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 Yusen Li

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Average citations per article1.88
Citation Count32
Publication count17
Publication years2010-2019
Available for download14
Average downloads per article137.71
Downloads (cumulative)1,928
Downloads (12 Months)680
Downloads (6 Weeks)128
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15 results found Export Results: bibtexendnoteacmrefcsv

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1 published by ACM
June 2019 HPDC '19: Proceedings of the 28th International Symposium on High-Performance Parallel and Distributed Computing
Publisher: ACM
Bibliometrics:
Citation Count: 0
Downloads (6 Weeks): 27,   Downloads (12 Months): 105,   Downloads (Overall): 105

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Cloud gaming has been very popular recently, but providing satisfactory gaming experiences to players at a modest cost is still challenging. Colocating several games onto one server could improve server utilization. To enable efficient colocations while providing Quality of Service (QoS) guarantees, a precise quantification of performance interference among colocated ...
Keywords: cloud gaming, game co-location, machine learning, performance interference, performance prediction

2
June 2019 International Journal of Parallel Programming: Volume 47 Issue 3, June 2019
Publisher: Kluwer Academic Publishers
Bibliometrics:
Citation Count: 0

Smith---Waterman algorithm (SW) is a popular dynamic programming algorithm widely used in bioinformatics for local biological sequence alignment. Due to the $$O(n^2)$$O(n2) high time and space complexity of SW and growing size of biological data, it is crucial to accelerate SW for high performance. In view of the GPU high ...
Keywords: APU, Heterogeneous processors, Load balancing, Smith---Waterman algorithm

3 published by ACM
May 2019 WWW '19: The World Wide Web Conference
Publisher: ACM
Bibliometrics:
Citation Count: 0
Downloads (6 Weeks): 5,   Downloads (12 Months): 63,   Downloads (Overall): 63

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Search engines encounter a time vs. space trade-off: search responsiveness (i.e., a short query response time) comes at the cost of increased index storage. We propose a hybrid method which uses both (a) the recently published mapping-matrix-style index BitFunnel (BF) for search efficiency, and (b) the state-of-the-art Partitioned Elias-Fano (PEF) ...
Keywords: BitFunnel, Partitioned Elias-Fano, compression, hybrid index, query processing

4 published by ACM
August 2018 ICPP 2018: Proceedings of the 47th International Conference on Parallel Processing
Publisher: ACM
Bibliometrics:
Citation Count: 0
Downloads (6 Weeks): 9,   Downloads (12 Months): 53,   Downloads (Overall): 55

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With the rapid growth of the Web scale, large scale search engines have to set up a huge number of machines to place the index files of the Web contents. The index files are normally divided into smaller index shards which are often replicated so that queries can be processed ...

5 published by ACM
June 2018 ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM) - Special Section on Delay-Sensitive Video Computing in the Cloud and Special Section on Extended MMSys-NOSSDAV Best Papers: Volume 14 Issue 3s, August 2018
Publisher: ACM
Bibliometrics:
Citation Count: 0
Downloads (6 Weeks): 17,   Downloads (12 Months): 174,   Downloads (Overall): 210

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Cloud gaming has gained significant popularity recently due to many important benefits such as removal of device constraints, instant-on, and cross-platform. The properties of intensive resource demands and dynamic workloads make cloud gaming appropriate to be supported by an elastic cloud platform. Facing a large user population, a fundamental problem ...
Keywords: Cloud gaming, heuristic algorithms, server provisioning, service cost, software distribution

6 published by ACM
October 2017 MM '17: Proceedings of the 25th ACM international conference on Multimedia
Publisher: ACM
Bibliometrics:
Citation Count: 1
Downloads (6 Weeks): 1,   Downloads (12 Months): 40,   Downloads (Overall): 142

Full text available: PDFPDF
Cloud gaming has gained significant popularity recently due to many important benefits such as removal of device constraints, instant-on and cross-platform, etc. The properties of intensive resource demands and dynamic workloads make cloud gaming appropriate to be supported by an elastic cloud platform. Facing a large user population, a fundamental ...
Keywords: cloud gaming, heuristic algorithms, server provisioning, service cost, software distribution

7
June 2017 IEEE/ACM Transactions on Networking (TON): Volume 25 Issue 3, June 2017
Publisher: IEEE Press
Bibliometrics:
Citation Count: 1
Downloads (6 Weeks): 4,   Downloads (12 Months): 13,   Downloads (Overall): 31

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Cloud-based systems often face the problem of dispatching a stream of jobs to run on cloud servers in an online manner. Each job has a size that defines the resource demand for running the job. Each job is assigned to run on a cloud server upon its arrival and the ...

