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Träfflista för sökning "WFRF:(Stahre Wästberg Beata 1974) "

Sökning: WFRF:(Stahre Wästberg Beata 1974)

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1.
  • Forssén, Jens, 1968, et al. (författare)
  • An urban planning tool demonstrator with auralisation and visualisation of the sound environment
  • 2020
  • Ingår i: Proceedings of the FA2020 Conference. ; , s. 869-871
  • Konferensbidrag (refereegranskat)abstract
    • The paper presents findings from a recent project about the development of a demonstrator of an urban planning tool that includes auralised sounds as well as visualisations of sound propagation and facade noise levels linked to health impact. In urban development projects, the sound environment is one of the key elements, but often enters late in the planning process. As a result, even if the noise regulations are fulfilled, the potentially good sound environment may suffer unnecessary quality reductions. In addition, the standard ways of presenting and analysing the situations, using noise levels and noise maps, has potential for improvement, especially considering the transdisciplinary approaches to planning that are increasing in use. The tool aims to simplify the usage also at early stage planning, including scenario analysis, as well as to facilitate the urban planners' understanding of the sound environment and its effects. The paper presents results from the development of the demonstrator, reflecting on auralisation as well as on multiple aspects of visualisation including grid noise maps, health-related facade noise levels and choice of colour scales.
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  • Stahre Wästberg, Beata, 1974, et al. (författare)
  • Visualizing environmental data for pedestrian comfort analysis in urban planning processes
  • 2017
  • Ingår i: Proceedings for CUPUM 2017 - 15th International Conference on Computers in Urban Planning and Urban Management.
  • Konferensbidrag (refereegranskat)abstract
    • Digital tools are being developed for involving stakeholders in urban planning and transformation processes. One challenge is how to visualize and act upon all parameters that are relevant for dealing with complex plan-ning problems, such as environmental factors. Dialogue tools involving vis-ualization can bridge the distance between planners and citizens. This paper focuses on the problem of representing invisible environmental parameters affecting the urban climate such as wind, solar radiation, air pollution and noise, in a city model. The aim of the paper is to discuss challenges for rep-resenting and communicating environmental data in city models. In this pa-per, we have accounted for literature studies; our own conceptual modelling and prototype studies in three projects; as well as a survey with 16 urban planners. We conclude with defining design criteria for dialogue tools cre-ating a comprehensible base for communication in urban transformation processes.
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  • Ögren, Mikael, et al. (författare)
  • Visualisation of traffic noise exposure and health impact in a 3D urban environment
  • 2021
  • Ingår i: Paper collection of the ICBEN 2021 Congress.
  • Konferensbidrag (refereegranskat)abstract
    • It is becoming increasingly common to work with urban planning using 3D visualisation tools. In the project DemoVirPEN a research team with participation from different research fields cooperated to create a demonstration concept for visualising traffic noise and the associated health impact in a 3D graphics environment. The project included participation from the following fields; 3D modelling and mapping, traffic noise calculation, auralisation, urban planning and architecture and health impact of noise exposure. The final product of the project is summarised in a film clip that illustrates the main results by visualising and auralising traffic in different configurations from different perspectives. A few key points are visualising short time frames (single vehicle passage) versus yearly average (noise map), and impact of changes such as removing or modifying traffic flows and buildings.
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  • Billger, Monica, 1961, et al. (författare)
  • Colour Emotions in Sweden
  • 2002
  • Ingår i: International Conference on Colour Emotion Research and Application, Bangkok, Thailand, July 5–7, 2002. ; , s. 1-3
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • The Swedish part of the international project "Colour Emotion" has been carried out during the spring at the School of Architecture at Chalmers University of Technology in Gothenburg. In this paper, we will give you a summary of our preliminary results.
