Search Results - "Claypool, Mark"
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Compliance With In-Home Self-Managed Rehabilitation Post-Stroke is Largely Independent of Scheduling Approach
Published in Archives of physical medicine and rehabilitation (01-04-2023)“…To investigate how participants self-schedule their engagement with domestic rehabilitation gaming platform, and how their scheduling behavior in turn…”
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How Autism Is Reshaping Special Education: The Unbundling of IDEA
Published in Rowman & Littlefield Publishers (01-02-2017)“…Special education in the United State is based on the concept of access--public schools are open to all children. But access is no longer a sufficient…”
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Exercise performance and peripheral vascular insufficiency improve with AMPK activation in high-fat diet-fed mice
Published in American journal of physiology. Heart and circulatory physiology (15-04-2014)“…Intermittent claudication is a form of exercise intolerance characterized by muscle pain during walking in patients with peripheral artery disease (PAD)…”
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Inhibition of Janus kinase signaling during controlled mechanical ventilation prevents ventilation‐induced diaphragm dysfunction
Published in The FASEB journal (01-07-2014)“…ABSTRACT Controlled mechanical ventilation (CMV) is associated with the development of diaphragm atrophy and contractile dysfunction, and respiratory muscle…”
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Noninvasive imaging of in vivo MuRF1 expression during muscle atrophy
Published in PloS one (01-04-2014)“…Numerous human diseases can lead to atrophy of skeletal muscle, and loss of this tissue has been correlated with increased mortality and morbidity rates…”
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The effect of latency on user performance in Real-Time Strategy games
Published in Computer networks (Amsterdam, Netherlands : 1999) (15-09-2005)“…Latency on the Internet is a well-known problem for interactive applications. The growth in interactive network games brings an increased importance in…”
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Dragonfly: strengthening programming skills by building a game engine from scratch
Published in Computer science education (01-06-2013)“…Computer game development has been shown to be an effective hook for motivating students to learn both introductory and advanced computer science topics. While…”
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On the performance of OnLive thin client games
Published in Multimedia systems (01-10-2014)“…Computer games stand to benefit from “cloud” technology by doing heavy-weight, graphics-intensive computations at the server, sending only the visual game…”
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CStream: neighborhood bandwidth aggregation for better video streaming
Published in Multimedia tools and applications (01-05-2014)“…Despite the popularity of watching videos online, challenges still remain in video streaming in many scenarios. Limited home broadband and mobile phone 3G…”
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Networked Games in the Midst of the Clouds [Guest editors' introduction]
Published in IEEE internet computing (01-05-2014)“…Networked games in the context of the emerging technologies of cloud and mobile computing facilitate an enhanced gaming experience for consumers. Software…”
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Who is the King of the Hill? Traffic Analysis over a 4G Network
Published in 2018 IEEE International Conference on Communications (ICC) (01-05-2018)“…The increase in radio link capacities has brought significant growth in number and variety of mobile applications. To support these applications, network…”
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Conference Proceeding -
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Impact of Acknowledgments on Application Performance in 4G LTE Networks
Published in Wireless personal communications (01-12-2015)“…Fourth generation (4G) Long Term Evolution (LTE) is a new mobile phone network standard designed to provide both the capacity and Quality of Service (QoS)…”
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On frame rate and player performance in first person shooter games
Published in Multimedia systems (01-09-2007)Get full text
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Spaz! The Effects of Local Latency on Player Actions in a Desktop-Based Exergame
Published in IEEE transactions on games (01-12-2022)“…Technological advancement has decreased network latencies while simultaneously increasing local latencies. This may impact exergames-video games that…”
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Assignment of games to servers in the OnLive cloud game system
Published in 2014 13th Annual Workshop on Network and Systems Support for Games (01-12-2014)“…OnLive is a thin-client, cloud-based, video game streaming service. As part of their service, OnLive must distribute game content to their servers in a manner…”
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Conference Proceeding -
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Measurement of Cloud-based Game Streaming Systems Competing with DASH Flows
Published in 2024 IEEE 30th International Symposium on Local and Metropolitan Area Networks (LANMAN) (10-07-2024)“…Cloud-based game streaming requires low-latency and high-throughput networking to support real-time interactivity and high-quality visuals critical to such…”
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Conference Proceeding -
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Guest editorial for special issue on massively multiplayer online gaming systems and applications
Published in Multimedia tools and applications (01-10-2009)“…Issue Title: Special Issue on Massively Multiplayer Online Gaming Systems and Applications; Guest Editors: Shervin Shirmohammadi and Mark Claypool…”
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A First Look at the Network Turbulence for Google Stadia Cloud-based Game Streaming
Published in IEEE INFOCOM 2021 - IEEE Conference on Computer Communications Workshops (INFOCOM WKSHPS) (10-05-2021)“…While there have been network studies of traditional network games and streaming video, there is less work measuring cloud-based game streaming traffic and…”
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Conference Proceeding