8 published by ACM
October 2016 MM '16: Proceedings of the 24th ACM international conference on Multimedia
Publisher: ACM
Bibliometrics:
Citation Count: 5
Downloads (6 Weeks): 8,   Downloads (12 Months): 75,   Downloads (Overall): 380

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Advances in cloud computing and GPU virtualization are allowing the game industry to move into a cloud gaming era. While shifting standalone video games to the cloud gaming mode is straightforward, adapting multiplayer online games to the cloud gaming paradigm faces unique challenges. In this paper, we consider multiplayer cloud ...
Keywords: cloud gaming, multiplayer online games, server allocation

9
January 2016 IEEE Transactions on Parallel and Distributed Systems: Volume 27 Issue 1, January 2016
Publisher: IEEE Press
Bibliometrics:
Citation Count: 3

Dynamic Bin Packing (DBP) is a variant of classical bin packing, which assumes that items may arrive and depart at arbitrary times. Existing works on DBP generally aim to minimize the maximum number of bins ever used in the packing. In this paper, we consider a new version of the ...

10 published by ACM
October 2015 MM '15: Proceedings of the 23rd ACM international conference on Multimedia
Publisher: ACM
Bibliometrics:
Citation Count: 3
Downloads (6 Weeks): 1,   Downloads (12 Months): 10,   Downloads (Overall): 149

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In this demonstration, we propose MASTER, a set of toolkits for cross-platform application streaming that is able to utilize elastic resources on public clouds. MASTER has many useful features. It provides full control of resource acquisition and request dispatching, requires only a browser on the client side for user interactions, ...
Keywords: application streaming, elastic resources, multi-platform

11
December 2014 NetGames '14: Proceedings of the 13th Annual Workshop on Network and Systems Support for Games
Publisher: IEEE Press
Bibliometrics:
Citation Count: 0
Downloads (6 Weeks): 0,   Downloads (12 Months): 2,   Downloads (Overall): 17

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In this paper, we study the problem of how to dispatch the play requests to the cloud servers in a cloud gaming system. We show that the dispatching strategy of play requests may heavily affect the total service cost of the cloud gaming system. The play request dispatching problem can ...

12 published by ACM
June 2014 SPAA '14: Proceedings of the 26th ACM symposium on Parallelism in algorithms and architectures
Publisher: ACM
Bibliometrics:
Citation Count: 11
Downloads (6 Weeks): 1,   Downloads (12 Months): 49,   Downloads (Overall): 586

Full text available: PDFPDF
Dynamic Bin Packing (DBP) is a variant of classical bin packing, which assumes that items may arrive and depart at arbitrary times. Existing works on DBP generally aim to minimize the maximum number of bins ever used in the packing. In this paper, we consider a new version of the ...
Keywords: approximation algorithms, cloud gaming, dynamic bin packing, request dispatching, worst case bounds

13
May 2012 IPDPS '12: Proceedings of the 2012 IEEE 26th International Parallel and Distributed Processing Symposium
Publisher: IEEE Computer Society
Bibliometrics:
Citation Count: 2

In DVEs, the primary task is to maintain a consistent view of the virtual world among all users. Multi-server architecture has been shown to have good scalability to support a large population of users in DVEs. One of the key issues in the design of an efficient and scalable Multi-server ...
Keywords: Distributed virtual environment, MSDVEs, time space consistency, partitioning, Alternating Optimization

14
September 2011 DS-RT '11: Proceedings of the 2011 IEEE/ACM 15th International Symposium on Distributed Simulation and Real Time Applications
Publisher: IEEE Computer Society
Bibliometrics:
Citation Count: 2
Downloads (6 Weeks): 0,   Downloads (12 Months): 0,   Downloads (Overall): 29

Full text available: PDFPDF
The primary task of distributed virtual environments (DVEs) is to maintain a consistent view of the virtual world among all users. Multi-server architecture has been shown to have good scalability to support a large population of users in DVEs. However, some of the servers' resources like CPU, memory and network ...
Keywords: Distributed virtual environment, time-space consistency, state update, optimization, scheduling

15
March 2010 SIMUTools '10: Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Publisher: ICST (Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering)
Bibliometrics:
Citation Count: 0
Downloads (6 Weeks): 0,   Downloads (12 Months): 0,   Downloads (Overall): 65

Full text available: PDFPDF
Multi-server architecture is very popular in Distributed Virtual Environments. Although multi-server architecture has good scalability, the load balance and consistency are still challenging issues. Because of server resource limitations (computation, communication etc), the consistency of the virtual world cannot be guaranteed sometimes. In this paper, we address this problem by ...
Keywords: DVE, multi-server, consistency, update scheduling



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