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Game Publications(in reverse chronological order) |
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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, 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), Ottowa, 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), Ottowa, 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, Arizona, 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), Florida, 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), Florida, 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), Florida, 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, California, 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, California, 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. [citations] 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, California, 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, New York, 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, New York, 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, California, 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, Arizona, USA, April 2003. Online at: http://www.cs.wpi.edu/~claypool/papers/net-game/
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