Mark Claypool

Orcid: 0000-0003-2965-9442

According to our database1, Mark Claypool authored at least 128 papers between 1993 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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Bibliography

2024
User Study-based Models of Game Player Quality of Experience with Frame Display Time Variation.
Proceedings of the 15th ACM Multimedia Systems Conference, 2024

2023
The Impact of Latency on Target Selection in First-Person Shooter Games.
Proceedings of the 14th Conference on ACM Multimedia Systems, 2023

SEARCH: Robust TCP Slow Start Performance over Satellite Networks.
Proceedings of the 48th IEEE Conference on Local Computer Networks, 2023

Machine Learning Prediction of Just Dance Exergame Enjoyment from Mobile Sensor Data.
Proceedings of the IEEE Conference on Games, 2023

The Effects of Frame Rate Variation on Game Player Quality of Experience.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

2022
A Survey and Taxonomy of Latency Compensation Techniques for Network Computer Games.
ACM Comput. Surv., January, 2022

Spaz! The Effects of Local Latency on Player Actions in a Desktop-Based Exergame.
IEEE Trans. Games, 2022

The Effects of Network Latency on Counter-strike: Global Offensive Players.
Proceedings of the 14th International Conference on Quality of Multimedia Experience, 2022

Compensating for Latency in Cloud-based Game Streaming using Attribute Scaling.
Proceedings of the 14th International Conference on Quality of Multimedia Experience, 2022

Measurement of the responses of cloud-based game streaming to network congestion.
Proceedings of the 32nd ACM Workshop on Network and Operating Systems Support for Digital Audio and Video, 2022

The Effects of a Performance Enhancing Proxy on TCP Congestion Control over a Satellite Network.
Proceedings of the IEEE International Performance, 2022

Measurement of cloud-based game streaming system response to competing TCP cubic or TCP BBR flows.
Proceedings of the 22nd ACM Internet Measurement Conference, 2022

The Impact of Latency on Navigation in a First-Person Perspective Game.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

Competing TCP Congestion Control Algorithms over a Satellite Network.
Proceedings of the 19th IEEE Annual Consumer Communications & Networking Conference, 2022

2021
Three-year Trends in YouTube Video Content and Encoding.
Proceedings of the 18th International Conference on Signal Processing and Multimedia Applications, 2021

The Effects of Network Latency on Competitive First-Person Shooter Game Players.
Proceedings of the 13th International Conference on Quality of Multimedia Experience, 2021

Comparison of TCP Congestion Control Performance over a Satellite Network.
Proceedings of the Passive and Active Measurement - 22nd International Conference, 2021

L33t or N00b?: How Player Skill Alters the Effects of Network Latency on First Person Shooter Game Players.
Proceedings of the GameSys@MMSys '21, Proceedings of the 2021 Workshop on Game Systems, Istanbul, Turkey, 28 September 2021, 2021

Towards Usable Attribute Scaling for Latency Compensation in Cloud-based Games.
Proceedings of the GameSys@MMSys '21, Proceedings of the 2021 Workshop on Game Systems, Istanbul, Turkey, 28 September 2021, 2021

Game Input with Delay - A Model of the Time Distribution for Selecting a Moving Target with a Mouse.
Proceedings of the MultiMedia Modeling - 27th International Conference, 2021

A First Look at the Network Turbulence for Google Stadia Cloud-based Game Streaming.
Proceedings of the 2021 IEEE Conference on Computer Communications Workshops, 2021

Lower is Better? The Effects of Local Latencies on Competitive First-Person Shooter Game Players.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Measurements Comparing TCP Cubic and TCP BBR over a Satellite Network.
Proceedings of the 18th IEEE Annual Consumer Communications & Networking Conference, 2021

2020
The Impact of Motion and Delay on Selecting Game Targets with a Mouse.
ACM Trans. Multim. Comput. Commun. Appl., 2020

Measuring and modeling the impact of buffering and interrupts on streaming video quality of experience.
Proceedings of the MoMM '20: The 18th International Conference on Advances in Mobile Computing and Multimedia, Chiang Mai, Thailand, November 30, 2020

The Exergame Enjoyment Questionnaire (EEQ): An Instrument for Measuring Exergame Enjoyment.
Proceedings of the 53rd Hawaii International Conference on System Sciences, 2020

A Comparison of Automatic versus Manual World Alteration for Network Game Latency Compensation.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020

'Git Gud!' - Evaluation of Self-Rated Player Skill Compared to Actual Player Performance.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020

