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Sökning: WFRF:(Gong Liang 1985)

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1.
  • 2019
  • Tidskriftsartikel (refereegranskat)
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2.
  • Bully, Charles, et al. (författare)
  • Increasing Eco-Efficiency Awareness for Ship Loading Process Using Virtual Reality and Gamification
  • 2020
  • Ingår i: Advances in Transdisciplinary Engineering. - 9781614994398 ; 13
  • Konferensbidrag (refereegranskat)abstract
    • The world is striving for a sustainable future as United Nations proposed the 17 Sustainable Development Goals to reduce the environmental impact and increase societal wellbeing by 2030. In this endeavor, eco-efficiency is considered as one of the key concept to facilitate the successful transition to the sustainable development with the focus to reduce the ecological impact of industry through efficiency improvements. The shipping industry is largely involved in this challenge with a target set by International Maritime Organization to cut emissions from individual ships by 40% from 2008 levels by 2030. The ship loading process is believed to have great impact to the overall eco-efficiency as it is not only a time consuming process but also determines the fuel consumption of the transportation. In this study, we aim to incorporate virtual reality (VR) technology and gamification theories to raise the eco-efficiency awareness in the shipping loading process. A VR application for ship loading process was developed using a real world case in the Baltic sea region. Eco-efficiency concept is introduced in different levels based on the gamification theories. Maritime professionals tested the VR application and provided their feedback. The results are positive that combining VR and gamification can be useful to train operators with eco-efficiency in ship loading operations. It also shows a huge potential to support the shipping industry in this transition towards a more sustainable future. A VR application for ship loading process was developed using a real world case in the Baltic sea region. Eco-efficiency concept is introduced in different levels based on the gamification theories. Maritime professionals tested the VR application and provided their feedback. The results are positive that combining VR and gamification can be useful to train operators with eco-efficiency in ship loading operations. It also shows a huge potential to support the shipping industry in this transition towards a more sustainable future. A VR application for ship loading process was developed using a real world case in the Baltic sea region. Eco-efficiency concept is introduced in different levels based on the gamification theories. Maritime professionals tested the VR application and provided their feedback. The results are positive that combining VR and gamification can be useful to train operators with eco-efficiency in ship loading operations. It also shows a huge potential to support the shipping industry in this transition towards a more sustainable future. The results are positive that combining VR and gamification can be useful to train operators with eco-efficiency in ship loading operations. It also shows a huge potential to support the shipping industry in this transition towards a more sustainable future. The results are positive that combining VR and gamification can be useful to train operators with eco-efficiency in ship loading operations. It also shows a huge potential to support the shipping industry in this transition towards a more sustainable future.
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3.
  • Chen, Xiaoxia, 1983, et al. (författare)
  • Implications of Virtual Reality on Environmental Sustainability in Manufacturing Industry: A Case Study
  • 2021
  • Ingår i: Procedia CIRP. - : Elsevier BV. - 2212-8271. ; 104, s. 464-469
  • Konferensbidrag (refereegranskat)abstract
    • Research on Virtual Reality (VR) in manufacturing is rarely driven by environmental sustainability. This paper explores the feasibility of developing VR technologies to reduce environmental impact, drawing from a case study in an automotive company. We developed a VR demo to support the communication for design review between the technology centre in Sweden and the manufacturing site in China, thus reducing travel frequencies. This reduction was verified through user experience and feedback from focus group discussion and questionnaire. The results show a reduction of travel frequencies for design review, therefore contributing to environmental sustainability.
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4.
