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Performance measurements of 360° video streaming to head-mounted displays over live 4G cellular networks.

, , , and . APNOMS, page 205-210. IEEE, (2017)

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Placing Virtual Machines to Optimize Cloud Gaming Experience., , , , and . IEEE Trans. Cloud Computing, 3 (1): 42-53 (2015)Performance measurements of 360° video streaming to head-mounted displays over live 4G cellular networks., , , and . APNOMS, page 205-210. IEEE, (2017)A Survey of Interactive Remote Rendering Systems., and . ACM Comput. Surv., 47 (4): 57:1-57:29 (2015)To Cloud or Not to Cloud: Measuring the Performance of Mobile Gaming., , , , and . MobiGames@MobiSys, page 19-24. ACM, (2015)Clouds + Games: A Multifaceted Approach., , , , and . IEEE Internet Comput., 18 (3): 20-27 (2014)IRS: A Detour Routing System to Improve Quality of Online Games., , and . IEEE Trans. Multim., 13 (4): 733-747 (2011)On the Quality of Service of Cloud Gaming Systems., , , , , and . IEEE Trans. Multim., 16 (2): 480-495 (2014)Analytics-Aware Storage of Surveillance Videos: Implementation and Optimization., , and . SMARTCOMP, page 25-32. IEEE, (2020)CrowdMAC: A Crowdsourcing System for Mobile Access., , and . Middleware, volume 7662 of Lecture Notes in Computer Science, page 1-20. Springer, (2012)Refocusing Supports of Panorama Light-Field Images in Head-Mounted Virtual Reality., and . AltMM@MM, page 15-20. ACM, (2018)