
Chei Sian Lee- Doctor of Philosophy
- Nanyang Technological University
Chei Sian Lee
- Doctor of Philosophy
- Nanyang Technological University
About
170
Publications
64,428
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Introduction
Current institution
Publications
Publications (170)
Introduction. The proliferation of generative artificial intelligence tools capable of producing high-quality videos that can masquerade as genuine content has raised concerns about online misinformation. This study investigates human ability to identify deepfake videos, with a focus on identification performance and the strategies employed. Method...
Introduction. This paper uses the affordances framework to investigate how Generation Z (GenZ) students in higher education use generative AI (GenAI). There is an increasing need to gain a deeper understanding of GenZ’s interaction with artificial intelligence tools to better support their integration into higher education and the workforce. Method...
Digital nudging is gaining traction in the educational domain to guide students' decision‐making processes and achieve desirable learning outcomes through subtle changes in the digital learning environment. From the information science perspective, these changes are realized through informational cues and human‐computer interface design to affect t...
Deepfake identification research currently lacks focus on seniors. We address this gap through a diary study to elicit seniors' deepfake identification strategies over three weeks. Results indicate that seniors performed well in identification performance, and over time, were able to integrate multiple strategies, enhancing identification accuracy....
Machine learning (ML) models for deepfake detection are important for countering the threat of such videos. However, human detection is also critical because automated approaches may not always be available to people online. This study compares ML models versus humans for deepfake detection. Results surprisingly showed that humans performed better....
Lifelong learning involves and engages learners at all stages of education and life. In particular, learning transitions, which represent phases when students advance to the next stage of an educational setting, are significant as they may trigger learning and development for lifelong learning. Research suggests that the learning transition process...
Drawing upon the social amplification of risk (SARF) and the issue-attention cycle framework, we examined the amplification of COVID-19 risk-related tweets through (a) topics: key interests of discussion; (b) temperament: emotions of tweets; (c) topography (i.e., location); and (d) temporality (i.e., over time). We computationally analyzed 1,641,27...
Generation Zs (Gen Zs), characterized as digital natives, approach their university journey with distinct information practices shaped by their reliance on everyday digital technologies. Yet, studies on how Gen Zs navigate the transition to university remain scant. This exploratory study aims to understand how everyday information-seeking practices...
The prevalence of mobile applications meant that individuals made more decisions online in their daily lives for a wide range of activities, and sometimes poor decisions were made. This study aims to characterize user decision behavior from the influence of in-app nudges to make positive decisions within the digital environment. We extracted 1,368,...
The Covid‐19 pandemic has led to the widespread use of videoconference (VC) technologies, particularly in education and this trend is projected to continue. Prolonged VC usage can lead to “videoconference fatigue” (VCF). While research on factors contributing to VCF has been conducted among university students, there is limited research on younger...
The prevalence of deepfake technology has led to concerns about the ability of people to spot real videos from fakes. We address these concerns through a diary study to elicit strategies people use to identify deepfake and real videos. Results indicate that different strategies were associated with deepfake and real video identification. Interestin...
In academic Q&A, question cues are characteristics of natural language for responders to understand askers' needs. However, knowledge is limited concerning responders' answerability evaluations which could be influenced by question cues (e.g., emotional expressiveness, complexity) and topic types. To address the gap, this research conducted an expe...
This study explores the impact of the COVID‐19 pandemic on informal online learning behavior through the lens of online video tutorials hosted on YouTube. Over 40,000 YouTube comments were collected for topic modeling analysis and uncovered thirteen latent topics related to three learning behavior types, that is, environment structuring, help‐seeki...
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' atte...
While Massive Online Open Courses (MOOCs) have seen a surge in enrollments in higher education around the world especially during the Covid-19 pandemic, it is unclear if learners from the economically disadvantaged regions (EDR) are also able to capitalize on them. Specifically, challenges related to using MOOCs in these regions have been reported...
Twitter has become a platform for online health information seeking and sharing, especially during the COVID-19 pandemic. Prior studies revealed evidence of health information topics in Twitter discussions, but the analysis was primarily on tweets made before or during the pandemic. This research investigated tweets made pre- and current-COVID era...
Deepfakes are synthetically generated media that pose as actual video recordings, and are a potential source of fake news or disinformation. Consequently, the ability to detect them is imperative. Although research has been done in creating algorithms for automatic detection, there is little work conducted on how users identify deepfakes. Hence, th...
Despite growing interest in interface designs for mobile applications, research on the use of cute aesthetics in mobile interface design has largely been unexplored. Hence, this research aims to fill this gap by studying perceptions of cute aesthetics in mobile interface designs. Here, cute aesthetics refer to the use of cute design elements and br...
