Grenville J. Armitage

Orcid: 0000-0002-2805-6511

Affiliations:
  • Swinburne University of Technology, Melbourne, Australia


According to our database1, Grenville J. Armitage authored at least 112 papers between 1993 and 2023.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
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PhD thesis 
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Online presence:

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Bibliography

2023
Sammy: smoothing video traffic to be a friendly internet neighbor.
Proceedings of the ACM SIGCOMM 2023 Conference, 2023

2020
Adaptive Chunklets and AQM for Higher-Performance Content Streaming.
ACM Trans. Multim. Comput. Commun. Appl., 2020

Detecting Bottleneck Use of PIE or FQ-CoDel Active Queue Management During DASH-like Content Streaming.
Proceedings of the 45th IEEE Conference on Local Computer Networks, 2020

2019
A Survey of Delay-Based and Hybrid TCP Congestion Control Algorithms.
IEEE Commun. Surv. Tutorials, 2019

2018
TCP Alternative Backoff with ECN (ABE).
RFC, December, 2018

A Survey of Round Trip Time Prediction Systems.
IEEE Commun. Surv. Tutorials, 2018

ctrlTCP: Reducing latency through coupled, heterogeneous multi-flow TCP congestion control.
Proceedings of the IEEE INFOCOM 2018, 2018

2017
Using Active Queue Management to Assist IoT Application Flows in Home Broadband Networks.
IEEE Internet Things J., 2017

A Survey of Rate Adaptation Techniques for Dynamic Adaptive Streaming Over HTTP.
IEEE Commun. Surv. Tutorials, 2017

BGP Anomaly Detection Techniques: A Survey.
IEEE Commun. Surv. Tutorials, 2017

Collaborative and privacy-preserving estimation of IP address space utilisation.
Comput. Networks, 2017

Alternative backoff: Achieving low latency and high throughput with ECN and AQM.
Proceedings of the 2017 IFIP Networking Conference, 2017

Characterising LEDBAT Performance Through Bottlenecks Using PIE, FQ-CoDel and FQ-PIE Active Queue Management.
Proceedings of the 42nd IEEE Conference on Local Computer Networks, 2017

Recurrence behaviour of BGP traffic.
Proceedings of the 27th International Telecommunication Networks and Applications Conference, 2017

Optimising DASH over AQM-Enabled Gateways Using Intra-Chunk Parallel Retrieval (Chunklets).
Proceedings of the 26th International Conference on Computer Communication and Networks, 2017

Benefits of FlowQueue-Based Active Queue Management for Interactive Online Games.
Proceedings of the 26th International Conference on Computer Communication and Networks, 2017

2016
The Impact of Active Queue Management on DASH-Based Content Delivery.
Proceedings of the 41st IEEE Conference on Local Computer Networks, 2016

Improving the Fairness of Alternative Backoff with ECN (ABE).
Proceedings of the 41st IEEE Conference on Local Computer Networks, 2016

Potential redundant link fail-over strategies for uptime-sensitive medical telemetry applications.
Proceedings of the 18th IEEE International Conference on e-Health Networking, 2016

2015
Detecting BGP instability using Recurrence Quantification Analysis (RQA).
Proceedings of the 34th IEEE International Performance Computing and Communications Conference, 2015

2014
Networked Games in the Midst of the Clouds [Guest editors' introduction].
IEEE Internet Comput., 2014

Homenet3D: a new view on home network state.
IEEE Commun. Mag., 2014

Capturing ghosts: predicting the used IPv4 space by inferring unobserved addresses.
Proceedings of the 2014 Internet Measurement Conference, 2014

2013
Guest editorial for special issue on network and systems support for games.
Multim. Syst., 2013

Estimating IPv4 address space usage with capture-recapture.
Proceedings of the 38th Annual IEEE Conference on Local Computer Networks, Sydney, Australia, October 21-24, 2013, 2013

Minimally-intrusive frequent round trip time measurements using Synthetic Packet-Pairs.
Proceedings of the 38th Annual IEEE Conference on Local Computer Networks, 2013

Using delay-gradient TCP for multimedia-friendly 'background' transport in home networks.
Proceedings of the 38th Annual IEEE Conference on Local Computer Networks, 2013

2012
Timely and continuous machine-learning-based classification for interactive IP traffic.
IEEE/ACM Trans. Netw., 2012

REED: Optimizing first person shooter game server discovery using network coordinates.
ACM Trans. Multim. Comput. Commun. Appl., 2012

Investigating the IPv6 teredo tunnelling capability and performance of internet clients.
Comput. Commun. Rev., 2012

Sub-flow packet sampling for scalable ML classification of interactive traffic.
Proceedings of the 37th Annual IEEE Conference on Local Computer Networks, 2012

Mitigating sampling error when measuring internet client IPv6 capabilities.
Proceedings of the 12th ACM SIGCOMM Internet Measurement Conference, 2012

