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  • 1
    UID:
    kobvindex_INTbi00005189
    Format: 36 pages : , illustrations ; , 42 × 29.71 cm.
    Content: AI-GENERATED ABSTRACT: Abstract: This thesis delves into the intricate relationship between user interface (UI) design and player immersion in the genre of horror video games. While a good horror game relies on elements such as narrative, sound design, and gameplay mechanics, this study posits that UI also plays a crucial role in modulating player's immersion and overall experience. Drawing upon examples from contemporary horror games like Metro 2033 Redux, Layers of Fear, and Dead by Daylight, the research aims to identify how different types of UI components can either enhance or disrupt the horror atmosphere. The core objective is to analyze the impact of UI on players' satisfaction and provide insights into how it can be optimized for a more thrilling and immersive experience. With the rise of the video game industry and advancements in technology, the thesis argues for the importance of understanding the role of UI in creating compelling horror game experiences. Keywords: User Interface, Immersion, Horror Video Games, Game Design, Metro 2033 Redux, Layers of Fear, Dead by Daylight, Player Satisfaction, Gameplay Mechanics, Narrative Keywords: User Interface, Immersion, Horror Video Games, Game Design, Metro 2033 Redux, Layers of Fear, Dead by Daylight, Player Satisfaction, Gameplay Mechanics, Narrative
    Note: DISSERTATION NOTE: Bachelor of Arts thesis in Graphic Design & Visual Communication, Berlin International University of Applied Sciences, 2023. , MACHINE-GENERATED CONTENTS NOTE: Table of Contents 1. Introduction ................................................................................................................... 7 1.1 What Makes a Good Horror Game? ................................................................................. 7 1.2 Problem Statement, Relevance and Aim ........................................................................ 10 1.3 Methodology and Limitations ........................................................................................ 10 2. Behind the Fourth Wall ............................................................................................. 11 2.1 User Interface and Usability .......................................................................................... 12 2.2 Immersion ....................................................................................................................... 13 3. Diegesis Theory ............................................................................................................... 16 3.1.1 Narrative ...................................................................................................................... 16 3.1.2 the Fourth Wall ............................................................................................................ 18 3.2 Interface Components .................................................................................................... 18 3.2.1 Diegetic Components .............................................................................................. 18 3.2.2 Non-diegetic Components ...................................................................................... 20 3.2.3 Spatial Components ................................................................................................ 21 3.2.4 Meta Components ................................................................................................... 22 4. Case Studies ..................................................................................................................... 26 4.2 Game Analysis ................................................................................................................ 26 4.2.1 Metro 2033 Redux (4a Games, 2014) ....................................................................... 27 4.2.2 Layers of Fear (bloober Team, 2016) ....................................................................... 32 4.2.3 Dead by Daylight (studio Behaviour, 2016) .............................................................. 35 5. Design Project ............................................................................................................... 40 5.1 Immersed Into "the Fog". Context and Purpose ............................................................. 40 5.2 Hud Overview ............................................................................................................... 41 5.3 World Behaviour ............................................................................................................. 45 5.4 Defining the Problem Through Immersion Point of View .................................................. 46 5.5 Solution ........................................................................................................................... 47 5.6 Outcome .......................................................................................................................... 51 6. Conclusion ...................................................................................................................... 54 references ......................................................................................................................... 56 table of Figures ............................................................................................................... 58
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
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  • 2
    UID:
    kobvindex_INTbi00005222
    Format: 45 pages : , illustrations ; , 21 × 29.7 cm.
