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HLAF: Heterogeneous-Latency Adaptive Forwarding strategy for Peer-Assisted Video Streaming in NDN.

, , , , and . ISCC, page 657-662. IEEE Computer Society, (2017)

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Eye-based Continuous Affect Prediction., , and . ACII, page 137-143. IEEE, (2019)Sensory Experience: Quality of Experience Beyond Audio-Visual., , , and . Quality of Experience, Springer, (2014)Towards a symmetrical definition of QoE: An Evaluation of Emotion Semantics in Augmented Reality Training., , , and . QoMEX, page 25-30. IEEE, (2023)EMULSIoN: Environment Mitigation on mULtimedia StreamIng Networks., , , , and . IWCMC, page 1498-1503. IEEE, (2015)An evaluation of Heart Rate and ElectroDermal Activity as an objective QoE evaluation method for immersive virtual reality environments., , , , , and . QoMEX, page 1-6. IEEE, (2016)Teleoperation of the industrial robot: augmented reality application., , , , , and . MMSys, page 299-303. ACM, (2022)A VR Intervention Based on Social Story™ to Develop Social Skills in Children with ASD., , and . IMX, page 205-208. ACM, (2023)Age and gender influence on perceived olfactory & visual media synchronization., , , , and . ICME, page 1-6. IEEE Computer Society, (2013)MR-Edge: a MapReduce-based Protocol for IoT Edge Computing with Resource Constraints., , , and . CCNC, page 1-6. IEEE, (2019)Integrating Head Mounted Displays into Live Broadcasting Workflows: Implications and Possibilities from an Industry Perspective., , , and . IMX Workshops, page 131-136. ACM, (2024)