| 2026 | FDG | Adaptive Time Delay for Improving Player Experience and Fairness in First-Person Shooter Games with Network Latency. | Samin Shahriar Tokey, Ben Boudaoud, Josef B. Spjut, Mark Claypool |
| 2026 | FDG | Impact of Frametime Spikes on Performance and Quality of Experience in Platformer Games. | Samin Shahriar Tokey, Ben Boudaoud, Josef B. Spjut, Mark Claypool |
| 2025 | NOSSDAV | 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 |
| 2025 | QoMEX | Timing Matters: The Impact of Event-Specific Frametime Spikes in First-Person Shooter Games. | Samin Shahriar Tokey, Ben Boudaoud, Joohwan Kim, Josef B. Spjut, Mark Claypool |
| 2025 | QoMEX | Lead Rush: A First-Person Shooter for User Studies and Understanding Effects of Frame Time Spikes. | Samin Shahriar Tokey, Ben Boudaoud, Joohwan Kim, Josef B. Spjut, Peter Xenopoulos, Mark Claypool |
| 2025 | QoMEX | Evaluating the Impact of Playout Buffer Policies on Cloud Gaming QoE. | Xiaokun Xu, Mark Claypool |
| 2025 | QoMEX | Reflex - An Open-source Tool for Measuring Human Reaction Times. | Xiaokun Xu, Mark Claypool |
| 2025 | WoWMoM | Improving TCP Slow Start Performance in Wireless Networks with SEARCH. | Maryam Ataei Kachooei, Jae Chung, Feng Li, Benjamin Peters, Joshua Chung, Mark Claypool |
| 2025 | WoWMoM | Reducing Per-flow Memory Use in TCP SEARCH. | Maryam Ataei Kachooei, Jae Chung, Feng Li, Benjamin Peters, Amber Cronin, Mark Claypool |
| 2025 | WoWMoM | 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 |
| 2024 | FDG | 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 |
| 2024 | FDG | 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 |
| 2024 | FDG | 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 |
| 2024 | LANMAN | Improving QUIC Slow Start Behavior in Wireless Networks with SEARCH. | Amber Cronin, Maryam Ataei Kachooei, Jae Chung, Feng Li, Benjamin Peters, Mark Claypool |
| 2024 | LANMAN | Measurement of Cloud-based Game Streaming Systems Competing with DASH Flows. | Xiaokun Xu, Mark Claypool |
| 2024 | MMSys | User Study-based Models of Game Player Quality of Experience with Frame Display Time Variation. | Xiaokun Xu, Mark Claypool |
| 2023 | CHI | The Effects of Frame Rate Variation on Game Player Quality of Experience. | Shengmei Liu, Atsuo Kuwahara, James J. Scovell, Mark Claypool |
| 2023 | LCN | SEARCH: Robust TCP Slow Start Performance over Satellite Networks. | Maryam Ataei Kachooei, Jae Chung, Feng Li, Benjamin Peters, Mark Claypool |
| 2023 | MMSys | The Impact of Latency on Target Selection in First-Person Shooter Games. | Shengmei Liu, Mark Claypool |
| 2022 | CHI | The Impact of Latency on Navigation in a First-Person Perspective Game. | Shengmei Liu, Mark Claypool |
| 2022 | IMC | Measurement of cloud-based game streaming system response to competing TCP cubic or TCP BBR flows. | Xiaokun Xu, Mark Claypool |
| 2022 | IPCCC | 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 |
| 2022 | NOSSDAV | Measurement of the responses of cloud-based game streaming to network congestion. | Xiaokun Xu, Mark Claypool |
| 2022 | QoMEX | 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, Mark Claypool |
| 2022 | QoMEX | The Effects of Network Latency on Counter-strike: Global Offensive Players. | Xiaokun Xu, Shengmei Liu, Mark Claypool |
| 2021 | CHI | 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 |
| 2021 | INFOCOM | A First Look at the Network Turbulence for Google Stadia Cloud-based Game Streaming. | Xiaokun Xu, Mark Claypool |