Game Player Response Times versus Task Dexterity and Decision Complexity.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020

2019
Game input with delay: moving target selection parameters.
Proceedings of the 10th ACM Multimedia Systems Conference, 2019

2018
Game Input with Delay - Moving Target Selection with a Game Controller Thumbstick.
ACM Trans. Multim. Comput. Commun. Appl., 2018

BBR': an implementation of bottleneck bandwidth and round-trip time congestion control for ns-3.
Proceedings of the 10th Workshop on ns-3, 2018

Playing with Delay: With Poor Timing Comes Poor Performance, and Experience Follows Suit.
Proceedings of the Tenth International Conference on Quality of Multimedia Experience, 2018

TCP CUBIC versus BBR on the Highway.
Proceedings of the Passive and Active Measurement - 19th International Conference, 2018

Silhouette: Identifying YouTube Video Flows from Encrypted Traffic.
Proceedings of the 28th ACM SIGMM Workshop on Network and Operating Systems Support for Digital Audio and Video, 2018

Who is the King of the Hill? Traffic Analysis over a 4G Network.
Proceedings of the 2018 IEEE International Conference on Communications, 2018

2017
On the Impact of Software Patching on Gameplay for the League of Legends Computer Game.
Comput. Games J., 2017

Modeling User Performance for Moving Target Selection with a Delayed Mouse.
Proceedings of the MultiMedia Modeling - 23rd International Conference, 2017

2016
On Models for Game Input with Delay - Moving Target Selection with a Mouse.
Proceedings of the IEEE International Symposium on Multimedia, 2016

Nerfs, Buffs and Bugs - Analysis of the Impact of Patching on League of Legends.
Proceedings of the 2016 International Conference on Collaboration Technologies and Systems, 2016

The Effects of Delay on Game Actions: Moving Target Selection with a Mouse.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

2015
Impact of Acknowledgments on Application Performance in 4G LTE Networks.
Wirel. Pers. Commun., 2015

A taxonomy for player actions with latency in network games.
Proceedings of the 25th ACM Workshop on Network and Operating Systems Support for Digital Audio and Video, 2015

Treatment-based traffic classification for residential wireless networks.
Proceedings of the International Conference on Computing, Networking and Communications, 2015

Uniquitous: Implementation and evaluation of a cloud-based game system in Unity.
Proceedings of the 2015 IEEE Games Entertainment Media Conference, 2015

Measurement-based analysis of the video characteristics of Twitch.tv.
Proceedings of the 2015 IEEE Games Entertainment Media Conference, 2015

Surrender at 20? Matchmaking in league of legends.
Proceedings of the 2015 IEEE Games Entertainment Media Conference, 2015

2014
CStream: neighborhood bandwidth aggregation for better video streaming.
Multim. Tools Appl., 2014

On the performance of OnLive thin client games.
Multim. Syst., 2014

Networked Games in the Midst of the Clouds [Guest editors' introduction].
IEEE Internet Comput., 2014

Assignment of games to servers in the OnLive cloud game system.
Proceedings of the 13th Annual Workshop on Network and Systems Support for Games, 2014

The effects of latency on player performance in cloud-based games.
Proceedings of the 13th Annual Workshop on Network and Systems Support for Games, 2014

2013
Dragonfly: strengthening programming skills by building a game engine from scratch.
Comput. Sci. Educ., 2013

2012
Thin to win? Network performance analysis of the OnLive thin client game system.
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games, 2012

Characterization of a 3G EV-DO network - A measurement study.
Proceedings of the 37th Annual IEEE Conference on Local Computer Networks, 2012

How's My Network? Predicting performance from within a Web browser sandbox.
Proceedings of the 37th Annual IEEE Conference on Local Computer Networks, 2012

2011
CounterMeasures: A game for teaching computer security.
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games, 2011

On the performance of games using solid state drives.
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games, 2011

2010
Analysis of an IEEE 802.11 network activity during a small workshop.
Proceedings of the 8th International Symposium on Modeling and Optimization in Mobile, Ad-Hoc and Wireless Networks (WiOpt 2010), May 31, 2010

Performance analysis of home streaming video using Orb.
Proceedings of the Network and Operating System Support for Digital Audio and Video, 2010

A credit-based home access point (CHAP) to improve application performance on IEEE 802.11 networks.
Proceedings of the First Annual ACM SIGMM Conference on Multimedia Systems, 2010

Latency can kill: precision and deadline in online games.
Proceedings of the First Annual ACM SIGMM Conference on Multimedia Systems, 2010

