Page 91 - profile-ok
P. 91
研究人員 | Research Faculty
● Assistant Research Fellow (Joint Appointment), CITI, Academia Sinica K. T. Li Distinguished Young Scholar Award, ACM Taipei/Taiwan
陳昇瑋 Sheng-Wei (Kuan-Ta) Chen (2008/02 - ) Chapter (2009)
● Assistant Research Fellow, IIS, Academia Sinica (2006/08 - ) Best Paper Award, International Workshop on Security (IWSEC 2008)
● Visiting Scholar, University of California, Los Angeles, Institute of Best Dissertation Award (Merit Award), Institute of Information &
Pured and Applied Mathematics, United States (2008/09 - 2008/12) Computing Machinery, Taiwan (2006)
助研究員 Assistant Research Fellow ● Ph.D., Department of Electrical Engineering, National Taiwan Univer- Honorable Mention & Team Leader, ACM International Collegiate
Ph.D., Electrical Engineering, National Taiwan University sity (2002 - 2006) Programming Contest World Finals, Netherlands (1999)
● M.S., Department of Computer Science, Department of Computer Finalist, ZDNet Shareware Awards (XDesktop) (1997)
Tel: +886-2-2788-3799 ext. 1712 Science, National Tsing Hua University (1998 - 2000)
Fax: +886-2-2782-4814 ● B.S., Department of Computer Science, National Tsing Hua University
Email: swc@iis.sinica.edu.tw (1994 - 1998)
http://www.iis.sinica.edu.tw/pages/swc
代表著作 Publications
Research Description
My general research area is computer networking, and one of my major interests is 1. “Network Game Design: Hints and Implications of Player Interac- 18. “OneClick: A Framework for Measuring Network Quality of Experi-
ence,” Kuan-Ta Chen, Cheng Chun Tu, and Wei-Cheng Xiao, IEEE
tion,” Kuan-Ta Chen and Chin-Laung Lei, ACM NetGames 2006.
improving users’ network experiences and perceptions of network quality. Compu-
研究簡介 ter networks are almost ubiquitous, and the concept of “anytime-anywhere” com- 2. “On the Sensitivity of Online Game Playing Time to Network QoS,” INFOCOM 2009.
munication is rapidly becoming a reality for millions of people. However, people Kuan-Ta Chen, Polly Huang, Guo-Shiuan Wang, Chun-Ying Huang, 19. “A Crowdsourceable QoE Evaluation Framework for Multimedia
我研究的是電腦網路,我在乎的是使用者的感受,我希 and Chin-Laung Lei, IEEE INFOCOM 2006. Content,” Kuan-Ta Chen, Chen-Chi Wu, Yu-Chun Chang, and Chin-
望的是電腦網路在融入並促進人們生活素質的同時,人 must still invest time and effort learning about and adapting to this relatively new 3. “Quantifying Skype User Satisfaction,” Kuan-Ta Chen, Chun-Ying Laung Lei, ACM Multimedia 2009.
們永遠不再需要花功夫學習它、適應它甚至能夠感覺不 phenomenon of networking. My goal is to make it a seamless part of everyday life. Huang, Polly Huang, and Chin-Laung Lei, ACM SIGCOMM 2006. 20. “On the Challenge and Design of Transport Protocols for MMOR-
到它的存在。 Therefore, I focus on developing new Internet services and making the medium 4. “Game Traffic Analysis: An MMORPG Perspective,” Kuan-Ta Chen, PGs,” Chen-Chi Wu Kuan-Ta Chen Chih-Ming Chen Polly Huang
and Chin-Laung Lei, Multimedia Tools and Applications (special
more user-friendly. My current research interests span the following areas: Polly Huang, and Chin-Laung Lei, Computer Networks, Nov, 2006.
因此,我把焦點放在如何讓網際網路的服務越多、障礙 issue on Massively Multiuser Online Gaming Systems and Applica-
越少。現在的研究重心有幾項: 1) Internet Quality of Service: I hope that network systems will become smarter and 5. “How Sensitive are Online Gamers to Network Quality?,” Kuan-Ta tions), Oct, 2009.