    Content: AI-GENERATED ABSTRACT: Abstract: The alarming surge in suicide rates in South Korea, especially among the youth, stands in stark contrast to the global downtrend. This upward trend underscores a critical mental health crisis, exacerbated by societal pressures on academic excellence and a pervasive stigma surrounding mental health. South Korea's rank as fourth globally for suicide rates and highest among the 38 OECD nations amplifies the urgency of addressing this issue. While government initiatives have made a dent, the persistently high suicide rates among the youth indicate a need for more targeted interventions. This BA thesis explores a design-oriented solution aimed at alleviating the mental health burden on South Korean students. By leveraging the appeal and accessibility of social media cartoons, the thesis proposes a strategy to reformulate the discourse around mental health among students. Through destigmatization, education, and resource provision, this design project aspires to foster a healthier mental health narrative and provide tangible support to South Korean students struggling in the current system. Keywords: South Korea, Suicide Rates, Youth Mental Health, Social Media Cartoons, Design Solution, Stigma, Mental Health Education, OECD, Academic Pressure, Resource Provision
    Note: DISSERTATION NOTE: Bachelor of Arts thesis in Graphic Design & Visual Communication, Berlin International University of Applied Sciences, 2023. , MACHINE-GENERATED CONTENTS NOTE: Table of Contents 1 Introduction ................................................... 2 1.1 Scope .................................................... 4 1.2 Methodology .............................................. 5 2 Relevance ...................................................... 7 2.1 Poor Mental Health Causes in South Korea ................. 7 2.2 Mental Health Barriers in South Korea .................... 9 3 Mental Health Education ........................................ 11 3.1 Graphic Medicine ......................................... 12 3.1.1 Case Study ......................................... 14 3.2 Mental Health Education Using Social Media .............. 16 4 Data Collection & Analysis ..................................... 20 4.1 Interview With South Korean Students ..................... 21 4.2 Critical Analysis of Graphic Medicine .................... 24 5 Conclusion ..................................................... 29 6 Design Project ................................................. 30 7 References ..................................................... 32 8 Figures ........................................................ 34 9 Appendix ....................................................... 35
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
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  • 3
    UID:
    kobvindex_INTbi00005229
    Format: 30 pages : , illustrations ; , 21 × 29.7 cm.
    Content: AI-GENERATED ABSTRACT: Abstract: Street photography, a genre with broad definitions and multifaceted expressions, serves as a rich medium for exploring the nuanced interactions between viewer, photographer, and the urban landscape. This thesis endeavors to unravel the layers of perception, interpretation, and symbolic resonance embodied in street photography, scrutinizing the ways in which the viewer engages with the imagery and how the photographer's choices shape the narrative and symbolic reference of the images. Through a qualitative content analysis methodology, the research navigates the historical trajectory of street photography, spotlighting key figures whose pioneering approaches have significantly molded this genre. Delving into photographic theories, semiotics, and comparative analyses, the study meticulously examines the symbolic dimensions of street photography, endeavoring to bridge theoretical insights with a comprehensive understanding of the genre. The exploration extends to an extensive examination of imagery, anchoring the analysis within a rich visual context and paving the way for the delineation of the scope of a design project that resonates with the complexities and symbolic richness of street photography. Keywords: Street Photography, Urban Photography, Viewer Engagement, Photographic Expression, Semiotics, Symbolic Reference, Qualitative Content Analysis, Photographic Theory, Visual Narrative, Design Project.
    Note: DISSERTATION NOTE: Bachelor of Arts thesis in Graphic Design & Visual Communication, Berlin International University of Applied Sciences, 2023. , MACHINE-GENERATED CONTENTS NOTE:
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
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  • 4
    UID:
    kobvindex_INTbi00005226
    Format: 44 pages : , illustrations ; , 21 × 29.7 cm.
