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Baalsrud Hauge, JannickeORCID iD iconorcid.org/0000-0002-3747-0845
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Publications (10 of 130) Show all publications
Wiesner, S., Baalsrud Hauge, J. & Thoben, K. D. (2026). Enabling Circular Business Models and Digital Transformation for Sustainable Value Creation in European Manufacturing SMEs. In: Advances in Production Management Systems. Cyber-Physical-Human Production Systems: Human-AI Collaboration and Beyond - 44th IFIP WG 5.7 International Conference, APMS 2025, Proceedings: . Paper presented at 44th IFIP WG 5.7 International Conference on Advances in Production Management Systems, APMS 2025, Kamakura, Japan, August 31 - September 4, 2025 (pp. 550-564). Springer Nature
Open this publication in new window or tab >>Enabling Circular Business Models and Digital Transformation for Sustainable Value Creation in European Manufacturing SMEs
2026 (English)In: Advances in Production Management Systems. Cyber-Physical-Human Production Systems: Human-AI Collaboration and Beyond - 44th IFIP WG 5.7 International Conference, APMS 2025, Proceedings, Springer Nature , 2026, p. 550-564Conference paper, Published paper (Refereed)
Abstract [en]

Small and medium-sized enterprises (SMEs) in the European manufacturing sector, especially those producing investment goods, are pressured to adapt circular economy principles, while facing complex challenges identifying suitable business models and technologies. Thus, this paper has two objectives: first investigating the barriers and opportunities for SMEs to adopt circular business models (CBMs) and leverage digital technologies in pursuit of sustainable value creation in a narrative review. The review highlights the critical role of digital solutions in enabling transparency and efficiency, while also emphasising the need for tailored models and collaborative approaches. Secondly, based on the findings and gaps, we discuss the pros and cons of strategic planning tools to overcome the identified barriers. Backcasting is presented as a suitable approach, with outcomes that can provide actionable insights for policy, research, and industry, offering a roadmap to support SMEs in transitioning towards circular, data-driven business models that underpin a resilient and sustainable regional economy.

Place, publisher, year, edition, pages
Springer Nature, 2026
Keywords
Backcasting, Circular Business Models, Circular Economy, Digital Transformation, SMEs
National Category
Business Administration
Identifiers
urn:nbn:se:kth:diva-370778 (URN)10.1007/978-3-032-03534-9_37 (DOI)2-s2.0-105015422132 (Scopus ID)
Conference
44th IFIP WG 5.7 International Conference on Advances in Production Management Systems, APMS 2025, Kamakura, Japan, August 31 - September 4, 2025
Note

Part of ISBN 9783032035332

QC 20251001

Available from: 2025-10-01 Created: 2025-10-01 Last updated: 2025-10-01Bibliographically approved
Baalsrud Hauge, J., Baalsrud Hauge, J. & Kalverkamp, M. (2026). Reflections on the Usage of a Commercial-Off-The-Shelf Game in Teaching Logistics. In: Advances in Production Management Systems. Cyber-Physical-Human Production Systems: Human-AI Collaboration and Beyond - 44th IFIP WG 5.7 International Conference, APMS 2025, Proceedings: . Paper presented at 44th IFIP WG 5.7 International Conference on Advances in Production Management Systems, APMS 2025, Kamakura, Japan, August 31 - September 4, 2025 (pp. 217-232). Springer Nature
Open this publication in new window or tab >>Reflections on the Usage of a Commercial-Off-The-Shelf Game in Teaching Logistics
2026 (English)In: Advances in Production Management Systems. Cyber-Physical-Human Production Systems: Human-AI Collaboration and Beyond - 44th IFIP WG 5.7 International Conference, APMS 2025, Proceedings, Springer Nature , 2026, p. 217-232Conference paper, Published paper (Refereed)
Abstract [en]

Using experiential learning principles has a long tradition within engineering education, but often these principles have been one-of-a-kind games specifically designed either for a specific problem (like the different games on understanding and managing the bullwhip effect) or for a specific course. There is hardly any doubt that many of these games are good for nurturing the learning processes and contribute to the development of critical thinking skills among the students, but games age, are expensive in their development and often more a full-working prototype that is depending on one specific developer and designer, who might leave the university. Commercial-Off-The-Shelf games seem therefore to be an option to investigate. As commercial games they are often more robust and regularly maintained. Furthermore, often the GUIs are more attractive since more attention can be paid to this field. However, they are not targeted towards a specific course’s intended learning outcomes. This paper reports on the reflection we have on how to overcome challenges and improve the learning process of students at bachelor and master levels at three different universities during the last 2.5 years.

