Widening the Scope of a Standard: Real Time Flows Tunneling, Compressing and Multiplexing
Online games traffic characterization and network support
Can We Multiplex ACKs without Harming the Performance of TCP?
The problem of using a best-effort network for online games
TCM-TF 2014
Optimization of Low-efficiency Traffic in OpenFlowSoftware Defined Networks
Influence of the Distribution of TCRTP Multiplexed Flows on VoIP Conversation Quality
Traffic Optimization for TCP-based Massive Multiplayer Online Games
Influence of Online Games Traffic Multiplexing and Router Buffer on Subjective Quality
The Utility of Characterizing Packet Loss as a Function of Packet Size in Commercial Routers
Budapest icc 2013_presentation
The Effect of Multiplexing Delay on MMORPG TCP Traffic Flows
The Effect of Router Buffer Size on Subjective Gaming Quality Estimators based on Delay and Jitter
Influence of the Router Buffer on Online Games Traffic Multiplexing
Wireless days presentation_v9
QoS and Admission Probability Study for a SIP-based Central Managed IP Telephony System
Comparison of Multiplexing Policies for FPS Games in terms of Subjective Quality
Empirically Characterizing the Buffer Behaviour of Real Devices
Evaluation of Multiplexing and Buffer Policies Influence on VoIP Conversation Quality
The Effect of TCP Variants on the Coexistence of MMORPG and Best-Effort Traffic