Showing 49 publications
A view from the inside Integrating the University Library within an Academic Department
Digital advertising campaigns and the branded economy
A socio-economic exploration of mobile phone service have-nots in Sweden
Entrepreneurial exploitation of creative destruction and the ambiguity of knowledge in the emerging field of digital advertising
Living Offline - A Qualitative Study of Internet Non-Use in Great Britain and Sweden
Exercising Control: A Comparative Study of Government Agencies and their Relationships with the Public Using Social Media
Internet, IT-boomen och reklambranschen under andra ha lften av nittiotalet. Transkript av ett vittnesseminarium på ABF-huset i Stockholm den 17 februari 2010.
Taking a New Direction: Behavioral Interventions in Higher Education supported by Ajzen’s Theory of Planned Behavior
Perpetual and personal: Swedish young adults and their use of mobile phones
Making it Open and Keeping it Safe: e-Enabled Data-Sharing in Sweden
På spaning efter teknisk bildning
Exploring New Ways of Working using Virtual Research Environments in Library and Information Science
Needs and Challenges with Respect to Establishing a Collaboratory within Library and Information Science: Practitioners' Perspectives
Bildning i den tekniska högskolan
Mobile Phone Use among Young adults in Sweden: Interpersonal Communication and Coordination in Everyday Life
Att etablera ett kollaboratorium inom biblioteks- och informationsvetenskap: behov och utmaningar från ett praktikerperspektiv
Anyone speak Swedish? Tolerance for language shifting in graphical multi-user virtual environmnets
Making it Open and Keeping it Safe: e-Enabled Data Sharing in Sweden and Related Issues
Avatars at Work and Play. Activities in Shared Virtual Environments
The good inequality: Supporting group-work in shared virtual environments
Needs and Challenges with Respect to Establishing a Collaboratory
Wherever Hardware, There'll be Games. The evolution of hardware and shifting industrial leadership in the gaming industry 1968-2004
Immersiveness and Symmetry in Copresent Scenarios
Wherever Hardware, There’ll be Games: The Evolution of Hardware and Shifting Industrial Leadership in the Gaming Industry
How Belonging to an Online Group Affects Social Behavior A Case Study of Asheron's Call
Framing Social Interaction in Shared Virtual Environments: The Influence of Technical and Social Factors
How Putting Yourself into the Other Person´s Virtual Shoes Enhances Collaboration
Communication in Virtual Environments: Establishing Common Ground for a Collaborative Spatial Task
Strangers and Friends in Caves: An Exploratory Study of Collaboration in Networked IPT Systems for Extended Periods of Time
Is there a Trade-off between Presence and Copresence?
Anyone Speak Spanish? Language Encounters in Multi-User Virtual Environments and the Influence of Technology
Strangers and Friends in Networked Immersive Environments: Virtual Spaces for Future Living
The Long-term Uses of Shared Virtual Environments. An Exploratory Study
How Belonging to an Online Group Affects Social Behavior a Case study of Asherons Call
The same as being there together? : communication, technology, and social context in multi-user virtual environments
The Digital Divide - Status Differences in Virtual Environments
Anyone Speak Spanish? Language Encounters in Virtual Environments - A Study of Active Worlds
Long-term Uses of Collaborative Virtual Environments
Collaborating in networked immersive spaces: as good as being there together?
Solving a 3D Cube Puzzle in a Collaborative Virtual Environment: As Good as Really Being There Together?
Cubes in the Cube: A Comparison of a Puzzle-Soving Task in a Virtual and a Real Environment
The Collaborative Cube Puzzle: A Comparison of Virtual and Real Environments
Cubes in the Cube: A Comparison of Virtual and Real Environments
A comparison of Virtual and Real Environments
Trust in the Core: A Study of Long-term Users of Activeworlds
Collaboration and communication in multi-user virtual environments: A comparison of desktop and immersive virtual reality systems for molecular visualization
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