Computer Game Publications |
Game |
Aritra Kundu, Ragnhild Eg and Mark Claypool. The Interplay Between Delay and Device in a Moving Target Selection Game, In Proceedings of the IEEE Conference on Games (CoG), Milan, Italy, August 2024. Online at: https://web.cs.wpi.edu/~claypool/papers/lag-vr-pc-tab-cog-24/
Xiaokun Xu and Mark Claypool. Measurement of Cloud-based Game Streaming Systems Competing with DASH Flows, In Proceedings of the IEEE International Symposium on Local and Metropolitan Area Networks (LANMAN), Boston, Massachusetts, USA, July 2024. Online at: https://web.cs.wpi.edu/~claypool/papers/game-stream-dash-lanman-24/
Samin Shahriar Tokey, Zesheng Chen, Colin Mettler, Dexuan Tang, Ben Boudaoud, Joohwan Kim, Josef Spjut and Mark Claypool. The Effects of Network Latency on the Peeker's Advantage in First-person Shooter Games, In Proceedings of the ACM International Conference on the Foundations of Digital Games (FDG), Worcester, Massachusetts, USA, May 2024. Online at: https://web.cs.wpi.edu/~claypool/papers/peeker-fdg-24/
Samin Shahriar Tokey, James Cannon, Saketh Dinasarapu, Ao Jiang, Hanzalah Qamar, and Mark Claypool. Effects of Adaptive Time Delay on Quality of Experience in First Person Shooter Games, In Proceedings of the ACM International Conference on the Foundations of Digital Games (FDG), Worcester, Massachusetts, USA, May 2024. Online at: https://web.cs.wpi.edu/~claypool/papers/adaptive-fdg-24/
Shengmei Liu, Eren Eroglu, Miles Gregg, Federico Galbiati, Atsuo Kuwahara, James Scovell, and Mark Claypool. Waiting to Play - Measuring Game Load Times and their Effects on Player Quality of Experience, In Proceedings of the ACM International Conference on the Foundations of Digital Games (FDG), DOI 10.1145/3649921.3649937, Worcester, Massachusetts, USA, May 2024. Online at: https://web.cs.wpi.edu/~claypool/papers/game-load-fdg-24
Samin Shahriar Tokey and Mark Claypool. Last Stand - A First Person Shooter Game for User Studies on the Effects of Network Delay on Players, At the ACM International Conference on the Foundations of Digital Games (FDG), Worcester, Massachusetts, USA, May 2024. Online at: https://web.cs.wpi.edu/~claypool/papers/last-stand-fdg-24/demo-paper.pdf
Samin Shahriar Tokey, Zesheng Chen, Colin Mettler, Dexuan Tang, Ben Boudaoud, Joohwan Kim, Josef Spjut and Mark Claypool. Demonstration of Network Latency and the Peeker's Advantage in First-person Shooter Games, At the ACM International Conference on the Foundations of Digital Games (FDG), Worcester, Massachusetts, USA, May 2024. Online at: https://web.cs.wpi.edu/~claypool/papers/peeker-fdg-24/demo-paper.pdf
Xiaokun Xu and Mark Claypool. User Study-based Models of Game Player Quality of Experience with Frame Display Variation, In Proceedings of the ACM Multimedia Systems Conference (MMSys), Bari, Italy, April 2024. Online at: https://web.cs.wpi.edu/~claypool/papers/frame-variation-mmsys-24/
Joshua Audibert, Elijah Gonzalez, Ryan Orlando, Nicholas Wong, Emmanuel Agu and Mark Claypool. Machine Learning Prediction of Just Dance Exergame Enjoyment from Mobile Sensor Data, In Proceedings of the IEEE Conference on Games (COG), Boston, Massachusetts, USA, August 21-24, 2023. Online at: https://web.cs.wpi.edu/~claypool/papers/cypress-23/
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. Online at: https://web.cs.wpi.edu/~claypool/papers/3d-selection-23/
Shengmei Liu, Atsuo Kuwahara, James Scovell, and Mark Claypool. The Effects of Frame Rate Variation on Game Player Quality of Experience, In Proceedings of the ACM Conference on Human Factors in Computing Systems (CHI), Hamburg, Germany, April 23-28, 2023. Online at: https://web.cs.wpi.edu/~claypool/papers/frame-variation-chi-23/
