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Adaptive E-Learning and Dyslexia: an Empirical Evaluation and Recommendations for Future Work 适应性电子学习和阅读障碍:一个实证评估和对未来工作的建议
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2023-06-08 DOI: 10.1093/iwc/iwad036
W. Alghabban, R. Hendley
Adaptive e-learning is becoming increasingly popular as a tool to help learners with dyslexia. It provides more customized learning experiences based on the learners’ characteristics. Each learner with dyslexia has unique characteristics for which material should ideally be suitably tailored. However, adaptation to the characteristics of learners with dyslexia—in particular, their dyslexia type and reading skill level—is limited. By examining the learning effectiveness of adaptation of learning material based on the learner’s type of dyslexia and reading skill, this study fills a knowledge vacuum in this under-researched area. An empirical evaluation through a controlled experiment with 47 Arabic subjects has been undertaken and assessed using the following metrics: learning gain and learner satisfaction. The findings reveal that adapting learning material to the combination of dyslexia type and reading skill level yields significantly better short- and long-term learning gains and improves the learners’ satisfaction compared to non-adapted material. There is evidence that this benefit also extends to how well learners read unseen material. This paper also discusses implications and important avenues for future research and practice related to how adaptation influences learners with dyslexia.
自适应电子学习作为一种帮助阅读障碍学习者的工具越来越受欢迎。它根据学习者的特点提供更个性化的学习体验。每个有阅读障碍的学习者都有自己独特的特点,理想情况下应该为其量身定制材料。然而,对阅读障碍学习者的特征,特别是他们的阅读障碍类型和阅读技能水平的适应是有限的。通过基于学习者的阅读障碍类型和阅读技能来检验学习材料改编的学习效果,本研究填补了这一研究不足领域的知识空白。通过对47名阿拉伯语受试者的对照实验进行了实证评估,并使用以下指标进行了评估:学习增益和学习者满意度。研究结果表明,与未经改编的材料相比,将学习材料与阅读障碍类型和阅读技能水平相结合,可以显著提高短期和长期学习成绩,并提高学习者的满意度。有证据表明,这一好处也延伸到学习者阅读看不见的材料的程度。本文还讨论了适应如何影响阅读障碍学习者的含义以及未来研究和实践的重要途径。
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引用次数: 0
Effects of Interaction Method, Size, and Distance to Object on Augmented Reality Interfaces 交互方法、大小和距离对增强现实界面的影响
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2023-05-16 DOI: 10.1093/iwc/iwad034
Muhammad Hussain, Jaehyun Park, Hyun K. Kim
Augmented reality (AR) technologies are becoming increasingly popular. However, studies regarding the usability of AR interfaces are scarce. This study aims to derive the optimal usability design of the AR interface by analyzing the performance of 12 interface conditions (2 button sizes × 3 distances × 2 interaction types). An experiment was conducted using Microsoft HoloLens, in which participants performed button selection tasks with an array of 3 × 3 virtual buttons. The task completion time and the number of errors were measured along with a subjective satisfaction score. The results showed that a clicker-based interaction was more effective in task completion time, the number of errors and user satisfaction than a hand gesture. Furthermore, large buttons required a significantly shorter task completion time than small buttons. There was no significant difference in the number of errors between the two sizes. A distance of at least 80 cm from the eye to the virtual object is most favorable for a good performance. There was a significant difference in the task completion times between 40 cm and 80 cm and between 40 cm and 120 cm. These results can aid the interface designs for AR applications and devices.
