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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]James Nichols, Mark Claypool:
The effects of latency on online madden NFL football. NOSSDAV 2004: 146-151 - [c23]Mark Claypool, Robert E. Kinicki, Mingzhe Li, James Nichols, Huahui Wu:
Inferring Queue Sizes in Access Networks by Active Measurement. PAM 2004: 227-236 - 2003
- [c22]Mark Claypool, Yali Zhu:
Using Interleaving to Ameliorate the Effects of Packet Loss in a Video Stream. ICDCS Workshops 2003: 508- - [c21]Mark Claypool, David LaPoint, Josh Winslow:
Network analysis of Counter-strike and Starcraft. IPCCC 2003: 261-268 - [c20]Jae Chung, Mark Claypool:
Analysis of Active Queue Management. NCA 2003: 359-366 - [c19]Nathan Sheldon, Eric Girard, Seth Borg, Mark Claypool, Emmanuel Agu:
The effect of latency on user performance in Warcraft III. NETGAMES 2003: 3-14 - [c18]Huahui Wu, Mark Claypool, Robert E. Kinicki:
A model for MPEG with forward error correction and TCP-friendly bandwidth. NOSSDAV 2003: 122-130 - [c17]Vishal Phirke, Mark Claypool, Robert E. Kinicki:
Traffic Sensitive Active Queue Management for Improved Multimedia Streaming. QoS-IP 2003: 551-566 - 2002
- [c16]Vishal Phirke, Mark Claypool, Robert E. Kinicki:
RED-Worcester - Traffic Sensitive Active Queue Management. ICNP 2002: 194-195 - [c15]Mingzhe Li, Mark Claypool, Robert E. Kinicki:
MediaPlayer™ versus RealPlayer™: a comparison of network turbulence. Internet Measurement Workshop 2002: 131-136 - [c14]Jae Chung, Mark Claypool:
Rate-based active queue management with priority classes for better video transmission. ISCC 2002: 99-105 - [c13]Avanish Tripathi, Mark Claypool:
Improving Multimedia Streaming with Content-Aware Video Scaling. JCIS 2002: 1021-1024 - 2001
- [j4]Mark Claypool, David Brown, Phong Le, Makoto Waseda:
Inferring User Interest. IEEE Internet Comput. 5(6): 32-39 (2001) - [j3]Bhupesh Kothari, Mark Claypool:
Dynamic Web pages: performance impact on Web servers. Internet Res. 11(1): 18-25 (2001) - [c12]Yubing Wang, Mark Claypool, Zheng Zuo:
An empirical study of realvideo performance across the internet. Internet Measurement Workshop 2001: 295-309 - [c11]Mark Claypool, David Finkel, Craig E. Wills:
An open source laboratory for operating systems projects. ITiCSE 2001: 145-148 - [c10]Mark Claypool, Phong Le, Makoto Waseda, David Brown:
Implicit interest indicators. IUI 2001: 33-40 - [c9]Avanish Tripathi, Mark Claypool:
Demonstration of improved multimedia streaming by using content-aware video scaling. ACM Multimedia 2001: 609-610 - 2000
- [c8]Mark Claypool, Tom Coates, Shawn Hooley, Eric Shea, Chris Spellacy:
Video performance in Java. IRMA Conference 2000: 222-225 - [c7]Jae Chung, Mark Claypool:
Dynamic-CBT and ChIPS - router support for improved multimedia performance on the Internet. ACM Multimedia 2000: 239-248 - [c6]Jae Chung, Mark Claypool:
Demonstration of dynamic class-based router queue management. ACM Multimedia 2000: 473-474
1990 – 1999
- 1999
- [c5]Mark Claypool, Jonathan Tanner:
The effects of jitter on the peceptual quality of video. ACM Multimedia (2) 1999: 115-118 - [c4]Yanlin Liu, Mark Claypool:
Video redundancy: a best-effort solution to network data loss. ACM Multimedia (2) 1999: 195 - 1996
- [c3]Mark Claypool, John Riedl:
A Quality Planning Model for Distributed Multimedia in the Virtual Cockpit. ACM Multimedia 1996: 253-264 - 1995
- [j2]Mark Claypool, John Riedl, John V. Carlis, George L. Wilcox, Robert Elde, Ernest Retzel, Apostolos P. Georgopoulos, José V. Pardo, Kâmil Ugurbil, Bradley N. Miller, C. Honda:
Network Requirements for 3-D Flying in a Zoomable Brain Database. IEEE J. Sel. Areas Commun. 13(5): 816-827 (1995) - 1994
- [c2]John V. Carlis, John Riedl, Apostolos P. Georgopoulos, George L. Wilcox, Robert Elde, José V. Pardo, Kâmil Ugurbil, Ernest Retzel, J. Maguire, Bradley N. Miller, Mark Claypool, T. Brelje, C. Honda:
A Zoomable DBMS for Brain Structure, Function and Behavior. ADB 1994: 299-316 - [c1]Mark Claypool, John Riedl:
Silence Is Golden? - The Effects of Selence Deletion on the CPU Load of an Audio Conference. ICMCS 1994: 9-18 - 1993
- [j1]John Riedl, Vahid Mashayekhi, James A. Schnepf, Mark Claypool, Dan Frankowski:
SuiteSound: A System for Distributed Collaborative Multimedia. IEEE Trans. Knowl. Data Eng. 5(4): 600-610 (1993)
Coauthor Index
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