We conducted an exploratory study of the links found in Twitter tweets. Our results showed that the largest category of tweet links was social media platforms followed by alternative news sites. Government agencies and educational institutions were under-represented. In terms of relevance, about 75% of the links were related to COVID-19 but disappo...
This review examines nudge intervention in influencing learning behaviours from the context of the information use environment. It was conducted based on PRISMA guidelines. Six major databases were searched, and ten studies were included in this review after screening. Overall, the included studies reported beneficial outcomes in the academic setti...
Community question‐answering (CQA) enables responders to select questions, and respond to the questions by answering, commenting or voting. Accordingly, questions with different cues (i.e. complexity, specificity, emotional expressiveness, politeness, popularity, rewards) tend to attract different responders. However, the research is limited regard...
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 associ...
In the fight against COVID-19, the Pfizer and BioNTech vaccine announcement marked a significant turning point. Analysing the topics discussed surrounding the announcement is critical to shed light on how people respond to the vaccination against COVID-19. Specifically, since the COVID-19 vaccine was developed at unprecedented speed, different segm...
Researchers have claimed that gamification adds to the workload of users, potentially influencing their perceptions of effort and performance expectancy negatively. Through an experimental study which compared a gamified and a non‐gamified mobile app for crowdsourcing restaurant reviews, we found participants had similar perceptions of effort and p...
The objective of this study is to understand the pandemic's impact on online learning behaviour based on learners’ comments collected from online video tutorials hosted on YouTube. The topic modelling approach is employed to uncover the changes in topic prevalence during the pre‐ and post‐pandemic timeframe to infer learning behaviour. Ten topics w...
This paper investigates the influence of cute aesthetics design in community crowdsourcing. Specifically, we propose that cute aesthetics design is a viable approach to appeal to the crowd and motivate everyday participation in community crowdsourcing as prior works indicate that cute aesthetics can invoke positive emotion. We conducted a comparati...
On November 09, 2020, Pfizer and BioNtech announced vaccine efficacy results, possibly providing hope during the COVID-19 pandemic. Correspondingly, vaccine-related information was shared on social media platforms, including Twitter. The present research aims to investigate tonal shift resulting from this important pandemic-related event using auto...
While the educational disruption caused by the Covid‐19 pandemic underscores the importance of blended learning in higher education, research on the effectiveness of blended learning is still inconclusive. Drawing from the motivational design model of the ARCS (i.e., attention, relevance, confidence, and satisfaction), this study attempts to fill t...
Purpose
The purpose of this paper is to investigate how perceived usability and user characteristics influence the intention to use a crowdsourcing application for finding potentially trafficked children. As part of this effort, the authors also attempt to uncover the usability concerns surrounding the use of this application.
Design/methodology/a...
The World Health Organization declared COVID-19 as a pandemic on 11 March 2020 due to its rapid spread worldwide. This work-in-progress paper aims to uncover topics related to COVID-19 discussed on Twitter. Using topic modelling, we analyzed two weeks of tweets (11 March-25 March 2020) in English and found 17 latent topics, covering a broad range o...
Despite the promising benefits of blended Massive Open Online Courses (MOOCs) over traditional face-to-face class, it is still unclear how MOOCs should be integrated in the classroom. The findings regarding the effectiveness of such blended learning approach is mixed and inconclusive. The present study aims to address this gap by investigating how...
Significant growth in health information sharing through Twitter is making it a compelling source for health-related information. Recent health research studies show Twitter data has been used for disease surveillance, health promotion, sentiment analysis, and perhaps has potential for clinical decision support. However, identifying health-related...
In the fight against the COVID-19 pandemic, understanding how the public responds to various initiatives is an important step in assessing current and future policy implementations. In this paper, we analyzed Twitter tweets using topic modeling to uncover the issues surrounding people's discussion of the disease. Our focus was on temporal differenc...
Integrating the notions of public service and intrinsic motivations with usability factors, this study examined the motivational and usability factors influencing intention to help via a community crowdsourcing app. Hierarchical linear regression analysis indicated that creating an engaging and useful app that appeals to needs for commitment, and i...
Despite the popularity of MIM applications in the workplace, little research has been done to understand the use of MIM applications at work. This initial study attempts to explore the effects of MIM on communication quality and Work‐Life‐Balance. Preliminary analysis from 166 participants indicated that the use of MIM did not compromise communicat...