增强现实(AR)技术正变得越来越流行。然而,关于AR界面可用性的研究很少。本研究旨在通过分析12种界面条件(2种按钮尺寸× 3种距离× 2种交互类型)的性能,得出AR界面的最佳可用性设计。实验使用微软HoloLens进行,参与者使用一组3 × 3的虚拟按钮来完成按钮选择任务。完成任务的时间和错误的数量与主观满意度分数一起被测量。结果表明,在任务完成时间、错误数量和用户满意度方面,基于点击器的交互比手势更有效。此外,大按钮比小按钮需要更短的任务完成时间。两种尺寸的误差数无显著差异。眼睛到虚拟物体的距离至少为80厘米,最有利于获得良好的性能。在40 cm和80 cm以及40 cm和120 cm之间,完成任务的时间有显著差异。这些结果可以为AR应用程序和设备的界面设计提供帮助。
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引用次数: 3
Wedge Video: Supporting Remote Participants in a Mixed-Mode Videoconference Meeting 楔形视频:支持远程与会者在混合模式视频会议
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2023-05-10 DOI: 10.1093/iwc/iwad032
Bill Rogers, M. Apperley, Ervin Delos Reyes, M. Masoodian
As global COVID-19 pandemic response has moved from full lockdowns and partial lockdowns in most parts of the world to a post-COVID era, an interesting new phenomenon that has emerged is the increased prevalence of hybrid meetings with a mixture of online and in-person attendees. The opportunity for remote participants to observe the responses and interactions of others in the meeting is generally accepted as being limited. An experimental prototype system, called Wedge Video, has been constructed as an attempt to improve the experience of remote participants in hybrid in-person/remote meetings. Wedge Video uses standard screen and camera equipment with existing video conferencing software (Zoom). An evaluation of the prototype system was conducted based on three simple games that each required players to interact rapidly and with some use of body language or gaze direction. Encouraging results led to the examination of the geometry of screen and camera placement in detail. A system that has a somewhat ‘virtual reality’ feeling to it has now been developed. The remote user is given a view of the in-person part of the meeting with participants at the same scale and location as they would be if the remote user were at the table themselves. Similarly, the local participants see the remote person in place at their table, at a realistic scale and with close to accurate gaze direction. A very preliminary evaluation of these concepts has been promising.
随着全球COVID-19大流行应对工作从世界大部分地区的全面封锁和部分封锁进入后covid时代,一个有趣的新现象出现了,即在线和面对面与会者混合参加的混合会议越来越普遍。远程参与者观察会议中其他人的反应和互动的机会通常被认为是有限的。一个名为“楔形视频”(Wedge Video)的实验原型系统已经被构建出来,试图改善远程参与者在面对面/远程混合会议中的体验。楔形视频使用标准的屏幕和相机设备与现有的视频会议软件(Zoom)。我们基于三个简单的游戏对原型系统进行了评估,每个游戏都要求玩家快速互动,并使用一些肢体语言或注视方向。令人鼓舞的结果导致检查几何屏幕和摄像机放置的细节。现在已经开发出一种有点“虚拟现实”感觉的系统。远程用户可以看到与参与者在相同规模和位置的面对面会议部分,就像远程用户自己坐在桌前一样。同样地,本地参与者在他们的桌子上看到远程的人,在一个真实的规模和接近准确的目光方向。对这些概念的非常初步的评估是有希望的。
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引用次数: 0
Global Virtual Team Working during the Covid-19 Pandemic 新冠肺炎大流行期间的全球虚拟团队工作
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2023-04-21 DOI: 10.1093/iwc/iwad029
Phelim Barry, B. Kane
Virtual work introduces distinct challenges when compared to face-to-face or on-site work. Communication and collaboration are key factors in team development and in team performance. When teamwork is of a global nature, imposed because of a pandemic, then additional variables are introduced into the equation. The challenges that global virtual teams (GVTs) encounter when communicating and developing in the context of the Covid-19 pandemic impacts how work is structured and teams develop. This qualitative study was conducted just over 1 year after the start of the Covid-19 pandemic when working from home became mandatory and particular challenges for GVTs became apparent. Data are gathered through an online anonymous survey and followed by semi-structured video-mediated interviews with staff in a large multinational software development company. Findings show that GVTs encounter a number of distinct challenges than face-to-face teams. However, individuals are actively adapting to the situation in which they find themselves and are learning to deal with the challenges by being proactive. Even though the tools used previously may not be entirely suitable for virtual work, GVTs learn to change how tools are used to be more productive and collaborative. Challenges continue to exist in areas, such as knowledge gathering and knowledge sharing. Communication failures can lead to delays and confusion. The findings also indicate that even though GVTs are not communicating as much informally or socially with their colleagues because of remote working in the pandemic, being remote is not having a negative effect on the ability to get work done. Some aspects of team development can be negatively affected when working in GVTs. Impacts are identified relating to trust and relationship building, as well as being able to identify and resolve conflict. These results prompt further research opportunities as organizations and individuals continue to adapt and embrace global virtual teamwork.
