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  • × author_ss:"Goh, D.H.-L."
  1. Lee, S.-S.; Theng, Y.-L.; Goh, D.H.-L.: Creative information seeking : part II: empirical verification (2007) 0.02
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    Abstract
    Purpose - This is part II of on-going research, the purpose being to establish a creative information-seeking model. Design/methodology/approach - Two studies were conducted to examine the subjects' creative information seeking behaviours and the extent to which they exhibited the proposed stages in creative information seeking when accomplishing a directed and an open-ended information-seeking task respectively. Findings - Findings seemed to indicate that all the subjects underwent the proposed stages although they seemed to embrace characteristics of these stages in varying degrees. Findings also showed that if subjects performed the proposed stages more iteratively or non-sequentially, then a greater amount of creativity was needed to accomplish the information-seeking task. Originality/value - The paper offers a discussion on the relationships between creativity, complexity of tasks, and levels of expertise in domain knowledge.
    Date
    23.12.2007 12:22:16
    Type
    a
  2. Theng, Y.-L.; Goh, D.H.-L.; Lim, E.-P.; Liu, Z.; Yin, M.; Pang, N.L.-S.; Wong, P.B.-B.: Applying scenario-based design and claims analysis to the design of a digital library of geography examination resources (2005) 0.00
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    Abstract
    This paper describes the application of Carroll's scenario-based design and claims analysis as a means of refinement to the initial design of a digital library of geographical resources (GeogDL) to prepare Singapore students to take a national examination in geography. GeogDL is built on top of G-Portal, a digital library providing services over geospatial and georeferenced Web content. Beyond improving the initial design of GeogDL, a main contribution of the paper is making explicit the use of Carroll's strong theory-based but undercapitalized scenario-based design and claims analysis that inspired recommendations for the refinement of GeogDL. The paper concludes with an overview of the implementation of some of the recommendations identified in the study to address "usability" and "usefulness" design issues in GeogDL, and discusses implications of the findings in relation to geospatial digital libraries in general.
    Type
    a
  3. Tan, E.M.-Y.; Goh, D.H.-L.: ¬A study of social interaction during mobile information seeking (2015) 0.00
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    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.
    Type
    a
  4. Wu, Q.; Lee, C.S.; Goh, D.H.-L.: Understanding user-generated questions in social Q&A : a goal-framing approach (2023) 0.00
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    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.
    Type
    a
  5. Lee, S.-S.; Theng, Y.-L.; Goh, D.H.-L.: Creative information seeking : Part I: a conceptual framework (2005) 0.00
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    Abstract
    Purpose - This paper proposes a conceptual framework for creative information seeking drawing upon Weisberg's argument that creativity exists in everyone, and mapping the creative process described in the holistic model of creativity to the information seeking activities identified in the behavioural model of information seeking. Design/methodology/approach - Using scenarios of information seeking behaviour, mappings between the creative process and information seeking activities were refined and six stages for creative information seeking were proposed. Scenarios were also used to provide theoretical justifications for stages in creative information seeking. Findings - Evidence gathered from the scenarios seemed to indicate that the type of information seeking task may have an impact on the extent to which an information seeker exhibits all stages in the framework. This is on-going research. Part II of this paper aims to conduct empirical studies and gather evidence to verify the framework and examine this observation in more detail. Originality/value - Proposes a framework for creative information seeking.
    Type
    a
  6. Lim, E.-P.; Liu, Z.; Yin, M.; Goh, D.H.-L.; Theng, Y.-L.; Ng, W.K.: On organizing and accessing geospatial and georeferenced Web resources using the G-Portal system (2005) 0.00
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    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.
    Type
    a
  7. 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.
    Type
    a
  8. Goh, D.H.-L.; Ng, P.K.: Link decay in leading information science journals (2007) 0.00
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    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.
    Type
    a
  9. 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) 0.00
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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.
    Type
    a
  10. Goh, D.H.-L.; Lee, C.S.; Razikin, K.: Interfaces for accessing location-based information on mobile devices : an empirical evaluation (2016) 0.00
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    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.
    Type
    a
  11. Zheng, H.; Goh, D.H.-L.; Lee, E.W.J.; Lee, C.S.; Theng, Y.-L.: Understanding the effects of message cues on COVID-19 information sharing on Twitter (2022) 0.00
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    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.
    Type
    a