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Träfflista för sökning "hsv:(SOCIAL SCIENCES) hsv:(Media and Communications) hsv:(Human Aspects of ICT) srt2:(2005-2009)"

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1.
  • Mathew Martin, Poothullil John, 1965- (författare)
  • Web Accessibility for Persons with Disabilities : Evidence from India
  • 2008
  • Ingår i: Communicator. - New Delhi, India : Indian Institute of Mass Communication. - 0588-8093. ; XLIII:1, s. 28-56
  • Tidskriftsartikel (refereegranskat)abstract
    • Websites are today the face of an organization, with Global reach. The Information and Technology (IT) Act 2000 of India, is entirely silent on the subject of web accessibility. However the United Nations Convention on the Rights of Persons with Disabilities (UNCRPD) guidelines of 2009, which has been ratified by Govt. of India, of which Article 9.2 (g) & (h) especially lays down that, states should facilitate access for Persons with disabilities (PWDs) to new information and communication technologies, especially the Internet. A study was undertaken on 3rd December 2009, to analyze the qualities of a website designed by Government Organizations (GOs) and Non-Government Organizations (NGOs) working for PWDs in terms of Information & Dissemination, Accessibility, Design and Interactive participatory features. The main contribution of this study is to illuminate the features of websites used by GOs and NGOs working for PWDs in India and its accessibility.
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2.
  • Hansson, Thomas (författare)
  • Learning Objects and Focus Groups on Zing
  • 2009
  • Konferensbidrag (refereegranskat)abstract
    • It is an unsettled issue between research traditions how to negotiate the implied rather than acknowledged dispute between individual agency, i.e. e the ability, need and urge of an individual to act on/in the world and the functioning of a social system. Relations between people are just as crucial for negotiating a learning object as is the individual initiative. I resolve part of the debate by drawing on a digital classroom tool deployed for facilitating verbal group interaction.
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3.
  • Johansson, Martin (författare)
  • Participatory inquiry : Collaborative Design
  • 2005
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This dissertation focuses on design sessions in which users and stakeholders participate. It demonstrates how material from field studies can be used in exploratory design sessions. The emphasis is on the staging and realization of experiments with ‘possible futures’.Using a design perspective I have worked with how field studies can contribute to design processes in which many parties collaborate. With a starting point in collaborative ‘sketching’ and creation of scenarios I have striven to create a meaningful way for design teams to adopt a practice perspective. The dissertation shows that there need not be any opposition between exploring ‘what is’ and envisioning ‘what can be’.The increase of computer technology in everyday life and the development making information technology become an integrated part of more and more everyday products has given rise to a need to find new ways of working in the process of designing. If it was ever possible to work in an isolated way on either digital or physical technology, this is no longer the case since development requires collaboration over these borders. In the same way, IT plays an increasing significant role in people’s everyday lives. User focus and user involvement have become commonplace. This calls for new ways of organizing the design process. The present dissertation meets this problem. I have participated in four projects in which exploring users everyday practices has become a meaningfuldesign activity and a foundation for collaboration.The purpose of this dissertation is to shed light on the possibilities and the advantages offered by working design oriented with material from field studies. Furthermore, it strives to show how design sessions can be organized and carried out on a practical level and exemplifies with concrete projects. Special emphasis is given to the creation of and the inquiry into design material and the development and use of design games.
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4.
  • Persson, Christian, 1960-, et al. (författare)
  • New Business Forms in e-Business and Media “e-Media”
  • 2008
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • In a preliminary study a Nordic network for e-Business has been established between the media industry, vendors, service providers and scientists. This network has performed this project with the scope to develop new new innovative service forms and products for this new business area called ”e-Media”, and to identify the value chains and new business models needed for this area.The study first analyses the strucrural changes in the media and allied industries, i.e. content creation and advertising. Thereafter, a framework for innovations in e-Media is built together with a variety of business models. The framework is then used to identify new innovative service embryos for e-Media. Finally eight new services are exploited in industrial case studies.The outcome of the project is an extensive description of innovation methods, business models, more than sixty innovation embryos for exploitation and eight examples of more or less successfully exploited e-Media pilot cases. The project also elucidates the huge business potential of e-Media.
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5.
  • Linde, Peter, et al. (författare)
  • Self-Archiving in Practice : What do the Researchers Say and is there any Pain Alleviation?