Chen, Polly Huang, and Chin-Laung Lei, Communications of the
more responsive to people’s needs. For example, if people find the network quality ACM, November, 2006. 21. “Identifying MMORPG Bots: A Traffic Analysis Approach,” Kuan-
1) 網際網路的服務品質:我希望能讓網路系統更聰明體 is unacceptable when attending a video conference or playing an online game, the Ta Chen, Jhih-Wei Jiang, Polly Huang, Hao-Hua Chu, Chin-Laung
貼善解人意,它知道現在的網路品質讓正在視訊會議或 systems will “perceive” this situation and know how to adjust the parameters and re- 6. “Secure Multicast in Dynamic Environments,” Chun-Ying Huang, Lei, and Wen-Chin Chen, EURASIP Journal on Advances in Signal
正在打線上遊戲的你有點不耐,它知道如何調整系統參 balance the network resources to mitigate the problem. Designing such smart sys- Yun-Peng Chiu, Kuan-Ta Chen, and Chin-Laung Lei, Computer Net- Processing, 2009.
works, July, 2007.
數或重新分配網路頻寬讓你能夠愉快些。這樣的系統要 tems is challenging. Thus, I am investigating how to estimate and quantify human 22. “Fighting Phishing with Discriminative Keypoint Features,” Kuan-Ta
心思敏銳懂得察言觀色,而且更能懂得如何見機行事才 perceptions and reactions, and then use these measures in the design of computer 7. “Detection of MMORPG Bots Based on Behavior Analysis,” Ruck Chen, Jau-Yuan Chen, Chun-Rong Huang, and Chu-Song Chen, IEEE
Thawonmas, Yoshitaka Kashifuji, and Kuan-Ta Chen, ACM ACE
行。這並不簡單。所以我努力思考如何估計及量化人們 systems. 2008. Internet Computing, May, 2009.
的感覺及反應,並將其回饋至電腦系統的設計之中。 8. “Game Bot Detection Based on Avatar Trajectory,” Kuan-Ta Chen, 23. “Effect of Network Quality on Player Departure Behavior in Online
2) Network Security: I hope that, in the not too distant future, people will not have Games,” Kuan-Ta Chen, Polly Huang, and Chin-Laung Lei, IEEE
2) 網路安全:我希望人們不必先懂得安裝防毒軟體以及 Andrew Liao, Hsing-Kuo Kenneth Pao, and Hao-Hua Chu, IFIP Transactions on Parallel and Distributed Systems, May, 2009.
上過一堂木馬、病毒及網路釣魚課程才敢讓他們的電腦 to constantly update antivirus tools or worry about trojan horses, computer viruses, ICEC 2008. 24. Ling-Jyh Chen, Bo-Chun Wang, and Kuan-Ta Chen, “The Design of
連上網路,希望人們不再懼怕電腦文件無故被刪、信用 and frauds when they surf on the Internet. I envisage a time when users’ network 9. “Inferring Speech Activities from Encrypted Skype Traffic,” Yu-Chun Puzzle Selection Strategies for GWAP Systems,” Concurrency and
卡動不動被盜刷、線上遊戲帳號被盜用、交友網站的帳 experiences will not be ruined by threats to privacy and acts of piracy; for example, Chang, Kuan-Ta Chen, Chen-Chi Wu, and Chin-Laung Lei, IEEE Computation: Practice and Experience, John Wiley & Sons Ltd., vol-
號怎麼同事都知道。所以,如何偵測及防治網路上的惡 the deletion of documents by malicious software, the theft of credit card details and Globecom 2008. ume 22, number 7, pages 890-908, February 2010.
