Screen content quality assessment: Overview, benchmark, and beyond

X Min, K Gu, G Zhai, X Yang, W Zhang… - ACM Computing …, 2021 - dl.acm.org
Screen content, which is often computer-generated, has many characteristics distinctly
different from conventional camera-captured natural scene content. Such characteristic …

A survey and taxonomy of latency compensation techniques for network computer games

S Liu, X Xu, M Claypool - ACM Computing Surveys (CSUR), 2022 - dl.acm.org
Computer games, one of the most popular forms of entertainment in the world, are
increasingly online multiplayer, connecting geographically dispersed players in the same …

A survey of blockchain and intelligent networking for the metaverse

Y Fu, C Li, FR Yu, TH Luan, P Zhao… - IEEE Internet of Things …, 2022 - ieeexplore.ieee.org
The virtual world created by the development of the Internet, computers, artificial intelligence
(AI), and hardware technologies have brought various degrees of digital transformation to …

Re-shaping Post-COVID-19 teaching and learning: A blueprint of virtual-physical blended classrooms in the metaverse era

Y Wang, LH Lee, T Braud, P Hui - 2022 IEEE 42nd international …, 2022 - ieeexplore.ieee.org
During the COVID-19 pandemic, most countries have experienced some form of remote
education through video conferencing software platforms. However, these software …

From cloud to edge: a first look at public edge platforms

M Xu, Z Fu, X Ma, L Zhang, Y Li, F Qian… - Proceedings of the 21st …, 2021 - dl.acm.org
Public edge platforms have drawn increasing attention from both academia and industry. In
this study, we perform a first-of-its-kind measurement study on a leading public edge …

Cloud gaming: architecture and performance

R Shea, J Liu, ECH Ngai, Y Cui - IEEE network, 2013 - ieeexplore.ieee.org
Recent advances in cloud technology have turned the idea of cloud gaming into a reality.
Cloud gaming, in its simplest form, renders an interactive gaming application remotely in the …

The scientific research potential of virtual worlds

WS Bainbridge - science, 2007 - science.org
Online virtual worlds, electronic environments where people can work and interact in a
somewhat realistic manner, have great potential as sites for research in the social …

A survey on cloud gaming: Future of computer games

W Cai, R Shea, CY Huang, KT Chen, J Liu… - IEEE …, 2016 - ieeexplore.ieee.org
Cloud gaming is a new way to deliver high-quality gaming experience to gamers anywhere
and anytime. In cloud gaming, sophisticated game software runs on powerful servers in data …

Hawkes processes for events in social media

MA Rizoiu, Y Lee, S Mishra, L Xie - Frontiers of multimedia research, 2017 - dl.acm.org
This chapter provides an accessible introduction for point processes, and especially Hawkes
processes, for modeling discrete, inter-dependent events over continuous time. We start by …

Impact of the COVID-19 pandemic on the Internet latency: A large-scale study

M Candela, V Luconi, A Vecchio - Computer Networks, 2020 - Elsevier
The COVID-19 pandemic dramatically changed the way of living of billions of people in a
very short time frame. In this paper, we evaluate the impact on the Internet latency caused by …