SuiteSound: A System for Distributed Collaborative Multimedia. - John Riedl; Vahid Mashayekhi; James A. Schnepf; Mark Claypool; Dan Frankowski (IEEE Trans. Knowl. Data Eng., 1993)

A Zoomable DBMS for Brain Structure, Function and Behavior. - John V. Carlis; John Riedl; Apostolos P. Georgopoulos; George L. Wilcox; Robert Elde; José V. Pardo; Kâmil Ugurbil; Ernest Retzel; J. Maguire; Bradley Miller 001; Mark Claypool; T. Brelje; et al. (ADB, 1994)

Silence Is Golden? - The Effects of Selence Deletion on the CPU Load of an Audio Conference. - Mark Claypool; John Riedl (ICMCS, 1994)

Network Requirements for 3-D Flying in a Zoomable Brain Database. - Mark Claypool; John Riedl; John V. Carlis; George L. Wilcox; Robert Elde; Ernest Retzel; Apostolos P. Georgopoulos; José V. Pardo; Kâmil Ugurbil; Bradley Miller 001; C. Honda (IEEE J. Sel. Areas Commun., 1995)

A Quality Planning Model for Distributed Multimedia in the Virtual Cockpit. - Mark Claypool; John Riedl (ACM Multimedia, 1996)

The effects of jitter on the peceptual quality of video. - Mark Claypool; Jonathan Tanner (ACM Multimedia (2), 1999)

Video redundancy: a best-effort solution to network data loss. - Yanlin Liu; Mark Claypool (ACM Multimedia (2), 1999)

Video performance in Java. - Mark Claypool; Tom Coates; Shawn Hooley; Eric Shea; Chris Spellacy (IRMA Conference, 2000)

Dynamic-CBT and ChIPS - router support for improved multimedia performance on the Internet. - Jae Chung; Mark Claypool (ACM Multimedia, 2000)

Demonstration of dynamic class-based router queue management. - Jae Chung; Mark Claypool (ACM Multimedia, 2000)

An empirical study of realvideo performance across the internet. - Yubing Wang; Mark Claypool; Zheng Zuo (Internet Measurement Workshop, 2001)

An open source laboratory for operating systems projects. - Mark Claypool; David Finkel; Craig E. Wills (ITiCSE, 2001)

Implicit interest indicators. - Mark Claypool; Phong Le; Makoto Waseda; David Brown (IUI, 2001)

Demonstration of improved multimedia streaming by using content-aware video scaling. - Avanish Tripathi; Mark Claypool (ACM Multimedia, 2001)

Inferring User Interest. - Mark Claypool; David Brown; Phong Le; Makoto Waseda (IEEE Internet Comput., 2001)

Dynamic Web pages: performance impact on Web servers. - Bhupesh Kothari; Mark Claypool (Internet Res., 2001)

RED-Worcester - Traffic Sensitive Active Queue Management. - Vishal Phirke; Mark Claypool; Robert E. Kinicki (ICNP, 2002)

MediaPlayer™ versus RealPlayer™: a comparison of network turbulence. - Mingzhe Li 002; Mark Claypool; Robert E. Kinicki (Internet Measurement Workshop, 2002)

Rate-based active queue management with priority classes for better video transmission. - Jae Chung; Mark Claypool (ISCC, 2002)

Improving Multimedia Streaming with Content-Aware Video Scaling. - Avanish Tripathi; Mark Claypool (JCIS, 2002)

Using Interleaving to Ameliorate the Effects of Packet Loss in a Video Stream. - Mark Claypool; Yali Zhu (ICDCS Workshops, 2003)

Network analysis of Counter-strike and Starcraft. - Mark Claypool; David LaPoint; Josh Winslow (IPCCC, 2003)

Analysis of Active Queue Management. - Jae Chung; Mark Claypool (NCA, 2003)

The effect of latency on user performance in Warcraft III. - Nathan Sheldon; Eric Girard; Seth Borg; Mark Claypool; Emmanuel Agu (NETGAMES, 2003)

A model for MPEG with forward error correction and TCP-friendly bandwidth. - Huahui Wu; Mark Claypool; Robert E. Kinicki (NOSSDAV, 2003)

