Ronald Seet

dblp:169/3157 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2018
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 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 architecture, parallel and distributed computing, and storage systems
2 papers
Cloud and datacenter computing · 100%
Computer networks
2 papers
Edge and fog computing · 60% Content delivery and video streaming · 40%

Topics — the 5 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Cloud and datacenter computing › cloud applications
cloud gaming
0.312018
The Server Allocation Problem for Session-Based Multiplayer Cloud Gaming · IEEE Trans. Multim. 2018
Cloud and datacenter computing
resource management
0.312018
The Server Allocation Problem for Session-Based Multiplayer Cloud Gaming · IEEE Trans. Multim. 2018
Cloud and datacenter computing › resource allocation
server allocation
0.312018
The Server Allocation Problem for Session-Based Multiplayer Cloud Gaming · IEEE Trans. Multim. 2018
Cloud and datacenter computing › resource management
cloud resource management
0.212015
MASTER: Multi-platform Application Streaming Toolkits for Elastic Resources · ACM Multimedia 2015
Cloud and datacenter computing › resource provisioning
elastic resource provisioning
0.212015
MASTER: Multi-platform Application Streaming Toolkits for Elastic Resources · ACM Multimedia 2015

Methods — techniques the papers use, named apart from their topics

server allocation heuristics · 0.7hill-climbing heuristic · 0.7input transformation · 0.4
YearPublicationVenuePosition
2018 The Server Allocation Problem for Session-Based Multiplayer Cloud Gaming
abstract
Advances in cloud computing and GPU virtualization are allowing the game industry to move into a cloud gaming era. In this paper, we consider multiplayer cloud gaming (MCG), which is the natural integration of multiplayer online gaming and cloud gaming paradigms. With MCG, a game server and a set of rendering servers for the players need to be located and launched in the clouds for each game session. We formulate an MCG server allocation problem with the objective of minimizing the total server rental and bandwidth cost charged by the cloud to support an MCG session. The MCG server allocation problem is hard to solve optimally. We propose several efficient heuristics to address the problem and carry out theoretical analysis for the proposed hill-climbing algorithm. We conduct extensive experiments using real Internet latency and cloud pricing datasets to evaluate the effectiveness of our proposed algorithms as well as several alternatives. Experimental results show that our best algorithm can achieve near-optimal cost under real-time latency constraints.
Yunhua Deng, Yusen Li, Ronald Seet, Xueyan Tang, Wentong Cai 0001
IEEE Trans. Multim.3
2015 MASTER: Multi-platform Application Streaming Toolkits for Elastic Resources
abstract
In this demonstration, we propose MASTER, a set of toolkits for cross-platform application streaming that is able to utilize elastic resources on public clouds. MASTER has many useful features. It provides full control of resource acquisition and request dispatching, requires only a browser on the client side for user interactions, and incorporates an input transformer to assist touchscreen device users to naturally interact with desktop applications that need keystroke and mouse control. MASTER also supports session concurrency (serving multiple streaming sessions on a single cloud server instance), thereby improving resource utilization and cutting the cloud bill.
Yusen Li, Yunhua Deng, Ronald Seet, Xueyan Tang, Wentong Cai 0001
ACM Multimedia3