Change search
Link to record
Permanent link

Direct link
Publications (10 of 34) Show all publications
Hu, Y., Goswami, P. & Sundstedt, V. (2023). A Review on XR in Home-based Nursing Education. In: HEALTHINFO 2023: The Eighth International Conference on Informatics and Assistive Technologies for Health-Care, Medical Support and Wellbeing. Paper presented at HEALTHINFO 2023 : The Eighth International Conference on Informatics and Assistive Technologies for Health-Care, Medical Support and Wellbeing, Valencia, 13/11 - 17/11 2023 (pp. 39-43). International Academy, Research, and Industry Association (IARIA)
Open this publication in new window or tab >>A Review on XR in Home-based Nursing Education
2023 (English)In: HEALTHINFO 2023: The Eighth International Conference on Informatics and Assistive Technologies for Health-Care, Medical Support and Wellbeing, International Academy, Research, and Industry Association (IARIA) , 2023, p. 39-43Conference paper, Published paper (Refereed)
Abstract [en]

Recent developments using extended reality (XR) technologies have allowed for increased use in healthcare in the last few years. This review paper explores how XR applications are utilized in home-based nursing education, in particular, to identify future challenges and opportunities. The systematic literature review evaluates relevant extracted papers based on publication information, XR technology used for education purposes, target users, and study design and evaluation, including sample size. The results show potential for using XR technologies in home-based nursing education. In particular, Virtual Reality (VR) has become quite popular and the most used to date. However, Augmented Reality (AR) has also emerged as an alternative for the future.

Place, publisher, year, edition, pages
International Academy, Research, and Industry Association (IARIA), 2023
National Category
Computer Systems
Research subject
Computer Science
Identifiers
urn:nbn:se:bth-25602 (URN)9781685581053 (ISBN)
Conference
HEALTHINFO 2023 : The Eighth International Conference on Informatics and Assistive Technologies for Health-Care, Medical Support and Wellbeing, Valencia, 13/11 - 17/11 2023
Funder
Knowledge Foundation, 20220068
Available from: 2023-11-13 Created: 2023-11-13 Last updated: 2023-12-28Bibliographically approved
Fu, Y., Hu, Y., Sundstedt, V. & Forsell, Y. (2023). A Systematic Literature Review of Extended Reality Exercise Games for the Elderly. In: Ana Cecília A. Roque, Denis Gracanin, Ronny Lorenz, Athanasios Tsanas, Nathalie Bier, Ana Fred, Hugo Gamboa (Ed.), Biomedical Engineering Systems and Technologies: 15th International Joint Conference, BIOSTEC 2022, Virtual Event, February 9–11, 2022, Revised Selected Papers. Paper presented at 15th International Conference on Biomedical Engineering Systems and Technologies, BIOSTEC 2022. Online, February 9-11, 2022. (pp. 333-352). Springer Science+Business Media B.V.
Open this publication in new window or tab >>A Systematic Literature Review of Extended Reality Exercise Games for the Elderly
2023 (English)In: Biomedical Engineering Systems and Technologies: 15th International Joint Conference, BIOSTEC 2022, Virtual Event, February 9–11, 2022, Revised Selected Papers / [ed] Ana Cecília A. Roque, Denis Gracanin, Ronny Lorenz, Athanasios Tsanas, Nathalie Bier, Ana Fred, Hugo Gamboa, Springer Science+Business Media B.V., 2023, p. 333-352Conference paper, Published paper (Refereed)
Abstract [en]

In recent years, with the rise of the ageing population worldwide, the health of the elderly has attracted increasing attention. This study explored existing extended reality (XR) game applications aiming at physical exercise for the elderly. Through the review of 1847 papers from the Scopus database, 17 articles were included. Based on these papers, we explored the existing contributions of exercise XR games for the elderly, the development opportunities and challenges of such games, and their special considerations in adapting to the characteristics and requirements of the target user. The results were organized into several perspectives: publication information and keywords, immersive technologies and game concepts, teamwork and social games, evaluation, opportunities and challenges, and adapting designs. We found the elderly interested in and accepted using XR games. The reported research results proved positive effects on such games’ physical and mental health. XR exercise games for the elderly should considerately adapt to the elder’s cognition, behaviour, and demand. Although problems existed, such as simulator sickness, safety risks, device problems, and cost, there were opportunities and space for research and future developments. Researchers and developers could refer to this paper for XR exercise games for the elderly and create or enhance future XR applications by learning from existing work. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.