与面对面或现场工作相比,虚拟工作带来了明显的挑战。沟通和协作是团队发展和团队绩效的关键因素。当团队合作是全球性的,因为疫情而被强加时,那么额外的变量就会被引入等式中。全球虚拟团队(GVT)在新冠肺炎大流行背景下进行沟通和发展时遇到的挑战影响了工作的结构和团队的发展。这项定性研究是在新冠肺炎大流行开始一年多后进行的,当时在家工作成为强制性的,全球价值链面临的特殊挑战变得显而易见。数据是通过在线匿名调查收集的,然后是对一家大型跨国软件开发公司员工的半结构化视频采访。研究结果表明,与面对面的团队相比,GVT面临着许多不同的挑战。然而,个人正在积极适应他们所处的环境,并学会通过积极主动来应对挑战。尽管以前使用的工具可能不完全适合虚拟工作,但GVT学会了改变工具的使用方式,以提高生产力和协作性。在知识收集和知识共享等领域仍然存在挑战。通信故障可能导致延迟和混乱。研究结果还表明,尽管由于疫情中的远程工作,GVT与同事的非正式或社交交流没有那么多,但远程工作并不会对完成工作的能力产生负面影响。在GVT中工作时,团队发展的某些方面可能会受到负面影响。确定了与信任和建立关系以及能够识别和解决冲突有关的影响。随着组织和个人不断适应和接受全球虚拟团队合作,这些结果为进一步的研究提供了机会。
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引用次数: 0
The Impact of the COVID-19 Pandemic on Human–Computer Interaction Empirical Research 新冠肺炎疫情对人机交互影响的实证研究
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2023-04-06 DOI: 10.1093/iwc/iwad031
G. Costagliola, Mattia De Rosa, V. Fuccella, Parinaz Tabari
The purpose of this paper is to assess the effects that the COVID-19 pandemic caused in the human–computer interaction (HCI) research field. Specifically, we aim to investigate how the HCI empirical research methodology changed due to the restrictions caused by COVID-19. For this reason, we analyzed all the papers published in the 2021 edition of The ACM Conference on Human Factors in Computing Systems (CHI 2021), which is generally considered the premier international conference for the field of HCI. Through the analysis of CHI papers, we identified four main effects of the COVID-19 pandemic on HCI research: influence on participants; influence on apparatus; influence on experiment procedure; other influences. These effects are described in detail and broken down into additional subcategories. Moreover, papers on pandemic-related topics were also identified. In addition, we performed some comparisons with the previous and successive edition of the conference, and extended some analysis, e.g categorization, to CHI 2022 papers. The analysis found that 23% of CHI 2021 papers and 36% of CHI 2022 papers reported some influences of the pandemic, the most common being a change in the procedures researchers used to interact with participants in their studies, in most cases based on remote communication technologies.