Traffic Sensitive Active Queue Management for Improved Multimedia Streaming. - Vishal Phirke; Mark Claypool; Robert E. Kinicki (QoS-IP, 2003)

Active queue management for Web traffic. - Mark Claypool; Robert E. Kinicki; Matthew Hartling (IPCCC, 2004)

Low delay marking for TCP in wireless ad hoc networks. - Choong-Soo Lee; Mingzhe Li 002; Emmanuel Agu; Mark Claypool; Robert E. Kinicki (IPCCC, 2004)

Demonstration of adjusting forward error correction with quality scaling for TCP-friendly streaming MPEG. - Huahui Wu; Mark Claypool; Robert E. Kinicki (ACM Multimedia, 2004)

The effects of loss and latency on user performance in unreal tournament 2003®. - Tom Beigbeder; Rory Coughlan; Corey Lusher; John Plunkett; Emmanuel Agu; Mark Claypool (NETGAMES, 2004)

The effects of latency on online madden NFL football. - James Nichols; Mark Claypool (NOSSDAV, 2004)

Measurements of the congestion responsiveness of windows streaming media. - James Nichols; Mark Claypool; Robert E. Kinicki; Mingzhe Li 002 (NOSSDAV, 2004)

Inferring Queue Sizes in Access Networks by Active Measurement. - Mark Claypool; Robert E. Kinicki; Mingzhe Li 002; James Nichols; Huahui Wu (PAM, 2004)

Teaching software engineering through game design. - Kajal T. Claypool; Mark Claypool (ITiCSE, 2005)

Performance analysis of the intertwined effects between network layers for 802.11g transmissions. - Jon Gretarsson; Feng Li; Mingzhe Li 002; Ashish Samant; Huahui Wu; Mark Claypool; Robert E. Kinicki (WMuNeP, 2005)

On the 802.11 turbulence of nintendo DS and sony PSP hand-held network games. - Mark Claypool (NETGAMES, 2005)

Game server selection for multiple players. - Steven Gargolinski; Christopher St. Pierre; Mark Claypool (NETGAMES, 2005)

Weather forecasting: predicting performance for streaming video over wireless LANs. - Mingzhe Li 002; Feng Li; Mark Claypool; Robert E. Kinicki (NOSSDAV, 2005)

Adjusting forward error correction with quality scaling for streaming MPEG. - Huahui Wu; Mark Claypool; Robert E. Kinicki (NOSSDAV, 2005)

Application, Network and Link Layer Measurements of Streaming Video over a Wireless Campus Network. - Feng Li; Jae Chung; Mingzhe Li 002; Huahui Wu; Mark Claypool; Robert E. Kinicki (PAM, 2005)

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

RealTracer-Tools for Measuring the Performance of RealVideo on the Internet. - Yubing Wang; Mark Claypool (Multim. Tools Appl., 2005)

Characteristics of streaming media stored on the Web. - Mingzhe Li 002; Mark Claypool; Robert E. Kinicki; James Nichols (ACM Trans. Internet Techn., 2005)

Adjusting forward error correction with temporal scaling for TCP-friendly streaming MPEG. - Huahui Wu; Mark Claypool; Robert E. Kinicki (ACM Trans. Multim. Comput. Commun. Appl., 2005)

Guidelines for Selecting Practical MPEG Group of Pictures. - Huahui Wu; Mark Claypool; Robert E. Kinicki (EuroIMSA, 2006)

Traffic Sensitive Active Queue Management. - Mark Claypool; Robert E. Kinicki; A. Kumar (INFOCOM, 2006)

Packet Dispersion in IEEE 802.11 Wireless Networks. - Mingzhe Li 002; Mark Claypool; Robert E. Kinicki (LCN, 2006)

On combining temporal scaling and quality scaling for streaming MPEG. - Huahui Wu; Mark Claypool; Robert E. Kinicki (NOSSDAV, 2006)

Characterization by measurement of a CDMA 1x EVDO network. - Mark Claypool; Robert E. Kinicki; William Lee; Mingzhe Li 002; Gregory Ratner (WICON, 2006)

