Robin Marx

Robin Marx

Hasselt, Flemish Region, Belgium
2K followers 500+ connections

About

Web Protocol and Performance expert at Akamai.
PhD in Computer Science.
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Activity

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Experience

  • Akamai Technologies Graphic
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    Belgium

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    Hasselt, Flemish Region, Belgium

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    Hasselt

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    Diepenbeek, Belgium

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    Drongen, Gent

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    Genk, Belgium

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    Universiteit Hasselt

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    Hasselt

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    Antwerp Area, Belgium

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    Hasselt

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Education

  • Hasselt University Graphic

    UHasselt

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    Distinction with special congratulations from the Jury

    "Debugging Modern Web Protocols"

    A study of HTTP/2, HTTP/3 and QUIC, their use in practice and their impact on web page loading performance.

    Main contributions:
    - Analysis of best practices in resource prioritization and multiplexing
    - Creation of analysis frameworks and tools (qlog and qvis) that are used internally by Facebook, Cloudflare, Apple, Amazon, ...
    - Debugging and bug root cause analysis of dozens…

    Distinction with special congratulations from the Jury

    "Debugging Modern Web Protocols"

    A study of HTTP/2, HTTP/3 and QUIC, their use in practice and their impact on web page loading performance.

    Main contributions:
    - Analysis of best practices in resource prioritization and multiplexing
    - Creation of analysis frameworks and tools (qlog and qvis) that are used internally by Facebook, Cloudflare, Apple, Amazon, ...
    - Debugging and bug root cause analysis of dozens of protocol implementations

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Volunteer Experience

  • Trainer

    Invirtus Historical European Martial Arts

    - Present 6 years 11 months

    Education

    I teach classes 2 to 3 times a week in Historical European Martial Arts with a focus on longsword

Publications

  • Real-time Hand-Painted Graphics for Mobile Games

    AMDO 2014 / LNCS

    This paper received the "AMDO 2014 Most Suitable for Commercial Application" Award.

    In this paper we set out to find a digital painting technique which allows the recreation of scenes from childrens books or graphic novels for usage in mobile games. The idea is to give the impression that scenes are being hand-painted at the moment the player is moving through them.

    To this end, we propose a technique for digital painting, mesh-based strokes, that combines the strengths of…

    This paper received the "AMDO 2014 Most Suitable for Commercial Application" Award.

    In this paper we set out to find a digital painting technique which allows the recreation of scenes from childrens books or graphic novels for usage in mobile games. The idea is to give the impression that scenes are being hand-painted at the moment the player is moving through them.

    To this end, we propose a technique for digital painting, mesh-based strokes, that combines the strengths of existing painting techniques while keeping the limitations of mobile devices in mind. In this new technique, instead of representing strokes as pixels in a raster, strokes are created as flat meshes following the contour of a brush stroke.

    Other authors
    See publication
  • An Evaluation of the Impact of Game Genre on User Experience in Cloud Gaming

    IEEE Games Innovation conference (IGIC) 2013

    Cloud gaming, in which the processing power of a
    datacenter-based infrastructure is utilized versus local resources,
    is a popular topic in research. This technology is successfully
    applied by vendors to enable low-end hardware to deliver a
    similar gameplay experience to state of the art consoles. Many
    works in literature have focused on the quantitative aspects of the
    technology (i.e. delay measurements, visual quality determination
    etc), but the qualitative factors have…

    Cloud gaming, in which the processing power of a
    datacenter-based infrastructure is utilized versus local resources,
    is a popular topic in research. This technology is successfully
    applied by vendors to enable low-end hardware to deliver a
    similar gameplay experience to state of the art consoles. Many
    works in literature have focused on the quantitative aspects of the
    technology (i.e. delay measurements, visual quality determination
    etc), but the qualitative factors have not received a similar
    systematic treatment. Games are typically classified in terms
    of their gameplay into a distinct category or genre, including
    action, puzzle, strategy and racing games. In this work, a
    qualitative comparison of these genres is presented based on
    a common testing methodology which combines both objective
    (based on physiological measurements) and subjective (based on
    user evaluation) approaches. While in normal networked games,
    only multiplayer experiences are subject to the detrimental effect
    of delay, the nature of cloud gaming may result in an impact
    on singleplayer experiences as well. Results from this analysis
    hint at the fact that there is a similarity in delay-sensitiveness
    over the different genres in both singleplayer cloud gaming setups
    and traditional networked multiplayer games. More in particular,
    results show that action-oriented games are more sensitive to
    network delay in both setups when compared to other genres

    Other authors
  • Overlay Network Based Optimization of Data Flows in Large Scale Client-Server-based Game Architectures for Deployment on Cloud Platforms