  • Gong, Liang, 1985, et al. (författare)
  • Improving manufacturing process change by 3D visualization support: A pilot study on truck production
  • 2016
  • Ingår i: Procedia CIRP. - : Elsevier BV. - 2212-8271. ; 57, s. 298-302
  • Konferensbidrag (refereegranskat)abstract
    • In the global market, customer demands changes rapidly. Manufacturing companies need to meet the demands to keep competitive. Therefore, manufacturing processes constantly need to be changed. The process change is challenging because it involves different actors across the company, especially for international companies that have globally distributed operations.Manufacturing process change is carried out by production engineers and needs to consider the needs and requirement of all actors in the manufacturing system. To this end, guidelines for manufacturing system design and cross-functional team meetings for concept design assessmentare utilized. While the meeting takes place, such meetings require resources to be available in parallel and advanced planning to come to fruition. Thus making the concept design iteration loop considerably longer if inputs are to be collected frequently.This paper presents an approach that utilizes a collaborative tool developed in Unity. It integrates 3D scanned factory data with proposed process changes to provide sufficient context to every stakeholders involved. Thus, to facilitate better understanding and communication of the ongoing changes. It will improve every process change on its design, implementation, and future maintenance. The challenges of implementation and evaluation of the collaborative tool are discussed.
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5.
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6.
  • Berglund, Jonatan, 1983, et al. (författare)
  • Virtual Reality and 3D Imaging to Support Collaborative Decision Making for Adaptation of Long-Life Assets
  • 2017
  • Ingår i: Dynamics of Long-Life Assets. - Cham : Springer International Publishing. ; , s. 115-132
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • European companies of today are involved in many stages of the product life cycle. There is a trend towards the view of their business as a complex industrial product-service system (IPSS). This trend shifts the business focus from a traditional product oriented one to a function oriented one. With the function in focus, the seller shares the responsibility of for example maintenance of the product with the buyer. As such IPSS has been praised for supporting sustainable practices. This shift in focus also promotes longevity of products and promotes life extending work on the products such as adaptation and upgrades. Staying competitive requires continuous improvement of manufacturing and services to make them more flexible and adaptive to external changes. The adaptation itself needs to be performed efficiently without disrupting ongoing operations and needs to result in an acceptable after state. Virtual planning models are a key technology to enable planning and design of the future operations in parallel with ongoing operations. This chapter presents an approach to combine digitalization and virtual reality (VR) technologies to create the next generation of virtual planning environments. Through incorporating digitalization techniques such as 3D imaging, the models will reach a new level of fidelity and realism which in turn makes them accessible to a broader group of users and stakeholders. Increased accessibility facilitates a collaborative decision making process that invites and includes cross functional teams. Through such involvement, a broader range of experts, their skills, operational and tacit knowledge can be leveraged towards better planning of the upgrade process. This promises to shorten
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7.
  • Fasth Berglund, Åsa, 1978, et al. (författare)
  • Testing and validating Extended Reality (xR) technologies in manufacturing
  • 2018
  • Ingår i: Procedia Manufacturing. - : Elsevier BV. - 2351-9789. ; 25, s. 31-38
  • Konferensbidrag (refereegranskat)abstract
    • xR technologies such as Augmented Reality (AR) and Virtual Reality (VR) are increasing at shop-floors but are still in need for validation in order to make good strategic decisions regarding implementation. The areas where most industries apply AR is within remote guidance and complex tasks such as maintenance. VR is mostly used for layout planning and more and more for virtual training. This paper aims to present results from six case studies with over two hundred responders from academy and industry about usage and strategies on where and when to implement what xR technology.
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8.
  • Gong, Liang, 1985, et al. (författare)
  • A Framework for Extended Reality System Development in Manufacturing
  • 2021
  • Ingår i: IEEE Access. - 2169-3536 .- 2169-3536. ; 9, s. 24796-24813
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper presents a framework for developing extended reality (XR) systems within manufacturing context. The aim of this study is to develop a systematic framework to improve the usability and user acceptance of future XR systems. So that manufacturing industry can move from the “wow effect” of XR demonstrators into the stage whereas XR systems can be successfully integrated and improve the conventional work routines. It is essential to ensure the usability and user acceptance of XR systems for the wider adoption in manufacturing. The proposed framework was developed through six case studies that covered different XR system developments for different application areas of manufacturing. The framework consists of five iterative phases: (1) requirements analysis, (2) solution selection, (3) data preparation, (4) system implementation and (5) system evaluation. It is validated through one empirical case and seven identified previous studies, which partly aligned with the proposed framework. The proposed framework provides a clear guideline on the steps needed to integrate XR in manufacturing and it extends the XR usage with increased usability and user acceptance. Furthermore, it strengthens the importance of user-centered approach for XR system development in manufacturing.
