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Publications (10 of 15) Show all publications
Wang, C., Garro, V., Sundstedt, V., Hu, Y. & Goswami, P. (2026). Immersive Analytics Meets Artificial Intelligence: A Systematic Review. Computational Visual Media, 12(1), 1-34
Open this publication in new window or tab >>Immersive Analytics Meets Artificial Intelligence: A Systematic Review
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2026 (English)In: Computational Visual Media, ISSN 2096-0433, E-ISSN 2096-0662, Vol. 12, no 1, p. 1-34Article, review/survey (Refereed) Published
Abstract [en]

Integrating artificial intelligence (AI) with immersive analytics (IA) represents a promising means of leveraging advanced computational techniques to enhance data visualization and analysis. This study examines the state-of-the-art of AI-IA integration by addressing three key research issues: the significant application domains, the AI techniques used and their combinations, and current challenges and future directions. Results of reviewing 43 relevant studies reveal that AI-IA integration is still in its early stages, as existing research has mainly focused on a limited range of data types and application scenarios. By analyzing the application domains, this systematic literature review supports previous findings of important applications in the fields of education, manufacturing, and healthcare. At the same time, it identifies emerging applications that have progressed from XR and AI domains to AI-IA integration, such as sports events, assistive systems, urban planning, and disaster management. We contribute to extending established visual analytics (VA) pipelines into XR environments with integrated AI techniques. AI techniques are identified as contributing in five ways to this IA pipeline. Our contribution also includes identifying four key challenges and seven opportunities for future exploration. The review concludes that combining AI and IA holds the potential to create innovative applications using advanced AI and immersive visualization techniques. We present an overview of these applications and address key issues for future development. 

Place, publisher, year, edition, pages
Tsinghua University Press, 2026
Keywords
artificial intelligence (AI), augmented reality (AR), immersive analytics (IA), virtual reality (VR), visual analytics (VA), visualization, Advanced Analytics, Artificial intelligence, Augmented reality, Data integration, Data visualization, Disaster prevention, Disasters, Engineering education, Integration, Urban planning, Virtual reality, Visual analytics, Analytic integration, Applications domains, Artificial intelligence techniques, Immersive, Immersive analytic, Visual analytic, Flow visualization
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:bth-29183 (URN)10.26599/CVM.2025.9450478 (DOI)001684103200008 ()2-s2.0-105029964479 (Scopus ID)
Funder
Knowledge Foundation, 20220068
Available from: 2026-02-25 Created: 2026-02-25 Last updated: 2026-02-25Bibliographically approved
Garro, V., Jusufi, I., Abghari, S., Brage, J. & Boeva, V. (2025). Exploring Dynamic Hypergraphs for Clustering Analysis of District Heating Data. In: Wallner G., She J., Burch M., Liang H.-N. (Ed.), 18th International Symposium on Visual Information Communication and Interaction, VINCI 2025: . Paper presented at 18th International Symposium on Visual Information Communication and Interaction, VINCI 2025, Linz, Dec 1-3, 2025. Association for Computing Machinery (ACM), Article ID 7.
Open this publication in new window or tab >>Exploring Dynamic Hypergraphs for Clustering Analysis of District Heating Data
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2025 (English)In: 18th International Symposium on Visual Information Communication and Interaction, VINCI 2025 / [ed] Wallner G., She J., Burch M., Liang H.-N., Association for Computing Machinery (ACM), 2025, article id 7Conference paper, Published paper (Refereed)
Abstract [en]