Place, publisher, year, edition, pages
Springer Science+Business Media B.V., 2023
Series
Communications in Computer and Information Science, ISSN 18650929 ; 1814
Keywords
Augmented reality, Elderly, Exercise, Extended reality, Game, Health, Mixed reality, Old people, Physical training, Virtual reality, E-learning, Aging population, Older People, Physical exercise, Systematic literature review
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:bth-25447 (URN)10.1007/978-3-031-38854-5_17 (DOI)2-s2.0-85172189765 (Scopus ID)9783031388538 (ISBN)
Conference
15th International Conference on Biomedical Engineering Systems and Technologies, BIOSTEC 2022. Online, February 9-11, 2022.
Funder
Knowledge Foundation, 20220068
Available from: 2023-10-10 Created: 2023-10-10 Last updated: 2023-10-30Bibliographically approved
Elwardy, M., Zepernick, H.-J., Hu, Y. & Chu, T. M. (2023). ACR360: A Dataset on Subjective 360° Video Quality Assessment Using ACR Methods. In: Wysocki B.J., Wysocki T.A. (Ed.), 2023 16th International Conference on Signal Processing and Communication System, ICSPCS 2023 - Proceedings: . Paper presented at 16th International Conference on Signal Processing and Communication System, ICSPCS 2023, Bydgoszcz, 6 Sept - 8 Sept 2023. Institute of Electrical and Electronics Engineers (IEEE)
Open this publication in new window or tab >>ACR360: A Dataset on Subjective 360° Video Quality Assessment Using ACR Methods
2023 (English)In: 2023 16th International Conference on Signal Processing and Communication System, ICSPCS 2023 - Proceedings / [ed] Wysocki B.J., Wysocki T.A., Institute of Electrical and Electronics Engineers (IEEE), 2023Conference paper, Published paper (Refereed)
Abstract [en]

The recent advances in immersive technologies have been essential in the development of a wide range of novel standalone and networked immersive media applications. The concepts of virtual reality, augmented reality, and mixed reality relate to different compositions of real and computer-generated virtual objects. In this context, 360° video streaming has become increasingly popular offering improved immersive experiences when viewed on a head-mounted display (HMD). An important component in the development of novel immersive media systems are subjective tests in which participants assess the quality of experience of representative test stimuli. In this paper, the annotated ACR360 dataset is presented which is publicly available on GitHub. The ACR360 dataset contains a wide range of psychophysical and psychophysiological data that was collected in Subjective tests on 360° video quality. The test stimuli were shown on an HMD and rated according to the absolute category rating (ACR) and modified ACR (MACR) methods. To support an easy exploration and utilization of the ACR360 dataset by the research community, its structure on GitHub is described and a comprehensive illustration of analysis options are provided for each data category. The ACR360 dataset may be used for conducting meta-analysis in combination with other datasets to improve precision and to pursue research questions that cannot be answered by an individual study. © 2023 IEEE.

Place, publisher, year, edition, pages
Institute of Electrical and Electronics Engineers (IEEE), 2023
Keywords
360° video, absolute category rating, annotated dataset, Immersive media, quality assessment, Subjective test, Helmet mounted displays, Image quality, Mixed reality, Quality of service, Statistical tests, Subjective testing, Video streaming, Absolute category ratings, Annotated datasets, Head-mounted-displays, Immersive technologies, Media application, Video quality, Augmented reality
National Category
Telecommunications
Identifiers
urn:nbn:se:bth-25548 (URN)10.1109/ICSPCS58109.2023.10261151 (DOI)2-s2.0-85174510305 (Scopus ID)9798350333510 (ISBN)
Conference
16th International Conference on Signal Processing and Communication System, ICSPCS 2023, Bydgoszcz, 6 Sept - 8 Sept 2023
Funder
Knowledge Foundation, 20220068Knowledge Foundation, 20170056
Note

  

