Demo Data from VLDB 2026 / reviewers in the wild / expert
Yuchun Chang 0002
dblp:79/10285-2 · also Yu-Chun Chang 0002
· DBLP profile ↗
8ranked-venue papers
1as first author
0since 2021 · last 2014
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6Computer networks · 2 · 1 first-author
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Computer networks
2 papers |
Network measurement and analytics · 75% Network performance modeling · 25% | |
| Computer graphics and multimedia
3 papers |
Multimedia systems and quality of experience · 100% | |
| Human-computer interaction and pervasive computing
2 papers |
Collaborative and social computing · 64% Usability and user experience research · 36% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Cloud and datacenter computing · 100% |
Topics — the 4 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Multimedia systems and quality of experience › subjective quality assessment
crowdsourced qoe evaluation |
0.3 | 2 | 2013 | Crowdsourcing Multimedia QoE Evaluation: A Trusted Framework · IEEE Trans. Multim. 2013 A crowdsourceable QoE evaluation framework for multimedia content · ACM Multimedia 2009 |
Network measurement and analytics › network performance measurement
quality of service measurement |
0.2 | 1 | 2014 | On the Quality of Service of Cloud Gaming Systems · IEEE Trans. Multim. 2014 |
Cloud and datacenter computing › cloud applications
cloud gaming |
0.1 | 1 | 2014 | On the Quality of Service of Cloud Gaming Systems · IEEE Trans. Multim. 2014 |
Collaborative and social computing
crowdsourcing |
0.0 | 1 | 2013 | Crowdsourcing Multimedia QoE Evaluation: A Trusted Framework · IEEE Trans. Multim. 2013 |
Methods — techniques the papers use, named apart from their topics
measurement techniques · 0.4paired comparison · 0.3cheat detection · 0.3subjective quality assessment · 0.2crowdsourcing · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2014 | On the Quality of Service of Cloud Gaming SystemsabstractCloud gaming, i.e., real-time game playing via thin clients, relieves users from being forced to upgrade their computers and resolve the incompatibility issues between games and computers. As a result, cloud gaming is generating a great deal of interests among entrepreneurs, venture capitalists, general publics, and researchers. However, given the large design space, it is not yet known which cloud gaming system delivers the best user-perceived Quality of Service (QoS) and what design elements constitute a good cloud gaming system. This study is motivated by the question: How good is the QoS of current cloud gaming systems? Answering the question is challenging because most cloud gaming systems are proprietary and closed, and thus their internal mechanisms are not accessible for the research community. In this paper, we propose a suite of measurement techniques to evaluate the QoS of cloud gaming systems and prove the effectiveness of our schemes using a case study comprising two well-known cloud gaming systems: OnLive and StreamMyGame. Our results show that OnLive performs better, because it provides adaptable frame rates, better graphic quality, and shorter server processing delays, while consuming less network bandwidth. Our measurement techniques are general and can be applied to any cloud gaming systems, so that researchers, users, and service providers may systematically quantify the QoS of these systems. To the best of our knowledge, the proposed suite of measurement techniques have never been presented in the literature. Kuan-Ta Chen, Yuchun Chang 0002, Hwai-Jung Hsu, De-Yu Chen, Chun-Ying Huang, Cheng-Hsin Hsu |
IEEE Trans. Multim. | 2 |
| 2013 | GamingAnywhere: an open cloud gaming systemabstractCloud gaming is a promising application of the rapidly expanding cloud computing infrastructure. Existing cloud gaming systems, however, are closed-source with proprietary protocols, which raises the bars to setting up testbeds for experiencing cloud games. In this paper, we present a complete cloud gaming system, called GamingAnywhere, which is to the best of our knowledge the first open cloud gaming system. In addition to its openness, we design GamingAnywhere for high extensibility, portability, and reconfigurability. We implement GamingAnywhere on Windows, Linux, and OS X, while its client can be readily ported to other OS's, including iOS and Android. We conduct extensive experiments to evaluate the performance of GamingAnywhere, and compare it against two well-known cloud gaming systems: OnLive and StreamMyGame. Our experimental results indicate that GamingAnywhere is efficient and provides high responsiveness and video quality. For example, GamingAnywhere yields a per-frame processing delay of 34 ms, which is 3+ and 10+ times shorter than OnLive and StreamMyGame, respectively. Our experiments also reveal that all these performance gains are achieved without the expense of higher network loads. The proposed GamingAnywhere can be employed for setting up cloud gaming testbeds, which, we believe, will stimulate more research innovations on cloud gaming systems. Chun-Ying Huang, Cheng-Hsin Hsu, Yuchun Chang 0002, Kuan-Ta Chen |
MMSys | 3 |
