EDBT 2026 Demo / reviewers in the wild / expert
Chun-Ying Huang
dblp:08/3422
· DBLP profile ↗
61ranked-venue papers
14as first author
18since 2021 · last 2025
0000-0001-5503-9541ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Computer networks · 22 · 6 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 22 · 6 first-author · 6 since 2021Security and privacy · 12 · 4 first-author · 3 since 2021Systems, architecture and hardware · 4 · 2 first-authorApplied, interdisciplinary, general and emerging computing · 4 · 2 since 2021Artificial intelligence and machine learning · 3 · 3 since 2021Software engineering, systems software and programming languages · 2 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | VP-NTK: Exploring the Benefits of Visual Prompting in Differentially Private Data SynthesisabstractDifferentially private (DP) synthetic data has become the de facto standard for releasing sensitive data. However, many DP generative models suffer from the low utility of synthetic data, especially for high-resolution images. On the other hand, one of the emerging techniques in parameter efficient fine-tuning (PEFT) is visual prompting (VP), which allows well-trained existing models to be reused for the purpose of adapting to subsequent downstream tasks. In this work, we explore such a phenomenon in constructing captivating generative models with DP constraints. We show that VP in conjunction with DP-NTK, a DP generator that exploits the power of the neural tangent kernel (NTK) in training DP generative models, achieves a significant performance boost, particularly for high-resolution image datasets, with accuracy improving from 0.644±0.044 to 0.769. Lastly, we perform ablation studies on the effect of different parameters that influence the overall performance of VP-NTK. Our work demonstrates a promising step forward in improving the utility of DP synthetic data, particularly for high-resolution images. Chia-Yi Hsu, Jia-You Chen 0001, Yu-Lin Tsai, Chih-Hsun Lin, Chia-Mu Yu, Chun-Ying Huang |
ICASSP | 7 |
| 2025 | LTS: A DASH Streaming System for Dynamic Multi-Layer 3D Gaussian Splatting ScenesabstractWe present a novel DASH-based streaming system for dynamic 3D Gaussian Splatting (3DGS) scenes, addressing the challenges of streaming large amounts of 3DGS data over diverse and dynamic networks. Our Layer, Tile, and Segment Adaptive streaming (LTS) system combines three key features: (i) multi-layer streaming, which adapts to diverse client capabilities while balancing visual quality and bandwidth usage, (ii) tiled streaming, which reduces unnecessary data transmission by focusing on the user's viewport, and (iii) segment streaming, which divides dynamic 3DGS scenes into segments, letting clients request them dynamically to handle network fluctuations. Our experimental results demonstrate that our LTS system achieves superior performance in both live and on-demand streaming of dynamic 3DGS scenes compared to the baselines. For example, in live streaming, LTS could achieve up to 99.70% reduction in missing frames on average and deliver a maximum PSNR (Peak Signal-to-Noise Ratio) improvement of 10.08 dB. In on-demand streaming, LTS could reduce the freeze time by up to 92.01%, and increase the synthesized view quality by up to 5.14 dB in PSNR and 0.11 in SSIM (Structural Similarity Index). Our source codes are available at: https://github.com/AIINS-NTHU/LTS-DASH-Streaming-System-for-3DGS. Yuan-Chun Sun, Yuang Shi, Cheng-Tse Lee, Mufeng Zhu, Wei Tsang Ooi, Yao Liu 0001, Chun-Ying Huang, Cheng-Hsin Hsu |
MMSys | 7 |
| 2025 | Enhancing Virtualization Security Through System Call-Based Anomaly Detection in ContainersabstractIn the current era of micro-services, containerized applications face unprecedented security challenges due to shared kernels and limited isolation. This research proposes a container security framework based on monitoring system call sequences to detect anomalies in micro-service containers. We introduce a custom dataset named XXXX, which capture container captures system call sequences behavior in micro-services containers and simulated attacks. The framework includes real-time system call monitors, parsers, dashboards, and an unsupervised anomaly detection model using unsupervised learning with autoencoders to enhance the detection capability of unknown vulnerabilities. It leverages containerization benefits-simplicity, scalability, and automation. Our evaluation emphasizes false alarm rate and average detection time. Results show that the attack detection performance of most containers meets expectations, though the detection time of one subset had slightly longer detection time due to the intrinsic complexity of vulnerabilities. This work offers valuable insights for improving container security in microservice systems. Kuan-Chieh Wang, Po-Kai Hsu, Jhen-Jie Hsieh, Po-Shen Chen, Tze-Rong Jian, Kun-Hsiang Huang, Min-Te Sun, Chun-Ying Huang |
TENCON | 9 |
| 2025 | BLuEMan: A Stateful Simulation-based Fuzzing Framework for Open-Source RTOS Bluetooth Low Energy Protocol Stacks
Wei-Che Kao, Yen-Chia Chen, Chi-Yu Li 0001, Chun-Ying Huang |
USENIX Security Symposium | 6 |
| 2025 | DPAF: Image Synthesis via Differentially Private Aggregation in Forward PhaseabstractDifferentially private synthetic data is a promising alternative for sensitive data release. Many differentially private generative models have been proposed in the literature. Unfortunately, they all suffer from the low utility of the synthetic data, especially for high resolution images. Here, we propose differentially private aggregation in forward phase (DPAF), an effective differentially private generative model for high-dimensional image synthesis. Unlike previous private stochastic gradient descent-based methods, which add the Gaussian noise in the backward phase during model training, DPAF adds differentially private feature aggregation in the forward phase, which brings advantages, such as reducing information loss in gradient clipping and low sensitivity to aggregation. Since an inappropriate batch size has a negative impact on the utility of synthetic data, DPAF also addresses the problem of setting an appropriate batch size by proposing a novel training strategy that asymmetrically trains different parts of the discriminator. We extensively evaluate different methods on multiple image datasets (up to images of$128\times 128$resolution) to demonstrate the performance of DPAF. Chih-Hsun Lin, Chia-Yi Hsu, Chia-Mu Yu, Yang Cao 0011, Chun-Ying Huang |
IEEE Internet Things J. | 5 |
| 2025 | Composing Error Concealment Pipelines for Dynamic 3D Point Cloud StreamingabstractDynamic 3D point clouds enable the immersive user experience and thus have become increasingly more popular in volumetric video streaming applications. When being streamed over best-effort networks, point cloud frames may suffer from lost or late packets, leading to non-trivial quality degradation. To solve this problem, we proposed the very first error concealment pipeline framework, which comprises five stages: pre-processing, matching, motion estimation, prediction, and post-processing. Alternative algorithms can be developed for each stage, while algorithms of different stages could be mixed and matched into pipelines for end-to-end performance evaluations. We discussed the design goal and proposed multiple algorithms for each stage. These algorithms were then quantitatively compared using dynamic 3D point cloud sequences with diverse characteristics. Based on the comparison results, we proposed four representative pipelines for: (i) diverse degrees of motion variance, i.e., minor versus significant, and (ii) different application requirements, i.e., high quality versus low overhead. Extensive end-to-end evaluations of our proposed pipelines demonstrated their superior concealed quality over the 3D frame-copy method in both: (i) 3D metrics, by up to 5.32 dB in GPSNR and 1.7 dB in CPSNR,and (ii) 2D metrics, by up to 2.22 dB in PSNR, 0.06 in SSIM, and 11.67 in VMAF. Adding to that, a user study with 15 subjects indicated that our best-performing pipeline achieved 100% preference winning rate over the state-of-the-art learning-based interpolation algorithms while consuming merely up to 8.55% of running time. I-Chun Huang, Yuang Shi, Yuan-Chun Sun, Wei Tsang Ooi, Chun-Ying Huang, Cheng-Hsin Hsu |
