Combing content-based and collaborative filters in an online newspaper M Claypool, A Gokhale, T Miranda, P Murnikov, D Netes, M Sartin Proc. of Workshop on Recommender Systems-Implementation and Evaluation, 1999 | 1458 | 1999 |
Implicit interest indicators M Claypool, P Le, M Wased, D Brown Proceedings of the 6th international conference on Intelligent user …, 2001 | 1019 | 2001 |
Latency and player actions in online games M Claypool, K Claypool Communications of the ACM 49 (11), 40-45, 2006 | 727 | 2006 |
The effects of loss and latency on user performance in unreal tournament 2003® T Beigbeder, R Coughlan, C Lusher, J Plunkett, E Agu, M Claypool Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for …, 2004 | 462 | 2004 |
The Effects of Jitter on the Perceptual Quality of Video M Claypool, J Tanner Proceedings of the ACM Multimedia Conference 2, 1999 | 299 | 1999 |
Inferring user interest M Claypool, D Brown, P Le, M Waseda IEEE Internet Computing 5 (6), 32-39, 2001 | 274 | 2001 |
The effect of latency on user performance in Warcraft III N Sheldon, E Girard, S Borg, M Claypool, E Agu Proceedings of the 2nd workshop on Network and system support for games, 3-14, 2003 | 253 | 2003 |
WBest: A bandwidth estimation tool for IEEE 802.11 wireless networks M Li, M Claypool, R Kinicki 2008 33rd IEEE Conference on Local Computer Networks (LCN), 374-381, 2008 | 240 | 2008 |
Teaching software engineering through game design K Claypool, M Claypool ACM SIGCSE Bulletin 37 (3), 123-127, 2005 | 238 | 2005 |
Latency can kill: precision and deadline in online games M Claypool, K Claypool Proceedings of the first annual ACM SIGMM conference on Multimedia systems …, 2010 | 210 | 2010 |
The effects of frame rate and resolution on users playing first person shooter games M Claypool, K Claypool, F Damaa Multimedia computing and networking 2006 6071, 607101, 2006 | 200 | 2006 |
NS by Example J Chung, M Claypool Disponível na Internet via URL: http://nile. wpi. edu/NS. Arquivo capturado …, 2002 | 200 | 2002 |
Networking and online games: understanding and engineering multiplayer Internet games G Armitage, M Claypool, P Branch John Wiley & Sons, 2006 | 184 | 2006 |
On frame rate and player performance in first person shooter games KT Claypool, M Claypool Multimedia systems 13 (1), 3-17, 2007 | 175 | 2007 |
The effect of latency on user performance in real-time strategy games M Claypool Computer Networks 49 (1), 52-70, 2005 | 159 | 2005 |
An empirical study of realvideo performance across the internet Y Wang, M Claypool, Z Zuo Proceedings of the 1st ACM SIGCOMM Workshop on Internet Measurement, 295-309, 2001 | 148 | 2001 |
The effects of latency on player performance in cloud-based games M Claypool, D Finkel 2014 13th Annual Workshop on Network and Systems Support for Games, 1-6, 2014 | 114 | 2014 |
Thin to win? Network performance analysis of the OnLive thin client game system M Claypool, D Finkel, A Grant, M Solano 2012 11th Annual Workshop on Network and Systems Support for Games (NetGames …, 2012 | 113 | 2012 |
The effects of latency on online madden NFL football J Nichols, M Claypool Proceedings of the 14th international workshop on Network and operating …, 2004 | 113 | 2004 |
Characteristics of streaming media stored on the Web M Li, M Claypool, R Kinicki, J Nichols ACM Transactions on Internet Technology (TOIT) 5 (4), 601-626, 2005 | 105 | 2005 |