    Content: AI-GENERATED ABSTRACT: Abstract: Typography, an amalgam of visual imagery, language, and art, continually evolves, buoyed by the innovations of modern technology and the reflective inspirations from bygone eras. With the onset of the Information Age, the rapid technological advancements have not only reshaped traditional industries but also expanded the digital realm, ushering in a new era of communication and design. Amidst this digital proliferation, the allure of traditional needlework crafts emerges as a serene counterpoint, offering a tactile respite from the digital deluge. This thesis delves into the intriguing confluence of needlework, typography, and technology, unraveling a shared visual lexicon that binds these disparate fields. The concept of needlework typography, a fusion of textile crafts and type design, serves as the crucible where the timeless allure of fabric artistry melds with the structured elegance of letterforms. Through a meticulous examination of historical needlework practices, a deep dive into the transformative potential of needlework typography, and a discerning look at technology's impact on these age-old crafts, the thesis unfolds a narrative that rekindles the relevance of needlework in the digital epoch. Utilizing the knitted alphabet as a tangible exemplar, the discourse explores how needlework techniques can morph letterforms, offering a fresh palette for type design. A case study featuring contemporary needlework typography projects like "CMYK Alphabet," "Knit Grotesk," and "Raspustilsya Sans," further elucidates the modern-day applications of needlework techniques in typographic design, thereby casting a spotlight on the untapped potential of needlework typography. The outcome accentuates the enriching interplay between the tactile and digital, evoking a contemplative dialogue on design in an era of relentless digitalization. Keywords: Typography, Needlework, Technology, Needlework Typography, Information Age, Digitalization, Knitted Alphabet, Textile Crafts, Type Design, Contemporary Typography Projects
    Note: DISSERTATION NOTE: Bachelor of Arts thesis in Graphic Design & Visual Communication, Berlin International University of Applied Sciences, 2023. , MACHINE-GENERATED CONTENTS NOTE: Table of Contents 1 Introduction .......................................................... 9 1.1 Topic Definition ............................................... 9 1.2 Methodology ................................................... 10 2 Relevance: the Cultural Value of Needlework Practices .............. 11 2.1 Introduction to Needlework .................................... 11 2.2 Historic Background ........................................... 12 2.3 the Revival of the Arts and Crafts Movement .................. 15 3 Transformation: Altering Typography Through Needlework ............ 17 3.1 Basics of Needlework Typography .............................. 17 3.2 the Knittable Alphabet and Its Grid System ................... 18 3.3 Knitting as a Type Design Tool ............................... 21 4 Digitalisation: Needlework Typography in the Digital Realm ........ 24 4.1 the Intersection of Technology and Needlework Practices ...... 24 4.2 the Knit-friendly Quality of Pixelated Fonts ................ 26 4.3 Similarities Between Needlework, Typography and Digital Systems ... 28 5 Case Study .......................................................... 31 5.1 Scope ........................................................ 31 5.2 Projects ..................................................... 31 5.2.1 Cmyk Alphabet .......................................... 31 5.2.2 Knit Grotesk ........................................... 32 5.2.3 Raspustilsya Sans ...................................... 33 5.3 Findings ..................................................... 34 6 Design Project: Knitted Letterforms ................................ 35 7 Conclusion ......................................................... 39 8 Bibliography ....................................................... 40 9 List of Figures .................................................... 42
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
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  • 5
    UID:
    kobvindex_INTbi00005224
    Format: 62 pages : , illustrations ; , 21 × 29.7 cm.
    Content: AI-GENERATED ABSTRACT: Abstract: With the burgeoning engagement in social media, particularly on platforms like Instagram, concerns over its impact on cognitive processes, notably attention span and memory, have soared. This thesis delves into the nuanced interplay between Instagram's User Interface (UI) design and the memory capacity of young adults, exploring how incessant scrolling could be nibbling at the cognitive fibers of the digital natives. By dissecting Instagram’s UI design patterns and juxtaposing them against the cognitive responses elicited during interactions, this research aims to unfurl the subtle yet potentially profound effects on attention span and short-term memory. Employing a blend of theoretical exploration and practical analysis — including literature review, user interviews, and memory exercises — the study seeks to render a more nuanced understanding of the cognitive ramifications entailed in modern-day social media engagement. The exercises, designed to gauge short-term memory retention pre and post-Instagram consumption, coupled with insights gleaned from interviews, strive to provide a holistic view of how Instagram’s UI design could be shaping the cognitive landscape of young adults. As the line between digital and real continues to blur, understanding the cognitive tether to social media platforms becomes paramount. This thesis, by illuminating the potential cognitive trade-offs in Instagram's design, aspires to foster a dialogue towards more cognitively considerate social media interfaces, nurturing a balance between connectivity and cognitive well-being. Keywords: Instagram, User Interface Design, Attention Span, Short-term Memory, Cognitive Processes, Social Media Consumption, Digital Engagement, Memory Exercises, Cognitive Impact, Young Adults
    Note: DISSERTATION NOTE: Bachelor of Arts thesis in Graphic Design & Visual Communication, Berlin International University of Applied Sciences, 2023. , MACHINE-GENERATED CONTENTS NOTE: Table of Contents 1 Introduction ................................................... 9 1.1 Problem Statement ......................................... 10 1.2 Research Aim ............................................. 11 1.3 Methodology .............................................. 12 1.4 Scope and Limitations .................................... 13 2 Attention Span and Short-term Memory ........................... 15 2.1 Working Memory ........................................... 16 2.2 Attention Span ........................................... 17 3 Ui Patterns of Instagram ....................................... 19 3.1 Visual Part of Instagram ................................. 20 3.2 User Experience of Instagram ............................. 24 4 Related Study on Instagram and Working Memory ................. 27 4.1.1 Interviews/surveys Conducted ........................... 28 4.1.2 Data Analysis and Interpretation of Interviews ......... 29 5 Mindswipe ..................................................... 35 5.1 Objectives and Scope of the Design Project ............... 36 5.2 Description of the Proposed Design Solution .............. 38 5.3 Expectations and Conclusions ............................. 47 6 Conclusion ..................................................... 49 6.1 Summary of the Study's Findings ......................... 49 6.2 Contribution to the Field of Uid and Attention Span Research ... 50 6.3 Limitations and Areas for Improvement .................... 51 7 References .................................................... 7.1 List of Figures .......................................... 56
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
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  • 6
    UID:
    kobvindex_INTbi00005197
    Format: 43 pages : , illustrations ; , 21 × 29.7 cm.
    Content: AI-GENERATED ABSTRACT: Abstract: Destination branding plays a critical role in shaping the tourism industry, with strategies often falling under either the Minimalist or Maximalist approaches. Notably, the Minimalist approach has gained considerable traction in recent years, partly due to the influence of social media and the reduced attention span of its users. However, the applicability of such branding strategies is largely influenced by cultural contexts. This research aims to investigate the most effective design style for attracting domestic tourists in India, with a specific focus on the current branding of Jharkhand. It seeks to identify the strengths and weaknesses in Jharkhand's existing branding strategies and how these could be optimized. While the study acknowledges various factors affecting aesthetic preferences, it will concentrate solely on the influence of culture. The research aims to contribute to the academic discourse on destination branding and its cultural implications, while also striving to improve the tourism standing of Jharkhand state. Keywords: Destination Branding, Minimalist Approach, Maximalist Approach, Cultural Context, Domestic Tourism, India, Jharkhand, Graphic Design, Aesthetic Preferences, Social Media Influence
    Note: DISSERTATION NOTE: Bachelor of Arts thesis in Graphic Design & Visual Communication, Berlin International University of Applied Sciences, 2023. , MACHINE-GENERATED CONTENTS NOTE: Table of Contents introduction 1 methodology 2 background 3 • Domestic Tourism in India 3 • Destination Branding 3 • Design Approaches in Branding: 3 • Minimalism 3 • Maximalism 3 • Rise of Minimalism in Branding 3 factors Influencing Aesthetic Preferences 11 • Cultural Factors 11 • India’s Aesthetic Preferences 11 jharkhand Tourism 15 • About Jharkhand 15 • Tourism in Jharkhand 15 • Tourist Demographics 15 • Current Branding 15 design Project 21 survey& Analysis 25 conclusion 26 references 27 appendix 1 37 appendix 2 43
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
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  • 7
    UID:
    kobvindex_INTbi00005195
    Format: 44 pages : , illustrations ; , 21 × 29.7 cm.
