Demo Data from EDBT 2026 / reviewers in the wild / expert
Doug Gallatin
dblp:155/5463
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2023
0009-0001-5083-0470ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Computer networks · 1 · 1 since 2021
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 graphics and multimedia
1 paper |
Multimedia systems and quality of experience · 77% Audio and music processing · 23% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Cloud and datacenter computing · 100% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Multimedia systems and quality of experience
multimedia synchronization |
0.7 | 1 | 2023 | Ekho: Synchronizing cloud gaming media across multiple endpoints · SIGCOMM 2023 |
Audio and music processing › audio security
audio watermarking |
0.2 | 1 | 2023 | Ekho: Synchronizing cloud gaming media across multiple endpoints · SIGCOMM 2023 |
Cloud and datacenter computing › cloud applications
cloud gaming |
0.2 | 1 | 2023 | Ekho: Synchronizing cloud gaming media across multiple endpoints · SIGCOMM 2023 |
Methods — techniques the papers use, named apart from their topics
signal processing · 1.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Ekho: Synchronizing cloud gaming media across multiple endpointsabstractOnline cloud gaming platforms stream game media to multiple end-points (e.g., a television display and a controller-connected headset) via possibly different networks with considerably different latencies. This leads to the media being played out of sync with one another, and severely degrades user experience. Typical approaches that rely on network and software timing measurements fail to reach synchronization goals. In this work, we propose Ekho, a robust and efficient end-to-end approach for synchronizing streams transmitted to two devices. Ekho adds faint, human-inaudible pseudo-noise (PN) markers to the game audio, and listens for these markers in the chat audio captured by the player's microphone to measure inter-stream delay (ISD). The game server then compensates for the ISD to synchronize the streams. We evaluate Ekho in depth, with a corpus of audio samples from popular online games, and demonstrate that it calculates ISD with sub-millisecond accuracy, has low computational overhead, and is resilient to background chatter, compression and microphone quality. In end-to-end tests over WiFi and cellular links with frequent packet loss and playback disruption, Ekho maintains human-imperceptible ISD (< 10 ms) 86.8% of the time. Without Ekho, the ISD exceeds 50 ms at all times. Pouya Hamadanian, Doug Gallatin, Mohammad Alizadeh, Krishna Chintalapudi |
SIGCOMM | 2 |