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How to measure and model QoE for networked games? A case study of World of Warcraft
Multimedia systems, 25 (2019); 395-420. https://doi.org/10.1007/s00530-019-00615-x


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Sužnjević, M., Skorin Kapov, L., Čereković, A. i Matijašević, M. (2019). How to measure and model QoE for networked games? A case study of World of Warcraft. Multimedia systems, 25., 395-420. doi: 10.1007/s00530-019-00615-x

Sužnjević, Mirko, et al. "How to measure and model QoE for networked games? A case study of World of Warcraft." Multimedia systems, vol. 25, 2019, str. 395-420. https://doi.org/10.1007/s00530-019-00615-x

Sužnjević, Mirko, Lea Skorin Kapov, Aleksandra Čereković i Maja Matijašević. "How to measure and model QoE for networked games? A case study of World of Warcraft." Multimedia systems 25 (2019): 395-420. https://doi.org/10.1007/s00530-019-00615-x

Sužnjević, M., et al. (2019) 'How to measure and model QoE for networked games? A case study of World of Warcraft', Multimedia systems, 25, str. 395-420. doi: 10.1007/s00530-019-00615-x

Sužnjević M, Skorin Kapov L, Čereković A, Matijašević M. How to measure and model QoE for networked games? A case study of World of Warcraft. Multimedia systems [Internet]. 2019. [pristupljeno 12.11.2024.];25:395-420. doi: 10.1007/s00530-019-00615-x

M. Sužnjević, L. Skorin Kapov, A. Čereković i M. Matijašević, "How to measure and model QoE for networked games? A case study of World of Warcraft", Multimedia systems, vol. 25, str. 395-420, 2019. [Online]. Dostupno na: https://urn.nsk.hr/urn:nbn:hr:168:737418. [Citirano: 12.11.2024.]

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