Dion Hoe-Lian Goh

dblp:06/4612 · also Dion Goh · DBLP profile ↗
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20ranked-venue papers in the field
5as first author
4since 2021 · last 2024
0000-0003-2904-3269ORCID · verified

Domains — venue-derived; a paper can count in several

Information Retrieval & Web Search · 18 (4 first)Database Systems & Data Management · 1Knowledge Engineering, Semantic Web & Information Systems · 1 (1 first)
YearPublicationVenuePosition
2024 "He looks very real": Media, knowledge, and search-based strategies for deepfake identification
abstract
Abstract Deepfakes are a potential source of disinformation and the ability to detect them is imperative. While research focused on algorithmic detection methods, there is little work conducted on how people identify deepfakes. This research attempts to fill this gap. Using semi‐structured interviews, participants were asked to identify real and deepfake videos and explain how their decisions were made. Three categories of deepfake identification strategies emerged: the use of surface video and audio cues, processing of the messages conveyed in the video, and the searching of external sources. Participants often used multiple strategies within each category. However, identification challenges occurred due to participants' preconceived notions of deepfake characteristics and the message embodied in the video. This work contributes to research by shifting the focus from the algorithmic detection of deepfakes to human‐oriented strategies. Practically, the findings provide guidance on how people can identify deepfakes, which can also form the basis for the development of educational materials.
Dion Hoe-Lian Goh
J. Assoc. Inf. Sci. Technol.1
2023 Understanding user-generated questions in social Q&A: A goal-framing approach
abstract
Abstract In social Q&A, user‐generated questions can be viewed as goal expressions shaping the responses. Several studies have identified askers' goals from questions. However, it remains unclear how questions set goals for responders. To fill this gap, this research applies goal‐framing theory. Goal‐frames influence responses by attracting responders' attention to different goals. Eight question cues are used to identify gain, hedonic and normative goal‐frames. A total of 14,599 posts are collected. To investigate the influence of goal‐frames, response networks are constructed. Results reveal that gain goal‐frames attract interactions with questions, while hedonic, and normative goal‐frames promote interactions among responses. Further, topic types influence the effects of goal‐frames. Gain goal‐frames increase interactions with questions in Science, Technology, Engineering, and Mathematics (STEM) topics while hedonic and normative goal‐frames attract interactions in non‐STEM topics. This research leverages responders' perspectives to explain responses to questions, which are influenced by the goals set up by question cues. Beyond that, our findings enrich the empirical knowledge of social Q&A topics, revealing that the influence of questions varies across STEM and non‐STEM topics because the question cues for specifying goals are different in the two topics. Our research opens new directions to investigate questions from responders' perspectives.
Qian Wu 0002, Chei Sian Lee, Dion Hoe-Lian Goh
J. Assoc. Inf. Sci. Technol.3
2022 Understanding the effects of message cues on COVID-19 information sharing on Twitter
abstract
Analyzing and documenting human information behaviors in the context of global public health crises such as the COVID-19 pandemic are critical to informing crisis management. Drawing on the Elaboration Likelihood Model, this study investigates how three types of peripheral cues-content richness, emotional valence, and communication topic-are associated with COVID-19 information sharing on Twitter. We used computational methods, combining Latent Dirichlet Allocation topic modeling with psycholinguistic indicators obtained from the Linguistic Inquiry and Word Count dictionary to measure these concepts and built a research model to assess their effects on information sharing. Results showed that content richness was negatively associated with information sharing. Tweets with negative emotions received more user engagement, whereas tweets with positive emotions were less likely to be disseminated. Further, tweets mentioning advisories tended to receive more retweets than those mentioning support and news updates. More importantly, emotional valence moderated the relationship between communication topics and information sharing-tweets discussing news updates and support conveying positive sentiments led to more information sharing; tweets mentioning the impact of COVID-19 with negative emotions triggered more sharing. Finally, theoretical and practical implications of this study are discussed in the context of global public health communication.
Han Zheng 0001, Dion Hoe-Lian Goh, Edmund W. J. Lee, Chei Sian Lee, Yin Leng Theng
J. Assoc. Inf. Sci. Technol.2
2021 Determining the Motivating Factors in Mobile Crowdsourcing Participation
abstract
Children that go missing is a major global problem, and finding them is imperative. One approach to addressing this problem is through crowdsourcing, in which large groups of people participate and contribute to the cause. Drawing from the lens of Self-Determination and Public Service Motivation theories, this study investigates the role of motivations in mobile crowdsourcing participation. First, this study identified the motivational factors behind participation on a mobile crowdsourcing platform to look for missing children. Next, the study examined the direct and indirect effects of these motivational factors on crowdsourcing participation. Data was collected from 264 respondents from an online survey. Results from structural equation modelling analysis revealed the motivations to volunteer have direct effects while motivations to serve the public have significant indirect effects on mobile crowdsourcing participation. This article concludes by presenting implications, limitations and future research directions.
