Cloud Gaming & Artificial Intelligence 2017 (63x)


References:

See also:

Cloud Gaming Meta Guide


Gendered conversation in a social game-streaming platform
SC Nakandala, GL Ciampaglia, NM Su… – Eleventh International AAAI …, 2017 – aaai.org
… Here we an- alyze more than one billion chat messages from Twitch, a social game-streaming platform, to study how the gender of streamers is associated with the nature of conversation … Copyright c 2017, Association for the Advancement of Artificial Intelligence (www.aaai.org …

Procedural Play Generation According to Play Arcs Using Monte-Carlo Tree Search
S Ito, M Ishihara, M Tamassia, T Harada… – … on Intelligent Games …, 2017 – ice.ci.ritsumei.ac.jp
… In this paper, we propose an Artificial Intelligence (AI) that automatically generates game plays according to play arcs using Monte Carlo Tree Search (MCTS) … Twitch, a popular game streaming platform, is followed by more than a million spectators every month …

A novel privacy technique for Augmented Reality cloud gaming based on image authentication
R Gharsallaoui, M Hamdi… – 2017 13th International …, 2017 – ieeexplore.ieee.org
… Abstract—The evolution of cloud gaming systems is substan- tially the security requirements for computer games. Although online game development often utilizes artificial intelligence and human computer interaction, game developers and providers often do not pay much …

Cognitive Gaming
W Cai, Y Chi, VCM Leung – IT Professional, 2017 – ieeexplore.ieee.org
… 28th IEEE Int’l Conf. Tools with Artificial Intelligence, 2016, pp. 901–907 … 7. W. Cai et al., “Quality of Experience Optimization for Cloud Gaming System with Ad-Hoc Cloudlet Assis- tance,” IEEE Trans. Circuits and Systems for Video Tech- nology, vol. 25, no. 12, 2015, pp. 1–14 …

A general level design editor for co-creative level design
MJ Guzdial, J Chen, SY Chen, M Riedl – Thirteenth Artificial Intelligence …, 2017 – aaai.org
… Game level generation from gameplay videos. In Twelfth Artificial Intelligence and Interactive Digital Entertainment Conference. Machado, T.; Nealen, A.; and Togelius, J. 2017 … ACM. Shea, R.; Liu, J.; Ngai, EC-H.; and Cui, Y. 2013. Cloud gaming: architecture and performance …

AI for Game Spectators: Rise of PPG
R Thawonmas, T Harada – … -First AAAI Conference on Artificial Intelligence, 2017 – aaai.org
… among the readers, workshop participants, and authors. Why Spectators? Nowadays, more than a million spectators watch game streaming platforms such as Twitch each month. This kind of phenomenon makes games as promising …

A cloud-based path-finding framework: Improving the performance of real-time navigation in games
J Rowe, A Whitbrook, M Chen – Companion Proceedings of the10th …, 2017 – dl.acm.org
… research, yet there is limited literature available on the subject of Cloud utilisation within games; existing research typically targets Cloud gaming and Cloud … Proceedings of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2011), 14–19 …

A Cloud-Based
J Rowe, A Whitbrook, M Chen – … of the 10th International Conference on …, 2017 – core.ac.uk
… research, yet there is limited literature available on the subject of Cloud utilisation within games; existing research typically targets Cloud gaming and Cloud … Proceedings of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2011), 14–19 …

Automation technology for software maintenance and system administration
A Panu, H Luchian – 2017 – info.uaic.ro
… A Cloud Gaming System Design Insights … The introductory chapter presents a short overview about the current landscape of cloud services, artificial intelligence, and Internet of Things, pointing out the complexity of the environments and the need for automation …

Exploring survival rates of companies in the UK video-games industry: An empirical study
I Cabras, ND Goumagias, K Fernandes… – … Forecasting and Social …, 2017 – Elsevier
Skip to main content …

Simple MoCap System for Home Usage.
M Magdin – … of Interactive Multimedia & Artificial Intelligence, 2017 – researchgate.net
International Journal of Interactive Multimedia and Artificial Intelligence, Vol … According to [18], Motion capture (MoCap) data is extensively used in many multimedia applications such as in entertainment eg, dance recording and training [5], in gaming eg, cloud gaming [4], online …