Place, publisher, year, edition, pages
Springer Nature, 2026
Keywords
Experiential Learning, Logistics and Supply Chain, Logistics Education, Production Management
National Category
Other Educational Sciences
Identifiers
urn:nbn:se:kth:diva-370836 (URN)10.1007/978-3-032-03534-9_15 (DOI)2-s2.0-105015482374 (Scopus ID)
Conference
44th IFIP WG 5.7 International Conference on Advances in Production Management Systems, APMS 2025, Kamakura, Japan, August 31 - September 4, 2025
Note

Part of ISBN 9783032035332

QC 20251001

Available from: 2025-10-01 Created: 2025-10-01 Last updated: 2025-10-01Bibliographically approved
Baalsrud Hauge, J. & Stefan, I. A. (2026). The Contribution of Cybersecurity for Improving the Resilience of Supply Chains – The Need of Employee Training. In: Advances in Production Management Systems. Cyber-Physical-Human Production Systems: Human-AI Collaboration and Beyond - 44th IFIP WG 5.7 International Conference, APMS 2025, Proceedings: . Paper presented at 44th IFIP WG 5.7 International Conference on Advances in Production Management Systems, APMS 2025, Kamakura, Japan, August 31 - September 4, 2025 (pp. 246-262). Springer Nature
Open this publication in new window or tab >>The Contribution of Cybersecurity for Improving the Resilience of Supply Chains – The Need of Employee Training
2026 (English)In: Advances in Production Management Systems. Cyber-Physical-Human Production Systems: Human-AI Collaboration and Beyond - 44th IFIP WG 5.7 International Conference, APMS 2025, Proceedings, Springer Nature , 2026, p. 246-262Conference paper, Published paper (Refereed)
Abstract [en]

Rapid technological advances and increased digitalization provide new opportunities, but they also forge new prerequisites for future employees, as well as organizations, especially companies, concerning their digital readiness and preparedness to mitigate digital threats. The increased numbers of cyber-attacks indicate that more attention should be paid to protecting production means and critical infrastructure against cyber-attacks, and building adequate skills to protect private data, not only personal, but also business data, has become a necessity. This paper presents an analysis of existing literature (SLR) and then assesses the needs of training and education in the field of cybersecurity and resilience based on the results of a survey applied within Romanian IT companies that develop and maintain software applications for production management. The survey aimed to identify general awareness, practice, and response to cybersecurity issues. The results will be used for further research on specific areas of cyber security training and intervention.

Place, publisher, year, edition, pages
Springer Nature, 2026
Keywords
Cyber security, Data Sharing, Resilience, Trust
National Category
Production Engineering, Human Work Science and Ergonomics
Identifiers
urn:nbn:se:kth:diva-370827 (URN)10.1007/978-3-032-03534-9_17 (DOI)2-s2.0-105015559166 (Scopus ID)
Conference
44th IFIP WG 5.7 International Conference on Advances in Production Management Systems, APMS 2025, Kamakura, Japan, August 31 - September 4, 2025
Note

Part of ISBN 9783032035332

QC 20251003

Available from: 2025-10-03 Created: 2025-10-03 Last updated: 2025-10-03Bibliographically approved
Kalvakolu, S. R., Söbke, H., Baalsrud Hauge, J. & Kraft, E. (2025). Combining 360° Spaces and Social VR. In: Games and Learning Alliance - 13th International Conference, GALA 2024, Proceedings: . Paper presented at 13th International Conference on Games and Learning Alliance, GALA 2024, Berlin, Germany, November 20-22, 2024 (pp. 375-380). Springer Nature
Open this publication in new window or tab >>Combining 360° Spaces and Social VR
2025 (English)In: Games and Learning Alliance - 13th International Conference, GALA 2024, Proceedings, Springer Nature , 2025, p. 375-380Conference paper, Published paper (Refereed)
Abstract [en]

