Kuan-Ta Chen

Affiliations:
  • Academia Sinica, Taiwan


According to our database1, Kuan-Ta Chen authored at least 147 papers between 2005 and 2020.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Bibliography

2020
A Detailed Look At CNN-based Approaches In Facial Landmark Detection.
CoRR, 2020

2019
Look at Me! Correcting Eye Gaze in Live Video Communication.
ACM Trans. Multim. Comput. Commun. Appl., 2019

Predicting the helpfulness of game reviews: A case study on the Steam store.
J. Intell. Fuzzy Syst., 2019

Synthesizing electronic health records using improved generative adversarial networks.
J. Am. Medical Informatics Assoc., 2019

A machine learning approach for predicting urine output after fluid administration.
Comput. Methods Programs Biomed., 2019

Efficient and Robust Convolutional Neural Networks via Channel Prioritization and Path Ensemble.
Proceedings of the International Joint Conference on Neural Networks, 2019

Truncated SVD-based Feature Engineering for Short Video Understanding and Recommendation.
Proceedings of the IEEE International Conference on Multimedia & Expo Workshops, 2019

Semantics-Guided Data Hallucination for Few-Shot Visual Classification.
Proceedings of the 2019 IEEE International Conference on Image Processing, 2019

Realistic Data Synthesis Using Enhanced Generative Adversarial Networks.
Proceedings of the 2nd IEEE International Conference on Artificial Intelligence and Knowledge Engineering, 2019

2018
A Survey of Emerging Concepts and Challenges for QoE Management of Multimedia Services.
ACM Trans. Multim. Comput. Commun. Appl., 2018

Guest Editorial: Special Issue on "QoE Management for Multimedia Services".
ACM Trans. Multim. Comput. Commun. Appl., 2018

Delay-Sensitive Video Computing in the Cloud: A Survey.
ACM Trans. Multim. Comput. Commun. Appl., 2018

Introduction to the Special Issue on Delay-Sensitive Video Computing in the Cloud.
ACM Trans. Multim. Comput. Commun. Appl., 2018

Active Learning for Crowdsourced QoE Modeling.
IEEE Trans. Multim., 2018

<i>FrauDetector</i><sup>+</sup>: An Incremental Graph-Mining Approach for Efficient Fraudulent Phone Call Detection.
ACM Trans. Knowl. Discov. Data, 2018

Realizing the real-time gaze redirection system with convolutional neural network.
Proceedings of the 9th ACM Multimedia Systems Conference, 2018

Visual Concept Selection with Textual Knowledge for Understanding Activities of Daily Living and Life Moment Retrieval.
Proceedings of the Working Notes of CLEF 2018, 2018

Cloud gaming.
Proceedings of the Frontiers of Multimedia Research, 2018

2017
Detecting In Situ Identity Fraud on Social Network Services: A Case Study With Facebook.
IEEE Syst. J., 2017

Estimating Ideological Scores of Facebook Pages: An Empirical Study in Taiwan.
Comput. J., 2017

Achievement and Friends: Key Factors of Player Retention Vary Across Player Levels in Online Multiplayer Games.
Proceedings of the 26th International Conference on World Wide Web Companion, 2017

Fixation Prediction for 360° Video Streaming in Head-Mounted Virtual Reality.
Proceedings of the 27th Workshop on Network and Operating Systems Support for Digital Audio and Video, 2017

360° Video Viewing Dataset in Head-Mounted Virtual Reality.
Proceedings of the 8th ACM on Multimedia Systems Conference, 2017

DroneFace: An Open Dataset for Drone Research.
Proceedings of the 8th ACM on Multimedia Systems Conference, 2017

Is Foveated Rendering Perceivable in Virtual Reality?: Exploring the Efficiency and Consistency of Quality Assessment Methods.
Proceedings of the 2017 ACM on Multimedia Conference, 2017

Exploring Spatial and Social Factors of Crime: A Case Study of Taipei City.
Proceedings of the Intelligent Information and Database Systems - 9th Asian Conference, 2017

