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Displaying 1-41 out of 41 total
Comparison of User Trajectories Based on Coordinate Data and State Transitions
Found in: Intelligent Information Hiding and Multimedia Signal Processing, International Conference on
By Junichi Oda, Ruck Thawonmas, Kuan-Ta Chen
Issue Date:September 2009
pp. 1134-1137
No summary available.
 
Fighting Phishing with Discriminative Keypoint Features
Found in: IEEE Internet Computing
By Kuan-Ta Chen, Jau-Yuan Chen, Chun-Rong Huang, Chu-Song Chen
Issue Date:May 2009
pp. 56-63
Phishing is a form of online identity theft associated with both social engineering and technical subterfuge and is a major threat to information security and personal privacy. Here, the authors present an effective image-based antiphishing scheme based on...
 
An Analytical Approach to Optimizing the Utility of ESP Games
Found in: Web Intelligence and Intelligent Agent Technology, IEEE/WIC/ACM International Conference on
By Chien-Wei Lin, Kuan-Ta Chen, Ling-Jyh Chen, Irwin King, Jimmy H.M. Lee
Issue Date:December 2008
pp. 184-187
In this paper, we propose an analytical model for computing the utility of ESP games, i.e., the throughput rate of appropriate labels for given puzzles. The model targets generalized games, where the number of players, the consensus threshold, and the stop...
 
An Analytical Study of Puzzle Selection Strategies for the ESP Game
Found in: Web Intelligence and Intelligent Agent Technology, IEEE/WIC/ACM International Conference on
By Ling-Jyh Chen, Bo-Chun Wang, Kuan-Ta Chen, Irwin King, Jimmy Lee
Issue Date:December 2008
pp. 180-183
No summary available.
 
Privacy Crisis Due to Crisis Response on the Web
Found in: IEEE TrustCom/IEEE ICESS/FCST, International Joint Conference of
By Shao-Yu Wu,Ming-Hung Wang,Kuan-Ta Chen
Issue Date:November 2011
pp. 197-205
In recent disasters, the web has served as a medium of communication among disaster response teams, survivors, local citizens, curious onlookers, and zealous people who are willing to assist victims affected by disasters. To encourage and speed up informat...
 
VSO: Self-Organizing Spatial Publish Subscribe
Found in: Self-Adaptive and Self-Organizing Systems, IEEE International Conference on
By Shun-Yun Hu,Kuan-Ta Chen
Issue Date:October 2011
pp. 21-30
Spatial publish subscribe (SPS) is a basic primitive underlying many real-time, interactive applications such as online games or discrete-time simulations. Supporting SPS on a large-scale, however, requires sufficient resources and proper load distribution...
 
Deployment Issues of Voronoi Self-Organizing Overlays
Found in: Self-Adaptive and Self-Organizing Systems, IEEE International Conference on
By Man-Chun Li,Shun-Yun Hu,Kuan-Ta Chen
Issue Date:October 2011
pp. 216-217
Spatial publish subscribe (SPS) is a basic primitive underlying many real-time, interactive applications such as online games or discrete-time simulations. Voronoi Self-organizing Overlay (VSO) is a scalable SPS service designed to adjust workload automati...
 
Spatiotemporal Analysis of Circulation Behaviors Using Path and Residing Time displaY (PARTY)
Found in: Digital Media and Digital Content Management, Workshop on
By Kingkarn Sookhanaphibarn, Ruck Thawonmas, Frank Rinaldo, Kuan-Ta Chen
Issue Date:May 2011
pp. 284-291
Spatio temporal data displayed in a spatial layout are not the best visualization for simultaneously exploring visitor paths and comparing their residing time. A challenging problem is the visual analytics of circulation patterns in varying layouts commonl...
 