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  • Billger, Monica, 1961, et al. (författare)
  • In search of visualization challenges: The development and implementation of visualization tools for supporting dialogue in urban planning processes
  • 2017
  • Ingår i: Environment and Planning, B: Planning and Design. - : SAGE Publications. - 0265-8135 .- 1472-3417 .- 2399-8083 .- 2399-8091. ; 44:6, s. 1012-1035
  • Tidskriftsartikel (refereegranskat)abstract
    • Today, urban planning processes involve many stakeholders and efficient dialogue tools are needed to support communication in transdisciplinary environments. The aim of our study is to identify visualization challenges in urban planning. Based on a state of the art study and a thematic analysis of 114 articles, published in 2004–2014 and found through snowball sampling, the development and implementation of digital visualization tools for dialogue are discussed. A wide range of examples of visualization tools for dialogue has been found; either based on 2D maps, 3D environments or gaming. The initiators of the development originate from different disciplines, such as geographic information (GI) science, computer graphics, 3D modelling, Virtual Reality, interaction design and urban planning. There has been an increasing amount of usability studies during recent years. There is a tendency for the usability studies to have gone from experimental and prototype studies to more and more concern real planning processes and implementation. Studies of implemented tools in real planning processes are, however, still rare. Gaming appears more and more frequently. Challenges are related to integration of qualitative and quantitative data, representation of data as regard appropriate levels of realism and detailing, as well as the user’s experience and the appearance of the digital models. There is a need to consider how we can achieve the full potential of visualization tools, including optimal effectiveness of visualization tools and processes for dialogue as well as how they can be implemented. Organizational preparedness is necessary, including clear ownership, allocation of resources for maintenance, competence and access to tools and technology.
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6.
  • Billger, Monica, 1961, et al. (författare)
  • Perception of Colour and Space in Virtual Reality: a comparison between a real room and virtual reality models
  • 2004
  • Ingår i: Proceedings of SPIE - The International Society for Optical Engineering. - : SPIE. - 0277-786X .- 1996-756X. ; 5292, s. 90-98
  • Konferensbidrag (refereegranskat)abstract
    • Virtual Reality has great potential to become a usable design tool for the planning of light and colour in buildings. The technical development has provided us with better computer graphics and faster rendering techniques. However, the reliability and usability is delimited by lack of knowledge about how humans perceive spatial colour phenomena. The setting up of parameters for material properties in light calculation software is done arbitrarily. We present a comparison between a real room and a digital model evaluated on a desktop PC and in an Immersive Projection Technology (IPT) type system. Data were collected from video recorded interviews and questionnaires. The participants assessed the appearance of light, colours and space. They also evaluated their involvement in solving this task, and their presence in each environment. Our results highlight the benefits and disadvantages of the real and virtual models. The participants had difficulties in estimating the size of both the desktop room and the room in the ITP system. The comparison of real and virtual rooms revealed unsatisfying differences in shadowing and colour appearance. We defined the magnitude of perceived colour reflections in the real room, and elaborated with some of the parameters in Lightscape/3dsmax6.
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  • Gonzalez Caceres, Alex Arnoldo, 1982, et al. (författare)
  • Towards digital twinning for multi-domain simulation workflows in urban design: a case study in Gothenburg
  • 2024
  • Ingår i: Journal of Building Performance Simulation. - 1940-1493 .- 1940-1507. ; In Press
  • Tidskriftsartikel (refereegranskat)abstract
    • This work proposes an automated workflow using digital twinning for multi-domain environmental performance analysis of urban developments. Digital twins can potentially provide a common basis for multi-domain simulations and help overcome data availability and interoperability issues. The proposed workflow consists of five steps: (1) creating a procedural urban 3D model, (2) generating design alternatives parametrically, (3) exporting the context and each design alternative to each simulation tool, (4) running simulations for wind comfort, energy demand, and noise for each design alternative, and (5) combining and visualizing the simulation results using the digital twin. The workflow was applied to a neighbourhood in Sweden, the resultsreveal significant reduction in manual work when applying multiple simulation software for different domains. This is one step forward in streamlining the workflow for urban analysis, crucial for multi-domain optimization. In the future, further domains and simulation tools can be added to the workflow.
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  • Larsson, Clara, et al. (författare)
  • Visualizing Invisible Environmental Data in VR: Development and Implementation of Design Concepts for Communicating Urban Air Quality in a Virtual City Model
  • 2023
  • Ingår i: Communications in Computer and Information Science Volume 1819 CCIS, Pages 253 - 267. - : Springer. - 1865-0929 .- 1865-0937. ; , s. 253-267
  • Konferensbidrag (refereegranskat)abstract
    • As cities continue to grow, the desire to combine densification with sustainability and greenery may present a challenge to air quality, resulting from reduced ventilation caused by dense buildings and vegetation. To support the careful urban planning required, effective and interactive tools that can visualize and communicate information about air quality to stakeholders are essential. In a transdisciplinary research project aiming to explore such visualizations a prototype pedagogical virtual reality tool was developed, allowing users to explore the impact of aspects of the built environment upon urban air quality. The tool was evaluated with adolescents in upper secondary school through interviews and observations, as well as with the general public through a questionnaire study. This paper provides insights, potential solutions, and initial assessments relevant to data visualization in 3D and immersive analytics in urban planning and stakeholder communication. Identified challenges include difficulties with color association and data distinguishability, and as well as tool complexity relating to the many features requested by experts involved in a transdisciplinary project.