Available from: 2023-11-07 Created: 2023-11-07 Last updated: 2023-11-08Bibliographically approved
Andersson, J. & Hu, Y. (2023). Exploring the Impact of Menu Systems, Interaction Methods, and Sitting or Standing Posture on User Experience in Virtual Reality. In: Gittens C., Hogue A., Cannavo A. (Ed.), 2023 IEEE Gaming, Entertainment, and Media Conference, GEM 2023: . Paper presented at 2023 IEEE Gaming, Entertainment, and Media Conference (GEM), Bridgetown, November 19 - 22, 2023. Institute of Electrical and Electronics Engineers (IEEE)
Open this publication in new window or tab >>Exploring the Impact of Menu Systems, Interaction Methods, and Sitting or Standing Posture on User Experience in Virtual Reality
2023 (English)In: 2023 IEEE Gaming, Entertainment, and Media Conference, GEM 2023 / [ed] Gittens C., Hogue A., Cannavo A., Institute of Electrical and Electronics Engineers (IEEE), 2023Conference paper, Published paper (Refereed)
Abstract [en]

Virtual Reality (VR) has become an increasingly crucial aspect in both commercial and industrial settings. However, the user experience of the user interfaces and interaction methods in the VR environment is often overlooked. This paper aims to explore different menu systems, interaction methods, and the user’s sitting or standing posture on user experience and cybersickness in VR applications. An experiment with two menu systems and two interaction methods in an implemented VR application was conducted with 20 participants. The results found that traditional, top-down, panel menus with motion controls are the best combination regarding the user experience. Sitting posture provides less severe simulator sickness symptoms than standing.

Place, publisher, year, edition, pages
Institute of Electrical and Electronics Engineers (IEEE), 2023
Keywords
Virtual Reality, User Interface, User Experience, Controls, Simulator Sickness
National Category
Computer Systems
Research subject
Computer Science
Identifiers
urn:nbn:se:bth-25910 (URN)10.1109/GEM59776.2023.10390210 (DOI)2-s2.0-85184812585 (Scopus ID)9798350315400 (ISBN)
Conference
2023 IEEE Gaming, Entertainment, and Media Conference (GEM), Bridgetown, November 19 - 22, 2023
Available from: 2024-01-19 Created: 2024-01-19 Last updated: 2024-02-27Bibliographically approved
Sundstedt, V., Boeva, V., Zepernick, H.-J., Goswami, P., Cheddad, A., Tutschku, K., . . . Arlos, P. (2023). HINTS: Human-Centered Intelligent Realities. In: Håkan Grahn, Anton Borg and Martin Boldt (Ed.), 35th Annual Workshop of the Swedish Artificial Intelligence Society SAIS 2023: . Paper presented at 35th Annual Workshop of the Swedish Artificial Intelligence Society SAIS 2023, Karlskrona, June 12-13, 2023 (pp. 9-17). Linköping University Electronic Press
Open this publication in new window or tab >>HINTS: Human-Centered Intelligent Realities
Show others...
2023 (English)In: 35th Annual Workshop of the Swedish Artificial Intelligence Society SAIS 2023 / [ed] Håkan Grahn, Anton Borg and Martin Boldt, Linköping University Electronic Press, 2023, p. 9-17Conference paper, Published paper (Refereed)
Abstract [en]

During the last decade, we have witnessed a rapiddevelopment of extended reality (XR) technologies such asaugmented reality (AR) and virtual reality (VR). Further, therehave been tremendous advancements in artificial intelligence(AI) and machine learning (ML). These two trends will havea significant impact on future digital societies. The vision ofan immersive, ubiquitous, and intelligent virtual space opensup new opportunities for creating an enhanced digital world inwhich the users are at the center of the development process,so-calledintelligent realities(IRs).The “Human-Centered Intelligent Realities” (HINTS) profileproject will develop concepts, principles, methods, algorithms,and tools for human-centered IRs, thus leading the wayfor future immersive, user-aware, and intelligent interactivedigital environments. The HINTS project is centered aroundan ecosystem combining XR and communication paradigms toform novel intelligent digital systems.HINTS will provide users with new ways to understand,collaborate with, and control digital systems. These novelways will be based on visual and data-driven platforms whichenable tangible, immersive cognitive interactions within realand virtual realities. Thus, exploiting digital systems in a moreefficient, effective, engaging, and resource-aware condition.Moreover, the systems will be equipped with cognitive featuresbased on AI and ML, which allow users to engage with digitalrealities and data in novel forms. This paper describes theHINTS profile project and its initial results. ©2023, Copyright held by the authors   

