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Search: WFRF:(Holmquist Lars Erik)

  • Result 1-50 of 89
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1.
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2.
  • Ahmet, Zeynep, et al. (author)
  • Supporting embodied exploration of physical concepts in mixed digital and physical interactive settings
  • 2011
  • In: TEI'11. - Funchal, Portugal : ACM Press. - 1450304788 ; , s. 109-116
  • Conference paper (peer-reviewed)abstract
    • In this paper findings are presented from a study on how sensor equipped computer game technologies can be used to create tools for educational settings to learn about for example concepts in physics. In a workshop focusing on the concept of gravity, a group of children interacted with an environment consisting of both physical and digital interactive components. We discuss how the mixed digital and physical setting affects the children's coordination and collaboration and their strategies to solve the given assignment. Findings suggest that the embodied nature of the technology create new opportunities for collaboration and that the alignment of the physical and digital parts of the interactive setting is important in order to create a seamless experience that takes advantage of the properties of the respective media.
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3.
  • Belloni, Nicolas, et al. (author)
  • See you on the subway: exploring mobile social software
  • 2009. - 12
  • Conference paper (peer-reviewed)abstract
    • This project explores the social possibilities of mobile technology in transitional spaces such as public transport. Based on a cultural probes study of Stockholm subway commuters, we designed a location-based friend finder that displays only people in the same train as the user. We aim at reaching a critical mass of users and therefore decided to make the system compatible with as many phones as possible, thus it was designed as a simple web application. An initial informal study pointed out consequences of certain design decisions on the user experience and highlighted social tensions created by presence awareness.
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4.
  • Björk, Staffan, et al. (author)
  • WEST: A Web Browser for Small Terminals
  • 1999. - 1
  • Conference paper (peer-reviewed)abstract
    • We describe WEST, a WEb browser for Small Terminals, that aims to solve some of the problems associated with accessing web pages on hand-held devices. Through a novel combination of text reduction and focus+context visualization, users can access web pages from a very limited display environment, since the system will provide an overview of the contents of a web page even when it is too large to be displayed in its entirety. To make maximum use of the limited resources available on a typical hand-held terminal, much of the most demanding work is done by a proxy server, allowing the terminal to concentrate on the task of providing responsive user interaction. The system makes use of some interaction concepts reminiscent of those defined in the Wireless Application Protocol (WAP), making it possible to utilize the techniques described here for WAP-compliant devices and services that may become available in the near future.
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6.
  • Brown, Barry, et al. (author)
  • Seeing Ethnographically: Teaching ethnography as part of CSCW
  • 2007
  • In: In L. J. Bannon, I. Wagner, C. Gutwin, R. H. R. Harper & K. Schmidt (Eds.), Proceedings of the 10th European Conference on Computer-Supported Cooperative Work. London: Springer. - London : Springer. ; , s. 411-430, s. 411-430
  • Conference paper (peer-reviewed)
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7.
  • Brown, Barry, et al. (author)
  • Seeing ethnographically: teaching ethnography as part of CSCW
  • 2007. - 1
  • Conference paper (peer-reviewed)abstract
    • While ethnography is an established part of CSCW research, teaching and learning ethnography presents unique and distinct challenges. This paper discusses a study of fieldwork and analysis amongst a group of students learning ethnography as part of a CSCW & design course. Studying the students’ practices we explore fieldwork as a learning experience, both learning about fieldsites as well as learning the practices of ethnography. During their fieldwork and analysis the students used a wiki to collaborate, sharing their field and analytic notes. From this we draw lessons for how ethnography can be taught as a collaborative analytic process and discuss extensions to the wiki to better support its use for collaborating around fieldnotes. In closing we reflect upon the role of learning ethnography as a practical hands on – rather than theoretical – pursuit.
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11.
  • Cramer, Henriette, et al. (author)
  • Performing a Check-in : Emerging Practices, Norms and ‘Conflicts’ in Location-Sharing Using Foursquare.
