Latency and Games Research Group (LGRG)

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The Latency and Games Research Group (LGRG) explores research issues in latency and games, particularly multiplayer games over the Internet. The LGRG is a discussion oriented group where relevant papers are chosen each week and discussed, with special attention to relevance for our current research projects. The plan is for the to do at least one joint research project each semester.

The LGRG is for students at WPI. If you would like to join the group, please send email to Professor Mark Claypool.

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People

Mark Claypool [homepage]
Sudipta Biswas
Samin Shahriar Tokey
Surya Srinivasan
Xiaokun Xu

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Reading

Current Paper

[SJ95] Donald Stone and Kevin Jeffay. "An Empirical Study of Delay Jitter Management Policies", ACM Multimedia Systems, Volume 2, Number 6, Pages 267-279, January 1995. https://link.springer.com/article/10.1007/bf01225244

Past Papers

[IKS22] Hassan Iqbal, Ayesha Khalid, and Muhammad Shahzad. "Dissecting Cloud Gaming Performance with DECAF," In Proceedings of the ACM Conference on Measurement and Analysis of Computing Systems (POMACS), Mumbai, India, June 2022. https://dl.acm.org/doi/pdf/10.1145/3491043

[ARC20] Josh Allard, Andrew Roskuski and Mark Claypool. "Measuring and Modeling the Impact of Buffering and Interrupts on Streaming Video Quality of Experience", In Proceedings of the 18th International Conference on Advances in Mobile Computing & Multimedia (MoMM), Chiang Mai, Thailand, November 30 - December 2, 2020. http://www.cs.wpi.edu/~claypool/papers/buff-int/

[SSZ+20a] Saeed Shafiee Sabet, Steven Schmidt, Saman Zadtootaghaj, Carsten Griwodz, Sebastian Moller. "Delay Sensitivity Classification of Cloud Gaming Content", In Proceedings of the 12th ACM International Workshop on Immersive Mixed and Virtual Environment Systems (MMVE), June 2020. https://doi.org/10.1145/3386293.3397116

[SSZ+20b] Saeed Shafiee Sabet, Steven Schmidt, Saman Zadtootaghaj, Babak Naderi, Carsten Griwodz, and Sebastian Moller. "A Latency Compensation Technique Based on Game Characteristics to Mitigate the Influence of Delay on Cloud Gaming Quality of Experience", In Proceedings of the 11th ACM Multimedia Systems Conference (MMSys), May 2020. https://doi.org/10.1145/3339825.3391855

[LG19] Michael Long and Carl Gutwin. "Effects of Local Latency on Game Pointing Devices and Game Pointing Tasks", In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI), May 4–9, 2019, Glasgow, Scotland, UK. https://doi.org/10.1145/3290605.3300438

[CL17] Steven Lee and Rocky Chang. "On 'Shot Around a Corner' in First-Person Shooter Games", In Proceeding of the Network and Systems Support for Games Workshop (NetGames), Taipei, Taiwan, June 2017. https://ieeexplore.ieee.org/document/7991545

[VMGB14] Rodrigo Vicencio-Moriera, Regan L. Mandryk, Carl Gutwin, and Scott Bateman. "The Effectiveness (or Lack Thereof) of Aim-Assist Techniques in First-Person Shooter Games", In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI), Toronto, Canada, April 2014. https://dl.acm.org/doi/10.1145/2556288.2557308

[AFG+13] R. Amin, F. Jackson, J. E. Gilbert, J. Martin, and T. Shaw, "Assessing the Impact of Latency and Jitter on the Perceived Quality of Call of Duty Modern Warfare 2," in Proceedings of the 15th International Conference on Human-Computer Interaction - Users and Contexts of Use, Las Vegas, NV, USA, July 2013. https://link.springer.com/chapter/10.1007/978-3-642-39265-8_11

[CZ11] P. Chan and M. Zarki. "Perceptual View Inconsistency: An Objective Evaluation Framework for Online Game Quality of Experience (QoE)". In Proceedings of ACM Network and System Support for Games Workshop (NetGames), October 2011.

[TWLC11] Po-Han Tseng, Nai-Ching Wang, Ruei-Min Lin, and Kuan-Ta Chen. "On the Battle Between Lag and Online Gamers", In Proceedings of the IEEE International Workshop Technical Committee on Communications Quality and Reliability (CQR), Naples, FL, USA, May 2011.

[WCCL09] Chen-Chi Wu, Kuan-Ta Chen, Yu-Chun Chang, and Chin-Laung Lei. "An Empirical Evaluation of VoIP Playout Buffer Dimensioning in Skype, Google Talk, and MSN Messenger" In Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video (NOSSDAV), Williamsburg, VA, USA, June 2009. https://dl.acm.org/doi/10.1145/1542245.1542268

[DWW05] Matthias Dick, Oliver Wellnitz, and Lars Wolf. "Analysis of Factors Affecting Players’ Performance and Perception in Multiplayer Games", In Proceedings of the 4th ACM Network and System Support for Games (NetGames), Hawthorne, NY, USA, October 2005.

[OH02] Manuel Oliveira and Tristan Henderson. "What Online Gamers Really Think of the Internet?", In Proceedings of ACM Network and System Support for Games Workshop (NetGames), Redwood City, CA, USA, August 2003.

[PW02] Lothar Pantel and Lars Wolf. "On the Suitability of Dead Reckoning Schemes for Games," In Proceedings of Network and Systems Support for Games Workshop (NetGames), Braunschweig, Germany, April 2002.

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Publications

Shengmei Liu and Mark Claypool. The Impact of Latency on Target Selection in First-Person Shooter Games, In Proceedings of the ACM Multimedia Systems Conference (MMSys), Vancouver, Canada, June 7-10, 2023.

