2013
-
Crowdsourcing Multimedia QoE Evaluation: A Trusted Framework

IEEE Transactions on Multimedia, to appear. -
GamingAnywhere: An Open Cloud Gaming System

ACM Multimedia Systems 2013, to appear. -
Gender Swapping and User Behaviors in Online Social Games

ACM WWW 2013, to appear.
2012
-
An Analytical Model for Generalized ESP Games

Knowledge-Based Systems, Oct, 2012. -
Radar Chart: Scanning for Satisfactory QoE in QoS Dimensions

IEEE Network, July, 2012. -
Trajectory Analysis for User Verification and Recognition

Knowledge-Based Systems, Oct, 2012. -
Are All Games Equally Cloud-Gaming-Friendly? An Electromyographic Approach

IEEE/ACM NetGames 2012. -
Forecasting Online Game Addictiveness

IEEE/ACM NetGames 2012. -
Pomics: A Computer-aided Storytelling System with Automatic Picture-to-Comics Composition

TAAI 2012.
2011
-
Analysis of Revisitations in Online Games

Entertainment Computing, 2011. -
DevilTyper: A Game for CAPTCHA Usability Evaluation

ACM Computers in Entertainment, April, 2011. -
Using One-Time Passwords to Prevent Password Phishing Attacks

Journal of Network and Computer Applications, July, 2011. -
Measuring The Latency of Cloud Gaming Systems

ACM Multimedia 2011. -
Quantifying QoS Requirements of Network Services: A Cheat-Proof Framework

ACM Multimedia Systems 2011. -
World of Warcraft Avatar History Dataset

ACM Multimedia Systems 2011. -
Stepping Stone Detection at The Server Side

IEEE SCNC 2011 (in conjunction with IEEE INFOCOM 2011). -
Video Summarization via Crowdsourcing

ACM CHI 2011 (Works-in-Progress Program). -
Bot Detection in Rhythm Games: A Physiological Approach

ACM SIGCHI ACE 2011. -
Bayesian Piggyback Control for Improving Real-Time Communication Quality

IEEE CQR 2011. -
Deployment Issues of Voronoi Self-Organizing Overlays

IEEE SASO 2011 (poster). -
On The Battle between Online Gamers and Lags

IEEE CQR 2011. -
Privacy Crisis due to Crisis Response on the Web

IEEE TrustCom 2011. -
Self-organizing Spatial Publish Subscribe

IEEE/ACM ICAC 2011 (poster). -
Understanding The Performance of Thin-Client Gaming

IEEE CQR 2011. -
VSO: Self-organizing Spatial Publish Subscribe

IEEE SASO 2011.
2010
-
Can Skype be More Satisfying? -- A QoE-Centric Study of the FEC Mechanism in the Internet-Scale VoIP System

IEEE Network, March, 2010. -
Game Bot Detection via Avatar Trajectory Analysis

IEEE Transactions on Computational Intelligence and AI in Games, Sep, 2010. -
KissKissBan: A Competitive Human Computation Game for Image Annotation

ACM SIGKDD Explorations, June, 2010. -
Quadrant of Euphoria: A Crowdsourcing Platform for QoE Assessment

IEEE Network, March, 2010. -
The Design of Puzzle Selection Strategies for GWAP Systems

Concurrency and Computation: Practice and Experience, Feb, 2010. -
Is Server Consolidation Beneficial to MMORPG? A Case Study of World of Warcraft

IEEE CLOUD 2010. -
Fast-Flux Bot Detection in Real Time

RAID 2010. -
Spatiotemporal Analysis in Virtual Environments using Eigenbehaviors

ACM ACE 2010. -
Online Game QoE Evaluation using Paired Comparisons

IEEE CQR 2010. -
Radar Chart: Scanning for High QoE in QoS Dimensions

IEEE CQR 2010. -
What Can the Temporal Social Behavior Tell Us? An Estimation of Vertex-Betweenness Using Dynamic Social Informations

ASONAM 2010. -
Trajectory based Behavior Analysis for User Verification

IDEAL 2010.
2009
-
Effect of Network Quality on Player Departure Behavior in Online Games

IEEE Transactions on Parallel and Distributed Systems, May, 2009. -
Fighting Phishing with Discriminative Keypoint Features

IEEE Internet Computing, May, 2009. -
Identifying MMORPG Bots: A Traffic Analysis Approach

EURASIP Journal on Advances in Signal Processing, 2009. -
On the Challenge and Design of Transport Protocols for MMORPGs

Multimedia Tools and Applications (special issue on Massively Multiuser Online Gaming Systems and Applications), Oct, 2009. -
A Crowdsourceable QoE Evaluation Framework for Multimedia Content

ACM Multimedia 2009. -
OneClick: A Framework for Measuring Network Quality of Experience

IEEE INFOCOM 2009. -
Tuning the Redundancy Control Algorithm of Skype for User Satisfaction

IEEE INFOCOM 2009. -
Automatic Storytelling in Comics: A Case Study on World of Warcraft

