Maja Matijasevic

Orcid: 0000-0002-5925-0560

Affiliations:
  • University of Zagreb, Croatia


According to our database1, Maja Matijasevic authored at least 67 papers between 1996 and 2019.

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

Timeline

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Bibliography

2019
How to measure and model QoE for networked games? - A case study of World of Warcraft.
Multim. Syst., 2019

2017
Performance and QoE assessment of HTC Vive and Oculus Rift for pick-and-place tasks in VR.
Proceedings of the Ninth International Conference on Quality of Multimedia Experience, 2017

Foreword.
Proceedings of the 14th International Conference on Telecommunications, 2017

2016
Corrigendum to: "Cross-layer QoE-driven admission control and resource allocation for adaptive multimedia services in LTE" [J. Netw. Comput. Appl. 46(2014) 336-351].
J. Netw. Comput. Appl., 2016

2015
Online Charging Based on Machine Context for M2M Communication in LTE.
Proceedings of the Wired/Wireless Internet Communications - 13th International Conference, 2015

Application context based algorithm for player skill evaluation in MOBA games.
Proceedings of the 2015 International Workshop on Network and Systems Support for Games, 2015

Trends in evolution of the network traffic of Massively Multiplayer Online Role-Playing Games.
Proceedings of the 13th International Conference on Telecommunications, 2015

Ant colony optimization for QoE-centric flow routing in software-defined networks.
Proceedings of the 11th International Conference on Network and Service Management, 2015

2014
Dissecting the protocol and network traffic of the OnLive cloud gaming platform.
Multim. Syst., 2014

Cross-layer QoE-driven admission control and resource allocation for adaptive multimedia services in LTE.
J. Netw. Comput. Appl., 2014

Analyzing the Effect of TCP and Server Population on Massively Multiplayer Games.
Int. J. Comput. Games Technol., 2014

Q-POINT: QoE-Driven Path Optimization Model for Multimedia Services.
Proceedings of the Wired/Wireless Internet Communications - 12th International Conference, 2014

Urban crowd sensing demonstrator: Sense the Zagreb Air.
Proceedings of the 22nd International Conference on Software, 2014

Empirical QoE study of in-home streaming of online games.
Proceedings of the 13th Annual Workshop on Network and Systems Support for Games, 2014

Specification and delivery of quality indicators in IP packet eXchange networks.
Proceedings of the 2014 IEEE GLOBECOM Workshops, Austin, TX, USA, December 8-12, 2014, 2014

2013
A model and software architecture for MMORPG traffic generation based on player behavior.
Multim. Syst., 2013

Player behavior and traffic characterization for MMORPGs: a survey.
Multim. Syst., 2013

An overview of online charging in 3GPP networks: new ways of utilizing user, network, and service-related information.
Int. J. Netw. Manag., 2013

Analysis of player's in-game performance vs rating: Case study of Heroes of Newerth
CoRR, 2013

The Impact of User, System, and Context factors on Gaming QoE: a Case Study Involving MMORPGs.
Proceedings of the Annual Workshop on Network and Systems Support for Games, 2013

Social video consumption: Synchronized viewing experiences across devices and networks.
Proceedings of the IEEE International Conference on Communications, 2013

Analysis of players' in-game performance vs rating: Case study of Heroes of Newerth.
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013

Admission control for adaptive multimedia services based on user and service related knowledge.
Proceedings of Eurocon 2013, 2013

2012
Introduction to the Special Section on Smart, Social, and Converged TV.
IEEE Trans. Multim., 2012

Surveying the Social, Smart and Converged TV Landscape: Where is Television Research Headed?
CoRR, 2012

Improving distributed traffic generation performance by using IMUNES network emulator.
Proceedings of the 20th International Conference on Software, 2012

Towards QoE-driven multimedia service negotiation and path optimization with software defined networking.
Proceedings of the 20th International Conference on Software, 2012

IPv6 deployment and transition plans in Croatia: Evaluation results and analysis.
Proceedings of the 20th International Conference on Software, 2012

"Smarter" online charging for over-the-top services by introducing user context.
Proceedings of the 5th Joint IFIP Wireless and Mobile Networking Conference, 2012

Monitoring and analysis of player behavior in world of warcraft.
Proceedings of the 2012 Proceedings of the 35th International Convention, 2012

The Effect of TCP Variants on the Coexistence of MMORPG and Best-Effort Traffic.
Proceedings of the 21st International Conference on Computer Communications and Networks, 2012

Towards reinterpretation of interaction complexity for load prediction in cloud-based MMORPGs.
Proceedings of the 2012 IEEE International Workshop on Haptic Audio Visual Environments and Games, 2012

