Mirko Suznjevic

Orcid: 0000-0003-0334-8179

According to our database1, Mirko Suznjevic authored at least 50 papers between 2008 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Other 

Links

On csauthors.net:

Bibliography

2024
Theoretical and Empirical Analysis of a Fast Algorithm for Extracting Polygons from Signed Distance Bounds.
Algorithms, April, 2024

2023
Case Study of Player Behavior in a Mobile Free-to-Play Interactive Story Telling Game.
IEEE Trans. Games, September, 2023

Comparative visualization for noise simulation data.
Proceedings of the Visualization and Data Analysis 2023, 2023

Investigating the effect of Region of Interest coding on the QoE of FPV drone piloting under adverse network conditions.
Proceedings of the 17th International Conference on Telecommunications, 2023

2022
A survey of challenges and methods for Quality of Experience assessment of interactive VR applications.
J. Multimodal User Interfaces, 2022

CGD: a cloud gaming dataset with gameplay video and network recordings.
Proceedings of the MMSys '22: 13th ACM Multimedia Systems Conference, Athlone, Ireland, June 14, 2022

2021
The Effect of VR Gaming on Discomfort, Cybersickness, and Reaction Time.
Proceedings of the 13th International Conference on Quality of Multimedia Experience, 2021

QoE Assessment of FPV Drone Control in a Cloud Gaming Based Simulation.
Proceedings of the 13th International Conference on Quality of Multimedia Experience, 2021

Automated Robot Control for a Game of Chess in Unity Game Engine through Artificial Intelligence.
Proceedings of the 44th International Convention on Information, 2021

2020
QUALINET White Paper on Definitions of Immersive Media Experience (IMEx).
CoRR, 2020

Usability Assessment of a Wearable Video-Communication System.
Proceedings of the Twelfth International Conference on Quality of Multimedia Experience, 2020

2019
How to measure and model QoE for networked games? - A case study of World of Warcraft.
Multim. Syst., 2019

The Impact of Network Latency on Gaming QoE for an FPS VR Game.
Proceedings of the 11th International Conference on Quality of Multimedia Experience QoMEX 2019, 2019

The opinions and attitudes of students - future IT teachers - on the use of VR and AR in teaching.
Proceedings of the 42nd International Convention on Information and Communication Technology, 2019

QoE-Aware Resource Allocation for Multiple Cloud Gaming Users Sharing a Bottleneck Link.
Proceedings of the 22nd Conference on Innovation in Clouds, 2019

Challenges in Assessing Network Latency Impact on QoE and In-Game Performance in VR First Person Shooter Games.
Proceedings of the 15th International Conference on Telecommunications, 2019

2018
Game Categorization for Deriving QoE-Driven Video Encoding Configuration Strategies for Cloud Gaming.
ACM Trans. Multim. Comput. Commun. Appl., 2018

Subjective Assessment of Different Locomotion Techniques in Virtual Reality Environments.
Proceedings of the Tenth International Conference on Quality of Multimedia Experience, 2018

YouTube QoE Estimation from Encrypted Traffic: Comparison of Test Methodologies and Machine Learning Based Models.
Proceedings of the Tenth International Conference on Quality of Multimedia Experience, 2018

In-Network QoE and KPI Monitoring of Mobile YouTube Traffic: Insights for Encrypted iOS Flows.
Proceedings of the 14th International Conference on Network and Service Management, 2018

2017
A machine learning approach to classifying YouTube QoE based on encrypted network traffic.
Multim. Tools Appl., 2017

Performance and QoE assessment of HTC Vive and Oculus Rift for pick-and-place tasks in VR.
Proceedings of the Ninth International Conference on Quality of Multimedia Experience, 2017

2016
Analysis and QoE evaluation of cloud gaming service adaptation under different network conditions: The case of NVIDIA GeForce NOW.
Proceedings of the Eighth International Conference on Quality of Multimedia Experience, 2016

Cloud gaming QoE models for deriving video encoding adaptation strategies.
Proceedings of the 7th International Conference on Multimedia Systems, 2016

YouTube QoE Estimation Based on the Analysis of Encrypted Network Traffic Using Machine Learning.
Proceedings of the 2016 IEEE Globecom Workshops, Washington, DC, USA, December 4-8, 2016, 2016

2015
Statistical user behavior detection and QoE evaluation for thin client services.
Comput. Sci. Inf. Syst., 2015

The impact of video encoding parameters and game type on QoE for cloud gaming: A case study using the steam platform.
Proceedings of the Seventh International Workshop on Quality of Multimedia Experience, 2015

Towards a new ITU-T recommendation for subjective methods evaluating gaming QoE.
Proceedings of the Seventh International Workshop on Quality of Multimedia Experience, 2015

Application context based algorithm for player skill evaluation in MOBA games.
Proceedings of the 2015 International Workshop on Network and Systems Support for Games, 2015

Trends in evolution of the network traffic of Massively Multiplayer Online Role-Playing Games.
Proceedings of the 13th International Conference on Telecommunications, 2015

2014
Dissecting the protocol and network traffic of the OnLive cloud gaming platform.
Multim. Syst., 2014

Analyzing the Effect of TCP and Server Population on Massively Multiplayer Games.
Int. J. Comput. Games Technol., 2014

User Behavior Detection Based on Statistical Traffic Analysis for Thin Client Services.
Proceedings of the New Perspectives in Information Systems and Technologies, 2014

Empirical QoE study of in-home streaming of online games.
Proceedings of the 13th Annual Workshop on Network and Systems Support for Games, 2014

Towards understanding the relationship between game type and network traffic for cloud gaming.
Proceedings of the 2013 IEEE International Conference on Multimedia and Expo Workshops, 2014

2013
A model and software architecture for MMORPG traffic generation based on player behavior.
Multim. Syst., 2013

Player behavior and traffic characterization for MMORPGs: a survey.
Multim. Syst., 2013

Analysis of player's in-game performance vs rating: Case study of Heroes of Newerth
CoRR, 2013

The Impact of User, System, and Context factors on Gaming QoE: a Case Study Involving MMORPGs.
Proceedings of the Annual Workshop on Network and Systems Support for Games, 2013

Analysis of players' in-game performance vs rating: Case study of Heroes of Newerth.
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013

2012
Improving distributed traffic generation performance by using IMUNES network emulator.
Proceedings of the 20th International Conference on Software, 2012

Monitoring and analysis of player behavior in world of warcraft.
Proceedings of the 2012 Proceedings of the 35th International Convention, 2012

The Effect of TCP Variants on the Coexistence of MMORPG and Best-Effort Traffic.
Proceedings of the 21st International Conference on Computer Communications and Networks, 2012

Towards reinterpretation of interaction complexity for load prediction in cloud-based MMORPGs.
Proceedings of the 2012 IEEE International Workshop on Haptic Audio Visual Environments and Games, 2012

2011
Traffic modeling of player action categories in a MMORPG.
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques, 2011

MMORPG player behavior model based on player action categories.
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games, 2011

2010
Why MMORPG players do what they do: relating motivations to action categories.
Int. J. Adv. Media Commun., 2010

2009
MMORPG Player actions: Network performance, session patterns and latency requirements analysis.
Multim. Tools Appl., 2009

Hack, Slash, and Chat: A study of players' behavior and communication in MMORPGs.
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games, 2009

2008
Action specific Massive Multiplayer Online Role Playing Games traffic analysis: case study of World of Warcraft.
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games, 2008


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