Community Question‐Answering (CQA) sites are virtual communities where users participate in collective online information sharing. Questions in CQA sites serve as starting points for information sharing, eliciting a response network (RN), where nodes are the postings, while edges represent the responses between postings. This research employed fram...
Significant growth in health information sharing through Twitter is making it a compelling source for health-related information. Recent health research studies show Twitter data has been used for disease surveillance, health promotion, sentiment analysis, and perhaps has potential for clinical decision support. However, identifying health related...
In Community Question-Answering (CQA) sites, the question is often the starting point for information exchange, eliciting a series of responses that result in a response network (RN) whose nodes are the postings, while edges represent the responses between postings. This argument is supported by framing theory which posits that different message fo...
Purpose
Drawing from social cognitive theory, the purpose of this study is to examine how personal, environmental and behavioral factors can interplay to influence people's use of YouTube as a learning resource.
Design/methodology/approach
This study proposed a conceptual model, which was then tested with data collected from a survey with 150 part...
Purpose
Despite the advantages of MOOCs (Massive Online Open Courses), the adoption rate is still low, especially in less developed countries. The present study aims to investigate the drivers and barriers faced by adopters and non-adopters of MOOCs, and examine how these factors influence the intention of MOOC adoption.
Design/methodology/approac...
This paper is a first step in understanding the role of information and communication research in promoting workplace safety and health practices, which is an important concern in any organization. We adopt topic modeling to identify the major issues discussed in the literature. Six diverse themes were identified, suggesting the importance of this...
This paper presents a preliminary study of issues pertaining to the information needs, sources and behaviors of Pokemon Go players. Participants were found to be passive in the fulfillment of their information needs and they expressed a willingness to share information with others.
Drawing from the functional approach to volunteerism, the aim of this preliminary study is to investigate the motives driving people's willingness to use a mobile crowdsourcing app to voluntarily help others in a smart city. Data were collected from 125 individuals. Preliminary results indicate that there are three categories of motives (i.e. Value...
The study analyzed 1,007 Stack Overflow posts to investigate the relationships among interaction types, user reputation, the position of a post, and perceived post quality. Interaction Process Analysis (IPA), a well-established method for studying small group interaction, was used to code the posts. The Wilcoxon rank-sum tests and multiple regressi...
This paper is a first step in understanding the concept of workplace health and safety ownership. Using topic modeling, we identified three major themes in the literature, including work related to interventions, issues concerning organizational-level ownership, and issues related to group/personal level ownership.
In spite of the potentials promised by MOOCs (massive open online courses), the adoption rate of MOOCs is still low, especially in developing countries. Research on the adoption of MOOCs in developing countries is also limited. To fill this research gap, this research aims to study the adoption of MOOCs by extending current research on innovation a...
Despite the promised benefits of MOOCs (Massive Open Online Courses) to address the digital divide and promote equity in educational opportunities, the use of MOOCs is still lagging especially in developing countries. The purpose of this study is to investigate the barriers underlying the adoption of MOOCs in the context of a developing country. Dr...
The integration of social media in formal education has received consistent interest in the recent decade. While most studies have focused on the mandatory use of social media as pedagogical tools, less explored is the context in which students voluntarily choose and use social media to supplement their formal learning. In this study, we employ an...
Tackling child trafficking requires a multi‐pronged approach from government and non‐government organizations as well as individuals. In this paper, we introduce Zhongxun, a crowdsourcing platform for finding missing children that have been potentially trafficked. Users submit photos of children whom they suspect may be victims of trafficking. Zhon...
The study analyzed social question and answer (SQA) threads on Stack Overflow to investigate users' interaction patterns within an SQA thread and how these patterns related to the likelihood of receiving an acceptable answer. Robert Bales' Interaction Process Analysis was used to code the data. Analysis of 125 threads (844 posts) showed differences...
The convergence of crowdsoucing and gaming has led to the rise of new game genres that leverage the collective intelligence of online players. These are called crowdsourcing games, and they have become a viable option for garnering georeferenced metadata for digital library projects. Understanding the phenomenon of these games requires consideratio...
The increased use of crowdsourcing to support smart city initiatives has been reported in the literature. However, a gap remains in understanding the needs motivating crowdsourcing participation in smart city projects. Integrating perspectives from self-determination theory and public service motivation, this study investigates the motives driving...
Social media have been widely adopted by digital natives for learning purposes due to the wealth of educational resources afforded by these platforms. As such, educational researchers and practitioners have been advocating the integration of social media in formal learning. While a majority of research has highlighted the benefits of using social m...