360° spaces are representations of real locations created using 360° images, enabling viewers to walk through by changing position. As basis for virtual field trips, they have proven to be valuable learning tools. In technological terms, 360° spaces are to be characterized as single-user applications. In contrast, Social VR applications are characterized by multi-user capability and user-specific avatars. From a learning perspective, the concepts of collaborative learning and embodiment have long been proposed as conducive to learning. Both concepts might be supported using Social VR. However, there is hardly any knowledge about the use of 360° spaces and Social VR. Accordingly, the research question arises how Social VR-based 360° spaces are perceived by learners. This article presents a mixed-method evaluation study (N = 16) – using a questionnaire and focus group discussions – of a 360° space based on the Social VR platform Mozilla Hubs used on PCs. The study highlighted the opportunities offered by Social VR-based 360° spaces but also revealed several challenges that need to be addressed to embrace the potential of Social VR-based 360° spaces to be utilized regularly in education. Accordingly, the study represents relevant preparatory work for the use of multi-user 360° spaces in playful learning environments, such as educational escape rooms.

Place, publisher, year, edition, pages
Springer Nature, 2025
Keywords
avatar, collaborative learning, desktop VR, embodiment, escape room game, playful digital environment, social presence
National Category
Educational Sciences
Identifiers
urn:nbn:se:kth:diva-358384 (URN)10.1007/978-3-031-78269-5_38 (DOI)2-s2.0-85214106935 (Scopus ID)
Conference
13th International Conference on Games and Learning Alliance, GALA 2024, Berlin, Germany, November 20-22, 2024
Note

Part of ISBN 9783031782688

QC 20250116

Available from: 2025-01-15 Created: 2025-01-15 Last updated: 2025-02-18Bibliographically approved
Baalsrud Hauge, J., Caserman, P. & Söbke, H. (2025). How Does Entertainment Computing Contribute to the Sustainable Development Goals? A Rapid Literature Review. In: Sugimoto, M.; Di Iorio, A.; Figueroa, P.; Yamanishi, R.; Matsumura, K. (Ed.), Entertainment Computing – ICEC 2025 - 24th IFIP TC 14 International Conference, 2025, Proceedings: . Paper presented at 24th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2025, Tokyo, Japan, August 27-30, 2025 (pp. 411-422). Springer Nature
Open this publication in new window or tab >>How Does Entertainment Computing Contribute to the Sustainable Development Goals? A Rapid Literature Review
2025 (English)In: Entertainment Computing – ICEC 2025 - 24th IFIP TC 14 International Conference, 2025, Proceedings / [ed] Sugimoto, M.; Di Iorio, A.; Figueroa, P.; Yamanishi, R.; Matsumura, K., Springer Nature , 2025, p. 411-422Conference paper, Published paper (Refereed)
Abstract [en]

Entertainment Computing (EC) is a sub-discipline of computer science that deals with the creation of digital artifacts for hedonistic purposes. The United Nations Sustainable Development Goals (SDGs) provide a framework for overall sustainable development – ecologically, socially and economically – at the global, national and local level. Several positive examples of the use of EC artefacts, such as games, that have contributed to the achievement of SDGs, e.g. educational games in formal learning contexts, have prompted us to ask the overarching question of how EC might contribute to achieving the SDGs. To get an initial overview of the artifacts used and the targeted SDGs, we conducted a rapid literature review using the Scopus database. From a total of 860 records, we were able to identify 31 articles in which EC artifacts were used to support the achievement of various SDGs. The analysis shows that seven articles addressed all SDGs. Furthermore, in the remaining articles 13 out of 17 SDGs were specifically addressed. These findings induce a more detailed investigation of the contribution of EC to the SDGs promising as a means of deriving best practices for the use of EC artefacts to advance sustainable development worldwide.

