@article {43296,
	title = {Enhancing Questioning Skills through Child Avatar Chatbot Training with Feedback},
	journal = {Frontiers in Psychology},
	year = {2023},
	publisher = {Frontiers},
	doi = {10.3389/fpsyg.2023.1198235},
	author = {Ragnhild K. {R{\o}ed} and Gunn Astrid {Baugerud} and Syed Zohaib {Hassan} and Saeed Shafiee {Sabet} and Salehi, Pegah and Powell, Martine and Riegler, Michael and Halvorsen, P{\r a}l and Miriam Sinkerud {Johnson}}
}
@inproceedings {gautam2022assisting,
	title = {Assisting Soccer Game Summarization via Audio Intensity Analysis of Game Highlights},
	journal = {Proceedings of 12th IOE Graduate Conference},
	volume = {12},
	year = {2022},
	month = {October},
	pages = {25 {\textendash} 32},
	publisher = {Institute of Engineering, Tribhuvan University, Nepal},
	abstract = {In association football, the development of multimodal summaries is of great importance to both broadcasters and spectators since a large number of viewers choose to follow just the soccer game highlights. The fundamental drive for the development of summarization systems is the requirement to manage huge amounts of data in different formats. By highlighting the most pertinent facts and limiting or omitting unnecessary aspects, summarization helps avoid "information overload." The properties of the audio signals during a particular event can be used to calculate excitement around that event and filter events based on their importance. A root-mean-square (RMS) analysis of audio events was carried out to analyse the excitement across the events in the SoccerNet dataset. It was clearly seen that important events with excitement have a high and distinguishable RMS audio intensity. It was also observed that the generated noise of the crowd was significantly different across various events and if it happened for the home or away team. The intensity was higher for events related to the home team. Likewise, as the wavelet has the benefit of integrating a wave with a specific period, Morlet wavelet analysis was performed for various event types, and the power of the signal across various wavelet scales was analyzed. A distinct signature across various wavelet scales was observed for different events.},
	keywords = {association football, audio signal, soccer game highlights, summarization},
	doi = {http://dx.doi.org/10.13140/RG.2.2.34457.70240/1},
	url = {http://conference.ioe.edu.np/publications/ioegc12/IOEGC-12-004-12009.pdf},
	author = {Gautam, Sushant and Midoglu, Cise and Saeed Shafiee {Sabet} and Dinesh Baniya {Kshatri} and Halvorsen, P{\r a}l}
}
@inproceedings {43064,
	title = {A Comparative Study of Interactive Environments for Investigative Interview of A Virtual Child Avatar},
	journal = {IEEE international symposium on multimedia (ISM)},
	year = {2022},
	pages = {194-201},
	publisher = {IEEE},
	doi = {10.1109/ISM55400.2022.00043},
	author = {Syed Zohaib {Hassan} and Saeed Shafiee {Sabet} and Salehi, Pegah and Ko, Hayley and Riiser, Ingvild and Miriam Sinkerud {Johnson} and Gunn Astrid {Baugerud} and Riegler, Michael and Halvorsen, P{\r a}l}
}
@inproceedings {42709,
	title = {Comparison of Crowdsourced and Remote Subjective User Studies: A Case Study of Investigative Child Interviews},
	journal = {The 14th International Conference on Quality of Multimedia Experience},
	year = {2022},
	publisher = {IEEE},
	doi = {10.1109/QoMEX55416.2022.9900900},
	url = {https://ieeexplore.ieee.org/document/9900900},
	author = {Saeed Shafiee {Sabet} and Midoglu, Cise and Syed Zohaib {Hassan} and Salehi, Pegah and Riegler, Michael and Griwodz, Carsten and Halvorsen, P{\r a}l}
}
@inproceedings {43138,
	title = {Experiences and Lessons Learned from a Crowdsourced-Remote Hybrid User Survey Framework},
	journal = {2022 IEEE International Symposium on Multimedia (ISM)},
	year = {2022},
	pages = {161-162},
	publisher = {IEEE},
	address = {Italy},
	abstract = {Subjective user studies are important to ensure the fidelity and usability of systems that generate multimedia content. Testing how end-users and domain experts perceive multimedia assets might provide crucial information. In this paper, we present our experiences with the open source hybrid crowdsourced-remote user survey framework called Huldra, which is intended for conducting web-based subjective user studies and aims to integrate the individual benefits associated with traditional, crowdsourced, and remote methods. We disseminate our experiences and insights from two actively deployed use cases and discuss challenges and opportunities associated with using Huldra as a framework for conducting user studies.},