Latency and player actions in online games. - Mark Claypool; Kajal T. Claypool (Commun. ACM, 2006)

Empirical evaluation of the congestion responsiveness of RealPlayer video streams. - Jae Chung; Mark Claypool (Multim. Tools Appl., 2006)

Measuring queue capacities of IEEE 802.11 wireless access points. - Feng Li; Mingzhe Li 002; Rui Lu; Huahui Wu; Mark Claypool; Robert E. Kinicki (BROADNETS, 2007)

Stochastic Fair Traffic Management for Efficient and Robust IP Networking. - Jae Chung; Mark Claypool; Robert E. Kinicki (IPCCC, 2007)

On frame rate and player performance in first person shooter games. - Kajal T. Claypool; Mark Claypool (Multim. Syst., 2007)

Teddies: Trained Eddies for Reactive Stream Processing. - Kajal T. Claypool; Mark Claypool (DASFAA, 2008)

WBest: A bandwidth estimation tool for IEEE 802.11 wireless networks. - Mingzhe Li 002; Mark Claypool; Robert E. Kinicki (LCN, 2008)

Traffic analysis of avatars in Second Life. - James Kinicki; Mark Claypool (NOSSDAV, 2008)

ARMOR - A system for adjusting repair and media scaling for video streaming. - Huahui Wu; Mark Claypool; Robert E. Kinicki (J. Vis. Commun. Image Represent., 2008)

Motion and scene complexity for streaming video games. - Mark Claypool (FDG, 2009)

Perspectives, frame rates and resolutions: it's all in the game. - Mark Claypool; Kajal T. Claypool (FDG, 2009)

Relating cognitive models of computer games to user evaluations of entertainment. - Paolo Piselli; Mark Claypool; James Doyle (FDG, 2009)

How's My Network? A Java Approach to Home Network Measurement. - Alan Ritacco; Craig E. Wills; Mark Claypool (ICCCN, 2009)

Guest editorial for special issue on massively multiplayer online gaming systems and applications. - Shervin Shirmohammadi; Mark Claypool (Multim. Tools Appl., 2009)

Modeling RPS and Evaluating Video Repair With VQM. - Yubing Wang; Mark Claypool; Robert E. Kinicki (IEEE Trans. Multim., 2009)

Playout buffer and rate optimization for streaming over IEEE 802.11 wireless networks. - Mingzhe Li 002; Mark Claypool; Robert E. Kinicki (ACM Trans. Multim. Comput. Commun. Appl., 2009)

Implementation and demonstration of a credit-based home access point. - Choong-Soo Lee; Mark Claypool; Robert E. Kinicki (ACM Multimedia, 2010)

Latency can kill: precision and deadline in online games. - Mark Claypool; Kajal T. Claypool (MMSys, 2010)

A credit-based home access point (CHAP) to improve application performance on IEEE 802.11 networks. - Choong-Soo Lee; Mark Claypool; Robert E. Kinicki (MMSys, 2010)

Performance analysis of home streaming video using Orb. - Rabin Karki; Thangam Seenivasan; Mark Claypool; Robert E. Kinicki (NOSSDAV, 2010)

Analysis of an IEEE 802.11 network activity during a small workshop. - Zhe Zhou; Mark Claypool; Robert E. Kinicki (WiOpt, 2010)

On the performance of games using solid state drives. - Mark Claypool; Jared Hays; Alex Kuang; Thomas Lextrait (NETGAMES, 2011)

CounterMeasures: A game for teaching computer security. - Craig Jordan; Matt Knapp; Dan Mitchell; Mark Claypool; Kathi Fisler (NETGAMES, 2011)

How's My Network? Predicting performance from within a Web browser sandbox. - Murad Kaplan; Mihajlo Zeljkovic; Mark Claypool; Craig E. Wills (LCN, 2012)

Characterization of a 3G EV-DO network - A measurement study. - Zhe Zhou; Mark Claypool; Robert E. Kinicki (LCN Workshops, 2012)

Thin to win? Network performance analysis of the OnLive thin client game system. - Mark Claypool; David Finkel; Alexander Grant; Michael Solano (NetGames, 2012)