    Content: AUTHOR-SUPPLIED ABSTRACT: Keywords: Creative Block, Graphic Design, Mental Well-being, Toolkit, Individual Experience
    Note: DISSERTATION NOTE: Bachelor of Arts thesis in Graphic Design & Visual Communication, Berlin International University of Applied Sciences, 2023. , MACHINE-GENERATED CONTENTS NOTE: Table of Contents 1. Introduction 4 2. Methodology 5 3. Understanding Creative Block 6 A. the Phenomenon of Creative Block 7 B. Causes of Creative Block 8 I. Mindset Block 10 Ii. Financial Block 12 Iii. Overwhelm Block 12 Iv. Physical Block 12 V. Communication Block 13 4. Solutions to Overcome Creative Block 14 A. Solutions for Mindset Block 16 B. Solutions for Financial Block 20 C. Solutions for Overwhelm Block 20 D. Solutions for Physical Block 20 E. Solutions for Communication Block 21 5. Developing a Toolkit for Graphic Designers 22 A. Actions for Mindset Block 23 B. Actions for Overwhelm Block 25 C. Actions for Physical Block 25 D. Actions for Communication Block 26 6. Conclusion 27 7. Design Project 28 8. Bibliography 40
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
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  • 8
    UID:
    kobvindex_INTbi00005192
    Format: 76 pages : , illustrations ; , 21 × 29.7 cm.
    Content: AI-GENERATED ABSTRACT: Abstract: This research paper delves into the transformative potential of Visual Communication Design in political landscapes, particularly in ex-Soviet countries where the democratic process is often skewed. By examining the work of creatives like Alex Buretz from Moldova and Pasha Cas from Kazakhstan, the paper seeks to understand how visual communication can challenge the political status quo, unify society, and instigate change. The research also probes the intricate relationship between design, the designer, and politics, and how collective initiatives can amplify the impact of design as a form of activism. Accompanying the research is a Design Project, an exhibition set in Berlin, which aims to visually represent the paper's core message: that Visual Communication Design is an essential tool for instigating political change. Keywords: Visual Communication Design, Ex-Soviet Countries, Political Change, Activism, Design Project, Collective Initiatives
    Note: DISSERTATION NOTE: Bachelor of Arts thesis in Graphic Design & Visual Communication, Berlin International University of Applied Sciences, 2023. , MACHINE-GENERATED CONTENTS NOTE: Table of Contents foreword .............................................i 1. Introduction Background ...................................................................1 Scope ..............................................................................5 Methodology ..................................................................5 Target Group ..................................................................7 Limitations .....................................................................8 2. the Designer and the Political Visual Communication Design and the Designer .....................9 Design and the Political .....................................................11 Why Visual Communication Works ..........................................14 3. Ex-soviet Political Applications of Visual Communication Design Comics as a Challenging Catalyst for Moldova’s Political Transformation ...17 the Escape Window of Kazakh Street-art .............................27 4. Change Is Collective Collective Initiatives for Change ...........................................38 5. Design Project Scope and Target Audience .................................................42 Design Choices and Prototype ..............................................43 Conclusions ....................................................................57 6. Final Conclusion ...........................................60 references ...................................................61
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
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  • 9
    UID:
    kobvindex_INTbi00005217
    Format: 47 pages : , illustrations ; , 21 × 29.7 cm.