	doi = {10.1109/ISM55400.2022.00035},
	url = {https://ieeexplore.ieee.org/document/10019678},
	author = {Midoglu, Cise and Stor{\r a}s, Andrea and Saeed Shafiee {Sabet} and Hammou, Malek and Hicks, Steven and Str{\"u}mke, Inga and Riegler, Michael and Griwodz, Carsten and Halvorsen, P{\r a}l}
}
@inproceedings {42442,
	title = {Huldra: A Framework for Collecting Crowdsourced Feedback on Multimedia Assets},
	journal = {Proceedings of the 13th ACM Multimedia Systems Conference (MMSys {\textquoteright}22)},
	year = {2022},
	pages = {203-209},
	publisher = {ACM},
	doi = {10.1145/3524273.3532887},
	author = {Hammou, Malek and Midoglu, Cise and Hicks, Steven and Stor{\r a}s, Andrea and Saeed Shafiee {Sabet} and Str{\"u}mke, Inga and Riegler, Michael and Halvorsen, P{\r a}l}
}
@inproceedings {42711,
	title = {Human vs. GPT-3: The challenges of extracting emotions from child responses},
	journal = {The 14th International Conference on Quality of Multimedia Experience},
	year = {2022},
	publisher = { IEEE},
	isbn = {978-1-6654-8794-8},
	issn = {2472-7814},
	doi = {10.1109/QoMEX55416.2022.9900885},
	url = {https://ieeexplore.ieee.org/document/9900885},
	author = {Lammerse, Myrthe and Syed Zohaib {Hassan} and Saeed Shafiee {Sabet} and Riegler, Michael and Halvorsen, P{\r a}l}
}
@book {28412,
	title = {The Influence of Delay on Cloud Gaming Quality of Experience},
	year = {2022},
	month = {06/2022},
	pages = {156},
	publisher = {Springer},
	organization = {Springer},
	edition = {1},
	address = {Cham},
	isbn = {978-3-030-99868-4},
	doi = {10.1109/QoMEX55416.2022.9900908},
	url = {https://link.springer.com/book/10.1007/978-3-030-99869-1},
	author = {Saeed Shafiee {Sabet}}
}
@inproceedings {28231,
	title = {Investigative Interviews using a Multimodal Virtual Avatar},
	journal = {American Psychology-Law Society Conference 2022},
	year = {2022},
	publisher = {American Psychology-Law Society},
	address = {Denver USA,},
	abstract = {To meet best-practice standards, we are developing an interactive virtual avatar aiming as a training tool to raise interviewing skills of child-welfare and law-enforcement professionals. Therefore, we present the {\textquotedblleft}Ilma{\textquotedblright} avatar that recognizes interviewers{\textquoteright} behavior during open-ended, closed and leading questions, and which can automatically respond to the conversation. We conducted a user study in which master students (N=3) and child protective workers (N=8)\&nbsp; interviewed {\textquotedblleft}Ilma{\textquotedblright}\&nbsp; and rated their perception of the interaction. The results show that the participants valued the interaction and found the avatar useful. Thus, it has great potential to be an effective training tool.},
	author = {Gunn Astrid {Baugerud} and Powell, Martine and Riegler, Michael and Halvorsen, P{\r a}l and Michael E. {Lamb} and Saeed Shafiee {Sabet} and Syed Zohaib {Hassan} and Salehi, Pegah and Ragnhild K. {R{\o}ed} and Miriam S. {Johnson}}
}
@inproceedings {42708,
	title = {Is More Realistic Better? A Comparison of Game Engine and GAN-based Avatars for Investigative Interviews of Children},
	journal = {ICDAR {\textquoteright}22: Proceedings of the 3rd ACM Workshop on Intelligent Cross-Data Analysis and Retrieval},
	year = {2022},
	pages = {41-49},
	publisher = {ACM},
	address = {New York, NY, USA},
	isbn = {9781450392419},
	doi = {10.1145/351273110.1145/3512731.3534209},
	url = {https://dl.acm.org/doi/proceedings/10.1145/3512731},
	author = {Salehi, Pegah and Syed Zohaib {Hassan} and Saeed Shafiee {Sabet} and Gunn Astrid {Baugerud} and Miriam Sinkerud {Johnson} and Halvorsen, P{\r a}l and Riegler, Michael},
	editor = {Dao, Minh-Son and Dang-Nguyen, Duc-Tien and Riegler, Michael}
}
@inproceedings {42762,
	title = {Soccer Game Summarization using Audio Commentary, Metadata, and Captions},
	journal = {NarSUM {\textquoteright}22: Proceedings of the 1st Workshop on User-centric Narrative Summarization of Long Videos},
	year = {2022},