Dragonfly: strengthening programming skills by building a game engine from scratch. - Mark Claypool (Comput. Sci. Educ., 2013)

The effects of latency on player performance in cloud-based games. - Mark Claypool; David Finkel (NETGAMES, 2014)

Assignment of games to servers in the OnLive cloud game system. - David Finkel; Mark Claypool; Sam Jaffe; Thinh Nguyen; Brendan Stephen (NETGAMES, 2014)

Networked Games in the Midst of the Clouds [Guest editors' introduction]. - Mark Claypool; Grenville Armitage; M. Brian Blake (IEEE Internet Comput., 2014)

On the performance of OnLive thin client games. - Mark Claypool; David Finkel; Alexander Grant; Michael Solano (Multim. Syst., 2014)

CStream: neighborhood bandwidth aggregation for better video streaming. - Thangam Vedagiri Seenivasan; Mark Claypool (Multim. Tools Appl., 2014)

Surrender at 20? Matchmaking in league of legends. - Mark Claypool; Jonathan Decelle; Gabriel Hall; Lindsay O'Donnell (GEM, 2015)

Measurement-based analysis of the video characteristics of Twitch.tv. - Mark Claypool; Daniel Farrington; Nicholas Muesch (GEM, 2015)

Uniquitous: Implementation and evaluation of a cloud-based game system in Unity. - Meng Luo; Mark Claypool (GEM, 2015)

Treatment-based traffic classification for residential wireless networks. - Feng Li; Mark Claypool; Robert E. Kinicki (ICNC, 2015)

A taxonomy for player actions with latency in network games. - Mark Claypool; Tianhe Wang; McIntyre Watts (NOSSDAV, 2015)

Impact of Acknowledgments on Application Performance in 4G LTE Networks. - Brett Levasseur; Mark Claypool; Robert E. Kinicki (Wirel. Pers. Commun., 2015)

The Effects of Delay on Game Actions: Moving Target Selection with a Mouse. - Mark Claypool; Ragnhild Eg; Kjetil Raaen (CHI PLAY (Companion), 2016)

Nerfs, Buffs and Bugs - Analysis of the Impact of Patching on League of Legends. - Artian Kica; Andrew La Manna; Lindsay O'Donnell; Tom Paolillo; Mark Claypool (CTS, 2016)

On Models for Game Input with Delay - Moving Target Selection with a Mouse. - Mark Claypool (ISM, 2016)

Modeling User Performance for Moving Target Selection with a Delayed Mouse. - Mark Claypool; Ragnhild Eg; Kjetil Raaen (MMM (1), 2017)

On the Impact of Software Patching on Gameplay for the League of Legends Computer Game. - Mark Claypool; Artian Kica; Andrew La Manna; Lindsay O'Donnell; Tom Paolillo (Comput. Games J., 2017)

Who is the King of the Hill? Traffic Analysis over a 4G Network. - Feng Li; Xiaoxiao Jiang; Jae Won Chung; Mark Claypool (ICC, 2018)

Silhouette: Identifying YouTube Video Flows from Encrypted Traffic. - Feng Li; Jae Won Chung; Mark Claypool (NOSSDAV, 2018)

TCP CUBIC versus BBR on the Highway. - Feng Li; Jae Won Chung; Xiaoxiao Jiang; Mark Claypool (PAM, 2018)

Playing with Delay: With Poor Timing Comes Poor Performance, and Experience Follows Suit. - Ragnhild Eg; Kjetil Raaen; Mark Claypool (QoMEX, 2018)

BBR': an implementation of bottleneck bandwidth and round-trip time congestion control for ns-3. - Mark Claypool; Jae Won Chung; Feng Li (WNS3, 2018)

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

Game input with delay: moving target selection parameters. - Mark Claypool; Andy Cockburn; Carl Gutwin (MMSys, 2019)

Game Player Response Times versus Task Dexterity and Decision Complexity. - Chunzhen Jiang; Aritra Kundu; Mark Claypool (CHI PLAY (Companion), 2020)

'Git Gud!' - Evaluation of Self-Rated Player Skill Compared to Actual Player Performance. - Shengmei Liu; Mark Claypool; Bhuvana Devigere; Atsuo Kuwahara; Jamie Sherman (CHI PLAY (Companion), 2020)

