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Susi, T., Torstensson, N. & Wilhelmsson, U. (2019). "Can you send me a photo?": A Game-Based Approach for Increasing Young Children’s Risk Awareness to Prevent Online Sexual Grooming. In: Akinori Nakamura (Ed.), DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix. Paper presented at DiGRA 2019, The 12th Digital Games Research Association Conference, Kyoto, Japan, August, 6-10, 2019.
Öppna denna publikation i ny flik eller fönster >>"Can you send me a photo?": A Game-Based Approach for Increasing Young Children’s Risk Awareness to Prevent Online Sexual Grooming
2019 (Engelska)Ingår i: DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix / [ed] Akinori Nakamura, 2019Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

This paper presents a game-based approach for raising young children's online risk awareness, to decrease the risk of becoming the subject of sexual grooming. Hidden in the Park is an adventure game, including a classic game board and a tablet with Augmented Reality-technology. The game mechanics are based on data from true grooming processes. The game's target group is children aged 8-10 years. This paper describes the game development, from a prototype to an approved release version that will be released as a non-profit product during 2019. We describe the creation of the game mechanics, the iterative development process, and game evaluation. 25 pupils in the target group participated, but the ages 7-12 (n=70) were included to evaluate whether the game would suit the intended target group. Results show that the game is fun and engaging but that it also raise questions concerning online activities.

Nyckelord
Serious Games, game-based learning, game design, augmented reality, online sexual grooming
Nationell ämneskategori
Interaktionsteknik Människa-datorinteraktion (interaktionsdesign)
Forskningsämne
Media, Technology and Culture (MTEC)
Identifikatorer
urn:nbn:se:his:diva-17774 (URN)
Konferens
DiGRA 2019, The 12th Digital Games Research Association Conference, Kyoto, Japan, August, 6-10, 2019
Tillgänglig från: 2019-10-09 Skapad: 2019-10-09 Senast uppdaterad: 2019-10-11Bibliografiskt granskad
Susi, T. & Torstensson, N. (2019). “Who’s Texting?” – Playful Game Experiences for Learning to Cope with Online Risks. In: Xiaowen Fang (Ed.), HCI in Games: First International Conference, HCI-Games 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings. Paper presented at First International Conference, HCI-Games 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019 (pp. 427-441). Cham: Springer, 11595
Öppna denna publikation i ny flik eller fönster >>“Who’s Texting?” – Playful Game Experiences for Learning to Cope with Online Risks
2019 (Engelska)Ingår i: HCI in Games: First International Conference, HCI-Games 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings / [ed] Xiaowen Fang, Cham: Springer, 2019, Vol. 11595, s. 427-441Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

This paper describes the development and evaluation of the innovative computer game Hidden in the Park, for 8–10 year old children. It is a mixed media game that includes classic game elements and Augmented Reality technology. It is a non-profit game designed for a playful game experience. But, it is also a serious game intended to raise young childrens’ risk awareness in online interactions, to decrease the risk of becoming the subject of online sexual grooming. The game is intended to evoke thoughts and reflections related to players’ decisions and their consequences. Furthermore, the game is based on research on true online grooming processes, which provides the basis for some central game mechanics. Game evaluations were carried out with 70 children in school settings. The results show that the participants perceived the game as fun and engaging, but that it also raised questions and reactions, as intended. Hidden in the Park will be released during 2019 and it will be available for free download. 

Ort, förlag, år, upplaga, sidor
Cham: Springer, 2019
Serie
Lecture Notes in Computer Science, ISSN 1611-3349, E-ISSN 0302-9743 ; 11595
Nyckelord
Computer game, Child-computer interaction, Game evaluation, Online risk awareness, Online sexual grooming
Nationell ämneskategori
Interaktionsteknik
Forskningsämne
Media, Technology and Culture (MTEC)
Identifikatorer
urn:nbn:se:his:diva-17513 (URN)10.1007/978-3-030-22602-2_32 (DOI)2-s2.0-85069846561 (Scopus ID)978-3-030-22601-5 (ISBN)978-3-030-22602-2 (ISBN)
Konferens
First International Conference, HCI-Games 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019
Anmärkning