In the District Heating (DH) sector, the analysis and monitoring of data from DH substations is crucial to keeping the entire DH network running efficiently. Clustering of DH substations based on multivariate data helps analyze their behavior over time. In this context, a visualization-based analysis approach can be particularly beneficial. In this paper, we explore the use of dynamic hypergraph visualization to analyze the clustering results of DH network substations over time. We present the initial results of designing and implementing a visual analytics dashboard that supports DH experts in analyzing different behaviors of DH substations. In the proposed dashboard, we adopt the Parallel Aggregated Ordered Hypergraph (PAOH) technique to visualize dynamic hypergraphs, which provides a compact visualization of multivariate data clustering over time. Moreover, we include additional views with complementary visualizations supporting the analysis and understanding of the dynamic hypergraph main view. We showcase the capability of our dashboard applied on a real DH dataset.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2025
Keywords
Clustering Analysis, District Heating, Dynamic Hypergraph, Temporal Hypergraph, Visual Analytics
National Category
Computer Sciences
Identifiers
urn:nbn:se:bth-29084 (URN)10.1145/3769534.3769564 (DOI)001667060900007 ()2-s2.0-105026250295 (Scopus ID)9798400718458 (ISBN)
Conference
18th International Symposium on Visual Information Communication and Interaction, VINCI 2025, Linz, Dec 1-3, 2025
Funder
Knowledge Foundation, 20220068
Available from: 2026-01-09 Created: 2026-01-09 Last updated: 2026-02-27Bibliographically approved
Wang, C., Sundstedt, V. & Garro, V. (2025). Generative Artificial Intelligence for Immersive Analytics. In: Bashford-Rogers T., Meneveaux D., Ammi M., Ziat M., Jänicke S., Purchase H., Radeva P., Furnari A., Bouatouch K., Sousa A.A. (Ed.), Proceedings of the International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications: . Paper presented at 20th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2025, Porto, Feb 26-28, 2025 (pp. 938-946). SciTePress, 1
Open this publication in new window or tab >>Generative Artificial Intelligence for Immersive Analytics
2025 (English)In: Proceedings of the International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications / [ed] Bashford-Rogers T., Meneveaux D., Ammi M., Ziat M., Jänicke S., Purchase H., Radeva P., Furnari A., Bouatouch K., Sousa A.A., SciTePress, 2025, Vol. 1, p. 938-946Conference paper, Published paper (Refereed)
Abstract [en]

Generative artificial intelligence (GenAI) models have advanced various applications with their ability to generate diverse forms of information, including text, images, audio, video, and 3D models. In visual computing, their primary applications have focused on creating graphic content and enabling data visualization on traditional desktop interfaces, which help automate visual analytics (VA) processes. With the rise of affordable immersive technologies, such as virtual reality (VR), augmented reality (AR), and mixed reality (MR), immersive analytics (IA) has been an emerging field offering unique opportunities for deeper engagement and understanding of complex data in immersive environments (IEs). However, IA system development remains resource-intensive and requires significant expertise, while integrating GenAI capabilities into IA is still under early exploration. Therefore, based on an analysis of recent publications in these fields, this position paper investigates how GenAI can support future IA systems for more effective data exploration with immersive experiences. Specifically, we discuss potential directions and key issues concerning future GenAI-supported IA applications. 

Place, publisher, year, edition, pages
SciTePress, 2025
Series
VISIGRAPP, ISSN 2184-5921, E-ISSN 2184-4321
Keywords
Extended Reality, Generative Artificial Intelligence, Immersive Analytics, Visualization
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:bth-27748 (URN)10.5220/0013308400003912 (DOI)2-s2.0-105001960708 (Scopus ID)
Conference
20th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2025, Porto, Feb 26-28, 2025
Funder
Knowledge Foundation, 20220068
Available from: 2025-04-22 Created: 2025-04-22 Last updated: 2025-09-30Bibliographically approved
Navarro, D., Garro, V. & Sundstedt, V. (2025). The Electrodermal Activity of Player Experience in Virtual Reality Games: An Evaluation of the Tonic Component.
Open this publication in new window or tab >>The Electrodermal Activity of Player Experience in Virtual Reality Games: An Evaluation of the Tonic Component
2025 (English)Manuscript (preprint) (Other academic)
Abstract [en]

Electrodermal activity is considered one of the more reliable methodologies to assess emotional arousal, and it has been adopted as an alternative method for the analysis of player experience in video game research. In this study, we present a quantitative evaluation of self-contained electrodermal measurements, focusing on the analysis of the tonic component and its potential relationship with player experience. The analysis presents a frequency-domain feature quantification of the tonic component, named gradual changes. With it, we evaluate how the variation of the tonic component correlates with the player experience valence, in a set virtual reality games. The analysis also offers an evaluation of the prediction capabilities of the gradual changes, to classify player experience, using a supervised learning approach. Our results support the idea that the tonic component correlates with player experience, statistically demonstrating that a higher number of gradual changes feature a directly proportional relationship with a negative valence in player experience. Despite this, the gradual changes featured a rather limited prediction capability upon player experience, motivating future work in this area.