	pages = {13-22},
	publisher = {ACM},
	address = {New York, NY, USA},
	isbn = {9781450394932},
	doi = {10.1145/3552463.3557019},
	url = {https://doi.org/10.1145/3552463.3557019},
	author = {Gautam, Sushant and Midoglu, Cise and Saeed Shafiee {Sabet} and Dinesh Baniya {Kshatri} and Halvorsen, P{\r a}l}
}
@article {42991,
	title = {Synthesizing a Talking Child Avatar to Train Interviewers Working with Maltreated Children},
	journal = {Big Data and Cognitive Computing},
	volume = {6},
	year = {2022},
	month = {Jan-06-2022},
	pages = {62},
	publisher = {MDPI},
	doi = {10.3390/bdcc6020062},
	url = {https://www.mdpi.com/2504-2289/6/2/62https://www.mdpi.com/2504-2289/6/2/62/pdf},
	author = {Salehi, Pegah and Syed Zohaib {Hassan} and Lammerse, Myrthe and Saeed Shafiee {Sabet} and Riiser, Ingvild and Ragnhild Klingenber {R{\o}ed} and Miriam S. {Johnson} and Thambawita, Vajira and Hicks, Steven and Powell, Martine and Michael E. {Lamb} and Gunn Astrid {Baugerud} and Halvorsen, P{\r a}l and Riegler, Michael}
}
@inproceedings {42595,
	title = {Towards an AI-driven talking avatar in virtual reality for investigative interviews of children},
	journal = {GameSys {\textquoteright}22: Proceedings of the 2nd Workshop on Games Systems},
	year = {2022},
	pages = {9-15},
	publisher = {ACM},
	address = {New York, NY, USA},
	isbn = {9781450393812},
	doi = {10.1145/353408510.1145/3534085.3534340},
	url = {https://dl.acm.org/doi/10.1145/3534085.3534340},
	author = {Syed Zohaib {Hassan} and Salehi, Pegah and Ragnhild Klingenber {R{\o}ed} and Halvorsen, P{\r a}l and Gunn Astrid {Baugerud} and Miriam Sinkerud {Johnson} and Lison, Pierre and Riegler, Michael and Michael E. {Lamb} and Griwodz, Carsten and Saeed Shafiee {Sabet}},
	editor = {Claypool, Mark and Eg, Ragnhild}
}
@inproceedings {42710,
	title = {Virtual Reality Talking Avatar for Investigative Interviews of Maltreat Children},
	journal = {19th International Conference on Content-based Multimedia Indexing},
	year = {2022},
	pages = {201-204},
	publisher = {Association for Computing Machinery (ACM)},
	address = {New York, NY, USA},
	isbn = {9781450397209},
	doi = {10.1145/3549555.3549572},
	url = {https://doi.org/10.1145/3549555.3549572},
	author = {Syed Zohaib {Hassan} and Salehi, Pegah and Riegler, Michael and Miriam Sinkerud {Johnson} and Gunn Astrid {Baugerud} and Halvorsen, P{\r a}l and Saeed Shafiee {Sabet}}
}
@inproceedings {42712,
	title = {When Every Millisecond Counts: The Impact of Delay in VR Gaming},
	journal = {The 14th International Conference on Quality of Multimedia Experience},
	year = {2022},
	publisher = {IEEE},
	doi = {10.1109/QoMEX55416.2022.9900908},
	url = {https://ieeexplore.ieee.org/document/9900908},
	author = {Saeed Shafiee {Sabet} and Eg, Ragnhild and Raaen, Kjetil and Qasim, Muhammed and Riegler, Michael and Halvorsen, P{\r a}l}
}
@inproceedings {28138,
	title = {Modeling and Understanding the Quality of Experience of Online Mobile Gaming Services},
	journal = {2021 13th International Conference on Quality of Multimedia Experience (QoMEX)},
	year = {2021},
	pages = {157-162},
	publisher = {IEEE},
	address = {Montreal, QC, Canada},
	doi = {10.1109/QoMEX51781.2021.9465431},
	url = {https://ieeexplore.ieee.org/document/9465431/http://xplorestaging.ieee.org/ielx7/9465370/9465375/09465431.pdf?arnumber=9465431},
	author = {Schmidt, Steven and Zadtootaghaj, Saman and Saeed Shafiee {Sabet} and Moller, Sebastian}
}
@phdthesis {28438,
	title = {Understanding and Mitigating the Influence of Delay on Cloud Gaming Quality of Experience},
	year = {2021},
	author = {Saeed Shafiee {Sabet}}
}
@inproceedings {27248,
	title = {Assessing Interactive Gaming Quality of Experience Using a Crowdsourcing Approach},
	journal = {2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX)},
	year = {2020},
	publisher = { IEEE},