Place, publisher, year, edition, pages
Springer Nature, 2025
Keywords
Entertainment Computing Application, Serious Games, Sustainability, Sustainable Development Goal, Systematic Literature Review
National Category
Information Systems, Social aspects
Identifiers
urn:nbn:se:kth:diva-370463 (URN)10.1007/978-3-032-02555-5_29 (DOI)2-s2.0-105014492642 (Scopus ID)
Conference
24th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2025, Tokyo, Japan, August 27-30, 2025
Note

Part of ISBN 9783032025548

QC 20250925

Available from: 2025-09-25 Created: 2025-09-25 Last updated: 2025-09-25Bibliographically approved
Das, S., Vaishnavi Nakshatram, S., Söbke, H., Baalsrud Hauge, J. & Springer, C. (2025). Towards gamification for spatial digital learning environments. Entertainment Computing, 52, Article ID 100893.
Open this publication in new window or tab >>Towards gamification for spatial digital learning environments
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2025 (English)In: Entertainment Computing, ISSN 1875-9521, E-ISSN 1875-953X, Vol. 52, article id 100893Article in journal (Refereed) Published
Abstract [en]

Digital learning environments exhibiting spatial dimensions, such as VR experiences or virtual labs, have become increasingly common in recent years. At the same time, it is known that gamification, i.e., the application of game-like mechanisms, might support the motivational design of learning environments. However, so far, there seems to be no systematic overview on whether and how spatial dimensions are incorporated into gamification mechanisms. Accordingly, we conducted a systematic literature review to identify gamification mechanisms that use spatial dimensions. Out of 849 articles we finally included 11 articles found in the three databases ScienceDirect, IEEE, and ACM DL that conducted gamification in the context of spatial digital learning environments. For the most part, the gamification mechanisms used in these 11 articles did not relate to any spatial dimension. Conclusively, we state that there have been few approaches to gamification exploiting the spatial dimension. Given the limited findings in the literature, we propose developing a model to bridge existing gaps and support a structured approach to incorporating spatial dimensions into gamification mechanisms. Accordingly, we contribute to enhancing spatial digital learning environments with further motivational cues through spatial gamification mechanics.

Place, publisher, year, edition, pages
Elsevier B.V., 2025
Keywords
360°, Engagement, Motivation, Serious Games, Spatiality, Virtual Labs, Virtual Worlds
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:kth:diva-355472 (URN)10.1016/j.entcom.2024.100893 (DOI)001342434100001 ()2-s2.0-85207095487 (Scopus ID)
Note

QC 20241111

Available from: 2024-10-30 Created: 2024-10-30 Last updated: 2024-11-11Bibliographically approved
Baalsrud Hauge, J. & Jeong, Y. (2024). Does the Improvement in AI Tools Necessitate a Different Approach to Engineering Education?. In: Moving Integrated Product Development to Service Clouds in the Global Economy - Proceedings of the 21st ISPE Inc. International Conference on Concurrent Engineering, CE 2014: . Paper presented at 11th Swedish Production Symposium, SPS2024, Trollhättan, Sweden, Apr 23 2024 - Apr 26 2024 (pp. 709-718). IOS Press
Open this publication in new window or tab >>Does the Improvement in AI Tools Necessitate a Different Approach to Engineering Education?
2024 (English)In: Moving Integrated Product Development to Service Clouds in the Global Economy - Proceedings of the 21st ISPE Inc. International Conference on Concurrent Engineering, CE 2014, IOS Press , 2024, p. 709-718Conference paper, Published paper (Refereed)
Abstract [en]

The integration of artificial intelligence (AI) into the manufacturing sector introduces new challenges and demands for the engineering workforce in the evolving European economy. This paper investigates how advancements in AI tools, especially in manufacturing, necessitate a shift in engineering education to equip graduates with relevant skills and ethical understanding. While AI is not new to manufacturing, its ongoing development and increased accessibility bring forth fresh challenges related to required competencies and ethical considerations. Furthermore, this work explores the potential of incorporating recent AI tools, such as ChatGPT and other generative adversarial networks, into engineering education. This is illustrated through a case study of a master’s level digitalization course. In this course, AI tools aimed to help students bridge their programming knowledge gaps and educate them on ethical AI use, providing a model adaptable to lifelong learning courses in the field. This inquiry also addresses the broader concerns related to AI misuse in academic settings and the subsequent difficulties in plagiarism detection and accurate learning outcome assessment. The discussion does not argue against AI adoption but emphasizes managing its inadvertent impacts on the industry and society. By integrating emerging technologies and their ethical use into the curriculum, the engineering education system can better align with the shifting demands of the workforce in an increasingly digitalized manufacturing landscape.