Xiaokun Xu, Michael Bosik, Adam Desveaux, Alejandra Garza, Alex Hunt, Cameron Person, James Plante, Joseph Swetz, Nina Taurich, Brian Clark, Doris Hung, Philip Lamoureux, and Mark Claypool. Compensating for Latency in Cloud-based Game Streaming using Attribute Scaling, In Proceedings of the 14th International Conference on Quality of Multimedia Experience (QoMEX), Lippstadt, Germany, September 5-7, 2022.

Shengmei Liu, Xiaokun Xu and Mark Claypool. A Survey and Taxonomy of Latency Compensation Techniques for Network Computer Games, ACM Computing Surveys, Article 243, Volume 54, Issue 11s, https://doi.org/10.1145/3519023, September 9, 2022.

Xiaokun Xu, Shengmei Liu, and Mark Claypool. The Effects of Network Latency on Counter-strike: Global Offensive Players, In Proceedings of the 14th International Conference on Quality of Multimedia Experience (QoMEX), Lippstadt, Germany September 5-7, 2022.

Wouter Durnez, Aleksandra Zheleva, Mark Claypool, Klaas Bombeke, Mathias Maes, Jan Van Looy and Lieven De Marez. Spaz! The Effects of Local Latency on Player Actions in an Desktop-based Exergame, IEEE Transactions on Games, Volume 14, Issue 4, DOI: 10.1109/TG.2021.3128714, 2022.

Shengmei Liu and Mark Claypool. The Impact of Latency on Navigation in a First-Person Perspective Game, In Proceedings of the ACM Conference on Human Factors in Computing Systems (CHI), New Orleans, LA, USA, April 30 - May 5, 2022.

Shengmei Liu, Mark Claypool, Andy Cockburn, Ragnhild Eg, Carl Gutwin, and Kjetil Raaen. Datasets - Moving Target Selection with Delay, In Proceedings of the ACM Multimedia Systems Conference (MMSys), Istanbul, Turkey, September 28 - October 1, 2021.

Shengmei Liu and Mark Claypool. EvLag - A Tool for Monitoring and Lagging Linux Input Devices, In Proceedings of the ACM Multimedia Systems Conference (MMSys), Istanbul, Turkey, September 28 - October 1, 2021.

Shengmei Liu, Atsuo Kuwahara, James Scovell, Jamie Sherman, and Mark Claypool. L33t or N00b? How Player Skill Alters the Effects of Network Latency on First Person Shooter Game Players, In Proceedings of the Game Systems Workshop (GameSys), Istanbul, Turkey, September 28 - October 1, 2021.

Edward Carlson, Tian Fan, Zijian Guan, Xiaokun Xu and Mark Claypool. Towards Usable Attribute Scaling for Latency Compensation in Cloud-based Games, In Proceedings of the Game Systems Workshop (GameSys), Istanbul, Turkey, September 28 - October 1, 2021.

Shengmei Liu and Mark Claypool. Game Input with Delay - A Model of the Time Distribution for Selecting a Moving Target with a Mouse, In Proceedings of the 27th International Conference on MultiMedia Modeling (MMM), Prague, Czech Republic, June 22-24, 2021.

Shengmei Liu, Atsuo Kuwahara, James Scovell, Jamie Sherman, and Mark Claypool. The Effects of Network Latency on Competitive First-Person Shooter Game Players, In Proceedings of the 13th International Conference on Quality of Multimedia Experience (QoMEX), Virtual Conference, June 14-17, 2021.

Shengmei Liu, Atsuo Kuwahara, James Scovell, Jamie Sherman, and Mark Claypool. Lower is Better? The Effects of Local Latencies on Competitive First-Person Shooter Game Players, In Proceedings of the ACM Conference on Human Factors in Computing Systems (CHI), Yokohama, Japan, May 8-13, 2021.

Shengmei Liu, Atsuo Kuwahara, James Scovell, Jamie Sherman, and Mark Claypool. Comparing the Effects of Network Latency versus Local Latency on Competitive First Person Shooter Game Players, In Proceedings of the ACM Esports and High Performance HCI Workshop (EHPHCI), Virtual Conference, May 8, 2021.

Chunzhen Jiang, Aritra Kundu, and Mark Claypool. Game Player Response Times versus Task Dexterity and Decision Complexity, In Proceedings of the ACM Annual Symposium on Computer-Human Interaction in Play (CHI PLAY), (Work In Progress), Online (virtual conference), November 2-4, 2020.

Robert Salay and Mark Claypool. A Comparison of Automatic versus Manual World Alteration for Network Game Latency Compensation, In Proceedings of the ACM Annual Symposium on Computer-Human Interaction in Play (CHI PLAY), (Work In Progress), Online (virtual conference), November 2-4, 2020.

Shengmei Liu, Mark Claypool, Bhuvana Devigere, Atsuo Kuwahara, and Jamie Sherman. 'Git Gud!' - Evaluation of Self-Rated Player Skill Compared to Actual Player Performance, In Proceedings of the ACM Annual Symposium on Computer-Human Interaction in Play (CHI PLAY), (Work In Progress), Online (virtual conference), November 2-4, 2020.

Chunzhen Jiang, Aritra Kundu, Shengmei Liu, Robert Salay, Xiokun Xu and Mark Claypool. A Survey of Player Opinions of Network Latency in Online Games, Technical Report WPI-CS-TR-20-02, Computer Science Department, Worcester Polytechnic Institute, July 2020.

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Copyright ©2021-2023, Mark Claypool (claypool [at] cs.wpi.edu) and WPI. All rights reserved.