  • 2009
  • Ingår i: Rethinking Electronic Publishing. - Milan, Italy, June 10-12 : Edizioni Nuova Cultura. ; , s. 393-409
  • Konferensbidrag (refereegranskat)abstract
    • The purpose of the study was to increase self-archiving of scientific articles in Swedish open archives and thus contribute to the dissemination and increased visibility of Swedish research and to a greater impact for the individual researcher. We wanted to find out what obstacles may occur in the self-archiving process and how the database SHERPA/RoMEO functions as support for control of the publishers’ conditions. We engaged 40 researchers at 7 Swedish institutes of higher education to self-archive their peer-reviewed journal articles from the last 5 years. The result was that 140 publications were self-archived in the open archives of these universities and university colleges. After the self-archiving was carried out we followed up on the researchers’ experiences and wiewpoints in the form of oral interviews. We have found several imperfections and problems in the process of self-archiving. These issues are discussed and then we conclude with suggestions for measures to take, which we believe are crucial to making self-archiving generally accepted in the world of research and therefore increasing the dissemination of research results.
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6.
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7.
  • Anderberg, Peter (författare)
  • Makt & Maskiner
  • 2005. - 1
  • Ingår i: Människonära design. - Lund : Studentlitteratur AB. - 9789144044941 ; , s. 107-114
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
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8.
  • Anderberg, Peter (författare)
  • Makt & maskiner
  • 2005. - 1
  • Ingår i: Människonära design. - Lund : Studentlitteratur AB. - 9144044941 ; , s. 107-114
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
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9.
  • Anderberg, Peter (författare)
  • Might and machines
  • 2006. - 1
  • Ingår i: Design Side by Side. - Lund : Studentlitteratur AB. - 914401936X ; , s. 109-117
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
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10.
  • Andersson, Mats, et al. (författare)
  • Meeting the users’ need for knowledge : A concept of a learning domain
  • 2005
  • Ingår i: Allestädes närvarande kunskap. - Stockholm : KTH Datavetenskap och kommunikation. - 9171782281 ; , s. 185-200
  • Bokkapitel (refereegranskat)abstract
    • In everyday life, many people use the web as a resource for knowledge. In this paper we are investigating the preconditions for a web resource called learning domain. The characteristics of the web resource learning domain can contribute to a reduction of well-known problems with structuring the content in a communicative way and also to contribute to an increased trust of the presented information. In the paper the characteristics of learning domains are described and some examples of web sites with characteristics contiguous to that of a learning domain are discussed. Our conclusions are that web resources with learning domain characteristics can contribute as a knowledge support. The challenge related to learning domains is not a technological one but instead how to arrange the information in such a way that it makes sense for the users.
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13.
  • Björgvinsson, Erling (författare)
  • Socio-material mediations : learning, knowing and self-produced media within healthcare
  • 2007
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The thesis discusses lessons learned and issued raised when exploring how self-produced rich media can facilitate sharing of meaning between healthcare professionals at an intensive care unit and between healthcare professionals and patients within a hand surgery clinic. Design experiments conducted at the intensive care unit focused on how healthcare professionals could collaboratively produce ‘best practice’ videos displayed on handheld devices and accessed through barcodes placed out in the unit. The making of the videos it is argued can be seen as a temporary convergence of different views when reifying ‘best practice.’ Design experiments conducted at the hand surgery clinic focused on how healthcare professional and patients collaboratively could produce, during consultations, rich media documents that are tailored to the patients’ specific needs. The rich media documents made can be seen as a temporary convergence of two distinct practices; namely that of hand surgery treatment and the practice of everyday life. Making of rich media documents in both projects resulted in developing relational spaces of informal learning, which engendered the making of rich reifications that function well in close relation to participation. To engender the making of the rich media documents demanded the establishment and hardening of a socio-technical infrastructure which can be seen as a temporary convergence between tools and practices where both the tools and practices are changed. In both cases using these videos in turn demanded that the videos, a form of local collaborative hardenings, needed to be translated anew and so to speak “defrosted.” The design consequences are that designers need to acknowledge materiality as an ongoing process which is given meaning through participation over time within and across communities of practice. Materiality and human agency in this instance are not seen as discrete elements, but rather highly intertwined. The second design consequence is that we need to acknowledge the complexity, partiality, and multiplicity of such relational spaces. Methodologically, the consequences are that it is important to consider where the designers position themselves and the artifacts in the network of relations, since different positioning will have different implications for the subsequent spaces of action.
