Search

Your search keyword '"Goh, Dion Hoe-Lian"' showing total 687 results

Search Constraints

Start Over You searched for: Author "Goh, Dion Hoe-Lian" Remove constraint Author: "Goh, Dion Hoe-Lian"
687 results on '"Goh, Dion Hoe-Lian"'

Search Results

1. Analyzing Crowdsourced Mobile Content: Do Games Make a Difference?

2. Understanding Seniors’ Strategies for Identifying Deepfakes

3. From Stickers to Personas: Utilizing Instant Messaging Stickers for Impression Management by Gen Z

5. Gen Z Transitions to University: A Preliminary Study on Everyday Information-Seeking Practices

6. Understanding Major Topics and Attitudes Toward Deepfakes: An Analysis of News Articles

10. Understanding Users’ Deepfake Video Verification Strategies

11. Understanding Users’ Perception of Cute Aesthetics in Mobile Interface Design

12. Analyzing COVID-19 Vaccine Tweets for Tonal Shift

13. How Are Deepfake Videos Detected? An Initial User Study

15. The Framing Effect of Questions in Community Question-Answering Sites

16. Collective Sensemaking and Location-Related Factors in the Context of a Brand-Related Online Rumor

17. Uncovering Topics Related to COVID-19 Pandemic on Twitter

25. An Analysis of Rumor and Counter-Rumor Messages in Social Media

26. Motivational Difference Across Gameplay Mechanics: An Investigation in Crowdsourcing Mobile Content

27. Examining Enjoyment in Gamifying Physical Exercise and a Healthy Diet

29. Heuristic Evaluation of an Information Literacy Game

30. Investigating the Use of a Mobile Crowdsourcing Application for Public Engagement in a Smart City

36. The Effects of Collaboration and Competition on Players’ Perceptions in Human Computation Games

37. Investigating the Antecedents of Playing Games for Crowdsourcing Location-based Content

38. Aesthetic Experience and Acceptance of Human Computation Games

39. Connecting Emotionally: Effectiveness and Acceptance of an Affective Information Literacy Tutorial

40. Is Gamification Effective in Motivating Exercise?

41. An Investigation of Reward Systems in Human Computation Games

42. <scp>COVID</scp> ‐19 Tweet Links: A Preliminary Investigation of Type and Relevance

45. Affect in Embodied Pedagogical Agents: Meta-Analytic Review

46. Player Acceptance of Human Computation Games: An Aesthetic Perspective

47. The Design of an Information Literacy Game

48. Understanding Deepfake Research and Trends through Topic Modelling.

49. Real or Fake: Eliciting Deepfake Identification Strategies through a Diary Study.

50. Making Sense of Responders' Evaluations of Question Answerability from Academic Q&A Sites.

Catalog

Books, media, physical & digital resources