Mirko Suznjevic
Orcid: 0000-0003-0334-8179
According to our database1,
Mirko Suznjevic
authored at least 57 papers
between 2008 and 2024.
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Bibliography
2024
ACM Trans. Multim. Comput. Commun. Appl., September, 2024
Multim. Tools Appl., August, 2024
Not just cybersickness: short-term effects of popular VR game mechanics on physical discomfort and reaction time.
Virtual Real., June, 2024
Theoretical and Empirical Analysis of a Fast Algorithm for Extracting Polygons from Signed Distance Bounds.
Algorithms, April, 2024
Augmented Reality Interface Quality of Experience Assessment Using Video Game Simulation.
Proceedings of the International Conference on Software, 2024
Determination of the Impact of Video Encoding Parameters on QoE Using Passive Viewing Tests.
Proceedings of the International Conference on Software, 2024
Exploring Conversations with AI NPCs: The Impact of Token Latency on QoE and Player Experience in a Text-Based Game.
Proceedings of the 16th International Conference on Quality of Multimedia Experience, 2024
2023
Case Study of Player Behavior in a Mobile Free-to-Play Interactive Story Telling Game.
IEEE Trans. Games, September, 2023
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
Proceedings of the MMSys '22: 13th ACM Multimedia Systems Conference, Athlone, Ireland, June 14, 2022
The impact of network and social context on quality of experience for competitive multiplayer virtual reality games.
Proceedings of the GameSys 2022: Proceedings of the 2nd Workshop on Games Systems, 2022
2021
Proceedings of the 13th International Conference on Quality of Multimedia Experience, 2021
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
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
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
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
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
Proceedings of the Seventh International Workshop on Quality of Multimedia Experience, 2015
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
Multim. Syst., 2014
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
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
Multim. Syst., 2013
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
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
Proceedings of the 2012 Proceedings of the 35th International Convention, 2012
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
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques, 2011
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games, 2011
2010
Int. J. Adv. Media Commun., 2010
2009
MMORPG Player actions: Network performance, session patterns and latency requirements analysis.
Multim. Tools Appl., 2009
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