Chei Sian Lee, Dion Hoe-Lian Goh, Qian Wu 0002
iiWAS2
2017 Does it matter how you play? The effects of collaboration and competition among players of human computation games
abstract
Human computation games (HCGs) harness human intelligence through enjoyable gameplay to address computational problems that are beyond the power of computer programs but trivial for humans. With the popularity of crowdsourcing, different types of HCGs have been developed using various gameplay mechanics to attract online users to contribute outputs. Two commonly used mechanics are collaboration and competition. Yet there is little research examining whether HCGs perform better than nongame applications in terms of motivations and perceptions. Thus, this study investigates the effects of collaborative and competitive mechanics on intrinsic motivation and perceived output quality in mobile content sharing HCGs. Using a within‐subjects experiment, 160 participants were recruited from 2 local universities. The findings suggest that the nongame application was perceived to yield better quality output than both HCGs, but the latter offered a greater satisfaction of motivational needs, which may motivate individuals to continue playing them. Taken together, the present findings inform researchers and designers of HCGs that games could serve as a motivator to encourage participation. However, the usefulness of HCGs may be dependent on how one can effectively manage the entertainment–output generation duality of such games. This article concludes by presenting implications, limitations, and future research directions.
Ei Pa Pa Pe-Than, Dion Hoe-Lian Goh, Chei Sian Lee
J. Assoc. Inf. Sci. Technol.2
2016 Interfaces for accessing location-based information on mobile devices: An empirical evaluation
abstract
Location‐based information can now be easily accessed anytime and anywhere using mobile devices. Common ways of presenting such information include lists, maps, and augmented reality (AR). Each of these interface types has its strengths and weaknesses, but few empirical evaluations have been conducted to compare them in terms of performance and perceptions of usability. In this paper, we investigate these issues using three interface types for searching and browsing location‐based information across two task types: open and closed ended. The experimental study involved 180 participants who were issued an Android mobile phone preloaded with a specific interface and asked to perform a set of open‐ and closed‐ended tasks using both searching and browsing approaches. The results suggest that the list interface performed best across all tasks in terms of completion times, whereas the AR interface ranked second and the map interface performed worst. Participants rated the list as best across most usability constructs but the map was rated better than the AR interface, even though the latter performed better. Implications of the work are discussed.
Dion Hoe-Lian Goh, Chei Sian Lee, Khasfariyati Razikin
J. Assoc. Inf. Sci. Technol.1
2015 Connecting Emotionally: Effectiveness and Acceptance of an Affective Information Literacy Tutorial
Yanru Guo, Dion Hoe-Lian Goh
TPDL2
2015 A study of social interaction during mobile information seeking
abstract
With the increasing importance of social media in people's lives, more mobile applications have incorporated features to support social networking activities. These applications enable communication between people, using features such as chatting and blogging. There is, however, little consideration of the collaboration between people during information seeking. Mobile applications should support the seeking, sharing, confirming, and validating of information systematically to help users complete their tasks and fulfill their information needs. To support information seeking, especially collaboratively as a group, there is a need to understand people's social interaction behavior. Using tourism as a domain, we conducted a diary study to look into tourists' social interaction during information seeking. Further, based on the diary study findings and current research, we describe a set of triggers that lead to collaboration for each step in the information‐seeking process. Here we present the social collaboration patterns between tourists and the people around them. Further, based on a diary study and current research, we describe a set of triggers that lead to collaboration for each step in the BIG6 information‐seeking process.
Esther Meng-Yoke Tan, Dion Hoe-Lian Goh
J. Assoc. Inf. Sci. Technol.2
2014 Antecedents and effects of social network fatigue
abstract
Guided by literature on “fatigue” from within the domains of clinical and occupational studies, the present article seeks to define the phenomenon termed social network fatigue in the context of one of the popular uses of social networks, namely, to stay socially connected. This is achieved through an identification of the antecedents and effects of experiences that contribute to negative emotions or to a reduction in interest in using social networks with the help of a mixed‐methods study. Five generic antecedents and varying effects of these antecedents on individual user activities have been identified. Fatigue experiences could result from social dynamics or social interactions of the members of the community, content made available on social networks, unwanted changes to the platform that hosts the network, self‐detected immersive tendencies of the users themselves, or a natural maturing of the life cycle of the community to which the user belongs. The intensity of the fatigue experience varies along a continuum ranging from a mild or transient experience to a more severe experience, which may eventually result in the user's decision to quit the environment that causes stress. Thus, users were found to take short rest breaks from the environment, moderate their activities downward, or suspend their social network activities altogether as a result of fatigue experiences.
