Demo Data from SIGIR 2026 / reviewers in the wild / expert
Li Lin 0001
dblp:38/4000-1
· DBLP profile ↗
16ranked-venue papers
6as first author
7since 2021 · last 2026
0000-0002-8500-198XORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Computer networks · 6 · 3 first-author · 3 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 2 first-author · 1 since 2021Artificial intelligence and machine learning · 2 · 1 since 2021Systems, architecture and hardware · 2 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorDatabases, data management, data science and information retrieval · 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 architecture, parallel and distributed computing, and storage systems
4 papers |
Cloud and datacenter computing · 64% GPUs and heterogeneous computing · 27% Memory systems · 9% | |
| Computer networks
2 papers |
Edge and fog computing · 92% Internet of things and sensor networks · 8% |
Topics — the 12 heaviest of 12, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Cloud and datacenter computing › cloud applications
cloud gaming |
0.7 | 3 | 2017 | ShareRender: Bypassing GPU Virtualization to Enable Fine-grained Resource Sharing for Cloud Gaming · ACM Multimedia 2017 LiveRender: A Cloud Gaming System Based on Compressed Graphics Streaming · IEEE/ACM Trans. Netw. 2016 LiveRender: A Cloud Gaming System Based on Compressed Graphics Streaming · ACM Multimedia 2014 |
Cloud and datacenter computing › cloud applications
graphics streaming |
0.4 | 2 | 2016 | LiveRender: A Cloud Gaming System Based on Compressed Graphics Streaming · IEEE/ACM Trans. Netw. 2016 LiveRender: A Cloud Gaming System Based on Compressed Graphics Streaming · ACM Multimedia 2014 |
Edge and fog computing › mobile edge computing › computation offloading
application partitioning |
0.4 | 1 | 2019 | Computation Offloading Toward Edge Computing · Proc. IEEE 2019 |
Edge and fog computing › mobile edge computing
computation offloading |
0.4 | 1 | 2019 | Computation Offloading Toward Edge Computing · Proc. IEEE 2019 |
Edge and fog computing
task allocation |
0.4 | 1 | 2019 | Computation Offloading Toward Edge Computing · Proc. IEEE 2019 |
GPUs and heterogeneous computing
GPU sharing |
0.3 | 1 | 2017 | ShareRender: Bypassing GPU Virtualization to Enable Fine-grained Resource Sharing for Cloud Gaming · ACM Multimedia 2017 |
GPUs and heterogeneous computing › GPU resource management
GPU virtualization |
0.3 | 1 | 2017 | ShareRender: Bypassing GPU Virtualization to Enable Fine-grained Resource Sharing for Cloud Gaming · ACM Multimedia 2017 |
Memory systems › memory bandwidth
memory bandwidth optimization |
0.2 | 1 | 2014 | LiveRender: A Cloud Gaming System Based on Compressed Graphics Streaming · ACM Multimedia 2014 |
Internet of things and sensor networks › wireless sensor network
distributed processing |
0.1 | 1 | 2019 | Computation Offloading Toward Edge Computing · Proc. IEEE 2019 |
Edge and fog computing
resource management |
0.1 | 1 | 2019 | Computation Offloading Toward Edge Computing · Proc. IEEE 2019 |
Cloud and datacenter computing
mobile cloud computing |
0.1 | 1 | 2019 | Computation Offloading Toward Edge Computing · Proc. IEEE 2019 |
Cloud and datacenter computing › virtualization › virtual machine management
virtual machine scheduling |
0.1 | 1 | 2017 | ShareRender: Bypassing GPU Virtualization to Enable Fine-grained Resource Sharing for Cloud Gaming · ACM Multimedia 2017 |
Methods — techniques the papers use, named apart from their topics
survey · 0.8caching · 0.7intra-frame compression · 0.4inter-frame compression · 0.4workload migration · 0.3online algorithm · 0.3intraframe compression · 0.2interframe compression · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | PFNet: A face soft biometric privacy enhancement method based on attribute disentanglement and frequency compensation
Biao Jin 0004, Haowei Huang, Jinbo Xiong, Xuan Li 0007, Xing Wang 0005, Li Lin 0001 |
Expert Syst. Appl. | 7 |
| 2025 | Enriching Complex Event Forecasting with Nested Patterns
Yuhui Chen, Ruihong Huang, Jinbo Xiong, Li Lin 0001, Jiayin Lin |
DASFAA (2) | 4 |
