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Mark Claypool

Publication record assembled from the DBLP archive of ranked conferences.

Papers indexed

79

Venues

25

Active years

2001–2026

Best venue rank

A*

Where they publish

Papers

79 indexed papers, newest first.

YearVenueTitleAuthors
2026FDGAdaptive 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
2026FDGImpact of Frametime Spikes on Performance and Quality of Experience in Platformer Games.Samin Shahriar Tokey, Ben Boudaoud, Josef B. Spjut, Mark Claypool
2025NOSSDAVPushing 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
2025QoMEXTiming 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
2025QoMEXLead 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
2025QoMEXEvaluating the Impact of Playout Buffer Policies on Cloud Gaming QoE.Xiaokun Xu, Mark Claypool
2025QoMEXReflex - An Open-source Tool for Measuring Human Reaction Times.Xiaokun Xu, Mark Claypool
2025WoWMoMImproving TCP Slow Start Performance in Wireless Networks with SEARCH.Maryam Ataei Kachooei, Jae Chung, Feng Li, Benjamin Peters, Joshua Chung, Mark Claypool
2025WoWMoMReducing Per-flow Memory Use in TCP SEARCH.Maryam Ataei Kachooei, Jae Chung, Feng Li, Benjamin Peters, Amber Cronin, Mark Claypool
2025WoWMoMPOSTER: 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
2024FDGWaiting 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
2024FDGEffects 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
2024FDGThe 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
2024LANMANImproving QUIC Slow Start Behavior in Wireless Networks with SEARCH.Amber Cronin, Maryam Ataei Kachooei, Jae Chung, Feng Li, Benjamin Peters, Mark Claypool
2024LANMANMeasurement of Cloud-based Game Streaming Systems Competing with DASH Flows.Xiaokun Xu, Mark Claypool
2024MMSysUser Study-based Models of Game Player Quality of Experience with Frame Display Time Variation.Xiaokun Xu, Mark Claypool
2023CHIThe Effects of Frame Rate Variation on Game Player Quality of Experience.Shengmei Liu, Atsuo Kuwahara, James J. Scovell, Mark Claypool
2023LCNSEARCH: Robust TCP Slow Start Performance over Satellite Networks.Maryam Ataei Kachooei, Jae Chung, Feng Li, Benjamin Peters, Mark Claypool
2023MMSysThe Impact of Latency on Target Selection in First-Person Shooter Games.Shengmei Liu, Mark Claypool
2022CHIThe Impact of Latency on Navigation in a First-Person Perspective Game.Shengmei Liu, Mark Claypool
2022IMCMeasurement of cloud-based game streaming system response to competing TCP cubic or TCP BBR flows.Xiaokun Xu, Mark Claypool
2022IPCCCThe 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
2022NOSSDAVMeasurement of the responses of cloud-based game streaming to network congestion.Xiaokun Xu, Mark Claypool
2022QoMEXCompensating 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
2022QoMEXThe Effects of Network Latency on Counter-strike: Global Offensive Players.Xiaokun Xu, Shengmei Liu, Mark Claypool
2021CHILower 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
2021INFOCOMA First Look at the Network Turbulence for Google Stadia Cloud-based Game Streaming.Xiaokun Xu, Mark Claypool
2021MMMGame Input with Delay - A Model of the Time Distribution for Selecting a Moving Target with a Mouse.Shengmei Liu, Mark Claypool
2021MMSysTowards Usable Attribute Scaling for Latency Compensation in Cloud-based Games.Edward Carlson, Tian Fan, Zijian Guan, Xiaokun Xu, Mark Claypool
2021MMSysEvLag: A Tool for Monitoring and Lagging Linux Input Devices.Shengmei Liu, Mark Claypool
2021MMSysDatasets: Moving Target Selection with Delay.Shengmei Liu, Mark Claypool, Andy Cockburn, Ragnhild Eg, Carl Gutwin, Kjetil Raaen
2021MMSysL33t 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
2021PAMComparison of TCP Congestion Control Performance over a Satellite Network.Saahil Claypool, Jae Chung, Mark Claypool
2021QoMEXThe Effects of Network Latency on Competitive First-Person Shooter Game Players.Shengmei Liu, Mark Claypool, Atsuo Kuwahara, James J. Scovell, Jamie Sherman
2020MOMMMeasuring and modeling the impact of buffering and interrupts on streaming video quality of experience.Joshua Allard, Andrew Roskuski, Mark Claypool
2019MMSysGame input with delay: moving target selection parameters.Mark Claypool, Andy Cockburn, Carl Gutwin
2018NOSSDAVSilhouette: Identifying YouTube Video Flows from Encrypted Traffic.Feng Li, Jae Won Chung, Mark Claypool
2018PAMTCP CUBIC versus BBR on the Highway.Feng Li, Jae Won Chung, Xiaoxiao Jiang, Mark Claypool