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9.
  • Gong, Liang, 1985, et al. (författare)
  • A Novel VR Tool for Collaborative Planning of Manufacturing Process Change using Point Cloud Data
  • 2017
  • Ingår i: Procedia CIRP. - : Elsevier BV. - 2212-8271. ; 63, s. 336-341
  • Konferensbidrag (refereegranskat)abstract
    • Today, manufacturing industry is facing increasing demands of customized products and global competition. Companies need constant and efficient changes in manufacturing process to meet the challenges and to stay competitive. However, a successful manufacturing process change is not easy to accomplish due to the fact that any change in the manufacturing system will affect various actors involved. Previous research has shown that active engagement of all involved actors in the planning phase improves the quality and success rate of the manufacturing process change outcome. The conventional supporting tools used mostly in this process such as documentation tools for text, numbers and static pictures typically requires an experienced user to be fully understood. Thus, some of the involved actors are not able to participate in the manufacturing process change (MPC) on equal terms.Over the last decade, the advancement of virtual technologies has shown the potential to improve the quality and efficiency of the planning of MPCs. Specifically, 3D laser scanning technologies can produce realistic virtual representation of factory environment with rapid point cloud data capturing. Immersive experience with rich context in combination with e.g. the virtual reality head-mounted display (VR HMD) could be provided, which is beneficial in the assessment and usable for several actors.This paper presents a novel supporting tool for the MPC design and planning, which incorporates point cloud data of real-world truck factories visualized using VR HMD technologies. It provides a collaborative and immersive environment for all involved actors to actively contribute in the MPC process. Tests and interviews have been conducted with various actors from industry for evaluation and validation of the proposed tool and its findings. The test data were analyzed and discussed with regard to the benefits and problems found as well as potential for future research studies and development.
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10.
  • Gong, Liang, 1985 (författare)
  • Developing extended reality systems for manufacturing industry
  • 2021
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • In the digital transformation of the manufacturing industry, computer-mediated reality, also known as extended technology reality (XR) technology is believed to be the foundation for realising the Industry 4.0 vision. XR technology, with its three representative forms, augmented reality (AR), mixed reality (MR) and virtual reality (VR) have created new ways for users and computer systems to interact. Although previous studies and pilot industrial projects have highlighted potential applications of XR technologies in manufacturing activities, it remains largely unadopted in current manufacturing. The goals of this thesis are to contribute to knowledge about integrating XR technology into manufacturing and helping the manufacturing industry benefit from the latest advancements in XR technologies. Thus, this thesis aims to bridge the knowledge gap and facilitate the process of integrating the latest XR technologies into manufacturing. In addressing the above purpose and aims, this research effort adopted a pragmatic approach to eleven empirical studies (based on real-world manufacturing problems within five companies) and two testbeds. Eleven XR systems, ranging from AR to VR, were developed and tested for applications covering all four phases of production: design, learning, operational and disruptive. Accordingly, this thesis has identified critical factors and reported the effects of integrating XR technologies into a manufacturing context. Furthermore, the framework dealing with the necessary steps to integrate XR technology into manufacturing activities was developed, explained and validated through internal as well as external cases. This has proved effective in guiding the process of integrating XR into manufacturing and assuring the quality of that integration.
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11.