2016
Toward an Adaptive Screencast Platform: Measurement and Optimization.
ACM Trans. Multim. Comput. Commun. Appl., 2016

Introduction to the Special Issue on Crowd in Intelligent Systems.
ACM Trans. Intell. Syst. Technol., 2016

The Future of Cloud Gaming [Point of View].
Proc. IEEE, 2016

A Survey on Cloud Gaming: Future of Computer Games.
IEEE Access, 2016

H-index Sequences across Fields: A Comparative Analysis.
Proceedings of the 25th International Conference on World Wide Web, 2016

Towards Ultra-Low-Bitrate Video Conferencing Using Facial Landmarks.
Proceedings of the 2016 ACM Conference on Multimedia Conference, 2016

Smart Beholder: An Extensible Smart Lens Platform.
Proceedings of the 2016 ACM Conference on Multimedia Conference, 2016

Performance Measurements of Virtual Reality Systems: Quantifying the Timing and Positioning Accuracy.
Proceedings of the 2016 ACM Conference on Multimedia Conference, 2016

PFrauDetector: A Parallelized Graph Mining Approach for Efficient Fraudulent Phone Call Detection.
Proceedings of the 22nd IEEE International Conference on Parallel and Distributed Systems, 2016

On the Tiny Yet Real Happiness Phenomenon in the Mobile Games Market.
Proceedings of the 2016 IEEE International Conference on Data Science and Advanced Analytics, 2016

2015
Introduction to the Special Issue on MMSys 2014 and NOSSDAV 2014.
ACM Trans. Multim. Comput. Commun. Appl., 2015

Introduction to the Special Section on Visual Computing in the Cloud: Cloud Gaming and Virtualization.
IEEE Trans. Circuits Syst. Video Technol., 2015

Enabling Adaptive Cloud Gaming in an Open-Source Cloud Gaming Platform.
IEEE Trans. Circuits Syst. Video Technol., 2015

Placing Virtual Machines to Optimize Cloud Gaming Experience.
IEEE Trans. Cloud Comput., 2015

Physical Presence Verification: A Test to Detect Whether A Computer Is Remotely Controlled.
J. Inf. Sci. Eng., 2015

To Cloud or Not to Cloud: Measuring the Performance of Mobile Gaming.
Proceedings of the 2nd Workshop on Mobile Gaming, MobiGames@MobiSys 2015, Florence, Italy, 2015

Face Recognition on Drones: Issues and Limitations.
Proceedings of the First Workshop on Micro Aerial Vehicle Networks, 2015

Does Playing Online Mobile Games Overcharge You for the Fun?
Proceedings of the 2nd Workshop on Mobile Gaming, MobiGames@MobiSys 2015, Florence, Italy, 2015

Screencast dissected: performance measurements and design considerations.
Proceedings of the 6th ACM Multimedia Systems Conference, 2015

Smart Beholder: An Open-Source Smart Lens for Mobile Photography.
Proceedings of the 23rd Annual ACM Conference on Multimedia Conference, MM '15, Brisbane, Australia, October 26, 2015

FrauDetector: A Graph-Mining-based Framework for Fraudulent Phone Call Detection.
Proceedings of the 21th ACM SIGKDD International Conference on Knowledge Discovery and Data Mining, 2015

Modeling Exercise Relationships in E-Learning: A Unified Approach.
Proceedings of the 8th International Conference on Educational Data Mining, 2015

2014
GamingAnywhere: The first open source cloud gaming system.
ACM Trans. Multim. Comput. Commun. Appl., 2014

On the Quality of Service of Cloud Gaming Systems.
IEEE Trans. Multim., 2014

Fairness-Aware Loan Recommendation for Microfinance Services.
Proceedings of the 2014 International Conference on Social Computing, Beijing, China, August 04, 2014

Measuring the client performance and energy consumption in mobile cloud gaming.
Proceedings of the 13th Annual Workshop on Network and Systems Support for Games, 2014

GPU consolidation for cloud games: Are we there yet?
Proceedings of the 13th Annual Workshop on Network and Systems Support for Games, 2014

