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On the Quality of Service of Cloud Gaming Systems., , , , , and . IEEE Trans. Multim., 16 (2): 480-495 (2014)Hardware Design of an Adaptive Neuro-fuzzy Network with On-Chip Learning Capability., , , and . ISNN (2), volume 4492 of Lecture Notes in Computer Science, page 336-345. Springer, (2007)Peer-to-Peer Application Recognition Based on Signaling Activity., , , and . ICC, page 1-5. IEEE, (2009)Dual code channel hybrid readout circuit based on high precision Photoelectric encoders., , , , and . ASICON, page 1-4. IEEE, (2023)Pricing American Options in a Jump Diffusion Model., , and . CSE, page 221-228. IEEE Computer Society, (2011)Measuring the latency of cloud gaming systems., , , , and . ACM Multimedia, page 1269-1272. ACM, (2011)From Virtual Environments to Physical Environments: Exploring Interactivity in Ubiquitous-learning Systems., , and . J. Educ. Technol. Soc., 11 (2): 54-66 (2008)Quantifying QoS requirements of network services: a cheat-proof framework., , , and . MMSys, page 81-92. ACM, (2011)Synchronous Pipeline Circuit Design for an Adaptive Neuro-fuzzy Network., , , and . ICIC (2), volume 4682 of Lecture Notes in Computer Science, page 164-173. Springer, (2007)Inferring Speech Activity from Encrypted Skype Traffic., , , and . GLOBECOM, page 2143-2147. IEEE, (2008)