On using the intelligent edge for IoT analytics
P Patel, MI Ali, A Sheth – IEEE Intelligent Systems, 2017 – ieeexplore.ieee.org
… network bandwidth, processing or filtering a large amount of data before transfer- ring it outside the network, perform- ing distributed large-scale analytic tasks, targeting low latency for spe- cific IoT scenarios (for example, real- time video analytics, cloud gaming, and smart …

The corporeal turn: at the intersection of rhetoric, bodies, and video games
SLR Anderson – Review of Communication, 2017 – nca.tandfonline.com
… The article concludes by forecasting the future of game bodies and game studies with an eye toward Artificial Intelligence (AI) gaming, augmented reality … in space.34 For instance, various scholars have begun to investigate the nature of e-sports and game streaming.35 However …

Copyright Questions in Computer Games and the New Models of Distribution
I Harkai – JOGELMÉLETI SZEMLE, 2017 – real.mtak.hu
… Beside operating the Steam, they develope the so-called Source engine, which consist of character animations, artificial intelligence, realistic physical … production of the discs will be rendered superfluous by the digital distribution and the upcoming game-streaming technologies …

WPI eSports Feasibility Study
PI Critz – 2017 – digitalcommons.wpi.edu
… tuned in at some point during this 7 ½ hour event, with 43 million watching for more than an hour via Twitch, a video game streaming website … high-end virtual/augmented reality, cryptology and artificial intelligence is of critical importance to several disciplines …

Bayesian Network Model for Estimating User Satisfaction of Multimedia Cloud Services
A Karadimce, D Davcev – … of the 15th International Conference on …, 2017 – dl.acm.org
… On the other hand, the cloud gaming, Remote Desktop and live telepresence services have been considered as highly interactive multimedia en- tertainment service [8]. In summary, depending on the type of service used, there are parameters that have a significant impact on …

Enhanced living by assessing voice pathology using a co-occurrence matrix
G Muhammad, M Alhamid, M Hossain, A Almogren… – Sensors, 2017 – mdpi.com
… In smart homes, smart solutions incorporating machine intelligence or artificial intelligence are embedded [1]. One of the major applications of these smart solutions is healthcare [2]. Some of the healthcare solutions in smart homes have been reported in the literature …

Image and Graphics: 9th International Conference, ICIG 2017, Shanghai, China, September 13-15, 2017, Revised Selected Papers
Y Zhao, X Kong, D Taubman – 2017 – books.google.com
… 313 Qiuxia Bao, Ruochen Huang, and Xin Wei GECKO: Gamer Experience-Centric Bitrate Control Algorithm for Cloud Gaming … 353 Xingyan Chen, Mu Wang, Shijie Jia, and Changqiao Xu Artificial Intelligence Stability Analysis of ECOC Kernel Machines …

Performance evaluation of deep learning tools in Docker containers
P Xu, S Shi, X Chu – 2017 3rd International Conference on Big …, 2017 – ieeexplore.ieee.org
… it runs as good as native OS. The purpose of [22] is to study the possibilities of hosting cloud gaming service using docker containers. We can only see the overall gaming performance from it. Another work [25] also tests the …

Fuzzy method and neural network model parallel implementation of multi-layer neural network based on cloud computing for real time data transmission in …
Z Hu, W Qin – Polish Maritime Research, 2017 – degruyter.com
… and large data volume. For traditional technologies of artificial intelligence and pattern recognition and so on, are all faced with the challenge of how to implement the data processing in the era of big data. For example, in the …

xii Preface
ZW First – dl.acm.org
… The last section of the book focuses on the systems aspect, covering distinct topics of multimedia fog computing (Chapter 10) and cloud gaming (Chapter 11). Cheng-Hsin Hsu et al … April 2016a. The future of cloud gaming. Proceedings of IEEE, 104(4): 687–691 …

SVM Constraint Discovery using KNN applied to the Identification of Cyberbullying
D Ducharme, L Costa, L DiPippo… – Proceedings of the …, 2017 – csce.ucmss.com
… Finally, starting in December of 2016, Twitch, which is an online video game streaming service owned by Amazon, rolled out … A Fast Incremental Learning Algorithm for SVM Based on K Nearest Neighbors,“ in International Conference on Artificial Intelligence and Computational …