| 2021 | MMM | Game Input with Delay - A Model of the Time Distribution for Selecting a Moving Target with a Mouse. | Shengmei Liu, Mark Claypool |
| 2021 | MMSys | Towards Usable Attribute Scaling for Latency Compensation in Cloud-based Games. | Edward Carlson, Tian Fan, Zijian Guan, Xiaokun Xu, Mark Claypool |
| 2021 | MMSys | EvLag: A Tool for Monitoring and Lagging Linux Input Devices. | Shengmei Liu, Mark Claypool |
| 2021 | MMSys | Datasets: Moving Target Selection with Delay. | Shengmei Liu, Mark Claypool, Andy Cockburn, Ragnhild Eg, Carl Gutwin, Kjetil Raaen |
| 2021 | MMSys | 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 |
| 2021 | PAM | Comparison of TCP Congestion Control Performance over a Satellite Network. | Saahil Claypool, Jae Chung, Mark Claypool |
| 2021 | QoMEX | The Effects of Network Latency on Competitive First-Person Shooter Game Players. | Shengmei Liu, Mark Claypool, Atsuo Kuwahara, James J. Scovell, Jamie Sherman |
| 2020 | MOMM | Measuring and modeling the impact of buffering and interrupts on streaming video quality of experience. | Joshua Allard, Andrew Roskuski, Mark Claypool |
| 2019 | MMSys | Game input with delay: moving target selection parameters. | Mark Claypool, Andy Cockburn, Carl Gutwin |
| 2018 | NOSSDAV | Silhouette: Identifying YouTube Video Flows from Encrypted Traffic. | Feng Li, Jae Won Chung, Mark Claypool |
| 2018 | PAM | TCP CUBIC versus BBR on the Highway. | Feng Li, Jae Won Chung, Xiaoxiao Jiang, Mark Claypool |
| 2018 | QoMEX | Playing with Delay: With Poor Timing Comes Poor Performance, and Experience Follows Suit. | Ragnhild Eg, Kjetil Raaen, Mark Claypool |
| 2017 | MMM | Modeling User Performance for Moving Target Selection with a Delayed Mouse. | Mark Claypool, Ragnhild Eg, Kjetil Raaen |
| 2016 | ISM | On Models for Game Input with Delay - Moving Target Selection with a Mouse. | Mark Claypool |
| 2015 | NOSSDAV | A taxonomy for player actions with latency in network games. | Mark Claypool, Tianhe Wang, McIntyre Watts |
| 2012 | LCN | How's My Network? Predicting performance from within a Web browser sandbox. | Murad Kaplan, Mihajlo Zeljkovic, Mark Claypool, Craig E. Wills |
| 2012 | LCN | Characterization of a 3G EV-DO network - A measurement study. | Zhe Zhou, Mark Claypool, Robert E. Kinicki |
| 2010 | MMSys | Latency can kill: precision and deadline in online games. | Mark Claypool, Kajal T. Claypool |
| 2010 | MMSys | A credit-based home access point (CHAP) to improve application performance on IEEE 802.11 networks. | Choong-Soo Lee, Mark Claypool, Robert E. Kinicki |
| 2010 | NOSSDAV | Performance analysis of home streaming video using Orb. | Rabin Karki, Thangam Seenivasan, Mark Claypool, Robert E. Kinicki |
| 2010 | WiOpt | Analysis of an IEEE 802.11 network activity during a small workshop. | Zhe Zhou, Mark Claypool, Robert E. Kinicki |
| 2009 | FDG | Motion and scene complexity for streaming video games. | Mark Claypool |
| 2009 | FDG | Perspectives, frame rates and resolutions: it's all in the game. | Mark Claypool, Kajal T. Claypool |
| 2009 | FDG | Relating cognitive models of computer games to user evaluations of entertainment. | Paolo Piselli, Mark Claypool, James Doyle |
| 2009 | ICCCN | How's My Network? A Java Approach to Home Network Measurement. | Alan Ritacco, Craig E. Wills, Mark Claypool |
| 2008 | DASFAA | Teddies: Trained Eddies for Reactive Stream Processing. | Kajal T. Claypool, Mark Claypool |
