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Games and frames: A strange tale of qoe studies, , , и . Proceedings of the International Conference on Quality of Multimedia Experience, Lisbon, Portugal, (2016)Evaluating reliable streaming in mobile networks. University of Vienna, (декабря 2014)Exploring the Transmission Behaviour of Overwatch: The Source of Lag, и . 30th International Teletraffic Congress (ITC 30), (сентября 2018)Signaling Load and Tunnel Management in a 3G Core Network, , , , , и . 484. University of Wuerzburg, (сентября 2012)Impact of the number of votes on the reliability and validity of subjective speech quality assessment in the crowdsourcing approach, , , , , и . 2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX), стр. 1--6. IEEE, (2020)An introduction to online video game qos and qoe influencing factors, , , , , , и . IEEE Communications Surveys & Tutorials, 24 (3): 1894--1925 (2022)Bounded latency with bridge-local stream reservation and strict priority queuing, , , , , , и . 2020 11th International Conference on Network of the Future (NoF), стр. 55--63. IEEE, (2020)Modeling of aggregated IoT traffic and its application to an IoT cloud, , , , и . Proceedings of the IEEE, 107 (4): 679--694 (2019)Viability of Wi-Fi caches in an era of HTTPS prevalence, , , , и . 2017 IEEE International Conference on Communications Workshops (ICC Workshops), стр. 1370--1375. IEEE, (2017)Crowd-based study of gameplay impairments and player performance in DOTA 2, , , , и . Proceedings of the 4th Internet-QoE Workshop on QoE-based Analysis and Management of Data Communication Networks, стр. 19--24. (2019)