Fiona Fui-Hoon Nah

dblp:n/FionaFuiHoonNah · also Fiona Nah · DBLP profile ↗
← Back
17ranked-venue papers in the field
8as first author
3since 2021 · last 2023
0000-0002-5505-7843ORCID · verified

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

Database Systems & Data Management · 11 (6 first)Knowledge Engineering, Semantic Web & Information Systems · 6 (2 first)
YearPublicationVenuePosition
2023 Relational and Technological Assessment of CRM Providers: A Multifactor Study
abstract
The study examines how customers of relationship software provider perceive the technology they use and assess the relational elements of the exchange relationship. This study proposes and empirically tests a model integrating two technology components (positive prior experience and quality of technology) and four relational constructs (reputation, trust, risk, and overall relational satisfaction), and how these factors influence loyalty to a customer relationship management system provider. The findings suggest that both technology and relational factors influence loyalty. This paper provides a framework that highlights the technology and relational factors influencing loyalty to the CRM software provider, which is key to continuance.
Craig C. Claybaugh, Iris Reychav, Fiona Fui-Hoon Nah
J. Comput. Inf. Syst.3
2023 Literature review in the generative AI era - how to make a compelling contribution
Shan Ling Pan, Rohit Nishant, Tuure Tuunanen, Fiona Fui-Hoon Nah
J. Strateg. Inf. Syst.4
2022 Internet Privacy Concerns Revisited: Oversight from Surveillance and Right To Be Forgotten as New Dimensions
Gaurav Bansal, Fiona Fui-Hoon Nah
Inf. Manag.2
2019 Artificial Intelligence, Machine Learning, and Autonomous Technologies in Mining Industry
abstract
The implementation of artificial intelligence (AI), machine learning, and autonomous technologies in the mining industry started about a decade ago with autonomous trucks. Artificial intelligence, machine learning, and autonomous technologies provide many economic benefits for the mining industry through cost reduction, efficiency, and improving productivity, reducing exposure of workers to hazardous conditions, continuous production, and improved safety. However, the implementation of these technologies has faced economic, financial, technological, workforce, and social challenges. This article discusses the current status of AI, machine learning, and autonomous technologies implementation in the mining industry and highlights potential areas of future application. The article presents the results of interviews with some of the stakeholders in the industry and what their perceptions are about the threats, challenges, benefits, and potential impacts of these advanced technologies. The article also presents their views on the future of these technologies and what are some of the steps needed for successful implementation of these technologies in this sector.
Zeshan Hyder, Keng Siau, Fiona Fui-Hoon Nah
J. Database Manag.3
2017 Collaboration in Virtual Worlds: Impact of Task Complexity on Team Trust and Satisfaction
abstract
Virtual worlds are three-dimensional, computer-generated worlds in which team collaboration can be facilitated through the use of shared virtual space and mediated using avatars. This article examines the effect of task complexity on team collaboration. A puzzle game in Second Life was used as the collaborative task and task complexity was manipulated by varying the number of pieces in the puzzle. The hypotheses are that task complexity influences team trust, and team trust influences team process satisfaction in virtual team collaboration. The experimental results indicate that task complexity has significant effects on team trust and team process satisfaction, and team trust fully mediates the relationship between task complexity and team process satisfaction.
Fiona Fui-Hoon Nah, Shu Z. Schiller, Brian E. Mennecke, Keng Siau, Brenda Eschenbrenner, Parichart Sattayanuwat
J. Database Manag.1
2016 Understanding Gender Differences in Media Perceptions of Hedonic Systems: A Comparison of 2D versus 3D Media
abstract
As technology improves in hedonic and affective dimensions, women's interests in technology may increase. In this research, the authors are interested in understanding gender differences in media perceptions of hedonic systems. They draw upon Hunter-Gatherer Theory of Spatial Gender Differences and Jung's Theory of Psychological Types on Gender Differences to hypothesize differences in men's and women's perceptions of skill, challenge, telepresence, and satisfaction with online experiences in 2D versus 3D hedonic environments. The results of their experiment indicate that even though women perceive lower skill levels and greater challenge in using 2D and 3D hedonic systems than men, women's' perceived sense of telepresence is higher than men in both 2D and 3D hedonic environments. In addition, women are more satisfied with 2D and 3D hedonic experiences than men. The authors' findings suggest that consistent with Jung's Theory of Psychological Types on Gender Differences, women's perceptions of hedonic systems are more positive than men and, hence, making technology intuitive, enjoyable, and fun to use can potentially increase women's participation in the information and communication technology workforce. Additionally, given that women perceive more challenge and skill issues in using technology but are more favorable toward hedonic systems than men, the authors suggest that the use of hedonic systems to support K-12 education systems, such as computer or serious gaming for education, can generate females' interests in technology at an early age.
