Demo Data from EDBT 2026 / reviewers in the wild / expert
Omar Mossad
dblp:274/0920
· DBLP profile ↗
1ranked-venue papers
1as first author
1since 2021 · last 2021
—ORCID · unresolved
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 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 |
Image and video coding · 100% | |
| Computer networks
1 paper |
Content delivery and video streaming · 100% | |
| Artificial intelligence
1 paper |
Video understanding and tracking · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Image and video coding › video compression › video codec
video encoding |
0.5 | 1 | 2021 | DeepGame: Efficient Video Encoding for Cloud Gaming · ACM Multimedia 2021 |
Content delivery and video streaming › interactive video streaming
cloud gaming |
0.5 | 1 | 2021 | DeepGame: Efficient Video Encoding for Cloud Gaming · ACM Multimedia 2021 |
Computer vision › Video understanding and tracking › spatio-temporal modeling
spatio-temporal neural networks |
0.1 | 1 | 2021 | DeepGame: Efficient Video Encoding for Cloud Gaming · ACM Multimedia 2021 |
Methods — techniques the papers use, named apart from their topics
subjective quality study · 1.5spatio-temporal deep neural network · 1.5region-of-interest encoding · 1.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | DeepGame: Efficient Video Encoding for Cloud GamingabstractCloud gaming enables users to play games on virtually any device. This is achieved by offloading the game rendering and encoding to cloud datacenters. As game resolutions and frame rates increase, cloud gaming platforms face a major challenge to stream high quality games due to the high bandwidth and low latency requirements. In this paper, we propose a new video encoding pipeline, called DeepGame, for cloud gaming platforms to reduce the bandwidth requirements with limited to no impact on the player quality of experience. DeepGame learns the player's contextual interest in the game and the temporal correlation of that interest using a spatio-temporal deep neural network. Then, it encodes various areas in the video frames with different quality levels proportional to their contextual importance. DeepGame does not change the source code of the video encoder or the video game, and it does not require any additional hardware or software at the client side. We implemented DeepGame in an open-source cloud gaming platform and evaluated its performance using multiple popular games. We also conducted a subjective study with real players to demonstrate the potential gains achieved by DeepGame and its practicality. Our results show that DeepGame can reduce the bandwidth requirements by up to 36% compared to the baseline encoder, while maintaining the same level of perceived quality for players and running in real time. Omar Mossad, Khaled Diab 0001, Ihab Amer, Mohamed Hefeeda |
ACM Multimedia | 1 |