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  • × author_ss:"Chua, A.Y.K."
  1. Chua, A.Y.K.; Yang, C.C.: ¬The shift towards multi-disciplinarity in information science (2008) 0.01
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    Abstract
    This article analyzes the collaboration trends, authorship and keywords of all research articles published in the Journal of American Society for Information Science and Technology (JASIST). Comparing the articles between two 10-year periods, namely, 1988-1997 and 1998-2007, the three-fold objectives are to analyze the shifts in (a) authors' collaboration trends (b) top authors, their affiliations as well as the pattern of coauthorship among them, and (c) top keywords and the subdisciplines from which they emerge. The findings reveal a distinct tendency towards collaboration among authors, with external collaborations becoming more prevalent. Top authors have grown in diversity from those being affiliated predominantly with library/information-related departments to include those from information systems management, information technology, businesss, and the humanities. Amid heterogeneous clusters of collaboration among top authors, strongly connected cross-disciplinary coauthor pairs have become more prevalent. Correspondingly, the distribution of top keywords' occurrences that leans heavily on core information science has shifted towards other subdisciplines such as information technology and sociobehavioral science.
    Source
    Journal of the American Society for Information Science and Technology. 59(2008) no.13, S.2156-2170
    Type
    a
  2. Chua, A.Y.K.; Banerjee, S.: Understanding review helpfulness as a function of reviewer reputation, review rating, and review depth (2015) 0.01
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    Abstract
    This article examines review helpfulness as a function of reviewer reputation, review rating, and review depth. In drawing data from the popular review platform Amazon, results indicate that review helpfulness is positively related to reviewer profile and review depth but is negatively related to review rating. Users seem to have a proclivity for reviews contributed by reviewers with a positive track record. They also appreciate reviews with lambasting comments and those with adequate depth. By highlighting its implications for theory and practice, the article concludes with limitations and areas for further research.
    Source
    Journal of the Association for Information Science and Technology. 66(2015) no.2, S.354-362
    Type
    a
  3. Chua, A.Y.K.: ¬A tale of two hurricanes : comparing Katrina and Rita through a knowledge management perspective (2007) 0.01
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    Abstract
    This study compares the preparation and response efforts to Katrina and Rita through a knowledge management (KM) perspective. To achieve this objective, a theoretical KM framework is developed to examine the KM processes that underpin disaster management activities. The framework is then used to identify different dimensions along which the two disasters can be compared. The data, totaling some 500 documents, were drawn from a wide variety of news, congressional, and Internet sources. The findings show that the nonchalance towards the disaster's imminence, grossly inadequate preparations, and the chaotic responses seen in Katrina stood in stark contrast to the colossal scale of precautionary measures and response operations primed for Rita. The article concludes by highlighting three KM implications for managing large-scale natural disasters.
    Source
    Journal of the American Society for Information Science and Technology. 58(2007) no.10, S.1518-1528
    Type
    a
  4. Chua, A.Y.K.: ¬The design and implementation of a simulation game for teaching knowledge management (2005) 0.01
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    Abstract
    Knowledge management is a discipline that has rapidly gained attention from both practitioners and academics over the last decade. However, the number of simulation games designed for knowledge management education has been limited. This is largely due to the emerging nature of knowledge management, whose domain the established gaming and simulation community has yet to enter. For this reason, the value and relevance of knowledge management simulation games is highlighted in this article by detailing the design and implementation of a simulation game entitled The Chief Knowledge Officer (CKO). The study was intended to meet two objectives: (a) to provide a template for designing knowledge management simulation games, and (b) to determine the effectiveness of CKO through a pretest-posttest research design. An empirical study which involved 32 final-year Business Studies students reading an elective module entitled Knowledge Management Systems in an institute of higher education in Singapore was conducted. The findings confirmed that CKO was a viable and effective instructional tool for imparting knowledge to the participants. In addition, the scores obtained from CKO had a moderating effect an the participants' attitude towards the subject matter.
