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Mark Claypool: [Publications] [Author Rank by year] [Co-authors] [Prefers] [Cites] [Cited by]

Publications of Author

  1. John V. Carlis, John Riedl, Apostolos P. Georgopoulos, George L. Wilcox, R. Elde, J. Pardo, K. Ugurbil, Ernest Retzel, J. Maguire, Bradley N. Miller, Mark Claypool, T. Brelje, C. Honda
    A Zoomable DBMS for Brain Structure, Function and Behavior. [Citation Graph (0, 0)][DBLP]
    ADB, 1994, pp:299-316 [Conf]
  2. Huahui Wu, Mark Claypool, Robert E. Kinicki
    Guidelines for Selecting Practical MPEG Group of Pictures. [Citation Graph (0, 0)][DBLP]
    EuroIMSA, 2006, pp:61-66 [Conf]
  3. Mark Claypool, Yali Zhu
    Using Interleaving to Ameliorate the Effects of Packet Loss in a Video Stream. [Citation Graph (0, 0)][DBLP]
    ICDCS Workshops, 2003, pp:508-0 [Conf]
  4. Mark Claypool, John Riedl
    Silence Is Golden? - The Effects of Selence Deletion on the CPU Load of an Audio Conference. [Citation Graph (0, 0)][DBLP]
    ICMCS, 1994, pp:9-18 [Conf]
  5. Vishal Phirke, Mark Claypool, Robert E. Kinicki
    RED-Worcester - Traffic Sensitive Active Queue Management. [Citation Graph (0, 0)][DBLP]
    ICNP, 2002, pp:194-195 [Conf]
  6. Mingzhe Li, Mark Claypool, Robert E. Kinicki
    MediaPlayer™ versus RealPlayer™: a comparison of network turbulence. [Citation Graph (0, 0)][DBLP]
    Internet Measurement Workshop, 2002, pp:131-136 [Conf]
  7. Yubing Wang, Mark Claypool, Zheng Zuo
    An empirical study of realvideo performance across the internet. [Citation Graph (0, 0)][DBLP]
    Internet Measurement Workshop, 2001, pp:295-309 [Conf]
  8. Mark Claypool, Robert E. Kinicki, A. Kumar
    Traffic sensitive active queue management. [Citation Graph (0, 0)][DBLP]
    INFOCOM, 2005, pp:2764-2769 [Conf]
  9. Mark Claypool, Tom Coates, Shawn Hooley, Eric Shea, Chris Spellacy
    Video performance in Java. [Citation Graph (0, 0)][DBLP]
    IRMA Conference, 2000, pp:222-225 [Conf]
  10. Jae Chung, Mark Claypool
    Rate-based active queue management with priority classes for better video transmission. [Citation Graph (0, 0)][DBLP]
    ISCC, 2002, pp:99-105 [Conf]
  11. Mark Claypool, Phong Le, Makoto Waseda, David Brown
    Implicit interest indicators. [Citation Graph (0, 0)][DBLP]
    Intelligent User Interfaces, 2001, pp:33-40 [Conf]
  12. Avanish Tripathi, Mark Claypool
    Improving Multimedia Streaming with Content-Aware Video Scaling. [Citation Graph (0, 0)][DBLP]
    JCIS, 2002, pp:1021-1024 [Conf]
  13. Jae Chung, Mark Claypool
    Dynamic-CBT and ChIPS - router support for improved multimedia performance on the Internet. [Citation Graph (0, 0)][DBLP]
    ACM Multimedia, 2000, pp:239-248 [Conf]
  14. Jae Chung, Mark Claypool
    Demonstration of dynamic class-based router queue management. [Citation Graph (0, 0)][DBLP]
    ACM Multimedia, 2000, pp:473-474 [Conf]
  15. Mark Claypool, John Riedl
    A Quality Planning Model for Distributed Multimedia in the Virtual Cockpit. [Citation Graph (0, 0)][DBLP]
    ACM Multimedia, 1996, pp:253-264 [Conf]
  16. Mark Claypool, Jonathan Tanner
    The effects of jitter on the peceptual quality of video. [Citation Graph (0, 0)][DBLP]
    ACM Multimedia (2), 1999, pp:115-118 [Conf]
  17. Yanlin Liu, Mark Claypool
    Video redundancy: a best-effort solution to network data loss. [Citation Graph (0, 0)][DBLP]
    ACM Multimedia (2), 1999, pp:195- [Conf]
  18. Avanish Tripathi, Mark Claypool
    Demonstration of improved multimedia streaming by using content-aware video scaling. [Citation Graph (0, 0)][DBLP]
    ACM Multimedia, 2001, pp:609-610 [Conf]
  19. Huahui Wu, Mark Claypool, Robert E. Kinicki
    Demonstration of adjusting forward error correction with quality scaling for TCP-friendly streaming MPEG. [Citation Graph (0, 0)][DBLP]
    ACM Multimedia, 2004, pp:174-175 [Conf]
  20. Jae Chung, Mark Claypool
    Analysis of Active Queue Management. [Citation Graph (0, 0)][DBLP]
    NCA, 2003, pp:359-366 [Conf]
  21. Tom Beigbeder, Rory Coughlan, Corey Lusher, John Plunkett, Emmanuel Agu, Mark Claypool
    The effects of loss and latency on user performance in unreal tournament 2003®. [Citation Graph (0, 0)][DBLP]
    NETGAMES, 2004, pp:144-151 [Conf]
  22. Mark Claypool
    On the 802.11 turbulence of nintendo DS and sony PSP hand-held network games. [Citation Graph (0, 0)][DBLP]
    NETGAMES, 2005, pp:1-9 [Conf]
  23. Steven Gargolinski, Christopher St. Pierre, Mark Claypool