ACM Trans. Multim. Comput. Commun. Appl. | 5 |
| 2025 | Toward a Robust Ingress for Open-Sourced 5G Core NetworkabstractThe security of 5G networks hinges on the robustness and reliability of their software implementations from the core network infrastructure to end-user devices. Fortifying these networks against emerging threats and vulnerabilities requires rigorous testing. This article proposes a systematic approach for identifying flaws in 5G core network implementations. Focusing on the attack surfaces at 5G core network entry points, we identified flaws in handling the next-generation application protocol (NGAP) and nonaccess stratum (NAS) protocol with a fuzzer-in-the-middle (FitM) architecture that systematically evaluates multistage 5G core network protocol implementation; this architecture was applied to well-known open-source 5G core network implementations for evaluation. Specifically, the FitM architecture fuzzes valid user and base-station NAS and NGAP packets, which are then transmitted to the core network. In addition to recognizing 20 known implementation flaws, the FitM approach successfully recognized eight unknown flaws in various network functions in the core network implementations. The findings were reported to the developer community, and the issues have been fixed in most implementations. The proposed approach can be seamlessly integrated into the software development life cycle. The approach is both practical and extensible and can help communities develop more reliable core networks. Jin-Wei Hsu, Xin-Ye Jiang, I-Wei Chen, Kai-Jung Chen, Chuan Ou-Yang, Chun-Ying Huang |
IEEE Trans. Reliab. | 6 |
| 2025 | CASE: Minimizing Attack Surfaces Based on Context-Aware System Call EnforcementabstractInvoking system calls in exploit implementation is a typical approach to compromising a system. A key objective of these attacks is to manipulate program execution paths, with a specific focus on invoking targeted system calls. Our study introduces Context-Aware System Call Enforcement (CASE), a software-based approach meticulously crafted to shrink the attack surface associated with system call-based exploits. CASE achieves this by rigorously validating the context, mainly backward function call paths and runtime stack states, to ensure the legitimacy of system call invocations. Our strategy incorporates innovative elements, including anchored entry points, return address-based validation, and frame size checks. We formalize our approach by creating NP-hard challenges for potential attackers and complete with a proof-of-concept (PoC) implementation that shields against attacks. Our PoC implementation introduces minimal overhead, less than 2%, for context validation. Simultaneously, it adeptly identifies and halts attacks of varying complexities, ranging from simple examples to realworld servers. Man-Ni Hsu, Tsung-Han Liu, Hsuan-Ying Lee, Chun-Ying Huang |
IEEE Trans. Serv. Comput. | 4 |
| 2024 | CmdCaliper: A Semantic-Aware Command-Line Embedding Model and Dataset for Security ResearchabstractThis research addresses command-line embedding in cybersecurity, a field obstructed by the lack of comprehensive datasets due to privacy and regulation concerns.We propose the first dataset of similar command lines, named CyPHER 1 , for training and unbiased evaluation.The training set is generated using a set of large language models (LLMs) comprising 28,520 similar command-line pairs.Our testing dataset consists of 2,807 similar command-line pairs sourced from authentic command-line data.In addition, we propose a command-line embedding model named CmdCaliper, enabling the computation of semantic similarity with command lines.Performance evaluations demonstrate that the smallest version of Cmd-Caliper (30 million parameters) suppresses state-of-the-art (SOTA) sentence embedding models with ten times more parameters across various tasks (e.g., malicious command-line detection and similar command-line retrieval).Our study explores the feasibility of data generation using LLMs in the cybersecurity domain.Furthermore, we release our proposed command-line dataset, embedding models' weights and all program codes to the public.This advancement paves the way for more effective command-line embedding for future researchers. Sian-Yao Huang, Cheng-Lin Yang, Che-Yu Lin, Chun-Ying Huang |
EMNLP | 4 |
| 2024 | Ring-A-Bell! How Reliable are Concept Removal Methods For Diffusion Models?abstractDiffusion models for text-to-image (T2I) synthesis, such as Stable Diffusion (SD), have recently demonstrated exceptional capabilities for generating high-quality content. However, this progress has raised several concerns of potential misuse, particularly in creating copyrighted, prohibited, and restricted content, or NSFW (not safe for work) images. While efforts have been made to mitigate such problems, either by implementing a safety filter at the evaluation stage or by fine-tuning models to eliminate undesirable concepts or styles, the effectiveness of these safety measures in dealing with a wide range of prompts remains largely unexplored. In this work, we aim to investigate these safety mechanisms by proposing one novel concept retrieval algorithm for evaluation. We introduce Ring-A-Bell, a model-agnostic red-teaming scheme for T2I diffusion models, where the whole evaluation can be prepared in advance without prior knowledge of the target model.
Specifically, Ring-A-Bell first performs concept extraction to obtain holistic representations for sensitive and inappropriate concepts. Subsequently, by leveraging the extracted concept, Ring-A-Bell automatically identifies problematic prompts for diffusion models with the corresponding generation of inappropriate content, allowing the user to assess the reliability of deployed safety mechanisms. Finally, we empirically validate our method by testing online services such as Midjourney and various methods of concept removal. Our results show that Ring-A-Bell, by manipulating safe prompting benchmarks, can transform prompts that were originally regarded as safe to evade existing safety mechanisms, thus revealing the defects of the so-called safety mechanisms which could practically lead to the generation of harmful contents. In essence, Ring-A-Bell could serve as a red-teaming tool to understand the limitations of deployed safety mechanisms and to explore the risk under plausible attacks. Our codes are available at https://github.com/chiayi-hsu/Ring-A-Bell. Yu-Lin Tsai, Chia-Yi Hsu, Chulin Xie, Chih-Hsun Lin, Jia-You Chen 0001, Bo Li 0026, Chia-Mu Yu, Chun-Ying Huang |
ICLR | 9 |
| 2024 | Safe LoRA: The Silver Lining of Reducing Safety Risks when Finetuning Large Language ModelsabstractWhile large language models (LLMs) such as Llama-2 or GPT-4 have shown impressive zero-shot performance, fine-tuning is still necessary to enhance their performance for customized datasets, domain-specific tasks, or other private needs. However, fine-tuning all parameters of LLMs requires significant hardware resources, which can be impractical for typical users. Therefore, parameter-efficient fine-tuning such as LoRA have emerged, allowing users to fine-tune LLMs without the need for considerable computing resources, with little performance degradation compared to fine-tuning all parameters. Unfortunately, recent studies indicate that fine-tuning can increase the risk to the safety of LLMs, even when data does not contain malicious content. To address this challenge, we propose $\textsf{Safe LoRA}$, a simple one-liner patch to the original LoRA implementation by introducing the projection of LoRA weights from selected layers to the safety-aligned subspace, effectively reducing the safety risks in LLM fine-tuning while maintaining utility. It is worth noting that $\textsf{Safe LoRA}$ is a training-free and data-free approach, as it only requires the knowledge of the weights from the base and aligned LLMs. Our extensive experiments demonstrate that when fine-tuning on purely malicious data, $\textsf{Safe LoRA}$ retains similar safety performance as the original aligned model. Moreover, when the fine-tuning dataset contains a mixture of both benign and malicious data, $\textsf{Safe LoRA}$ mitigates the negative effect made by malicious data while preserving performance on downstream tasks. Our codes are available at https://github.com/IBM/SafeLoRA. Chia-Yi Hsu, Yu-Lin Tsai, Chih-Hsun Lin, Chia-Mu Yu, Chun-Ying Huang |
