D-Index & Metrics Best Publications

D-Index & Metrics D-index (Discipline H-index) only includes papers and citation values for an examined discipline in contrast to General H-index which accounts for publications across all disciplines.

Discipline name D-index D-index (Discipline H-index) only includes papers and citation values for an examined discipline in contrast to General H-index which accounts for publications across all disciplines. Citations Publications World Ranking National Ranking
Computer Science D-index 32 Citations 7,439 175 World Ranking 8965 National Ranking 4121

Overview

What is he best known for?

The fields of study he is best known for:

  • Computer network
  • The Internet
  • Operating system

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 most cited work include:

  • Combining Content-Based and Collaborative Filters in an Online Newspaper (708 citations)
  • Implicit interest indicators (647 citations)
  • Latency and player actions in online games (414 citations)

What are the main themes of his work throughout his whole career to date?

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.

He most often published in these fields:

  • Computer network (41.28%)
  • Multimedia (29.65%)
  • Real-time computing (19.77%)

What were the highlights of his more recent work (between 2014-2021)?

  • Computer network (41.28%)
  • Quality of experience (5.23%)
  • Cloud computing (5.23%)

In recent papers he was focusing on the following fields of study:

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.

Between 2014 and 2021, his most popular works were:

  • TCP CUBIC versus BBR on the Highway (13 citations)
  • Silhouette: Identifying YouTube Video Flows from Encrypted Traffic (10 citations)
  • Surrender at 20? Matchmaking in league of legends (10 citations)

In his most recent research, the most cited papers focused on:

  • Computer network
  • The Internet
  • Operating system

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.

Best Publications

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)

1138 Citations

Implicit interest indicators

Mark Claypool;Phong Le;Makoto Wased;David Brown.
intelligent user interfaces (2001)

984 Citations

Latency and player actions in online games

Mark Claypool;Kajal Claypool.
Communications of The ACM (2006)

673 Citations

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)

440 Citations

Inferring user interest

M. Claypool;D. Brown;P. Le;M. Waseda.
IEEE Internet Computing (2001)

275 Citations

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)

248 Citations

WBest: A bandwidth estimation tool for IEEE 802.11 wireless networks

Mingzhe Li;M. Claypool;R. Kinicki.
local computer networks (2008)

227 Citations

Teaching software engineering through game design

Kajal Claypool;Mark Claypool.
technical symposium on computer science education (2005)

222 Citations

The effects of jitter on the peceptual quality of video

Mark Claypool;Jonathan Tanner.
acm multimedia (1999)

188 Citations

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)

179 Citations

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