Case Study of Player Behaviour in a Mobile Free-to-play Interactive Story Telling Game
A Framework for the Classification and Evaluation of Game Mechanics for Virtual Reality Games
A survey of challenges and methods for Quality of Experience assessment of interactive VR applications
The Impact of Network and Social Context on Quality of Experience for Competitive Multiplayer Virtual Reality Games
CGD: A Cloud Gaming Dataset with Gameplay Video and Network Recordings
Predicting Player Churn of a Free-to-Play Mobile Video Game Using Supervised Machine Learning
Automated Robot Control for a Game of Chess in Unity Game Engine through Artificial Intelligence
QoE Assessment of FPV Drone Control in a Cloud Gaming Based Simulation
The Effect of VR Gaming on Discomfort, Cybersickness, and Reaction Time
Usability Assessment of a Wearable Video- Communication System
SoftCOM 2020 PhD Forum - Book of Abstracts
Enabling Video Games in Education Through Cloud Gaming
How to measure and model QoE for networked games? A case study of World of Warcraft
The Impact of Network Latency on Gaming QoE for an FPS VR Game
The opinions and attitudes of students - future IT teachers - on the use of VR and AR in teaching
Analysis of Teenagers’ Facebook Profile Creation with a Special Focus on Photography: Insights from Croatia
SoftCOM 2019 PhD Forum - Book of Abstracts
Game Categorization for Deriving QoE-Driven Video Encoding Configuration Strategies for Cloud Gaming
Subjective Assessment of Different Locomotion Techniques in Virtual Reality Environments Final
YouTube QoE Estimation from Encrypted Traffic: Comparison of Test Methodologies and Machine Learning Based Models
Internet networked games, market, trends and development challenges
In-Network QoE and KPI Monitoring of Mobile YouTube Traffic: Insights for Encrypted iOS Flows
Performance and QoE Assessment of HTC Vive and Oculus Rift for Pick-and-Place Tasks in VR
Towards a Framework for Classifying YouTube QoE Based on Monitoring of Encrypted Traffic
Cloud Gaming QoE Models for Deriving Video Encoding Adaptation Strategies
The impact of bandwidth limitations and video resolution size on QoE for WebRTC-based mobile multi-party video conferencing
Impact of Simplemux Traffic Optimisation on MMORPG QoE
YouTube QoE Estimation Based on the Analysis of Encrypted Network Traffic Using Machine Learning
QoE and Latency Issues in Networked Games
Statistical User Behavior Detection and QoE Evaluation for Thin Client Services
The Impact of Video Encoding Parameters and Game Type on QoE for Cloud Gaming: a Case Study using the Steam Platform
Towards a New ITU-T Recommendation for Subjective Methods Evaluating Gaming QoE
Application context based algorithm for player skill evaluation in MOBA games
Trends in evolution of the network traffic of Massively Multiplayer Online Role-Playing Games
Analyzing the effect of TCP and server population on massively multiplayer games
User Behavior Detection Based on Statistical Traffic Analysis for Thin Client Services
Dissecting the protocol and network traffic of the OnLive cloud gaming platform
TOWARDS UNDERSTANDING THE RELATIONSHIP BETWEEN GAME TYPE AND NETWORK TRAFFIC FOR CLOUD GAMING
A model and software architecture for MMORPG traffic generation based on player behavior
Analysis of player's in-game performance vs rating: Case study of Heroes of Newerth
The Impact of User, System, and Context factors on Gaming QoE a Case Study Involving MMORPGs
It's time to give Online Games a Serious Consideration
Player Behavior and Traffic Characterization for MMORPGs : A Survey
Monitoring and Analysis of Player Behavior in World of Warcraft
The Effect of TCP Variants on the Coexistence of MMORPG and Best-Effort Traffic
Improving distributed traffic generation performance by using IMUNES network emulator
Towards Reinterpretation of Interaction Complexity for Load Prediction in Cloud-based MMORPGs
Scalable software architecture for distributed MMORPG traffic generation based on integration of UrBBaN-Gen and IMUNES
Player Behaviour Patterns in MMORPGs
Traffic modeling of player action categories in a MMORPG
MMORPG Player Behavior Model based on Player Action Categories
Why MMORPG players do what they do: relating motivations to action categories
MMORPG Player Actions : Network Performance, Session Patterns and Latency Requirements Analysis
Measurement of SIP Signaling Performance for Advanced Multimedia Services
Hack, Slash, and Chat: A study of players' behavior and communication in MMORPGs
Action specific Massive Multiplayer Online Role Playing Games traffic analysis: Case study of World of Warcraft
Introducing Network-Awareness for Networked Multimedia and Multi-modal Applications
Biography
Mirko Sužnjević is an assistant professor at the Department of Telecommunications, Faculty of Electrical Engineering and Computing, University of Zagreb (FER). He graduated in September 2006 from the same faculty with a degree in Telecommunications and Informatics in the study mode with an emphasis on scientific research. He defended his doctoral dissertation entitled "Modeling of Network Traffic for Multiplayer Role Playing Games Based on User Behavior" at the Faculty of Electrical Engineering and Computing, University of Zagreb in May 2012. year. During and after his doctoral studies, he attended four doctoral schools organized by European cooperation projects (COST actions) and the European Network of Excellence. He is a member of the Multimedia Quality of Experience Research Lab (MUEXLab, https://muexlab.fer.hr/).