NeurIPS | 6 |
| 2023 | A Dynamic 3D Point Cloud Dataset for Immersive ApplicationsabstractMotion estimation in a 3D point cloud sequence is a fundamental operation with many applications, including compression, error concealment, and temporal upscaling. While there have been multiple research contributions toward estimating the motion vector of points between frames, there is a lack of a dynamic 3D point cloud dataset with motion ground truth to benchmark against. In this paper, we present an open dynamic 3D point cloud dataset to fill this gap. Our dataset consists of synthetically generated objects with pre-determined motion patterns, allowing us to generate the motion vectors for the points. Our dataset contains nine objects in three categories (shape, avatar, and textile) with different animation patterns. We also provide semantic segmentation of each avatar object in the dataset. Our dataset can be used by researchers who need temporal information across frames. As an example, we present an evaluation of two motion estimation methods using our dataset. Yuan-Chun Sun, I-Chun Huang, Yuang Shi, Wei Tsang Ooi, Chun-Ying Huang, Cheng-Hsin Hsu |
MMSys | 5 |
| 2023 | Guided Malware Sample Analysis Based on Graph Neural NetworksabstractMalicious binaries have caused data and monetary loss to people, and these binaries keep evolving rapidly nowadays. With tons of new unknown attack binaries, one essential daily task for security analysts and researchers is to analyze and effectively identify malicious parts and report the critical behaviors within the binaries. While manual analysis is slow and ineffective, automated malware report generation is a long-term goal for malware analysts and researchers. This study moves one step toward the goal by identifying essential functions in malicious binaries to accelerate and even automate the analyzing process. We design and implement an expert system based on our proposed graph neural network called MalwareExpert. The system pinpoints the essential functions of an analyzed sample and visualizes the relationships between involved parts. We evaluate our proposed approach using executable binaries in the Windows operating system. The evaluation results show that our approach has a competitive detection performance (97.3% accuracy and 96.5% recall rate) compared to existing malware detection models. Moreover, it gives an intuitive and easy-to-understand explanation of the model predictions by visualizing and correlating essential functions. We compare the identified essential functions reported by our system against several expert-made malware analysis reports from multiple sources. Our qualitative and quantitative analyses show that the pinpointed functions indicate accurate directions. In the best case, the top 2% of functions reported from the system can cover all expert-annotated functions in three steps. We believe that the MalwareExpert system has shed light on automated program behavior analysis. Yi-Hsien Chen, Si-Chen Lin, Szu-Chun Huang, Chin-Laung Lei, Chun-Ying Huang |
IEEE Trans. Inf. Forensics Secur. | 5 |
| 2022 | Towards a Utopia of Dataset Sharing: A Case Study on Machine Learning-based Malware Detection AlgorithmsabstractWorking with a high-quality (complete and up-to-date) dataset is the key to building a good machine learning model, especially in security research areas. However, it is not easy to collect a good quality dataset for security research communities because of the sensitive property of most security datasets. We believe that having more contributors to share up-to-date samples would increase the quality of datasets. Therefore, this study aims to increase security dataset sharing for research communities by eliminating possible information leakage. We propose a dataset sharing model and the core algorithm, FeatureTransformer, which guarantees no sensitive information leakage from a shared dataset. FeatureTransformer transforms extracted raw features into intermediate features that conceal sensitive information. Meanwhile, models built from transformed features maintain similar performance compared to models built from the original raw features. We show the effectiveness of our model by evaluating FeatureTransformer with typical malware classification problems using (1) traditional machine learning classifiers and (2) neural network-based classifiers. The experiment results show that the models trained with transformed features merely suffer from 2.56% and 1.48% accuracy degradation on the investigated problems. It indicates that models validated by datasets processed by FeatureTransformer work well with the original raw (untransformed) datasets. We believe that our privacy-preserving model can stimulate dataset sharing and advance the development of machine learning approaches in solving security problems. Ping-Jui Chuang, Chih-Fan Hsu, Yung-Tien Chu, Szu-Chun Huang, Chun-Ying Huang |
AsiaCCS | 5 |
| 2022 | DPView: Differentially Private Data Synthesis Through Domain Size InformationabstractThe use of differentially private synthetic data has been adopted as a common security measure for the public release of sensitive data. However, the existing solutions either suffer from serious privacy budget splitting or fail to fully automate the generation procedures. In this study, we propose an automated system for synthesizing differentially private synthetic tabular data, calledDPView. Our key insight is that high-dimensional data synthesis can be accomplished by utilizing the domain sizes of attributes, which are public information, whereas identifying the correlation among attributes is necessary but leads to severe privacy budget splitting. In addition, we analytically optimize both the privacy budget allocation and consistency procedures of the proposed method through mathematical programming. We further propose two novel methods, including iterative non-negativity and consistency-aware normalization, to postprocess the synthetic data. An extensive set of experimental results demonstrates the superior utility ofDPView. Chih-Hsun Lin, Chia-Mu Yu, Chun-Ying Huang |
IEEE Internet Things J. | 3 |
| 2021 | On the Optimal Encoding Ladder of Tiled 360° Videos for Head-Mounted Virtual RealityabstractDynamic Adaptive Streaming over HTTP (DASH) has been widely used by several popular streaming services, such as YouTube, Netflix, and Facebook. Adopting DASH requires to pre-determine a set of encoding configurations, called encoding ladder, to generate a set of representations stored on the streaming server. These representations are adaptively requested by clients according to their network conditions during streaming sessions. In this article, we aim to solve the optimal laddering problem that determines the optimal encoding ladder to maximize the client viewing quality. In particular, we consider video models, viewing probability, and client distribution to formulate the mathematical problem. We use a divide-and-conquer approach to decompose the problem into two subproblems: (i) per-class optimization for clients with different bandwidths and (ii) global optimization to maximize the overall viewing quality under the storage limit of the streaming server. We propose two algorithms for each of the per-class optimization and global optimization problems. Analytical analysis and real experiments are conducted to evaluate the performance of our proposed algorithms, compared to other state-of-the-art algorithms. Based on the results, we recommend a combination of the proposed algorithms to solve the optimal laddering problem. The evaluation results show the merits of our recommended algorithms, which: (i) outperform the state-of-the-art algorithms by up to 52.17 and 26.35 in Viewport Video Multi-Method Assessment Fusion (V-VMAF) in per-class optimization, (ii) outperform the state-of-the-art algorithms by up to 43.14 in V-VMAF for optimal laddering in global optimization, (iii) achieve good scalability under different storage limits and number of bandwidth classes, and (iv) run faster than the state-of-the-art algorithms. Ching-Ling Fan, Shou-Cheng Yen, Chun-Ying Huang, Cheng-Hsin Hsu |
IEEE Trans. Circuits Syst. Video Technol. | 3 |