Thara Ravindran, Alton Yeow-Kuan Chua, Dion Hoe-Lian Goh
J. Assoc. Inf. Sci. Technol.3
2012 Mobile content contribution and retrieval: An exploratory study using the uses and gratifications paradigm
Alton Yeow-Kuan Chua, Dion Hoe-Lian Goh, Chei Sian Lee
Inf. Process. Manag.2
2011 Fight or unite: Investigating game genres for image tagging
abstract
Applications that use games to harness human intelligence to perform various computational tasks are increasing in popularity and may be termed human computation games (HCGs). Most HCGs are collaborative in nature, requiring players to cooperate within a game to score points. Competitive versions, where players work against each other, are a more recent entrant, and have been claimed to address shortcomings of collaborative HCGs such as quality of computation. To date, however, little work has been conducted in understanding how different HCG genres influence computational performance and players' perceptions of such. In this paper we study these issues using image tagging HCGs in which users play games to generate keywords for images. Three versions were created: collaborative HCG, competitive HCG, and a control application for manual tagging. The applications were evaluated to uncover the quality of the image tags generated as well as users' perceptions. Results suggest that there is a tension between entertainment and tag quality. While participants reported liking the collaborative and competitive image tagging HCGs over the control application, those using the latter seemed to generate better quality tags. Implications of the work are discussed.
Dion Hoe-Lian Goh, Rebecca Pei-Hui Ang, Chei Sian Lee, Alton Yeow-Kuan Chua
J. Assoc. Inf. Sci. Technol.1
2010 Enhancing search in a geospatial multimedia annotation system
abstract
The development of numerous information sharing platforms have led to the emergence of multimedia user-generated content. With the prevalence of networking mobile devices and Global Positioning System (GPS) functionality, these contents could also be tagged with their location (geo-tagged) and visualised on a map through a geospatial information system. This in turn raises new challenges to manage the information retrieval process due to the potentially large amounts of data presented on the map. In this paper, we present a spatial clustering approach to enhance the searching feature of MobiTOP, a geospatial annotation system. The technique, which is a modification of DBSCAN (Density based spatial clustering applications with noise) coupled with our ranking schemes, is compared against other techniques. The evaluation results suggest the viability of our approach, and implications are also discussed.
Huynh Nhu Hop Quach, Dion Hoe-Lian Goh, Khasfariyati Razikin, Tan Phat Pham, Thi Nhu Quynh Kim, Yin Leng Theng, Ee-Peng Lim, Chew-Hung Chang, Kalyani Chatterjea, Aixin Sun
iiWAS2
2010 Indagator: Investigating perceived gratifications of an application that blends mobile content sharing with gameplay
abstract
Abstract The confluence of mobile content sharing and pervasive gaming yields new opportunities for developing novel applications on mobile devices. Yet, studies on users' attitudes and behaviors related to mobile gaming, content‐sharing, and retrieval activities (referred to simply as content sharing and gaming) have been lacking. For this reason, the objectives of this article are three‐fold. One, it introduces Indagator, an application that incorporates multiplayer, pervasive gaming elements into mobile content‐sharing activities. Two, it seeks to uncover the motivations for content sharing within a game‐based environment. Three, it aims to identify types of users who are motivated to use Indagator for content sharing. Informed by the uses and gratifications paradigm, a survey was designed and administered to 203 undergraduate and graduate students from two large universities. The findings revealed that perceived gratification factors, such as information discovery, entertainment, information quality, socialization, and relationship maintenance, demographic variables, such as basic familiarity with features of mobile communication devices, and IT‐related backgrounds were significant in predicting intention to use mobile sharing and gaming applications such as Indagator. However, age, gender, and the personal status gratification factor were nonsignificant predictors. This article concludes by presenting the implications, limitations, and future research directions.
Chei Sian Lee, Dion Hoe-Lian Goh, Alton Yeow-Kuan Chua, Rebecca Pei-Hui Ang
J. Assoc. Inf. Sci. Technol.2
2010 Determining Services for the Mobile Tourist
Dion Hoe-Lian Goh, Chei Sian Lee, Rebecca Pei-Hui Ang, Chu Keong Lee
J. Comput. Inf. Syst.1
2009 Sharing Hierarchical Mobile Multimedia Content Using the MobiTOP System
abstract
We introduce MobiTOP (mobile tagging of objects and people), a map-based application which allows users to contribute and share geo-referenced multimedia annotations via mobile devices. An important feature of MobiTOP is that annotations are hierarchical, allowing annotations to be annotated to an arbitrary depth. MobiTOPpsilas interface was designed using a participatory design methodology to ensure that the user interface meets the needs of potential users. In an evaluation, a group of student-teachers involved in a geographical field study were tasked to collaboratively identify rock formations using the MobiTOP system. The students who were in the field were guided by their lab counterparts on the tasks required to identify the rock formations. Results suggest the potential of the MobiTOP system for information sharing.