| 2025 | Incentivizing Resource Contribution for Video Analytics in Computing Power Networking: A Dual-Layer Stackelberg Game ApproachabstractThe explosion of cameras embedded in IoT devices—from mobile phones to autonomous vehicles—has positioned video analytics as a transformative AI tool across healthcare, smart cities, and beyond. Yet, the substantial computing and bandwidth demands of these applications outstrip what IoT devices alone can handle, particularly when low latency is required. Computing Power Networking (CPN) is an emerging solution that unifies cloud, edge, and device resources, enabling seamless, efficient task distribution for real-time analytics. While recent advances in cloud-edge frameworks show promise, current approaches often neglect the economic incentives that drive resource availability. To address this, we present a novel, privacy-enabled dual-layer Stackelberg game model that establishes a dynamic pricing strategy for video analytics in CPN. Our model introduces a two-stage negotiation: IoT devices contract with edge servers for computational and bandwidth resources, while edge servers may offload tasks to the cloud for enhanced service. Using game theory, we derive optimal pricing and offloading strategies under both complete and incomplete information, proving a Nash equilibrium. Comprehensive simulations validate our approach, showing improvements in resource efficiency, reduced latency, and incentivized resource-sharing across all CPN tiers. Specifically, our hybrid offloading strategy significantly reduces latency compared to edge-only and cloud-only computation models. For varying IoT device quantities, the average latency reduction across all scenarios is approximately 30.5%. This work provides an economically sustainable, privacy-conscious solution to the computational challenges of video analytics in an interconnected, resource-sharing ecosystem. Li Lin 0001, Jinbo Xiong, Peng Li 0017, Jiayin Lin, Xing Wang 0005, Limei Lin |
IEEE Internet Things J. | 1 |
| 2025 | VECO: A Digital Twin-Empowered Framework for Efficient Vehicular Edge Caching and Computation OffloadingabstractVehicular edge computing (VEC) tackles the escalating computational demands of intelligent transportation systems by offloading tasks to nearby roadside units (RSUs) for processing. However, in the dynamic vehicular network environment, where vehicles are constantly moving, effective VEC demands a sophisticated approach to managing computing, caching, and communication resources. This involves coordinating resource allocation and data caching across multiple vehicles and RSUs while making complex decisions about task placement. In this paper, we present VECO, a Vehicular Edge Caching and Offloading framework powered by digital twins (DTs). VECO leverages DTs for real-time monitoring of network conditions and resource states, enabling predictive analysis and intelligent decision-making. The framework incorporates a Dynamic Task Caching and Computation Offloading (DT2C) mechanism to optimize data caching and adapt task offloading based on task characteristics and dynamic resource availability. Specifically, we develop a utility-based caching algorithm for RSUs and a novel task offloading strategy using a Proximal Policy Optimization-based deep reinforcement learning algorithm. Extensive experiments demonstrate that VECO, augmented by the DT2C mechanism, significantly outperforms baseline approaches, achieving faster learning convergence and a 21% reduction in total costs, including system latency and energy consumption. Li Lin 0001, Qiang He 0001, Jinbo Xiong, Jiayin Lin, Limei Lin |
IEEE Trans. Intell. Transp. Syst. | 1 |
| 2024 | Optimizing Resource Allocation in the Internet of Vehicles: An Intelligent Vehicle-Edge-Cloud Collaboration Approach
Li Lin 0001, Jinbo Xiong, Jiayin Lin, Ruihong Huang, Xing Wang 0005 |
NPC (2) | 2 |
| 2024 | Computing Power Networking Meets Blockchain: A Reputation-Enhanced Trading Framework for Decentralized IoT Cloud ServicesabstractComputing Power Networking (CPN) represents a transformative paradigm in distributed computing, harnessing the collective capabilities of edge servers dispersed across diverse geographical locations. CPN’s core strengths lie in its ability to accelerate data processing, diminish latency, and scale efficiently, rendering it particularly apt for real-time applications and the Internet of Things. When coupled with blockchain technology, CPN extends its potential by facilitating secure and transparent allocation and trading of computing resources, bolstering data integrity and reliability. However, current research at the intersection of CPN and blockchain primarily focuses on framework development and technology integration, often overlooking the challenge of delivering dependable computing services, especially in the presence of potentially unreliable nodes. To tackle this issue, we introduce a reputation-enhanced resource trading framework, designed to ensure equitable and trustworthy computing power transactions. We establish a decentralized reputation model, capable of accurately assessing node behavior over extended periods. Additionally, we present three optimization mechanisms for reputation updates, accounting for transaction history, quality of service, and transaction amount. Furthermore, our work introduces a reputation-enhanced consensus mechanism within the trading system, strategically employing incentives to motivate participants to deliver high-quality services, thereby increasing their rewards. Simultaneously, it effectively mitigates wealth inequality among resource providers of varying sizes. To validate our approach, we develop a prototype system and conduct performance evaluations, which affirm the superiority of our system in enhancing reputation and delivering robust economic features. Li Lin 0001, Jiapeng Wu, Zhi Zhou 0006, Jin Zhao 0003, Peng Li 0017, Jinbo Xiong |
