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Refocusing Supports of Panorama Light-Field Images in Head-Mounted Virtual Reality.

, and . AltMM@MM, page 15-20. ACM, (2018)

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Quantifying User Satisfaction in Mobile Cloud Games., , , and . MoVid@MMSys, page 4:1-4:6. ACM, (2014)Network traces of virtual worlds: measurements and applications., , , and . MMSys, page 105-110. ACM, (2011)Screencast in the Wild: Performance and Limitations., , , , and . ACM Multimedia, page 813-816. ACM, (2014)QoE-Aware Virtual Machine Placement for Cloud Games., , , , and . NetGames, page 12:1-12:2. IEEE/ACM, (2013)Distortion-Aware Scalable Video Streaming to Multinetwork Clients., , , and . IEEE/ACM Trans. Netw., 21 (2): 469-481 (2013)Optimizing next-generation cloud gaming platforms with planar map streaming and distributed rendering., , , and . NetGames, page 25-30. IEEE, (2017)Towards Quality-of-Experience Models for Watching 360° Videos in Head-Mounted Virtual Reality., , and . QoMEX, page 1-3. IEEE, (2019)Challenged Content Delivery Network: Eliminating the Digital Divide., , , , , , and . ACM Multimedia, page 799-800. ACM, (2015)Toward optimal crowdsensing video quality for wearable cameras in smart cities., , , and . INFOCOM Workshops, page 624-629. IEEE, (2015)Time Slicing in Mobile TV Broadcast Networks with Arbitrary Channel Bit Rates., and . INFOCOM, page 2231-2239. IEEE, (2009)