  • 2011
  • In: Proceedings of the 13th Conference on Human-Computer Interaction with Mobile Devices and Services. - Stockholm, Sweden : ACM. - 9781450305419
  • Conference paper (other academic/artistic)abstract
    • Location-sharing services have a long history in research, but have only recently become available for consumers. Most popular commercial location-sharing services differ from previous research efforts in important ways: they use manual ‘check-ins’ to pair user location with semantically named venues rather than tracking; venues are visible to all users; location is shared with a potentially very large audience; and they employ incentives. By analysis of 20 in- depth interviews with foursquare users and 47 survey responses, we gained insight into emerging social practices surrounding location-sharing. We see a shift from privacy issues and data deluge, to more performative considerations in sharing one’s location. We discuss performance aspects enabled by check-ins to public venues, and show emergent, but sometimes conflicting norms (not) to check-in.
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12.
  • Cramer, Henriette, et al. (author)
  • Services as Materials : Using Mashups for Research
  • 2011
  • In: UbiComp2011. - Beijing, China : ACM Press.
  • Conference paper (other academic/artistic)abstract
    • Using existing services as development and research materials can greatly reduce development burdens. However, using mashups and existing services has consequences that go beyond the technical realm. We present our ongoing experience with developing and promoting a mobile mash-up implemented in the mobile web browser: Spotisquare. Spotisquare is a mash-up of the location-based service foursquare and music streaming service Spotify. We discuss advantages and tradeoffs of using existing services and the mobile mash-up process, including interaction model choices, as well as validity and representational issues.
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15.
  • Fernaeus, Ylva, et al. (author)
  • Are we living in a robot cargo cult?
  • 2009. - 8
  • In: HRI '09 Proceedings of the 4th ACM/IEEE international conference on Human robot interaction. - New York, NY, USA : ACM. - 9781605584041
  • Conference paper (peer-reviewed)abstract
    • We use the Cargo Cult metaphor to discuss visions, methods and communication of robot research. Essentially cargo cult involves performing of imitative rituals that are conducted without understanding the underlying cause of a phenomenon. We discuss how this is an ongoing challenge within the field of HRI, and what researchers could do to avoid contributing to a robotic cargo cult.
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16.
  • Fernaeus, Ylva, et al. (author)
  • Are We Living in a Robot Cargo Cult?
  • 2009
  • In: Proceedings of the 4th ACM/IEEE international conference on Human robot interaction. - La Jolla, California, USA.
  • Conference paper (peer-reviewed)
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19.
  • Gaye, Lalya, et al. (author)
  • Context photography
  • 2007
  • In: Vague terrain. ; :6
  • Journal article (pop. science, debate, etc.)
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22.
  • Gaye, Lalya, et al. (author)
  • Sonic City: merging urban walkabouts with electronic music making
  • 2002. - 7
  • In: Proceedings of UIST.
  • Conference paper (peer-reviewed)abstract
    • We describe a first implementation of the technology used in Sonic City, an on-going project aiming to transform the experience of a user walking through an urban environment into a dynamic and real time music creation process.
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23.
  • Gaye, Lalya, et al. (author)
  • Sonic City: the urban environment as a musical interface
  • 2003. - 7
  • In: Proceedings of NIME 03. ; , s. 109-115
  • Conference paper (peer-reviewed)abstract
    • In the project Sonic City, we have developed a system that enables users to create electronic music in real time by walking through and interacting with the urban environment. We explore the use of public space and everyday behaviours for creative purposes, in particular the city as an interface and mobility as an interaction model for electronic music making. A multi-disciplinary design process resulted in the implementation of a wearable, context-aware prototype. The system produces music by retrieving information about context and user action and mapping it to real-time processing of urban sounds. Potentials, constraints, and implications of this type of music creation are discussed.
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24.
