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

3. A Transitional Approach to Examine the Influences of Information Practices on Lifelong Learning.

5. Factors Influencing University Students' AI Use and Knowledge Acquisition.

6. Public Perceptions of GAI: A YouTube Analysis of Sora.

7. Humans Versus Machines: A Deepfake Detection Faceoff.

8. Can Seniors Spot Deepfakes? A Diary Study of Deepfake Identification Strategies.

10. "He looks very real": Media, knowledge, and search‐based strategies for deepfake identification.

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

23. Participatory Evaluation of an Educational Game for Social Skills Acquisition

24. Understanding Deepfake Research and Trends through Topic Modelling.

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

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

27. Understanding user‐generated questions in social Q&A: A goal‐framing approach.

28. Lessons from Learner Experiences in a Field-Based Inquiry in Geography Using Mobile Devices

29. Tweeting the Friendly Skies: Investigating Information Exchange among Twitter Users about Airlines

30. An Analysis of Knowledge Management Mechanisms in Healthcare Portals

32. Choosing Communication Portfolios to Accomplish Tasks: The Effects of Individual Differences

34. Students’ learning experience in a mixed reality environment: drivers and barriers

35. Leader, Socializer or Specialist? Distinguishing Responders with the Cues of Questions.

36. Understanding the effects of message cues on COVID‐19 information sharing on Twitter.

37. COVID‐19 Tweet Links: A Preliminary Investigation of Type and Relevance.

41. Generating collective online information sharing: The framing effect of questions on response network.

42. Understanding the Temporal Effects on Tweetcussion of COVID‐19 Vaccine.

43. Is Gamification Effortful? A Study in the Crowdsourcing Context.

44. Investigating the Influence of Cute Aesthetics in Community Crowdsourcing.

45. Understanding Continuance Intention toward Crowdsourcing Games: A Longitudinal Investigation.

46. Integrating motives and usability to examine community crowdsourcing.

47. Is it real? A study on detecting deepfake videos.

48. Evaluating Library Escape: A Prototype Information Literacy Game

49. Aesthetic Experience and Acceptance of Human Computation Games

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

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