ACM CHI 2009 (Works-in-Progress Program). -
On Prophesying Online Gamer Departure

ACM NetGames 2009 (poster). -
An Empirical Evaluation of VoIP Playout Buffer Dimensioning in Skype

ACM NOSSDAV 2009. -
KissKissBan: a competitive human computation game for image annotation

Human Computation Workshop 2009. -
On formal models for social verification

Human Computation Workshop 2009. -
Peer-to-Peer Application Recognition Based on Signaling Activity

IEEE ICC 2009. -
Analysis of Area Revisitation Patterns in World of Warcarft

IFIP ICEC 2009. -
A Collusion-Resistant Automation Scheme for Social Moderation Systems

IEEE CCNC 2009. -
Comparison of User Trajectories Based on Coordinate Data and State Transitions

IEEE IIHMSP 2009. -
Analysis of User Trajectories Based on Data Distribution and State Transition: A Case Study with a Massively Multiplayer Online Game Angel Love Online

GAMEON 2009 (Best Paper Award Candidate). -
Counteracting Phishing Page Polymorphism: An Image Layout Analysis Approach

ISA 2009.
2008
-
A Generalizable Methodology for Quantifying User Satisfaction

IEICE Transactions on Communications, May, 2008. -
A User-Centric Framework for Comparing Applications Network Robustness

ACM SIGCOMM 2008 (poster). -
Detecting Peer-to-Peer Activity by Signaling Packet

ACM SIGCOMM 2008 (poster). -
OneClick: A Framework for Capturing Users Network Experiences

ACM SIGCOMM 2008 (poster). -
An Analysis of WoW Players Game Hours

ACM NetGames 2008. -
Game Bot Identification based on Manifold Learning

ACM NetGames 2008. -
Quantifying the Effect of Content-based Transport Strategies for Online Role Playing Games

ACM NetGames 2008 (Poster). -
Toward an Understanding of the Processing Delay of Peer-to-Peer Relay Nodes

IEEE/IFIP DSN 2008. -
Inferring Speech Activities from Encrypted Skype Traffic

IEEE Globecom 2008. -
Game Bot Detection Based on Avatar Trajectory

IFIP ICEC 2008. -
Detection of MMORPG Bots Based on Behavior Analysis

ACM ACE 2008. -
An Analytical Approach to Optimizing The Utility of ESP Games

IEEE/WIC/ACM Web Intelligence 2008. -
An Analytical Study of Puzzle Selection Strategies for the ESP Game

IEEE/WIC/ACM Web Intelligence 2008. -
Rapid Detection of Constant-Packet-Rate Flows

IEEE ARES 2008. -
Involuntary Information Leakage in Social Network Services

IWSEC 2008 (Best Paper Award). -
Surfing in the Crowd: Feasibility Study of Experience Sharing in a Taiwanese Night Market

OZCHI 2008. -
Detecting VoIP Traffic Based on Human Conversation Patterns

IPTCOMM 2008.
2007
-
Detection of Landmarks for Clustering of Online-Game Players

The International Journal of Virtual Reality, 2007. -
Secure Multicast in Dynamic Environments

Computer Networks, July, 2007. -
Towards User-Centric Rate Adaptations for VoIP Traffic

ACM SIGCOMM 2007 (poster). -
Finding Self-Similarities in Opportunistic People Networks

IEEE INFOCOM 07 (mini-symposium). -
User Identification based on Game-Play Activity Patterns

ACM NetGames 2007. -
Detection of Landmarks for Clustering of Online-Game Players

IFIP ICEC 2007. -
Detecting Bad Mouthing Behavior in Reputation Systems

Wikimania 2007 (poster). -
Improving Reliability of Web 2.0-based Rating Systems Using Per-user Trustiness

Wikimania 2007 (poster).
2006
-
How Sensitive are Online Gamers to Network Quality?

Communications of the ACM, November, 2006. -
Game Traffic Analysis: An MMORPG Perspective

Computer Networks, Nov, 2006. -
Quantifying Skype User Satisfaction

ACM SIGCOMM 2006. -
On the Sensitivity of Online Game Playing Time to Network QoS

IEEE INFOCOM 2006. -
Network Game Design: Hints and Implications of Player Interaction

ACM NetGames 2006. -
Mitigating Active Attacks Towards Client Networks Using the Bitmap Filter

IEEE DSN 2006. -
Design Implications of Social Interaction in Online Games

IFIP ICEC 2006. -
A Distributed Key Assignment Protocol for Secure Multicast based on Proxy Cryptography

ACM ASIACCS 2006. -
An Empirical Evaluation of TCP Performance in Online Games

ACM SIGCHI ACE 2006. -
Identifying MMORPG Bots: A Traffic Analysis Approach

ACM SIGCHI ACE 2006.
2005
-
Game Traffic Analysis: An MMORPG Perspective

ACM NOSSDAV 2005. -
Secure Content Delivery using Key Composition

IEEE LCN 2005. -
The Impact of Network Variabilities on TCP Clocking Schemes

IEEE Global Internet 2005.