Place, publisher, year, edition, pages
IOS Press, 2024
Keywords
AI, Case study, Engineering education, Technology-driven education
National Category
Production Engineering, Human Work Science and Ergonomics
Identifiers
urn:nbn:se:kth:diva-346413 (URN)10.3233/ATDE240211 (DOI)001229990300056 ()2-s2.0-85191318337 (Scopus ID)
Conference
11th Swedish Production Symposium, SPS2024, Trollhättan, Sweden, Apr 23 2024 - Apr 26 2024
Note

QC 20240521

Available from: 2024-05-14 Created: 2024-05-14 Last updated: 2024-07-05Bibliographically approved
Baalsrud Hauge, J. & Jeong, Y. (2024). From novice to expert: advancing step-by-step simulation guideline for urban logistics with an open-source simulation tool. The International Journal of Logistics Management, 35(5), 1417-1433
Open this publication in new window or tab >>From novice to expert: advancing step-by-step simulation guideline for urban logistics with an open-source simulation tool
2024 (English)In: The International Journal of Logistics Management, ISSN 0957-4093, Vol. 35, no 5, p. 1417-1433Article in journal (Refereed) Published
Abstract [en]

Purpose: This research analyses challenges faced by users at various levels in planning and designing participatory simulation models of cities. It aims to identify issues that hinder experts from maximising the effectiveness of the SUMO tool. Additionally, evaluating current methods highlights their strengths and weaknesses, facilitating the use of participatory simulation advantages to address these issues. Finally, the presented case studies illustrate the diversity of user groups and emphasise the need for further development of blueprints.

Design/methodology/approach: In this research, action research was used to assess and improve a step-by-step guideline. The guideline's conceptual design is based on stakeholder analysis results from those involved in developing urban logistics scenarios and feedback from potential users. A two-round process of application and refinement was conducted to evaluate and enhance the guideline's initial version.

Findings: The guidelines still demand an advanced skill level in simulation modelling, rendering them less effective for the intended audience. However, they have proven beneficial in a simulation course for students, emphasising the importance of developing accurate conceptual models and the need for careful implementation.

Originality/value: This paper introduces a step-by-step guideline designed to tackle challenges in modelling urban logistics scenarios using SUMO simulation software. The guideline's effectiveness was tested and enhanced through experiments involving diverse groups of students, varying in their experience with simulation modelling. This approach demonstrates the guideline's applicability and adaptability across different skill levels.

Place, publisher, year, edition, pages
Emerald, 2024
Keywords
Action research, Decision-making, Simulation modelling, Urban logistics
National Category
Transport Systems and Logistics Other Civil Engineering
Identifiers
urn:nbn:se:kth:diva-366661 (URN)10.1108/IJLM-02-2023-0056 (DOI)001136469100001 ()2-s2.0-85181252373 (Scopus ID)
Note

QC 20250708

Available from: 2025-07-08 Created: 2025-07-08 Last updated: 2025-07-08Bibliographically approved
Wiesner, S. & Baalsrud Hauge, J. (2024). Key Factors for Sustainability along the Lifecycle of Smart Product Service Systems. In: Advances in Production Management Systems. Production Management Systems for Volatile, Uncertain, Complex, and Ambiguous Environments - 43rd IFIP WG 5.7 International Conference, APMS 2024, Proceedings: . Paper presented at 43rd IFIP WG 5.7 International Conference on Advances in Production Management Systems, APMS 2024, Chemnitz, Germany, Sep 8 2024 - Sep 12 2024 (pp. 76-92). Springer Nature
Open this publication in new window or tab >>Key Factors for Sustainability along the Lifecycle of Smart Product Service Systems
2024 (English)In: Advances in Production Management Systems. Production Management Systems for Volatile, Uncertain, Complex, and Ambiguous Environments - 43rd IFIP WG 5.7 International Conference, APMS 2024, Proceedings, Springer Nature , 2024, p. 76-92Conference paper, Published paper (Refereed)
Abstract [en]

This paper applies an explorative literature review to analyze the generalizability of the lifecycle of industrial smart Product-Service Systems (PSS), comprising both capital goods and associated services. It investigates the factors influencing sustainability throughout this lifecycle, considering the complexities inherent in such systems. The article discusses whether assessing the sustainability of services versus goods within the PSS framework requires distinct criteria. By analyzing existing lifecycle models and indicator frameworks, the research identifies key dimensions and criteria essential for describing and evaluating economic and environmental sustainability across the lifecycle. Key questions addressed include the identification of dimensions and criteria crucial for sustainability assessment, considering the complexities and uncertainties inherent in the lifecycle of capital goods. The findings provide a first step towards a framework for measuring and improving sustainability within our context. To better understand the dynamics and uncertainties along the lifecycle, enhanced collaboration between the involved domains is recommended. This could be realized through industrial case studies and comprehensive impact assessments.