2011
Capacity of Temperature-Based Covert Channels.
IEEE Commun. Lett., 2011

Securing BGP - A Literature Survey.
IEEE Commun. Surv. Tutorials, 2011

Inferring the time-zones of prefixes and autonomous systems by monitoring game server discovery traffic.
Proceedings of the Network and Operating System Support for Digital Audio and Video, 2011

Improving HTTP performance using "stateless" TCP.
Proceedings of the Network and Operating System Support for Digital Audio and Video, 2011

Stealthier Inter-packet Timing Covert Channels.
Proceedings of the NETWORKING 2011, 2011

Revisiting TCP Congestion Control Using Delay Gradients.
Proceedings of the NETWORKING 2011, 2011

Multimedia-unfriendly TCP congestion control and home gateway queue management.
Proceedings of the Second Annual ACM SIGMM Conference on Multimedia Systems, 2011

Practical machine learning based multimedia traffic classification for distributed QoS management.
Proceedings of the IEEE 36th Conference on Local Computer Networks, 2011

2010
IPv4 and IPv6 Greynets.
RFC, September, 2010

At the Intersection of Networks and Highly Interactive Online Games.
Proceedings of the Algorithms for Next Generation Networks, 2010

A Technique for Reducing BGP Update Announcements through Path Exploration Damping.
IEEE J. Sel. Areas Commun., 2010

Minimising Disruption Caused by Online FPS Game Server Discovery in a Wireless Network.
Proceedings of the 2010 IEEE Wireless Communications and Networking Conference, 2010

Improved coexistence and loss tolerance for delay based TCP congestion control.
Proceedings of the 35th Annual IEEE Conference on Local Computer Networks, 2010

2009
Issues with network address translation for SCTP.
Comput. Commun. Rev., 2009

Rapid identification of Skype traffic flows.
Proceedings of the Network and Operating System Support for Digital Audio and Video, 2009

Collateral Damage: The Impact of Optimised TCP Variants on Real-Time Traffic Latency in Consumer Broadband Environments.
Proceedings of the NETWORKING 2009, 2009

Reliable transmission over covert channels in first person shooter multiplayer games.
Proceedings of the 34th Annual IEEE Conference on Local Computer Networks, 2009

2008
Discovering First Person Shooter game servers online: techniques and challenges.
Int. J. Adv. Media Commun., 2008

A survey of techniques for internet traffic classification using machine learning.
IEEE Commun. Surv. Tutorials, 2008

Outsourcing automated QoS control of home routers for a better online game experience.
IEEE Commun. Mag., 2008

IMRG workshop on application classification and identification report.
Comput. Commun. Rev., 2008

An independent H-TCP implementation under FreeBSD 7.0: description and observed behaviour.
Comput. Commun. Rev., 2008

Optimising online FPS game server discovery through clustering servers by origin autonomous system.
Proceedings of the Network and Operating System Support for Digital Audio and Video, 2008

Client-Side Adaptive Search Optimisation for Online Game Server Discovery.
Proceedings of the NETWORKING 2008, Ad Hoc and Sensor Networks, Wireless Networks, 2008

An ARMA(1, 1) prediction model of first person shooter game traffic.
Proceedings of the International Workshop on Multimedia Signal Processing, 2008

Covert channels in multiplayer first person shooter online games.
Proceedings of the LCN 2008, 2008

Clustering to Assist Supervised Machine Learning for Real-Time IP Traffic Classification.
Proceedings of IEEE International Conference on Communications, 2008

A Markov Model of Server to Client IP Traffic in First Person Shooter Games.
Proceedings of IEEE International Conference on Communications, 2008

2007
A survey of covert channels and countermeasures in computer network protocols.
IEEE Commun. Surv. Tutorials, 2007

Covert channels and countermeasures in computer network protocols [Reprinted from IEEE Communications Surveys and Tutorials].
IEEE Commun. Mag., 2007

Performance analysis of the ANGEL system for automated control of game traffic prioritisation.
Proceedings of the 6th Workshop on Network and System Support for Games, 2007

An Empirical Evaluation of IP Time To Live Covert Channels.
Proceedings of the 15th IEEE International Conference on Networks, 2007

Predictive Lawful Interception in Mobile IPv6 Networks.
Proceedings of the 15th IEEE International Conference on Networks, 2007

Time-series Modelling of Server to Client IP Packet Length in First Person Shooter Games.
Proceedings of the 15th IEEE International Conference on Networks, 2007

A Packet Arrival Model for Wolfenstein Enemy Territory Online Server Discovery Traffic.
Proceedings of the 15th IEEE International Conference on Networks, 2007

2006
A preliminary performance comparison of five machine learning algorithms for practical IP traffic flow classification.
Comput. Commun. Rev., 2006

A Blind Method Towards Performance Improvement of High Performance TCP with Random Losses.
Proceedings of the Wired/Wireless Internet Communications, 4th International Conference, 2006