| 2021 | Privacy Leakage and Protection of InputConnection Interface in Android
Chi-Yu Li 0001, Hsin-Yi Wang, Wei-Ching Wang, Chun-Ying Huang |
IEEE Trans. Netw. Serv. Manag. | 4 |
| 2021 | On the Performance Comparisons of Native and Clientless Real-Time Screen-Sharing TechnologiesabstractReal-time screen-sharing provides users with ubiquitous access to remote applications, such as computer games, movie players, and desktop applications (apps), anywhere and anytime. In this article, we study the performance of different screen-sharing technologies, which can be classified into native and clientless ones. The native ones dictate that users install special-purpose software, while the clientless ones directly run in web browsers. In particular, we conduct extensive experiments in three steps. First, we identify a suite of the most representative native and clientless screen-sharing technologies. Second, we propose a systematic measurement methodology for comparing screen-sharing technologies under diverse and dynamic network conditions using different performance metrics. Last, we conduct extensive experiments and perform in-depth analysis to quantify the performance gap between clientless and native screen-sharing technologies. We found that our WebRTC-based implementation achieves the best overall performance. More precisely, it consumes a maximum of 3 Mbps bandwidth while reaching a high decoding ratio and delivering good video quality. Moreover, it leads to a steadily high decoding ratio and video quality under dynamic network conditions. By presenting the very first rigorous comparisons of the native and clientless screen-sharing technologies, this article will stimulate more exciting studies on the emerging clientless screen-sharing technologies. Chun-Ying Huang, Yun-chen Cheng, Guan-Zhang Huang, Ching-Ling Fan, Cheng-Hsin Hsu |
ACM Trans. Multim. Comput. Commun. Appl. | 1 |
| 2020 | POSTER: Construct macOS Cyber Range for Red/Blue TeamsabstractMore and more malicious apps and APT attacks now target macOS, making it crucial for researchers to develop threat countermeasures on macOS. In this paper, we attempt to construct a macOS cyber range for the evaluation of red team and blue team performances. Our proposed system is composed of three fundamental components: an attack-defense association graph, a Go language-based red team emulation tool, and a toolkit for blue team performance evaluation. We demonstrate the effectiveness of our proposed cyber range with real-world scenarios, and believe it will stimulate more research innovations on threat analysis for macOS. Yi-Hsien Chen, Yen-Da Lin, Chung-Kuan Chen, Chin-Laung Lei, Chun-Ying Huang |
AsiaCCS | 5 |
| 2020 | Optimizing Fixation Prediction Using Recurrent Neural Networks for 360$^{\circ }$ Video Streaming in Head-Mounted Virtual RealityabstractWe study the problem of predicting the viewing probability of different parts of 3600 videos when streaming them to head-mounted displays. We propose a fixation prediction network based on recurrent neural network, which leverages sensor and content features. The content features are derived by computer vision (CV) algorithms, which may suffer from inferior performance due to various types of distortion caused by diverse 3600 video projection models. We propose a unified approach with overlapping virtual viewports to eliminate such negative effects, and we evaluate our proposed solution using several CV algorithms, such as saliency detection, face detection, and object detection. We find that overlapping virtual viewports increase the performance of these existing CV algorithms that were not trained for 3600 videos. We next fine-tune our fixation prediction network with diverse design options, including: 1) with or without overlapping virtual viewports, 2) with or without future content features, and 3) different feature sampling rates. We empirically choose the best fixation prediction network and use it in a 3600 video streaming system. We conduct extensive trace-driven simulations with a large-scale dataset to quantify the performance of the 3600 video streaming system with different fixation prediction algorithms. The results show that our proposed fixation prediction network outperforms other algorithms in several aspects, such as: 1) achieving comparable video quality (average gaps between -0.05 and 0.92 dB), 2) consuming much less bandwidth (average bandwidth reduction by up to 8 Mb/s), 3) reducing the rebuffering time (on average 40 s in bandwidth-limited 4G cellular networks), and 4) running in real-time (at most 124 ms). Ching-Ling Fan, Shou-Cheng Yen, Chun-Ying Huang, Cheng-Hsin Hsu |
IEEE Trans. Multim. | 3 |
| 2018 | Best Papers of the ACM Multimedia Systems (MMSys) Conference 2017 and the ACM Workshop on Network and Operating System Support for Digital Audio and Video (NOSSDAV) 2017abstractBest Papers of the ACM Multimedia Systems (MMSys) Conference 2017 and the ACM Workshop on Network and Operating System Support for Digital Audio and Pablo César, Cheng-Hsin Hsu, Chun-Ying Huang, Pan Hui 0001 |
ACM Trans. Multim. Comput. Commun. Appl. | 3 |
| 2017 | Is Foveated Rendering Perceivable in Virtual Reality?: Exploring the Efficiency and Consistency of Quality Assessment MethodsabstractFoveated rendering leverages human visual system to increase video quality under limited computing resources for Virtual Reality (VR). More specifically, it increases the frame rate and the video quality of the foveal vision via lowering the resolution of the peripheral vision. Optimizing foveated rendering systems is, however, not an easy task, because there are numerous parameters that need to be carefully chosen, such as the number of layers, the eccentricity degrees, and the resolution of the peripheral region. Furthermore, there is no standard and efficient way to evaluate the Quality of Experiment (QoE) of foveated rendering systems. In this paper, we propose a framework to compare the performance of different subjective assessment methods on foveated rendering systems. We consider two performance metrics: efficiency and consistency, using the perceptual ratio, which is the probability of the foveated rendering is perceivable by users. A regression model is proposed to model the relationship between the human perceived quality and foveated rendering parameters. Our comprehensive study and analysis reveal several insights: 1) there is no absolute superior subjective assessment method, 2) subjects need to make more observations to confirm the foveated rendering is imperceptible than perceptible, 3) subjects barely notice the foveated rendering with an eccentricity degree of 7.5 degrees+ and peripheral region of a resolution of 540p+, and 4) QoE levels are highly dependent on the individuals and scenes. Our findings are crucial for optimizing the foveated rendering systems for future VR applications. Chih-Fan Hsu, Anthony Chen, Cheng-Hsin Hsu, Chun-Ying Huang, Chin-Laung Lei, Kuan-Ta Chen |
ACM Multimedia | 4 |
| 2017 | 360° Video Viewing Dataset in Head-Mounted Virtual Realityabstract360° videos and Head-Mounted Displays (HMDs) are getting increasingly popular. However, streaming 360° videos to HMDs is challenging. This is because only video content in viewers' Field-of-Views (FoVs) is rendered, and thus sending complete 360° videos wastes resources, including network bandwidth, storage space, and processing power. Optimizing the 360° video streaming to HMDs is, however, highly data and viewer dependent, and thus dictates real datasets. However, to our best knowledge, such datasets are not available in the literature. In this paper, we present our datasets of both content data (such as image saliency maps and motion maps derived from 360° videos) and sensor data (such as viewer head positions and orientations derived from HMD sensors). We put extra efforts to align the content and sensor data using the timestamps in the raw log files. The resulting datasets can be used by researchers, engineers, and hobbyists to either optimize existing 360° video streaming applications (like rate-distortion optimization) and novel applications (like crowd-driven camera movements). We believe that our dataset will stimulate more research activities along this exciting new research direction. Wen-Chih Lo, Ching-Ling Fan, Jean Lee, Chun-Ying Huang, Kuan-Ta Chen, Cheng-Hsin Hsu |