本文旨在评估新冠肺炎疫情对人机交互(HCI)研究领域的影响。具体而言,我们的目标是调查HCI实证研究方法如何因COVID-19造成的限制而发生变化。出于这个原因,我们分析了2021年版ACM计算系统中人因会议(CHI 2021)上发表的所有论文,该会议通常被认为是HCI领域的首要国际会议。通过对CHI论文的分析,我们确定了COVID-19大流行对HCI研究的四个主要影响:对参与者的影响;对仪器的影响;对实验程序的影响;其他因素的影响。详细描述了这些影响,并将其细分为其他子类别。此外,还确定了与大流行病有关的专题论文。此外,我们还与历届会议进行了一些比较,并对CHI 2022的论文进行了一些分析,如分类。分析发现,23%的CHI 2021论文和36%的CHI 2022论文报告了大流行的一些影响,最常见的是研究人员用于与研究参与者互动的程序发生了变化,在大多数情况下基于远程通信技术。
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引用次数: 0
The Effect of Design Elements on Simplicity, Usability, and Product Preference: A Video Conference Application Case Study 设计元素对简洁性、可用性和产品偏好的影响:一个视频会议应用案例研究
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2023-03-31 DOI: 10.1093/iwc/iwad030
Eleanor Eytam
Simplicity achieved by minimizing the number of controls is a major guideline for designing usable products. Still, restricting the number of controls in interfaces to achieve simplicity may not be a wise strategy for communicating usability. Our model suggests that although the number of objects in designs helps determine visual simplicity, design elements influence the perceived simplicity of products. Design elements that enhance orientation and structure enable many otherwise-described complex objects to be perceived as simple. To test the effect of simplicity on usability, both visual and perceived simplicity are analyzed. We report a qualitative pilot study and a subsequent experimental study that helped test our model. While the number of objects helped determine the level of simplicity, adding design elements moderated the perceived complexity of control-laden designs. Designs with either a medium or a large number of both objects and design elements were judged as highest for perceived usability.
通过最小化控件数量实现的简单性是设计可用产品的主要指导原则。尽管如此,限制界面中控件的数量以实现简单性可能不是传达可用性的明智策略。我们的模型表明,尽管设计中对象的数量有助于决定视觉上的简洁性,但设计元素会影响产品的感知简洁性。增强方向和结构的设计元素使许多其他描述的复杂对象能够被认为是简单的。为了测试简单性对可用性的影响,分析了视觉和感知的简单性。我们报告了一项定性的试点研究和随后的实验研究,这有助于测试我们的模型。虽然对象的数量有助于确定简单程度,但添加设计元素会缓和充满控制的设计的复杂性。具有中等或大量对象和设计元素的设计被认为是可用性最高的。
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引用次数: 0
You’re Not the Boss of me, Algorithm: Increased User Control and Positive Implicit Attitudes Are Related to Greater Adherence to an Algorithmic Aid 你不是我的老板,算法:增加用户控制和积极的内隐态度与更严格地遵守算法辅助有关
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2023-03-23 DOI: 10.1093/iwc/iwad028
Ben W. Morrison, Joshua N. Kelson, Natalie M. V. Morrison, J. Innes, Gregory Zelic, Yeslam Al‐Saggaf, Manoranjan Paul
This study examined whether participants’ adherence to an algorithmic aid was related to the degree of control they were provided at decision point and their attitudes toward new technologies and algorithms. It also tested the influence of control on participants’ subjective reports of task demands whilst using the aid. A total of 159 participants completed an online experiment centred on a simulated forecasting task, which required participants to predict the performance of school students on a standardized mathematics test. For each student, participants also received an algorithm-generated forecast of their score. Participants were randomly assigned to either the ‘full control’ (adjust forecast as much as they wish), ‘moderate control’ (adjust forecast by 30%) or ‘restricted control’ (adjust forecast by 2%) group. Participants then completed an assessment of subjective task load, a measure of their explicit attitudes toward new technologies, demographic and experience items (age, gender and computer literacy) and a novel version of the Go/No-Go Association Task, which tested their implicit attitudes toward algorithms. The results revealed that participants who were provided with more control over the final forecast tended to deviate from it more greatly and reported lower levels of frustration. Furthermore, participants showing more positive implicit attitudes toward algorithms were found to deviate less from the algorithm’s forecasts, irrespective of the degree of control they were given. The findings allude to the importance of users’ control and preexisting attitudes in their acceptance of, and frustration in using a novel algorithmic aid, which may ultimately contribute to their intention to use them in the workplace. These findings can guide system developers and support workplaces implementing expert system technology.