| 2008 | LCN | WBest: A bandwidth estimation tool for IEEE 802.11 wireless networks. | Mingzhe Li, Mark Claypool, Robert E. Kinicki |
| 2008 | NOSSDAV | Traffic analysis of avatars in Second Life. | James Kinicki, Mark Claypool |
| 2007 | Broadnets | Measuring queue capacities of IEEE 802.11 wireless access points. | Feng Li, Mingzhe Li, Rui Lu, Huahui Wu, Mark Claypool, Robert E. Kinicki |
| 2007 | IPCCC | Stochastic Fair Traffic Management for Efficient and Robust IP Networking. | Jae Chung, Mark Claypool, Robert E. Kinicki |
| 2006 | INFOCOM | Traffic Sensitive Active Queue Management. | Mark Claypool, Robert E. Kinicki, A. Kumar |
| 2006 | LCN | Packet Dispersion in IEEE 802.11 Wireless Networks. | Mingzhe Li, Mark Claypool, Robert E. Kinicki |
| 2006 | NOSSDAV | On combining temporal scaling and quality scaling for streaming MPEG. | Huahui Wu, Mark Claypool, Robert E. Kinicki |
| 2005 | INFOCOM | Traffic sensitive active queue management. | Mark Claypool, Robert E. Kinicki, A. Kumar |
| 2005 | ITiCSE | Teaching software engineering through game design. | Kajal T. Claypool, Mark Claypool |
| 2005 | MSWIM | Performance analysis of the intertwined effects between network layers for 802.11g transmissions. | Jon Gretarsson, Feng Li, Mingzhe Li, Ashish Samant, Huahui Wu, Mark Claypool, Robert E. Kinicki |
| 2005 | NOSSDAV | Weather forecasting: predicting performance for streaming video over wireless LANs. | Mingzhe Li, Feng Li, Mark Claypool, Robert E. Kinicki |
| 2005 | NOSSDAV | Adjusting forward error correction with quality scaling for streaming MPEG. | Huahui Wu, Mark Claypool, Robert E. Kinicki |
| 2005 | PAM | Application, Network and Link Layer Measurements of Streaming Video over a Wireless Campus Network. | Feng Li, Jae Chung, Mingzhe Li, Huahui Wu, Mark Claypool, Robert E. Kinicki |
| 2004 | IPCCC | Active queue management for Web traffic. | Mark Claypool, Robert E. Kinicki, Matthew Hartling |
| 2004 | IPCCC | Low delay marking for TCP in wireless ad hoc networks. | Choong-Soo Lee, Mingzhe Li, Emmanuel Agu, Mark Claypool, Robert E. Kinicki |
| 2004 | NOSSDAV | The effects of latency on online madden NFL football. | James Nichols, Mark Claypool |
| 2004 | NOSSDAV | Measurements of the congestion responsiveness of windows streaming media. | James Nichols, Mark Claypool, Robert E. Kinicki, Mingzhe Li |
| 2004 | PAM | Inferring Queue Sizes in Access Networks by Active Measurement. | Mark Claypool, Robert E. Kinicki, Mingzhe Li, James Nichols, Huahui Wu |
| 2003 | IPCCC | Network analysis of Counter-strike and Starcraft. | Mark Claypool, David LaPoint, Josh Winslow |
| 2003 | NCA | Analysis of Active Queue Management. | Jae Chung, Mark Claypool |
| 2003 | NOSSDAV | A model for MPEG with forward error correction and TCP-friendly bandwidth. | Huahui Wu, Mark Claypool, Robert E. Kinicki |
| 2002 | ICNP | RED-Worcester - Traffic Sensitive Active Queue Management. | Vishal Phirke, Mark Claypool, Robert E. Kinicki |
| 2002 | IMC | MediaPlayer™ versus RealPlayer™: a comparison of network turbulence. | Mingzhe Li, Mark Claypool, Robert E. Kinicki |
| 2002 | ISCC | Rate-based active queue management with priority classes for better video transmission. | Jae Chung, Mark Claypool |
| 2001 | ITiCSE | An open source laboratory for operating systems projects. | Mark Claypool, David Finkel, Craig E. Wills |
| 2001 | IUI | Implicit interest indicators. | Mark Claypool, Phong Le, Makoto Waseda, David Brown |