Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Kuan-Ta Chen is active.

Publication


Featured researches published by Kuan-Ta Chen.


acm special interest group on data communication | 2006

Quantifying Skype user satisfaction

Kuan-Ta Chen; Chun-Ying Huang; Polly Huang; Chin-Laung Lei

The success of Skype has inspired a generation of peer-to-peer-based solutions for satisfactory real-time multimedia services over the Internet. However, fundamental questions, such as whether VoIP services like Skype are good enough in terms of user satisfaction,have not been formally addressed. One of the major challenges lies in the lack of an easily accessible and objective index to quantify the degree of user satisfaction.In this work, we propose a model, geared to Skype, but generalizable to other VoIP services, to quantify VoIP user satisfaction based on a rigorous analysis of the call duration from actual Skype traces. The User Satisfaction Index (USI) derived from the model is unique in that 1) it is composed by objective source-and network-level metrics, such as the bit rate, bit rate jitter, and round-trip time, 2) unlike speech quality measures based on voice signals, such as the PESQ model standardized by ITU-T, the metrics are easily accessible and computable for real-time adaptation, and 3) the model development only requires network measurements, i.e., no user surveys or voice signals are necessary. Our model is validated by an independent set of metrics that quantifies the degree of user interaction from the actual traces.


acm sigmm conference on multimedia systems | 2013

GamingAnywhere: an open cloud gaming system

Chun-Ying Huang; Cheng-Hsin Hsu; Yu-Chun Chang; Kuan-Ta Chen

Cloud gaming is a promising application of the rapidly expanding cloud computing infrastructure. Existing cloud gaming systems, however, are closed-source with proprietary protocols, which raises the bars to setting up testbeds for experiencing cloud games. In this paper, we present a complete cloud gaming system, called GamingAnywhere, which is to the best of our knowledge the first open cloud gaming system. In addition to its openness, we design GamingAnywhere for high extensibility, portability, and reconfigurability. We implement GamingAnywhere on Windows, Linux, and OS X, while its client can be readily ported to other OSs, including iOS and Android. We conduct extensive experiments to evaluate the performance of GamingAnywhere, and compare it against two well-known cloud gaming systems: OnLive and StreamMyGame. Our experimental results indicate that GamingAnywhere is efficient and provides high responsiveness and video quality. For example, GamingAnywhere yields a per-frame processing delay of 34 ms, which is 3+ and 10+ times shorter than OnLive and StreamMyGame, respectively. Our experiments also reveal that all these performance gains are achieved without the expense of higher network loads. The proposed GamingAnywhere can be employed for setting up cloud gaming testbeds, which, we believe, will stimulate more research innovations on cloud gaming systems.


acm multimedia | 2011

Measuring the latency of cloud gaming systems

Kuan-Ta Chen; Yu-Chun Chang; Po-Han Tseng; Chun-Ying Huang; Chin-Laung Lei

Cloud gaming, i.e., real-time game playing via thin clients, relieves players from the need to constantly upgrade their computers and deal with compatibility issues when playing games. As a result, cloud gaming is generating a great deal of interest among entrepreneurs and the public. However, given the large design space, it is not yet known which platforms deliver the best quality of service and which design elements constitute a good cloud gaming system. This study is motivated by the question: How good is the real-timeliness of current cloud gaming systems? To address the question, we analyze the response latency of two cloud gaming platforms, namely, OnLive and StreamMyGame. Our results show that the streaming latency of OnLive is reasonable for real-time cloud gaming, while that of StreamMyGame is almost twice the former when the StreamMyGame server is provisioned using an Intel Core i7-920 PC. We believe that our measurement approach can be generally applied to PC-based cloud gaming platforms, and that it will further the understanding of such systems and lead to improvements.


Communications of The ACM | 2006

How sensitive are online gamers to network quality

Kuan-Ta Chen; Polly Huang; Chin-Laung Lei

Game-playing time is strongly related to network QoS, helping determine user satisfaction and deliver better service quality to online gamers.