IEEE Internet Things J. | 1 |
| 2023 | Outsourced and Privacy-Preserving Collaborative k-Prototype Clustering for Mixed Data via Additive Secret SharingabstractOutsourced cloud computing can be considered as an effective way to overcome the data island among users and relieve the pressure of limited resources. However, due to the concerns about trust in cloud servers, outsourcing the users’ data and model training task has considerable privacy disclosure risks. This article presents a PriKPM scheme by using additive secret sharing (ASS), so as to implement the privacy-preserving${k}$-prototype clustering for mixed data (i.e., including numerical and categorical attributes). In PriKPM, data samples are randomly split into two shares and delivered offline to two collaborative servers. We design a secure initialization method for determining the location and number of cluster centers. Then, both servers securely calculate the mixed distance between samples and cluster centers, and execute the samples partion and cluster updating operations. An efficient and secure comparison protocol is developed to offer flexibly the “less than or equal” and “equal” functions during the entire clustering process. Furthermore, theoretical analysis proves the effectiveness and security of PriKPM. Sufficient experiments demonstrate that PriKPM is computationally more efficient than existing secure clustering works. PriKPM can achieve the approximate accuracy of the plaintext${k}$-prototype clustering scheme. Renwan Bi, Dalong Guo, Yuanyuan Zhang 0009, Ruihong Huang, Li Lin 0001, Jinbo Xiong |
IEEE Internet Things J. | 5 |
| 2020 | ms-PoSW: A multi-server aided proof of shared ownership scheme for secure deduplication in cloudabstractSummary Collaborative cloud applications have become the dominant application mode in the big data era. These applications usually generate plenty of cooperative files, which share their ownerships with all collaborative participants. Data deduplication is a promising solution to improve the storage efficiency and save the user expenditure. However, it remains an open issue on how to securely prove the shared ownerships for the shared files and address the attacks on account of using data deduplication. To tackle the above issue, in this paper, we introduce a novel concept of the Proof of Shared oWnership (PoSW) and construct a secure multi‐server‐aided PoSW (ms‐PoSW) scheme for securing client‐side deduplication for the shared files, which is based on the convergent encryption, secret sharing, and bloom filter. In the ms‐PoSW scheme, we employ a sharing convergent key to avoid the single point of failure, introduce the secret sharing algorithm to implement the shared ownership, and construct a novel interaction protocol between the shared owners and the cloud server to prove the shared ownership. Furthermore, a hybrid PoSW scheme is constructed to address the secure proof of hybrid cloud architectures. Finally, security analysis and performance evaluation show the security and efficiency of the proposed schemes. Jinbo Xiong, Yuanyuan Zhang 0009, Li Lin 0001, Jian Shen 0001, Xuan Li 0007, Mingwei Lin |
Concurr. Comput. Pract. Exp. | 3 |
| 2019 | SFAD: Toward effective anomaly detection based on session feature similarity
Ruliang Xiao, Jiawei Su, Xin Du 0003, Jianmin Jiang, Xinhong Lin, Li Lin 0001 |
Knowl. Based Syst. | 6 |