这项研究考察了参与者对算法辅助的坚持程度是否与他们在决策点受到的控制程度以及他们对新技术和算法的态度有关。它还测试了控制对参与者在使用辅助工具时对任务需求的主观报告的影响。共有159名参与者完成了一项以模拟预测任务为中心的在线实验,该任务要求参与者预测学生在标准化数学测试中的表现。对于每个学生,参与者还收到了由算法生成的分数预测。参与者被随机分配到“完全控制”(根据自己的意愿调整预测)、“适度控制”(调整预测30%)或“限制控制”(将预测调整2%)组。然后,参与者完成了对主观任务负荷的评估,这是对他们对新技术、人口统计和经验项目(年龄、性别和计算机素养)的明确态度的衡量,以及一个新版本的Go/No-Go关联任务,该任务测试了他们对算法的内隐态度。结果显示,对最终预测有更多控制权的参与者往往偏离预测的幅度更大,沮丧程度也更低。此外,研究发现,对算法表现出更积极的内隐态度的参与者与算法预测的偏差较小,无论他们受到的控制程度如何。研究结果暗示了用户在接受和挫败使用新型算法辅助时的控制和预先存在的态度的重要性,这可能最终有助于他们在工作场所使用算法辅助。这些发现可以指导系统开发人员,并支持工作场所实施专家系统技术。
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引用次数: 1
Smile, YOU'RE Being Watched: Digital Privacy and Risk Perception Regarding Data Sharing on Social Networks 微笑,你正在被监视:关于社交网络上数据共享的数字隐私和风险感知
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2023-03-10 DOI: 10.1093/iwc/iwad027
E. J. M. Arruda-Filho, I. D. J. L. P. Gammarano, Edmilson Marcelo Corrêa Duarte
This study analyzes how users perceive the risks associated with privacy loss on social networks and behave in response to these perceived risks. Specifically, it studies how privacy literacy influences privacy-related risk perceptions concerning the usage of personal information on social networks, and the relationship between the user's privacy concerns and their sharing behavior on social media. The privacy paradox concept is evaluated in this context with respect to the ambiguous values and perceptions that social network users have, wherein they experience concerns regarding their privacy in specific environments but continue to share their information and personal content via these channels regardless. The research adopts a qualitative exploratory approach using semi-structured interviews and content analysis, with Facebook as the focal social network. Four categorical headlines are identified, supporting specific findings that indicate that risk perceptions concerning privacy do impact users' privacy concerns, but do not influence individuals to reduce sharing data. Thus, although some users perceive risks involved in these practices, they continue to share data, ignoring the fact that this may be to their detriment and instead focusing on characteristics that support their sharing. The findings indicate that social interaction benefits obtained from social, hedonic and utilitarian elements provided via the social network lead users to take risks regarding online self-exposure based on their desires and social values.
本研究分析了用户如何感知社交网络上与隐私丢失相关的风险,以及如何应对这些感知到的风险。具体而言,研究隐私素养如何影响在社交网络上使用个人信息的隐私相关风险认知,以及用户隐私关注与其在社交媒体上的分享行为之间的关系。隐私悖论概念是在社交网络用户所具有的模糊价值观和感知的背景下进行评估的,其中他们在特定环境中体验到对隐私的担忧,但仍然通过这些渠道继续分享他们的信息和个人内容。本研究采用半结构化访谈和内容分析的定性探索方法,以Facebook为重点社交网络。确定了四个分类标题,支持具体发现,表明有关隐私的风险感知确实影响用户的隐私问题,但不影响个人减少共享数据。因此,尽管一些用户意识到这些实践中涉及的风险,但他们继续共享数据,忽略了这可能对他们有害的事实,而是专注于支持他们共享的特征。研究结果表明,通过社交网络提供的社交、享乐和功利元素所获得的社交互动利益,导致用户根据自己的欲望和社会价值观承担在线自我暴露的风险。
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引用次数: 0
Developing and Evaluating a Virtual Reality Videogame Using Biofeedback for Stress Management in Sports 基于生物反馈的虚拟现实视频游戏的开发与评估
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2023-03-10 DOI: 10.1093/iwc/iwad025
Arturo Morales-Tellez, Luís A. Castro, M. Tentori
Stress is a reaction of the body to external challenges, whether physical or psychological. In sports, there are stress factors that affect the athlete's performance, especially in team sports that involve short, high-intensity exercise cycles followed by short recovery periods, such as American football. The lack of stress regulation mechanisms can be detrimental to the individual and collective performance of athletes. Biofeedback systems have shown promising clinical results in regulating stress for sports competitions. However, there is a lack of scientific evidence to support their efficacy, and technologies, such as virtual reality videogames, have not been extensively explored. In this article, we present the development and pilot testing of Virtual Autonomic Nervous System (VANS), a virtual reality videogame using biofeedback that supports stress management training in athletes. VANS uses an optical heart rate sensor and aims at keeping the heart rate below a given threshold to control features within the game. We evaluated the usability and user experience of VANS through a 1-week deployment study with 10 American footballers. Our results show that VANS outperformed a commercial videogame used for biofeedback training and considerably reduced stress in our participants. Therefore, VANS could provide stress management training for future matches and competitions. Finally, we reflect on aspects of our design and discuss future directions of our work.