  • Gomez, Paulo F., et al. (author)
  • ViPleo and PhyPleo : Artificial pet with two embodiments
  • 2011
  • In: ACE '11 Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology. - New York : ACM. - 9781450308274
  • Conference paper (peer-reviewed)abstract
    • In our current work we have designed and implemented an artificial pet with two embodiments. In both embodiments behavior is driven by needs, that are used to maintain coherence and motivate user interaction. These needs are transferred between embodiments, with only one embodiment being active at a time. We performed an evaluation with 10-year old children participants. The retrieved data indicated that many children understood the concept of an artificial pet with two bodies, even without being given clues. Nevertheless, children did perceive differences between the two embodiments, which contributed for many stating that they interacted with two pets. Among other aspects, the physical version was perceived as less obedient due to problems concerning action recognition. Although caused by technical issues, this result raises the question if virtual embodiments should simulate action recognition problems that their physical counterparts have.
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25.
  • Grufberg, Katja, et al. (author)
  • Designer Experience through Magical Bits
  • 2011
  • In: CHI2011. - Vancouver, Canada : ACM Press.
  • Conference paper (other academic/artistic)abstract
    • This paper describes a method for designers to brainstorm around, and to experience, an end product before it is even conceptualized. Magical Bits are simple physical models representing the main property of the technology and the main function of the future end product. Knowing the end product’s main function, and using these models as if they were working products, can help to put the experience in focus. By stepping away from the computer, technical limitations and “single solution thinking”, the aim of this method is to let a designer develop through experiencing the users’ perceptions and emotions.
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26.
  • Grufberg, Katja, et al. (author)
  • Magical Bits : Designing Through Experiencing the Future End Product
  • 2011
  • In: DESIRE2011. - Eindhoven, Netherlands : ACM Press.
  • Conference paper (other academic/artistic)abstract
    • This paper describes a method for designers to brainstorm around, and to experience, an end product before it is even conceptualized. Magical Bits are simple physical models representing the main property of a technology or a main function of a future end product. Knowing the end product’s main function, and using these models as if they were working products, can help to put the experience in focus. By stepping away from the computer, technical limitations and “single solution thinking”, the aim of this method is to let a designer develop through experiencing the users’ perceptions and emotions, which should have a central role in the beginning of a design process.
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27.
  • Holmquist, Lars Erik (author)
  • Automated journeys—automated connections
  • 2009
  • In: interactions. - : Association for Computing Machinery (ACM). - 1072-5520 .- 1558-3449. ; 16:1, s. 17-19
  • Journal article (pop. science, debate, etc.)
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30.
  • Holmquist, Lars Erik, et al. (author)
  • Building Intelligent Environments with Smart-Its
  • 2004
  • In: IEEE Computer Graphics and Applications. - 0272-1716 .- 1558-1756. ; 24:1, s. 56-64
  • Journal article (peer-reviewed)abstract
    • The development of Smart-Its for building smart environments is discussed. Smart-Its are small, self-contained, stick-on computers that attach to everyday objects. These augmented objects become soft media, enabling dynamic digital relationships with users and each other. A Smart-Its consists of a core board with a wireless transceiver to let the device communicate with other Smart-Its, plus a sensor board that gives the Smart-Its data about its sorroundings. The major advantage of the system is that it allows designers and researchers to construct responsive or intelligent environments.
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31.
  • Holmquist, Lars Erik (author)
  • Computers? : that’s so 20th century!
  • 2005
  • In: interactions. - : Association for Computing Machinery (ACM). - 1072-5520 .- 1558-3449. ; 12:6, s. 47-
  • Journal article (pop. science, debate, etc.)
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32.
  • Holmquist, Lars Erik, et al. (author)
  • Designing tomorrow's smart products - experience with the Smart-Its platform
  • 2003. - 7
  • In: Proceedings of DUX.