意及詐騙行為也是我的研究領域之一。 online game accounts, and the unauthorized publication of sensitive information, 10. “Toward an Understanding of the Processing Delay of Peer-to-Peer 25. “Quadrant of Euphoria: A Crowdsourcing Platform for QoE As-
such as how often a user links to dating websites. Thus, how to detect and prevent Relay Nodes,” Kuan-Ta Chen and Jing-Kai Lou, IEEE/IFIP DSN sessment,” Kuan-Ta Chen, Chi-Jui Chang, Chen-Chi Wu, Yu-Chun
3) 線上遊戲:我希望大家可以不用再忍受遊戲打到一半 malicious/fraudulent activities on the Internet is also one of my research areas. 2008. Chang, and Chin-Laung Lei, IEEE Network, volume 24, number 2,
畫面停格,不必戴墨鏡看著別人開外掛穿著亮晶晶的高 3) Online Gaming: Although online gaming has become one of the major Internet 11. “Game Bot Identification based on Manifold Learning,” Kuan-Ta March 2010.
等鎧甲牽著寵物逛大街,自己只能穿著皮甲打史萊姆超 activities, when playing online games, users are often bugged by serious network Chen, Hsing-Kuo Kenneth Pao, and Hong-Chung Chang, ACM Net- 26. “Can Skype be More Satisfying? -- A QoE-Centric Study of the FEC
級不甘心;或者是連線對戰射擊遊戲,對方開著外掛永 lags; or they must tolerate seeing the characters of cheaters wearing sparkling magi- Games 2008. Mechanism in the Internet-Scale VoIP System,” Te-Yuan Huang, Pol-
遠槍槍爆頭。另外更麻煩的安全問題不少玩家遇到過, cal armor fighting mighty dragons while their own characters can only wear sec- 12. “An Analysis of WoW Players Game Hours,” Pin-Yun Tarng, Kuan- ly Huang, Kuan-Ta Chen, and Po-Jung Wang, IEEE Network, volume
24, number 2, March 2010.
登入遊戲時,竟然角色身上所有值錢的傢伙都已被駭客 ondhand scale armor and defeat wild dogs; or they may experience in being shot Ta Chen, and Polly Huang, ACM NetGames 2008.
剝光光,只能仰天長嘆。在這方面,我與線上遊戲公司 by bot-controlled characters with an all-the-time perfect accuracy while playing 13. “On Formal Models for Social Verification,” Chien-Ju Ho and Kuan- 27. “Is Server Consolidation Beneficial to MMORPG? A Case Study of
World of Warcraft,” Teng-Ting Lee and Kuan-Ta Chen, IEEE CLOUD
合作,希望能夠在遊戲機制及使用者行為層面上,解決 first-person shooting games. Moreover, some players may find that their characters’ Ta Chen, Human Computation Workshop 2009. 2010.
目前線上遊戲所遇到的各式效能、公平性及安全議題。 14. “KissKissBan: A Competitive Human Computation Game for Image
valuable virtual goods have been ripped off by crackers when they log into a game. Annotation,” Chien-Ju Ho, Tao-Hsuan Chang, Jong-Chuan Lee, Jane
I have teamed up with online game companies in order to solve these problems re- Yung-jen Hsu, and Kuan-Ta Chen, Human Computation Workshop
lated to performance, fairness, and security from the aspect of game design mecha- 2009.
nisms and human behavior. 15. “An Empirical Evaluation of VoIP Playout Buffer Dimensioning in
Skype,” Chen-Chi Wu, Kuan-Ta Chen, Chun-Ying Huang, and Chin-
Laung Lei, ACM NOSSDAV 2009.
16. “Automatic Storytelling in Comics: A Case Study on World of
Warcraft,” Chia-Jung Chan, Ruck Thawonmas, and Kuan-Ta Chen,
ACM CHI 2009 (Works-in-Progress Program).
17. “Tuning the Redundancy Control Algorithm of Skype for User Sat-
isfaction,” Te-Yuan Huang, Kuan-Ta Chen, and Polly Huang, IEEE
INFOCOM 2009.
90 91