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15.
  • Breidegard, Björn, et al. (författare)
  • Enlightened: The art of finger reading
  • 2008
  • Ingår i: Studia Linguistica. - : Wiley. - 1467-9582 .- 0039-3193. ; 62:3, s. 249-260
  • Tidskriftsartikel (refereegranskat)abstract
    • For some forty years the eye-tracking technology has facilitated the study of eye movement patterns for sighted people during reading and other visual activities. Today – a newly developed automatic finger tracking system makes it possible to reconstruct blind people’s tactile reading in real time and to automatically analyze finger movements during Braille text reading and tactile picture recognition. In this case study, the very first automatic finger tracking system is presented together with results indicating how Braille readers can increase awareness of their own reading styles. This opens up for future Braille education to become more evidence-based and, at the same time, for a new research field: contrastive studies of language in its auditory, visual and tactile manifestations.
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16.
  • Bäcke, Maria, 1969- (författare)
  • Avant-Garde and Subversion in an Online 3D World
  • 2008
  • Konferensbidrag (refereegranskat)abstract
    • The 3D online world Second Life provides ample opportunities for both role-play and social interaction. Moreover, the relative lack of explicit game-rules (at least initially) on the part of the creator, Linden Lab, provided the gamers with a carte blanche to be anyone they want and give them the freedom to do almost anything. It has become clear, however, that Linden Lab has found reasons for making alterations in their legislative framework. Additionally, local game rules are being developed in many places and there are huge differences in how these rules are maintained and enforced. Using theories of the avant-garde (Greenberg, Poggioli, Bürger) as a stepping stone, as well as Manuel Castells’ four-layered theory of Internet cultures (the techno-meritocratic, the hacker, the virtual communitarian and the entrepreneurial culture), my intention is to explore the actions of, and the attitudes towards, the type of digital avant-garde that is exemplified by gamers/hackers/griefers/deviants. I will look at this both on a "global level" and on a local level, where communities and sim owners use different strategies to control their land and gamers’ behaviour on it. The global data will be taken from the”Incident Management Report” which is issued by the Second Life Governance Team on violation against Linden Lab rules. Additionally, I will carry out interviews with sim owners and community representatives, as well as with some of those who are labelled grievers. I will also look at blogs and articles that address the issue of grievers and disruptive behaviour in an online world.
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17.
  • Bäcke, Maria, 1969- (författare)
  • Construction of Digital Space : Second Life as a fantasy or a work tool
  • 2007
  • Konferensbidrag (refereegranskat)abstract
    • Drawing upon Gaston Bachelard´s The Poetics of Space and Henri Lefebvre´s The Production of Space, I read both private and public digital 3D spaces made available through SL and examine to what extent they are inscribed in or distanced from the underlying ideology of Second Life. I use textual sources - written codes of conduct, covenants written by the land owners, actual buildings and environments created in Second Life, an interview, as well as blogs and articles - to explore how three different categories of space are constructed and maintained: one where SL is primarily seen as a work tool for profit or teaching, another where the main goal is a detailed, homogenuous and highly visual space, and a third category where a homogenuous space is created in order to enable a more organized fantasy and facilitate game-play. Choice of Theme: Expressions of ideology in design and digital technologies
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18.
  • Bäcke, Maria, 1969- (författare)
  • Self, Setting, and Situation in Second Life
  • 2009
  • Ingår i: Literary Art in Digital Performance. - New York : Continuum. - 9780826436009 ; , s. 109-142
  • Bokkapitel (refereegranskat)abstract
    • Linden Lab, the company behind the online world Second Life (SL), invites multiplic- ity with slogans like “Your World. Your Imagination.”1 Yet many SL residents’2 profiles give evidence of adjustment to group narratives or norms in various social spaces inside the world. They seem to favor already established social and cultural conventions when creating an online identity; hence they also adjust to already existing hierarchies. I argue that residents in SL recreate social orders and power structures similar to ones already existing outside SL, even though they are of course under no obligation to do so. In that sense social and cultural patterns are reproduced and in some cases even amplified. My aim here is to trace social dynamics evident in three groups within this digital space and my hypothesis is that the rules of these social spaces then function as a foundation and guideline for identity formation, and in fact almost seem to prescribe a certain way of acting or behaving. Two of the groups have a clear role-playing profile, based on books and movies, whereas role-playing is not required, although possible, in the third group. All of them are thus removed from the lifeworld by constituting either purely fictive or, conversely, historical constructs, but they can nevertheless provide clues to how the residents think in an environment that is not primarily “real life” based, and in which anything, even a utopia, can be possible. By reading group charters and profile descriptions found in the SL search engine, and studying articles and blogs functioning either as group information channels or journals for individuals in each community, I examine the motivations and power structures driving avatar and online identity construction in role-playing communities, with a focus on the interac- tion between the overarching “state” power, the Linden Lab, the three communities, their respective role-models, and the rules that govern them, as well as the individuals that are a part of them. 