2018QoMEXPlaying with Delay: With Poor Timing Comes Poor Performance, and Experience Follows Suit.Ragnhild Eg, Kjetil Raaen, Mark Claypool
2017MMMModeling User Performance for Moving Target Selection with a Delayed Mouse.Mark Claypool, Ragnhild Eg, Kjetil Raaen
2016ISMOn Models for Game Input with Delay - Moving Target Selection with a Mouse.Mark Claypool
2015NOSSDAVA taxonomy for player actions with latency in network games.Mark Claypool, Tianhe Wang, McIntyre Watts
2012LCNHow's My Network? Predicting performance from within a Web browser sandbox.Murad Kaplan, Mihajlo Zeljkovic, Mark Claypool, Craig E. Wills
2012LCNCharacterization of a 3G EV-DO network - A measurement study.Zhe Zhou, Mark Claypool, Robert E. Kinicki
2010MMSysLatency can kill: precision and deadline in online games.Mark Claypool, Kajal T. Claypool
2010MMSysA credit-based home access point (CHAP) to improve application performance on IEEE 802.11 networks.Choong-Soo Lee, Mark Claypool, Robert E. Kinicki
2010NOSSDAVPerformance analysis of home streaming video using Orb.Rabin Karki, Thangam Seenivasan, Mark Claypool, Robert E. Kinicki
2010WiOptAnalysis of an IEEE 802.11 network activity during a small workshop.Zhe Zhou, Mark Claypool, Robert E. Kinicki
2009FDGMotion and scene complexity for streaming video games.Mark Claypool
2009FDGPerspectives, frame rates and resolutions: it's all in the game.Mark Claypool, Kajal T. Claypool
2009FDGRelating cognitive models of computer games to user evaluations of entertainment.Paolo Piselli, Mark Claypool, James Doyle
2009ICCCNHow's My Network? A Java Approach to Home Network Measurement.Alan Ritacco, Craig E. Wills, Mark Claypool
2008DASFAATeddies: Trained Eddies for Reactive Stream Processing.Kajal T. Claypool, Mark Claypool
2008LCNWBest: A bandwidth estimation tool for IEEE 802.11 wireless networks.Mingzhe Li, Mark Claypool, Robert E. Kinicki
2008NOSSDAVTraffic analysis of avatars in Second Life.James Kinicki, Mark Claypool
2007BroadnetsMeasuring queue capacities of IEEE 802.11 wireless access points.Feng Li, Mingzhe Li, Rui Lu, Huahui Wu, Mark Claypool, Robert E. Kinicki
2007IPCCCStochastic Fair Traffic Management for Efficient and Robust IP Networking.Jae Chung, Mark Claypool, Robert E. Kinicki
2006INFOCOMTraffic Sensitive Active Queue Management.Mark Claypool, Robert E. Kinicki, A. Kumar
2006LCNPacket Dispersion in IEEE 802.11 Wireless Networks.Mingzhe Li, Mark Claypool, Robert E. Kinicki
2006NOSSDAVOn combining temporal scaling and quality scaling for streaming MPEG.Huahui Wu, Mark Claypool, Robert E. Kinicki
2005INFOCOMTraffic sensitive active queue management.Mark Claypool, Robert E. Kinicki, A. Kumar
2005ITiCSETeaching software engineering through game design.Kajal T. Claypool, Mark Claypool
2005MSWIMPerformance 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
2005NOSSDAVWeather forecasting: predicting performance for streaming video over wireless LANs.Mingzhe Li, Feng Li, Mark Claypool, Robert E. Kinicki
2005NOSSDAVAdjusting forward error correction with quality scaling for streaming MPEG.Huahui Wu, Mark Claypool, Robert E. Kinicki
2005PAMApplication, 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
2004IPCCCActive queue management for Web traffic.Mark Claypool, Robert E. Kinicki, Matthew Hartling
2004IPCCCLow delay marking for TCP in wireless ad hoc networks.Choong-Soo Lee, Mingzhe Li, Emmanuel Agu, Mark Claypool, Robert E. Kinicki
2004NOSSDAVThe effects of latency on online madden NFL football.James Nichols, Mark Claypool
2004NOSSDAVMeasurements of the congestion responsiveness of windows streaming media.James Nichols, Mark Claypool, Robert E. Kinicki, Mingzhe Li
2004PAMInferring Queue Sizes in Access Networks by Active Measurement.Mark Claypool, Robert E. Kinicki, Mingzhe Li, James Nichols, Huahui Wu
2003IPCCCNetwork analysis of Counter-strike and Starcraft.Mark Claypool, David LaPoint, Josh Winslow
2003NCAAnalysis of Active Queue Management.Jae Chung, Mark Claypool
2003NOSSDAVA model for MPEG with forward error correction and TCP-friendly bandwidth.Huahui Wu, Mark Claypool, Robert E. Kinicki
2002ICNPRED-Worcester - Traffic Sensitive Active Queue Management.Vishal Phirke, Mark Claypool, Robert E. Kinicki
2002IMCMediaPlayer™ versus RealPlayer™: a comparison of network turbulence.Mingzhe Li, Mark Claypool, Robert E. Kinicki
2002ISCCRate-based active queue management with priority classes for better video transmission.Jae Chung, Mark Claypool
2001ITiCSEAn open source laboratory for operating systems projects.Mark Claypool, David Finkel, Craig E. Wills
2001IUIImplicit interest indicators.Mark Claypool, Phong Le, Makoto Waseda, David Brown