MMSys | 4 |
| 2017 | Fixation Prediction for 360° Video Streaming in Head-Mounted Virtual RealityabstractWe study the problem of predicting the Field-of-Views (FoVs) of viewers watching 360° videos using commodity Head-Mounted Displays (HMDs). Existing solutions either use the viewer's current orientation to approximate the FoVs in the future, or extrapolate future FoVs using the historical orientations and dead-reckoning algorithms. In this paper, we develop fixation prediction networks that concurrently leverage sensor- and content-related features to predict the viewer fixation in the future, which is quite different from the solutions in the literature. The sensor-related features include HMD orientations, while the content-related features include image saliency maps and motion maps. We build a 360° video streaming testbed to HMDs, and recruit twenty-five viewers to watch ten 360° videos. We then train and validate two design alternatives of our proposed networks, which allows us to identify the better-performing design with the optimal parameter settings. Trace-driven simulation results show the merits of our proposed fixation prediction networks compared to the existing solutions, including: (i) lower consumed bandwidth, (ii) shorter initial buffering time, and (iii) short running time. Ching-Ling Fan, Jean Lee, Wen-Chih Lo, Chun-Ying Huang, Kuan-Ta Chen, Cheng-Hsin Hsu |
NOSSDAV | 4 |
| 2016 | Smart Beholder: An Extensible Smart Lens PlatformabstractSmart Lenses refer to detachable, orientable and zoomable lenses that stream live videos over wireless networks to heterogeneous computing devices, including tablets and smartphones. Various novel applications are made possible by smart lenses, including mobile photography, smart surveillance cameras, and Unmanned Aerial Vehicle (UAV) cameras. However, to our best knowledge, existing smart lenses are closed and proprietary, and thus we initiate an open-source project called Smart Beholder for end-to-end solutions of smart lenses. The code and documents of Smart Beholder can be found at our website http://www.smartbeholder.org. Our Smart Beholder platform are useful to researchers for fast prototyping, developers for rapid development, and amateurs for hobbies. We have implemented Smart Beholder server (camera) using a popular embedded Linux platform, called Raspberry Pi. We have also realized Smart Beholder client (controller) on various OS's, including Android. Our experimental results show the practicality and efficiency of our proposed Smart Beholder: we outperform commercial products in the market in terms of both objective and subjective metrics. We believe the release of Smart Beholder will stimulate future studies on novel multimedia applications enabled by smart lenses. Chun-Ying Huang, Ching-Ling Fan, Chih-Fan Hsu, Hsin-Yu Chang, Tsung-Han Tsai 0005, Kuan-Ta Chen, Cheng-Hsin Hsu |
ACM Multimedia | 1 |
| 2016 | Towards Ultra-Low-Bitrate Video Conferencing Using Facial LandmarksabstractProviding high-quality video conferencing experience over the best-effort Internet and wireless networks is challenging, because 2D videos are bulky. In this paper, we exploit the common structure of conferencing videos for an ultra-low-bitrate video conferencing system. In particular, we design, implement, optimize, and evaluate a video conferencing system, which: (i) extracts facial landmarks, (ii) transmits the selected facial landmarks and 2D images, and (iii) warps the untransmitted 2D images at the receiver. Several optimization techniques are adopted for minimizing the running time and maximizing the video quality, e.g., the image and warping frames are optimally determined based on network conditions and video content. The experiment results from real conferencing videos reveal that our proposed system: (i) outperforms the state-of-the-art x265 by up to 11.05 dB in PSNR (Peak Signal-to-Noise Ratio), (ii) adapts to different video content and network conditions, and (iii) runs in real-time at about 12 frame-per-second. Pin-Chun Wang, Ching-Ling Fan, Chun-Ying Huang, Kuan-Ta Chen, Cheng-Hsin Hsu |
ACM Multimedia | 3 |
| 2016 | High performance traffic classification based on message size sequence and distribution
Chun-Nan Lu, Chun-Ying Huang, Ying-Dar Lin, Yuan-Cheng Lai |
J. Netw. Comput. Appl. | 2 |
| 2016 | The Future of Cloud Gaming [Point of View]abstractIn this article, we have classified cloud gaming platforms into three types based on how games are integrated with platforms. We have also reviewed the history of cloud gaming services, and noted that it is a key moment for cloud gaming services to increase their penetration rates. Last, built upon our extensive research experience in cloud gaming, we share several of our visions into future cloud gaming technologies, business models, and social impacts, in the format of forecasts. While our forecasts may not be an exhausted list, we firmly believe this article will stimulate more discussions among cloud gaming researchers and practitioners, resulting in a sustainable cloud gaming ecosystem. Wei Cai 0002, Ryan Shea, Chun-Ying Huang, Kuan-Ta Chen, Jiangchuan Liu, Victor C. M. Leung, Cheng-Hsin Hsu |
Proc. IEEE | 3 |
| 2016 | Toward an Adaptive Screencast Platform: Measurement and OptimizationabstractThe binding between computing devices and displays is becoming dynamic and adaptive, and screencast technologies enable such binding over wireless networks. In this article, we design and conduct the first detailed measurement study on the performance of the state-of-the-art screencast technologies. Several commercial and one open-source screencast technologies are considered in our detailed analysis, which leads to several insights: (1) there is no single winning screencast technology, indicating room to further enhance the screencast technologies; (2) hardware video encoders significantly reduce the CPU usage at the expense of slightly higher GPU usage and end-to-end delay, and should be adopted in future screencast technologies; (3) comprehensive error resilience tools are needed as wireless communication is vulnerable to packet loss; (4) emerging video codecs designed for screen contents lead to a better Quality of Experience (QoE) of screencast; and (5) rate adaptation mechanisms are critical to avoiding degraded QoE due to network dynamics. As a case study, we propose a nonintrusive yet accurate available bandwidth estimation mechanism. Real experiments demonstrate the practicality and efficiency of our proposed solution. Our measurement methodology, open-source screencast platform, and case study allow researchers and developers to quantitatively evaluate other design considerations, which will lead to optimized screencast technologies. Chih-Fan Hsu, Ching-Ling Fan, Tsung-Han Tsai 0005, Chun-Ying Huang, Cheng-Hsin Hsu, Kuan-Ta Chen |
ACM Trans. Multim. Comput. Commun. Appl. | 4 |
| 2015 | Smart Beholder: An Open-Source Smart Lens for Mobile PhotographyabstractSmart lenses are detachable lenses connected to mobile devices via wireless networks, which are not constrained by the small form factor of mobile devices, and have potential to deliver better photo (video) quality. However, the viewfinder previews of smart lenses on mobile devices are difficult to optimize, due to the strict resource constraints on smart lenses and fluctuating wireless network conditions. In this paper, we design, implement, and evaluate an open-source smart lens, called Smart Beholder. It achieves three design goals: (i) cost effectiveness, (ii) low interaction latency, and (iii) high preview quality by: (i) selecting an embedded system board that is just powerful enough, (ii) minimizing per-component latency, and (iii) dynamically adapting the video coding parameters to maximizing Quality of Experience (QoE), respectively. Several optimization techniques, such as anti-drifting mechanism for video frames and QoE-driven resolution/frame rate adaptation algorithm, are proposed in this paper. Our measurement study shows that Smart Beholder outperforms Altek Cubic and Sony QX100 in terms of lower bitrate, lower latency, slightly higher frame rate, and better preview quality. We also demonstrate that sys adapts to network dynamics. Smart Beholder has been made public at http://www.smartbeholder.org as an experimental platform for researchers and developers to optimize smart lenses and other embedded real-time video streaming systems. Chun-Ying Huang, Chih-Fan Hsu, Tsung-Han Tsai 0005, Ching-Ling Fan, Cheng-Hsin Hsu, Kuan-Ta Chen |
