Tobias Fritsch

According to our database1, Tobias Fritsch authored at least 14 papers between 2005 and 2022.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

On csauthors.net:

Bibliography

2022
Value of normative belief in intention to use workplace health promotion apps.
BMC Medical Informatics Decis. Mak., 2022

2014
Personal Remote Assistance in Ambient Assisted Living - Experimental Research of Elderly People's Trust and Their Intention to Use.
Int. J. Hum. Comput. Interact., 2014

2012
Requirement of AAL systems: older persons' trust in sensors and characteristics of AAL technologies.
Proceedings of the 5th International Conference on PErvasive Technologies Related to Assistive Environments, 2012

Analysis of Elderly Persons' Social Network: Need for an Appropriate Online Platform.
Proceedings of the Sixth International Conference on Weblogs and Social Media, 2012

2011
Identification of professional players in an online community: a case study.
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques, 2011

Quality Improvement Models for Business Process Change - A German Case Study.
Proceedings of the Business Information Systems Workshops, 2011

2009
The Profi League Continues - An Online Gaming Community for Professional Players.
Proceedings of the GAMEON'2009, 2009

2007
Next generation massive multiplayer games in a mobile context.
PhD thesis, 2007

Personal behavior and virtual fragmentation.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2007

2006
Distribution of online hardcore player behavior: (how hardcore are you?).
Proceedings of the 5th Workshop on Network and System Support for Games, 2006

CAN mobile gaming be improved?
Proceedings of the 5th Workshop on Network and System Support for Games, 2006

Mobile Phone Gaming (A Follow-Up Survey of the Mobile Phone Gaming Sector and Its Users).
Proceedings of the Entertainment Computing, 2006

User case study and network evolution in the mobile phone sector (a study on current mobile phone applications).
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2006

2005
The effect of latency and network limitations on MMORPGs: a field study of everquest2.
Proceedings of the 4th Workshop on Network and System Support for Games, 2005


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