Place, publisher, year, edition, pages
Linköping University Electronic Press, 2023
Series
Linköping Electronic Conference Proceedings, ISSN 1650-3686, E-ISSN 1650-3740 ; 199
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:bth-25413 (URN)10.3384/ecp199001 (DOI)9789180752749 (ISBN)
Conference
35th Annual Workshop of the Swedish Artificial Intelligence Society SAIS 2023, Karlskrona, June 12-13, 2023
Funder
Knowledge Foundation, 20220068
Available from: 2023-09-22 Created: 2023-09-22 Last updated: 2023-12-28Bibliographically approved
Fu, Y., Hu, Y. & Sundstedt, V. (2022). A Systematic Literature Review of Virtual, Augmented, and Mixed Reality Game Applications in Healthcare. ACM Transactions on Computing for Healthcare, 3(2), Article ID 22.
Open this publication in new window or tab >>A Systematic Literature Review of Virtual, Augmented, and Mixed Reality Game Applications in Healthcare
2022 (English)In: ACM Transactions on Computing for Healthcare, ISSN 2691-1957, Vol. 3, no 2, article id 22Article, review/survey (Refereed) Published
Abstract [en]

Virtual reality, augmented reality, and mixed reality (VR/AR/MR) as information and communication technologies have been recognised and implemented in healthcare in recent years. One of the popular application ways is games, due to the potential benefits of providing an engaging and immersive experience in a virtual environment. This study presents a systematic literature review that evaluates the state-of-the-art on VR/AR/MR game applications in healthcare by collecting and analysing related journal and conference papers published from 2014 through to the first half of 2020. After retrieving more than 3,000 papers from six databases, 88 articles, from both computer science and medicine, were selected and analysed in the review. The articles are classified and summarised based on their (1) publication information, (2) design, implementation, and evaluation, and (3) application. The presented review is beneficial for both researchers and developers interested in exploring current research and future trends in VR/AR/MR in healthcare. © 2022 Association for Computing Machinery.

Place, publisher, year, edition, pages
ACM Publications, 2022
Keywords
Augmented reality, Health care, Game, Gamification, Immersive, Information and Communication Technologies, Journal paper, Mixed reality, Mixed reality game, Potential benefits, State of the art, Systematic literature review, healthcare, Virtual reality
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:bth-22826 (URN)10.1145/3472303 (DOI)2-s2.0-85126731767 (Scopus ID)
Available from: 2022-04-08 Created: 2022-04-08 Last updated: 2023-02-16Bibliographically approved
Hu, Y., Jiang, Z. & Zhu, K. (2022). An Optimized CNN Model for Engagement Recognition in an E-Learning Environment. Applied Sciences, 12(16), Article ID 8007.
Open this publication in new window or tab >>An Optimized CNN Model for Engagement Recognition in an E-Learning Environment
2022 (English)In: Applied Sciences, E-ISSN 2076-3417, Vol. 12, no 16, article id 8007Article in journal (Refereed) Published
Abstract [en]

In the wake of the restrictions imposed on social interactions due to the COVID-19 pandemic, traditional classroom education was replaced by distance education in many universities. Under the changed circumstances, students are required to learn more independently. The challenge for teachers has been to duly ascertain students’ learning efficiency and engagement during online lectures. This paper proposes an optimized lightweight convolutional neural network (CNN) model for engagement recognition within a distance-learning setup through facial expressions. The ShuffleNet v2 architecture was selected, as this model can easily adapt to mobile platforms and deliver outstanding performance compared to other lightweight models. The proposed model was trained, tested, evaluated and compared with other CNN models. The results of our experiment showed that an optimized model based on the ShuffleNet v2 architecture with a change of activation function and the introduction of an attention mechanism provides the best performance concerning engagement recognition. Further, our proposed model outperforms many existing works in engagement recognition on the same database. Finally, this model is suitable for student engagement recognition for distance learning on mobile platforms. © 2022 by the authors.