Virtual Copyright
J Russo, M Risch – The Law of Virtual and Augmented Reality …, 2017 – papers.ssrn.com
… Page 7. 7 people in the room and, using artificial intelligence, automatically simulate them on a video screen.26 This work represented the beginnings of the virtual reality camera, which could take photographs in three dimensions …

Audition for multimedia computing
G Friedland, P Smaragdis, J McDermott… – Frontiers of Multimedia …, 2017 – dl.acm.org
Page 1. 2Audition for Multimedia Computing Gerald Friedland (University of California, Berkeley), Paris Smaragdis (University of Illinois at Urbana-Champaign), Josh McDermott (Massachusetts Institute of Technology), Bhiksha Raj (Carnegie Mellon University) …

Are you a human or a humanoid: Predictive user modelling through behavioural analysis of online gameplay data
C Gao, K Jin, H Shen, MA Babar – Advanced Engineering Informatics, 2017 – Elsevier
… There has been a long history of computer agents imitating humans ever since the inception of artificial intelligence (AI) [1], with IBM’s Deep Blue … A more recent work is Outatime from Microsoft [18], a speculative execution system for mobile cloud gaming that can hide up to 120 …

Hawkes processes for events in social media
MA Rizoiu, Y Lee, S Mishra, L Xie – Frontiers of Multimedia Research, 2017 – dl.acm.org
Page 1. 8Hawkes Processes for Events in Social Media Marian-Andrei Rizoiu (Australian National University and CSIRO Data61), Young Lee (CSIRO Data61 and Australian National University), Swapnil Mishra (Australian National University and CSIRO Data61) …

Multimodal analysis of free-standing conversational groups
X Alameda-Pineda, E Ricci, N Sebe – Frontiers of Multimedia Research, 2017 – dl.acm.org
Page 1. 3Multimodal Analysis of Free-standing Conversational Groups Xavier Alameda-Pineda (Inria), Elisa Ricci (University of Perugia), Nicu Sebe (University of Trento) “Free-standing conversational groups” are what we call …

Multimedia fog computing: minions in the cloud and crowd
CH Hsu, HJ Hong, T Elgamal, K Nahrstedt… – Frontiers of Multimedia …, 2017 – dl.acm.org
… Gamers Game selections Ga m e co nfi g uratio n s Ga m e in stru ctio n s Master (a) Minions Animation studios (b) Master Rendering jobs/results Renderin g job s/resu lts Figure 10.1 Sample multimedia applications: (a) cloud gaming and (b) animation rendering. cloud gaming …

RESEARCH (IN) COMPLETE: AN EXPLORATORY HISTORY OF COMPETITIVE VIDEO GAMING
DG Schwartz – Gaming Law Review, 2017 – liebertpub.com
… He sketches the growth of game?streaming service Twitch, which he believes was a necessary precondition for the broad … The earliest documented competitive gaming event was an October 1972 competition at Stanford University’s Artificial Intelligence Laboratory; those who …

White, man, and highly followed: Gender and race inequalities in Twitter
J Messias, P Vikatos, F Benevenuto – Proceedings of the International …, 2017 – dl.acm.org
Page 1. White, Man, and Highly Followed: Gender and Race Inequalities in Twitter Johnnatan Messias Universidade Federal de Minas Gerais Belo Horizonte, Brazil johnnatan@dcc.ufmg. br Pantelis Vikatos University of Patras Rio, Greece vikatos@ceid.upatras.gr …

Capturing Game Telemetry with Provenance
TC Kohwalter, LGP Murta… – 2017 16th Brazilian …, 2017 – ieeexplore.ieee.org
… In the game context, agents are mapped into characters present in the game or game objects with autonomous behavior, such as event controllers, plot triggers, or the game’s artificial intelligence overseer that manages the plot …

Performance analysis of game engines on mobile and fixed devices
F Messaoudi, A Ksentini, G Simon… – ACM Transactions on …, 2017 – dl.acm.org
… First, as in cloud gaming, compu- tation offloading requires low latency … Artificial Intelligence (AI) – These modules emulate an artificial and intelligent behavior of NPCs, for example, learning and interacting socially, exhibiting emotions, and even the ACM Trans …

