Towards energy-aware DASH for mobile video

Author(s):  
Mohammad Hosseini ◽  
Anduo Wang ◽  
Rasoul Etesami
Keyword(s):  
Author(s):  
Hanlong Liao ◽  
Guoming Tang ◽  
Deke Guo ◽  
Kui Wu ◽  
Yangjing Wu

2019 ◽  
Vol 18 (11) ◽  
pp. 2536-2548 ◽  
Author(s):  
Yi Yang ◽  
Wenjie Hu ◽  
Xianda Chen ◽  
Guohong Cao

IEEE Network ◽  
2013 ◽  
Vol 27 (2) ◽  
pp. 34-40 ◽  
Author(s):  
Panayiotis Kolios ◽  
Vasilis Friderikos ◽  
Katerina Papadaki

Author(s):  
Stefano Petrangeli ◽  
Patrick Van Staey ◽  
Maxim Claeys ◽  
Tim Wauters ◽  
Filip De Turck

Author(s):  
Haiyang Ma ◽  
Deepak Gangadharan ◽  
Nalini Venkatasubramanian ◽  
Roger Zimmermann
Keyword(s):  

2020 ◽  
Vol 79 (2) ◽  
pp. 63-70
Author(s):  
Petr Květon ◽  
Martin Jelínek

Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.


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