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Travelled to:
1 × Brazil
1 × Canada
1 × Germany
1 × Israel
1 × Italy
1 × Lithuania
1 × Spain
1 × The Netherlands
1 × Turkey
Collaborated with:
R.N.Horspool J.Denzinger D.Williams-King B.Stephenson E.Pitout S.Storteboom D.M.N.d.Castro H.Crawford R.deGraaf Alex Fink Eric Kaltman Joseph C. Osborn J.Szabo R.Acton Nick Nygren E.Lin S.Greenberg E.Trotter D.Ma
Talks about:
game (4) generat (3) comput (3) python (2) experi (2) level (2) pars (2) highlight (1) videogam (1) techniqu (1)

Person: John Aycock

DBLP DBLP: Aycock:John

Contributed to:

ITiCSE 20152015
ITiCSE 20122012
CHI 20112011
ITiCSE 20102010
ITiCSE 20082008
SAC 20082008
CC 20012001
CC 20002000
CC 19991999
CIG 20072007
CIG 20112011
AIIDE 20122012
FDG 20192019

Wrote 14 papers:

ITiCSE-2015-Aycock #education #experience #topic
Applied Computer History: Experience Teaching Systems Topics through Retrogames (JA), pp. 105–110.
ITiCSE-2015-AycockPS #design #experience #game studies #python
A Game Engine in Pure Python for CS1: Design, Experience, and Limits (JA, EP, SS), pp. 93–98.
ITiCSE-2012-Aycock #named #programming
μPython: non-majors programming from the very first lecture (JA), pp. 345–350.
CHI-2011-LinGTMA #identification #people #question
Does domain highlighting help people identify phishing sites? (EL, SG, ET, DM, JA), pp. 2075–2084.
ITiCSE-2010-Williams-KingAC #named
Enbug: when debuggers go bad (DWK, JA, DMNdC), pp. 28–32.
ITiCSE-2008-AycockCd #internet #named
Spamulator: the Internet on a laptop (JA, HC, Rd), pp. 142–147.
SAC-2008-SzaboAAD
The tale of the weather worm (JS, JA, RA, JD), pp. 2097–2102.
CC-2001-AycockH #earley #parsing
Directly-Executable Earley Parsing (JA, RNH), pp. 229–243.
CC-2000-AycockH #generative
Simple Generation of Static Single-Assignment Form (JA, RNH), pp. 110–124.
CC-1999-AycockH #glr #parsing #performance
Faster Generalized LR Parsing (JA, RNH), pp. 32–46.
CIG-2007-FinkDA #behaviour #game studies #machine learning #using
Extracting NPC behavior from computer games using computer vision and machine learning techniques (AF, JD, JA), pp. 24–31.
CIG-2011-NygrenDSA #automation #framework #game studies #generative #platform
User-preference-based automated level generation for platform games (NN, JD, BS, JA), pp. 55–62.
AIIDE-2012-Williams-KingDAS #automation #game studies #generative #standard
The Gold Standard: Automatically Generating Puzzle Game Levels (DWK, JD, JA, BS).
FDG-2019-KaltmanOA #analysis #game studies #named #visualisation
S4LVE: shareable videogame analysis and visualization (EK, JCO, JA), p. 5.

Bibliography of Software Language Engineering in Generated Hypertext (BibSLEIGH) is created and maintained by Dr. Vadim Zaytsev.
Hosted as a part of SLEBOK on GitHub.