A Cognitive Platform for Mobile Cloud Gaming, 2013 IEEE 5th International Conference on Cloud Computing Technology and Science, pp.72-79, 2013. ,
DOI : 10.1109/CloudCom.2013.17
Measuring the latency of cloud gaming systems, Proceedings of the 19th ACM international conference on Multimedia, MM '11, pp.1269-1272, 2011. ,
DOI : 10.1145/2072298.2071991
Cloud gaming onward: research opportunities and outlook, 2014 IEEE International Conference on Multimedia and Expo Workshops (ICMEW), pp.1-4, 2014. ,
DOI : 10.1109/ICMEW.2014.6890683
URL : http://mmnet.iis.sinica.edu.tw/pub/chen14_cloud_gaming_onward.pdf
Subjective evaluation of latency and packet loss in a cloudbased game, Tenth International Conference on Information Technology: New Generations (ITNG), pp.473-476, 2013. ,
Distribution and monetization strategies to increase revenues from cloud gaming, 2012. ,
Sony to acquire cloud gaming startup gaikai for $380 million. http://www.forbes.com/sites/tomiogeron/2012/07/02/ sony-to-acquire-cloud-gaming-startup-gaikai-for-380-million, p.2012 ,
GamingAnywhere, Proceedings of the 4th ACM Multimedia Systems Conference on, MMSys '13, pp.36-47, 2013. ,
DOI : 10.1145/2483977.2483981
An Evaluation of QoE in Cloud Gaming Based on Subjective Tests, 2011 Fifth International Conference on Innovative Mobile and Internet Services in Ubiquitous Computing, pp.330-335, 2011. ,
DOI : 10.1109/IMIS.2011.92
A low latency cloud gaming system using edge preserved image homography, 2014 IEEE International Conference on Multimedia and Expo (ICME), pp.1-6, 2014. ,
DOI : 10.1109/ICME.2014.6890279