Keywords
Electrodermal Activity (EDA), Tonic Component, Skin Conductance Level (SCL), Player Experience (PX), User Experience (UX), Video Games, Virtual Reality (VR)
National Category
Signal Processing Computer Systems
Research subject
Computer Science
Identifiers
urn:nbn:se:bth-28821 (URN)
Funder
Knowledge Foundation, 20220068
Available from: 2025-10-28 Created: 2025-10-28 Last updated: 2025-10-29Bibliographically approved
Garro, V. (2024). Integrating Gender and Social Equality into a STEM Course. Karlskrona: Blekinge Tekniska Högskola
Open this publication in new window or tab >>Integrating Gender and Social Equality into a STEM Course
2024 (English)Report (Other (popular science, discussion, etc.))
Abstract [en]

In this presentation, I will summarize the work done to prepare and run a course module regarding Gender and Social Equality (Jämställdhet och Jämlikhet) offered to first-year students of a Bachelor of Engineering program (Högskoleingenjör i teknisk spelgrafik). The module has been developed as part of an introductory course (Game Development in Technical Game-graphics). The goal of this module is for the students to acquire basic knowledge on the topic and start relevant discussions about gender and social equality in relation to the industry the students are targeting with their study, in this case, the gaming industry and the world of digital games.

Place, publisher, year, edition, pages
Karlskrona: Blekinge Tekniska Högskola, 2024. p. 1
Series
Blekinge Tekniska Högskola Best practice ; 55
Keywords
Gender, Social Equality, Stem, Integrating, Game Development in Technical Game-graphics
National Category
Didactics Educational Sciences Pedagogy Pedagogical Work
Identifiers
urn:nbn:se:bth-27285 (URN)
Available from: 2024-12-19 Created: 2024-12-19 Last updated: 2025-09-30Bibliographically 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
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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: 2025-09-30Bibliographically approved
Navarro, D., Garro, V. & Sundstedt, V. (2023). The Electrodermal Activity of Player Experience in Virtual Reality Games: An Extended Evaluation of the Phasic Component. In: A. Augusto de Sousa, Kurt Debattista, Alexis Paljic, Mounia Ziat, Christophe Hurter, Helen Purchase, Giovanni Maria Farinella, Petia Radeva, Kadi Bouatouch (Ed.), Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2022: . Paper presented at 17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications , VISIGRAPP 2022, Online, 6 February through 8 February 2022 (pp. 203-221). Springer Science+Business Media B.V., 1815
Open this publication in new window or tab >>The Electrodermal Activity of Player Experience in Virtual Reality Games: An Extended Evaluation of the Phasic Component
2023 (English)In: Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2022 / [ed] A. Augusto de Sousa, Kurt Debattista, Alexis Paljic, Mounia Ziat, Christophe Hurter, Helen Purchase, Giovanni Maria Farinella, Petia Radeva, Kadi Bouatouch, Springer Science+Business Media B.V., 2023, Vol. 1815, p. 203-221Conference paper, Published paper (Refereed)
Abstract [en]

Thanks to its effectiveness, electrodermal activity (EDA) has been previously included as an evaluation metric, within analyses of user experience. In this study, the phasic component of participants’ EDA data is examined in relation to their reported experiences when playing a set of virtual reality games, that featured the HTC Vive and Leap Motion controllers for input. Two models are used in the analysis of the phasic component: a deconvolution model and a convex optimization model. Despite having significant differences in their player experiences, results indicate that there are not many significant differences in the phasic component data. Even if some weak correlations were found, the majority of results show no linear correlations between the phasic component data and the reported experience variables. This shows that the phasic component of EDA data should be further investigated in conjunction with other psychophysiological signals because it has only recently demonstrated a weak link with player experience. © 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 (CCIS), ISSN 1865-0929, E-ISSN 1865-0937 ; 1815
Keywords
Convex optimization, cvxEDA, Deconvolution, Electrodermography, Game experience, HTC vive, Leap motion, Phasic component, Virtual reality, Electrodes, Convex optimisation, Deconvolutions, Electrodermal activity, Player experience
National Category
Computer Sciences
Identifiers
urn:nbn:se:bth-25625 (URN)10.1007/978-3-031-45725-8_10 (DOI)001302630600010 ()2-s2.0-85175987021 (Scopus ID)9783031457241 (ISBN)
Conference
17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications , VISIGRAPP 2022, Online, 6 February through 8 February 2022
Funder
Knowledge Foundation, 20170056Knowledge Foundation, 20220068
Available from: 2023-11-17 Created: 2023-11-17 Last updated: 2025-10-28Bibliographically approved
Sundstedt, V. & Garro, V. (2022). A Systematic Review of Visualization Techniques and Analysis Tools for Eye-Tracking in 3D Environments. FRONTIERS IN NEUROERGONOMICS, 3, Article ID 910019.
Open this publication in new window or tab >>A Systematic Review of Visualization Techniques and Analysis Tools for Eye-Tracking in 3D Environments
2022 (English)In: FRONTIERS IN NEUROERGONOMICS, ISSN 2673-6195, Vol. 3, article id 910019Article, review/survey (Refereed) Published
Abstract [en]