Samantha Peznola, Lynne Gauthier, Mark Claypool, Benjamin Roop, and Adam Lammert. Compliance with In-Home Self-Managed Rehabilitation Post-Stroke Is Largely Independent of Scheduling Approach, In Archives of Physical Medicine and Rehabilitation, Volume 104, Number 4, Pages 554-561, DOI: 10.1016/j.apmr.2022.10.007 (Epub Nov 6, 2022), April 2023. Online at: https://web.cs.wpi.edu/~claypool/papers/stroke-game-22/
Xiaokun Xu and Mark Claypool. Measurement of Cloud-based Game Streaming System Response to Competing TCP Cubic or TCP BBR Flows, In Proceedings of the ACM Internet Measurement Conference (IMC), Nice, France, October 25-27, 2022. Online at: https://web.cs.wpi.edu/~claypool/papers/game-stream-imc-22/
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. Online at: http://www.cs.wpi.edu/~claypool/papers/csgo-net-22/
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. Honorable Mention! Best student paper award. Online at: http://www.cs.wpi.edu/~claypool/papers/game-scale-qomex-22/
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. Online at: http://www.cs.wpi.edu/~claypool/papers/lag-taxonomy/
Xiaokun Xu and Mark Claypool. Measurement of the Responses of Cloud-based Game Streaming to Network Congestion, In Proceedings of the 32nd ACM International Workshop on Network and Operating Systems Support for Digital Audio and Video (NOSSDAV), Athlone, Ireland, June 17, 2022. Online at: https://web.cs.wpi.edu/~claypool/papers/game-stream-nossdav-22/
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. Online at: https://web.cs.wpi.edu/~claypool/papers/nav-chi-22/
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. Online at: http://www.cs.wpi.edu/~claypool/papers/spaz-22/
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. Online at: http://www.cs.wpi.edu/~claypool/papers/selection-datasets/
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. Online at: http://www.cs.wpi.edu/~claypool/papers/evlag/
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. Online at: http://www.cs.wpi.edu/~claypool/papers/csgo-skill-21/
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. Online at: http://www.cs.wpi.edu/~claypool/papers/scale-gamesys-21/
Mark Claypool. Technical Game Development I (IMGD 3000), Chapter in Teaching the Game - A Collection of Syllabi for Game Design, Development, and Implementation, Volume 2. Editors Richard Ferdig, Emily Baumgartner, and Enrico Gandolfi. Carnegie Mellon University: ETC Press, DOI 10.1184/R1/14867193, ISBN 978-1-304-14915-2, Pittsburgh, PA, USA, 2021. http://www.cs.wpi.edu/~claypool/papers/imgd3000-chapter-21/
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), Virtual Conference, June 22-24, 2021. Online at: http://www.cs.wpi.edu/~claypool/papers/selection-model/
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. Online at: http://www.cs.wpi.edu/~claypool/papers/csgo-net-21/
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), Virtual Conference, May 8-13, 2021. Online at: http://www.cs.wpi.edu/~claypool/papers/csgo-lag-21/
Xiaokun Xu and Mark Claypool. A First Look at the Network Turbulence for Google Stadia Cloud-based Game Streaming, In Proceedings of the IEEE Global Internet Symposium (GI), Virtual Conference, May 10, 2021. Online at: http://www.cs.wpi.edu/~claypool/papers/stadia-net-gi-21/
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. Online at: http://www.cs.wpi.edu/~claypool/papers/net-local-21/
