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    IP2DC: Making Sense of Replica Selection Tools
    (USENIX, 2013) Bharata, Anish; Wittie, Mike P.; Yang, Qing
    Cloud-based applications being developed for consumer electronics market (tablets, smart TVs) struggle to deliver the same level of responsiveness as standalone software, leading to user frustration and slow adoption. Often the network that separates user end-hosts from server back-end is to blame. To limit the impact of poor network performance on message delay, or lag, back-end logic and application data are deployed across geographically distributed servers and user requests are directed to the closest one [14]. Such nearby servers deliver content more quickly thanks to a faster expansion of TCP congestion window and more rapid retransmissions over low round-trip time (RTT) paths. Our early results, presented in this poster, show a high level of discrepancy between the available tools and motivate further measurement as well as the need to develop techniques for more accurate server replica selection.
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    Cascading Impact of Lag on User Experience in Multiplayer Games
    (USENIX, 2013) Howard, Eben; Cooper, Clint; Wittie, Mike P.; Yang, Qing
    Playing cooperative multiplayer games should be fun for everyone involved and part of having fun in games is being able to perform well, be immersed, and stay engaged [13, 17]. These indicators of enjoyment are part of a user's Quality of Experience (QoE), a measure which further includes additional metrics such as attention levels and ability to succeed. Players stop playing the game when it ceases to provide a high enough QoE, especially in cooperative and social games. [8, 18, 19]. Industry application development and current research both operate with the assumption that for any given individual in a group, that individual's QoE is affected only by their own network condition and not the network conditions of the other group members [4, 7, 8]. We show that this assumption is incorrect. Our research shows that the QoE of all group members is negatively affected by a single member's lag (communication delay, or loss caused by poor network conditions). Understanding a user's QoE as a function that includes other users' network conditions has the potential to improve lag mitigation strategies for multiplayer games and other group applications.
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    MITATE: Mobile Internet Testbed for Application Traffic Experimentation
    (Conference on Mobile and Ubiquitous Systems: Computing, Networking and Services (Mobiquitous), 2013) Goel, Utkarsh; Miyyapuram, Ajay; Yang, Qing; Wittie, Mike P.
    This paper introduces a Mobile Internet Testbed for Application Trac Experimentation (MITATE). MITATE is the first programmable testbed to support the prototyping of application communications between mobiles and cloud datacenters. We describe novel solutions to device security and resource sharing behind MITATE. Finally, we show how MITATE can answer network performance questions crucial to mobile application design.
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