	abstract = {Traditionally, the Quality of Experience (QoE) is assessed in a controlled laboratory environment where participants give their opinion about the perceived quality of a stimulus on a standardized rating scale. Recently, the usage of crowdsourcing micro-task platforms for assessing the media quality is increasing. The crowdsourcing platforms provide access to a pool of geographically distributed, and demographically diverse group of workers who participate in the experiment in their own working environment and using their own hardware. The main challenge in crowdsourcing QoE tests is to control the effect of interfering influencing factors such as a user{\textquoteright}s environment and device on the subjective ratings. While in the past, the crowdsourcing approach was frequently used for speech and video quality assessment, research on a quality assessment for gaming services is rare. In this paper, we present a method to measure gaming QoE under typically considered system influence factors including delay, packet loss, and framerates as well as different game designs. The factors are artificially manipulated due to controlled changes in the implementation of games. The results of a total of five studies using a developed evaluation method based on a combination of the ITU-T Rec. P.809 on subjective evaluation methods for gaming quality and the ITU-T Rec. P.808 on subjective evaluation of speech quality with a crowdsourcing approach will be discussed. To evaluate the reliability and validity of results collected using this method, we finally compare subjective ratings regarding the effect of network delay on gaming QoE gathered from interactive crowdsourcing tests with those from equivalent laboratory experiments.},
	doi = {10.1109/QoMEX48832.2020.9123122},
	url = {https://ieeexplore.ieee.org/abstract/document/9123122},
	author = {Schmidt, Steven and Naderi, Babak and Saeed Shafiee {Sabet} and Zadtootaghaj, Saman},
	editor = {Moller, Sebastian}
}
@inproceedings {27247,
	title = {Delay Sensitivity Classification of Cloud Gaming Content},
	journal = {International Workshop on Immersive Mixed and Virtual Environment Systems (MMVE{\textquoteright}20)},
	year = {2020},
	publisher = {Association for Computing Machinery},
	address = {New York, NY, USA},
	abstract = {Cloud Gaming is an emerging service that catches growing interest in the research community as well as industry. Cloud Gaming require a highly reliable and low latency network to achieve a satisfying Quality of Experience (QoE) for its users. Using a cloud gaming service with high latency would harm the interaction of the user with the game, leading to a decrease in playing performance and, thus players frustrations. However, the negative effect of delay on gaming QoE depends strongly on the game content. At a certain level of delay, a slow-paced card game is typically not as delay sensitive as a shooting game. For optimal resource allocation and quality estimation, it is highly important for cloud providers, game developers, and network planners to consider the impact of the game content. This paper contributes to a better understanding of the delay impact on QoE for cloud gaming applications by identifying game characteristics influencing the delay perception of the users. In addition, an expert evaluation methodology to quantify these characteristics as well as a delay sensitivity classification based on a decision tree are presented. The results indicated an excellent level of agreement, which demonstrates the reliability of the proposed method. Additionally, the decision tree reached an accuracy of 90\% on determining the delay sensitivity classes which were derived from a large dataset of subjective input quality ratings during a series of experiments.},
	isbn = {9781450379472},
	doi = {10.1145/3386293.3397116},
	url = {https://dl.acm.org/doi/abs/10.1145/3386293.3397116},
	author = {Saeed Shafiee {Sabet} and Schmidt, Steven and Zadtootaghaj, Saman},
	editor = {Griwodz, Carsten and Moller, Sebastian}
}
@inproceedings {27249,
	title = {A Latency Compensation Technique Based on Game Characteristics to Mitigate the Influence of Delay on Cloud Gaming Quality of Experience},
	journal = {ACM Multimedia Systems Conference 2020 (MMSys 2020)},
	year = {2020},
	pages = {15-25},
	publisher = {ACM},
	address = {New York, NY, USA},