压力是身体对外部挑战的反应,无论是生理上的还是心理上的。在体育运动中,有一些压力因素会影响运动员的表现,尤其是在团队运动中,这种运动需要短时间的高强度运动周期,然后是短时间的恢复期,比如美式足球。缺乏压力调节机制会对运动员的个人和集体表现产生不利影响。生物反馈系统在调节体育比赛压力方面已显示出良好的临床效果。然而,缺乏科学证据来支持它们的功效,而虚拟现实视频游戏等技术也没有得到广泛的探索。在本文中,我们介绍了虚拟自主神经系统(VANS)的开发和试点测试,这是一种使用生物反馈支持运动员压力管理训练的虚拟现实视频游戏。VANS使用光学心率传感器,旨在将心率保持在给定阈值以下,以控制游戏中的功能。我们通过对10名美国足球运动员进行为期一周的部署研究,评估了VANS的可用性和用户体验。我们的研究结果表明,VANS的表现优于用于生物反馈训练的商业视频游戏,并大大减轻了参与者的压力。因此,VANS可以为未来的比赛和比赛提供压力管理训练。最后,我们反思了我们设计的各个方面,并讨论了我们未来的工作方向。
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引用次数: 2
Investigating Technology Concepts to Support Rohingya Refugees in Malaysia 调查技术概念以支持马来西亚的罗兴亚难民
IF 1.3 4区 计算机科学 Q1 Social Sciences Pub Date : 2023-03-09 DOI: 10.1093/iwc/iwad026
Theodoros Georgiou, L. Baillie, G. Netto, Sean Paterson
The Rohingya ethnic group is one of the most persecuted minorities, whose specific circumstances pose unique and interesting challenges. The digital revolution is transforming the world and is leaving refugees behind (UNHCR). In this paper, we present a multiphase user centred approach we used to explore how Rohingya refugees could access assistance by utilizing technology they already have or share; both early on and long after they arrived in a new country. The findings we present from phase 1, which was an early participatory design phase, were confirmed and endorsed by the Rohingya community, UNHCR and local charities during phase 3. These findings, suggest that concepts aiming to assist Rohingya refugees should primarily focus on: safety, social capital, upskilling, and language translation. Finally, we present the iterative user centred design, implementation, and evaluation of one of these concepts focusing on safety, before being deployed within the Rohingya community in Malaysia.
罗兴亚族是受迫害最严重的少数民族之一,他们的特殊情况带来了独特而有趣的挑战。数字革命正在改变世界,并将难民抛在后面(联合国难民署)。在本文中,我们提出了一种以用户为中心的多阶段方法,用于探索罗兴亚难民如何通过利用他们已经拥有或共享的技术获得援助;在他们到达一个新国家的早期和很久之后。第一阶段是早期的参与式设计阶段,我们提出的调查结果在第三阶段得到了罗兴亚社区、联合国难民署和当地慈善机构的确认和认可。这些发现表明,旨在帮助罗兴亚难民的概念应主要关注:安全、社会资本、技能提升和语言翻译。最后,在部署到马来西亚罗兴亚社区之前,我们提出了以用户为中心的迭代设计、实施和评估这些概念之一,重点是安全。
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引用次数: 1
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