William Campbell, Amanda Goss, Kyle Trottier and Mark Claypool. Sports versus Esports - A Comparison of Industry Size, Viewer Friendliness, and Game Competitiveness, Chapter in Global Esports - Transformation of Cultural Perceptions of Competitive Gaming, Bloomsbury Academic, ISBN 9781501368769, London, England, UK, March 11, 2021. Online at: http://www.cs.wpi.edu/~claypool/papers/sports-esports-21/
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), Virtual Conference, November 2-4, 2020. Online at: http://www.cs.wpi.edu/~claypool/papers/world-alter/
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), Virtual Conference, November 2-4, 2020. Online at: http://www.cs.wpi.edu/~claypool/papers/reaction-time/
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), Virtual Conference, November 2-4, 2020. Online at: http://www.cs.wpi.edu/~claypool/papers/skill/
Mark Claypool, Andy Cockburn and Carl Gutwin. The Impact of Motion and Delay on Selecting Game Targets with a Mouse, ACM Transactions on Multimedia, Computing, Communication and Applications (TOMM), Volume 16, Number 2s, Article 73, May 2020. Online at: http://www.cs.wpi.edu/~claypool/papers/delay-motion-tomm/
Alexander Fitzgerald, Sam Huang, Kyle Sposato, Dongjie Wang, Mark Claypool, and Emmanuel Agu. The Exergame Enjoyment Questionnaire (EEQ): An Instrument for Measuring Exergame Enjoyment, In Proceedings of the Hawaii International Conference on System Sciences (HICSS), Maui, Hawaii, January 7-10, 2020. Online at: http://www.cs.wpi.edu/~claypool/papers/eeq/
Jiawei Sun and Mark Claypool. Evaluating Streaming and Latency Compensation in a Cloud-based Game, In Proceedings of the 4th IARIA International Conference on Advances in Computation, Communications and Services (ACCSE), Nice, France, July 28 - August 2, 2019. Online at: http://www.cs.wpi.edu/~claypool/papers/drizzle/
Mark Claypool, Andy Cockburn and Carl Gutwin. Game Input with Delay - Moving Target Selection Parameters, In Proceedings of the 10th ACM Multimedia Systems Conference (MMSys), Amherst, MA, USA, June 18-21, 2019. Online at: http://www.cs.wpi.edu/~claypool/papers/delay-motion/
Ragnhild Eg, Kjetil Raaen and Mark Claypool. Playing with Delay: With Poor Timing Comes Poor Performance, and Experience Follows Suit, In Proceedings of the 10th International Conference on Quality of Multimedia Experience (QoMEX), Sardinia, Italy, June 2018. Online at: http://www.cs.wpi.edu/~claypool/papers/delay-action-qoe/
Mark Claypool. Game Input with Delay - Moving Target Selection with a Game Controller Thumbstick, ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM), Special Issue on Delay-Sensitive Video Computing in the Cloud, Volume 14, Number 3, Article 57, https://doi.org/10.1145/3187288, June 2018. Online at: http://www.cs.wpi.edu/~claypool/papers/delay-action-thumbstick/
Mark Claypool, Artian Kica, Andrew La Manna, Lindsay O'Donnell, and Tom Paolillo. On the Impact of Software Patching on Gameplay for the League of Legends Computer Game, Springer Computer Games Journal, Volume 6, Issue 1-2, Pages 33-61, https://doi.org/10.1007/s40869-017-0032-9, February 2017. Online at: http://www.cs.wpi.edu/~claypool/papers/lol-crawler-journal/
Mark Claypool, Ragnhild Eg and Kjetil Raaen. Modeling User Performance for Moving Target Selection with a Delayed Mouse, In Proceedings of the 23rd International Conference on MultiMedia Modeling (MMM), Reykjavik, Iceland, January 4-6, 2017. Online at: http://www.cs.wpi.edu/~claypool/papers/delay-action-mmm/
