Related papers: Evaluation of the Performance of Adaptive HTTP Str…
This work introduces a unified framework for analyzing games in greater depth. In the existing literature, players' strategies are typically assigned scalar values, and equilibrium concepts are used to identify compatible choices. However,…
In today's Internet, video is the most dominant application and in addition to this, wireless networks such as WiFi, Cellular, and Bluetooth have become ubiquitous. Hence, most of the Internet traffic is video over wireless nodes. There is…
Applications that allow sharing of user-created short videos exploded in popularity in recent years. A typical short video application allows a user to swipe away the current video being watched and start watching the next video in a video…
The OpenGL ES standard is implemented in modern desktop and mobile browsers through the WebGL API. This paper explores the potential for using OpenGL ES hardware acceleration for real time video processing in standard HTML5 applications. It…
The live streaming is more challenging than on-demand streaming, because the low latency is also a strong requirement in addition to the trade-off between video quality and jitters in playback. To balance several inherently conflicting…
Recently, HTTP-based adaptive streaming has become the de facto standard for video streaming over the Internet. It allows clients to dynamically adapt media characteristics to network conditions in order to ensure a high quality of…
Recent years have witnessed great progress in deep neural networks for real-time applications. However, most existing works do not explicitly consider the general case where the device's state and the available resources fluctuate over…
The exponential growth of data storage demands has necessitated the evolution of hierarchical storage management strategies [1]. This study explores the application of streaming machine learning [3] to revolutionize data prefetching within…
Large Language Models (LLMs) have reshaped user profiling, yet current evaluations mainly focus on static data snapshots. This paradigm overlooks the reality of personalized systems, where User-Generated Content (UGC) arrives continuously…
As virtual reality (VR) systems become increasingly more advanced, they are likewise expected to respond intelligently and adapt to individual user states, abilities, and preferences. Recent work has explored how VR can be adapted and…
Video streaming is dominating the Internet. To compete with the performance of traditional cable and satellite options, content providers outsource the content delivery to third-party content distribution networks and brokers. However, no…
Gaming video streaming services have grown tremendously in the past few years, with higher resolutions, higher frame rates and HDR gaming videos getting increasingly adopted among the gaming community. Since gaming content as such is…
The evolving landscape of online multiplayer gaming presents unique challenges in assessing the causal impacts of game features. Traditional A/B testing methodologies fall short due to complex player interactions, leading to violations of…
We want to make web archiving entertaining so that it can be enjoyed like a spectator sport. To this end, we have been working on a proof of concept that involves gamification of the web archiving process and integrating video games and web…
The popularity of computer games is remarkably high and is still growing every year. Despite this popularity and the economical importance of gaming, research in game design, or to be more precise, of game mechanics that can be used to…
With the arrival of cloud technology, game accessibility and ubiquity have a bright future; Games can be hosted in a centralize server and accessed through the Internet by a thin client on a wide variety of devices with modest capabilities:…
Existing standard protocols for the web and Internet telephony fail to deliver real-time interactive communication from within a web browser. In particular, the client-server web protocol over reliable TCP is not always suitable for…
The cache and transcoding of the multi-access edge computing (MEC) server and wireless resource allocation in eNodeB interact and determine the quality of experience (QoE) of dynamic adaptive streaming over HTTP (DASH) clients in MEC…
As online video and streaming platforms continue to grow, affective computing research has undergone a shift towards more complex studies involving multiple modalities. However, there is still a lack of readily available datasets with…
In video games, players' perception of the game world and related information depends on their or the game designer's choice of a virtual camera model. In this paper, we attempt to answer the research question of whether it is possible to…