| 2013 | Crowdsourcing Multimedia QoE Evaluation: A Trusted FrameworkabstractCrowdsourcing has emerged in recent years as a potential strategy to enlist the general public to solve a wide variety of tasks. With the advent of ubiquitous Internet access, it is now feasible to ask an Internet crowd to conduct QoE (Quality of Experience) experiments on their personal computers in their own residences rather than in a laboratory. The considerable size of the Internet crowd allows researchers to crowdsource their experiments to a more diverse set of participant pool at a relatively low economic cost. However, as participants carry out experiments without supervision, the uncertainty of the quality of their experiment results is a challenging problem. In this paper, we propose a crowdsourceable framework to quantify the QoE of multimedia content. To overcome the aforementioned quality problem, we employ a paired comparison method in our framework. The advantages of our framework are: 1) trustworthiness due to the support for cheat detection; 2) a simpler rating procedure than that of the commonly-used but more difficult mean opinion score (MOS), which places less burden on participants; 3) economic feasibility since reliable QoE measures can be acquired with less effort compared with MOS; and 4) generalizability across a variety of multimedia content. We demonstrate the effectiveness and efficiency of the proposed framework by a comparison with MOS. Moreover, the results of four case studies support our assertion that the framework can provide reliable QoE evaluation at a lower cost. Chen-Chi Wu, Kuan-Ta Chen, Yuchun Chang 0002, Chin-Laung Lei |
IEEE Trans. Multim. | 3 |
| 2011 | Measuring the latency of cloud gaming systemsabstractCloud gaming, i.e., real-time game playing via thin clients, relieves players from the need to constantly upgrade their computers and deal with compatibility issues when playing games. As a result, cloud gaming is generating a great deal of interest among entrepreneurs and the public. However, given the large design space, it is not yet known which platforms deliver the best quality of service and which design elements constitute a good cloud gaming system. Kuan-Ta Chen, Yuchun Chang 0002, Po-Han Tseng, Chun-Ying Huang, Chin-Laung Lei |
ACM Multimedia | 2 |
| 2011 | Quantifying QoS requirements of network services: a cheat-proof frameworkabstractDespite all the efforts devoted to improving the QoS of networked multimedia services, the baseline for such improvements has yet to be defined. In other words, although it is well recognized that better network conditions generally yield better service quality, the exact minimum level of network QoS required to ensure satisfactory user experience remains an open question. Kuan-Ta Chen, Chen-Chi Wu, Yuchun Chang 0002, Chin-Laung Lei |
MMSys | 3 |
| 2009 | Peer-to-Peer Application Recognition Based on Signaling ActivityabstractBecause of the enormous growth in the number of peer-to-peer (P2P) applications, P2P traffic now constitutes a substantial proportion of Internet traffic. The ability to accurately identify different P2P applications from the network traffic is essential for managing a number of network traffic issues, such as service differentiation and capacity planning. However, modern P2P applications often use proprietary protocols, dynamic port numbers, and packet encryptions, which make traditional identification approaches like port-based or signature- based identification less effective. In this paper, we propose an approach for accurately recognizing P2P applications running on monitored hosts based on signaling behavior, which is regulated by the underlying P2P protocol; therefore, each application possesses a distinguishing characteristic. We consider that the signaling behavior of each P2P application can serve as a unique signature for application identification. Our approach is particularly useful for three reasons: 1) it does not need to access the packet payload; 2) it recognizes applications based purely on their signaling behavior; and 3) it can identify particular P2P applications. The performance evaluation shows that 92% of a real-life traffic trace can be correctly recognized within a 5-minute monitoring period. Chen-Chi Wu, Kuan-Ta Chen, Yuchun Chang 0002, Chin-Laung Lei |
ICC | 3 |
| 2009 | A crowdsourceable QoE evaluation framework for multimedia contentabstractUntil recently, QoE (Quality of Experience) experiments had to be conducted in academic laboratories; however, with the advent of ubiquitous Internet access, it is now possible to ask an Internet crowd to conduct experiments on their personal computers. Since such a crowd can be quite large, crowdsourcing enables researchers to conduct experiments with a more diverse set of participants at a lower economic cost than would be possible under laboratory conditions. However, because participants carry out experiments without supervision, they may give erroneous feedback perfunctorily, carelessly, or dishonestly, even if they receive a reward for each experiment. Kuan-Ta Chen, Chen-Chi Wu, Yuchun Chang 0002, Chin-Laung Lei |
ACM Multimedia | 3 |
| 2008 | Inferring Speech Activity from Encrypted Skype TrafficabstractNormally, voice activity detection (VAD) refers to speech processing algorithms for detecting the presence or absence of human speech in segments of audio signals. In this paper, however, we focus on speech detection algorithms that take VoIP traffic instead of audio signals as input. We call this category of algorithms network-level VAD. Traditional VAD usually plays a fundamental role in speech processing systems because of its ability to delimit speech segments. Network-level VAD, on the other hand, can be quite helpful in network management, which is the motivation for our study. We propose the first real-time network-level VAD algorithm that can extract voice activity from encrypted and non-silence-suppressed Skype traffic. We evaluate the speech detection accuracy of the proposed algorithm with extensive real-life traces. The results show that our scheme achieve reasonably good performance even high degree of randomness has been injected into the network traffic. Yuchun Chang 0002, Kuan-Ta Chen, Chen-Chi Wu, Chin-Laung Lei |
GLOBECOM | 1 |