A Comparison of Automatic versus Manual World Alteration for Network Game Latency Compensation. - Robert Salay; Mark Claypool (CHI PLAY (Companion), 2020)

The Exergame Enjoyment Questionnaire (EEQ): An Instrument for Measuring Exergame Enjoyment. - Alexander Fitzgerald; Sam Huang; Kyle Sposato; Dongjie Wang; Mark Claypool; Emmanuel Agu (HICSS, 2020)

Measuring and modeling the impact of buffering and interrupts on streaming video quality of experience. - Joshua Allard; Andrew Roskuski; Mark Claypool (MoMM, 2020)

The Impact of Motion and Delay on Selecting Game Targets with a Mouse. - Mark Claypool; Andy Cockburn; Carl Gutwin (ACM Trans. Multim. Comput. Commun. Appl., 2020)

Measurements Comparing TCP Cubic and TCP BBR over a Satellite Network. - Saahil Claypool; Jae Chung; Mark Claypool (CCNC, 2021)

Lower is Better? The Effects of Local Latencies on Competitive First-Person Shooter Game Players. - Shengmei Liu; Mark Claypool; Atsuo Kuwahara; Jamie Sherman; James J. Scovell (CHI, 2021)

A First Look at the Network Turbulence for Google Stadia Cloud-based Game Streaming. - Xiaokun Xu; Mark Claypool (INFOCOM Workshops, 2021)

Game Input with Delay - A Model of the Time Distribution for Selecting a Moving Target with a Mouse. - Shengmei Liu; Mark Claypool (MMM (1), 2021)

Towards Usable Attribute Scaling for Latency Compensation in Cloud-based Games. - Edward Carlson; Tian Fan; Zijian Guan; Xiaokun Xu; Mark Claypool (GameSys@MMSys, 2021)

EvLag: A Tool for Monitoring and Lagging Linux Input Devices. - Shengmei Liu; Mark Claypool (MMSys, 2021)

Datasets: Moving Target Selection with Delay. - Shengmei Liu; Mark Claypool; Andy Cockburn; Ragnhild Eg; Carl Gutwin; Kjetil Raaen (MMSys, 2021)

L33t or N00b?: How Player Skill Alters the Effects of Network Latency on First Person Shooter Game Players. - Shengmei Liu; Mark Claypool; Atsuo Kuwahara; James J. Scovell; Jamie Sherman (GameSys@MMSys, 2021)

Comparison of TCP Congestion Control Performance over a Satellite Network. - Saahil Claypool; Jae Chung; Mark Claypool (PAM, 2021)

The Effects of Network Latency on Competitive First-Person Shooter Game Players. - Shengmei Liu; Mark Claypool; Atsuo Kuwahara; James J. Scovell; Jamie Sherman (QoMEX, 2021)

Three-year Trends in YouTube Video Content and Encoding. - Feng Li; Jae Won Chung; Mark Claypool (SIGMAP, 2021)

Competing TCP Congestion Control Algorithms over a Satellite Network. - Pinhan Zhao; Benjamin Peters; Jae Chung; Mark Claypool (CCNC, 2022)

The Impact of Latency on Navigation in a First-Person Perspective Game. - Shengmei Liu; Mark Claypool (CHI, 2022)

Measurement of cloud-based game streaming system response to competing TCP cubic or TCP BBR flows. - Xiaokun Xu; Mark Claypool (IMC, 2022)

The Effects of a Performance Enhancing Proxy on TCP Congestion Control over a Satellite Network. - Mingxi Liu; Yongcheng Liu; Zhifei Ma; Zachary Porter; Jae Chung; Saahil Claypool; Feng Li; Jacob Tutlis; Mark Claypool (IPCCC, 2022)

Measurement of the responses of cloud-based game streaming to network congestion. - Xiaokun Xu; Mark Claypool (NOSSDAV, 2022)

Compensating for Latency in Cloud-based Game Streaming using Attribute Scaling. - Xiaokun Xu; Michael Bosik; Adam Desveaux; Alejandra Garza; Alex Hunt; Cameron Person; James Plante; Joseph Swetz; Nina Taurich; Brian Clark; Doris Hung; Philip Lamoureux; et al. (QoMEX, 2022)