    Game server selection for multiple players. [Citation Graph (0, 0)][DBLP]
    NETGAMES, 2005, pp:1-6 [Conf]
  24. Nathan Sheldon, Eric Girard, Seth Borg, Mark Claypool, Emmanuel Agu
    The effect of latency on user performance in Warcraft III. [Citation Graph (0, 0)][DBLP]
    NETGAMES, 2003, pp:3-14 [Conf]
  25. Mingzhe Li, Feng Li, Mark Claypool, Robert E. Kinicki
    Weather forecasting: predicting performance for streaming video over wireless LANs. [Citation Graph (0, 0)][DBLP]
    NOSSDAV, 2005, pp:33-38 [Conf]
  26. James Nichols, Mark Claypool
    The effects of latency on online madden NFL football. [Citation Graph (0, 0)][DBLP]
    NOSSDAV, 2004, pp:146-151 [Conf]
  27. James Nichols, Mark Claypool, Robert E. Kinicki, Mingzhe Li
    Measurements of the congestion responsiveness of windows streaming media. [Citation Graph (0, 0)][DBLP]
    NOSSDAV, 2004, pp:94-99 [Conf]
  28. Huahui Wu, Mark Claypool, Robert E. Kinicki
    A model for MPEG with forward error correction and TCP-friendly bandwidth. [Citation Graph (0, 0)][DBLP]
    NOSSDAV, 2003, pp:122-130 [Conf]
  29. Huahui Wu, Mark Claypool, Robert E. Kinicki
    Adjusting forward error correction with quality scaling for streaming MPEG. [Citation Graph (0, 0)][DBLP]
    NOSSDAV, 2005, pp:111-116 [Conf]
  30. Mark Claypool, Robert E. Kinicki, Mingzhe Li, James Nichols, Huahui Wu
    Inferring Queue Sizes in Access Networks by Active Measurement. [Citation Graph (0, 0)][DBLP]
    PAM , 2004, pp:227-236 [Conf]
  31. Feng Li, Jae Chung, Mingzhe Li, Huahui Wu, Mark Claypool, Robert E. Kinicki
    Application, Network and Link Layer Measurements of Streaming Video over a Wireless Campus Network. [Citation Graph (0, 0)][DBLP]
    PAM, 2005, pp:189-202 [Conf]
  32. Vishal Phirke, Mark Claypool, Robert E. Kinicki
    Traffic Sensitive Active Queue Management for Improved Multimedia Streaming. [Citation Graph (0, 0)][DBLP]
    QoS-IP, 2003, pp:551-566 [Conf]
  33. Mark Claypool, Kajal T. Claypool
    Latency and player actions in online games. [Citation Graph (0, 0)][DBLP]
    Commun. ACM, 2006, v:49, n:11, pp:40-45 [Journal]
  34. Mark Claypool
    The effect of latency on user performance in Real-Time Strategy games. [Citation Graph (0, 0)][DBLP]
    Computer Networks, 2005, v:49, n:1, pp:52-70 [Journal]
  35. Mark Claypool, David Brown, Phong Le, Makoto Waseda
    Inferring User Interest. [Citation Graph (0, 0)][DBLP]
    IEEE Internet Computing, 2001, v:5, n:6, pp:32-39 [Journal]
  36. Mark Claypool, John Riedl, John V. Carlis, George L. Wilcox, R. Elde, Ernest Retzel, Apostolos P. Georgopoulos, J. Pardo, K. Ugurbil, Bradley N. Miller, C. Honda
    Network Requirements for 3-D Flying in a Zoomable Brain Database. [Citation Graph (0, 0)][DBLP]
    IEEE Journal on Selected Areas in Communications, 1995, v:13, n:5, pp:816-827 [Journal]
  37. Yubing Wang, Mark Claypool
    RealTracer-Tools for Measuring the Performance of RealVideo on the Internet. [Citation Graph (0, 0)][DBLP]
    Multimedia Tools Appl., 2005, v:27, n:3, pp:411-430 [Journal]
  38. Jae Chung, Mark Claypool
    Empirical evaluation of the congestion responsiveness of RealPlayer video streams. [Citation Graph (0, 0)][DBLP]
    Multimedia Tools Appl., 2006, v:31, n:2, pp:171-193 [Journal]
  39. John Riedl, Vahid Mashayekhi, James A. Schnepf, Mark Claypool, Dan Frankowski
    SuiteSound: A System for Distributed Collaborative Multimedia. [Citation Graph (0, 11)][DBLP]
    IEEE Trans. Knowl. Data Eng., 1993, v:5, n:4, pp:600-610 [Journal]
  40. Mingzhe Li, Mark Claypool, Robert E. Kinicki, James Nichols
    Characteristics of streaming media stored on the Web. [Citation Graph (0, 0)][DBLP]
    ACM Trans. Internet Techn., 2005, v:5, n:4, pp:601-626 [Journal]
  41. Huahui Wu, Mark Claypool, Robert E. Kinicki
    Adjusting forward error correction with temporal scaling for TCP-friendly streaming MPEG. [Citation Graph (0, 0)][DBLP]
    TOMCCAP, 2005, v:1, n:4, pp:315-337 [Journal]
  42. Mark Claypool, Robert E. Kinicki, A. Kumar
    Traffic Sensitive Active Queue Management. [Citation Graph (0, 0)][DBLP]
    INFOCOM, 2006, pp:- [Conf]
  43. Kajal T. Claypool, Mark Claypool
    Teaching software engineering through game design. [Citation Graph (0, 0)][DBLP]
    ITiCSE, 2005, pp:123-127 [Conf]
  44. Kajal T. Claypool, Mark Claypool
    On frame rate and player performance in first person shooter games. [Citation Graph (0, 0)][DBLP]
    Multimedia Syst., 2007, v:13, n:1, pp:3-17 [Journal]