ACM Multimedia | 1 |
| 2015 | Screencast dissected: performance measurements and design considerationsabstractDynamic and adaptive binding between computing devices and displays is increasingly more popular, and screencast technologies enable such binding over wireless networks. In this paper, we design and conduct the first detailed measurement study on the performance of the state-of-the-art screencast technologies. Several commercial and one open-source screencast technologies are considered in our detailed analysis, which leads to several insights: (i) there is no single winning screencast technology, indicating rooms to further enhance the screencast technologies, (ii) hardware video encoders significantly reduce the CPU usage at the expense of slightly higher GPU usage and end-to-end delay, and should be adopted in future screencast technologies, (iii) comprehensive error resilience tools are needed as wireless communication is vulnerable to packet loss, (iv) emerging video codecs designed for screen contents lead to better Quality of Experience (QoE) of screencast, and (v) rate adaptation mechanisms are critical to avoiding degraded QoE due to network dynamics. Furthermore, our measurement methodology and open-source screencast platform allow researchers and developers to quantitatively evaluate other design considerations, which will lead to optimized screencast technologies. Chih-Fan Hsu, Tsung-Han Tsai 0005, Chun-Ying Huang, Cheng-Hsin Hsu, Kuan-Ta Chen |
MMSys | 3 |
| 2015 | Stateful traffic replay for web application proxiesabstractAbstract It is a common practice to test a network device by replaying network traffic onto it and observe its reactions. Many replay tools support Transmission Control Protocol/Internet Protocol stateful traffic replay and hence can be used to test switches, routers, and gateway devices. However, they often fail if the device under test (DUT) is an application level proxy. In this paper, we design and implement ProxyReplay to replay application‐layer traffic for network proxies. As many application proxies have built‐in security functions, the main purpose of this tool is to evaluate the security functionalities of DUTs using payloads constructed from real network traces. ProxyReplay modifies requests and responses and maintains queues for request‐response pairs to resolve the issues of protocol dependency, functional dependency, concurrent replay, and error resistance. The solution provides two replay modes, that is, the preprocess mode and the concurrent mode. Depending on the benchmark scenario, we show that the preprocess mode is better for benchmarking the performance capability of a DUT. In contrast, the concurrent mode is used when the replayed trace file is extremely large. Our experiments show 99% accuracy. In addition, the replay performance exceeds 320 Mbps by running the benchmark with an off‐the‐shelf personal computer in the preprocess mode. Copyright © 2014 John Wiley & Sons, Ltd. Chun-Ying Huang, Ying-Dar Lin, Peng-Yu Liao, Yuan-Cheng Lai |
Secur. Commun. Networks | 1 |
| 2015 | Placing Virtual Machines to Optimize Cloud Gaming ExperienceabstractOptimizing cloud gaming experience is no easy task due to the complex tradeoff between gamer quality of experience (QoE) and provider net profit. We tackle the challenge and study an optimization problem to maximize the cloud gaming provider's total profit while achieving just-good-enough QoE. We conduct measurement studies to derive the QoE and performance models. We formulate and optimally solve the problem. The optimization problem has exponential running time, and we develop an efficient heuristic algorithm. We also present an alternative formulation and algorithms for closed cloud gaming services with dedicated infrastructures, where the profit is not a concern and overall gaming QoE needs to be maximized. We present a prototype system and testbed using off-the-shelf virtualization software, to demonstrate the practicality and efficiency of our algorithms. Our experience on realizing the testbed sheds some lights on how cloud gaming providers may build up their own profitable services. Last, we conduct extensive trace-driven simulations to evaluate our proposed algorithms. The simulation results show that the proposed heuristic algorithms: (i) produce close-to-optimal solutions, (ii) scale to large cloud gaming services with 20,000 servers and 40,000 gamers, and (iii) outperform the state-of-the-art placement heuristic, e.g., by up to 3.5 times in terms of net profits. Hua-Jun Hong, De-Yu Chen, Chun-Ying Huang, Kuan-Ta Chen, Cheng-Hsin Hsu |
IEEE Trans. Cloud Comput. | 3 |
| 2015 | Enabling Adaptive Cloud Gaming in an Open-Source Cloud Gaming PlatformabstractWe study the problem of optimally adapting ongoing cloud gaming sessions to maximize the gamer experience in dynamic environments. The considered problem is quite challenging because: 1) gamer experience is subjective and hard to quantify; 2) the existing open-source cloud gaming platform does not support dynamic reconfigurations of video codecs; and 3) the resource allocation among concurrent gamers leaves a huge room to optimize. We rigorously address these three challenges by: 1) conducting a crowdsourced user study over the live Internet for an empirical gaming experience model; 2) enhancing the cloud gaming platform to support frame rate and bitrate adaptation on-the-fly; and 3) proposing optimal yet efficient algorithms to maximize the overall gaming experience or ensure the fairness among gamers. We conduct extensive trace-driven simulations to demonstrate the merits of our algorithms and implementation. Our simulation results show that the proposed efficient algorithms: 1) outperform the baseline algorithms by up to 46% and 30%; 2) run fast and scale to large (≤8000 gamers) problems; and 3) achieve the user-specified optimization criteria, such as maximizing average gamer experience or maximizing the minimum gamer experience. The resulting cloud gaming platform can be leveraged by many researchers, developers, and gamers. Hua-Jun Hong, Chih-Fan Hsu, Tsung-Han Tsai 0005, Chun-Ying Huang, Kuan-Ta Chen, Cheng-Hsin Hsu |
IEEE Trans. Circuits Syst. Video Technol. | 4 |
| 2014 | Screencast in the Wild: Performance and LimitationsabstractDisplays without associated computing devices are increasingly more popular, and the binding between computing devices and displays is no longer one-to-one but more dynamic and adaptive. Screencast technologies enable such dynamic binding over ad hoc one-hop networks or Wi-Fi access points. In this paper, we design and conduct the first detailed measurement study on the performance of state-of-the-art screencast technologies. By varying the user demands and network conditions, we find that Splashtop and Miracast outperform other screencast technologies under typical setups. Our experiments also show that the screencast technologies either: (i) do not dynamically adjust bitrate or (ii) employ a suboptimal adaptation strategy. The developers of future screencast technologies are suggested to pay more attentions on the bitrate adaptation strategy, e.g., by leveraging cross-layer optimization paradigm. Chih-Fan Hsu, De-Yu Chen, Chun-Ying Huang, Cheng-Hsin Hsu, Kuan-Ta Chen |
ACM Multimedia | 3 |
| 2014 | Behavior-based botnet detection in parallelabstractABSTRACT Botnet has become one major Internet security issue in recent years. Although signature‐based solutions are accurate, it is not possible to detect bot variants in real‐time. In this paper, we propose behavior‐based botnet detection in parallel (BBDP). BBDP adopts a fuzzy pattern recognition approach to detect bots. It detects a bot based on anomaly behavior in domain name service (DNS) queries and transmission control protocol (TCP) requests. With the design objectives of being efficient and accurate, a bot is detected using the proposed five‐stage process, including: (i) traffic reduction, which shrinks an input trace by deleting unnecessary packets; (ii) feature extraction, which extracts features from a shrunk trace; (iii) data partitioning, which divides features into smaller pieces; (iv) DNS detection phase, which detects bots based on DNS features; and (v) TCP detection phase, which detects bots based on TCP features. The detection phases, which consume approximately 90% of the total detection time, can be dispatched to multiple servers in parallel and make detection in real‐time. The large scale experiments with the Windows Azure cloud service show that BBDP achieves a high true positive rate (95%+) and a low false positive rate ( ∼ 3%). Meanwhile, experiments also show that the performance of BBDP can scale up linearly with the number of servers used to detect bots. Copyright © 2013 John Wiley & Sons, Ltd. Kuochen Wang, Chun-Ying Huang, Li-Yang Tsai, Ying-Dar Lin |