Mark Claypool. On Models for Game Input with Delay - Moving Target Selection with a Mouse, In Proceedings of the IEEE International Symposium on Multimedia (ISM), (Invited Paper), San Jose, CA, USA, December 11-13, 2016. Online at: http://www.cs.wpi.edu/~claypool/papers/delay-action-ism/
Artian Kica, Andrew La Manna, Lindsay O'Donnell, Tom Paolillo and Mark Claypool. Nerfs, Buffs and Bugs - Analysis of the Impact of Patching on League of Legends, In Proceedings of the 2nd International Workshop on Collaboration and Gaming (CoGames), Orlando, FL, USA, October 31 - November 4, 2016. Online at: http://www.cs.wpi.edu/~claypool/papers/lol-crawler/
Anthony Gallo, Philipp Baumann, Emmanuel Agu and Mark Claypool. Exerwalls - an Exercise Alternative to Paywalls in Mobile Games, In Proceedings of the International Academic Conference on Meaningful Play, East Lansing, MI, USA, October 20-22, 2016. Online at: http://www.cs.wpi.edu/~claypool/papers/exerwall/
Mark Claypool, Ragnhild Eg, and Kjetil Raaen. The Effects of Delay on Game Actions: Moving Target Selection with a Mouse, In Proceedings of the ACM Annual Symposium on Computer-Human Interaction in Play (CHI PLAY) (Extended Abstract), Austin, TX, USA, October 16-19, 2016. Online at: http://www.cs.wpi.edu/~claypool/papers/delay-action-wpi/
Emmanuel Agu and Mark Claypool. Cypress: A Cyber-Physical Recommender System to Discover SmartPhone Exergame Enjoyment, In Proceedings of the ACM Workshop on Engendering Health with Recommender Systems, Boston, MA, USA, September 15, 2016. Online at: http://www.cs.wpi.edu/~claypool/papers/cypress-recsys/
Meng Luo and Mark Claypool. Uniquitous: an Open-source Cloud-based Game System in Unity, In Multimedia Communications Technical Committee E-Letter (COMSOC MTC), IEEE Communications Society, Vol. 10, No. 6, November 2015. Online at: http://www.cs.wpi.edu/~claypool/papers/uniquitous/eletter-nov15.pdf
Meng Luo and Mark Claypool. Uniquitous: Implementation and Evaluation of a Cloud-based Game System in Unity, In Proceedings of the IEEE Games, Entertainment, Media Conference (GEM), Toronto, Canada, October 2015. Online at: http://www.cs.wpi.edu/~claypool/papers/uniquitous/
Mark Claypool, Jonathan Decelle, Gabriel Hall, and Lindsay O'Donnell. Surrender at 20? Matchmaking in League of Legends, In Proceedings of the IEEE Games, Entertainment, Media Conference (GEM), Toronto, Canada, October 2015. Online at: http://www.cs.wpi.edu/~claypool/papers/lol-matchmaking/
Mark Claypool, Tianhe Wang, and McIntyre Watts. A Taxonomy for Player Actions with Latency in Network Games, In Proceedings of the 25th ACM International Workshop on Network and Operating Systems Support for Digital Audio and Video (NOSSDAV), Portland, OR, USA, March 2015. Online at: http://www.cs.wpi.edu/~claypool/papers/expected-impact/
Mark Claypool. Teaching Network Game Programming with the Dragonfly Game Engine, Syllabus Journal - Special Issue on Teaching with and about Video Games, Vol. 4, No. 1, 2015. Online at: http://www.cs.wpi.edu/~claypool/papers/dragonfly-networking/
Mark Claypool and David Finkel. The Effects of Latency on Player Performance in Cloud-based Games, In Proceedings of the 13th ACM Network and System Support for Games (NetGames), Nagoya, Japan, December 4-5, 2014. Online at: http://www.cs.wpi.edu/~claypool/papers/cloud-games/
David Finkel, Mark Claypool, Sam Jaffe, Thinh Nguyen, and Brendan Stephen. Assignment of Games to Servers in the OnLive Cloud Game System, In Proceedings of the 13th ACM Network and System Support for Games (NetGames), Nagoya, Japan, December 4-5, 2014. Online at: http://www.cs.wpi.edu/~claypool/papers/onlive-servers/