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19.
  • Davis, Megan, et al. (författare)
  • Creating a software to promote understanding about narrative in children with autism : Reflecting on the design of feedback and opportunities to reason
  • 2007
  • Ingår i: IEEE 6th International Conference on Development and Learning, 2007. ICDL 2007.. - : IEEE conference proceedings. ; , s. 64-69
  • Konferensbidrag (refereegranskat)abstract
    • TouchStory is a software game that aims at improving the understanding of narrative by children withautism. In fact, the underlying conceptual framework intends to investigate to what extent we can improve the children's understanding of narrative through the introduction of simple game-like tasks that address primitive components of narrative. The game has strong analogies with the concrete, physical world. Our design approach, following our knowledge regarding this particular group of learners, was to'keep things simple', introducing features only if necessary to provide each individual child with a focussed and enjoyable game, from which that particular child may learn about, or absorb, (or become more familiar with) primitive components of narrative. In this paper we concentrate on issues of reward, feedback, and opportunities for reasoning (about the task and/or their own performance) provided bysoftware. We present results from the first 7 visits of an ongoing longitudinal study involving 6 childreneach with a diagnosis of autism. We consider the children's apparent engagement with TouchStory, and in particular, we focus on the strategy each child adopts and consequent feedback from the software. This analysis prompted us to further reflect on the specificities of this group of children and the challenges to create supportive learning environments.
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20.
  • de Kervenoael, Ronan, et al. (författare)
  • Adopting the experiential values propositions as e-atmospherics : an illustration through the case of e-banking
  • 2008
  • Ingår i: Paper presented at the 15th International EIRASS Conference on recent advances in Retailing and Services Science (EIRASS), Zagreb, Croatia, July 14-17, 2008. - : Elsevier BV.
  • Konferensbidrag (refereegranskat)abstract
    • For a couple of years now, the Columbia Business School and in particular Bernd Schmitt have been advocating for more work to be done regarding 'experiential marketing'. Taking the case of e-atmospherics in Turkish e-banking practices, we revisit the theory of strategic experiential modules which are sense, feel, think, act and relate. Two major ebanking experience providers' types of communication, product design, retail presence and epresence have been unpacked. These are Garanti Bank, who's known with its many award winning web site, and Akbank who has a standard web site. The Turkish banking at the border of the EU and under global influences has expended and liberalized dramatically over the last decade making the most of new technologies, hence offering an interesting perspective in a non-homogenous society where the technological divide remains important. First a qualitative content analysis of both bank's homepages is conducted. This is followed by 43 online surveys, where 18 is Garanti Bank consumer, 19 is Akbank consumer and 6 is both Garanti and Akbank consumer, to explore how e-atmospherics experiential features currently recognized by users. Our findings indicate that experiential marketing in e-banking can be expected to be the key to greater online migration of consumers and differentiation among the players. Yet, while the first two steps sense and feel are explicitly developed by both players, act and relate still remain poor. Moreover, 'think' is discovered to be a key moderator where both banks seem to lack clear strategy.
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21.
  • de Kervenoael, Ronan, et al. (författare)
  • Capturing loyalty across garment ranges : the case of supermarket children's clothing in the UK
  • 2008
  • Ingår i: Paper presented at the 15th International EIRASS Conference on recent advances in Retailing and Services Science (EIRASS), Zagreb, Croatia, July 14-17, 2008.