| 2019 | Computation Offloading Toward Edge ComputingabstractWe are living in a world where massive end devices perform computing everywhere and everyday. However, these devices are constrained by the battery and computational resources. With the increasing number of intelligent applications (e.g., augmented reality and face recognition) that require much more computational power, they shift to perform computation offloading to the cloud, known as mobile cloud computing (MCC). Unfortunately, the cloud is usually far away from end devices, leading to a high latency as well as the bad quality of experience (QoE) for latency-sensitive applications. In this context, the emergence of edge computing is no coincidence. Edge computing extends the cloud to the edge of the network, close to end users, bringing ultra-low latency and high bandwidth. Consequently, there is a trend of computation offloading toward edge computing. In this paper, we provide a comprehensive perspective on this trend. First, we give an insight into the architecture refactoring in edge computing. Based on that insight, this paper reviews the state-of-the-art research on computation offloading in terms of application partitioning, task allocation, resource management, and distributed execution, with highlighting features for edge computing. Then, we illustrate some disruptive application scenarios that we envision as critical drivers for the flourish of edge computing, such as real-time video analytics, smart “things” (e.g., smart city and smart home), vehicle applications, and cloud gaming. Finally, we discuss the opportunities and future research directions. Li Lin 0001, Xiaofei Liao, Hai Jin 0001, Peng Li 0017 |
Proc. IEEE | 1 |
| 2018 | Distributed and Application-Aware Task Scheduling in Edge-CloudsabstractEdge computing is an emerging technology which places computing at the edge of the network to provide an ultra-low latency. Computation offloading, a paradigm that migrates computing from mobile devices to remote servers, can now use the power of edge computing by offloading computation to cloudlets in edge-clouds. However, the task scheduling of computation offloading in edge-clouds faces a two-fold challenge. First, as cloudlets are geographically distributed, it is difficult for each cloudlet to perform load balancing without centralized control. Second, as tasks of computation offloading have a wide variety of types, to guarantee the user quality of experience (QoE) in terms of task types is challenging. In this paper, we present Petrel, a distributed and application-aware task scheduling framework for edge-clouds. Petrel implements a sample-based load balancing technology and further adopts adaptive scheduling policies according to task types. This application-aware scheduling not only provides QoE guarantee but also improves the overall scheduling performance. Trace-driven simulations show that Petrel achieves a significant improvement over existing scheduling strategies. Li Lin 0001, Peng Li 0017, Jinbo Xiong, Mingwei Lin |
MSN | 1 |
| 2018 | Achieving Incentive, Security, and Scalable Privacy Protection in Mobile Crowdsensing ServicesabstractMobile crowdsensing as a novel service schema of the Internet of Things (IoT) provides an innovative way to implement ubiquitous social sensing. How to establish an effective mechanism to improve the participation of sensing users and the authenticity of sensing data, protect the users’ data privacy, and prevent malicious users from providing false data are among the urgent problems in mobile crowdsensing services in IoT. These issues raise a gargantuan challenge hindering the further development of mobile crowdsensing. In order to tackle the above issues, in this paper, we propose a reliable hybrid incentive mechanism for enhancing crowdsensing participations by encouraging and stimulating sensing users with both reputation and service returns in mobile crowdsensing tasks. Moreover, we propose a privacy preserving data aggregation scheme, where the mediator and/or sensing users may not be fully trusted. In this scheme, differential privacy mechanism is utilized through allowing different sensing users to add noise data, then employing homomorphic encryption for protecting the sensing data, and finally uploading ciphertext to the mediator, who is able to obtain the collection of ciphertext of the sensing data without actual decryption. Even in the case of partial sensing data leakage, differential privacy mechanism can still ensure the security of the sensing user’s privacy. Finally, we introduce a novel secure multiparty auction mechanism based on the auction game theory and secure multiparty computation, which effectively solves the problem of prisoners’ dilemma incurred in the sensing data transaction between the service provider and mediator. Security analysis and performance evaluation demonstrate that the proposed scheme is secure and efficient. Jinbo Xiong, Lei Chen 0029, Youliang Tian, Li Lin 0001, Biao Jin 0004 |
Wirel. Commun. Mob. Comput. | 5 |