The layering of games over crowdsourcing tasks has increasingly become a viable approach to motivate participation in crowdsourcing projects. A crowdsourcing game utilizes entertainment to generate useful outputs as byproducts of gameplay. Since crowdsourcing relies on individuals' participation, understanding actual contribution patterns is an imp...
Purpose
Through the lens of self-directed theory, the objective of this study is to investigate if social technologies such as YouTube will be viable to disseminate educational instructions and in the process empowering learners to take charge of their learning
Design/methodology/approach
A total of 150 educational videos on YouTube were selecte...
MOOCs (Massive Open Online Courses) promise huge benefits to students by delivering free course content anytime anywhere. The access to MOOCs will be beneficial to students worldwide especially those in developing countries and regions. However, in contrary to its projected vision, the adoption rate among students is still very low. The purpose of...
Populating information-rich online environments through crowdsourcing is increasingly becoming popular. One approach to motivate participation is via games. That is, a crowdsourcing game offers entertainment while generating useful outputs as byproducts of gameplay. A gap in current research is that actual usage patterns of crowdsourcing games have...
Human computation games (HCGs) harness human intelligence through enjoyable gameplay to address computational problems that are beyond the power of computer programs but trivial for humans. With the popularity of crowdsourcing, different types of HCGs have been developed using various gameplay mechanics to attract online users to contribute outputs...
This paper examines the role of gamification for enjoyment in physical exercise and a healthy diet. The lack of motivation for these health-related behaviors is associated with the rising incidence of cardiovascular diseases, diabetes, hypertension, and obesity. Gamification involves leveraging on enjoyment derived from game mechanics that could ga...
The gaming approach to crowdsourcing is a major way to foster engagement and sustained participation. Also known as crowdsourcing games, players contribute their effort to tackle problems and receive enjoyment in return. As in any game, a fundamental mechanism in crowdsourcing games is its virtual reward system. This paper investigates how virtual...
The popularity of games has motivated their adoption for pursuits beyond entertainment. One of the emerging strategies is the Human Computation Game (HCG) which channels players' time spent on games toward problem solving. Unlike entertainment-oriented games, players of HCGs contribute output as a byproduct of gameplay. In this paper, we investigat...
Crowdsourcing of mobile content has become a major way of populating information-rich online environments. One approach to motivate participation is via games. That is, a crowdsourcing game is built upon the desire of individuals to be entertained while generating useful outputs as byproducts of gameplay. A gap in current research is that actual us...
Scholars and developers have long recognized that the collections of user-generated content at social questions and answers (SQA) sites can benefit open knowledge sharing and resolve individual information needs. This has prompted strong interest in improving the quality of SQA postings, and the creation, curation, and use of these collections. Whi...
Drawing from the uses and gratifications framework, the aim of the present study is to examine the needs driving users to view photographs on Instagram, a popular photo-sharing social networking service. Data (N = 115) were collected from an online survey. A principal component factor analysis indicated that there were four cluster of needs. Specif...
Given that sharing is a fundamental activity among social media users, this study explores the associations between sharing activities in social media and their psychological social well-being in two age groups – young and mature adults. We focus on two dimensions of social and psychological well-being which are life satisfaction and loneliness. We...
It has been reported that crowdsourcing applications are valuable to support smart city initiatives. However, there still remains a gap in using such applications to empower and engage city residents This study introduces a mobile crowdsourcing platform prototype known as My Smart Mobile City app (i.e. MSMC) that aims to help cities manage public e...
Crowdsourcing of mobile content through games is becoming a major way of populating information-rich online environments. A current research gap is that actual usage patterns of crowdsourcing games has been inadequately investigated. We address this gap by comparing content creation patterns in a game for crowdsourcing mobile content against a non-...
Web 2.0 technologies have paved the way for self-directed online
learning. YouTube, in particular, is a viable Web 2.0 platform that can be used
to disseminate educational content and in the process empower users to take
charge of their own learning. Through the lens of self-directed learning theory,
we perform qualitative content analyses on c...
Human Computation Games (HCGs) harness human intelligence through games to address computational problems. Collaboration and competition have emerged as the most commonly used HCG genres. Yet, little research has examined the effects of such genres on players’ perceptions. Through an experimental study with 95 participants, this study investigates...
Human Computation Games (HCGs) are games that harness human intelligence to tackle computational problems. Put differently, they are a means of crowdsourcing via games. Due to this entertainment-output generation duality, perceived enjoyment and perceived quality of outputs are potentially important determinants of HCG usage. This study adopts a mu...