Computer Networks | 2006

Game traffic analysis: an MMORPG perspective

Kuan-Ta Chen; Polly Huang; Chin-Laung Lei

Online gaming is one of the most profitable businesses on the Internet. Of all the genres of online games, MMORPGs (Massive Multiplayer Online Role Playing Games) have become the most popular among network gamers, and now attract millions of users who play in an evolving virtual world simultaneously over the Internet. To gain a better understanding of game traffic and contribute to the economic well-being of the Internet, we analyze a 1356-million-packet trace from a sizeable MMORPG called ShenZhou Online. This work is, as far as we know, the first formal analysis of MMORPG server traces.We find that MMORPG and FPS (First-Person Shooting) games are similar in that they both generate small packets and require low bandwidths. In practice, the bandwidth requirement of MMORPGs is the lower of the two due to less real-time game playing. More distinctive features are the strong periodicity, temporal locality, irregularity, and self-similarity observed in MMORPG traffic. The periodicity is due to a common practice in game implementation, where game state updates are accumulated within a fixed time window before transmission. The temporal locality in game traffic is largely due to the games nature, whereby one action leads to another. The irregularity, which is unique to MMORPG traffic, is due to the diversity of the games design so that the behavior of users can vary drastically, depending on the quest at hand. The self-similarity of the aggregate traffic is due to the heavy-tailed active/idle activities of individual players. Moreover, we show that the arrival of game sessions within 1 h can be modelled by a Poisson model, while the duration of game sessions is heavy-tailed.


IEEE Network | 2010

Quadrant of euphoria: a crowdsourcing platform for QoE assessment

Kuan-Ta Chen; Chi-Jui Chang; Chen-Chi Wu; Yu-Chun Chang; Chin-Laung Lei

Existing quality of experience assessment methods, subjective or objective, suffer from either or both problems of inaccurate experiment tools and expensive personnel cost. The panacea for them, as we have come to realize, lies in the joint application of paired comparison and crowdsourcing, the latter being a Web 2.0 practice of organizations asking ordinary unspecific Internet users to carry out internal tasks. We present in this article Quadrant of Euphoria, a user-friendly Web-based platform facilitating QoE assessments in network and multimedia studies, which features low cost, participant diversity, meaningful and interpretable QoE scores, subject consistency assurance, and a burdenless experiment process.


knowledge discovery and data mining | 2009

KissKissBan: a competitive human computation game for image annotation

Chien-Ju Ho; Tao-Hsuan Chang; Jong-Chuan Lee; Jane Yung-jen Hsu; Kuan-Ta Chen

In this paper, we propose a competitive human computation game, KissKissBan (KKB), for image annotation. KKB is different from other human computation games since it integrates both collaborative and competitive elements in the game design. In a KKB game, one player, the blocker, competes with the other two collaborative players, the couples; while the couples try to find consensual descriptions about an image, the blockers mission is to prevent the couples from reaching consensus. Because of its design, KKB possesses two nice properties over the traditional human computation game. First, since the blocker is encouraged to stop the couples from reaching consensual descriptions, he will try to detect and prevent coalition between the couples; therefore, these efforts naturally form a player-level cheating-proof mechanism. Second, to evade the restrictions set by the blocker, the couples would endeavor to bring up a more diverse set of image annotations. Experiments hosted on Amazon Mechanical Turk and a gameplay survey involving 17 participants have shown that KKB is a fun and efficient game for collecting diverse image annotations.


ACM Transactions on Multimedia Computing, Communications, and Applications | 2014

GamingAnywhere: The first open source cloud gaming system

Chun-Ying Huang; Kuan-Ta Chen; De-Yu Chen; Hwai-Jung Hsu; Cheng-Hsin Hsu

We present the first open source cloud gaming system, called GamingAnywhere. In addition to its openness, we have designed, GamingAnywhere for high extensibility, portability, and reconfigurability. We implemented it on Windows, Linux, OS X, and Android. We conducted extensive experiments to evaluate its performance. Our experimental results indicate that GamingAnywhere is efficient, scalable, adaptable to network conditions, and achieves high responsiveness and streaming quality. GamingAnywhere can be employed by researchers, game developers, service providers, and end users for setting up cloud gaming testbeds, which we believe, will stimulate more research into innovations for cloud gaming systems and applications.