What Can the Temporal Social Behavior Tell Us? An Estimation of Vertex-Betweenness Using Dynamic Social Information
Found in: Social Network Analysis and Mining, International Conference on Advances in
By Jing-Kai Lou, Shou-de Lin, Kuan-Ta Chen, Chin-Laung Lei
Issue Date:August 2010
pp. 56-63
The vertex-betweenness centrality index is an essential measurement for analyzing social networks, but the computation time is excessive. At present, the fastest algorithm, proposed by Brandes in 2001, requires O(|V|E|) time, which is computationally intra...
 
Is Server Consolidation Beneficial to MMORPG? A Case Study of World of Warcraft
Found in: Cloud Computing, IEEE International Conference on
By Yeng-Ting Lee, Kuan-Ta Chen
Issue Date:July 2010
pp. 435-442
MMORPG is shown to be a killer application of Internet, with a global subscriber number increased to 17 millions in 2010. However, MMORPG servers tend to be overly provisioned because 1)such games do not have standard architectures thus dedicated hardware ...
 
Effect of Network Quality on Player Departure Behavior in Online Games
Found in: IEEE Transactions on Parallel and Distributed Systems
By Kuan-Ta Chen, Polly Huang, Chin-Laung Lei
Issue Date:May 2009
pp. 593-606
Understanding the impact of network conditions on player satisfaction, which is one of the major concerns of network game designers, is a popular research topic. Of the various ways to gauge user satisfaction, in this paper, we focus on how network quality...
 
Rapid Detection of Constant-Packet-Rate Flows
Found in: Availability, Reliability and Security, International Conference on
By Kuan-Ta Chen, Jing-Kai Lou
Issue Date:March 2008
pp. 212-220
The demand for effective VoIP and online gaming traffic management methods continues to increase for purposes such as QoS provisioning, usage accounting, and blocking VoIP calls or game connections. However, identifying such flows has become a significant ...
 
Mitigating Active Attacks Towards Client Networks Using the Bitmap Filter
Found in: Dependable Systems and Networks, International Conference on
By Chun-Ying Huang, Kuan-Ta Chen, Chin-Laung Lei
Issue Date:June 2006
pp. 403-412
<p>With the emergence of active worms, the targets of attacks have been moved from well-known Internet servers to generic Internet hosts, and since the rate at which patches can be applied is always much slower than the spread of a worm, an Internet ...
 
Secure Content Delivery using Key Composition
Found in: Local Computer Networks, Annual IEEE Conference on
By Chun-Ying Huang, Yun-Peng Chiu, Kuan-Ta Chen, Hann-Huei Chiou, Chin-Laung Lei
Issue Date:November 2005
pp. 484-485
<p>In this paper, we propose a novel framework for secure multicast on overlay networks. Our contributions are threefold: 1) a technique key composition is proposed to cope with the secure multicast problems, 2) the proposed framework is totally dist...
 
Size does matter: how image size affects aesthetic perception?
Found in: Proceedings of the 21st ACM international conference on Multimedia (MM '13)
By Kuan-Ta Chen, Yu-Kuang Chen, Wei-Ta Chu
Issue Date:October 2013
pp. 53-62
There is no doubt that an image's content determines how people assess the image aesthetically. Previous works have shown that image contrast, saliency features, and the composition of objects may jointly determine whether or not an image is perceived as a...
     
ACM multimedia 2013 workshop on crowdsourcing for multimedia
Found in: Proceedings of the 21st ACM international conference on Multimedia (MM '13)
By Kuan-Ta Chen, Martha Larson, Wei-Ta Chu
Issue Date:October 2013
pp. 1089-1090
The topic "Crowdsourcing for Multimedia" encompasses the full range of techniques that combine human intelligence and a large number of individual contributors to advance the state of the art in multimedia research. The ACM Multimedia 2013 Workshop on Crow...
     