Also part of the Information Systems and Applications, incl. Internet/Web, and HCI book sub series (LNISA, volume 11595)

Tillgänglig från: 2019-08-12 Skapad: 2019-08-12 Senast uppdaterad: 2019-11-08Bibliografiskt granskad
Rambusch, J., Alklind Taylor, A.-S. & Susi, T. (2017). A pre-study on spectatorship in eSports. In: : . Paper presented at Spectating Play 13th Annual Game Research Lab Spring Seminar, Tampere, Finland, April 24-25, 2017.
Öppna denna publikation i ny flik eller fönster >>A pre-study on spectatorship in eSports
2017 (Engelska)Konferensbidrag, Enbart muntlig presentation (Refereegranskat)
Abstract [en]

A pre-study of spectators' perspectives on eSports was conducted in collaboration with two Swedish game development companies. The main goal was to identify factors that contribute to qualitative spectator experiences and how they can influence game design. A qualitative approach was chosen to explore spectators' perspectives on eSports through observations and focus-group interviews of 28 participants in total. Results indicate that spectatorship is a complex issue that goes beyond the mere watching of a game. We identified four themes that are important for qualitative spectator experiences: the need for an overview of game events; highlighting and exposing hidden objects and events; viewer- and commentator-friendly game pacing; the importance of professional commentators and casters. Based on the results, we present design guidelines and recommendations for the development of games in eSports.

Nyckelord
eSports, spectatorship, spectator experience, user experience design, game design
Nationell ämneskategori
Medievetenskap Mänsklig interaktion med IKT Människa-datorinteraktion (interaktionsdesign) Medieteknik
Forskningsämne
Media, Technology and Culture (MTEC)
Identifikatorer
urn:nbn:se:his:diva-14068 (URN)
Konferens
Spectating Play 13th Annual Game Research Lab Spring Seminar, Tampere, Finland, April 24-25, 2017
Anmärkning

This research was funded by Västra Götalands-regionen (VGR), Sweden, and the University of Skövde, Sweden.

Tillgänglig från: 2017-09-01 Skapad: 2017-09-01 Senast uppdaterad: 2018-05-29Bibliografiskt granskad
Susi, T. (2016). Social cognition, artefacts, and stigmergy revisited: Concepts of coordination. Cognitive Systems Research, 38(Special Issue: SI), 41-49
Öppna denna publikation i ny flik eller fönster >>Social cognition, artefacts, and stigmergy revisited: Concepts of coordination
2016 (Engelska)Ingår i: Cognitive Systems Research, ISSN 2214-4366, E-ISSN 1389-0417, Vol. 38, nr Special Issue: SI, s. 41-49Artikel i tidskrift (Refereegranskat) Published
Abstract [en]

A number of different coordination concepts have been developed to explain how individual activities are coordinated on a social level, and the variety of concepts shows there is an interest in many domains to find such explanations. Stigmergy being one of them, has come to be increasingly applied on various kinds of human activities. In other domains we find other concepts for explaining how environmental resources contribute to work activities or how people use them to structure their work. This paper discusses different coordination concepts, including stigmergy, articulation work, coordination mechanisms, triggers, placeholders, and entry points. The first three concepts are explicitly concerned with coordination among several agents, while the last three instead concern individual activities, but arguably they can be extended to the social level. They also bring an explicitly cognitive dimension to coordination, which is not as salient in the former concepts. The concepts discussed here do have some similarities, but also important differences. They may not be interchangeable, but they could complement each other, or contribute to further elaboration of existing concepts. The stigmergic sign, e.g., could usefully be developed to recognise qualitative differences in its role as a coordination mechanism.