Knowledge discovery and data visualization: theories and perspectives
K Kasemsap – International Journal of Organizational and Collective …, 2017 – igi-global.com
… Hershey,PA:IGIGlobal.doi:10.4018/978-1-5225-2101-3.ch009 Kasemsap,K.(2017g).Promoting criticalthinkinginthemodernlearningenvironments.InR.Batko&A. Szopa(Eds.),Strategic imperatives and core competencies in the era of robotics and artificial intelligence(pp. 50–80 …

Efficient similarity search
H Je?ou – Frontiers of Multimedia Research, 2017 – dl.acm.org
Page 1. 5Efficient Similarity Search Hervé Jegou (Facebook) This chapter addresses one of the fundamental problems involved in multime- dia systems, namely efficient similarity search for large collections of multimedia content …

Investigating transitive influences on WOM: from the product network perspective
K Chen, P Luo, H Wang – Electronic Commerce Research, 2017 – Springer
… The first step is to match product names with their corresponding customer reviews. As shown in Fig. 3, the product title is “HyperX Cloud Gaming Headset”. According to the work of Zhang et al. [46], we identified the product by the first three words of the title …

QoE and Latency Issues in Networked Games
J Saldana, M Suznjevic – Handbook of Digital Games and Entertainment …, 2017 – Springer
… In addition, a number of NPCs (Non-Player Characters) controlled by AI (Artificial Intelligence) are present in the virtual world … In a more recent approach, commonly called “cloud gaming,” both game logic and virtual world rendering are located on the server, from which a high …

2016 Index IEEE Transactions on Parallel and Distributed Systems Vol. 27
M Aazam, P Abad, S Abadal, AE Abdallah… – IEEE Transactions on …, 2017 – computer.org
Page 1. 2016 Index IEEE Transactions on Parallel and Distributed Systems Vol. 27 This index covers all technical items — papers, correspondence, reviews, etc. — that appeared in this periodical during 2016, and items from …

Architectures of Collaborative Virtual Environments for Teamwork Training
PV de Farias Paiva… – … 19th Symposium on …, 2017 – ieeexplore.ieee.org
… CVET). Therefore, we take into account fundamental requirements, such as: number of users, computational and network communication performance, performance of artificial intelligence technique, amongst others. Keywords …

Towards efficient edge cloud augmentation for virtual reality mmogs
W Zhang, J Chen, Y Zhang… – Proceedings of the Second …, 2017 – dl.acm.org
… Meanwhile, to enable players with “thin” mobile devices (eg, smartphones, pads, TVs) to enjoy high-quality gam- ing, game creators have proposed and developed a cloud gaming paradigm (also known as gaming on-demand [1]) that delivers games to players from the cloud …

Challenges of future multimedia QoE monitoring for internet service providers
W Robitza, A Ahmad, PA Kara, L Atzori… – Multimedia Tools and …, 2017 – Springer
… In our perspective — despite the advent of new “killer applications” such as cloud gaming and VR — there are still challenges that … Algorithms based on machine learning and artificial intelligence are gaining interest in this scenario due to their potential for higher adaptability …

Evaluating real-time gaze representations to infer intentions in competitive turn-based strategy games
J Newn, E Velloso, F Allison, Y Abdelrahman… – Proceedings of the …, 2017 – dl.acm.org
Page 1. Evaluating Real-Time Gaze Representations to Infer Intentions in Competitive Turn-Based Strategy Games Joshua Newn1, Eduardo Velloso1, Fraser Allison1, Yomna Abdelrahman2, Frank Vetere1 1Microsoft Research …

HISTORICAL PARALLELS BETWEEN TOURNAMENT POKER AND ESPORTS
DG Schwartz – Gaming Law Review, 2017 – liebertpub.com
… very large, very expensive computer. 35. It isn’t surprising, then, that the first recorded instance of a video game competition took place at the Stanford Artificial Intelligence Lab in Los Altos, California. Stewart Brand, editor of the …

Toward emotion-aware computing: A loop selection approach based on machine learning for speculative multithreading
B Liu, J He, Y Geng, L Huang, S Li – IEEE Access, 2017 – ieeexplore.ieee.org
… mobile cloud computing, the computer can offer emotion care for improving people’s health status by providing personalized emotion-aware services [6]. Other applications include community activity prediction [7], human–computer interaction [8] and cloud gaming [9]. Because …