Sharing behavior is a major element in understanding the influence of social networking services. The aim of the present study is to examine the motivations driving users to share photos on Instagram, a popular photo-sharing social networking service. This study applied the uses and gratifications approach to determine Instagram members’ reasons fo...
Purpose
– The purpose of this paper is to investigate the effects of individuals’ perceived enjoyment and output quality on their intention to play human computation games (HCGs) for location-based content sharing.
Design/methodology/approach
– This study employed a cross-sectional survey method, and recruited 205 undergraduate and graduate stud...
Human Computation Games (HCGs) harness human intelligence to tackle computational problems. As in any game, a fundamental mechanism in a HCG is its reward system. In this paper, we investigate how virtual reward systems evoke perceptions of enjoyment in HCGs. Three mobile applications for location-based content sharing (named Track, Badge and Share...
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 per...
The increasing use of social media for information sharing has elevated the need for information literacy (IL) education to prepare students to be effective information creators and communicators. One concern is that students sometimes indiscriminately forward misinformation. Understanding the reasons behind misinformation sharing would help the de...
Widespread misinformation on social media is a cause of concern. Currently, it is unclear what factors prompt regular social media users with no malicious intent to forward misinformation to their online networks. Using a questionnaire informed by the Uses and Gratifications theory and the literature on rumor research, this study asked university s...
As more individuals turn to social network sites (SNSs) for information, the spread of misinformation in these sites is becoming a greater concern. Not only can misinformation cause individual users anxiety and harm, but it can also prevent SNSs from realizing their full potential as trustworthy sources of information. This study proposed and teste...
Informed by the knowledge gap theory, this study explored possible hypotheses on information-seeking satisfaction gaps. Using a survey of 1,000 Singapore Internet users and an ANOVA test, this research tested whether individuals? satisfaction with everyday information seeking varies by demographics and by the frequency of information sources usage....
Human computation games (HCGs) utilise human intelligence for the purpose of problem solving through games. Recently, HCGs have increased in popularity within various application areas. A proper system of describing such games is necessary in order to obtain a better understanding of the current body of work and identify new opportunities for futur...
The objective of this research is to investigate the types of problems and their associated perceived risks as well as the effects of risks perceived on frequently used information communication technologies (ICTs) by globally distributed software development teams. We focused on perceived risk in reception, understanding and action and studied two...
The advent of online games, crowdsourcing, and user-generated content has led to the emergence of a new paradigm called the Human Computation Games (HCGs) which utilize games as a motivator to encourage users’ participation in human computation. HCGs are different from games for pure entertainment which emphasize play and fun, rather than output ge...
We examine employees’ perceptions of communication problems in the workplace and their active communication behavioral responses when multiple ICTs are available for use. Through the lens of the situational theory of publics, we shed light on how employees adapt to increasing communication demands. We uncovered active technology-mediated behavior s...
In this research, we aim to explore the adoption of social media initiatives in the increasingly global higher education market. We will collect survey data from individuals in different administrative positions at large public universities in Singapore and the United States. We are particularly interested in the consequences for information flows...
Purpose
– The purpose of this paper is to draw from the diffusion of innovations theory to explore multi-levels of influences (i.e. individuals, networks, news attributes) on news sharing in social media.
Design/methodology/approach
– A survey was designed and administered to 309 respondents. Structural equation modelling analysis was conducted to...
Purpose
The study draws from the diffusion of innovations theory to explore multi-levels of influences (i.e. individuals, networks, news attributes) on news sharing in social media.
Design/methodology/approach
A survey was designed and administered to 309 respondents. Structural equation modeling (SEM) analysis was conducted to examine the three...
Applications that use gaming elements to harness human intelligence to tackle computational tasks are increasing in popularity and may be termed as Human Computation Games (HCGs). Recently, HCGs have been utilized to offer a more engaging experience for mobile information sharing. Yet, there is a lack of research that examines individuals’ personal...
Social media is becoming increasingly used as sources of news. The present study thus investigates the factors that may influence news sharing behavior in social media. Based on the diffusion of innovations theory, we propose several influential factors derived from online social networks which include opinion leadership, homophily, tie strength, a...
This study aims to investigate the factors influencing news sharing in social media. Drawing from the diffusion of innovations theory (DOI), the influential factors identified are opinion leadership, homophily, tie strength, and news attributes. By incorporating social network analysis with multiple regression analysis, our results indicate that op...
Purpose
The primary purposes of this paper are to understand perceptions regarding ICT use to support knowledge management (KM) and to identify suitable ICTs to support such initiatives. The aim is to study these objectives from the theoretical perspectives of the SECI model (i.e. socialization, externalization, combination and internalization).
D...