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  • Somanath, Sanjay, 1994, et al. (författare)
  • Towards Urban Digital Twins: A Workflow for Procedural Visualization Using Geospatial Data
  • 2024
  • Ingår i: Remote Sensing. - 2072-4292. ; 16:11
  • Tidskriftsartikel (refereegranskat)abstract
    • A key feature for urban digital twins (DTs) is an automatically generated detailed 3D representation of the built and unbuilt environment from aerial imagery, footprints, LiDAR, or a fusion of these. Such 3D models have applications in architecture, civil engineering, urban planning, construction, real estate, Geographical Information Systems (GIS), and many other areas. While the visualization of large-scale data in conjunction with the generated 3D models is often a recurring and resource-intensive task, an automated workflow is complex, requiring many steps to achieve a high-quality visualization. Methods for building reconstruction approaches have come a long way, from previously manual approaches to semi-automatic or automatic approaches. This paper aims to complement existing methods of 3D building generation. First, we present a literature review covering different options for procedural context generation and visualization methods, focusing on workflows and data pipelines. Next, we present a semi-automated workflow that extends the building reconstruction pipeline to include procedural context generation using Python and Unreal Engine. Finally, we propose a workflow for integrating various types of large-scale urban analysis data for visualization. We conclude with a series of challenges faced in achieving such pipelines and the limitations of the current approach. However, the steps for a complete, end-to-end solution involve further developing robust systems for building detection, rooftop recognition, and geometry generation and importing and visualizing data in the same 3D environment, highlighting a need for further research and development in this field.
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15.
  • Somanath, Sanjay, 1994, et al. (författare)
  • Towards Urban Digital Twins: A Workflow for Procedural Visualization Using Geospatial Data
  • 2024
  • Ingår i: Remote Sensing. - 2072-4292. ; 16:11
  • Tidskriftsartikel (refereegranskat)abstract
    • A key feature for urban digital twins (DTs) is an automatically generated detailed 3D representation of the built and unbuilt environment from aerial imagery, footprints, LiDAR, or a fusion of these. Such 3D models have applications in architecture, civil engineering, urban planning, construction, real estate, Geographical Information Systems (GIS), and many other areas. While the visualization of large-scale data in conjunction with the generated 3D models is often a recurring and resource-intensive task, an automated workflow is complex, requiring many steps to achieve a high-quality visualization. Methods for building reconstruction approaches have come a long way, from previously manual approaches to semi-automatic or automatic approaches. This paper aims to complement existing methods of 3D building generation. First, we present a literature review covering different options for procedural context generation and visualization methods, focusing on workflows and data pipelines. Next, we present a semi-automated workflow that extends the building reconstruction pipeline to include procedural context generation using Python and Unreal Engine. Finally, we propose a workflow for integrating various types of large-scale urban analysis data for visualization. We conclude with a series of challenges faced in achieving such pipelines and the limitations of the current approach. However, the steps for a complete, end-to-end solution involve further developing robust systems for building detection, rooftop recognition, and geometry generation and importing and visualizing data in the same 3D environment, highlighting a need for further research and development in this field.
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16.
  • Stahre Wästberg, Beata, 1974, et al. (författare)
  • A Proposed Workflow for Conceptual Visualization Studies in Urban 3D-Models
  • 2023
  • Ingår i: The 18th International Conference on Computational Urban Planning and Urban Management (CUPUM).
  • Konferensbidrag (refereegranskat)abstract
    • Different types of invisible parameters, such as air quality and noise, are all affected by new constructions of infrastructure and buildings and should be considered as important aspects in the design of new urban environments. At the same time these parameters are difficult to communicate in a comprehensible way and their consequences can be difficult to grasp for non-experts. Effective visualization offers possibilities to include and create consensus among stakeholders in urban planning processes and thus contributes to a holistic view and more sustainable solutions. This paper presents and discusses a proposed method for conceptual explorations for visualizing environmental data, using a so-called sandbox model with fictitious data.  One question is in focus: How can a sandbox model be used for the development of visualization concepts in urban 3D-models? In this paper we demonstrate our methodology using noise pollution data applied in one of our research projects carried out together with the Swedish Transport Administration (Trafikverket). This project explores new solutions for visualization of environmental data in Trafikverket's geographically large-scale 3D-models. In order to conduct design elaborations in an adapted environment a sandbox model was developed as part of the workflow. Here various concepts for visualization solutions were developed and tested in a series of user tests. Based on this developed methodology through application, we propose guidelines for conceptional elaborations in a sandbox model for visualization of data in urban 3D-models. This research approach contributes to developing new methodology for information visualization of environmental data in urban 3D-models.