Quang Minh Nguyen, Thi Nhu Quynh Kim, Dion Hoe-Lian Goh, Ee-Peng Lim, Yin Leng Theng, Kalyani Chatterjea, Chew-Hung Chang, Aixin Sun, Khasfariyati Razikin
Mobile Data Management3
2007 Link decay in leading information science journals
abstract
Abstract Web citations have become common in scholarly publications as the amount of online literature increases. Yet, such links are not persistent and many decay over time, causing accessibility problems for readers. The present study investigates the link decay phenomenon in three leading information science journals. Articles spanning a period of 7 years (1997–2003) were downloaded, and their links were extracted. From these, a measure of link decay, the half‐life, was computed to be approximately 5 years, which compares favorably against other disciplines (1.4–4.8 years). The study also investigated types of link accessibility errors encountered as well as examined characteristics of links that may be associated with decay. It was found that approximately 31% of all citations were not accessible during the time of testing, and the majority of errors were due to missing content (HTTP Error Code 404). Citations from the edu domain were also found to have the highest failure rates of 36% when compared with other popular top‐level domains. Results indicate that link decay is a problem that cannot be ignored, and implications for journal authors and readers are discussed.
Dion Hoe-Lian Goh, Peng Kin Ng
J. Assoc. Inf. Sci. Technol.1
2007 Automatic multidocument summarization of research abstracts: Design and user evaluation
abstract
Abstract The purpose of this study was to develop a method for automatic construction of multidocument summaries of sets of research abstracts that may be retrieved by a digital library or search engine in response to a user query. Sociology dissertation abstracts were selected as the sample domain in this study. A variable‐based framework was proposed for integrating and organizing research concepts and relationships as well as research methods and contextual relations extracted from different dissertation abstracts. Based on the framework, a new summarization method was developed, which parses the discourse structure of abstracts, extracts research concepts and relationships, integrates the information across different abstracts, and organizes and presents them in a Web‐based interface. The focus of this article is on the user evaluation that was performed to assess the overall quality and usefulness of the summaries. Two types of variable‐based summaries generated using the summarization method—with or without the use of a taxonomy—were compared against a sentence‐based summary that lists only the research‐objective sentences extracted from each abstract and another sentence‐based summary generated using the MEAD system that extracts important sentences. The evaluation results indicate that the majority of sociological researchers (70%) and general users (64%) preferred the variable‐based summaries generated with the use of the taxonomy.
Shiyan Ou, Christopher S. G. Khoo, Dion Hoe-Lian Goh
J. Assoc. Inf. Sci. Technol.3
2006 In search of query patterns: A case study of a university OPAC
Eng Pwey Lau, Dion Hoe-Lian Goh
Inf. Process. Manag.2
2005 On organizing and accessing geospatial and georeferenced Web resources using the G-Portal system
abstract
In order to organise and manage geospatial and georeferenced information on the Web making them convenient for searching and browsing, a digital portal known as G-Portal has been designed and implemented. Compared to other digital libraries, G-Portal is unique for several of its features. It maintains metadata resources in XML with flexible resource schemas. Logical groupings of metadata resources as projects and layers are possible to allow the entire metadata collection to be partitioned differently for users with different information needs. These metadata resources can be displayed in both the classification-based and map-based interfaces provided by G-Portal. G-Portal further incorporates both a query module and an annotation module for users to search metadata and to create additional knowledge for sharing respectively. G-Portal also includes a resource classification module that categorizes resources into one or more hierarchical category trees based on user-defined classification schemas. This paper gives an overview of the G-Portal design and implementation. The portal features will be illustrated using a collection of high school geography examination-related resources.
Ee-Peng Lim, Zehua Liu, Dion Hoe-Lian Goh, Yin Leng Theng, Wee Keong Ng
Inf. Process. Manag.4
2005 Applying scenario-based design and claims analysis to the design of a digital library of geography examination resources
Yin Leng Theng, Dion Hoe-Lian Goh, Ee-Peng Lim, Zehua Liu, Natalie Lee-San Pang, Patricia Bao-Bao Wong
Inf. Process. Manag.2