Place, publisher, year, edition, pages
MDPI, 2022
Keywords
CNN, E-learning, engagement recognition, ShuffleNet v2
National Category
Other Computer and Information Science Learning
Identifiers
urn:nbn:se:bth-23603 (URN)10.3390/app12168007 (DOI)000847062000001 ()2-s2.0-85136601884 (Scopus ID)
Note

open access

Available from: 2022-09-12 Created: 2022-09-12 Last updated: 2022-12-13Bibliographically approved
Fu, Y., Hu, Y., Sundstedt, V. & Forsell, Y. (2022). Conceptual Design of an Extended Reality Exercise Game for the Elderly. Applied Sciences, 12(13), Article ID 6436.
Open this publication in new window or tab >>Conceptual Design of an Extended Reality Exercise Game for the Elderly
2022 (English)In: Applied Sciences, E-ISSN 2076-3417, Vol. 12, no 13, article id 6436Article in journal (Refereed) Published
Abstract [en]

Facing the increasingly serious ageing problem, IT technology is being applied more and more to alleviate the increasing health demands of the elderly. Virtual reality (VR) games, in particular, have been shown to benefit the physical and mental health of the elderly. However, almost all consumer-level VR games address the general user, not considering the characteristics of the elderly, such as their particular needs regarding cognitive aspects and safety. In addition, the existing VR rowing games’ research typically focuses on athlete training or is based on a rowing machine. Extending on previous research, this paper proposes a conceptual design of a VR rowing game, VRrowing to provide a home exercise game for the elderly which benefits both physical and mental health. This research first analysed the relevant literature and existing VR exercise games for the elderly to find characteristics and their particular needs. Then, following design principles (in exercise games, human–computer interaction, and user interfaces (UIs)) for the elderly, this study proposed a conceptual design of VRrowing through the MDA framework (standing for mechanics, dynamics, and aesthetics). The results cover the system architecture, activities and tasks, patterns and roles, mechanics and structures, and UI examples. Based on comprehensive consideration of the results from relevant research and fostering strengths and circumventing weaknesses, VRrowing was designed as a sports game, aimed at the elderly according to their characteristics and needs, which fills the void of home VR rowing games for seniors’ exercise. This research has reference value for scientific research or development personnel in VR game applications and evaluations, especially for such games targeting the elderly. © 2022 by the authors. Licensee MDPI, Basel, Switzerland.

Place, publisher, year, edition, pages
MDPI, 2022
Keywords
elderly, exercise, extended reality, game, rowing, virtual reality
National Category
Computer Sciences
Identifiers
urn:nbn:se:bth-23514 (URN)10.3390/app12136436 (DOI)000824081500001 ()2-s2.0-85133251130 (Scopus ID)
Note

Open access.

Available from: 2022-08-11 Created: 2022-08-11 Last updated: 2022-12-13Bibliographically approved
Elwardy, M., Zepernick, H.-J. & Hu, Y. (2022). SSV360: A Dataset on Subjetive Quality Assessment of 360° Videos for Standing and Seated Viewing on an HMD. In: Proceedings - 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2022: . Paper presented at 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2022, Virtual, Online, 12 March 2022 through 16 March 2022 (pp. 189-194). IEEE Computer Society
Open this publication in new window or tab >>SSV360: A Dataset on Subjetive Quality Assessment of 360° Videos for Standing and Seated Viewing on an HMD
2022 (English)In: Proceedings - 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2022, IEEE Computer Society, 2022, p. 189-194Conference paper, Published paper (Refereed)
Abstract [en]

In this paper, we introduce the SSV360 dataset containing psy-chophysical and psychophysiological data gathered in a pilot study on the effect of standing and seated viewing of 360° videos on subjective quality assessment. The stimuli were shown to the participants on a head-mounted display for both viewing conditions. The ground truth contained in the SSV360 dataset may support, e.g., benchmarking of immersive media processing algorithms and developing of objective perceptual quality metrics. © 2022 IEEE.

