Siqi Shen

Massivizing online gaming

Research Focus
Massivizing Networked Virtual Environments using cloud environments

Contact

Links

Publications

Publications
When Game Becomes Life: The Creators and Spectators of Online Game Replays and Live Streaming.
TOMCCAP 12(4): 47:1-47:24 (2016)
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An Availability-on-Demand Mechanism for Datacenters.
CCGRID 2015: 495-504
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Statistical Characterization of Business-Critical Workloads Hosted in Cloud Datacenters.
CCGRID 2015: 465-474
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Area of Simulation: Mechanism and Architecture for Multi-Avatar Virtual Environments.
TOMCCAP 12(1): 8:1-8:24 (2015)
PDF
Toxicity detection in multiplayer online games.
NETGAMES 2015: 1-6 (Best Paper Award)
PDF
Socializing by Gaming: Revealing Social Relationships in Multiplayer Online Games
TKDD 10(2): 11:1-11:29 (2015)
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Characterization of Human Mobility in Networked Virtual Environments.
NOSSDAV 2014: 13
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Modeling Avatar Mobility of Networked Virtual Environments.
MMVE@MMSys 2014: 2:1-2:6
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Massivizing online games using cloud computing: A vision.
ICME Workshops 2014: 1-4
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Analyzing Implicit Social Networks in Multiplayer Online Games.
IEEE Internet Computing 18(3): 36-44 (2014)
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Understanding and recommending play relationships in online social gaming
COMSNETS 2013: 1-10
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Massivizing Multi-player Online Games on Clouds.
CCGRID 2013: 152-155
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Scheduling Jobs in the Cloud Using On-Demand and Reserved Instances.
Euro-Par 2013: 242-254
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An analysis of online match-based games.
HAVE 2012: 134-139 (Workshops)
PDF
RTSenv: An experimental environment for real-time strategy games
2011 10th Workshop on Network and Systems Support for Games: 1-6
PDF