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Sökning: WFRF:(Nilsson Elisabet M) > (2010-2014)

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1.
  • Malm, Johan, et al. (författare)
  • Developments in biobanking workflow standardization providing sample integrity and stability
  • 2013
  • Ingår i: Journal of Proteomics. - : Elsevier BV. - 1874-3919 .- 1876-7737. ; 95:SI, s. 38-45
  • Tidskriftsartikel (refereegranskat)abstract
    • Recommendations and outlines for standardization in biobanking processes are presented by a research team with long-term experience in clinical studies. These processes have important bearing on the use of samples in developing assays. These measurements are useful to document states of health and disease that are beneficial for academic research, commercial healthcare, drug development industry and government regulating agencies. There is a need for increasing awareness within proteomic and genomic communities regarding the basic concepts of collecting, storing and utilizing clinical samples. Quality control and sample suitability for analysis need to be documented and validated to ensure data integrity and establish contexts for interpretation of results. Standardized methods in proteomics and genomics are required to be practiced throughout the community allowing datasets to be comparable and shared for analysis. For example, sample processing of thousands of clinical samples, performed in 384 high-density sample tube systems in a fully automated workflow, preserves sample content and is presented showing validation criteria. Large studies will be accompanied by biological and molecular information with corresponding clinical records from patients and healthy donors. These developments position biobanks of human patient samples as an increasingly recognized major asset in disease research, future drug development and within patient care. Biological significance: The current manuscript is of major relevance to the proteomic and genomic fields, as it outlines the standardization aspects of biobanking and the requirements that are needed to run future clinical studies that will benefit the patients where OMICS science will play a major role. A global view of the field is given where best practice and conventional acceptances are presented along with ongoing large-scale biobanking projects. The authors represent broadly stakeholders that cover the academic, pharma, biotech and healthcare fields with extensive experience and deliveries. This contribution will be a milestone paper to the proteomic and genomic scientists to present data in the future that will have impact to the life science area.This article is part of a Special Issue entitled: Standardization and Quality Control in Proteomics.
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2.
  • Nilsson, C. L., et al. (författare)
  • Chromosome 19 Annotations with Disease Speciation: A First Report from the Global Research Consortium
  • 2013
  • Ingår i: Journal of Proteome Research. - : American Chemical Society (ACS). - 1535-3893 .- 1535-3907. ; 12:1, s. 134-149
  • Tidskriftsartikel (refereegranskat)abstract
    • A first research development progress report of the Chromosome 19 Consortium with members from Sweden, Norway, Spain, United States, China and India, a part of the Chromosome-centric Human Proteome Project (C-HPP) global initiative, is presented (http://www.c-hpp.org). From the chromosome 19 peptide-targeted library constituting 6159 peptides, a pilot study was conducted using a subset with 125 isotope-labeled peptides. We applied an annotation strategy with triple quadrupole, ESI-Qtrap, and MALDI mass spectrometry platforms, comparing the quality of data within and in between these instrumental set-ups. LC–MS conditions were outlined by multiplex assay developments, followed by MRM assay developments. SRM was applied to biobank samples, quantifying kallikrein 3 (prostate specific antigen) in plasma from prostate cancer patients. The antibody production has been initiated for more than 1200 genes from the entire chromosome 19, and the progress developments are presented. We developed a dedicated transcript microarray to serve as the mRNA identifier by screening cancer cell lines. NAPPA protein arrays were built to align with the transcript data with the Chromosome 19 NAPPA chip, dedicated to 90 proteins, as the first development delivery. We have introduced an IT-infrastructure utilizing a LIMS system that serves as the key interface for the research teams to share and explore data generated within the project. The cross-site data repository will form the basis for sample processing, including biological samples as well as patient samples from national Biobanks.
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3.
  • Ohlin, Elisabet, et al. (författare)
  • Vascular endothelial growth factor is upregulated by L-dopa in the parkinsonian brain: implications for the development of dyskinesia.