Secur. Commun. Networks | 2 |
| 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. | 5 |
| 2014 | GamingAnywhere: The first open source cloud gaming systemabstractWe present the first open source cloud gaming system, called GamingAnywhere. In addition to its openness, we have designed, GamingAnywhere for high extensibility, portability, and reconfigurability. We implemented it on Windows, Linux, OS X, and Android. We conducted extensive experiments to evaluate its performance. Our experimental results indicate that GamingAnywhere is efficient, scalable, adaptable to network conditions, and achieves high responsiveness and streaming quality. GamingAnywhere can be employed by researchers, game developers, service providers, and end users for setting up cloud gaming testbeds, which we believe, will stimulate more research into innovations for cloud gaming systems and applications. Chun-Ying Huang, Kuan-Ta Chen, De-Yu Chen, Hwai-Jung Hsu, Cheng-Hsin Hsu |
ACM Trans. Multim. Comput. Commun. Appl. | 1 |
| 2013 | GamingAnywhere: an open-source cloud gaming testbedabstractWhile cloud gaming opens new business opportunity, it also poses tremendous challenges as the Internet only provides best-effort service and gamers are hard to please. Although researchers have various ideas to improve cloud gaming systems, existing cloud gaming systems are closed and proprietary, and cannot be used to evaluate these ideas. We present GamingAnywhere, the first open-source cloud gaming system, which is extensible, portable, and configurable. GamingAnywhere may be used by: (i) researchers and engineers to implement and test their new ideas, (ii) service providers to develop cloud gaming services, and (iii) gamers to set up private cloud gaming systems. Details on GamingAnywhere are given in this paper. We firmly believe GamingAnywhere will stimulate future studies on cloud gaming and real-time interactive distributed systems. Chun-Ying Huang, De-Yu Chen, Cheng-Hsin Hsu, Kuan-Ta Chen |
ACM Multimedia | 1 |
| 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 | 1 |
| 2013 | Effective bot host detection based on network failure models
Chun-Ying Huang |
Comput. Networks | 1 |
| 2012 | Session level flow classification by packet size distribution and session grouping
Chun-Nan Lu, Chun-Ying Huang, Ying-Dar Lin, Yuan-Cheng Lai |
Comput. Networks | 2 |
| 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 | 4 |
| 2011 | A fuzzy pattern-based filtering algorithm for botnet detection
Kuochen Wang, Chun-Ying Huang, Shang-Jyh Lin, Ying-Dar Lin |
Comput. Networks | 2 |
| 2011 | Using one-time passwords to prevent password phishing attacks
Chun-Ying Huang, Shang-Pin Ma, Kuan-Ta Chen |
J. Netw. Comput. Appl. | 1 |
| 2010 | Fast-Flux Bot Detection in Real Time
Ching-Hsiang Hsu, Chun-Ying Huang, Kuan-Ta Chen |
RAID | 2 |
| 2009 | An empirical evaluation of VoIP playout buffer dimensioning in Skype, Google talk, and MSN MessengerabstractVoIP playout buffer dimensioning has long been a challenging optimization problem, as the buffer size must maintain a balance between conversational interactivity and speech quality. The conversational quality may be affected by a number of factors, some of which may change over time. Although a great deal of research effort has been expended in trying to solve the problem, how the research results are applied in practice is unclear. Chen-Chi Wu, Kuan-Ta Chen, Chun-Ying Huang, Chin-Laung Lei |
NOSSDAV | 3 |
| 2007 | Bounding Peer-to-Peer Upload Traffic in Client NetworksabstractPeer-to-peer technique has now become one of the major techniques to exchange digital content between peers of the same interest. However, as the amount of peer-to-peer traffic increases, a network administrator would like to control the network resources consumed by peer-to--peer applications. Due to the use of random ports and protocol encryption, it is hard to identify and apply proper control policies to peer-to-peer traffic. How do we properly bound the peer-to-peer traffic and prevent it from consuming all the available network resources? In this paper, we propose an algorithm that tries to approximately bound the network resources consumed by peer-to-peer traffic without examining packet payloads. Our methodology especially focuses on upload traffic for that the upload bandwidth for an ISP are usually more precious than download bandwidth. The method is constructed in two stages. First, we observe several traffic characteristics of peer-to-peer applications and traditional clientserver based Internet services. We also observe the generic traffic properties in a client network. Then, based on the symmetry of network traffic in both temporal and spatial domains, we propose to use a bitmap filter to bound the network resources consumed by peer-to-peer applications. The proposed algorithm takes only constant storage and computation time. The evaluation also shows that with a small amount of memory, the peer-to-peer traffic can be properly bounded close to a predefined amount. Chun-Ying Huang, Chin-Laung Lei |
DSN | 1 |
| 2007 | Secure multicast in dynamic environments
Chun-Ying Huang, Yun-Peng Chiu, Kuan-Ta Chen, Chin-Laung Lei |
Comput. Networks | 1 |
| 2006 | A distributed key assignment protocol for secure multicast based on proxy cryptographyabstractA secure multicast framework should only allow authorized members of a group to decrypt received messages; usually one "group key" is shared by all approved members. However, this raises the problem of "one affects all," whereby the actions of one member affect the whole group. Many researchers solve the problem by dividing a group into several subgroups, but most existing solutions require a centralized trusted controller to coordinate cryptographic keys for subgroups. We believe this is a constraint on network scalability. In this paper, we propose a novel framework to solve key management problems in multicast networks. Our contribution is three-fold: 1) We exploit the ElGamal cryptosystem and propose the idea of key composition; 2) A distributed key assignment protocol is proposed to eliminate the need for a centralized trust controller in a secure multicast network that leverages proxy cryptography; and 3) We adopt a hybrid encryption technique that makes our framework more efficient and practical. Comparison with similar frameworks shows the proposed scheme is efficient in both time and space complexity. In addition, costs of most protocol operations are bounded by constants regardless of a group's size and the degree of transit nodes. Chun-Ying Huang, Yun-Peng Chiu, Kuan-Ta Chen, Chin-Laung Lei |
AsiaCCS | 1 |
| 2006 | Mitigating Active Attacks Towards Client Networks Using the Bitmap FilterabstractWith the emergence of active worms, the targets of attacks have been moved from well-known Internet servers to generic Internet hosts, and since the rate at which patches can be applied is always much slower than the spread of a worm, an Internet worm can usually attack or infect millions of hosts in a short time. It is difficult to eliminate Internet attacks globally; thus, protecting client networks from being attacked or infected is a relatively critical issue. In this paper, we propose a method that protects client networks from being attacked by people who try to scan, attack, or infect hosts in local networks via unpatched vulnerabilities. Based on the symmetry of network traffic in both temporal and spatial domains, a bitmap filter is installed at the entry point of a client network to filter out possible attack traffic. Our evaluation shows that with a small amount of memory (less than 1 megabyte), more than 95% of attack traffic can be filtered out in a small- or medium-scale client network. Chun-Ying Huang, Kuan-Ta Chen, Chin-Laung Lei |