2011
Towards assessment of IPv6 readiness, deployment and transition plans in Croatia.
Proceedings of the 19th International Conference on Software, 2011

Findings of the public consultation on network neutrality in Croatia: Report and analysis.
Proceedings of the 19th International Conference on Software, 2011

QoS-enabled IPv6 emulation environment based on the Open IMS Core.
Proceedings of the 19th International Conference on Software, 2011

Traffic modeling of player action categories in a MMORPG.
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques, 2011

MMORPG player behavior model based on player action categories.
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games, 2011

Simulation based evaluation of dynamic resource allocation for adaptive multimedia services.
Proceedings of the 7th International Conference on Network and Service Management, 2011

2010
Online charging in IMS for multimedia services with negotiable QoS requirements based on service agreements.
Int. J. Intell. Inf. Database Syst., 2010

Why MMORPG players do what they do: relating motivations to action categories.
Int. J. Adv. Media Commun., 2010

Utility based model for optimized resource allocation for adaptive multimedia services.
Proceedings of the IEEE 21st International Symposium on Personal, 2010

2009
MMORPG Player actions: Network performance, session patterns and latency requirements analysis.
Multim. Tools Appl., 2009

Agent-Based Framework for Personalized Service Provisioning in Converged IP Networks.
Proceedings of the Service-Oriented Computing: Agents, 2009

Hack, Slash, and Chat: A study of players' behavior and communication in MMORPGs.
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games, 2009

Modeling of a QoS Matching and Optimization Function for Multimedia Services in the NGN.
Proceedings of the Wired-Wireless Multimedia Networks and Services Management, 2009

2008
Resource Authorization in IMS with Known Multimedia Service Adaptation Capabilities.
Proceedings of the New Directions in Intelligent Interactive Multimedia, 2008

Action specific Massive Multiplayer Online Role Playing Games traffic analysis: case study of World of Warcraft.
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games, 2008

An experimental evaluation of a QoS signaling API for network-aware multimedia applications in NGN.
Proceedings of the MoMM'2008 - The 6th International Conference on Advances in Mobile Computing and Multimedia, 24, 2008

Service composition in IMS: A location based service example.
Proceedings of the Third International Symposium on Wireless Pervasive Computing, 2008

2007
Application-Level QoS Negotiation and Signaling for Advanced Multimedia Services in the IMS.
IEEE Commun. Mag., 2007

A data specification model for multimedia QoS negotiation.
Proceedings of the 3rd International Conference on Mobile Multimedia Communications, 2007

Design of a QoS Signaling API for Advanced Multimedia Applications in NGN.
Proceedings of the Fourth International Conference on Information Technology: New Generations (ITNG 2007), 2007

2006
Guest Editorial.
Telecommun. Syst., 2006

Personalized avatars for mobile entertainment.
Mob. Inf. Syst., 2006

End-to-End QoS Signaling for Future Multimedia Services in the NGN.
Proceedings of the Next Generation Teletraffic and Wired/Wireless Advanced Networking, 2006

2005
MUVA: a Flexible Visualization Architecture for Multiple Client Platforms.
J. Mobile Multimedia, 2005

Dynamic QoS Negotiation and Adaptation for Networked Virtual Reality Services.
Proceedings of the 2005 International Conference on a World of Wireless, 2005

SWSD: A P2P-Based System for Service Discovery from a Mobile Terminal.
Proceedings of the Knowledge-Based Intelligent Information and Engineering Systems, 2005

Improving Search on WWW.HR Web Directory by Introducing Ontologies.
Proceedings of the Knowledge-Based Intelligent Information and Engineering Systems, 2005

Interactive Visualization of Grid Monitoring Data on Multiple Client Platforms.
Proceedings of the Advances in Grid Computing, 2005

2004
Guest editorial - Networked virtual environments.
IEEE Commun. Mag., 2004

2003
Design and evaluation of a multi-user virtual audio chat.
Future Gener. Comput. Syst., 2003

2002
A framework for multiuser distributed virtual environments.
IEEE Trans. Syst. Man Cybern. Part B, 2002

Modeling and Design of an Adaptive Virtual Reality Service.
Proceedings of the 27th Annual IEEE Conference on Local Computer Networks (LCN 2002), 2002

1999
Virtual-environment-based navigation and control of underwater vehicles.
IEEE Robotics Autom. Mag., 1999

Interconnection Model for Networked Virtual Reality Applications.
Proceedings of the Proceedings 26th Conference on Local Computer Networks, 1999

1996
A study of TCP/IP throughout performance in heterogeneous ATM local area networks.
Proceedings of the ATM Networks, 1996


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