Quantifying User Satisfaction in Mobile Cloud Games.
Proceedings of the 6th ACM Mobile Video Workshop, MoVid 2014, Singapore, 2014

Screencast in the Wild: Performance and Limitations.
Proceedings of the ACM International Conference on Multimedia, MM '14, Orlando, FL, USA, November 03, 2014

Cloud gaming onward: research opportunities and outlook.
Proceedings of the 2013 IEEE International Conference on Multimedia and Expo Workshops, 2014

2013
Crowdsourcing Multimedia QoE Evaluation: A Trusted Framework.
IEEE Trans. Multim., 2013

Spatiotemporal Analysis of Circulation Behaviors Using Path And Residing Time displaY (PARTY).
Int. J. Virtual Real., 2013

Is Somebody Watching Your Facebook Newsfeed?
CoRR, 2013

Gender swapping and user behaviors in online social games.
Proceedings of the 22nd International World Wide Web Conference, 2013

Mobile Game Recommendation using Touch Gestures.
Proceedings of the Annual Workshop on Network and Systems Support for Games, 2013

QoE-Aware Virtual Machine Placement for Cloud Games.
Proceedings of the Annual Workshop on Network and Systems Support for Games, 2013

Dude, the Source of Lags Is on Your Computer.
Proceedings of the Annual Workshop on Network and Systems Support for Games, 2013

Does Online Mobile Gaming Overcharge You for The Fun?
Proceedings of the Annual Workshop on Network and Systems Support for Games, 2013

GamingAnywhere: an open cloud gaming system.
Proceedings of the Multimedia Systems Conference 2013, 2013

GamingAnywhere: an open-source cloud gaming testbed.
Proceedings of the ACM Multimedia Conference, 2013

Size does matter: how image size affects aesthetic perception?
Proceedings of the ACM Multimedia Conference, 2013

ACM multimedia 2013 workshop on crowdsourcing for multimedia.
Proceedings of the ACM Multimedia Conference, 2013

Boosting OCR Accuracy Using Crowdsourcing.
Proceedings of the Human Computation and Crowdsourcing: Works in Progress and Demonstration Abstracts, 2013

Understanding Potential MicrotaskWorkers for Paid Crowdsourcing.
Proceedings of the Human Computation and Crowdsourcing: Works in Progress and Demonstration Abstracts, 2013

2012
Radar chart: scanning for satisfactory QoE in QoS dimensions.
IEEE Netw., 2012

An analytical model for generalized ESP games.
Knowl. Based Syst., 2012

Trajectory analysis for user verification and recognition.
Knowl. Based Syst., 2012

Pomics: A Computer-Aided Storytelling System with Automatic Picture-to-Comics Composition.
Proceedings of the Conference on Technologies and Applications of Artificial Intelligence, 2012

Forecasting online game addictiveness.
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games, 2012

Are all games equally cloud-gaming-friendly? An electromyographic approach.
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games, 2012

ACM multimedia 2012 workshop on crowdsourcing for multimedia.
Proceedings of the 20th ACM Multimedia Conference, MM '12, Nara, Japan, October 29, 2012

2011
Using one-time passwords to prevent password phishing attacks.
J. Netw. Comput. Appl., 2011

Analysis of revisitations in online games.
Entertain. Comput., 2011

DevilTyper: a game for CAPTCHA usability evaluation.
Comput. Entertain., 2011

Privacy Crisis Due to Crisis Response on the Web.
Proceedings of the IEEE 10th International Conference on Trust, 2011

Deployment Issues of Voronoi Self-Organizing Overlays.
Proceedings of the 5th IEEE International Conference on Self-Adaptive and Self-Organizing Systems, 2011

VSO: Self-Organizing Spatial Publish Subscribe.
Proceedings of the 5th IEEE International Conference on Self-Adaptive and Self-Organizing Systems, 2011

World of warcraft avatar history dataset.
Proceedings of the Second Annual ACM SIGMM Conference on Multimedia Systems, 2011