Ort, förlag, år, upplaga, sidor
Elsevier, 2016
Nyckelord
stigmergy, articulation work, coordination mechanisms, triggers, placeholders, entry points
Nationell ämneskategori
Datavetenskap (datalogi)
Forskningsämne
Teknik; Interaction Lab (ILAB)
Identifikatorer
urn:nbn:se:his:diva-11931 (URN)10.1016/j.cogsys.2015.12.006 (DOI)000370183900006 ()2-s2.0-84954271295 (Scopus ID)
Anmärkning

"Special Issue of Cognitive Systems Research – Human-Human Stigmergy"

Tillgänglig från: 2016-02-17 Skapad: 2016-02-17 Senast uppdaterad: 2018-08-03Bibliografiskt granskad
Torstensson, N. & Susi, T. (2015). Online sexual grooming and offender tactics -: What can we learn from social media dialogues?. In: Billing, E., Lindblom, J. & Ziemke, T. (Ed.), Proceedings of the 2015 Swecog Conference: . Paper presented at 2015 Swecog Conference, The Swedish Cognitive Science Society (pp. 23-23). Skövde, 3
Öppna denna publikation i ny flik eller fönster >>Online sexual grooming and offender tactics -: What can we learn from social media dialogues?
2015 (Engelska)Ingår i: Proceedings of the 2015 Swecog Conference / [ed] Billing, E., Lindblom, J. & Ziemke, T., Skövde, 2015, Vol. 3, s. 23-23Konferensbidrag, Poster (med eller utan abstract) (Refereegranskat)
Abstract [en]

While online social networking sites and other digital media provide a means for positive online experiences, they are also being misused for offences like online sexual grooming. Attempts have been made to analyse and model online grooming in order to understand this kind of predator behaviour (e.g., O’Connell, 2004; Williams et al., 2013). This research, and the resulting models of the grooming process, is however, invariably based on material where adult decoys (e.g., researchers, law enforcement officers, adults trained to entrap offenders) pose as children in the interaction with potential offenders. We argue that such material, i.e., decoy-offender chat logs, does not reflect real grooming processes; Decoys have an underlying agenda to make prosecutable cases against offenders, which entails decoys resorting to manipulation tactics otherwise typical for offender behaviour. In all essence, this often leads to a dialogue with two adults using grooming tactics on each other, and the resulting models do not capture the patterns of child-offender dialogues.

Contrary to previous research, we have analysed real-world child-offender chat logs from closed forums. Our data set, selected dialogues (ca. 500 pages) from a corpus of ca. 12 000 A4-pages was thematically analysed and categorised using NVivo 10 software. The coding was done by both authors for inter-rater reliability. Where coding differed, the authors explored the categorisation until agreement was reached (cf., Whittle et al., 2013). The material was also compared to decoy-offender chat logs (ca. 100 pages, publically available on perverted-justice.com).

The analysis of the different data sets reveal quite different pictures of the grooming process. While previous models describe the grooming process as sequential (O’Connell, 2004) or thematic (Williams et al., 2013), our findings suggest a far more complex behavioural pattern – significantly diverse dialogue patterns with different tactics emerge, depending on whether the respondent is a decoy or a child, and their respective responses. The (preliminary) results show differences in both dialogue and process structure. Dialogues with decoys commonly show what can best be described as “artificial compliance”, presumably due to their underlying agenda of generating prosecutable cases. Furthermore, decoys tease out personal information from the offenders, and also share “personal” information about themselves, even when not asked for it.

Child-offender dialogues instead show patterns of reluctance or objections to offender requests for personal information, suggestions of sexual nature, etc. Another offender tactic is threats to obtain compliance, which was not found in any of the analysed decoy-offender dialogues. Other deviations include differences in dialogue length, number of dialogue turns, and complexity, with regard to changes in topics and offender tactics. Further research is necessary for a more thorough understanding of online grooming, and new models are needed that reflect real-world grooming processes. This includes offender behaviours, reasoning, decisions, and tactics used in grooming. Further, such knowledge is of outmost importance for risk awareness measures for young people so they can better cope with online challenges and risks, and make sensible judgements and decisions in online interactions.