| 2017 | ShareRender: Bypassing GPU Virtualization to Enable Fine-grained Resource Sharing for Cloud GamingabstractCloud gaming is promising to provide high-quality game services by outsourcing game execution to cloud so that users can access games via thin clients (e.g., smartphones or tablets). However, existing cloud gaming systems su er from low GPU utilization in the virtualized environment. Moreover, GPU resources are scheduled in units of virtual machines (VMs) and this kind of coarse-grained scheduling at the VM-level fails to fully exploit GPU processing capacity. In this paper, we present ShareRender, a cloud gaming sys- tem that o oads graphics workloads within VMs directly to GPUs, bypassing GPU virtualization. For each game running in a VM, ShareRender starts a graphics wrapper to intercept frame rendering requests and assign them to render agents responsible for frame rendering on GPUs. Thanks to the exible workload assignment among multiple render agents, ShareRender enables ne-grained resource sharing at the frame-level to signi cantly improve GPU utilization. Further more, we design an online algorithm to determine workload assignment and migration of render agents, which considers the tradeo between minimizing the number of active server and low agent migration cost. We conduct experiments on real deployment and trace-driven simulations to evaluate the performance of ShareRender under di erent system settings. The results show that ShareRender outperforms the existing video-streaming-based cloud gaming system by over 4 times. Wei Zhang 0086, Xiaofei Liao, Peng Li 0017, Hai Jin 0001, Li Lin 0001 |
ACM Multimedia | 5 |
| 2016 | LiveRender: A Cloud Gaming System Based on Compressed Graphics StreamingabstractIn cloud gaming systems, the game program runs at servers in the cloud, while clients access game services by sending input events to the servers and receiving game scenes via video streaming. In this paradigm, servers are responsible for all performance-intensive operations, and thus suffer from poor scalability. An alternative paradigm is called graphics streaming, in which graphics commands and data are offloaded to the clients for local rendering, thereby mitigating the server's burden and allowing more concurrent game sessions. Unfortunately, this approach is bandwidth-consuming, due to large amounts of graphic commands and geometry data. In this paper, we present LiveRender, an open-source gaming system that remedies the problem by implementing a suite of bandwidth optimization techniques including intraframe compression, interframe compression, and caching, establishing what we call compressed graphics streaming. Experiments results show that the new approach is able to reduce bandwidth consumption by 52%-73% compared to raw graphics streaming, with no perceptible difference in video quality and reduced response delay. Compared to the video streaming approach, LiveRender achieves a traffic reduction of 40%-90% with even improved video quality and substantially smaller response delay, while enabling higher concurrency at the server. Xiaofei Liao, Li Lin 0001, Guang Tan, Hai Jin 0001, Xiaobin Yang, Wei Zhang 0086, Bo Li 0001 |
IEEE/ACM Trans. Netw. | 2 |
| 2014 | LiveRender: A Cloud Gaming System Based on Compressed Graphics StreamingabstractIn cloud gaming systems, the game program runs at servers in the cloud, while clients access game services by sending input events to the servers and receiving game scenes via video streaming. In this paradigm, servers are responsible for all performance-intensive operations, and thus suffer from poor scalability. An alternative paradigm is called graphics streaming, in which graphics commands and data are offloaded to the clients for local rendering, thereby mitigating the server's burden and allowing more concurrent game sessions. Unfortunately, this approach is bandwidth consuming, due to large amounts of graphic commands and geometry data. In this paper, we present LiveRender, an open source gaming system that remedies the problem by implementing a suite of bandwidth optimization techniques including intra-frame compression, inter-frame compression, and caching, establishing what we call compressed graphics streaming. Experiments results show that the new approach is able to reduce bandwidth consumption by 52-73% compared to raw graphics streaming, with no perceptible difference in video quality and reduced response delay. Compared with the video streaming approach, LiveRender achieves a traffic reduction of 40-90% with even improved video quality and substantially smaller response delay, while enabling higher concurrency at the server. Li Lin 0001, Xiaofei Liao, Guang Tan, Hai Jin 0001, Xiaobin Yang, Wei Zhang 0086, Bo Li 0001 |
ACM Multimedia | 1 |
| 2014 | An adaptive switching scheme for iterative computing in the cloud
Yu Zhang 0027, Xiaofei Liao, Hai Jin 0001, Li Lin 0001, Feng Lu 0003 |
Frontiers Comput. Sci. | 4 |