Place, publisher, year, edition, pages
Springer Nature, 2024
Keywords
Capital Goods Lifecycle, Economic and Environmental Sustainability, Industrial Smart PSS, Life Cycle Analysis, Sustainability Assessment
National Category
Other Engineering and Technologies Environmental Management
Identifiers
urn:nbn:se:kth:diva-367163 (URN)10.1007/978-3-031-71637-9_6 (DOI)001356138700006 ()2-s2.0-85204550864 (Scopus ID)
Conference
43rd IFIP WG 5.7 International Conference on Advances in Production Management Systems, APMS 2024, Chemnitz, Germany, Sep 8 2024 - Sep 12 2024
Note

Part of ISBN 9783031716362

QC 20250715

Available from: 2025-07-15 Created: 2025-07-15 Last updated: 2025-07-15Bibliographically approved
Viola, A., Baalsrud Hauge, J., Bugar, G., Uckelmann, D. & Romagnoli, G. (2024). Moving from the Internet of Things to the Industrial Metaverse: A Systematic Literature Review. In: Proceedings of the 30th ICE IEEE/ITMC Conference on Engineering, Technology, and Innovation: Digital Transformation on Engineering, Technology and Innovation, ICE 2024: . Paper presented at 30th ICE IEEE/ITMC Conference on Engineering, Technology, and Innovation, ICE/ITMC 2024, Funchal, Portugal, Jun 24 2024 - Jun 28 2024. Institute of Electrical and Electronics Engineers (IEEE)
Open this publication in new window or tab >>Moving from the Internet of Things to the Industrial Metaverse: A Systematic Literature Review
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2024 (English)In: Proceedings of the 30th ICE IEEE/ITMC Conference on Engineering, Technology, and Innovation: Digital Transformation on Engineering, Technology and Innovation, ICE 2024, Institute of Electrical and Electronics Engineers (IEEE) , 2024Conference paper, Published paper (Refereed)
Abstract [en]

The concept of the industrial metaverse represents a revolutionary fusion of digital and physical realms within the industrial sector. This paper delves into the intersection of the internet of things (IoT) and the metaverse, aiming to define its emerging landscape through an analysis of current literature and identification of future research directions. Employing a combination of quantitative and qualitative methods, including bibliometric analysis and the Visualization of Similarities (VOS) technique, our study maps the field of the industrial metaverse. The PRISMA method, which we used for our contribution, provides a systematic approach to our research process, and provides a base for the sequent thematic analysis, where a thesaurus is used to account for keyword variations, enriching our understanding of the metaverse's potential in industrial applications. We argue that the industrial metaverse is not merely a technological advancement but opens the way in which industries operate, collaborate, and innovate. This paper aims to establish a foundational framework for future research and development in the industrial metaverse, offering a clear and precise overview about the current state of research on the metaverse and internet of things.

Place, publisher, year, edition, pages
Institute of Electrical and Electronics Engineers (IEEE), 2024
Keywords
extended reality (XR), immersive, internet of things (IoT), metaverse, systematic literature review (SLR)
National Category
Computer Systems Business Administration Computer Engineering
Identifiers
urn:nbn:se:kth:diva-359647 (URN)10.1109/ICE/ITMC61926.2024.10794235 (DOI)001429193000019 ()2-s2.0-85216400163 (Scopus ID)
Conference
30th ICE IEEE/ITMC Conference on Engineering, Technology, and Innovation, ICE/ITMC 2024, Funchal, Portugal, Jun 24 2024 - Jun 28 2024
Note

Part of ISBN 979-8-3503-6243-5

QC 20250211

Available from: 2025-02-06 Created: 2025-02-06 Last updated: 2025-06-12Bibliographically approved
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ORCID iD: ORCID iD iconorcid.org/0000-0002-3747-0845

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