DSN | 1 |
| 2006 | Using Constraint Satisfaction Approach to Solve the Capacity Allocation Problem for Photolithography Area
Shu-Hsing Chung, Chun-Ying Huang, Amy Hsin-I Lee |
ICCSA (3) | 2 |
| 2006 | The Impact of Network Variabilities on TCP Clocking Schemes
Kuan-Ta Chen, Polly Huang, Chun-Ying Huang, Chin-Laung Lei |
INFOCOM | 3 |
| 2006 | On the Sensitivity of Online Game Playing Time to Network QoSabstractAbstract — Online gaming is one of the most profitable busi-nesses on the Internet. Among various threats to continuous player subscriptions, network lags are particularly notorious. It is widely known that frequent and long lags frustrate game players, but whether the players actually take action and leave a game is unclear. Motivated to answer this question, we apply survival analysis to a 1, 356-million-packet trace from a sizeable MMORPG, called ShenZhou Online. We find that both network delay and network loss significantly affect a player’s willingness to continue a game. For ShenZhou Online, the degrees of player “intolerance ” of minimum RTT, RTT jitter, client loss rate, and server loss rate are in the proportion of 1:2:11:6. This indicates that 1) while many network games provide “ping time, ” i.e., the RTT, to players to facilitate server selection, it would be more useful to provide information about delay jitters; and 2) players are much less tolerant of network loss than delay. This is due to the game designer’s decision to transfer data in TCP, where packet loss not only results in additional packet delays due to in-order delivery and retransmission, but also a lower sending rate. Kuan-Ta Chen, Polly Huang, Guo-Shiuan Wang, Chun-Ying Huang, Chin-Laung Lei |
INFOCOM | 4 |
| 2006 | Quantifying Skype user satisfactionabstractThe success of Skype has inspired a generation of peer-to-peer-based solutions for satisfactory real-time multimedia services over the Internet. However, fundamental questions, such as whether VoIP services like Skype are good enough in terms of user satisfaction,have not been formally addressed. One of the major challenges lies in the lack of an easily accessible and objective index to quantify the degree of user satisfaction.In this work, we propose a model, geared to Skype, but generalizable to other VoIP services, to quantify VoIP user satisfaction based on a rigorous analysis of the call duration from actual Skype traces. The User Satisfaction Index (USI) derived from the model is unique in that 1) it is composed by objective source-and network-level metrics, such as the bit rate, bit rate jitter, and round-trip time, 2) unlike speech quality measures based on voice signals, such as the PESQ model standardized by ITU-T, the metrics are easily accessible and computable for real-time adaptation, and 3) the model development only requires network measurements, i.e., no user surveys or voice signals are necessary. Our model is validated by an independent set of metrics that quantifies the degree of user interaction from the actual traces. Kuan-Ta Chen, Chun-Ying Huang, Polly Huang, Chin-Laung Lei |
SIGCOMM | 2 |
| 2005 | A Clustering and Traffic-Redistribution Scheme for High-Performance IPsec VPNs
Pan-Lung Tsai, Chun-Ying Huang, Yun-Yin Huang, Chia-Chang Hsu, Chin-Laung Lei |
HiPC | 2 |
| 2005 | Secure Multicast Using Proxy Encryption
Yun-Peng Chiu, Chin-Laung Lei, Chun-Ying Huang |
ICICS | 3 |
| 2005 | The impact of network variabilities on TCP clocking schemesabstractTCP employs a self-clocking scheme that times the sending of packets. In that, the data packets are sent in a burst when the returning acknowledgement packets are received. This self-clocking scheme (also known as ack-clocking) is deemed a key factor to the the burstiness of TCP traffic and the source of various performance problems-high packet loss, long delay, and high delay jitter. Previous work has suggested contradictively the effectiveness of TCP pacing as a remedy to alleviate the traffic burstiness. In this paper, we analyze systematically, and in more robust experiments the impact of network variabilities on the behavior of TCP clocking schemes. We find that 1) aggregated pacing traffic could be burstier than aggregated ack-clocking traffic. Physical explanation and experimental simulations are provided to support this argument. 2) The round-trip time heterogeneity and flow multiplexing significantly influence the behaviors of both ack-clocking and pacing schemes. Evaluating the performance of clocking schemes without considering these effects is prone to inconsistent results. 3) Pacing outperforms ack-clocking in more realistic settings from the traffic burstiness point of view. Kuan-Ta Chen, Polly Huang, Chun-Ying Huang, Chin-Laung Lei |
INFOCOM | 3 |
| 2005 | Secure Content Delivery using Key CompositionabstractIn this paper, we propose a novel framework for secure multicast on overlay networks. Our contributions are three-fold: 1) a technique key composition is proposed to cope with the secure multicast problems, 2) the proposed framework is totally distributed, i.e., no centralized control is required for subgroup configurations, and 3) a comparison of similar frameworks is provided, in which we show the proposed framework is more efficient in that its time and space complexity are bounded by constants, regardless of the number of coexisting groups, the group size, and the degree of transit nodes. Chun-Ying Huang, Yun-Peng Chiu, Kuan-Ta Chen, Hann-Huei Chiou, Chin-Laung Lei |
LCN | 1 |
| 2005 | Game traffic analysis: an MMORPG perspectiveabstractOnline gaming is one of the most profitable businesses over the Internet. Among all genres of the online games, the popularity of the MMORPG (Massive Multiplayer Online Role Playing Games) is especially prominent in Asia. Opting for a better understanding of the game traffic and the economic well being of the Internet, we analyze a 1,356-million-packet trace from a sizeable MMORPG, ShenZhou Online. This work is, as far as we know, the first formal analysis on the MMORPG server traces.We find that the MMORPG and FPS (First-Person Shooting) games are similar in that they both generate small packets and require low bandwidths. In particular, the bandwidth requirement of MMORPG is even lower due to the less real-time game play. More distinctive are the strong periodicity, temporal locality, and irregularity observed in the MMORPG traffic. The periodicity is due to a common practice in game implementation, where the game state updates are accumulated within a fixed time window before transmission. The temporal locality in the game traffic is largely due to the game nature where one action leads to another. The irregularity, particular unique in MMORPG traffic, is due to the diversity of game design where the user behavior can be drastically different depending on the quest at hand. Kuan-Ta Chen, Polly Huang, Chun-Ying Huang, Chin-Laung Lei |
NOSSDAV | 3 |
| 2005 | An Evaluation of the Virtual Router Redundancy Protocol Extension with Load BalancingabstractVirtual router redundancy protocol (VRRP) is designed to eliminate the single point of failure in the static default routing environment in LAN. The original VRRP protocol does not support load balancing for both incoming and outgoing traffic. This paper describes EVRRP, i.e. enhanced VRRP. EVRRP supports an efficient multiple-node cluster and symmetric load balancing among routers. Each router periodically exchanges information to determine the status of the master and backups. The master router distributes and redirects the traffic to one of the backup routers by ICMP redirect message. Backup routers accept the traffic from the master and one of the backup routers takes over the master traffic using a gratuitous ARP message when the master fails. The improved election protocol speeds up the original VRRP election protocol and shortens the failover time by adding a new state in the previous VRRP state diagram and a new protocol type. An extensive evaluation of the EVRRP protocol is described in the paper. Jen-Hao Kuo, Siong-Ui Te, Pang-Ting Liao, Chun-Ying Huang, Pan-Lung Tsai, Chin-Laung Lei, Sy-Yen Kuo, Yennun Huang, Zsehong Tsai |
PRDC | 4 |