Implementation and demonstration of a credit-based home access point.
Proceedings of the 18th International Conference on Multimedia 2010, 2010

2009
Playout buffer and rate optimization for streaming over IEEE 802.11 wireless networks.
ACM Trans. Multim. Comput. Commun. Appl., 2009

Modeling RPS and Evaluating Video Repair With VQM.
IEEE Trans. Multim., 2009

Guest editorial for special issue on massively multiplayer online gaming systems and applications.
Multim. Tools Appl., 2009

How's My Network? A Java Approach to Home Network Measurement.
Proceedings of the 18th International Conference on Computer Communications and Networks, 2009

Relating cognitive models of computer games to user evaluations of entertainment.
Proceedings of the 4th International Conference on Foundations of Digital Games, 2009

Perspectives, frame rates and resolutions: it's all in the game.
Proceedings of the 4th International Conference on Foundations of Digital Games, 2009

Motion and scene complexity for streaming video games.
Proceedings of the 4th International Conference on Foundations of Digital Games, 2009

2008
ARMOR - A system for adjusting repair and media scaling for video streaming.
J. Vis. Commun. Image Represent., 2008

Traffic analysis of avatars in Second Life.
Proceedings of the Network and Operating System Support for Digital Audio and Video, 2008

WBest: A bandwidth estimation tool for IEEE 802.11 wireless networks.
Proceedings of the LCN 2008, 2008

Teddies: Trained Eddies for Reactive Stream Processing.
Proceedings of the Database Systems for Advanced Applications, 2008

2007
On frame rate and player performance in first person shooter games.
Multim. Syst., 2007

Stochastic Fair Traffic Management for Efficient and Robust IP Networking.
Proceedings of the 26th IEEE International Performance Computing and Communications Conference, 2007

Measuring queue capacities of IEEE 802.11 wireless access points.
Proceedings of the Fourth International Conference on Broadband Communications, 2007

2006
Empirical evaluation of the congestion responsiveness of RealPlayer video streams.
Multim. Tools Appl., 2006

Latency and player actions in online games.
Commun. ACM, 2006

Characterization by measurement of a CDMA 1x EVDO network.
Proceedings of the 2nd International ICST Conference on Wireless Internet, 2006

On combining temporal scaling and quality scaling for streaming MPEG.
Proceedings of the Network and Operating System Support for Digital Audio and Video, 2006

Packet Dispersion in IEEE 802.11 Wireless Networks.
Proceedings of the LCN 2006, 2006

Traffic Sensitive Active Queue Management.
Proceedings of the INFOCOM 2006. 25th IEEE International Conference on Computer Communications, 2006

Guidelines for Selecting Practical MPEG Group of Pictures.
Proceedings of the IASTED International Conference on Internet and Multimedia Systems and Applications, 2006

2005
Adjusting forward error correction with temporal scaling for TCP-friendly streaming MPEG.
ACM Trans. Multim. Comput. Commun. Appl., 2005

Characteristics of streaming media stored on the Web.
ACM Trans. Internet Techn., 2005

RealTracer-Tools for Measuring the Performance of RealVideo on the Internet.
Multim. Tools Appl., 2005

The effect of latency on user performance in Real-Time Strategy games.
Comput. Networks, 2005

Application, Network and Link Layer Measurements of Streaming Video over a Wireless Campus Network.
Proceedings of the Passive and Active Network Measurement, 6th International Workshop, 2005

Adjusting forward error correction with quality scaling for streaming MPEG.
Proceedings of the Network and Operating System Support for Digital Audio and Video, 2005

Weather forecasting: predicting performance for streaming video over wireless LANs.
Proceedings of the Network and Operating System Support for Digital Audio and Video, 2005

Game server selection for multiple players.
Proceedings of the 4th Workshop on Network and System Support for Games, 2005

On the 802.11 turbulence of nintendo DS and sony PSP hand-held network games.
Proceedings of the 4th Workshop on Network and System Support for Games, 2005

Performance analysis of the intertwined effects between network layers for 802.11g transmissions.
Proceedings of the WMuNeP'05, 2005

Teaching software engineering through game design.
Proceedings of the 10th Annual SIGCSE Conference on Innovation and Technology in Computer Science Education, 2005

2004
Inferring Queue Sizes in Access Networks by Active Measurement.
Proceedings of the Passive and Active Network Measurement, 5th International Workshop, 2004

Measurements of the congestion responsiveness of windows streaming media.
Proceedings of the Network and Operating System Support for Digital Audio and Video, 2004