He joined FER as an associate at the Department of Telecommunications in 2006, and was promoted to assistant researcher in 2008. His research since 2006 has been funded by a number of research projects carried out in cooperation with FER and the research and development department of Ericsson Nikola Tesla: "Session-level Signaling for Advanced Multimedia", "Future Advanced Multimedia Service Enablers", " Session-level Signaling for Advanced Multimedia "," e-Health Research "and" Policy Based Resource Control for Complex IP Networks ". He was employed as a researcher on the project "ACROSS - Center of Research Excellence for Advanced Cooperative Systems" (285939), within the seventh framework program of the European Union (FP7) (2011-2014), on the project "Information and communication technologies for generic and energy efficient communication solutions for application in e- / m-health (ICTGEN)" (2014-2016) and on the project “Cooperative QoE Management in Mobile Networks for Interactive Multimedia Cloud-based Services” (Q-MANIC) funded by the Croatian Science Foundation (2016 -2018). He was and is employed in the project "Advanced methods and technologies in the science of data and cooperative systems" (Datacross) funded by the European Regional Development Fund (2018 -2019), in which he still participates as a researcher. He was employed as an assistant professor at the Department of Telecommunications in February 2019.
He participated in the scientific project of the Ministry of Science, Education and Sports of the Republic of Croatia "Delivery of content and mobility of users and services in new generation networks" (036-0362027-1639), as well as a number of professional projects with Ericsson Nikola Tesla: "Survey and analysis of monitoring solutions for YouTube network traffic and application layer KPIs “(2015-2016),“ QoE monitoring solutions for mobile OTT video streaming ”(QoMoVid) (2016 - 2019) and“ Data driven 3D animation generation in Unity ”(DaDAGer) (2018). He participated in a bilateral project of cooperation between Slovenia and Croatia entitled "Services and Applications in the Future Internet: Ensuring Quality and Energy Efficiency" (2012-2013). He was involved in the work of COST action IC0703 TMA and COST action IC1003 Qualinet. He participated in the research and development (IRI) project "Energy Infrastructure Management through Collaboration in Augmented Reality - ARIEN" (2018-2020) with DivIT d.o.o.
He is the leader of the team of teachers from FER on the project "Edu4Games - Development of occupational standards and qualifications and new study programs in the field of design and development of video games" is conducted in cooperation with several components of the University of Zagreb - , Faculty of Organization and Informatics and FER. He is a project leader on commercial projects with Croatian companies Nanobit d.o.o. - "Research and development of a multimedia application with a system of personalization of content according to user behavior" (2020 - 2021), Hrvatski Telekom d.d. - "5Gaming" and from a project with a sweedish company Byte Motion on the topic of robot control from game development systems. He is a participant in the IRI project "Development of ultra low latency video signal transmission devices" with the company ORQA d.o.o, and leader of the IRI project "Ensuring the quality of telecommunications services using cyber security mechanisms" with the copany Inceptum d.o.o.
He has published thirteen papers in journals (ten of which in category A journals) and thirty-two papers at international conferences and workshops. He is also the author of two papers published in professional journals and two chapters in a book. He was the chairman of the international workshop "The 14th International Workshop on Network and Systems Support for Games" held in Zagreb in 2015. He is a member of the Croatian section of the IEEE and the IEEE Communication Society. He is a co-author of two drafts within the Internet Engineering Task Force. For participating in the 87th IETF meeting in Berlin (Germany) in 2013, he received the prestigious Internet Society Fellowship.
Teaching
University undergraduate
- Fundamentals of digital game development (Lecturer in charge, Lecturer in charge)
- Introduction to Virtual Environments (Lecturer in charge)
- Introduction to Virtual Environments (Lecturer in charge)
- BSc Thesis (Lectures)
- BSc Thesis (Lectures)
- BSc Thesis (Lectures)
- BSc Thesis (Lectures)
- Final BSc Thesis (Lectures)
- Project C (Lectures)
- Software Design Project (Lectures)
- Software Design Project (Lectures)
University graduate
- Laboratory of Telecommunication and Informatics 2 (Lecturer in charge)
- Networked Games (Lecturer in charge)
- Network Performance and Traffic (Lecturer in charge)
- Virtual Environments (Lecturer in charge)
- Graduation Thesis (Lectures)
- Graduation Thesis (Lectures)
- Graduation Thesis (Lectures)
- Laboratory of Information Processing 2 (Lecturers)
- Project (Lectures)
- Project (Lectures)
- Project (Lectures)
- Project (Lectures)
- Project (Lectures)
- Seminar 1 (Lectures)
- Seminar 2 (Lectures)
Competences
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Communications technology
Streaming media Web services 5G mobile communication Multimedia communication Quality of experience Quality of service IP networks Telecommunication services -
Computational and artificial intelligence
Supervised learning Machine learning -
Computers and information processing
Application virtualization Edge computing WebRTC -
Control systems
Queueing analysis