Quantifying QoS requirements of network services: a cheat-proof framework.
Proceedings of the Second Annual ACM SIGMM Conference on Multimedia Systems, 2011

Measuring the latency of cloud gaming systems.
Proceedings of the 19th International Conference on Multimedia 2011, Scottsdale, AZ, USA, November 28, 2011

Self-organizing spatial publish subscribe.
Proceedings of the 8th International Conference on Autonomic Computing, 2011

Video summarization via crowdsourcing.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

Bot detection in rhythm games: a physiological approach.
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, 2011

2010
Game Bot Detection via Avatar Trajectory Analysis.
IEEE Trans. Comput. Intell. AI Games, 2010

KissKissBan: a competitive human computation game for image annotation.
SIGKDD Explor., 2010

Could Skype be more satisfying? a QoE-centric study of the FEC mechanism in an internet-scale VoIP system.
IEEE Netw., 2010

Quadrant of euphoria: a crowdsourcing platform for QoE assessment.
IEEE Netw., 2010

The design of puzzle selection strategies for GWAP systems.
Concurr. Comput. Pract. Exp., 2010

Fast-Flux Bot Detection in Real Time.
Proceedings of the Recent Advances in Intrusion Detection, 13th International Symposium, 2010

Trajectory Based Behavior Analysis for User Verification.
Proceedings of the Intelligent Data Engineering and Automated Learning, 2010

What Can the Temporal Social Behavior Tell Us? An Estimation of Vertex-Betweenness Using Dynamic Social Information.
Proceedings of the International Conference on Advances in Social Networks Analysis and Mining, 2010

Is Server Consolidation Beneficial to MMORPG? A Case Study of World of Warcraft.
Proceedings of the IEEE International Conference on Cloud Computing, 2010

Spatiotemporal analysis in virtual environments using eigenbehaviors.
Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology, 2010

2009
Effect of Network Quality on Player Departure Behavior in Online Games.
IEEE Trans. Parallel Distributed Syst., 2009

On the challenge and design of transport protocols for MMORPGs.
Multim. Tools Appl., 2009

Fighting Phishing with Discriminative Keypoint Features.
IEEE Internet Comput., 2009

Identifying MMORPG Bots: A Traffic Analysis Approach.
EURASIP J. Adv. Signal Process., 2009

Counteracting Phishing Page Polymorphism: An Image Layout Analysis Approach.
Proceedings of the Advances in Information Security and Assurance, 2009

An empirical evaluation of VoIP playout buffer dimensioning in Skype, Google talk, and MSN Messenger.
Proceedings of the Network and Operating System Support for Digital Audio and Video, 2009

On prophesying online gamer departure.
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games, 2009

A crowdsourceable QoE evaluation framework for multimedia content.
Proceedings of the 17th International Conference on Multimedia 2009, 2009

On formal models for social verification.
Proceedings of the ACM SIGKDD Workshop on Human Computation, Paris, France, June 28, 2009, 2009

Analysis of Area Revisitation Patterns in World of Warcarft.
Proceedings of the Entertainment Computing, 2009

Tuning Skype's Redundancy Control Algorithm for User Satisfaction.
Proceedings of the INFOCOM 2009. 28th IEEE International Conference on Computer Communications, 2009

OneClick: A Framework for Measuring Network Quality of Experience.
Proceedings of the INFOCOM 2009. 28th IEEE International Conference on Computer Communications, 2009

Comparison of User Trajectories Based on Coordinate Data and State Transitions.
Proceedings of the Fifth International Conference on Intelligent Information Hiding and Multimedia Signal Processing (IIH-MSP 2009), 2009

Peer-to-Peer Application Recognition Based on Signaling Activity.
Proceedings of IEEE International Conference on Communications, 2009

On the Construction of Initial Basis Function for Efficient Value Function Approximation.
Proceedings of the 2009 International Conference on Artificial Intelligence, 2009

Analysis of User Trajectories Based on Data Distribution and State Transition: a Case Study with a Massively Multiplayer Online Game Angel Love Online.
Proceedings of the GAMEON'2009, 2009