  • 2011
  • Ingår i: Brain. - : Oxford University Press (OUP). - 1460-2156 .- 0006-8950. ; 134, s. 2339-2357
  • Tidskriftsartikel (refereegranskat)abstract
    • Angiogenesis and increased permeability of the blood-brain barrier have been reported to occur in animal models of Parkinson's disease and l-dopa-induced dyskinesia, but the significance of these phenomena has remained unclear. Using a validated rat model of l-dopa-induced dyskinesia, this study demonstrates that chronic treatment with l-dopa dose dependently induces the expression of vascular endothelial growth factor in the basal ganglia nuclei. Vascular endothelial growth factor was abundantly expressed in astrocytes and astrocytic processes in the proximity of blood vessels. When co-administered with l-dopa, a small molecule inhibitor of vascular endothelial growth factor signalling significantly attenuated the development of dyskinesia and completely blocked the angiogenic response and associated increase in blood-brain barrier permeability induced by the treatment. The occurrence of angiogenesis and vascular endothelial growth factor upregulation was verified in post-mortem basal ganglia tissue from patients with Parkinson's disease with a history of dyskinesia, who exhibited increased microvascular density, microvascular nestin expression and an upregulation of vascular endothelial growth factor messenger ribonucleic acid. These congruent findings in the rat model and human patients indicate that vascular endothelial growth factor is implicated in the pathophysiology of l-dopa-induced dyskinesia and emphasize an involvement of the microvascular compartment in the adverse effects of l-dopa pharmacotherapy in Parkinson's disease.
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4.
  • Björgvinsson, Erling, et al. (författare)
  • Prototyping Futures
  • 2012
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • Prototyping Futures gives you a glimpse of what collaborating with academia might look like. Medea and its co-partners share their stories about activities happening at the research centre – projects, methods, tools, and approaches – what challenges lie ahead, and how these can be tackled. Examples of highlighted topics include: What is a living lab and how does it work? What are the visions behind the Connectivity Lab at Medea? And, how can prototyping-methods be used when sketching scenarios for sustainable futures? Other topics are: What is the role of the body when designing technology? What is collaborative media and how can this concept help us understand contemporary media practices? Prototyping Futures also discusses the open-hardware platform Arduino, and the concepts of open data and the Internet of Things, raising questions on how digital media and connected devices can contribute to more sustainable lifestyles, and a better world.
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5.
  • Ehn, Pelle, et al. (författare)
  • Introduction
  • 2014
  • Ingår i: Making futures. - : MIT Press. - 9780262027939 ; , s. 1-13
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
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6.
  • Hellström Reimer, Maria, et al. (författare)
  • Advancing Sustainable Urban Transformation through Living Labs : Looking to the Öresund Region
  • 2012
  • Ingår i: IST2012 Navigating Theories and Challenging Realities. ; , s. 19-37
  • Konferensbidrag (refereegranskat)abstract
    • The Öresund Region, which encompasses a population of 3.5 million across Southern Sweden and Eastern Denmark, aims to be a regional ”powerhouse” in Europe for sustainability, innovation and clean-tech. It can therefore provide a ”laboratory” by which to experiment, implement, examine and evaluate the progress of (local) transition governance and infrastructural investments. The Urban Transition Öresund project (2011-2014) is a cross-border cooperation between Swedish and Danish partners (including academic institutions, local governments, regional authorities, and clean-tech businesses) in the Öresund Region to evaluate and improve collaborative efforts to promote sustainable urban transformation. The working approach is the co-exploration of case studies – encompassing existing and planned buildings and districts in the Öresund Region – from which essential lessons are being extracted and subsequently tested on further projects in order to obtain general lessons. Importantly, the case studies from the Öresund Region are being supplemented by research on international experiences with a particular focus on new forms of collaboration, specifically the format of Living Labs, which can be simply described as a concept to integrate research and innovation processes within a public-private-people partnership. This paper presents a discussion of how the concept of Living Labs can support (local) transition governance towards sustainable urban transformation in the Öresund Region and beyond.
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7.