  • Conference paper (peer-reviewed)abstract
    • Designers will increasingly be facing the challenge of creating context-aware or ì smartî productsóeveryda y objects that have embedded computation, sensing, and communication capabilities. Smart-Its is a prototyping platform for creating such objects, that is being developed in a European Union research project. A Smart-It is a very small computer equipped with wireless communication and a set of sensors. We describe how we approached the design of future user experiences and interactions based on the Smart-Its platform. Using scenario-based methods to support collaboration within a multi-disciplinary working group, we developed innovative demonstrators of how ì smartî objects support dynamic usage situations and new interactions in a restaurant setting. A group of designers were invited to provide feedback on design aspects of prototyping with Smart-Its. We found that our prototypes and design materials stimulated creative speculation about future interactive products.
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33.
  • Holmquist, Lars Erik (author)
  • Inventing the future
  • 2006
  • In: interactions. - : Association for Computing Machinery (ACM). - 1072-5520 .- 1558-3449. ; 13:2, s. 44-
  • Journal article (pop. science, debate, etc.)
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34.
  • Holmquist, Lars Erik (author)
  • Mixed-up realities
  • 2005
  • In: interactions. - : Association for Computing Machinery (ACM). - 1072-5520 .- 1558-3449. ; 12:5, s. 53-54
  • Journal article (pop. science, debate, etc.)
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35.
  • Holmquist, Lars Erik (author)
  • Mobile 2.0
  • 2007
  • In: interactions. - : Association for Computing Machinery (ACM). - 1072-5520 .- 1558-3449. ; 14:2, s. 46-47
  • Journal article (pop. science, debate, etc.)
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36.
  • Holmquist, Lars-Erik, et al. (author)
  • Mobile 2.0 - The Future of Mobile Apps : Mashing It Up and Getting It Out There!
  • 2011
  • Other publication (pop. science, debate, etc.)abstract
    • What makes for a successful mobile app? What are the business models for the emerging mobile eco-system? How do companies and researchers develop, launch and evaluate services for large numbers of users, potentially in the millions? And what is it that people actually *do* when they use the new crop of context-aware and location-based services? At the Mobile Life Centre in Sweden, academia and industry are working side by side to explore these issues. This panel will report on techniques to create, distribute and evaluate mobile services based on developing mobile web standards, such as HTML 5, and how to combine and "mash up" existing services with the new capabilities of modern smartphones. We will give an insight into methods for grounding new service concepts in real-world practices, and illustrate with examples of studies of commercial services such as Foursquare and Gowalla. We also report from inquiries into current industry practices, such as an analysis of the actors in the ecosystem; understanding how users are appropriating new services; studies of the strategies employed by mobile start-ups to reach critical mass; and experience of performing "research in the large" with big user groups. The presenters come from universities and research institutes as well as industry labs, and have extensive experience in working on practical and real-world issues in cutting-edge mobile domains. Finally, in a concluding panel discussion, we invite the audience to share and discuss their experiences to paint a picture of the future of the mobile app world - Mobile 2.0.
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37.
  • Holmquist, Lars Erik, et al. (author)
  • Mobile Life: A Research Foundation for Mobile Services
  • 2007. - 1
  • In: Proceedings of the 6th Global Mobility Roundtable.
  • Conference paper (peer-reviewed)abstract
    • The telecom and IT industry is now facing the challenge of a second IT-revolution, where the spread of mobile and ubiquitous services will have an even more profound effect on commercial and social life than the recent Internet revolution. Users will expect services that are unique and fully adapted for the mobile setting, which means that the roles of the operators will change, new business models will be required, and new methods for developing and marketing services have to be found. Most of all, we need technology and services that put people at core. The industry must prepare to design services for a sustainable web of work, leisure and ubiquitous technology we can call the mobile life. In this paper, we describe the main components of a research agenda for mobile services, which is carried out at the Mobile Life Center at Stockholm University. This research program takes a sustainable approach to research and development of mobile and ubiquitous services, by combining a strong theoretical foundation (embodied interaction), a welldefined methodology (user-centered design) and an important domain with large societal importance and commercial potential (mobile life). Eventually the center will create an experimental mobile services ecosystem, which will serve as an open arena where partners from academia and industry can develop our vision an abundant future marketplace for future mobile servíces.
