Demo Data from SIGIR 2026 / reviewers in the wild / expert
Muhammad Hanif B. Ghazali
dblp:188/1207
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2016
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1
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
1 paper |
Content delivery and video streaming · 100% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Cloud and datacenter computing · 100% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Content delivery and video streaming › interactive video streaming
game streaming |
0.2 | 1 | 2016 | SuperStreamer: Enabling Progressive Content Streaming in a Game Engine · ACM Multimedia 2016 |
Cloud and datacenter computing › cloud applications
cloud gaming |
0.1 | 1 | 2016 | SuperStreamer: Enabling Progressive Content Streaming in a Game Engine · ACM Multimedia 2016 |
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2016 | SuperStreamer: Enabling Progressive Content Streaming in a Game EngineabstractThis technical demonstration presents the SuperStreamer project, which enables progressive game assets streaming to players while games are played, reducing the startup time required to download and start playing a cloud-based game. SuperStreamer modifies a popular game engine, Unreal Engine 4, to support developing and playing games with progressive game asset streaming. With SuperStreamer, developers can mark the minimal set of files, containing only the game content essential to start playing the game. When a player plays the game, these minimal set of files will be downloaded to the player's device. SuperStreamer also generates low resolution textures automatically when a developer publishes a game, and these low resolution textures are transmitted first into the game client. As players move through a game level, high quality textures required for the game will be downloaded. In our demo game, we are able to decrease the time taken to startup and load the first game level by around 30%. Yong Xue Eu, Jermyn Tanu, Justin Jieting Law, Muhammad Hanif B. Ghazali, Shuan Siang Tay, Wei Tsang Ooi, Anand Bhojan |
ACM Multimedia | 4 |