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17.
  • Stahre Wästberg, Beata, 1974, et al. (författare)
  • A user-based look at visualization tools for environmental data and suggestions for improvement-an inventory among city planners in gothenburg
  • 2020
  • Ingår i: Sustainability (Switzerland). - : MDPI AG. - 2071-1050. ; 12:7
  • Tidskriftsartikel (refereegranskat)abstract
    • With a growing interest in environmental data and the need to consider various environmental factors earlier in the planning processes, it becomes more important to disseminate this type of information to different target groups in a comprehensible way. To support easier decision making, many cities and municipalities are increasingly using digital city models where it is possible to integrate different types of information based on simulation and visualization of future scenarios. Such tools have high potential, but the visual representation of data still needs to be developed. In this paper, we investigate how professionals within urban planning currently use visualization to communicate environmental data, and what their needs are regarding tools and visual representation. We discuss challenges for representing environmental data in urban development processes, with the aim of contributing to a better understanding of these issues. We base our investigation on a literature study, an inventorying survey and a focus group discussion with professionals within urban planning. This study provides an end-user perspective among urban planners and valuable insights on tool usage and visualization. Results show that applications used for environmental visualization still can be improved regarding, e.g., user friendliness and information handling, which may increase their efficiency. © 2020 by the authors.
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18.
  • Stahre Wästberg, Beata, 1974, et al. (författare)
  • A virtual colour laboratory
  • 2010
  • Ingår i: Colore - Quaderni di Cultura e Progetto del Colore. - 1590-3079. ; :68, s. 26-31
  • Tidskriftsartikel (övrigt vetenskapligt/konstnärligt)
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19.
  • Stahre Wästberg, Beata, 1974, et al. (författare)
  • A Virtual Colour Laboratory - Presentation and Invitation
  • 2009
  • Ingår i: Proceedings of 11th Congress of the International Colour Association, Sydney, 2009. - 1877040762
  • Konferensbidrag (refereegranskat)abstract
    • The Virtual Colour Laboratory (VCL) is a software application for visual presentation anddemonstration of existing research results on spatial colour phenomena in Virtual Reality (VR). It ismeant mainly for educational purposes. It now exists as a prototype version, and there are plans forfurther development, regarding both usability and content. If this becomes reality we would be glad tocooperate with other researchers in presenting their results in VR. This paper presents the outlines ofthe VCL.
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20.
  • Stahre Wästberg, Beata, 1974, et al. (författare)
  • Att synliggöra det osynliga - Kartläggning av representation av miljödata i digitala modeller
  • 2021
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • En av de stora utmaningarna för infrastrukturplanering idag handlar om hur man samlar, hanterar och kommunicerar stora mängder data. Effekten som ett projekt kommer att ha på miljö och klimat är svår att visa på ett visuellt begripligt sätt. Därför får detta ofta låg prioritet inom fysisk planering och kommer in sent i planeringsprocessen. Trafikverket hanterar miljöparametrar i så kallade samordningsmodeller vilka visar ett stort landskapsområde i en översiktlig skala, där man samlar alla data kopplat till ett projekt. Idag saknas det dock riktlinjer för hur data ska koordineras och standardiseras i dessa modeller. Den här rapporten är en omvärldsanalys och beskriver en inventering av projekt som fokuserar på visualisering av miljöparametrar i digitala modeller. Syftet är att dra lärdom av dessa som stöd för att kunna utveckla designkoncept för standardiserad visualisering i samordningsmodeller. Inventeringen vänder sig främst till Trafikverkets specialister, samt forskare inom visualiseringsområdet. Resultaten från omvärldsanalysen presenteras som en projektsammanställning, utifrån miljöområdena buller, luftkvalitet, social konsekvensanalys samt exempel på digitala tvillingar kopplade till stadsmodeller. I inventeringen definieras även centrala visualiseringskomponenter för representation av data, och vi studerar hur dessa används inom de olika miljöområdena. Rapporten avslutas med en diskussion kring grafisk och rumslig representation, där vi beaktar aspekter som visuella former och visuella egenskaper, vilken dimension (2D eller 3D) data har visualiserats, samt perspektiv och skalor. Inventeringen ingår i projektet MiljöVis - Effektiv representation av miljöinformation i infrastukturmodeller vars syfte är att utveckla ny kunskap om hur Trafikverkets samordningsmodeller kan bli ett effektivare och tydligare kommunikationsmedel och kvalitetsverktyg. Projektet syftar också till att utveckla nya visualiseringslösningar för integrering av miljödata och sociala aspekter.