Mark Claypool, David Finkel, Alexander Grant and Michael Solano. On the Performance of OnLive Thin Client Games, Springer Multimedia Systems Journal (MMSJ) - Special Issue on Network Systems Support for Games, Volume 20, Issue 5, Pages 471-484, DOI 10.1007/s00530-014-0362-4, February 2014. Online at: http://www.cs.wpi.edu/~claypool/papers/onlive-journal/
Mark Claypool. Dragonfly - Program a Game Engine from Scratch, Interactive Media and Game Development, Worcester Polytechnic Institute, Version 1, 2014. Online at: http://dragonfly.wpi.edu/book/
Mark Claypool. Dragonfly - Strengthening Programming Skills by Building a Game Engine from Scratch, Computer Science Education - Special issue on Games in Computer Science Education, Taylor and Francis, Volume 23, Issue 2, Pages 112-137, June 2013. Online at: http://www.cs.wpi.edu/~claypool/papers/dragonfly-projects/
Mark Claypool, David Finkel, Alexander Grant and Michael Solano. Thin to Win? Network Performance Analysis of the OnLive Thin Client Game System, In Proceedings of the 11th ACM Network and System Support for Games (NetGames), Venice, Italy, November 2012. Online at: http://www.cs.wpi.edu/~claypool/papers/onlive/
Mark Claypool, Jared Hays, Alex Kuang and Thomas Lextrait. On the Performance of Games using Solid State Drives, In Proceedings of the 10th ACM Network and System Support for Games (NetGames), Ottawa, Canada, October 2011. Online at: http://www.cs.wpi.edu/~claypool/papers/ssd/
Craig Jordan, Matt Knapp, Dan Mitchell, Mark Claypool and Kathi Fisler. CounterMeasures: A Game for Teaching Computer Security, In Proceedings of the 10th ACM Network and System Support for Games (NetGames), Ottawa, Canada, October 2011. Online at: http://www.cs.wpi.edu/~claypool/papers/security-game/
Mark Claypool and Kajal Claypool. Latency Can Kill: Precision and Deadline in Online Games, In Proceedings of the First ACM Multimedia Systems Conference (MMSys), (Invited paper), Scottsdale, AZ, USA, February 2010. Online at: http://www.cs.wpi.edu/~claypool/papers/precision-deadline-mmsys/
Mark Claypool. Motion and Scene Complexity for Streaming Video Games, In Proceedings of the 4th ACM International Conference on the Foundations of Digital Games (FDG), FL, USA, April 2009. Online at: http://www.cs.wpi.edu/~claypool/papers/game-motion/
Mark Claypool and Kajal Claypool. Perspectives, Frame Rates and Resolutions: It's all in the Game, In Proceedings of the 4th ACM International Conference on the Foundations of Digital Games (FDG), FL, USA, April 2009. Online at: http://www.cs.wpi.edu/~claypool/papers/perspective/
Paolo Piselli, Mark Claypool and Jim Doyle. Relating Cognitive Models of Computer Games to User Evaluations of Entertainment, In Proceedings of the 4th ACM International Conference on the Foundations of Digital Games (FDG), FL, USA, April 2009. Online at: http://www.cs.wpi.edu/~claypool/papers/game-fun/
James Kinicki and Mark Claypool. Traffic Analysis of Avatars in Second Life, In Proceedings of the 18th ACM International Workshop on Network and Operating Systems Support for Digital Audio and Video (NOSSDAV), Braunschweig, Germany, May 2008. Online at: http://www.cs.wpi.edu/~claypool/papers/second-life/
Mark Claypool. Network Characteristics for Server Selection in Online Games, In Proceedings ACM/SPIE Multimedia Computing and Networking (MMCN) Conference, San Jose, CA, USA, January 2008. Online at: http://www.cs.wpi.edu/~claypool/papers/game-server/
Kajal Claypool and Mark Claypool. On Frame Rate and Player Performance in First Person Shooter Games, Springer Multimedia Systems Journal (MMSJ), Volume 13, Number 1, 2007. Online at: http://www.cs.wpi.edu/~claypool/papers/fr/