GamingAnywhere: The first open source cloud gaming system
Found in: ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
By Cheng-Hsin Hsu, Chun-Ying Huang, De-Yu Chen, Hwai-Jung Hsu, Kuan-Ta Chen
Issue Date:January 2014
pp. 1-25
We present the first open source cloud gaming system, called GamingAnywhere. In addition to its openness, we have designed, GamingAnywhere for high extensibility, portability, and reconfigurability. We implemented it on Windows, Linux, OS X, and Android. W...
     
GamingAnywhere: an open-source cloud gaming testbed
Found in: Proceedings of the 21st ACM international conference on Multimedia (MM '13)
By Cheng-Hsin Hsu, Chun-Ying Huang, Kuan-Ta Chen, De-Yu Chen
Issue Date:October 2013
pp. 827-830
While cloud gaming opens new business opportunity, it also poses tremendous challenges as the Internet only provides best-effort service and gamers are hard to please. Although researchers have various ideas to improve cloud gaming systems, existing cloud ...
     
DevilTyper: a game for CAPTCHA usability evaluation
Found in: Computers in Entertainment (CIE)
By Chen-Chi Wu, Chien-Ju Ho, Chin-Laung Lei, Kuan-Ta Chen
Issue Date:April 2011
pp. 1-14
CAPTCHA is an effective and widely used solution for preventing computer programs (i.e., bots) from performing automated but often malicious actions, such as registering thousands of free email accounts or posting advertisement on Web blogs. To make CAPTCH...
     
A crowdsourceable QoE evaluation framework for multimedia content
Found in: Proceedings of the seventeen ACM international conference on Multimedia (MM '09)
By Chen-Chi Wu, Chin-Laung Lei, Kuan-Ta Chen, Yu-Chun Chang
Issue Date:October 2009
pp. 491-500
Until recently, QoE (Quality of Experience) experiments had to be conducted in academic laboratories; however, with the advent of ubiquitous Internet access, it is now possible to ask an Internet crowd to conduct experiments on their personal computers. Si...
     
An empirical evaluation of VoIP playout buffer dimensioning in Skype, Google talk, and MSN Messenger
Found in: Proceedings of the 18th international workshop on Network and operating systems support for digital audio and video (NOSSDAV '09)
By Chen-Chi Wu, Chin-Laung Lei, Chun-Ying Huang, Kuan-Ta Chen
Issue Date:June 2009
pp. 1-22
VoIP playout buffer dimensioning has long been a challenging optimization problem, as the buffer size must maintain a balance between conversational interactivity and speech quality. The conversational quality may be affected by a number of factors, some o...
     
Surfing in the crowd: feasibility study of experience sharing in a Taiwanese night market
Found in: Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat (OZCHI '08)
By Chao-Lung Lee, Ching-Long Yeh, Kuan-Ta Chen, Li-Chieh Chen, Wai Yu, Yun-Maw Cheng
Issue Date:December 2008
pp. 1-36
Social Proximity Applications (SPAs) have prompted a promising opportunity for mobile services that utilize the changes in daily life in the proximity of mobile users. This paper describes our research-in-progress about designing and developing a mobile SP...
     
Quantifying the effect of content-based transport strategies for online role playing games
Found in: Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games (NetGames '08)
By Chih-Ming Chen, Kuan-Ta Chen, Polly Huang, Te-Yuan Huang
Issue Date:October 2008
pp. 1-6
The QoS requirements of game messages may differ because of the latter's intrinsic characteristics. In this paper, we propose three content-based strategies for quantifying the effects of different QoS levels. The strategies assign appropriate QoS requirem...
     
Identifying MMORPG bots: a traffic analysis approach
Found in: Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology (ACE '06)
By Chin-Laung Lei, Hao-Hua Chu, Jhih-Wei Jiang, Kuan-Ta Chen, Polly Huang, Wen-Chin Chen
Issue Date:June 2006
pp. 4-es
MMORPGs have become extremely popular among network gamers. Despite their success, one of MMORPG's greatest challenges is the increasing use of game bots, i.e., auto-playing game clients. The use of game bots is considered unsportsmanlike and is therefore ...
     
