An empirical study of Cloud Gaming

Author:

Manzano M.,Hernandez J. A.,Uruena M.,Calle E.

Publisher

IEEE

Cited by 12 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. On the impact of VR/AR applications on optical transport networks: First experiments with Meta Quest 3 gaming and conferencing applications;2024 24th International Conference on Transparent Optical Networks (ICTON);2024-07-14

2. Video traffic identification with a distribution distance-based feature selection;2022 IEEE International Performance, Computing, and Communications Conference (IPCCC);2022-11-11

3. Measurement of cloud-based game streaming system response to competing TCP cubic or TCP BBR flows;Proceedings of the 22nd ACM Internet Measurement Conference;2022-10-25

4. Measurement of the responses of cloud-based game streaming to network congestion;Proceedings of the 32nd Workshop on Network and Operating Systems Support for Digital Audio and Video;2022-06-17

5. Quality Factors and Feature Space of Cloud Gaming Services;Assessing the Quality of Experience of Cloud Gaming Services;2022-05-03

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