    Source
    Journal of the American Society for Information Science and Technology. 56(2005) no.11, S.1207-1216
    Type
    a
  5. Lee, C.S.; Goh, D.H.-L.; Chua, A.Y.K.; Ang, R.P.: Indagator: Investigating perceived gratifications of an application that blends mobile content sharing with gameplay (2010) 0.01
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    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.
    Source
    Journal of the American Society for Information Science and Technology. 61(2010) no.6, S.1244-1257
    Type
    a
  6. Banerjee, S.; Chua, A.Y.K.; Kim, J.-J.: Don't be deceived : using linguistic analysis to learn how to discern online review authenticity (2017) 0.00
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    Abstract
    This article uses linguistic analysis to help users discern the authenticity of online reviews. Two related studies were conducted using hotel reviews as the test case for investigation. The first study analyzed 1,800 authentic and fictitious reviews based on the linguistic cues of comprehensibility, specificity, exaggeration, and negligence. The analysis involved classification algorithms followed by feature selection and statistical tests. A filtered set of variables that helped discern review authenticity was identified. The second study incorporated these variables to develop a guideline that aimed to inform humans how to distinguish between authentic and fictitious reviews. The guideline was used as an intervention in an experimental setup that involved 240 participants. The intervention improved human ability to identify fictitious reviews amid authentic ones.
    Source
    Journal of the Association for Information Science and Technology. 68(2017) no.6, S.1525-1538
    Type
    a
  7. Chua, A.Y.K.; Kaynak, S.; Foo, S.S.B.: ¬An analysis of the delayed response to hurricane Katrina through the lens of knowledge management (2007) 0.00
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    Abstract
    In contrast to many recent large-scale catastrophic events, such as the Turkish earthquake in 1999, the 9/11 attack in New York in 2001, the Bali Bombing in 2002, and the Asian Tsunami in 2004, the initial rescue effort towards Hurricane Katrina in the U.S. in 2005 had been sluggish. Even as Congress has promised to convene a formal inquiry into the response to Katrina, this article offers another perspective by analyzing the delayed response through the lens of knowledge management (KM). A KM framework situated in the context of disaster management is developed to study three distinct but overlapping KM processes, namely, knowledge creation, knowledge transfer, and knowledge reuse. Drawing from a total of more than 400 documents - including local, national, and foreign news articles, newswires, congressional reports, and television interview transcripts, as well as Internet resources such as wikipedia and blogs - 14 major delay causes in Katrina are presented. The extent to which the delay causes were a result of the lapses in KM processes within and across the government agencies are discussed.
    Source
    Journal of the American Society for Information Science and Technology. 58(2007) no.3, S.391-403
    Type
    a
  8. Goh, D.H.-L.; Ang, R.P.; Lee, C.S.; Chua, A.Y.K.: Fight or unite : investigating game genres for image tagging (2011) 0.00
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    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.
    Source
    Journal of the American Society for Information Science and Technology. 62(2011) no.7, S.1311-1324
    Type
    a
  9. Chua, A.Y.K.; Banerjee, S.: So fast so good : an analysis of answer quality and answer speed in community Question-answering sites (2013) 0.00
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    Abstract
    The authors investigate the interplay between answer quality and answer speed across question types in community question-answering sites (CQAs). The research questions addressed are the following: (a) How do answer quality and answer speed vary across question types? (b) How do the relationships between answer quality and answer speed vary across question types? (c) How do the best quality answers and the fastest answers differ in terms of answer quality and answer speed across question types? (d) How do trends in answer quality vary over time across question types? From the posting of 3,000 questions in six CQAs, 5,356 answers were harvested and analyzed. There was a significant difference in answer quality and answer speed across question types, and there were generally no significant relationships between answer quality and answer speed. The best quality answers had better overall answer quality than the fastest answers but generally took longer to arrive. In addition, although the trend in answer quality had been mostly random across all question types, the quality of answers appeared to improve gradually when given time. By highlighting the subtle nuances in answer quality and answer speed across question types, this study is an attempt to explore a territory of CQA research that has hitherto been relatively uncharted.
    Source
    Journal of the American Society for Information Science and Technology. 64(2013) no.10, S.2058-2068
    Type
    a