IEEE Transactions on Multimedia | 2014

On the Quality of Service of Cloud Gaming Systems

Kuan-Ta Chen; Yu-Chun Chang; Hwai-Jung Hsu; De-Yu Chen; Chun-Ying Huang; Cheng-Hsin Hsu

Cloud gaming, i.e., real-time game playing via thin clients, relieves users from being forced to upgrade their computers and resolve the incompatibility issues between games and computers. As a result, cloud gaming is generating a great deal of interests among entrepreneurs, venture capitalists, general publics, and researchers. However, given the large design space, it is not yet known which cloud gaming system delivers the best user-perceived Quality of Service (QoS) and what design elements constitute a good cloud gaming system. This study is motivated by the question: How good is the QoS of current cloud gaming systems? Answering the question is challenging because most cloud gaming systems are proprietary and closed, and thus their internal mechanisms are not accessible for the research community. In this paper, we propose a suite of measurement techniques to evaluate the QoS of cloud gaming systems and prove the effectiveness of our schemes using a case study comprising two well-known cloud gaming systems: OnLive and StreamMyGame. Our results show that OnLive performs better, because it provides adaptable frame rates, better graphic quality, and shorter server processing delays, while consuming less network bandwidth. Our measurement techniques are general and can be applied to any cloud gaming systems, so that researchers, users, and service providers may systematically quantify the QoS of these systems. To the best of our knowledge, the proposed suite of measurement techniques have never been presented in the literature.


ieee international conference computer and communications | 2006

On the Sensitivity of Online Game Playing Time to Network QoS

Kuan-Ta Chen; Polly Huang; Guo-Shiuan Wang; Chun-Ying Huang; Chin-Laung Lei

Online gaming is one of the most profitable businesses on the Internet. Among various threats to continuous player subscriptions, network lags are particularly notorious. It is widely known that frequent and long lags frustrate game players, but whether the players actually take action and leave a game is unclear. Motivated to answer this question, we apply survival analysis to a 1, 356-million-packet trace from a sizeable MMORPG, called ShenZhou Online. We find that both network delay and network loss significantly affect a player’s willingness to continue a game. For ShenZhou Online, the degrees of player “intolerance” of minimum RTT, RTT jitter, client loss rate, and server loss rate are in the proportion of 1:2:11:6. This indicates that 1) while many network games provide “ping time,” i.e., the RTT, to players to facilitate server selection, it would be more useful to provide information about delay jitters; and 2) players are much less tolerant of network loss than delay. This is due to the game designer’s decision to transfer data in TCP, where packet loss not only results in additional packet delays due to in-order delivery and retransmission, but also a lower sending rate.

Collaboration


Dive into the Kuan-Ta Chen's collaboration.

Top Co-Authors

Avatar

Chin-Laung Lei

National Taiwan University

View shared research outputs
Top Co-Authors

Avatar

Chun-Ying Huang

National Chiao Tung University

View shared research outputs
Top Co-Authors

Avatar

Cheng-Hsin Hsu

National Tsing Hua University

View shared research outputs
Top Co-Authors

Avatar

Polly Huang

National Taiwan University

View shared research outputs
Top Co-Authors

Avatar

Yu-Chun Chang

National Taiwan University

View shared research outputs
Top Co-Authors

Avatar

Chen-Chi Wu

National Taiwan University

View shared research outputs
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Jing-Kai Lou

National Taiwan University

View shared research outputs
Top Co-Authors

Avatar
Researchain Logo
Decentralizing Knowledge