This systematic literature review presents an update on developments in 3D visualization techniques and analysis tools for eye movement data in 3D environments. With the introduction of affordable and non-intrusive eye-tracking solutions to the mass market, access to users' gaze is now increasingly possible. As a result, the adoption of eye-tracking in virtual environments using head-mounted displays is expected to increase since the trend is to incorporate gaze tracking as part of new technical solutions. The systematic literature review presented in this paper was conducted using the Scopus database (using the period 2017 to 17th of May 2022), which after analysis, resulted in the inclusion of 15 recent publications with relevance in eye-tracking visualization techniques for 3D virtual scenes. First, this paper briefly describes the foundations of eye-tracking and traditional 2D visualization techniques. As background, we also list earlier 3D eye-tracking visualization techniques identified in a previous review. Next, the systematic literature review presents the method used to acquire the included papers and a description of these in terms of eye-tracking technology, observed stimuli, application context, and type of 3D gaze visualization techniques. We then discuss the overall findings, including opportunities, challenges, trends, and present ideas for future directions. Overall the results show that eye-tracking in immersive virtual environments is on the rise and that more research and developments are needed to create novel and improved technical solutions for 3D gaze analysis.

Place, publisher, year, edition, pages
Frontiers Media S.A., 2022
Keywords
3D visualization, eye tracking, gaze, visual attention, virtual environments, systematic literature review
National Category
Information Systems, Social aspects Computer Sciences
Identifiers
urn:nbn:se:bth-25847 (URN)10.3389/fnrgo.2022.910019 (DOI)001106887100001 ()
Available from: 2024-01-01 Created: 2024-01-01 Last updated: 2025-09-30Bibliographically approved
Garro, V. & Sundstedt, V. (2022). Augmented Reality and 3D Printing for Archaeological Heritage: Evaluation of Visitor Experience. In: De Paolis, L.T., Arpaia, P., Sacco, M. (Ed.), Extended Reality: First International Conference, Part II. Paper presented at 1st International Conference on eXtended Reality, XR SALENTO, Lecce, 6 - 8 July 2022 (pp. 360-372). Springer Science+Business Media B.V., 13446
Open this publication in new window or tab >>Augmented Reality and 3D Printing for Archaeological Heritage: Evaluation of Visitor Experience
2022 (English)In: Extended Reality: First International Conference, Part II / [ed] De Paolis, L.T., Arpaia, P., Sacco, M., Springer Science+Business Media B.V., 2022, Vol. 13446, p. 360-372Conference paper, Published paper (Refereed)
Abstract [en]

Augmented Reality (AR) and 3D printing have increasingly been used in archaeological and cultural heritage to make artifacts and environments accessible to the general public. This paper presents the case study of the Ljungaviken dog, an archaeological find of dog skeleton remains dated around 8000 years ago. The dog remains have been digitized using 3D scanning and displayed in an AR application. A physical replica has also been created with 3D printing. Both the AR application and the 3D printed copy have been shown in a temporary museum exhibition. In this paper, we present the visitors’ experience evaluation based on a study with 42 participants. Aspects being evaluated are related to the realism, enjoyment, and easiness of use of the AR application. Moreover, the two media are compared in terms of understanding, visual quality, and experience satisfaction. The results show an overall positive experience for both the display solutions, with slightly higher scores for the AR application in the comparison. When asked about overall preference, the participants reported similar results between both media. Due to issues of displaying fragile objects in a museum setting, as well as recent restrictions following pandemic closures and availability, the results presented in this paper show a positive alternative towards using digital artifacts to showcase our cultural heritage. © 2022, Springer Nature Switzerland AG.

