Mark Claypool mainly focuses on Multimedia, The Internet, Latency, Computer network and First person. His work deals with themes such as Lag, Frame rate, World Wide Web and Jitter, which intersect with Multimedia. The various areas that Mark Claypool examines in his The Internet study include Quality of service and Server.
His Server study combines topics in areas such as Network traffic control and Packet loss. In his work, Simulation is strongly intertwined with User studies, which is a subfield of Latency. The concepts of his Computer network study are interwoven with issues in Real-time computing and Internet access, Internet transit.
His primary areas of investigation include Computer network, Multimedia, Real-time computing, The Internet and Wireless. His Computer network research incorporates themes from Wireless network and Throughput. Within one scientific family, he focuses on topics pertaining to Human–computer interaction under Multimedia, and may sometimes address concerns connected to User interface.
His work carried out in the field of Real-time computing brings together such families of science as Forward error correction, Video quality, Jitter and Packet loss. The study incorporates disciplines such as Bandwidth, Latency and Server in addition to The Internet. His Latency research integrates issues from Quality of experience and Cloud computing.
Mark Claypool mainly investigates Computer network, Quality of experience, Cloud computing, Multimedia and Wireless. His studies in Computer network integrate themes in fields like Throughput and Mobile device. His Cloud computing research includes elements of Real-time computing and Latency.
In his study, which falls under the umbrella issue of Latency, Human–computer interaction is strongly linked to Distributed computing. His studies deal with areas such as Video tracking and Video processing as well as Multimedia. The Wireless study combines topics in areas such as QUIC and Traffic analysis.
His main research concerns Multimedia, Computer network, Wireless, TCP congestion-avoidance algorithm and Bottleneck bandwidth. His research in Multimedia intersects with topics in Volume and Web crawler. His research integrates issues of Internet access and Throughput in his study of Computer network.
His TCP congestion-avoidance algorithm research is multidisciplinary, relying on both Internet Protocol and Round-trip delay time. As part of the same scientific family, Mark Claypool usually focuses on Real-time computing, concentrating on Deep packet inspection and intersecting with QUIC. He combines subjects such as Range, Lag and Human–computer interaction with his study of Server.
This overview was generated by a machine learning system which analysed the scientist’s body of work. If you have any feedback, you can contact us here.
Combining Content-Based and Collaborative Filters in an Online Newspaper
Mark Claypool;Anuja Gokhale;Tim Miranda;Paul Murnikov.
international acm sigir conference on research and development in information retrieval (1999)
Implicit interest indicators
Mark Claypool;Phong Le;Makoto Wased;David Brown.
intelligent user interfaces (2001)
Latency and player actions in online games
Mark Claypool;Kajal Claypool.
Communications of The ACM (2006)
The effects of loss and latency on user performance in unreal tournament 2003
Tom Beigbeder;Rory Coughlan;Corey Lusher;John Plunkett.
network and system support for games (2004)
Inferring user interest
M. Claypool;D. Brown;P. Le;M. Waseda.
IEEE Internet Computing (2001)
The effect of latency on user performance in Warcraft III
Nathan Sheldon;Eric Girard;Seth Borg;Mark Claypool.
network and system support for games (2003)
WBest: A bandwidth estimation tool for IEEE 802.11 wireless networks
Mingzhe Li;M. Claypool;R. Kinicki.
local computer networks (2008)
Teaching software engineering through game design
Kajal Claypool;Mark Claypool.
technical symposium on computer science education (2005)
The effects of jitter on the peceptual quality of video
Mark Claypool;Jonathan Tanner.
acm multimedia (1999)
Latency can kill: precision and deadline in online games
Mark Claypool;Kajal Claypool.
Proceedings of the first annual ACM SIGMM conference on Multimedia systems (2010)
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