  • Hellström Reimer, Maria, et al. (författare)
  • Mapping Collaborative Methods and Tools for Promoting Urban Transitions in the Øresund Region
  • 2012
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • This report is produced within the Urban Transition Øresund (UT) project (2011–2014), and it is part of the subtask Collaborative Methods and Tools for Urban Transitions (UT CoMeT). The goal of the UT project is to promote sustainable growth and advance sustainable urban transformation in the Øresund region by gathering municipalities, universities and businesses in cross-border cooperation. The subtask UT CoMeT has a special focus on tools and methods for working that allow and promote greater collaboration between various actors in a transition process towards sustainability.The initial phase of the UT CoMeT activity consists of mapping existing experiences of forms of collaboration and cross-boundary working formats in urban transition processes. This includes examples of methods and tools utilised within the Øresund region, but also beyond, on international areas, focusing on Europe. The mapping process takes its point of departure in results from earlier reports, and it was completed in two steps: (I) mapping of methods and tools currently used by the UT project partners in the Øresund region; and (II) mapping of international cases and examples in Europe.
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8.
  • Making futures : marginal notes on innovation, design, and democracy
  • 2014
  • Samlingsverk (redaktörskap) (refereegranskat)abstract
    • Innovation and design need not be about the search for a killer app. Innovation and design can start in people’s everyday activities. They can encompass local services, cultural production, arenas for public discourse, or technological platforms. The approach is participatory, collaborative, and engaging, with users and consumers acting as producers and creators. It is concerned less with making new things than with making a socially sustainable future. This book describes experiments in innovation, design, and democracy, undertaken largely by grassroots organizations, non-governmental organizations, and multi-ethnic working-class neighborhoods. These stories challenge the dominant perception of what constitutes successful innovations. They recount efforts at social innovation, opening the production process, challenging the creative class, and expanding the public sphere. The wide range of cases considered include a collective of immigrant women who perform collaborative services, the development of an open-hardware movement, grassroots journalism, and hip-hop performances on city buses. They point to the possibility of democratized innovation that goes beyond solo entrepreneurship and crowdsourcing in the service of corporations to include multiple futures imagined and made locally by often-marginalized publics.
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9.
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10.
  • Michaud, Dominique S, et al. (författare)
  • Coffee and tea intake and risk of brain tumors in the European prospective investigation into cancer and nutrition (EPIC) cohort study
  • 2010
  • Ingår i: American Journal of Clinical Nutrition. - : American Society for Nutrition. - 0002-9165 .- 1938-3207. ; 92:5, s. 1145-1150
  • Tidskriftsartikel (refereegranskat)abstract
    • Background: In a recent US cohort study, total coffee and tea consumption was inversely associated with risk of glioma, and experimental studies showed that caffeine can slow the invasive growth of glioblastoma.Objective: The objective was to examine the relation between coffee and tea intake and the risk of glioma and meningioma in a large European cohort study, the European Prospective Investigation into Cancer and Nutrition (EPIC).Design: Data on coffee and tea intake were collected from men and women recruited into the EPIC cohort study. Over an average of 8.5 y of follow-up, 343 cases of glioma and 245 cases of meningioma were newly diagnosed in 9 countries. We used Cox proportional hazards models to examine the relation between coffee and tea and brain tumors.Results: We observed no associations between coffee, tea, or combined coffee and tea consumption and risk of either type of brain tumor when using quantiles based on country-specific distributions of intake. However, a significant inverse association was observed for glioma risk among those consuming ≥100 mL coffee and tea per day compared with those consuming <100 mL/d (hazard ratio: 0.66; 95% CI: 0.44, 0.97; P = 0.03). The association was slightly stronger in men (hazard ratio: 0.59; 95% CI: 0.34, 1.01) than in women (hazard ratio: 0.74; 95% CI: 0.42, 1.31), although neither was statistically significant.Conclusions: In this large cohort study, we observed an inverse association between total coffee and tea consumption and risk of glioma that was consistent with the findings of a recent study. These findings, if further replicated in other studies, may provide new avenues of research on gliomas.
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11.