  • Gong, Liang, 1985, et al. (författare)
  • Development of virtual reality support to factory layout planning
  • 2019
  • Ingår i: International Journal on Interactive Design and Manufacturing. - : Springer Science and Business Media LLC. - 1955-2505 .- 1955-2513. ; 13:3, s. 935-945
  • Tidskriftsartikel (refereegranskat)abstract
    • Virtual reality (VR) technology has become ever mature today with affordable and yet powerful hardware. In the manufacturing industry, there is a growing interest of adopting VR to improve existing work procedures. Factory layout planning (FLP) is a long standing area in production engineering that sees great potentials of VR integration. Virtual reality supported layout planning (VLP) is gaining wider attention in research and practice as the virtual environment allows designers to test out “what if” scenarios in relative ease. However, previous research of VLP mostly focus on general layout planning but not the detailed level planning. Also, it is reported that the virtual modeling process is time-consuming and costly. In this study, we propose a point cloud based virtual factory modelling approach for the VLP tasks. It incorporates point cloud representation of physical environment with CAD data to model the virtual factory with the aims of simplifying the modelling process and improving decision-making for the VLP tasks. The proposed approach is exemplified and refined through three industrial cases. The implementations and results of the cases are highlighted and discussed in details. At the end, a general guidance for VLP is extracted and presented for future point cloud based VR support in FLP tasks.
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12.
  • Gong, Liang, 1985, et al. (författare)
  • Interaction design for multi-user virtual reality systems: An automotive case study
  • 2020
  • Ingår i: Procedia CIRP. - : Elsevier BV. - 2212-8271. ; 93, s. 1259-1264
  • Konferensbidrag (refereegranskat)abstract
    • Virtual reality (VR) technology have become ever matured today. Various research and practice have demonstrated the potential benefits of using VR in different application area of manufacturing, such as in factory layout planning, product design, training, etc. However, along with the new possibilities brought by VR, comes with the new ways for users to communicate with the computer system. The human computer interaction design for these VR systems becomes pivotal to the smooth integration. In this paper, it reports the study that investigates interaction design strategies for the multi-user VR system used in manufacturing context though an automotive case study.
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13.
  • Gong, Liang, 1985, et al. (författare)
  • The Comparison Study of Different Operator Support Tools for Assembly Task in the Era of Global Production
  • 2017
  • Ingår i: Procedia Manufacturing. - : Elsevier BV. - 2351-9789. ; 11, s. 1271-1278
  • Tidskriftsartikel (refereegranskat)abstract
    • As part of a global production strategy, many manufacturing companies locate their assembly plants in different countries around the world. While outsourcing final assembly closer to key markets has competitive benefits, these companies face new challenges with communication and dissemination of information. Concerning shop-floor operators specifically, these challenges affect the initial training and continuing improvement work instructions in particular. Emerging information and communication technology (ICT) have created new opportunities for supporting operators cognitively. In this paper, an immersive virtual reality (IVR) training environment for LEGO gearbox assembly was developed and tested. IVR technologies offer new opportunities where operators can access training and work instructions in an immersive environment, which could potentially improve and influence the operator performance and emotion. Both objective performance and subjective emotion were measured and the impacts were analyzed. The results were compared with four different operator support approaches and it was seen that IVR technology has the potential of improving operator and that further studies on integration, information, communication design and development of measurement methods are needed before the industry can benefit from the full potential of IVR technology.
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14.
  • Gong, Liang, 1985 (författare)
  • Virtual Reality Technology for Factory Layout Planning
  • 2018
  • Licentiatavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Factory layout planning (FLP) has been a long-standing area that largely influences the overall productivity of the manufacturing practice. Today’s manufacturing industry faces great challenges owing to an increasing awareness of environmental concerns and the trend-shift from mass production to mass customization. Companies are striving to continuously and effectively improve their existing production systems, adapt to demand and remain competitive in the global market. Such an adaption process usually involves a redesign of the production layout. Factory layout change are becoming more frequent and have much higher requirements for quality and efficiency. Traditional ways of planning the layout change based on expert knowledge and onsite workshops cannot promise optimal solutions and bring unwanted stoppages to production, and computer aided design (CAD) and simulation have become widely used to support the process. The simulation approach focuses mostly on the quantitative measures (such as travel distance, time, frequency and throughput). It has shown to be efficient for general layout planning, but less satisfactory for detailed layout planning when qualitative factors such as safety, ergonomics and operator preference are becoming more and more important. Virtual reality (VR) technologies have become ever mature in recent years and are known for their ability to provide users with experience closely akin to the physical world through computer-generated representation. The richness and flexibility of the computer-generated environment can be of overall benefit to the future layout planning process. This thesis set out to investigate how different stakeholders, such as operator, maintenance engineer, production engineer, actively can support the decision-making in factory layout planning that utilizes virtual reality technologies, and it aims to improve current FLP practice through a systematic procedure that enables the active involvement of different stakeholders during the layout redesign and evaluation process. Therefore, a literature review about previous virtual reality applications was conducted to understand the benefit and limitation and based on which, three empirical studies were followed iteratively to explore and evaluate different VR integration approaches. A general guidelines on how to integrate and use virtual reality technology for factory layout planning was developed and discussed.