Place, publisher, year, edition, pages
IEEE Computer Society, 2022
Keywords
Human-centered computing-Computing methodologies-Virtual reality-Dataset, Benchmarking, Helmet mounted displays, Computing methodologies, Ground truth, Head-mounted-displays, Human-centered computing, Human-centered computing-computing methodology-virtual reality-dataset, Immersive media, Pilot studies, Quality assessment, Subjective quality assessments, Viewing conditions, Virtual reality
National Category
Computer Sciences
Identifiers
urn:nbn:se:bth-22955 (URN)10.1109/VRW55335.2022.00047 (DOI)000808111800038 ()2-s2.0-85129677249 (Scopus ID)9781665484022 (ISBN)
Conference
2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2022, Virtual, Online, 12 March 2022 through 16 March 2022
Available from: 2022-05-20 Created: 2022-05-20 Last updated: 2022-08-11Bibliographically approved
Fu, Y., Hu, Y., Sundstedt, V. & Forsell, Y. (2021). A Review of Extended Reality Exercise Games for Elderly. In: Bier, N, Fred, A, Gamboa, H (Ed.), HEALTHINF: PROCEEDINGS OF THE 15TH INTERNATIONAL JOINT CONFERENCE ON BIOMEDICAL ENGINEERING SYSTEMS AND TECHNOLOGIES - VOL 5: HEALTHINF: . Paper presented at 15th International Conference on Health Informatics (HEALTHINF) held as part of 15th International Joint Conference on Biomedical Engineering Systems and Technologies (BIOSTEC), Virtual, Online, FEB 09-11, 2022 (pp. 201-210). SciTePress (15th International Conference on Health Informatics (HEALTHINF) held as part of 15th International Joint Conference on Biomedical Engineering Systems and Technologies (BIOSTEC))
Open this publication in new window or tab >>A Review of Extended Reality Exercise Games for Elderly
2021 (English)In: HEALTHINF: PROCEEDINGS OF THE 15TH INTERNATIONAL JOINT CONFERENCE ON BIOMEDICAL ENGINEERING SYSTEMS AND TECHNOLOGIES - VOL 5: HEALTHINF / [ed] Bier, N, Fred, A, Gamboa, H, SciTePress, 2021, no 15th International Conference on Health Informatics (HEALTHINF) held as part of 15th International Joint Conference on Biomedical Engineering Systems and Technologies (BIOSTEC), p. 201-210Conference paper, Published paper (Refereed)
Abstract [en]

With the increasing of ageing all over the world, elderly health attracts more and more attention. This paper aims to study existing extended reality (XR) game applications for physical exercise through a literature review with 14 papers as an outcome. Based on these papers, we explored the contributions, opportunities, and challenges of exercise XR games for the elderly. The papers were analysed based on several perspectives, including publication information, design and implementation, game information, teamwork and social games, evaluation, and advantages and disadvantages. We found that the elderly were interested in and accepted the use of XR games. The positive effect of such games was common in the research results. Even if there were problems, such as simulator sickness, safety risks. device problems, and cost, there are still opportunities and space for research and development in the future. The overall positive attitudes toward XR exercise games for the elderly could be seen by both researchers, developers, and users. However, these game applications also presented some problems and future improvements are needed. The presented review is beneficial for researchers and developers to create or enhance future XR applications by learning from existing work.

Place, publisher, year, edition, pages
SciTePress, 2021
Keywords
Virtual Reality, Augmented Reality, Mixed Reality, Extended Reality, Game, Physical Training, Exercise, Elderly, Old People, Health, PHYSICAL-ACTIVITY, VIRTUAL-REALITY, METAANALYSIS, FEASIBILITY
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:bth-22894 (URN)10.5220/0010907800003123 (DOI)000778794900018 ()9789897585524 (ISBN)
Conference
15th International Conference on Health Informatics (HEALTHINF) held as part of 15th International Joint Conference on Biomedical Engineering Systems and Technologies (BIOSTEC), Virtual, Online, FEB 09-11, 2022
Note

open access

Available from: 2022-05-06 Created: 2022-05-06 Last updated: 2022-05-06Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0002-3283-2819

Search in DiVA

Show all publications