  • Nilsson, Elisabet M., Senior lecturer in interaction design, 1972- (författare)
  • Collaborative computer game play in the science classroom
  • 2010
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • The purpose of this paper is to describe and analyse student engagement, and emerging collaboration patterns when playing a computer game for educational purposes in the science classroom. The case studied is Future City which is an annual national competition for students in grades 6−9 who take on the role of urban planners with the mission to create sustainable future cities in SimCity 4. The outcome of the analysis revealed different types of student engagement, referred to as: executor, core group participant, temporary participant, invisible participant, and visiting participant. The analysis also demonstrated that the collaborations between the students were formed by combinations of the following patterns: predominant decision-making, distributed decision-making, and master-apprentice relationship. The conclusions presented provide implications for instructional designs aspects to consider for educators when bringing in computer games that are collaboratively to be played in the classroom.
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12.
  • Nilsson, Elisabet M., Associate professor in interaction design, 1972- (författare)
  • Exkursion Tokyo. “Serious gaming” på japanska?
  • 2010
  • Rapport (populärvet., debatt m.m.)abstract
    • Det här en rapport från en vistelse i Tokyo med syftet att få inblick i pågående japansk forskning inom området datorspel och lärande. Underlaget bygger på intervjuer med fem personer som på ett eller sätt jobbar med spelutveckling/-forskning i Japan.
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13.
  • Nilsson, Elisabet M., Senior lecturer in interaction design, 1972- (författare)
  • Simulated “real” worlds : Overview of a doctoral thesis on games and learning in science education
  • 2010
  • Ingår i: Journal of Digital Games Research. - : Tokyo: Japan digital game Society, 2007-. - 1882-0913. ; 4:2, s. 36-39
  • Forskningsöversikt (refereegranskat)abstract
    • This paper presents an overview of a doctoral thesis exploring educational potentials of computer game play in science learning contexts. Three empirical studies involving 89 students playing the mobile game Agent O, and the COTS game SimCity 4 have been conducted, as well as a research review. The results suggest a number of ways in which computer game play can play a role in science education. Findings show that computer games may provide platforms for engagement in scientific practice, support authentic experiences, and constructively constrain students’ actions, by confronting them with simulated complexities. Computer game play is an activity of great variation, that can take many directions, and outcomes may therefore correspond to teachers’ expectations in some cases, while leading to quite different outcomes in others. It is noteworthy that during game play the students in these studies were primarily playing a game, not simulating a “real” world situation. They did not relate to occurrences outside the game world, unless they were specifically instructed to do so. Conclusions further indicate that instruction is a crucial factor, to benefit from potentials of computer game play in educational settings.
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14.
  • Nilsson, Elisabet M., Senior lecturer in interaction design, 1972- (författare)
  • Simulated "real" worlds : Actions mediated through computer game play in science education
  • 2010
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Over the last decade, a great variety of visionary ideas and beliefs have been brought forward, regarding the potentials of using computer games as a tool for learning and mediation in educational settings. This thesis aims at contributing to research in this field, by empirically exploring what happens when students play and reflect on their computer game play in science education. Three empirical studies and a research review have been conducted. The first study was part of a design-based research project on mobile learning, and involved 17 students (aged 15−16) playing the mobile educational game Agent O. The two following studies involved 72 students (aged 13−15) playing the COTS game SimCity 4, in connection with the annual Swedish school competition Future City. Research questions aimed at clarifying, in a science learning context, what aspects of scientific practice are: (1) mediated through computer game play; (2) used and referred to by students, when reflecting upon their actions during computer game play. This work is not about science education. Instead, it studies actions mediated by computer games, and possible implications for science education. The focus is on mediated actions that occur during computer game play and their potential relevance to school science learning. Two tendencies are important as a background to the thesis. Firstly, the rapidly increased use of digital media among young people. Secondly, the challenge digital media pose for education, generally, and in this case science education, more particularly. The results suggest a number of ways in which computer game play can play a role in science education. Findings show that computer games may provide platforms for engagement in scientific practice, support authentic experiences, and constructively constrain students’ actions, by confronting them with simulated complexities. Computer game play is an activity of great variation, that can take many directions, and outcomes may therefore correspond to teachers’ expectations in some cases, while leading to quite different outcomes in others. It is noteworthy that during game play the students in these studies were primarily playing a game, not simulating a “real” world situation. They did not relate to occurrences outside the game world, unless they were specifically instructed to do so. Conclusions further indicate that instruction is a crucial factor, to benefit from potentials of computer game play in educational settings.