Automatic storytelling in comics: a case study on World of Warcraft.
Proceedings of the 27th International Conference on Human Factors in Computing Systems, 2009

A Collusion-Resistant Automation Scheme for Social Moderation Systems.
Proceedings of the 6th IEEE Consumer Communications and Networking Conference, 2009

2008
A Generalizable Methodology for Quantifying User Satisfaction.
IEICE Trans. Commun., 2008

An Analytical Approach to Optimizing the Utility of ESP Games.
Proceedings of the 2008 IEEE / WIC / ACM International Conference on Web Intelligence, 2008

An Analytical Study of Puzzle Selection Strategies for the ESP Game.
Proceedings of the 2008 IEEE / WIC / ACM International Conference on Web Intelligence, 2008

Surfing in the crowd: feasibility study of experience sharing in a Taiwanese night market.
Proceedings of the 20th Australasian Computer-Human Interaction Conference, 2008

An analysis of WoW players' game hours.
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games, 2008

Game bot identification based on manifold learning.
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games, 2008

Quantifying the effect of content-based transport strategies for online role playing games.
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games, 2008

Involuntary Information Leakage in Social Network Services.
Proceedings of the Advances in Information and Computer Security, 2008

Game Bot Detection Based on Avatar Trajectory.
Proceedings of the Entertainment Computing, 2008

Detecting VoIP Traffic Based on Human Conversation Patterns.
Proceedings of the Principles, 2008

Inferring Speech Activity from Encrypted Skype Traffic.
Proceedings of the Global Communications Conference, 2008. GLOBECOM 2008, New Orleans, LA, USA, 30 November, 2008

Toward an understanding of the processing delay of peer-to-peer relay nodes.
Proceedings of the 38th Annual IEEE/IFIP International Conference on Dependable Systems and Networks, 2008

Rapid Detection of Constant-Packet-Rate Flows.
Proceedings of the The Third International Conference on Availability, 2008

Detection of MMORPG bots based on behavior analysis.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2008

2007
Detection of Landmarks for Clustering of Online-Game Players.
Int. J. Virtual Real., 2007

Secure multicast in dynamic environments.
Comput. Networks, 2007

User identification based on game-play activity patterns.
Proceedings of the 6th Workshop on Network and System Support for Games, 2007

Finding Self-Similarities in Opportunistic People Networks.
Proceedings of the INFOCOM 2007. 26th IEEE International Conference on Computer Communications, 2007

2006
Game traffic analysis: An MMORPG perspective.
Comput. Networks, 2006

How sensitive are online gamers to network quality?
Commun. ACM, 2006

Quantifying Skype user satisfaction.
Proceedings of the ACM SIGCOMM 2006 Conference on Applications, 2006

Network game design: hints and implications of player interaction.
Proceedings of the 5th Workshop on Network and System Support for Games, 2006

Design Implications of Social Interaction in Online Games.
Proceedings of the Entertainment Computing, 2006

On the Sensitivity of Online Game Playing Time to Network QoS.
Proceedings of the INFOCOM 2006. 25th IEEE International Conference on Computer Communications, 2006

Mitigating Active Attacks Towards Client Networks Using the Bitmap Filter.
Proceedings of the 2006 International Conference on Dependable Systems and Networks (DSN 2006), 2006

A distributed key assignment protocol for secure multicast based on proxy cryptography.
Proceedings of the 2006 ACM Symposium on Information, Computer and Communications Security, 2006

An empirical evaluation of TCP performance in online games.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2006

2005
Game traffic analysis: an MMORPG perspective.
Proceedings of the Network and Operating System Support for Digital Audio and Video, 2005

Secure Content Delivery using Key Composition.
Proceedings of the 30th Annual IEEE Conference on Local Computer Networks (LCN 2005), 2005

The impact of network variabilities on TCP clocking schemes.
Proceedings of the INFOCOM 2005. 24th Annual Joint Conference of the IEEE Computer and Communications Societies, 2005


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