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RealSync: A Synchronous Multimodality Media Stream Analytic Framework for Real-Time Communications Applications.

, , , , and . GLOBECOM, page 1-6. IEEE, (2020)

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On GPU Pass-Through Performance for Cloud Gaming: Experiments and Analysis., and . NetGames, page 6:1-6:6. IEEE/ACM, (2013)Cloud Gaming: Understanding the Support From Advanced Virtualization and Hardware., , and . IEEE Trans. Circuits Syst. Video Techn., 25 (12): 2026-2037 (2015)Power consumption of virtual machines with network transactions: Measurement and improvements., , and . INFOCOM, page 1051-1059. IEEE, (2014)Bootstrapping Trust in Distributed Systems with Blockchains., , , and . login Usenix Mag., (2016)Intelligent Video Caching at Network Edge: A Multi-Agent Deep Reinforcement Learning Approach., , , , and . INFOCOM, page 2499-2508. IEEE, (2020)Blockstack: A Global Naming and Storage System Secured by Blockchains., , , and . USENIX ATC, page 181-194. USENIX Association, (2016)Rhizome: utilizing the public cloud to provide 3D gaming infrastructure., , and . MMSys, page 97-100. ACM, (2015)Towards Fully Offloaded Cloud-based AR: Design, Implementation and Experience., , , and . MMSys, page 321-330. ACM, (2017)On the impact of virtualization on Dropbox-like cloud file storage/synchronization services., , , and . IWQoS, page 1-9. IEEE, (2012)A deep investigation into network performance in virtual machine based cloud environments., , , and . INFOCOM, page 1285-1293. IEEE, (2014)