Ort, förlag, år, upplaga, sidor
Skövde: , 2015
Serie
Skövde University Studies in Informatics, ISSN 1653-2325 ; 2015:3
Nationell ämneskategori
Interaktionsteknik
Forskningsämne
Media, Technology and Culture (MTEC); Interaction Lab (ILAB)
Identifikatorer
urn:nbn:se:his:diva-11628 (URN)978-91-978513-8-1 (ISBN)
Konferens
2015 Swecog Conference, The Swedish Cognitive Science Society
Tillgänglig från: 2015-10-26 Skapad: 2015-10-26 Senast uppdaterad: 2019-10-31Bibliografiskt granskad
Susi, T., Lindblom, J. & Alenljung, B. (2015). Promoting sustainability: Learning new practices through ICT. In: Oskar Lundwall, Päivi Häkkinen, Timothy Koschmann, Pierre Tchounikine & Sten Ludvigsen (Ed.), Exploring the Material Conditions of Learning: Computer Supported Collaborative Learning (CSCL) Conference 201: Volume 2. Paper presented at 11th International Conference on Computer Supported Collaborative Learning, June 7-11, 2015, Gothenburg, Sweden, The University of Gothenburg (pp. 743-744). Gothenburg, Sweden: Intenational Society of the Learning Sciences, 2
Öppna denna publikation i ny flik eller fönster >>Promoting sustainability: Learning new practices through ICT
2015 (Engelska)Ingår i: Exploring the Material Conditions of Learning: Computer Supported Collaborative Learning (CSCL) Conference 201: Volume 2 / [ed] Oskar Lundwall, Päivi Häkkinen, Timothy Koschmann, Pierre Tchounikine & Sten Ludvigsen, Gothenburg, Sweden: Intenational Society of the Learning Sciences , 2015, Vol. 2, s. 743-744Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

The purpose of this paper is to promote sustainability as an important research topic within the computer-supported collaborative learning (CSCL) community. CSCL can play a crucial role in the achievement of sustainability, which is paramount for the well-being of current and future generations. While CSCL brings formal educational settings to mind, computers and cooperative learning should be considered in a wider perspective since learning also takes place in and through people’s everyday practices. This paper considers two on-going research projects outside mainstream CSCL research, to illustrate ways that technology can lead to changed practices for the benefit of increased environmental and social sustainability. The projects concern children’s online practices and social sustainability, and information and communication technology (ICT) and practices in sustainable agriculture, respectively.

Ort, förlag, år, upplaga, sidor
Gothenburg, Sweden: Intenational Society of the Learning Sciences, 2015
Serie
Computer-Supported Collaborative Learning Conference, CSCL, ISSN 1573-4552
Nyckelord
CSCL, ICT, learning, practices, social sustainability, environmental sustainability
Nationell ämneskategori
Interaktionsteknik
Forskningsämne
Teknik; Interaction Lab (ILAB); Informationssystem (IS)
Identifikatorer
urn:nbn:se:his:diva-11104 (URN)978-0-9903550-7-6 (ISBN)
Konferens
11th International Conference on Computer Supported Collaborative Learning, June 7-11, 2015, Gothenburg, Sweden, The University of Gothenburg
Projekt
KidCog
Tillgänglig från: 2015-06-12 Skapad: 2015-06-12 Senast uppdaterad: 2018-08-01Bibliografiskt granskad
Wilhelmsson, U., Toftedahl, M., Susi, T., Torstensson, N., Sjölin, A. & Tuori, P. (2014). A Computer Game for an Enhanced Visitor Experience: Integration of Reality and Fiction. In: Katherine Blashki & Yincai Xiao (Ed.), Proceedings of the International Conference on Interfaces and Human Computer Interaction 2014 Game and Entertainment Technologies 2014 and Computer Graphics, Visualization, Computer Vision and Image Processing 2014 - Part of the Multi Conference on Computer Science and Information Systems, MCCSIS 2014: . Paper presented at 7th International Conference on Game and Entertainment Technologies 2014, GET2014, 15–17 July, Lisbon, Portugal (pp. 149-156). IADIS Press
Öppna denna publikation i ny flik eller fönster >>A Computer Game for an Enhanced Visitor Experience: Integration of Reality and Fiction
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2014 (Engelska)Ingår i: Proceedings of the International Conference on Interfaces and Human Computer Interaction 2014 Game and Entertainment Technologies 2014 and Computer Graphics, Visualization, Computer Vision and Image Processing 2014 - Part of the Multi Conference on Computer Science and Information Systems, MCCSIS 2014 / [ed] Katherine Blashki & Yincai Xiao, IADIS Press, 2014, s. 149-156Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