  45. Measuring queue capacities of IEEE 802.11 wireless access points. [Citation Graph (, )][DBLP]


  46. Teddies: Trained Eddies for Reactive Stream Processing. [Citation Graph (, )][DBLP]


  47. WBest: A bandwidth estimation tool for IEEE 802.11 wireless networks. [Citation Graph (, )][DBLP]


  48. Packet Dispersion in IEEE 802.11 Wireless Networks. [Citation Graph (, )][DBLP]


  49. Performance analysis of the intertwined effects between network layers for 802.11g transmissions. [Citation Graph (, )][DBLP]


  50. On combining temporal scaling and quality scaling for streaming MPEG. [Citation Graph (, )][DBLP]


  51. Traffic analysis of avatars in Second Life. [Citation Graph (, )][DBLP]


  52. Performance analysis of home streaming video using Orb. [Citation Graph (, )][DBLP]


  53. Analysis of an IEEE 802.11 network activity during a small workshop. [Citation Graph (, )][DBLP]


  54. Stochastic Fair Traffic Management for Efficient and Robust IP Networking. [Citation Graph (, )][DBLP]


  55. An open source laboratory for operating systems projects. [Citation Graph (, )][DBLP]


  56. Relating cognitive models of computer games to user evaluations of entertainment. [Citation Graph (, )][DBLP]


  57. Perspectives, frame rates and resolutions: it's all in the game. [Citation Graph (, )][DBLP]


  58. Motion and scene complexity for streaming video games. [Citation Graph (, )][DBLP]


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