Oh Gosh!! Why is this game so hard? Identifying cycle patterns in 2D platform games using provenance data
L Jacob, E Clua, D de Oliveira – Entertainment Computing, 2017 – Elsevier
… It can also be used to map event controllers, plot triggers, or the game’s artificial intelligence overseer that manages the plot … 2.3. Color histogram. The game streaming process used by Spielzyklus is mostly based on its histogram analysis …

Comparing live migration between linux containers and kernel virtual machine: investigation study in terms of parameters
SVN Kotikalapudi – 2017 – diva-portal.org
Page 1. Master of Science in Computer Science February 2017 Faculty of Computing Blekinge Institute of Technology SE-371 79 Karlskrona Sweden Comparing Live Migration between Linux Containers and Kernel Virtual Machine Investigation study in terms of parameters …

Playing the post 9/11 on game service platforms: Premediation in The Division via Twitch. tv and Steam
E Gandolfi – Convergence, 2017 – journals.sagepub.com
This article focuses on the relation between post 9/11 imaginary and digital entertainment’s audiences. Its aim is to enlighten potential players’ perception of…

Aegis: reliable application execution over the mobile cloud
S Sen, JW Janneck – Procedia Computer Science, 2017 – Elsevier
… 4. H. Rahimi, AAN Shirehjini, S. Shirmohammadi, Context-aware prioritized game streaming, 2012 IEEE International Conference on Multimedia and Expo … 7. C. Hewitt, P. Bishop, R. Steiger, A universal modular actor formalism for artificial intelligence, in: Proceedings of the 3rd …

Security and privacy challenges in mobile cloud computing: Survey and way ahead
MB Mollah, MAK Azad, A Vasilakos – Journal of Network and Computer …, 2017 – Elsevier
Skip to main content …

On the Runtime-Efficacy Trade-off of Anomaly Detection Techniques for Real-Time Streaming Data
D Choudhary, A Kejariwal, F Orsini – arXiv preprint arXiv:1710.04735, 2017 – arxiv.org
… applications. ? Nano seconds: High Frequency Trading (HFT). ? Micro seconds: Data center applications, cloud networks. ? Milli seconds: Text messaging, Publish Subscribe systems, cloud gaming. ? 1-3 seconds: Ad targeting. In …

Sybil defense techniques in online social networks: A survey
M Al-Qurishi, M Al-Rakhami, A Alamri… – IEEE …, 2017 – ieeexplore.ieee.org
Page 1. 2169-3536 (c) 2016 IEEE. Translations and content mining are permitted for academic research only. Personal use is also permitted, but republication/ redistribution requires IEEE permission. See http://www.ieee.org …

An Artist’s Expert System: second order cybernetics for matching users to bespoke books
E Dare – 2017 – researchonline.rca.ac.uk
… 28 Sharda Patel, Mamta Lambert ARTIFICIAL INTELLIGENCE, SMART CLASS ROOMS AND ONLINE EDUCATION IN THE 21ST CENTURY: IMPLICATIONS FOR HUMAN DEVELOPMENT … Keywords: quality of experience, machine learning, cloud gaming, modeling …

Let’s Play: A Walkthrough of Quarter-Century-Old Copyright Precedent as Applied to Modern Video Games
K Coogan – Fordham Intell. Prop. Media & Ent. LJ, 2017 – HeinOnline
Page 1. Let’s Play: A Walkthrough of Quarter- Century-Old Copyright Precedent as Applied to Modern Video Games Kyle Coogan* Looking to the copyright protection over the audiovisual displays of video games, current precedent …

Akan, OB, Ramezani, H., Khan, T., Abbasi, NA, and Kuscu, M., Funda-mentals of Molecular Information and Communication Science; JPROC Feb. 2017 306-318 Akay …
E Acar, R Bro, AK Smilde, T Adali… – Proceedings of the …, 2017 – ieeexplore.ieee.org
… 2017 2011-2018 Bose, BK, Artificial Intelligence Techniques in Smart Grid and Renew- able Energy Systems—Some Example Applications; JPROC Nov … 419-421 Cai, W., Shea, R., Huang, C., Chen, K., Liu, J., Leung, VCM, and Hsu, C., The Future of Cloud Gaming [Point of …