This paper describes the development of a computer game for enhanced visitor experiences of an adventure tour, in which the game is integrated. The game project was run 2011-2013 and included the development of an arcade style two player cooperative computer game, game controls, graphics, sound and music. The adventure tour takes place in an old military fortress where visitors participate in searching for gold that has been stolen. The tour starts with a 3D movie that provides the plot and introduces hero and villain characters. The story is then carried forth by a game master who brings the visitors on a tour along the fortress’ vaults, during which they also play the computer game. The adventure tour is structured by a semi-fictional framing story that interweaves history, physical environment, and hero and villain characters. To withhold interdependency in the overall design of the adventure tour and the game, Caillois’s (1958/2001) taxonomy for games was chosen as a basis, combined with narrative key elements carried across the adventure tour. The game was also designed to accord with the embodied nature of human activity, allowing players to engage their whole bodies in the gameplay. Initial game evaluation results indicate the game contributes to an enhanced visitor experience of the adventure tour.

Ort, förlag, år, upplaga, sidor
IADIS Press, 2014
Nationell ämneskategori
Mediateknik
Forskningsämne
Teknik; Teknik; Teknik; Teknik; Media, Technology and Culture (MTEC); Media, Technology and Culture (MTEC)
Identifikatorer
urn:nbn:se:his:diva-9076 (URN)2-s2.0-84929334178 (Scopus ID)978-989-8533-22-7 (ISBN)
Konferens
7th International Conference on Game and Entertainment Technologies 2014, GET2014, 15–17 July, Lisbon, Portugal
Projekt
Karlsborgs fästningsäventyr
Anmärkning

The project is funded by Karlsborgs Turism AB, Västra Götalandsregionen, Skaraborgs Kommunalförbund, Karlsborgs kommun, and Länsstyrelsen landsbygdsprogram. Other partners in the project have been Bjerkne & Co, NBI i Växjö – Storytelling för strategisk kommunikation and Folkuniversitetet.

Tillgänglig från: 2014-09-15 Skapad: 2014-05-13 Senast uppdaterad: 2019-10-29Bibliografiskt granskad
Susi, T. (2014). Embodied interaction, coordination and reasoning in computer gameplay. In: Lawrence Shapiro (Ed.), The Routledge Handbook of Embodied Cognition: (pp. 184-193). New York: Routledge
Öppna denna publikation i ny flik eller fönster >>Embodied interaction, coordination and reasoning in computer gameplay
2014 (Engelska)Ingår i: The Routledge Handbook of Embodied Cognition / [ed] Lawrence Shapiro, New York: Routledge, 2014, s. 184-193Kapitel i bok, del av antologi (Refereegranskat)
Abstract [en]

Embodied cognition has received increasing interest, as seen in research on the many subjects ranging from sensorimotor processes to cultural aspects (e.g., Clark 2011; Gibbs 2005; Robbins & Aydede 2009/Eds.; Shapiro 2011). There is no one unified conception of the mind, but a general claim is that cognition is grounded in bodily experiences and is distributed across brain, body and environment (e.g., Clark 1997; 2011). Cognition is a complex phenomenon, and as stated by Gibbs (2005: 9), it is “what occurs when the body engages the physical, cultural world and [it] must be studied in terms of the dynamical interactions between people and the environment”. This chapter will discuss embodied interaction, coordination and reasoning in computer gameplay, and the construction of a cooperative two player computer game to accord with the embodied nature of cognition and action. The computer game discussed here, “The search for the gold reserve”, was developed specifically to be installed as an integral part of an adventure tour in a military fortress. The game was constructed so that players’ whole bodies would be engaged in the gameplay, thereby enhancing the gameplay experience. Playing the game is an “embodied practical activity” (O’Connor & Glenberg 2003) comprising a mesh of interrelations between the player’s own body, co-players, the players’ cognitions, game devices and the physical context of game play, virtual environment and socio-cultural aspects. […] The discussion will bring out sensori-motoric, contextual and socio-cultural aspects of embodiment, as embodiment concurrently cuts across the different aspects. Sensori-motoric aspects are mainly discussed in relation to the game’s input/output devices, and the intercoupling between players and the game. Contextual aspects are brought forth by the game environment and the game’s relation to the whole adventure tour, and socio-cultural aspects come to the fore through players cooperative problem solving.