    Proceedings Terena TNC2012 - Networking to Services

    In this overview paper, we present results that were obtained by combining a specific architectural design for Networked Virtual Environments (NVEs) with a generic optimization infrastructure for content streaming. Although the two are –at first sight – targeting unrelated application areas, it turns out that the application knowledge available in the NVE architecture can effectively be used to instruct the adaptation infrastructure to change the way in which data is delivered to the end-user…

    In this overview paper, we present results that were obtained by combining a specific architectural design for Networked Virtual Environments (NVEs) with a generic optimization infrastructure for content streaming. Although the two are –at first sight – targeting unrelated application areas, it turns out that the application knowledge available in the NVE architecture can effectively be used to instruct the adaptation infrastructure to change the way in which data is delivered to the end-user. The end- effect of these optimizations is a fine-grained ability for the combined architecture to deliver the required NVE content to the end-user while optimizing bandwidth usage. Such optimizations are very useful in mobile setups, as the available bandwidth fluctuates significantly over time. The resulting architecture can be deployed in a very dynamic way, including on cloud platforms. An experiment is presented that shows the viability of the ideas discussed in the paper.

    Other authors
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Projects

  • Runes

    - Present

    Runes is a combat game in which you play a druid fighting for political power. The player uses the Leap Motion to draw magical runes on the screen and cast them on the enemy player or an NPC.

    The player has to learn the runes, their powers and weaknesses. To win, you need the right strategy and perfect timing; it's like playing a cool, expanded, fast-paced version of rock-paper-scissors. Leap Motion is, for us, the perfect technology to make this game as exciting as possible and make…

    Runes is a combat game in which you play a druid fighting for political power. The player uses the Leap Motion to draw magical runes on the screen and cast them on the enemy player or an NPC.

    The player has to learn the runes, their powers and weaknesses. To win, you need the right strategy and perfect timing; it's like playing a cool, expanded, fast-paced version of rock-paper-scissors. Leap Motion is, for us, the perfect technology to make this game as exciting as possible and make the player really feel like he is actually casting magic, instead of just pressing a button to do so.

    Other creators
    See project
  • Troades Digital Signage

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    For this project, I developed a custom front-end "media player" for Digital Signage content (served by a CMS) using Unity3D. Content is downloaded and updated on-the-fly, without the user being aware, providing a seamless signage experience. In the future, the system will be expanded with Augmented Reality and social networking integration.

    The main challenge was to create a robust build for all platforms (Windows, OS X, iOS and Android), especially given the requirement of video…

    For this project, I developed a custom front-end "media player" for Digital Signage content (served by a CMS) using Unity3D. Content is downloaded and updated on-the-fly, without the user being aware, providing a seamless signage experience. In the future, the system will be expanded with Augmented Reality and social networking integration.

    The main challenge was to create a robust build for all platforms (Windows, OS X, iOS and Android), especially given the requirement of video playback. Since the application has to run for hours at a time without restarting, preventing and fixing memory leaks was an important part of the project.

  • Kika And Bob

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    In this project, LuGus Studios created 26 unique minigames, to coincide with 26 episodes of the animated series Kika and Bob. The games are based on 6 different game types (endless runner, pacman/bomberman, diner dash, frogger, guitar hero and whack-a-mole), but each game has unique graphics (taken from the episodes) and specific changes to gameplay.
    The games were first released individually on various tv-channel websites (including Ketnet.be) and later bundled as a single iOS app, adding…

    In this project, LuGus Studios created 26 unique minigames, to coincide with 26 episodes of the animated series Kika and Bob. The games are based on 6 different game types (endless runner, pacman/bomberman, diner dash, frogger, guitar hero and whack-a-mole), but each game has unique graphics (taken from the episodes) and specific changes to gameplay.
    The games were first released individually on various tv-channel websites (including Ketnet.be) and later bundled as a single iOS app, adding highscores, custom avatar, and a 27th tower-defense game.

    Robin was responsible for the project's technical setup and principal architecture, overall project management, resource pipeline, gameplay prototyping and design, implementation of gameplay and algorithms.

    Other creators
    See project
  • JIMMobile Spank The Pony

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    Spank the Pony is a carnival-like installation where players take place on mechanical horses that are hooked up to a digital game. By "riding" the horse and spanking its bottom, they try to be the first to reach the finish.

    I developed the networking interface (UDP-based) between the PC game and the horses (PLC-based controller), implemented the gameplay and provided the technical hardware setup and support.

    Other creators
    See project
  • Project Baxter

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    A state of the art prototype for an educational and therapeutic game for a multinational client in the heallth sector. The game was designed to be as accessible (multi-platform) and user-friendly (young children) as possible.

    Other creators

Languages

  • English

    Native or bilingual proficiency

  • Dutch

    Native or bilingual proficiency

  • French

    Limited working proficiency

  • German

    Elementary proficiency

  • Latin

    Limited working proficiency

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