GamingAnywhere: an open cloud gaming system
Found in: Proceedings of the 4th ACM Multimedia Systems Conference (MMSys '13)
By Cheng-Hsin Hsu, Chun-Ying Huang, Kuan-Ta Chen, Yu-Chun Chang
Issue Date:February 2013
pp. 36-47
Cloud gaming is a promising application of the rapidly expanding cloud computing infrastructure. Existing cloud gaming systems, however, are closed-source with proprietary protocols, which raises the bars to setting up testbeds for experiencing cloud games...
     
Measuring the latency of cloud gaming systems
Found in: Proceedings of the 19th ACM international conference on Multimedia (MM '11)
By Chin-Laung Lei, Chun-Ying Huang, Kuan-Ta Chen, Po-Han Tseng, Yu-Chun Chang
Issue Date:November 2011
pp. 1269-1272
Cloud gaming, i.e., real-time game playing via thin clients, relieves players from the need to constantly upgrade their computers and deal with compatibility issues when playing games. As a result, cloud gaming is generating a great deal of interest among ...
     
Bot detection in rhythm games: a physiological approach
Found in: Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology (ACE '11)
By Hwai-Chung Ho, Kuan-Ta Chen, Ruei-Min Lin
Issue Date:November 2011
pp. 1-8
As the online game industry expands, detecting and preventing cheating in games is an increasingly important research topic. Some forms of cheating, such as the use of game bots (auto-playing game clients), are particularly challenging to identify because ...
     
Video summarization via crowdsourcing
Found in: Proceedings of the 2011 annual conference extended abstracts on Human factors in computing systems (CHI EA '11)
By Kuan-Ta Chen, Ruck Thawonmas, Shao-Yu Wu
Issue Date:May 2011
pp. 1531-1536
Although video summarization has been studied extensively, existing schemes are neither lightweight nor generalizable to all types of video content. To generate accurate abstractions of all types of video, we propose a framework called Click2SMRY, which le...
     
Spatiotemporal analysis in virtual environments using eigenbehaviors
Found in: Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology (ACE '10)
By Frank Rinaldo, Kingkarn Sookhanaphibarn, Kuan-Ta Chen, Ruck Thawonmas
Issue Date:November 2010
pp. 62-65
Behavioral structure can be represented by the principal components of the spatiotemporal data set, termed eigen-behaviors. The eigenbehaviors have been used in a number of researches for finding the behavior patterns of users of personalized mobile device...
     
On formal models for social verification
Found in: Proceedings of the ACM SIGKDD Workshop on Human Computation (HCOMP '09)
By Chien-Ju Ho, Kuan-Ta Chen
Issue Date:June 2009
pp. 62-69
The introduction of the ESP Game and other Games With A Purpose (GWAP) has demonstrated the potential of human computation in solving AI-hard problems. In such systems, users are normally required to input answers for questions proposed by the system, e.g....
     
KissKissBan: a competitive human computation game for image annotation
Found in: Proceedings of the ACM SIGKDD Workshop on Human Computation (HCOMP '09)
By Chien-Ju Ho, Jane Yung-jen Hsu, Jong-Chuan Lee, Kuan-Ta Chen, Tao-Hsuan Chang
Issue Date:June 2009
pp. 11-14
In this paper, we propose a competitive human computation game, KissKissBan (KKB), for image annotation. KKB is different from other human computation games since it integrates both collaborative and competitive elements in the game design. In a KKB game, ...
     
Automatic storytelling in comics: a case study on World of Warcraft
Found in: Proceedings of the 27th international conference extended abstracts on Human factors in computing systems (CHI EA '09)
By Chia-Jung Chan, Kuan-Ta Chen, Ruck Thawonmas
Issue Date:April 2009
pp. 1-4
This paper presents a development of our comic generation system that automatically summarizes players' actions and interactions in the virtual world. The feature of the system is that it analyzes the log and screenshots of a game, decides which events are...
     