Real-time collaborative network monitoring and control using 3D game engines for representation and interaction.
Proceedings of the 3rd International Workshop on Visualization for Computer Security, 2006

Modifying first person shooter games to perform real time network monitoring and control tasks.
Proceedings of the 5th Workshop on Network and System Support for Games, 2006

Automated network games enhancement layer: a proposed architecture.
Proceedings of the 5th Workshop on Network and System Support for Games, 2006

Extrapolating server to client IP traffic from empirical measurements of first person shooter games.
Proceedings of the 5th Workshop on Network and System Support for Games, 2006

Post-game estimation of game client RTT and hop count distributions.
Proceedings of the 5th Workshop on Network and System Support for Games, 2006

Training on multiple sub-flows to optimise the use of Machine Learning classifiers in real-world IP networks.
Proceedings of the LCN 2006, 2006

2005
Distribution of first person shooter online multiplayer games.
Int. J. Adv. Media Commun., 2005

The brave new world of online digital home entertainment.
IEEE Commun. Mag., 2005

Self-Learning IP Traffic Classification Based on Statistical Flow Characteristics.
Proceedings of the Passive and Active Network Measurement, 6th International Workshop, 2005

A traffic model for the Xbox game Halo 2.
Proceedings of the Network and Operating System Support for Digital Audio and Video, 2005

Dissecting server-discovery traffic patterns generated by multiplayer first person shooter games.
Proceedings of the 4th Workshop on Network and System Support for Games, 2005

Experimental validation of the random waypoint mobility model through a real world mobility trace for large geographical areas.
Proceedings of the 8th International Symposium on Modeling Analysis and Simulation of Wireless and Mobile Systems, 2005

Greynets: a definition and evaluation of sparsely populated darknets.
Proceedings of the 1st Annual ACM Workshop on Mining Network Data, 2005

Automated Traffic Classification and Application Identification using Machine Learning.
Proceedings of the 30th Annual IEEE Conference on Local Computer Networks (LCN 2005), 2005

Defining and Evaluating Greynets (Sparse Darknets).
Proceedings of the 30th Annual IEEE Conference on Local Computer Networks (LCN 2005), 2005

Passive TCP Stream Estimation of RTT and Jitter Parameters.
Proceedings of the 30th Annual IEEE Conference on Local Computer Networks (LCN 2005), 2005

Achieving fairness in multiplayer network games through automated latency balancing.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2005

Implementing encrypted streaming video in a distributed server environment.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2005

2004
Making the Internet Go Away.
IEEE Internet Comput., 2004

Some thoughts on emulating jitter for user experience trials.
Proceedings of the 3rd Workshop on Network and System Support for Games, 2004

Experimentally derived interactions between TCP traffic and service quality over DOCSIS cable links.
Proceedings of the Global Telecommunications Conference, 2004. GLOBECOM '04, Dallas, Texas, USA, 29 November, 2004

A synthetic traffic model for Quake3.
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, 2004

Limitations of using real-world, public servers to estimate jitter tolerance of first person shooter games.
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, 2004

2003
Revisiting IP QoS: why do we care, what have we learned? ACM SIGCOMM 2003 RIPQOS workshop report.
Comput. Commun. Rev., 2003

Maximising student exposure to networking using FreeBSD virtual hosts.
Comput. Commun. Rev., 2003

Dynamics and cachability of Web sites: implications for inverted capacity networks.
Proceedings of the 11th IEEE International Conference on Networks, 2003

An experimental estimation of latency sensitivity in multiplayer Quake 3.
Proceedings of the 11th IEEE International Conference on Networks, 2003

2002
A Delay Bound alternative revision of RFC 2598.
RFC, March, 2002

2000
A Framework for IP Based Virtual Private Networks.
RFC, February, 2000

MPLS: the magic behind the myths [multiprotocol label switching].
IEEE Commun. Mag., 2000

1999
IPv6 over ATM Networks.
RFC, January, 1999

IPv6 over Non-Broadcast Multiple Access (NBMA) networks.
RFC, January, 1999

1998
Server Cache Synchronization Protocol (SCSP).
RFC, April, 1998

Using the MARS Model in non-ATM NBMA Networks.
RFC, January, 1998

1997
IP Broadcast over ATM Networks.
RFC, October, 1997

VENUS - Very Extensive Non-Unicast Service.
RFC, September, 1997

Issues affecting MARS Cluster Size.
RFC, March, 1997

IP Multicasting over ATM Networks.
IEEE J. Sel. Areas Commun., 1997

1996
Support for Multicast over UNI 3.0/3.1 based ATM Networks.
RFC, November, 1996

1995
How inefficient is IP over ATM anyway?
IEEE Netw., 1995

Multicast and multiprotocol support for ATM based Internets.
Comput. Commun. Rev., 1995

1993
Packet reassembly during cell loss.
IEEE Netw., 1993

Using the common LAN to introduce ATM connectivity.
Proceedings of the 18th Conference on Local Computer Networks, 1993


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