billions of interacting data points in the simulation.

    As the product owner and development manager, I led the product from initial concepts and vision to design of UX/UI, gamification and system design and architecture. Managing the entire prototyping, piloting and full development, including stakeholder management, roadmap through to successful delivery of the product.

    Other creators
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  • HatParty AI Enhanced Brainstorming Platform

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    Brainstorming should be a way of unleashing creativity and revealing promising ideas that could transform a project, an activity or a business. Unfortunately brainstorming sessions rarely live up to these lofty expectations. They usually can take up a lot of time, particularly if people are brought together from different locations. They can suffer from group think or be suffocated by hierarchy. And it can be difficult and time-consuming to assess the ideas and prioritise…

    Brainstorming should be a way of unleashing creativity and revealing promising ideas that could transform a project, an activity or a business. Unfortunately brainstorming sessions rarely live up to these lofty expectations. They usually can take up a lot of time, particularly if people are brought together from different locations. They can suffer from group think or be suffocated by hierarchy. And it can be difficult and time-consuming to assess the ideas and prioritise action.

    HatParty is a multiplayer real-time ideation game enhanced through AI and focused on truly transforming brainstorming sessions. Project members come together to generate ideas in a fun and insightful environment augmented with AI based search algorithms that make suggestions and provide new ideas to the participants. What’s more the process also enables the team to pick the very best solutions quickly and painlessly.

  • COLLAGE

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    COLLAGE exploits the synergies between the social Web phenomenon, emerging Web analytics, collaboration and gaming technologies to energize and enable social creativity in learning.

    We are designing, developing and validating an innovative cloud-enabled Social Creativity Service-Set that will support the interlinking of learning processes and systems with :

    1. Social computational services for inspiring learners,
    2. Social affinity spaces for leveraging expression and…

    COLLAGE exploits the synergies between the social Web phenomenon, emerging Web analytics, collaboration and gaming technologies to energize and enable social creativity in learning.

    We are designing, developing and validating an innovative cloud-enabled Social Creativity Service-Set that will support the interlinking of learning processes and systems with :

    1. Social computational services for inspiring learners,
    2. Social affinity spaces for leveraging expression and exploration
    3. Social game mechanics for supporting social evaluation and appreciation of creative behaviour.

    Other creators
    See project
  • DataPlay CELAR

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    As product lead, I managed the entire product life cycle of DataPlay.

    This £3m project consisted of a ground up development of a data analysis and exploratory tool designed for people who aren’t experts in data analysis or data mining. It’s designed to combine the power of human intuition for pattern recognition with artificial intelligence, in order to extract meaningful stories from data in an intuitive way. My role as product manager entailed everything from creating the business…

    As product lead, I managed the entire product life cycle of DataPlay.

    This £3m project consisted of a ground up development of a data analysis and exploratory tool designed for people who aren’t experts in data analysis or data mining. It’s designed to combine the power of human intuition for pattern recognition with artificial intelligence, in order to extract meaningful stories from data in an intuitive way. My role as product manager entailed everything from creating the business case and market analysis to devising the data models and data architecture, to working with end-users to device the interactions to managing the development roadmap with an array of project partners including devs, data scientists and researchers in order to deliver the product on time and on budget.

    Other creators
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  • GALA : Games and Learning Alliance

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    The GaLA network of excellence is shaping the scientific community and building a European Virtual Research Centre (VRC) aimed at gathering, integrating, harmonizing and coordinating research on Serious Games and disseminating knowledge, best practices and tools as a reference point at an international level.

    Other creators
    See project

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