	abstract = {Cloud Gaming (CG) is an immersive multimedia service that promises many benefits. In CG, the games are rendered in a cloud server, and the resulted scenes are streamed as a video sequence to the client. Using CG users are not forced to update their gaming hardware frequently, and available games can be played on any operating system or suitable device. However, cloud gaming requires a reliable and low-latency network, which makes it a very challenging service. Transmission latency strongly affects the playability of a cloud game and consequently reduces the users{\textquoteright} Quality of Experience (QoE). In this paper, we propose a latency compensation technique using game adaptation that mitigates the influence of delay on QoE. This technique uses five game characteristics for the adaptation. These characteristics, in addition to an Aim-assistance technique, were implemented in four games for evaluation. A subjective study using 194 participants was conducted using a crowdsourcing approach. The results showed that the majority of the proposed adaptation techniques lead to significant improvements in the cloud gaming QoE.},
	doi = {10.1145/3339825.3391855},
	url = {https://dl.acm.org/doi/abs/10.1145/3339825.3391855},
	author = {Saeed Shafiee {Sabet} and Schmidt, Steven and Zadtootaghaj, Saman and Griwodz, Carsten and Moller, Sebastian}
}
@article {perkis2020qualinet,
	title = {QUALINET white paper on definitions of immersive media experience (IMEx)},
	journal = {arXiv preprint arXiv:2007.07032},
	year = {2020},
	publisher = {QUALINET},
	author = {Perkis, Andrew and Timmerer, Christian and Barakovi{\'c}, Sabina and Jasmina Barakovi{\'c} {Husi{\'c}} and Bech, S{\o}ren and Bosse, Sebastian and Botev, Jean and Brunnstr{\"o}m, Kjell and Cruz, Luis and De Moor, Katrien and Saeed Shafiee {Sabet} and , }
}
@inproceedings {27250,
	title = {Quality Estimation Models for Gaming Video Streaming Services Using Perceptual Video Quality Dimensions},
	journal = {ACM Multimedia Systems Conference 2020 (MMSys 2020)},
	year = {2020},
	publisher = {Association for Computing Machinery (ACM)},
	address = {New York, NY, USA},
	abstract = {The gaming industry is one of the largest digital markets for decades and is steady developing as evident by new emerging gaming services such as gaming video streaming, online gaming, and cloud gaming. While the market is rapidly growing, the quality of these services depends strongly on network characteristics as well as resource management. With the advancement of encoding technologies such as hardware accelerated engines, fast encoding is possible for delay sensitive applications such as cloud gaming. Therefore, already existing video quality models do not offer a good performance for cloud gaming applications. Thus, in this paper, we provide a gaming video quality dataset that considers hardware accelerated engines for video compression using the H.264 standard. In addition, we investigate the performance of signal-based and parametric video quality models on the new gaming video dataset. Finally, we build two novel parametric-based models, a planning and a monitoring model, for gaming quality estimation. Both models are based on perceptual video quality dimensions and can be used to optimize the resource allocation of gaming video streaming services.},
	doi = {10.1145/3339825.3391872},
	url = {https://dl.acm.org/doi/abs/10.1145/3339825.3391872},
	author = {Zadtootaghaj, Saman and Schmidt, Steven and Saeed Shafiee {Sabet}},
	editor = {Griwodz, Carsten and Moller, Sebastian}
}
@inproceedings {27251,
	title = {Towards the Impact of Gamers Strategy and User Inputs on the Delay Sensitivity of Cloud Games},
	journal = {2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX)},
	year = {2020},
	month = {23 June 2020},
	publisher = { IEEE},
	abstract = {Cloud Gaming is an emerging service that is considered by many as the future of the gaming industry. This service requires a highly reliable network with low latency and high bandwidth. If these requirements are not satisfied, cloud gaming services cannot create a good Quality of Experience (QoE) for its users. However, gaming QoE can vary significantly among different game scenarios and users. For an optimal resource allocation and quality estimation, it is highly important for cloud providers, game developers, and network planners to consider the influence of the game content and gamers. This paper presents the result of a subjective study that investigated the impact of different player strategies and user inputs on their perceived delay. The results indicated that the user input characteristics vary among the games but stays the same between different users and different strategies. In addition to the users{\textquoteright} inputs, the input quality and the overall gaming experience of the users were also investigated, and results did not show any main effect of user strategy on the delay sensitivity of the games.},