Distributed multiuser computation offloading for cloudlet-based mobile cloud computing: A game-theoretic machine learning approach
H Cao, J Cai – IEEE Transactions on Vehicular Technology, 2017 – ieeexplore.ieee.org
Page 1. 752 IEEE TRANSACTIONS ON VEHICULAR TECHNOLOGY, VOL. 67, NO. 1, JANUARY 2018 Distributed Multiuser Computation Offloading for Cloudlet-Based Mobile Cloud Computing: A Game-Theoretic Machine Learning Approach …

Vorpal: A middleware for real-time soundtracks in digital games
WK Mizutani – 2017 – teses.usp.br
Page 1. VORPAL: A Middleware for Real-Time Soundtracks in Digital Games Wilson Kazuo Mizutani Thesis Submitted to the Institute of Mathematics and Statistics of the University of São Paulo for the Masters Degree in Computer Science Program: Computer Science …

Towards improving ViSQOL (Virtual Speech Quality Objective Listener) Using Machine Learning Techniques
J McNally – 2017 – arrow.dit.ie
Page 1. Dublin Institute of Technology ARROW@DIT Dissertations School of Computing 2017 Towards improving ViSQOL (Virtual Speech Quality Objective Listener) Using Machine Learning Techniques Joseph McNally Dublin Institute of Technology …

Learning affective features with a hybrid deep model for audio–visual emotion recognition
S Zhang, S Zhang, T Huang, W Gao… – IEEE Transactions on …, 2017 – ieeexplore.ieee.org
Page 1. 3030 IEEE TRANSACTIONS ON CIRCUITS AND SYSTEMS FOR VIDEO TECHNOLOGY, VOL. 28, NO. 10, OCTOBER 2018 Learning Affective Features With a Hybrid Deep Model for Audio–Visual Emotion Recognition …

Design and implementation of real-time cloud-assisted systems
M Tavan – 2017 – rucore.libraries.rutgers.edu
… enhanced computing resources. This enables providing more computationally complex services such as cloud gaming through thin client devices. In this work, we investigate the design and analysis of a cloud gaming platform with optimized QoE for players …

Improving Failure Management Through Cooperation Between Mobile Devices and Cellular Network
N Theera-Ampornpunt – 2017 – engineering.purdue.edu
… 76 Page 9. ix Figure Page 4.7 User study results for Fire Emblem Heroes. . . . . 77 4.8 Comparison of bandwidth consumption between cloud gaming and App- Streamer. . . . . 79 …

Cloud computing for machine learning and cognitive applications
K Hwang – 2017 – books.google.com
… Service Architecture 268 5.4.3 Skyline Discovery of Mashup Services 273 5.4.4 Dynamic Composition of Mashup Services 275 5.5 Conclusions 277 Homework Problems 278 PART III: PRINCIPLES OF MACHINE LEARNING AND ARTIFICIAL INTELLIGENCE MACHINES 283 6 …

Argyros, A., see Kosmopoulos, D., TCSVT Dec. 2017 2578-2590 Ascenso, J., see HoangVan, X., TCSVT Aug. 2017 1761-1776
M Bilal, A Khan, MUK Khan, C Kyung… – … on Circuits and …, 2017 – ieeexplore.ieee.org
… N Nam, J., see Jeong, M., TCSVT June 2017 1368-1380 Nan, X., Guo, X., Lu, Y., He, Y., Guan, L., Li, S., and Guo, B., Delay– Rate–Distortion Optimization for Cloud Gaming With Hybrid Streaming; TCSVT Dec. 2017 2687-2701 Nasiopoulos, P., see Tohidypour, HR, TCSVT Oct …

Hindsight 2050
C Walker – 2017 – digital.lib.washington.edu
… Page 4. war, artificial intelligence, violence in virtual reality, and the way women’s survival (or lack thereof) is shaped by technology in worlds that are still often hostile to them … BEST. ALL IN-GAME STREAMING AND OUTSIDE COMMUNICATION SERVICES ARE …

A real-time delay-sensitive communication approach based on distributed processing
A Kawabata, BC Chatterjee, S Ba, E Oki – IEEE Access, 2017 – ieeexplore.ieee.org
Page 1. 2169-3536 (c) 2017 IEEE. Translations and content mining are permitted for academic research only. Personal use is also permitted, but republication/ redistribution requires IEEE permission. See http://www.ieee.org …

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