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15.
  • Nilsson, Elisabet M., Senior lecturer in interaction design, 1972-, et al. (författare)
  • Simulated sustainable societies : students’ reflections on creating future cities in computer games
  • 2011
  • Ingår i: Journal of Science Education and Technology. - : Springer. - 1059-0145 .- 1573-1839. ; 20:1, s. 33-50
  • Tidskriftsartikel (refereegranskat)abstract
    • The empirical study, in this article, involved 42 students (ages 14–15), who used the urban simulation computer game SimCity 4 to create models of sustainable future cities. The aim was to explore in what ways the simulated “real” worlds provided by this game could be a potential facilitator for science learning contexts. The topic investigated is in what way interactions in this gaming environment, and reflections about these interactions, can form a context where the students deal with real world problems, and where they can contextualise and apply their scientific knowledge. Focus group interviews and video recordings were used to gather data on students’ reflections on their cities, and on sustainable development. The findings indicate that SimCity 4 actually contributes to creating meaningful educational situations in science classrooms, and that computer games can constitute an important artefact that may facilitate contextualisation and make students’ use of science concepts and theories more explicit.
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16.
  • Nilsson, Elisabet M., Senior lecturer in interaction design, 1972-, et al. (författare)
  • Simulating a “real” world or playing a game? Students playing a COTS game in the science classroom
  • 2012
  • Ingår i: Interactive and Digital Media for Education in Virtual Learning Environments. - : Nova Science Publishers, Inc.. - 9781616688448 ; , s. 19-33
  • Bokkapitel (refereegranskat)abstract
    • Thirty students aged 13-15 were observed at school when playing the COTS computer game SimCity 4 with the mission to create sustainable cities. The aim was to study students’ use of scientific concepts, theories, and processes during gameplay. The analysis demonstrates that the gaming students were engaged in what can be described as scientific practice. They were exploring, penetrating and manipulating the game mechanics, thus demonstrating understanding of the interdependency of factors in the system. This was, however, mostly done in a rather unsystematic way. Students did observe and discuss the results of their actions, and according to later decisions also learned from them, but formal analyses or conclusions were largely lacking. They treated the gameplay as part of the school task, and the game as a virtual dynamic system rather than as a simulated real world. The results illustrate the assumption that computer gameplay in school needs to be contextualised in a way that enables the students to make sense of the educationally relevant content.
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17.
  • Nilsson, Elisabet M. (författare)
  • The making of a maker-space for open innovation, knowledge sharing and peer-to-peer learning
  • 2012
  • Ingår i: Future Learning Spaces. - : Aalto University. ; , s. 293-298
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • This short paper presents the initial steps in the establishment of Fabriken (the Factory) which is an open maker-space, and lab space for creating and experimenting with technologies. The space also provides a platform for peer-to-peer learning, and networked learning that goes on beyond the physical walls of the lab space. From a research perspective the development of Fabriken is a research intervention exploring how platforms for learning and innovation can be co-designed, and established in collaboration with the users. The aim of this paper is to present strategies behind this co-design process. To position Fabriken in a societal and cultural context some words are also said about the theoretical assumptions guiding this work, that is, socio-cultural theories on human action and learning.
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18.
  • Puschmann, Andreas, et al. (författare)
  • First neuropathological description of a patient with Parkinson's disease and LRRK2 p.N1437H mutation.
