How to measure and model QoE for networked games?: A case study of World of Warcraft | 1 | 0.36 | 2019 |
Corrigendum to: "Cross-layer QoE-driven admission control and resource allocation for adaptive multimedia services in LTE" [J. Netw. Comput. Appl. 46(2014) 336-351]. | 0 | 0.34 | 2016 |
Ant colony optimization for QoE-centric flow routing in software-defined networks | 4 | 0.68 | 2015 |
Trends in evolution of the network traffic of Massively Multiplayer Online Role-Playing Games | 0 | 0.34 | 2015 |
Online Charging Based On Machine Context For M2m Communication In Lte | 1 | 0.34 | 2015 |
Application context based algorithm for player skill evaluation in MOBA games | 3 | 0.41 | 2015 |
Empirical QoE study of in-home streaming of online games | 10 | 0.57 | 2014 |
Analyzing the effect of TCP and server population on massively multiplayer games | 8 | 0.46 | 2014 |
Cross-layer QoE-driven admission control and resource allocation for adaptive multimedia services in LTE. | 14 | 0.96 | 2014 |
Q-Point: Qoe-Driven Path Optimization Model For Multimedia Services | 7 | 0.52 | 2014 |
Dissecting the protocol and network traffic of the OnLive cloud gaming platform | 10 | 0.57 | 2014 |
Urban crowd sensing demonstrator: Sense the Zagreb Air | 12 | 0.88 | 2014 |
Analysis of players' in-game performance vs rating: Case study of Heroes of Newerth. | 1 | 0.35 | 2013 |
An Overview Of Online Charging In 3gpp Networks: New Ways Of Utilizing User, Network, And Service-Related Information | 4 | 0.50 | 2013 |
A model and software architecture for MMORPG traffic generation based on player behavior | 8 | 0.53 | 2013 |
Admission Control For Adaptive Multimedia Services Based On User And Service Related Knowledge | 1 | 0.37 | 2013 |
The Impact of User, System, and Context factors on Gaming QoE: a Case Study Involving MMORPGs. | 8 | 0.63 | 2013 |
Player behavior and traffic characterization for MMORPGs: a survey | 12 | 0.61 | 2013 |
Monitoring and analysis of player behavior in world of warcraft. | 1 | 0.35 | 2012 |
The Effect of TCP Variants on the Coexistence of MMORPG and Best-Effort Traffic. | 2 | 0.37 | 2012 |
Introduction to the Special Section on Smart, Social, and Converged TV. | 0 | 0.34 | 2012 |
IPv6 deployment and transition plans in Croatia: Evaluation results and analysis | 3 | 0.41 | 2012 |
Improving distributed traffic generation performance by using IMUNES network emulator | 0 | 0.34 | 2012 |
Surveying the Social, Smart and Converged TV Landscape: Where is Television Research Headed? | 0 | 0.34 | 2012 |
Findings of the public consultation on network neutrality in Croatia: Report and analysis | 1 | 0.37 | 2011 |
Simulation based evaluation of dynamic resource allocation for adaptive multimedia services | 5 | 0.55 | 2011 |
MMORPG player behavior model based on player action categories | 16 | 0.68 | 2011 |
Traffic modeling of player action categories in a MMORPG | 7 | 0.44 | 2011 |
QoS-enabled IPv6 emulation environment based on the Open IMS Core | 0 | 0.34 | 2011 |
Towards assessment of IPv6 readiness, deployment and transition plans in Croatia | 2 | 0.72 | 2011 |
Why MMORPG players do what they do: relating motivations to action categories | 8 | 0.52 | 2010 |
Utility based model for optimized resource allocation for adaptive multimedia services | 3 | 0.49 | 2010 |
Agent-Based Framework for Personalized Service Provisioning in Converged IP Networks | 2 | 0.40 | 2009 |
MMORPG Player actions: Network performance, session patterns and latency requirements analysis | 37 | 1.48 | 2009 |
Modeling of a QoS Matching and Optimization Function for Multimedia Services in the NGN | 7 | 0.60 | 2009 |
Hack, slash, and chat: a study of players' behavior and communication in MMORPGs | 12 | 0.61 | 2009 |
An experimental evaluation of a QoS signaling API for network-aware multimedia applications in NGN | 0 | 0.34 | 2008 |
Action specific Massive Multiplayer Online Role Playing Games traffic analysis: case study of World of Warcraft | 12 | 0.72 | 2008 |
Service Composition In Ims: A Location Based Service Example | 6 | 0.58 | 2008 |
A data specification model for multimedia QoS negotiation | 1 | 0.38 | 2007 |
Design of a QoS Signaling API for Advanced Multimedia Applications in NGN | 2 | 0.44 | 2007 |
End-to-End qos signaling for future multimedia services in the NGN | 4 | 0.67 | 2006 |
Personalized avatars for mobile entertainment | 2 | 0.39 | 2006 |
SWSD: a P2P-based system for service discovery from a mobile terminal | 1 | 0.37 | 2005 |
Improving search on WWW.HR web directory by introducing ontologies | 2 | 0.38 | 2005 |
MUVA: a flexible visualization architecture for multiple client platforms | 4 | 0.45 | 2005 |
Interactive visualization of grid monitoring data on multiple client platforms | 1 | 0.38 | 2005 |
Dynamic QoS Negotiation and Adaptation for Networked Virtual Reality Services | 7 | 0.78 | 2005 |
Design and evaluation of a multi-user virtual audio chat | 3 | 0.38 | 2003 |
Interconnection model for networked virtual reality applications | 1 | 0.39 | 1999 |