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38.
  • Holmquist, Lars Erik (author)
  • On the Edge: Mobile 2.0
  • 2007. - 1
  • In: interactions. - 1072-5520 .- 1558-3449. ; 14, s. 46-47
  • Journal article (peer-reviewed)
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39.
  • Holmquist, Lars Erik (author)
  • Sketching in hardware
  • 2006
  • In: interactions. - : Association for Computing Machinery (ACM). - 1072-5520 .- 1558-3449. ; 13:1, s. 47-
  • Journal article (pop. science, debate, etc.)
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40.
  • Holmquist, Lars Erik, et al. (author)
  • Supporting group collaboration with interpersonal awareness devices
  • 1999
  • In: Personal and Ubiquitous Computing. - 1617-4909 .- 1617-4917. ; 3:1-2, s. 13-21
  • Journal article (peer-reviewed)abstract
    • An Interpersonal Awareness Device, or IPAD, is a hand-held or wearable device designed to support awareness and collaboration between people who are in the physical vicinity of each other. An IPAD is designed to supply constant awareness information to users in any location without relying on an underlying infrastructure. We have constructed one such device, the Hummingbird, which gives members of a group continuous aural and visual indications when other group members are close. We have used the Hummingbirds in several different situations to explore how they affect group awareness. These experiences indicated that the Hummingbird increased awareness between group members, and that it could complement other forms of communication such as phone and email. In particular, we found the Hummingbird to be useful when a group of people were in an unfamiliar location, for instance during a trip, where no other communication support was available. We argue that IPADs such as the Hummingbird may fulfil important functions in modern work situations.
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41.
  • Holmquist, Lars Erik (author)
  • Tagging the world
  • 2006
  • In: interactions. - : Association for Computing Machinery (ACM). - 1072-5520 .- 1558-3449. ; 13:4, s. 51-
  • Journal article (pop. science, debate, etc.)
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42.
  • Holmquist, Lars Erik, et al. (author)
  • Tangible interfaces in perspective : Guest editors' introduction
  • 2004
  • In: Personal and Ubiquitous Computing. - : Springer Science and Business Media LLC. - 1617-4909 .- 1617-4917. ; 8:5, s. 291-293
  • Journal article (peer-reviewed)abstract
    • The use of physical objects as manipulable representations of information extends back to the dawn of civilization. Early research efforts toward tangible interfaces appear to have developed in parallel at several institutions. Fishkin has created a framework from the perspective of human-computer interaction, which offers researchers new tools for describing and contrasting tangible interfaces. At an editorial meeting, all papers were discussed at length by the three editors. In some cases, this meant choosing among submissions that were similar in scope, and picking the one that best supported our intentions for the issue. The paper by McNerney takes the Slot Machine as a departing point, and discusses an evolution of education-oriented tangible interface research at the MIT Media Lab. And Binder et al. discuss a series of efforts where tangible interfaces have been integrated into the working environment of students, under the auspices of a European project with partners from several countries.
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  • Holmquist, Lars Erik (author)
  • Ubiquitous Japan
  • 2006
  • In: interactions. - : Association for Computing Machinery (ACM). - 1072-5520 .- 1558-3449. ; 13:6, s. 54-55
  • Journal article (peer-reviewed)abstract
    • The ubiquitous computing and networking have become very popular in Japan, such that the national strategy for information technology is called ubiquitous-Japan or u-Japan. Japanese universities and corporations are putting major research funding toward new applications where computation is embedded in the world and everything is connected. Hitachi is in negotiations with several countries to integrate the μ-chip in paper currency to trace a ubiquitous application area. The Z-Agon is an interactive cube with displays on all sides, which allows to view innovative forms on content. The BiblioRoll is another innovative device, an electronic book reminiscent of an ancient book scroll. The u-Texture, a set of interlocking computational tiles that can be combined to create different applications, where the tiles are roughly the size of a Tablet PC, have integrated network connections and of course RF-ID readers.