Detection of MMORPG bots based on behavior analysis
Found in: Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology (ACE '08)
By Kuan-Ta Chen, Ruck Thawonmas, Yoshitaka Kashifuji
Issue Date:December 2008
pp. 47-54
Game bots, i.e., autoplaying game clients, are currently causing troubles to both game publishers and bona fide players of Massively Multiplayer Online Role-Playing Games (MMORPGs). Use of game bots leads to collapse of game balance, decrease of player sat...
     
An analysis of WoW players' game hours
Found in: Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games (NetGames '08)
By Kuan-Ta Chen, Pin-Yun Tarng, Polly Huang
Issue Date:October 2008
pp. 1-6
Online gaming has become increasingly popular in recent years. Currently, the most common business model of online gaming is based on monthly subscription fees that game players pay to obtain credits, which allow them to start or continue a journey in the ...
     
Game bot identification based on manifold learning
Found in: Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games (NetGames '08)
By Hong-Chung Chang, Hsing-Kuo Kenneth Pao, Kuan-Ta Chen
Issue Date:October 2008
pp. 1-6
In recent years, online gaming has become one of the most popular Internet activities, but cheating activity, such as the use of game bots, has increased as a consequence. Generally, the gaming community disapproves of the use of game bots, as bot users ob...
     
User identification based on game-play activity patterns
Found in: Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games (NetGames '07)
By Kuan-Ta Chen
Issue Date:September 2007
pp. 7-12
Account hijacking is considered one of the most serious security problems in online games. A hijacker normally takes away valuable virtual items from the stolen accounts, and trades those items for real money. Even though account hijacking is not uncommon,...
     
How sensitive are online gamers to network quality?
Found in: Communications of the ACM
By Chin-Laung Lei, Kuan-Ta Chen, Polly Huang
Issue Date:November 2006
pp. 34-38
Game-playing time is strongly related to network QoS, helping determine user satisfaction and deliver better service quality to online gamers.
     
Network game design: hints and implications of player interaction
Found in: Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games (NetGames '06)
By Chin-Laung Lei, Kuan-Ta Chen
Issue Date:October 2006
pp. 17-es
While psychologists analyze network game-playing behavior in terms of players' social interaction and experience, understanding user behavior is equally important to network researchers, because how users act determines how well network systems, such as on...
     
Quantifying Skype user satisfaction
Found in: Proceedings of the 2006 conference on Applications, technologies, architectures, and protocols for computer communications (SIGCOMM '06)
By Chin-Laung Lei, Chun-Ying Huang, Kuan-Ta Chen, Polly Huang
Issue Date:September 2006
pp. 112
The success of Skype has inspired a generation of peer-to-peer-based solutions for satisfactory real-time multimedia services over the Internet. However, fundamental questions, such as whether VoIP services like Skype are good enough in terms of user satis...
     
An empirical evaluation of TCP performance in online games
Found in: Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology (ACE '06)
By Chin-Laung Lei, Chun-Ying Huang, Kuan-Ta Chen, Polly Huang
Issue Date:June 2006
pp. 5-es
A fundamental design question to ask in the development of a network game is---Which transport protocol should be used---TCP, UDP, or some other protocols? Seeking an objective answer to the choice of communication protocol for MMORPGs, we assess whether T...
     
A distributed key assignment protocol for secure multicast based on proxy cryptography
Found in: Proceedings of the 2006 ACM Symposium on Information, computer and communications security (ASIACCS '06)
By Chin-Laung Lei, Chun-Ying Huang, Kuan-Ta Chen, Yun-Peng Chiu
Issue Date:March 2006
pp. 359-359
A secure multicast framework should only allow authorized members of a group to decrypt received messages; usually one "group key" is shared by all approved members. However, this raises the problem of "one affects all," whereby the actions of one member a...
     
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