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15.
  • Mattsson, Sandra, 1984, et al. (författare)
  • Measuring Operator Emotion Objectively at a Complex Final Assembly Station
  • 2017
  • Ingår i: Advances in Intelligent Systems and Computing. - Cham : Springer International Publishing. - 2194-5365 .- 2194-5357. - 9783319416908 ; 488, s. 223-232
  • Konferensbidrag (refereegranskat)abstract
    • To meet future challenges of production systems, especially in high-wage countries with high technological complexity in factories, it is important to focus on human operators. The perceived operator view is an important aspect, but takes time. This paper will discuss the physiological measurements used in four commercial and semi-commercial devices in terms of usability in industry, meaning of measurement data and relation to intuition and flow. Results indicate that three physiological measurements can be used in combination to measure well-being to some extent, but that subjective data needs to be incorporated to support the individual perspective (due to that the meaning of data is subjective). By using these devices, physiological data can be measured and evaluated in real-time, which increases the possibility of studying operator emotion (or memory constructs). More studies are needed to evaluate how cognitive processes and measurement data are connected.
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16.
  • Mattsson, Sandra, 1984, et al. (författare)
  • Measuring Operator Emotion Objectively at a Complex Final Assembly Station
  • 2016
  • Ingår i: Proceedings of the 7th International Conference on Applied Human Factors and Ergonomics (AHFE 2016) and the Affiliated Conferences. ; 22
  • Konferensbidrag (refereegranskat)abstract
    • To meet future challenges of production systems, especially in high-wage countries with high technological complexity in factories, it is important to focus on human operators. The perceived operator view is an important aspect, but takes time. This paper will discuss the physiological measurements used in four commercial and semi-commercial devices in terms of usability in industry, meaning of measurement data and relation to intuition and flow. Results indicate that three physiological measurements can be used in combination to measure well-being to some extent, but that subjective data needs to be incorporated to support the individual perspective (due to that the meaning of data is subjective). By using these devices, physiological data can be measured and evaluated in real-time, which increases the possibility of studying operator emotion (or memory constructs). More studies are needed to evaluate how cognitive processes and measurement data are connected.
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17.
  • Nåfors, Daniel, 1990, et al. (författare)
  • Application of a hybrid digital twin concept for factory layout planning
  • 2020
  • Ingår i: Smart and Sustainable Manufacturing Systems. - 2520-6478 .- 2572-3928. ; 4:2
  • Tidskriftsartikel (refereegranskat)abstract
    • As the modern society is in the middle of its fourth industrial revolution, many enabling technologies are now viable to use in an engineering context. Several of these technologies are mature and available off the shelf; however, in the industrial setting they are rather novel. Two of these are virtual reality (VR), which has grown immensely in the gaming sector, and 3-D imaging, which is commonly used in archeology and construction. This study presents lessons learned from combining these two technologies in an industrial context with the digital twin concept. Three industrial case studies have been performed, and several observations have been identified in all three aspects of sustainability. For example, improved solution fidelity at an early stage can be achieved by externalizing tacit knowledge, and multiple issues during planning and installation phases have been avoided by utilizing the hybrid digital twin models. This type of digital twin enables highly detailed production system access, enabling engineering abilities from anywhere, anytime. Furthermore, the model becomes a powerful communication tool, which has reduced the resistance to workplace changes, as stakeholders lacking computer-aided design (CAD) knowledge can be involved in the change process. The highly detailed models have also allowed more focus to be put on safety and regulations, as these aspects naturally are more suited to experience in immersive VR. In conclusion, the hybrid digital twin concept developed in this study is a promising tool for decision makers and stakeholders alike, bound to benefit those who use it in all three aspects of sustainability.