  • 2012
  • Ingår i: Parkinsonism & Related Disorders. - : Elsevier BV. - 1873-5126 .- 1353-8020. ; 18:4, s. 332-338
  • Tidskriftsartikel (refereegranskat)abstract
    • The c.4309A>C mutation in the LRRK2 gene (LRRK2 p.N1437H) has recently been reported as the seventh pathogenic LRRK2 mutation causing monogenic Parkinson's disease (PD). So far, only two families worldwide have been identified with this mutation. By screening DNA from seven brains of PD patients, we found one individual with seemingly sporadic PD and LRRK2 p.N1437H mutation. Clinically, the patient had levodopa-responsive PD with tremor, and developed severe motor fluctuations during a disease duration of 19 years. There was severe and painful ON-dystonia, and severe depression with suicidal thoughts during OFF. In the advanced stage, cognition was slow during motor OFF, but there was no noticeable cognitive decline. There were no signs of autonomic nervous system dysfunction. Bilateral deep brain stimulation of the subthalamic nucleus had unsatisfactory results on motor symptoms. The patient committed suicide. Neuropathological examination revealed marked cell loss and moderate alpha-synuclein positive Lewy body pathology in the brainstem. There was sparse Lewy pathology in the cortex. A striking finding was very pronounced ubiquitin-positive pathology in the brainstem, temporolimbic regions and neocortex. Ubiquitin positivity was most pronounced in the white matter, and was out of proportion to the comparatively weaker alpha-synuclein immunoreactivity. Immunostaining for tau was mildly positive, revealing non-specific changes, but staining for TDP-43 and FUS was entirely negative. The distribution and shape of ubiquitin-positive lesions in this patient differed from the few previously described patients with LRRK2 mutations and ubiquitin pathology, and the ubiquitinated protein substrate remains undefined.
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19.
  • Roswall, Nina, et al. (författare)
  • Consumption of predefined 'Nordic' dietary items in ten European countries : an investigation in the European Prospective Investigation into Cancer and Nutrition (EPIC) cohort
  • 2014
  • Ingår i: Public Health Nutrition. - : Cambridge University Press. - 1368-9800 .- 1475-2727. ; 17:12, s. 2650-2659
  • Tidskriftsartikel (refereegranskat)abstract
    • OBJECTIVE: Health-beneficial effects of adhering to a healthy Nordic diet index have been suggested. However, it has not been examined to what extent the included dietary components are exclusively related to the Nordic countries or if they are part of other European diets as well, suggesting a broader preventive potential. The present study describes the intake of seven a priori defined healthy food items (apples/pears, berries, cabbages, dark bread, shellfish, fish and root vegetables) across ten countries participating in the European Prospective Investigation into Cancer and Nutrition (EPIC) and examines their consumption across Europe. DESIGN: Cross-sectional study. A 24 h dietary recall was administered through a software program containing country-specific recipes. Sex-specific mean food intake was calculated for each centre/country, as well as percentage of overall food groups consumed as healthy Nordic food items. All analyses were weighted by day and season of data collection. SETTING: Multi-centre, European study. SUBJECTS: Persons (n 36 970) aged 35-74 years, constituting a random sample of 519 978 EPIC participants. RESULTS: The highest intakes of the included diet components were: cabbages and berries in Central Europe; apples/pears in Southern Europe; dark bread in Norway, Denmark and Greece; fish in Southern and Northern countries; shellfish in Spain; and root vegetables in Northern and Central Europe. Large inter-centre variation, however, existed in some countries. CONCLUSIONS: Dark bread, root vegetables and fish are strongly related to a Nordic dietary tradition. Apples/pears, berries, cabbages, fish, shellfish and root vegetables are broadly consumed in Europe, and may thus be included in regional public health campaigns.
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20.
  • Svingby, Gunilla, et al. (författare)
  • Research review : Empirical studies on Computer game play in Science education
  • 2011
  • Ingår i: Handbook of Research on Improving Learning and Motivation through Educational Games. - : Hershey PA. - 9781609604950 ; , s. 1-28
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • The interest for game-based learning is growing among science educators. A range of research reviews have been published regarding the educational potentials of using computer games as a tool for learning and mediation, but on a general level. This research review focuses on empirical studies conducted on computer game play specifically used to enhance science learning. 50 publications published during the last decade were found that met the criteria of presenting empirical data from students using games for learning science in school contexts. The studies are reviewed and analysed according to: type of game, research design, research interests and research methodology, school subject and content, number and age of students, time spent on the intervention, gender, and teacher roles. The scope and quality of the studies are also discussed.
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