    Content: AI-GENERATED ABSTRACT: Abstract: The representation of war and conflict in comics has traditionally been constrained by the single-panel format, often leading to a simplified, reductionist view of complex geopolitical issues. This thesis proposes that multi-page graphic novels can offer a more nuanced and comprehensive understanding of war's psychological and emotional impact on communities. Unlike single-panel comics, graphic novels provide an extended narrative format that allows for a deeper exploration into the individual and communal experiences of those affected by conflict. The research aims to analyze the effectiveness of graphic novels as a tool for visual communication, specifically in conveying the multifaceted traumas and complexities of war, thereby fostering greater empathy and understanding among readers. Keywords: Graphic Novels, War, Conflict, Visual Communication, Emotional Impact, Psychological Trauma, Empathy, Single-Panel Comics, Narrative, Community Experience
    Note: DISSERTATION NOTE: Bachelor of Arts thesis in Graphic Design & Visual Communication, Berlin International University of Applied Sciences, 2023. , MACHINE-GENERATED CONTENTS NOTE: Table of Contents 1 / Introduction...............................................................p.6 1.1 / Intro.............................................................................p.7 1.2 / Methodology............................................................p.8 1.3 / Disclaimer - Biased Perspectives.........................p.9 2 / Waltz With Bashir.......................................................p.10 2.1 / Context........................................................................p.11 2.2 / Analysis: Pace............................................................p.12 2.3 / Reception and Reach...............................................p.16 3 / Exit Wounds..................................................................p.18 3.1 / Context........................................................................p.19 3.2 / Analysis : Backgrounds..........................................p.20 3.3 / Depictions of Pain and Trauma............................p.22 3.4 / Subtlety Over Intensity..........................................p.23 4 / Palestine.......................................................................p.24 4.1 / Context........................................................................p.25 4.2 / Analysis : Visual and Verbal Density.................p.26 4.3 / Witnessing.................................................................p.27 4.4 / Bias and Empathy......................................................p.28 5 / Findings..........................................................................p.30 5.1 / Simplification and Facial Recognition..............p.31 5.2 / Word and Image Relations.................................p.32 5.3 / Intensity Vs Clarity................................................p.33 6 / Design Project.............................................................p.34 6.1 / Concept........................................................................p.35 6.2 / Viability and Scope.................................................p.36 6.3 / Putting Comics Methods Into Use.......................p.38 6.4 / Reception......................................................................p.40 7 / Conclusion...................................................................p.42
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
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  • 10
    UID:
    kobvindex_INTbi00005220
    Format: 38 pages : , illustrations ; , 21 × 29.7 cm.
    Content: AI-GENERATED ABSTRACT: Abstract: The contemporary digital landscape poses a concern about the visual overstimulation of teenagers aged 14 to 18 through electronic media. This thesis aims to explore the extent and implications of media consumption among teenagers, taking into account both traditional and new media platforms. Drawing upon longitudinal studies and international surveys, it presents alarming trends in increased screen time and media multitasking over the past two decades. The research further dissects the types of electronic devices primarily utilized for media consumption, with a focus on smartphones and tablets. By examining the activities that teenagers engage in the most, such as social networking and communication with friends, this study aims to understand the ramifications of this media saturation on the mental and physical well-being of teenagers. Keywords: Visual Overstimulation, Teenagers, Media Consumption, Screen Time, Electronic Devices, Smartphones, Tablets, Social Networking, Mental Well-being, Physical Well-being
    Note: DISSERTATION NOTE: Bachelor of Arts thesis in Graphic Design & Visual Communication, Berlin International University of Applied Sciences, 2023. , MACHINE-GENERATED CONTENTS NOTE: Table of Contents i. Table of Contents ..................................... 4 1. Introduction .......................................... 5 1.1. Media and Media Consumption ............... 5 1.2. Electronic Devices ............................... 6 1.3. the View of Teens on Social Media ......... 7 1.4. the Positive Effects of Technology ......... 7 1.5. the Negative Effects of Media Use ......... 7 1.6. Research Method ................................ 9 1.7. Research Question .............................. 9 2. Main Body 2.1. Teens’ Relationship With Electronic Devices and Media 2.1.1. Stakeholder Map ....................... 11 2.1.2. Interviews ................................. 12 2.1.3. Extreme User Map ..................... 12 2.1.4. Immersion ................................. 13 2.2. Procrastination: Where Does the Problem Lie? ... 14 2.3. Addiction to Social Media and the Internet ..... 14 2.4. Addiction to Video and Mobile Games ........ 15 2.5. Why Not Just Remove the Problem? ............. 15 2.6. Bachelor Design Project: the Game Changer 2.6.1. Research on Game Design ............. 18 2.6.2. Game Development ..................... 19 2.6.3. How to Play the Game Changer? ... 32 2.7. Reflection ......................................... 33 3. Conclusion ii. References iii. Appendix A. Figures B. Images
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
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