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  • Stahre Wästberg, Beata, 1974 (författare)
  • Defining Reality in Virtual Reality: Exploring Visual Appearance and Spatial Experience Focusing on Colour
  • 2009
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Today, different actors in the design process have communication difficulties in visualizing and predictinghow the not yet built environment will be experienced. Visually believable virtual environments (VEs) can make it easier for architects, users and clients to participate in the planning process. This thesis deals with the difficulties of translating reality into digital counterparts, focusing on visual appearance(particularly colour) and spatial experience. The goal is to develop knowledge of how differentaspects of a VE, especially light and colour, affect the spatial experience; and thus to contribute to a better understanding of the prerequisites for visualizing believable spatial VR-models. The main aims are to 1) identify problems and test solutions for simulating realistic spatial colour and light in VR; and 2) develop knowledge of the spatial conditions in VR required to convey believable experiences; and evaluate different ways of visualizing spatial experiences. The studies are conducted from an architecturalperspective; i.e. the whole of the spatial settings is considered, which is a complex task. One important contribution therefore concerns the methodology. Different approaches were used: 1) a literature review of relevant research areas; 2) a comparison between existing studies on colour appearance in 2D vs 3D; 3) a comparison between a real room and different VR-simulations; 4) elaborationswith an algorithm for colour correction; 5) reflections in action on a demonstrator for correct appearance and experience; and 6) an evaluation of texture-styles with non-photorealistic expressions. The results showed various problems related to the translation and comparison of reality to VR. The studies pointed out the significance of inter-reflections; colour variations; perceived colour of light and shadowing for the visual appearance in real rooms. Some differences in VR were connected to arbitrary parameter settings in the software; heavily simplified chromatic information on illumination; and incorrectinter-reflections. The models were experienced differently depending on the application. Various spatial differences between reality and VR could be solved by visual compensation. The study with texture-styles pointed out the significance of varying visual expressions in VR-models.
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24.
  • Stahre Wästberg, Beata, 1974, et al. (författare)
  • Design considerations for virtual laboratories: A comparative study of two virtual laboratories for learning about gas solubility and colour appearance
  • 2019
  • Ingår i: Education and Information Technologies. - New York, NY : Springer Science and Business Media LLC. - 1360-2357 .- 1573-7608. ; 24:3, s. 2059-2080
  • Tidskriftsartikel (refereegranskat)abstract
    • © 2019, The Author(s). Building a virtual laboratory for teaching and learning is a highly complex process, incorporating diverse areas such as interaction design, visualisation, and pedagogy. This article focuses on the production and implementation issues that were found in the comparison of two different virtual laboratory projects, and discuss which design considerations can be drawn from these observations. Two web-based virtual laboratories - the Gas Laboratory and the Virtual Colour Laboratory - were developed independently of each other within two different content areas. The laboratories share considerable overlaps in goals and production circumstances. Through a comparison of production and outcome, similar problems related to design, development and implementation were observed. The research uses a mixed method approach combining quantitative pre- and post-tests for assessments, qualitative surveys, and qualitative, ethnographic observations and interviews. By comparing the background material, five design challenges for developing virtual laboratories are identified: 1) how to balance ambitions with available resources; 2) how to balance intended levels of user interaction with exploratory freedom; 3) how to find appropriate levels of realism depending on target group; 4) how to choose between mimicking real world appearance and enhanced features; and 5) how to find the best learning situation for the virtual laboratory. To meet these challenges, the following design considerations are proposed: Guide the design work with a clear understanding of purpose and context; select appropriate technology to ensure efficient design and media usage; select level of realism considering purpose and end users; and provide learning guides before and after the virtual lab session.
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