	isbn = {978-1-7281-5965-2},
	doi = {10.1109/QoMEX48832.2020.9123138},
	url = {https://ieeexplore.ieee.org/abstract/document/9123138},
	author = {Saeed Shafiee {Sabet}},
	editor = {Schmidt, Steven and Zadtootaghaj, Saman and Griwodz, Carsten and Moller, Sebastian}
}
@inproceedings {26601,
	title = {Influence of primacy, recency and peak effects on the game experience questionnaire},
	journal = {MMVE {\textquoteright}19: Proceedings of the 11th ACM Workshop on Immersive Mixed and Virtual Environment Systems},
	year = {2019},
	pages = {22-27},
	publisher = {ACM Press},
	address = {New York, New York, USA},
	isbn = {9781450362993},
	doi = {10.1145/330411310.1145/3304113.3326113},
	url = {http://dl.acm.org/citation.cfm?doid=3304113http://dl.acm.org/citation.cfm?doid=3304113.3326113http://dl.acm.org/ft_gateway.cfm?id=3326113\&ftid=2067381\&dwn=1},
	author = {Saeed Shafiee {Sabet} and Griwodz, Carsten and Moller, Sebastian}
}
@inproceedings {26602,
	title = {Towards the Impact of Gamers{\textquoteright} Adaptation to Delay Variation on Gaming Quality of Experience},
	journal = {2019 Eleventh International Conference on Quality of Multimedia Experience (QoMEX)},
	year = {2019},
	pages = {1-6},
	publisher = {IEEE},
	address = {Berlin, Germany},
	doi = {10.1109/QoMEX.2019.8743239},
	url = {https://ieeexplore.ieee.org/document/8743239/http://xplorestaging.ieee.org/ielx7/8737813/8743146/08743239.pdf?arnumber=8743239},
	author = {Saeed Shafiee {Sabet} and Schmidt, Steven and Griwodz, Carsten and Moller, Sebastian}
}
@inproceedings {26269,
	title = {A Novel Objective Quality Assessment Method for Perceptually-Coded Cloud Gaming Video},
	journal = {2018 IEEE Conference on Multimedia Information Processing and Retrieval (MIPR)},
	year = {2018},
	publisher = {IEEE},
	abstract = {Cloud Gaming (CG) as a viable alternative to console gaming is gaining more acceptance and growing its market share in the gaming industry. In CG, the game events are processed in the cloud and the resulting scenes are streamed as a video sequence to players. In this new paradigm, one of the most important factors that has a significant impact on user quality of experience is video quality. To address the inherent high bandwidth requirement of CG, game videos should be compressed. This compression may have a negative impact on the user{\textquoteright}s quality of experience (QoE) and the assessment of this impact on user satisfaction is a challenging task. Over the years, many research works have investigated the objective and subjective quality of video, but none are directly suitable for the assessment of perceptual video quality in the context of CG. Other methods, such as eye-tracking weighted peak signal-to-noise ratio (EWPSNR) that may work in this context, require an eye-tracking device that is not always available. In this paper, we propose a new weighted PSNR objective quality method that does not require any eye-tracker or information from the game designer (such as the importance of objects in the game) to measure game video quality. Our evaluation based on 3 actual games show that our proposed method has 51\% and 11\% better correlation with the Mean Opinion Score (MOS) compared to PSNR and SSIM measures, respectively.},
	isbn = {978-1-5386-1857-8},
	doi = {10.1109/MIPR.2018.00021},
	url = {https://ieeexplore.ieee.org/abstract/document/8396977},
	author = {Saeed Shafiee {Sabet}},
	editor = {Mahmoud Reza {Hashemi} and Shirmohammadi, Shervin and Ghanbari, Mohammad}
}
@inproceedings {26341,
	title = {Towards Applying Game Adaptation to Decrease the Impact of Delay on Quality of Experience},
	journal = {2018 IEEE International Symposium on Multimedia (ISM)},
	year = {2018},
	publisher = {IEEE},
	address = {Taichung, Taiwan},
	doi = {10.1109/ISM.2018.00028},
	url = {https://ieeexplore.ieee.org/document/8603269/http://xplorestaging.ieee.org/ielx7/8603129/8603241/08603269.pdf?arnumber=8603269},
	author = {Saeed Shafiee {Sabet} and Schmidt, Steven and Griwodz, Carsten},
	editor = {Zadtootaghaj, Saman and Moller, Sebastian}
}