The Effects of Network Latency on Counter-strike: Global Offensive Players. - Xiaokun Xu; Shengmei Liu; Mark Claypool (QoMEX, 2022)

Spaz! The Effects of Local Latency on Player Actions in a Desktop-Based Exergame. - Wouter Durnez; Aleksandra Zheleva; Mark Claypool; Mathias Maes; Klaas Bombeke; Jan Van Looy; Lieven De Marez (IEEE Trans. Games, 2022)

A Survey and Taxonomy of Latency Compensation Techniques for Network Computer Games. - Shengmei Liu; Xiaokun Xu; Mark Claypool (ACM Comput. Surv., 2022)

The Effects of Frame Rate Variation on Game Player Quality of Experience. - Shengmei Liu; Atsuo Kuwahara; James J. Scovell; Mark Claypool (CHI, 2023)

Machine Learning Prediction of Just Dance Exergame Enjoyment from Mobile Sensor Data. - Joshua Audibert; Elijah Gonzalez; Ryan Orlando; Nicholas Wong; Emmanuel Agu; Mark Claypool (CoG, 2023)

SEARCH: Robust TCP Slow Start Performance over Satellite Networks. - Maryam Ataei Kachooei; Jae Chung; Feng Li; Benjamin Peters; Mark Claypool (LCN, 2023)

The Impact of Latency on Target Selection in First-Person Shooter Games. - Shengmei Liu; Mark Claypool (MMSys, 2023)

The Interplay Between Delay and Device in a Moving Target Selection Game. - Aritra Kundu; Ragnhild Eg; Mark Claypool (CoG, 2024)

Waiting to Play - Measuring Game Load Times and their Effects on Player Quality of Experience. - Mark Claypool; Shengmei Liu; Atsuo Kuwahara; James J. Scovell; Miles Gregg; Federico Galbiati; Eren Eroglu (FDG, 2024)

Effects of Adaptive Time Delay on Quality of Experience in First Person Shooter Games. - Samin Shahriar Tokey; James Cannon; Saketh Dinasarapu; Ao Jiang; Hanzalah Qamar; Mark Claypool (FDG, 2024)

The Effects of Network Latency on the Peeker's Advantage in First-person Shooter Games. - Samin Shahriar Tokey; Zesheng Chen; Colin Mettler; Dexuan Tang; Ben Boudaoud; Joohwan Kim; Josef B. Spjut; Mark Claypool (FDG, 2024)

Improving QUIC Slow Start Behavior in Wireless Networks with SEARCH. - Amber Cronin; Maryam Ataei Kachooei; Jae Chung; Feng Li; Benjamin Peters; Mark Claypool (LANMAN, 2024)

Measurement of Cloud-based Game Streaming Systems Competing with DASH Flows. - Xiaokun Xu; Mark Claypool (LANMAN, 2024)

User Study-based Models of Game Player Quality of Experience with Frame Display Time Variation. - Xiaokun Xu; Mark Claypool (MMSys, 2024)

Pushing the Limits? Frame Rate Benefits to Players for up to 500 Hz in First Person Shooter Games. - Samin Shahriar Tokey; Ben Boudaoud; Joohwan Kim; Josef B. Spjut; Mark Claypool (NOSSDAV, 2025)

Improving TCP Slow Start Performance in Wireless Networks with SEARCH. - Maryam Ataei Kachooei; Jae Chung; Feng Li; Benjamin Peters; Joshua Chung; Mark Claypool (WoWMoM, 2025)

Reducing Per-flow Memory Use in TCP SEARCH. - Maryam Ataei Kachooei; Jae Chung; Feng Li; Benjamin Peters; Amber Cronin; Mark Claypool (WoWMoM, 2025)

POSTER: Implementation of TCP SEARCH in FreeBSD and Evaluation on a Satellite Network. - Maryam Ataei Kachooei; Samuel Ollari; Benjamin Skarnes; Jae Chung; Amber Cronin; Feng Li; Benjamin Peters; Mark Claypool (WoWMoM, 2025)