Fiona Fui-Hoon Nah, Brenda Eschenbrenner
J. Database Manag.1
2015 An Emergent Model of End-users' Acceptance of Enterprise Resource Planning Systems: A Grounded Theory Approach
abstract
The success of Enterprise Resource Planning (ERP) implementation depends, to a large extent, on end-users' acceptance of ERP systems, which in turn affects the intensity and nature of system use. To understand the phenomenon underlying end-users' acceptance of ERP systems, the authors conducted a grounded theory research in a large institution that implemented an ERP system. Through systematic coding and content analysis, the authors inductively derived a theoretical model to explain end-users' acceptance of ERP systems. Three categories – beliefs about the system, changes in job scope, and social influence – emerged from the data as direct antecedents of user acceptance. The data also suggest that “beliefs about the system” mediates the influence of “training and support” and “personal characteristics” on user acceptance, whereas “personal characteristics” moderate the influence of “changes in job scope” on user acceptance. The theoretical model that emerged from this qualitative study extends existing models of user acceptance by providing a more complete understanding of end-users' acceptance of ERP systems.
Fiona Fui-Hoon Nah, Xin Tan 0001
J. Database Manag.1
2012 Empirical Comparison of 3-D Virtual World and Face-to-Face Classroom for Higher Education
abstract
Many higher education institutions have set up virtual classrooms in the 3-D virtual world. In this research, the authors assess the relative effectiveness of a 3-D virtual world learning environment, Second Life, compared to traditional face-to-face learning environment. They also assess the effects of instructional strategies in these two learning environments on interactivity, perceived learning, and satisfaction. The authors’ findings suggest that learning environment interacts with instructional strategy to affect the learners’ perceived learning and satisfaction. Specifically, when interactive instructional strategy is used, there is no significant difference for perceived learning and satisfaction between the 3-D virtual world and face-to-face learning environment. However, when a direct instructional strategy is used, there is a significant difference for perceived learning and satisfaction. They also assessed whether or not technology helps increase learner and instructor interaction. The result suggests that in interactive instructional sessions, students experienced a higher level of classroom interactivity in Second Life than in face-to-face classroom.
Xiaofeng Chen 0006, Keng Siau, Fiona Fui-Hoon Nah
J. Database Manag.3
2011 A Meta-Analysis Comparing Relational and Semantic Models
abstract
Data modeling is the sine quo non of systems development and one of the most widely researched topics in the database literature. In the past three decades, semantic data modeling has emerged as an alternative to traditional relational modeling. The majority of the research in data modeling suggests that the use of semantic data models leads to better performance; however, the findings are not conclusive and are sometimes inconsistent. The discrepancies that exist in the data modeling literature and the relatively low statistical power in the studies make meta-analysis a viable choice in analyzing and integrating the findings of these studies.
Keng Siau, Fiona Fui-Hoon Nah, Qing Cao 0002
J. Database Manag.2
2010 Impact of Flow and Brand Equity in 3D Virtual Worlds
abstract
This research is a partial test of Park et al.’s (2008) model to assess the impact of flow and brand equity in 3D virtual worlds. It draws on flow theory as its main theoretical foundation to understand and empirically assess the impact of flow on brand equity and behavioral intention in 3D virtual worlds. The findings suggest that the balance of skills and challenges in 3D virtual worlds influences users’ flow experience, which in turn influences brand equity. Brand equity then increases behavioral intention. The authors also found that the impact of flow on behavioral intention in 3D virtual worlds is indirect because the relationship between them is mediated by brand equity. This research highlights the importance of balancing the challenges posed by 3D virtual world branding sites with the users’ skills to maximize their flow experience and brand equity to increase the behavioral intention associated with the brand.
Fiona Fui-Hoon Nah, Brenda Eschenbrenner, David DeWester, So Park
J. Database Manag.1
2010 Information Search Patterns in E-Commerce Product Comparison Services
abstract
To facilitate product selection and purchase decisions on e-commerce Web sites, the presentation of product information is very important. In this research, the authors study how disposition styles influence users’ search patterns in product comparison services of e-commerce Web sites. The results show that people use relatively more feature paths and less product paths in vertical disposition style than horizontal disposition style. The findings also indicate that there are relatively more feature paths and less product paths in the first half than second half of the information search paths. This is consistent with Gensch’s two-stage choice model which suggests that people use attribute processing to derive a consideration set before they apply alternative processing to arrive at a final choice in product comparison services.