  • Konferensbidrag (refereegranskat)abstract
    • In recent years, the UK clothing and fashion industry has undergone some major changes. While the demise of traditional high street brands such as C&A have been widely heralded in the media, a new phenomenon has dramatically changed the children's garment landscape with the emergence of supermarkets as viable alternative providers. In a world where fashion is the prerogative of a substantial majority of the population, image, social status, personality, identity and self expression are so crucial and modelled around key top brands, the main UK supermarket chains seem - rather against the odds - to have created a new, socially-acceptable type of fashion consumption. Have supermarkets own label brands really moved from 'me too' to suitable everyday prestige alternatives? In addition, while parents control purchases for the smallest children, are they convinced to stay loyal across the age ranges - without somehow stigmatizing themselves or their children? Our exploratory research encompasses supermarket stores that are located on the outskirts of town - not accessible by walking from city centres - as a reflection of current spatial change in shopping patterns in the UK. Fifty nine interviews conducted in two ASDA and two TESCO stores in Devon and in Glasgow were analyzed. Our theoretical perspective draws on a body of research covering areas such as intra-household economy and relationships, children and childhood imagery, the consumer decision making process, and retailing. We surmise that, due to the nature of the products/services, clothing shopping is, in effect, bringing new complexities for consumers which have yet to be addressed by most retailers' marketing strategies. While ease of access (through linked grocery shopping) price and quality are perceived as the main decision factors, we reveal that style and design, commendation by word of mouth, refund policies and assortment/variety also linked to multiplicity of usage are greatly influencing parental choice. We highlight the increasing importance of browsing as a modern improvisation choice practice (planned impulse buying). We then provide a re-definition of 'taste and style' and another view of what it could be to be a good parent. Supermarket clothing ranges are perceived as a way to help in grounding, forming and assessing future clothing consumptions.
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22.
  • de Kervenoael, Ronan, et al. (författare)
  • Categorizing ‘intention to use’ e-government services through mobile phone : the importance of front loading activities
  • 2008
  • Ingår i: Paper presented at the International Conference on Information Resources Management (Conf-IRM), Niagara Falls, Ontario, Canada, May 18-20, 2008.
  • Konferensbidrag (refereegranskat)abstract
    • E-government has often been heralded as the new way forwards for emerging countries. While many such countries are already offering e-government services and are gearing up for further growth, little is actually known of the forming stages that are necessary to ensure a greater rate of success and avoid the traditional failure traps linked to new technology and information system adoption and diffusion. We situate our research in the case of mobile phone as a reflection of the current market situation in emerging countries. We contend, in this paper, that more research is needed to understand future intention to use e-government services through mobile phone technology. Front loading activities both from a government and technology perspectives are required to facilitate the decision making process by users.
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23.
  • Dittrich, Yvonne, et al. (författare)
  • Co-Operative Method Development revisited
  • 2005
  • Konferensbidrag (refereegranskat)abstract
    • During the last five years, we applied a research approach we call 'Co-operative Method Development' formulated on first experience with empirical research focusing especially on the social side of software engineering. This position paper summarizes the experiences and discusses the improvement and further development of this research approach based on our experiences in different research projects in co-operation with industrial partners.
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24.
  • Dittrich, Yvonne, et al. (författare)
  • From Knowledge Transfer to Situated Innovation : Cultivating spaces for co-operation in innovation and design between academics, user-groups and ICT providers
  • 2009
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • Innovation systems, ‘triple helix’, and similar expressions, are used to conceptualise the growing need for more integrated forms of co-operation between academia and other societal actors, such as governmental agencies and industry, in order to produce knowledge relevant for society. However, there is as yet little reported experience from such recent and on-going co-operative projects of how research changes when it becomes involved in practices it is meant to contribute to. In this paper, the authors report about three different research projects where researchers co-operated with governmental agencies and industry around the development of ICT. Evidence from three domains, namely e-government, telecommunications and welfare services, indicates the need for problematising current mainstream understandings of innovation. Innovation, as we see it, is occurring through configurations of designers, developers and domain experts that form constituencies and where scientific knowledge is confronted by requirements, constraints and possibilities of the specific situation. In this context innovation of, or involving, ICT requires a significant amount of imagination, represents a relatively sharp break with established ways of doing things, and requires artful integration of different professional practices, communities, and technologies. We define these creative processes of co-development of work practices, organisations and technology as ‘situated innovation’.
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25.
  • Ekelin, Annelie (författare)
  • Från löfte till handling : lägesrapport om e-demokrati i förvandling
  • 2007
  • Annan publikation (övrigt vetenskapligt/konstnärligt)abstract
    • This report is discussing the current state of e-democracy in Sweden. The report also presents background and history of recent and former e-democracy projects within Sweden. It is also presenting plans for the future, initiated by the Ministry of Integration and Gender Equality, discussed and related to international development in the area.
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