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18.
  • Nåfors, Daniel, 1990, et al. (författare)
  • Realistic virtual models for factory layout planning
  • 2017
  • Ingår i: Proceedings - Winter Simulation Conference. - 0891-7736. ; , s. 3976-3987
  • Konferensbidrag (refereegranskat)abstract
    • Factory layout planning is essential for manufacturing companies when designing or redesigning production systems. The layout planning usually involves 2D CAD applications, sometimes based on faulty data. Difficulties in communicating and discussing layout alternatives using such applications can lead to critical errors. This paper aims to investigate and evaluate the usefulness of realistic 3D layout models in the layout planning process, addressed by an industrial study of how existing methods for visualization can be applied. This paper shows that utilizing a realistic and accurate layout model allows for fruitful discussions while several potential mistakes can be avoided. It also shows benefits in evaluating a layout and the model’s accuracy in immersive virtual reality where a better perspective of the layout can be acquired. Having such evaluated layout models will enable more accurate simulation models, based on real physical requirements.
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19.
  • Stylidis, Kostas, 1978, et al. (författare)
  • Perceived Quality Evaluation with the Use of Extended Reality
  • 2019
  • Ingår i: Proceedings of the International Conference on Engineering Design, ICED. - : Cambridge University Press (CUP). - 2220-4334 .- 2220-4342. ; 1:1, s. 1993-2002
  • Konferensbidrag (refereegranskat)abstract
    • If designers want to communicate quality aspects of the product, there is a need to bring these characteristics into the measurable space of perceived quality (PQ) attributes. To illustrate the solution for designers' dilemma of the “best design choice” in this study we applied the PQ attributes importance ranking (PQAIR) method, with the example of a bread toaster. We choose for evaluation three PQ attributes which can significantly influence visual quality of a product: Gap, Flush and Parallelism. We performed the experiment measuring subjective preferences over the toaster designs of two respondent's groups - “Designers” and “Customers.” We used sequentially: (i) web-survey (still images); (ii) desktop system; and (iii) fully immersive head-mounted display system (Virtual Reality). Consequently, we conducted a post-experiment survey regarding subjective preferences, related to the PQ communication channels that have been implemented during the study. Our results indicate advantages and drawbacks for each PQ communication method that we applied in this experiment and encourage further research in the area of products' perceived quality assessment.
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20.
  • Söderlund, Henrik, 1994, et al. (författare)
  • Simulation of Ergonomic Assembly Through a Digital Human Modeling Software
  • 2023
  • Ingår i: Lecture Notes in Networks and Systems. - 2367-3389 .- 2367-3370. ; 744, s. 220-228
  • Konferensbidrag (refereegranskat)abstract
    • Musculoskeletal disorders (MSD) as a result of bad workplace design and ergonomics are one of the leading causes of work-related injuries, this is especially true for assembly workers within the manufacturing industry. This paper investigates the possibilities to implement an automated ergonomics evaluation assessment into a Digital Human Modeling (DHM) software to evaluate workplace design for assembly tasks within manufacturing. A benchmarking and screening process was conducted to identify the most suitable ergonomics assessment method to be implemented into the DHM software. Furthermore, a pilot implementation, using Industrial Path Solution (IPS) Intelligently Moving Manikin (IMMA) as the referenced DHM software, was held with China Euro Vehicle Technology (CEVT) to solidify the results of the integrated function. This paper showcases that automated ergonomics assessment methods can, successfully, be integrated into a DHM software.
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