Fiona Fui-Hoon Nah, Weiyin Hong, Liqiang Chen, Hong-Hee Lee
J. Database Manag.1
2010 Co-creation and Collaboration in a Virtual World: A 3D Visualization Design Project in Second Life
abstract
One of the most successful and useful implementations of 3D virtual worlds is in the area of education and training. This paper discusses the use of virtual worlds in education and describes an innovative 3D visualization design project using one of the most popular virtual worlds, Second Life. This ongoing project is a partnership between IBM and three universities in the United States: the University of Nebraska-Lincoln, Iowa State University, and Wright State University. More than 400 MBA students have participated in this project by completing a creative design project that involves co-creation and collaboration in Second Life. The MBA students from the three universities worked in pairs to create designs to represent concepts related to IBM Power Systems, a family of IBM servers. The paper discusses observations and reflections on the 3D visualization design project. The paper concludes with a discussion of future research directions in applying virtual worlds in education.
Keng Siau, Fiona Fui-Hoon Nah, Brian E. Mennecke, Shu Z. Schiller
J. Database Manag.2
2008 3-D Virtual Worlds in Education: Applications, Benefits, Issues, and Opportunities
abstract
Three-dimensional virtual world environments are providing new opportunities to develop engaging, interactive experiences in education. These virtual worlds are unique in that they allow individuals to interact with others through their avatars and with objects in the environment, and can create experiences that are not necessarily possible in the real world. To assess the impact that these virtual worlds are currently having on education, a literature review is conducted to identify current applications, benefits being realized, as well as issues faced. Based on this review, virtual world capabilities, experiences, and factors associated with educational opportunities are presented as well as gaps in meeting pedagogical objectives. Practical and research implications are then addressed. Virtual worlds are proving to provide unique educational experiences, with its potential only at the cusp of being explored.
Brenda Eschenbrenner, Fiona Fui-Hoon Nah, Keng Siau
J. Database Manag.2
2007 Empirical Assessment of Factors Influencing Success of Enterprise Resource Planning Implementations
abstract
Enterprise resource planning (ERP) implementations in multinational manufacturing companies have experienced various degrees of success. This article investigates factors influencing the success of ERP implementations in multinational manufacturing companies in the Malaysian Free Trade Zone. The results indicate that enterprise-wide communication and a project management program are key factors influencing the success of ERP implementations, while other factors such as top management support as well as teamwork and composition are not as critical to the outcome. Organizational culture is a moderator of the relationships between enterprise-wide communication, a project management program, and the success of ERP implementations.
Fiona Fui-Hoon Nah, Mathew Tan
J. Database Manag.1
2006 Critical Success Factors for Enterprise Resource Planning Implementation and Upgrade
abstract
Seven categories of critical success factors were identified from the ERP literature: (1) business plan and vision; (2) change management; (3) communication; (4) ERP team composition, skills and compensation; (5) management support and championship; (6) project management; (7) system analysis, selection and technical implementation. We conducted a case study of two organizations that had implemented and upgraded ERP systems. We adopted Markus and Tanis' four-phase model and compared the importance of these critical success factors across the phases of ERP implementation and upgrade. The importance of these factors across the phases of ERP implementation and upgrade is very similar. ‘Business Plan and Vision’ and ‘Top Management Support and Championship’ are critical during the Chartering phase. ‘ERP Team Composition, Skills and Compensation,’ ‘Project Management’ and ‘System Analysis, Selection and Technical Implementation’ are most important during the Project phase. ‘Change Management’ and ‘Communication’ are very important during the Project and Shakedown phases.
Fiona Fui-Hoon Nah, Santiago Delgado
J. Comput. Inf. Syst.1
2005 Strategic implications of mobile technology: A case study using Value-Focused Thinking
Hong Sheng, Fiona Fui-Hoon Nah, Keng Siau
J. Strateg. Inf. Syst.2
2002 Knowledge Management Mechanisms in E-Commerce: A Study of Online Retailing and Auction Sites
Fiona Fui-Hoon Nah, Keng Siau, Yuhong Tian, Min Ling
J. Comput. Inf. Syst.1