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45.
  • Holmquist, Lars Erik (author)
  • Ubiquitous music
  • 2005
  • In: interactions. - : Association for Computing Machinery (ACM). - 1072-5520 .- 1558-3449. ; 12:4, s. 71-
  • Journal article (pop. science, debate, etc.)
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46.
  • Holmquist, Lars Erik (author)
  • Welcome to the mobile life!
  • 2006
  • In: Interactions. ; 13:3
  • Journal article (peer-reviewed)abstract
    • The mobile phone is the dominating computer interface in the modern world as the capacity of the mobile terminals and networks are increasing. In Japan and other parts of Asia, more people are using their mobile phones to access the Internet instead of a PC. Mobile applications have to migrate to many different devices, so that it can work on a low resolution phone screen to a tablet PC at the kitchen table. Mobile services are highly dependent on network access, which can shift dramatically depending on whether it is using in a cafe with a high speed WLAN or in a forest with patchy GSM coverage. The eMoto project by the evolve group extends the possibilities of mobile messaging, which were a bad job of catching the nuances of human communication, by adding an emotional content. The interaction designers and researchers acknowledge that the latest applications will make the applications and services that are not just mobile computers but a natural part of mobile life.
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47.
  • Holmquist, Lars Erik (author)
  • Welcome to the mobile life!
  • 2006
  • In: interactions. - : Association for Computing Machinery (ACM). - 1072-5520 .- 1558-3449. ; 13:3, s. 57-58
  • Journal article (pop. science, debate, etc.)
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  • Håkansson, Maria, et al. (author)
  • Facilitating Mobile Music Sharing and Social Interaction with Push!Music
  • 2007
  • In: Proceedings of the 40th Hawaii International Conference on System Sciences. - Los Alamitos, Calif. : IEEE Computer Society Washington. - 1530-1605. - 0769527558 ; , s. 87-
  • Conference paper (peer-reviewed)abstract
    • Push!Music is a novel mobile music listening and sharing system, where users automatically receive songs that have autonomously recommended themselves from nearby players depending on similar listening behaviour and music history. Push!Music also enables users to wirelessly send songs between each other as personal recommendations. We conducted a two-week preliminary user study of Push!Music, where a group of five friends used the application in their everyday life. We learned for example that the shared music in Push!Music became a start for social interaction and that received songs in general were highly appreciated and could be looked upon as 'treats'.
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  • Result 1-50 of 89
Type of publication
conference paper (58)
journal article (25)
doctoral thesis (3)
book chapter (2)
other publication (1)
Type of content
peer-reviewed (57)
other academic/artistic (21)
pop. science, debate, etc. (11)
Author/Editor
Holmquist, Lars Erik (84)
Ljungblad, Sara (20)
Håkansson, Maria (13)
Rost, Mattias (13)
Cramer, Henriette (12)
Jacobsson, Mattias (12)
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Rost, Mattias, 1982 (10)
Brown, Barry (5)
Fernaeus, Ylva (5)
Schmidt, A. (3)
Ahmet, Zeynep (3)
Sumon, Saiful Islam (3)
Mazé, Ramia (3)
Belloni, Nicolas (3)
Lundin, Johan, 1975 (3)
Lymer, Gustav, 1978 (3)
Holmquist, Lars Erik ... (3)
Lundin, Johan (2)
Jonsson, Martin (2)
Waern, Annika (2)
Tholander, Jakob (2)
Juhlin, Oskar (2)
Höök, Kristina (2)
Lymer, Gustav (2)
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Normark, Maria (1)
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Strohbach, M. (1)
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