Place, publisher, year, edition, pages
Springer Science+Business Media B.V., 2022
Series
Lecture Notes in Computer Science, ISSN 03029743, E-ISSN 16113349
Keywords
3D printers, Exhibitions, Museums, 3-D printing, 3D-printing, 3D-scanning, Augmented reality applications, Case-studies, Cultural heritages, Experience evaluation, General publics, Visitor experiences, Visual experiences, Augmented reality, 3D Printing, Cultural heritage
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:bth-23744 (URN)10.1007/978-3-031-15553-6_25 (DOI)000886159800025 ()2-s2.0-85138309670 (Scopus ID)9783031155529 (ISBN)
Conference
1st International Conference on eXtended Reality, XR SALENTO, Lecce, 6 - 8 July 2022
Funder
Knowledge Foundation, 20170056
Available from: 2022-10-13 Created: 2022-10-13 Last updated: 2025-09-30Bibliographically approved
Navarro, D., Garro, V. & Sundstedt, V. (2022). Electrodermal Activity Evaluation of Player Experience in Virtual Reality Games: A Phasic Component Analysis. In: Paljic, A, Ziat, M, Bouatouch, K (Ed.), PROCEEDINGS OF THE 17TH INTERNATIONAL JOINT CONFERENCE ON COMPUTER VISION, IMAGING AND COMPUTER GRAPHICS THEORY AND APPLICATIONS (HUCAPP), VOL 2: . Paper presented at 17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP) / 6th International Conference on Human Computer Interaction Theory and Applications (HUCAPP), Virtual, Online, FEB 06-08, 2022 (pp. 108-116). SciTePress (17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP) / 6th International Conference on Human Computer Interaction Theory and Applications (HUCAPP))
Open this publication in new window or tab >>Electrodermal Activity Evaluation of Player Experience in Virtual Reality Games: A Phasic Component Analysis
2022 (English)In: PROCEEDINGS OF THE 17TH INTERNATIONAL JOINT CONFERENCE ON COMPUTER VISION, IMAGING AND COMPUTER GRAPHICS THEORY AND APPLICATIONS (HUCAPP), VOL 2 / [ed] Paljic, A, Ziat, M, Bouatouch, K, SciTePress, 2022, no 17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP) / 6th International Conference on Human Computer Interaction Theory and Applications (HUCAPP), p. 108-116Conference paper, Published paper (Refereed)
Abstract [en]

Electrodermal activity (EDA) is considered to be an effective metric for measuring changes in the arousal level of people. In this paper, the phasic component of EDA data from players is analyzed in relation to their reported experience from a standardized questionnaire, when interacting with a couple of virtual reality games that featured two different input devices: the HTC Vive and Leap Motion controllers. Initial results show that there are no significant differences in the phasic component data, despite having significant differences in their respective player experience. Furthermore, no linear correlations are found between the phasic component data and the evaluated experience variables, with the only exception of negative affect which features a weak positive correlation. In conclusion, the phasic component of EDA data has here shown a limited correlation with player experience and should be further explored in combination with other psychophysiological signals.

Place, publisher, year, edition, pages
SciTePress, 2022
Series
VISIGRAPP, ISSN 21844321
Keywords
Virtual Reality, Psychophysiology, Electrodermography, Phasic Component, Player Experience
National Category
Computer Sciences Information Systems, Social aspects
Identifiers
urn:nbn:se:bth-22878 (URN)10.5220/0011006100003124 (DOI)000777494800009 ()9789897585555 (ISBN)
Conference
17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP) / 6th International Conference on Human Computer Interaction Theory and Applications (HUCAPP), Virtual, Online, FEB 06-08, 2022
Funder
Knowledge Foundation, 20170056
Note

open access

Available from: 2022-04-28 Created: 2022-04-28 Last updated: 2025-09-30Bibliographically approved
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Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0002-9527-4594

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