Kajal Claypool and Mark Claypool. The Effects of Resolution on Users Playing First Person Shooter Games, In Proceedings ACM/SPIE Multimedia Computing and Networking (MMCN) Conference, San Jose, CA, USA, January 2007. Online at: http://www.cs.wpi.edu/~claypool/papers/rez/
Mark Claypool and Kajal Claypool. Latency and Player Actions in Online Games, Communications of the ACM, Volume 49, Issue 11, November 2006. Online at: http://www.cs.wpi.edu/~claypool/papers/precision-deadline/
Grenville Armitage, Mark Claypool, and Philip Branch. Networking and Online Games: Understanding and Engineering Multiplayer Internet Games, John Wiley and Sons, Ltd., June 2006. ISBN 0470018577. Online at: http://www.cs.wpi.edu/~claypool/papers/book/
Mark Claypool, Kajal Claypool, and Feissal Damaa. The Effects of Frame Rate and Resolution on Users Playing First Person Shooter Games, In Proceedings ACM/SPIE Multimedia Computing and Networking (MMCN) Conference, San Jose, CA, USA, January 2006. Winner! Best paper award. Online at: http://www.cs.wpi.edu/~claypool/papers/fr-rez/
Mark Claypool. On the 802.11 Turbulence of Nintendo DS and Sony PSP Hand-held Network Games, In Proceedings of the 4th ACM Network and System Support for Games (NetGames), Hawthorne, NY, USA, October 2005. Winner! Best paper award. Online at: http://www.cs.wpi.edu/~claypool/papers/hand-held/
Steven Gargolinski, Christopher St. Pierre, and Mark Claypool. Game Server Selection for Multiple Players, In Proceedings of the 4th ACM Network and System Support for Games (NetGames), Hawthorne, NY, USA, October 2005. Online at: http://www.cs.wpi.edu/~claypool/papers/musst/
Mark Claypool. The Effect of Latency on User Performance in Real-Time Strategy Games, Elsevier Computer Networks, special issue on Networking Issues in Entertainment Computing, Volume 49, Issue 1, Pages 52-70, September 2005. Online at: http://www.cs.wpi.edu/~claypool/papers/rts/
Kajal Claypool and Mark Claypool. Teaching Software Engineering Through Game Design, In Proceedings of the Innovation and Technology in Computer Science Education (ITiCSE) Conference, Lisbon, Portugal, June 2005. Online at: http://www.cs.wpi.edu/~claypool/papers/game-se/
Tom Beigbeder, Rory Coughlan, Corey Lusher, John Plunkett, Emmanuel Agu, and Mark Claypool. The Effects of Loss and Latency on User Performance in Unreal Tournament 2003, In Proceedings of ACM Network and System Support for Games Workshop (NetGames), Portland, OR, USA, September 2004. Online at: http://www.cs.wpi.edu/~claypool/papers/ut2003/
James Nichols and Mark Claypool. The Effects of Latency on Online Madden NFL Football, In Proceedings of the 14th ACM International Workshop on Network and Operating Systems Support for Digital Audio and Video (NOSSDAV), Kinsale, County Cork, Ireland, June 16-18, 2004. Online at: http://www.cs.wpi.edu/~claypool/papers/madden/
Nathan Sheldon, Eric Girard, Seth Borg, Mark Claypool, and Emmanuel Agu. The Effect of Latency on User Performance in Warcraft III, In Proceedings of ACM Network and System Support for Games Workshop (NetGames), Redwood City, CA, USA, May 2003. Winner! Best paper award. Online at: http://www.cs.wpi.edu/~claypool/papers/war3/
Mark Claypool, David LaPoint, and Josh Winslow. Network Analysis of Counter-strike and Starcraft, In Proceedings of the 22nd IEEE International Performance, Computing, and Communications Conference (IPCCC), Phoenix, AZ, USA, April 2003. Online at: http://www.cs.wpi.edu/~claypool/papers/net-game/
Game |