Demo Data from EDBT 2026 / reviewers in the wild / expert
Sacha Fosse-Parisis
dblp:15/2197
· DBLP profile ↗
2ranked-venue papers
0as first author
0since 2021 · last 1999
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Computer networks · 2
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 |
Transport protocols and congestion control · 57% Internet architecture and protocols · 19% Physical-layer communications · 19% | |
| Computer graphics and multimedia
2 papers |
Multimedia systems and quality of experience · 68% Audio and music processing · 32% |
Topics — the 10 heaviest of 11, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Transport protocols and congestion control
error control |
0.0 | 1 | 1999 | Adaptive FEC-Based Error Control for Internet Telephony · INFOCOM 1999 |
Physical-layer communications › channel coding › error control coding
forward error correction |
0.0 | 1 | 1999 | Adaptive FEC-Based Error Control for Internet Telephony · INFOCOM 1999 |
Transport protocols and congestion control
rate control |
0.0 | 1 | 1999 | Adaptive FEC-Based Error Control for Internet Telephony · INFOCOM 1999 |
Transport protocols and congestion control › equation-based rate control
TCP-friendly rate control |
0.0 | 1 | 1999 | Adaptive FEC-Based Error Control for Internet Telephony · INFOCOM 1999 |
Internet architecture and protocols
voice over IP |
0.0 | 1 | 1999 | Adaptive FEC-Based Error Control for Internet Telephony · INFOCOM 1999 |
Multimedia systems and quality of experience
voice communication |
0.0 | 1 | 1998 | Adding Voice to a Distributed Game on the Internet · INFOCOM 1998 |
Multimedia systems and quality of experience › voice communication
voice over IP |
0.0 | 1 | 1998 | Adding Voice to a Distributed Game on the Internet · INFOCOM 1998 |
Audio and music processing › audio quality assessment
perceived audio quality |
0.0 | 1 | 1999 | Adaptive FEC-Based Error Control for Internet Telephony · INFOCOM 1999 |
Audio and music processing
echo cancellation |
0.0 | 1 | 1998 | Adding Voice to a Distributed Game on the Internet · INFOCOM 1998 |
Audio and music processing
spatial audio |
0.0 | 1 | 1998 | Adding Voice to a Distributed Game on the Internet · INFOCOM 1998 |
Methods — techniques the papers use, named apart from their topics
simulation · 0.0constrained optimization · 0.0RTCP feedback · 0.0packetization · 0.0RTP · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 1999 | Adaptive FEC-Based Error Control for Internet TelephonyabstractExcessive packet loss rates can dramatically decrease the audio quality perceived by users of Internet telephony applications. Previous results suggest that error control schemes using forward error correction (FEC) are good candidates for decreasing the impact of packet loss on audio quality. However, the FEC scheme must be coupled to a rate control scheme. Furthermore, the amount of redundant information used at any given point in time should also depend on the characteristics of the loss process at that time (it would make no sense to send much redundant information when the channel is loss free), on the end to end delay constraints (destination typically have to wait longer to decode the FEC as more FEC information is used), on the quality of the redundant information, etc. However, it is not clear given all these constraints how to choose the "best" possible redundant information. We address this issue, and illustrate the approach using an FEC scheme for packet audio standardized in the IETF. We show that the problem of finding the best redundant information can be expressed mathematically as a constrained optimization problem for which we give explicit solutions. We obtain from these solutions a simple algorithm with very interesting features, namely (i) the algorithm optimizes a subjective measure (such as the audio quality perceived at a destination) as opposed to an objective measure of quality (such as the packet loss rate at a destination), (ii) it incorporates the constraints of rate control and playout delay adjustment schemes, and (iii) it adapts to varying loss conditions in the network (estimated online with RTCP feedback). We have been using the algorithm, together with a TCP-friendly rate control scheme and we have found it to provide very good audio quality even over paths with high and varying loss rates. We present simulation and experimental results to illustrate its performance. Jean-Chrysostome Bolot, Sacha Fosse-Parisis, Don Towsley |
INFOCOM | 2 |
| 1998 | Adding Voice to a Distributed Game on the InternetabstractMuch of the work on distributed virtual environments (DVEs) has focused on efficient schemes and algorithms for the description and visual rendering of such environments. However, there has been comparatively little effort on senses other than sight, and in particular on live voice. This is surprising because adding voice to DVEs enhances the sense of immersion in the environment, and can in fact completely change the way entities interact. For example, adding voice in a distributed game impacts tactics, team building, cheating, etc. We examine issues related to adding voice between participants in DVEs. We consider in particular a special kind of DVE, namely distributed games over the Internet. We consider all stages of voice manipulation, including voice generation (with emphasis on echo cancellation), voice transmission (with emphasis on RTP and packetization), and voice restitution (with emphasis on spatial rendition and on synchronization between voice and visual cues). We also consider implementation issues, and illustrate these with the MiMaze game and the FreePhone audio tool, both developed at INRIA. Jean-Chrysostome Bolot, Sacha Fosse-Parisis |
INFOCOM | 2 |