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Mark Claypool
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2020 – today
- 2025
- [c114]Maryam Ataei Kachooei, Jae Chung, Feng Li, Benjamin Peters, Joshua Chung, Mark Claypool:
Improving TCP Slow Start Performance in Wireless Networks with SEARCH. WoWMoM 2025: 279-288 - 2024
- [c113]Aritra Kundu, Ragnhild Eg, Mark Claypool:
The Interplay Between Delay and Device in a Moving Target Selection Game. CoG 2024: 1-8 - [c112]Samin Shahriar Tokey, Zesheng Chen, Colin Mettler, Dexuan Tang, Ben Boudaoud, Joohwan Kim, Josef B. Spjut, Mark Claypool:
The Effects of Network Latency on the Peeker's Advantage in First-person Shooter Games. FDG 2024: 1 - [c111]Mark Claypool, Shengmei Liu, Atsuo Kuwahara, James J. Scovell, Miles Gregg, Federico Galbiati, Eren Eroglu:
Waiting to Play - Measuring Game Load Times and their Effects on Player Quality of Experience. FDG 2024: 2 - [c110]Samin Shahriar Tokey, James Cannon, Saketh Dinasarapu, Ao Jiang, Hanzalah Qamar, Mark Claypool:
Effects of Adaptive Time Delay on Quality of Experience in First Person Shooter Games. FDG 2024: 61 - [c109]Xiaokun Xu, Mark Claypool:
Measurement of Cloud-based Game Streaming Systems Competing with DASH Flows. LANMAN 2024: 88-93 - [c108]Amber Cronin, Maryam Ataei Kachooei, Jae Chung, Feng Li, Benjamin Peters, Mark Claypool:
Improving QUIC Slow Start Behavior in Wireless Networks with SEARCH. LANMAN 2024: 94-99 - [c107]Xiaokun Xu, Mark Claypool:
User Study-based Models of Game Player Quality of Experience with Frame Display Time Variation. MMSys 2024: 210-220 - 2023
- [c106]Shengmei Liu, Atsuo Kuwahara, James J. Scovell, Mark Claypool:
The Effects of Frame Rate Variation on Game Player Quality of Experience. CHI 2023: 573:1-573:10 - [c105]Joshua Audibert, Elijah Gonzalez, Ryan Orlando, Nicholas Wong, Emmanuel Agu, Mark Claypool:
Machine Learning Prediction of Just Dance Exergame Enjoyment from Mobile Sensor Data. CoG 2023: 1-8 - [c104]Maryam Ataei Kachooei, Jae Chung, Feng Li, Benjamin Peters, Mark Claypool:
SEARCH: Robust TCP Slow Start Performance over Satellite Networks. LCN 2023: 1-4 - [c103]Shengmei Liu, Mark Claypool:
The Impact of Latency on Target Selection in First-Person Shooter Games. MMSys 2023: 51-61 - 2022
- [j25]Shengmei Liu, Xiaokun Xu, Mark Claypool:
A Survey and Taxonomy of Latency Compensation Techniques for Network Computer Games. ACM Comput. Surv. 54(11s): 243:1-243:34 (2022) - [j24]Wouter Durnez, Aleksandra Zheleva, Mark Claypool, Mathias Maes, Klaas Bombeke, Jan Van Looy, Lieven De Marez:
Spaz! The Effects of Local Latency on Player Actions in a Desktop-Based Exergame. IEEE Trans. Games 14(4): 623-631 (2022) - [c102]Pinhan Zhao, Benjamin Peters, Jae Chung, Mark Claypool:
Competing TCP Congestion Control Algorithms over a Satellite Network. CCNC 2022: 132-138 - [c101]Shengmei Liu, Mark Claypool:
The Impact of Latency on Navigation in a First-Person Perspective Game. CHI 2022: 154:1-154:11 - [c100]Xiaokun Xu, Mark Claypool:
Measurement of cloud-based game streaming system response to competing TCP cubic or TCP BBR flows. IMC 2022: 305-316 - [c99]Mingxi Liu, Yongcheng Liu, Zhifei Ma, Zachary Porter, Jae Chung, Saahil Claypool, Feng Li, Jacob Tutlis, Mark Claypool:
The Effects of a Performance Enhancing Proxy on TCP Congestion Control over a Satellite Network. IPCCC 2022: 325-331 - [c98]Xiaokun Xu, Mark Claypool:
Measurement of the responses of cloud-based game streaming to network congestion. NOSSDAV 2022: 22-28 - [c97]Xiaokun Xu, Michael Bosik, Adam Desveaux, Alejandra Garza, Alex Hunt, Cameron Person, James Plante, Joseph Swetz, Nina Taurich, Brian Clark, Doris Hung, Philip Lamoureux, Mark Claypool:
Compensating for Latency in Cloud-based Game Streaming using Attribute Scaling. QoMEX 2022: 1-4 - [c96]Xiaokun Xu, Shengmei Liu, Mark Claypool:
The Effects of Network Latency on Counter-strike: Global Offensive Players. QoMEX 2022: 1-6 - 2021
- [c95]Saahil Claypool, Jae Chung, Mark Claypool:
Measurements Comparing TCP Cubic and TCP BBR over a Satellite Network. CCNC 2021: 1-4 - [c94]Shengmei Liu, Mark Claypool, Atsuo Kuwahara, Jamie Sherman, James J. Scovell:
Lower is Better? The Effects of Local Latencies on Competitive First-Person Shooter Game Players. CHI 2021: 326:1-326:12 - [c93]Xiaokun Xu, Mark Claypool:
A First Look at the Network Turbulence for Google Stadia Cloud-based Game Streaming. INFOCOM Workshops 2021: 1-5 - [c92]Shengmei Liu, Mark Claypool:
Game Input with Delay - A Model of the Time Distribution for Selecting a Moving Target with a Mouse. MMM (1) 2021: 506-518 - [c91]Shengmei Liu, Mark Claypool, Atsuo Kuwahara, James J. Scovell, Jamie Sherman:
L33t or N00b?: How Player Skill Alters the Effects of Network Latency on First Person Shooter Game Players. GameSys@MMSys 2021: 1-6 - [c90]Edward Carlson, Tian Fan, Zijian Guan, Xiaokun Xu, Mark Claypool:
Towards Usable Attribute Scaling for Latency Compensation in Cloud-based Games. GameSys@MMSys 2021: 20-25 - [c89]Shengmei Liu, Mark Claypool:
EvLag: A Tool for Monitoring and Lagging Linux Input Devices. MMSys 2021: 281-286 - [c88]Shengmei Liu, Mark Claypool, Andy Cockburn, Ragnhild Eg, Carl Gutwin, Kjetil Raaen:
Datasets: Moving Target Selection with Delay. MMSys 2021: 320-326 - [c87]Saahil Claypool, Jae Chung, Mark Claypool:
Comparison of TCP Congestion Control Performance over a Satellite Network. PAM 2021: 499-512 - [c86]Shengmei Liu, Mark Claypool, Atsuo Kuwahara, James J. Scovell, Jamie Sherman:
The Effects of Network Latency on Competitive First-Person Shooter Game Players. QoMEX 2021: 151-156 - [c85]Feng Li, Jae Won Chung, Mark Claypool:
Three-year Trends in YouTube Video Content and Encoding. SIGMAP 2021: 15-22 - 2020
- [j23]Mark Claypool, Andy Cockburn, Carl Gutwin:
The Impact of Motion and Delay on Selecting Game Targets with a Mouse. ACM Trans. Multim. Comput. Commun. Appl. 16(2s): 73:1-73:24 (2020) - [c84]Chunzhen Jiang, Aritra Kundu, Mark Claypool:
Game Player Response Times versus Task Dexterity and Decision Complexity. CHI PLAY (Companion) 2020: 277-281 - [c83]Shengmei Liu, Mark Claypool, Bhuvana Devigere, Atsuo Kuwahara, Jamie Sherman:
'Git Gud!' - Evaluation of Self-Rated Player Skill Compared to Actual Player Performance. CHI PLAY (Companion) 2020: 306-310 - [c82]Robert Salay, Mark Claypool:
A Comparison of Automatic versus Manual World Alteration for Network Game Latency Compensation. CHI PLAY (Companion) 2020: 355-359 - [c81]Alexander Fitzgerald, Sam Huang, Kyle Sposato, Dongjie Wang, Mark Claypool, Emmanuel Agu:
The Exergame Enjoyment Questionnaire (EEQ): An Instrument for Measuring Exergame Enjoyment. HICSS 2020: 1-10 - [c80]Joshua Allard, Andrew Roskuski, Mark Claypool:
Measuring and modeling the impact of buffering and interrupts on streaming video quality of experience. MoMM 2020: 153-160
2010 – 2019
- 2019
- [c79]Mark Claypool, Andy Cockburn, Carl Gutwin:
Game input with delay: moving target selection parameters. MMSys 2019: 25-35 - 2018
- [j22]Mark Claypool:
Game Input with Delay - Moving Target Selection with a Game Controller Thumbstick. ACM Trans. Multim. Comput. Commun. Appl. 14(3s): 57:1-57:22 (2018) - [c78]Feng Li, Xiaoxiao Jiang, Jae Won Chung, Mark Claypool:
Who is the King of the Hill? Traffic Analysis over a 4G Network. ICC 2018: 1-6 - [c77]Feng Li, Jae Won Chung, Mark Claypool:
Silhouette: Identifying YouTube Video Flows from Encrypted Traffic. NOSSDAV 2018: 19-24 - [c76]Feng Li, Jae Won Chung, Xiaoxiao Jiang, Mark Claypool:
TCP CUBIC versus BBR on the Highway. PAM 2018: 269-280 - [c75]Ragnhild Eg, Kjetil Raaen, Mark Claypool:
Playing with Delay: With Poor Timing Comes Poor Performance, and Experience Follows Suit. QoMEX 2018: 1-6 - [c74]Mark Claypool, Jae Won Chung, Feng Li:
BBR': an implementation of bottleneck bandwidth and round-trip time congestion control for ns-3. WNS3 2018: 1-8 - 2017
- [j21]Mark Claypool, Artian Kica, Andrew La Manna, Lindsay O'Donnell, Tom Paolillo:
On the Impact of Software Patching on Gameplay for the League of Legends Computer Game. Comput. Games J. 6(1-2): 33-61 (2017) - [c73]Mark Claypool, Ragnhild Eg, Kjetil Raaen:
Modeling User Performance for Moving Target Selection with a Delayed Mouse. MMM (1) 2017: 226-237 - 2016
- [c72]Mark Claypool, Ragnhild Eg, Kjetil Raaen:
The Effects of Delay on Game Actions: Moving Target Selection with a Mouse. CHI PLAY (Companion) 2016: 117-123 - [c71]Artian Kica, Andrew La Manna, Lindsay O'Donnell, Tom Paolillo, Mark Claypool:
Nerfs, Buffs and Bugs - Analysis of the Impact of Patching on League of Legends. CTS 2016: 128-135 - [c70]Mark Claypool:
On Models for Game Input with Delay - Moving Target Selection with a Mouse. ISM 2016: 575-582 - 2015
- [j20]Brett Levasseur, Mark Claypool, Robert E. Kinicki:
Impact of Acknowledgments on Application Performance in 4G LTE Networks. Wirel. Pers. Commun. 85(4): 2367-2392 (2015) - [c69]Mark Claypool, Jonathan Decelle, Gabriel Hall, Lindsay O'Donnell:
Surrender at 20? Matchmaking in league of legends. GEM 2015: 1-4 - [c68]Mark Claypool, Daniel Farrington, Nicholas Muesch:
Measurement-based analysis of the video characteristics of Twitch.tv. GEM 2015: 1-4 - [c67]Meng Luo, Mark Claypool:
Uniquitous: Implementation and evaluation of a cloud-based game system in Unity. GEM 2015: 1-6 - [c66]Feng Li, Mark Claypool, Robert E. Kinicki:
Treatment-based traffic classification for residential wireless networks. ICNC 2015: 160-165 - [c65]Brett Levasseur, Mark Claypool, Robert E. Kinicki:
Impact of acknowledgments on application performance in 4G LTE networks. ICNC 2015: 1034-1038 - [c64]Mark Claypool, Tianhe Wang, McIntyre Watts:
A taxonomy for player actions with latency in network games. NOSSDAV 2015: 67-72 - 2014
- [j19]Mark Claypool, Grenville Armitage, M. Brian Blake:
Networked Games in the Midst of the Clouds [Guest editors' introduction]. IEEE Internet Comput. 18(3): 8-11 (2014) - [j18]Mark Claypool, David Finkel, Alexander Grant, Michael Solano:
On the performance of OnLive thin client games. Multim. Syst. 20(5): 471-484 (2014) - [j17]Thangam Vedagiri Seenivasan, Mark Claypool:
CStream: neighborhood bandwidth aggregation for better video streaming. Multim. Tools Appl. 70(1): 379-408 (2014) - [c63]Mark Claypool, David Finkel:
The effects of latency on player performance in cloud-based games. NETGAMES 2014: 1-6 - [c62]David Finkel, Mark Claypool, Sam Jaffe, Thinh Nguyen, Brendan Stephen:
Assignment of games to servers in the OnLive cloud game system. NETGAMES 2014: 1-3 - [e5]Stefan Göbel, Wolfgang Effelsberg, Thomas Baranowski, Mark Claypool, Ralf Dörner, Florian 'Floyd' Mueller:
Proceedings of the 2014 ACM International Workshop on Serious Games, SeriousGames '14, Orlando, Florida, USA, November 7, 2014. ACM 2014, ISBN 978-1-4503-3121-0 [contents] - 2013
- [j16]Mark Claypool:
Dragonfly: strengthening programming skills by building a game engine from scratch. Comput. Sci. Educ. 23(2): 112-137 (2013) - 2012
- [c61]Murad Kaplan, Mihajlo Zeljkovic, Mark Claypool, Craig E. Wills:
How's My Network? Predicting performance from within a Web browser sandbox. LCN 2012: 521-528 - [c60]Zhe Zhou, Mark Claypool, Robert E. Kinicki:
Characterization of a 3G EV-DO network - A measurement study. LCN Workshops 2012: 790-798 - [c59]Mark Claypool, David Finkel, Alexander Grant, Michael Solano:
Thin to win? Network performance analysis of the OnLive thin client game system. NetGames 2012: 1-6 - [e4]Mark Claypool, Carsten Griwodz:
Proceedings of the Third Annual ACM SIGMM Conference on Multimedia Systems, MMSys 2012, Chapel Hill, NC, USA, February 22-24, 2012. ACM 2012, ISBN 978-1-4503-1131-1 [contents] - 2011
- [c58]Mark Claypool, Jared Hays, Alex Kuang, Thomas Lextrait:
On the performance of games using solid state drives. NETGAMES 2011: 1-5 - [c57]Craig Jordan, Matt Knapp, Dan Mitchell, Mark Claypool, Kathi Fisler:
CounterMeasures: A game for teaching computer security. NETGAMES 2011: 1-6 - 2010
- [c56]Choong-Soo Lee, Mark Claypool, Robert E. Kinicki:
Implementation and demonstration of a credit-based home access point. ACM Multimedia 2010: 1199-1202 - [c55]Choong-Soo Lee, Mark Claypool, Robert E. Kinicki:
A credit-based home access point (CHAP) to improve application performance on IEEE 802.11 networks. MMSys 2010: 71-76 - [c54]Mark Claypool, Kajal T. Claypool:
Latency can kill: precision and deadline in online games. MMSys 2010: 215-222 - [c53]Rabin Karki, Thangam Seenivasan, Mark Claypool, Robert E. Kinicki:
Performance analysis of home streaming video using Orb. NOSSDAV 2010: 111-116 - [c52]Zhe Zhou, Mark Claypool, Robert E. Kinicki:
Analysis of an IEEE 802.11 network activity during a small workshop. WiOpt 2010: 354-359
2000 – 2009
- 2009
- [j15]Shervin Shirmohammadi, Mark Claypool:
Guest editorial for special issue on massively multiplayer online gaming systems and applications. Multim. Tools Appl. 45(1-3): 1-5 (2009) - [j14]Yubing Wang, Mark Claypool, Robert E. Kinicki:
Modeling RPS and Evaluating Video Repair With VQM. IEEE Trans. Multim. 11(1): 128-137 (2009) - [j13]Mingzhe Li, Mark Claypool, Robert E. Kinicki:
Playout buffer and rate optimization for streaming over IEEE 802.11 wireless networks. ACM Trans. Multim. Comput. Commun. Appl. 5(3): 26:1-26:25 (2009) - [c51]Mark Claypool:
Motion and scene complexity for streaming video games. FDG 2009: 34-41 - [c50]Mark Claypool, Kajal T. Claypool:
Perspectives, frame rates and resolutions: it's all in the game. FDG 2009: 42-49 - [c49]Paolo Piselli, Mark Claypool, James Doyle:
Relating cognitive models of computer games to user evaluations of entertainment. FDG 2009: 153-160 - [c48]Alan Ritacco, Craig E. Wills, Mark Claypool:
How's My Network? A Java Approach to Home Network Measurement. ICCCN 2009: 1-7 - 2008
- [j12]Huahui Wu, Mark Claypool, Robert E. Kinicki:
ARMOR - A system for adjusting repair and media scaling for video streaming. J. Vis. Commun. Image Represent. 19(8): 489-499 (2008) - [c47]Kajal T. Claypool, Mark Claypool:
Teddies: Trained Eddies for Reactive Stream Processing. DASFAA 2008: 220-234 - [c46]Mingzhe Li, Mark Claypool, Robert E. Kinicki:
WBest: A bandwidth estimation tool for IEEE 802.11 wireless networks. LCN 2008: 374-381 - [c45]James Kinicki, Mark Claypool:
Traffic analysis of avatars in Second Life. NOSSDAV 2008: 69-74 - [e3]Mark Claypool:
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games, NETGAMES 2008, Worcester, Massachusetts, USA, October 21-22, 2008. ACM 2008, ISBN 978-1-60558-132-3 [contents] - [e2]Mark Claypool, Steve Uhlig:
Passive and Active Network Measurement, 9th International Conference, PAM 2008, Cleveland, OH, USA, April 29-30, 2008. Proceedings. Lecture Notes in Computer Science 4979, Springer 2008, ISBN 978-3-540-79231-4 [contents] - 2007
- [j11]Kajal T. Claypool, Mark Claypool:
On frame rate and player performance in first person shooter games. Multim. Syst. 13(1): 3-17 (2007) - [c44]Feng Li, Mingzhe Li, Rui Lu, Huahui Wu, Mark Claypool, Robert E. Kinicki:
Measuring queue capacities of IEEE 802.11 wireless access points. BROADNETS 2007: 846-853 - [c43]Jae Chung, Mark Claypool, Robert E. Kinicki:
Stochastic Fair Traffic Management for Efficient and Robust IP Networking. IPCCC 2007: 45-54 - 2006
- [j10]Mark Claypool, Kajal T. Claypool:
Latency and player actions in online games. Commun. ACM 49(11): 40-45 (2006) - [j9]Jae Chung, Mark Claypool:
Empirical evaluation of the congestion responsiveness of RealPlayer video streams. Multim. Tools Appl. 31(2): 171-193 (2006) - [c42]Huahui Wu, Mark Claypool, Robert E. Kinicki:
Guidelines for Selecting Practical MPEG Group of Pictures. EuroIMSA 2006: 61-66 - [c41]Mark Claypool, Robert E. Kinicki, A. Kumar:
Traffic Sensitive Active Queue Management. INFOCOM 2006 - [c40]Mingzhe Li, Mark Claypool, Robert E. Kinicki:
Packet Dispersion in IEEE 802.11 Wireless Networks. LCN 2006: 721-729 - [c39]Huahui Wu, Mark Claypool, Robert E. Kinicki:
On combining temporal scaling and quality scaling for streaming MPEG. NOSSDAV 2006: 7 - [c38]Mark Claypool, Robert E. Kinicki, William Lee, Mingzhe Li, Gregory Ratner:
Characterization by measurement of a CDMA 1x EVDO network. WICON 2006: 2 - [e1]Brian Neil Levine, Mark Claypool:
Network and Operating System Support for Digital Audio and Video, 16th International Workshop, NOSSDAV 2006, Newport, Rhode Island, USA, November 22-23, 2006, Proceedings. ACM 2006, ISBN 1-59593-285-2 [contents] - 2005
- [j8]Mark Claypool:
The effect of latency on user performance in Real-Time Strategy games. Comput. Networks 49(1): 52-70 (2005) - [j7]Yubing Wang, Mark Claypool:
RealTracer-Tools for Measuring the Performance of RealVideo on the Internet. Multim. Tools Appl. 27(3): 411-430 (2005) - [j6]Mingzhe Li, Mark Claypool, Robert E. Kinicki, James Nichols:
Characteristics of streaming media stored on the Web. ACM Trans. Internet Techn. 5(4): 601-626 (2005) - [j5]Huahui Wu, Mark Claypool, Robert E. Kinicki:
Adjusting forward error correction with temporal scaling for TCP-friendly streaming MPEG. ACM Trans. Multim. Comput. Commun. Appl. 1(4): 315-337 (2005) - [c37]Mark Claypool, Robert E. Kinicki, A. Kumar:
Traffic sensitive active queue management. INFOCOM 2005: 2764-2769 - [c36]Kajal T. Claypool, Mark Claypool:
Teaching software engineering through game design. ITiCSE 2005: 123-127 - [c35]Jon Gretarsson, Feng Li, Mingzhe Li, Ashish Samant, Huahui Wu, Mark Claypool, Robert E. Kinicki:
Performance analysis of the intertwined effects between network layers for 802.11g transmissions. WMuNeP 2005: 123-130 - [c34]Mark Claypool:
On the 802.11 turbulence of nintendo DS and sony PSP hand-held network games. NETGAMES 2005: 1-9 - [c33]Steven Gargolinski, Christopher St. Pierre, Mark Claypool:
Game server selection for multiple players. NETGAMES 2005: 1-6 - [c32]Mingzhe Li, Feng Li, Mark Claypool, Robert E. Kinicki:
Weather forecasting: predicting performance for streaming video over wireless LANs. NOSSDAV 2005: 33-38 - [c31]Huahui Wu, Mark Claypool, Robert E. Kinicki:
Adjusting forward error correction with quality scaling for streaming MPEG. NOSSDAV 2005: 111-116 - [c30]Feng Li, Jae Chung, Mingzhe Li, Huahui Wu, Mark Claypool, Robert E. Kinicki:
Application, Network and Link Layer Measurements of Streaming Video over a Wireless Campus Network. PAM 2005: 189-202 - 2004
- [c29]Mark Claypool, Robert E. Kinicki, Matthew Hartling:
Active queue management for Web traffic. IPCCC 2004: 531-538 - [c28]Choong-Soo Lee, Mingzhe Li, Emmanuel Agu, Mark Claypool, Robert E. Kinicki:
Low delay marking for TCP in wireless ad hoc networks. IPCCC 2004: 807-812 - [c27]Huahui Wu, Mark Claypool, Robert E. Kinicki:
Demonstration of adjusting forward error correction with quality scaling for TCP-friendly streaming MPEG. ACM Multimedia 2004: 174-175 - [c26]Tom Beigbeder, Rory Coughlan, Corey Lusher, John Plunkett, Emmanuel Agu, Mark Claypool:
The effects of loss and latency on user performance in unreal tournament 2003®. NETGAMES 2004: 144-151 - [c25]James Nichols, Mark Claypool, Robert E. Kinicki, Mingzhe Li:
Measurements of the congestion responsiveness of windows streaming media. NOSSDAV 2004: 94-99 - [c24]