Ort, förlag, år, upplaga, sidor
New York: Routledge, 2014
Serie
Routledge Handbooks in Philosophy
Nationell ämneskategori
Psykologi Mänsklig interaktion med IKT
Forskningsämne
Teknik; Humaniora-samhällsvetenskap; Interaction Lab (ILAB); Media, Technology and Culture (MTEC)
Identifikatorer
urn:nbn:se:his:diva-9575 (URN)10.4324/9781315775845 (DOI)2-s2.0-84955412144 (Scopus ID)978-0-415-62361-2 (ISBN)978-1-315-77584-5 (ISBN)
Tillgänglig från: 2014-06-24 Skapad: 2014-06-24 Senast uppdaterad: 2018-09-04Bibliografiskt granskad
Sellberg, C. & Susi, T. (2014). Technostress in the office: a distributed cognition perspective on human-technology interaction. Cognition, Technology & Work, 16(2), 187-201
Öppna denna publikation i ny flik eller fönster >>Technostress in the office: a distributed cognition perspective on human-technology interaction
2014 (Engelska)Ingår i: Cognition, Technology & Work, ISSN 1435-5558, E-ISSN 1435-5566, Vol. 16, nr 2, s. 187-201Artikel i tidskrift (Refereegranskat) Published
Abstract [en]

Technology is a mobile and integral part of many work places, and computers and other information and communication technology have made many users' work life easier, but technology can also contribute to problems in the cognitive work environment and, over time, create technostress. Much previous research on technostress has focused on the use of digital technology and its effects, measured by questionnaires, but in order to further examine how technostress arises in the modern workplace, a wider perspective on interactions between people and technology is needed. This paper applies a distributed cognition perspective to human-technology interaction, investigated through an observational field study. Distributed cognition focuses on the organisation of cognitive systems, and technostress in this perspective becomes an emergent phenomenon within a complex and dynamic socio-technical system. A well-established questionnaire was also used (for a limited sample), to gain a frame of reference for the results from the qualitative part of the study. The implications are that common questionnaire-based approaches very well can and should be complemented with a broader perspective to study causes of technostress. Based on the present study, a redefinition of technostress is also proposed. © 2013 Springer-Verlag London.

Ort, förlag, år, upplaga, sidor
Springer London, 2014
Nyckelord
Cognitive work environment, Distributed cognition, Human-computer interaction, Information and communication technology (ICT), Technostress
Nationell ämneskategori
Data- och informationsvetenskap
Forskningsämne
Teknik; Interaction Lab (ILAB)
Identifikatorer
urn:nbn:se:his:diva-8371 (URN)10.1007/s10111-013-0256-9 (DOI)000334511900005 ()2-s2.0-84898601904 (Scopus ID)
Tillgänglig från: 2013-08-08 Skapad: 2013-08-08 Senast uppdaterad: 2018-08-01Bibliografiskt granskad
Dahlbäck, N., Rambusch, J. & Susi, T. (2012). Distribuerad kognition (1ed.). In: Jens Allwood, Mikael Jensen (Ed.), Kognitionsvetenskap: (pp. 487-496). Studentlitteratur
Öppna denna publikation i ny flik eller fönster >>Distribuerad kognition
2012 (Svenska)Ingår i: Kognitionsvetenskap / [ed] Jens Allwood, Mikael Jensen, Studentlitteratur, 2012, 1, s. 487-496Kapitel i bok, del av antologi (Refereegranskat)
Ort, förlag, år, upplaga, sidor
Studentlitteratur, 2012 Upplaga: 1
Nationell ämneskategori
Data- och informationsvetenskap
Forskningsämne
Teknik
Identifikatorer
urn:nbn:se:his:diva-6960 (URN)978-91-44-05166-6 (ISBN)
Tillgänglig från: 2012-12-28 Skapad: 2012-12-28 Senast uppdaterad: 2018-01-11Bibliografiskt granskad
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