The effects of latency on online madden NFL football.
Proceedings of the Network and Operating System Support for Digital Audio and Video, 2004

The effects of loss and latency on user performance in unreal tournament 2003®.
Proceedings of the 3rd Workshop on Network and System Support for Games, 2004

Demonstration of adjusting forward error correction with quality scaling for TCP-friendly streaming MPEG.
Proceedings of the 12th ACM International Conference on Multimedia, 2004

Low delay marking for TCP in wireless ad hoc networks.
Proceedings of the 23rd IEEE International Performance Computing and Communications Conference, 2004

Active queue management for Web traffic.
Proceedings of the 23rd IEEE International Performance Computing and Communications Conference, 2004

2003
Traffic Sensitive Active Queue Management for Improved Multimedia Streaming.
Proceedings of the Quality of Service in Multiservice IP Networks, 2003

A model for MPEG with forward error correction and TCP-friendly bandwidth.
Proceedings of the Network and Operating System Support for Digital Audio and Video, 2003

The effect of latency on user performance in Warcraft III.
Proceedings of the 2nd Workshop on Network and System Support for Games, 2003

Analysis of Active Queue Management.
Proceedings of the 2nd IEEE International Symposium on Network Computing and Applications (NCA 2003), 2003

Network analysis of Counter-strike and Starcraft.
Proceedings of the 22nd IEEE International Performance Computing and Communications Conference, 2003

Using Interleaving to Ameliorate the Effects of Packet Loss in a Video Stream.
Proceedings of the 23rd International Conference on Distributed Computing Systems Workshops (ICDCS 2003 Workshops), 2003

2002
Improving Multimedia Streaming with Content-Aware Video Scaling.
Proceedings of the 6th Joint Conference on Information Science, 2002

Rate-based active queue management with priority classes for better video transmission.
Proceedings of the Seventh IEEE Symposium on Computers and Communications (ISCC 2002), 2002

MediaPlayer™ versus RealPlayer™: a comparison of network turbulence.
Proceedings of the 2nd ACM SIGCOMM Internet Measurement Workshop, 2002

RED-Worcester - Traffic Sensitive Active Queue Management.
Proceedings of the 10th IEEE International Conference on Network Protocols (ICNP 2002), 2002

2001
Dynamic Web pages: performance impact on Web servers.
Internet Res., 2001

Inferring User Interest.
IEEE Internet Comput., 2001

Demonstration of improved multimedia streaming by using content-aware video scaling.
Proceedings of the 9th ACM International Conference on Multimedia 2001, Ottawa, Ontario, Canada, September 30, 2001

Implicit interest indicators.
Proceedings of the 6th International Conference on Intelligent User Interfaces, 2001

An open source laboratory for operating systems projects.
Proceedings of the 6th Annual SIGCSE Conference on Innovation and Technology in Computer Science Education, 2001

An empirical study of realvideo performance across the internet.
Proceedings of the 1st ACM SIGCOMM Internet Measurement Workshop, 2001

2000
Demonstration of dynamic class-based router queue management.
Proceedings of the 8th ACM International Conference on Multimedia 2000, Los Angeles, CA, USA, October 30, 2000

Dynamic-CBT and ChIPS - router support for improved multimedia performance on the Internet.
Proceedings of the 8th ACM International Conference on Multimedia 2000, Los Angeles, CA, USA, October 30, 2000

Video performance in Java.
Proceedings of the Challenges of Information Technology Management in the 21st Century, 2000

1999
Video redundancy: a best-effort solution to network data loss.
Proceedings of the 7th ACM International Conference on Multimedia '99, Orlando, FL, USA, October 30, 1999

The effects of jitter on the peceptual quality of video.
Proceedings of the 7th ACM International Conference on Multimedia '99, Orlando, FL, USA, October 30, 1999

1996
A Quality Planning Model for Distributed Multimedia in the Virtual Cockpit.
Proceedings of the Forth ACM International Conference on Multimedia '96, 1996

1995
Network Requirements for 3-D Flying in a Zoomable Brain Database.
IEEE J. Sel. Areas Commun., 1995

1994
Silence Is Golden? - The Effects of Selence Deletion on the CPU Load of an Audio Conference.
Proceedings of the International Conference on Multimedia Computing and Systems, 1994

A Zoomable DBMS for Brain Structure, Function and Behavior.
Proceedings of the Applications of Databases, First International Conference, 1994

1993
SuiteSound: A System for Distributed Collaborative Multimedia.
IEEE Trans. Knowl. Data Eng., 1993


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