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John Aycock

Biographic Data

ID1095786
NAMEJohn Aycock
GIVEN NAMESJohn
FAMILY NAMEAycock
SIGNATUREAYCOCK J
AFFILIATIONSUniversity of Calgary
ORCID0000-0003-0352-489X
VERIFIEDYes
TOTAL WORKS13
TOTAL CITATIONS17
AUTHOR COUNT13
EDITOR COUNT0
FIRST PUBLICATION YEAR2008
LATEST PUBLICATION YEAR2025
H-INDEX2
  • Close Reading a Close Reading

    Open Access•John Aycock•ARTICLE•Loading•2025

    Mystery House is a game that was released in 1980 for the Apple II computer. It was the first text adventure game known to be illustrated and was the game design debut of celebrated game designer Roberta Williams. The landmark 2008 book Mechanisms: New Media and the Forensic Imagination performed a close reading of a Mystery Housefloppy disk, and in this paper I turn a critical eye to this previous work. My close reading of Mystery House’s earlie…

  • Experimental Archaeogaming

    Open Access•John Aycock, Katie Biittner•ARTICLE•Advances in Archaeological Practice•2024•References: 17

    Archaeogaming is an area of increasing interest within archaeology. As archaeogaming's theory and practice are being fleshed out, it is worth considering if there are parallels to traditional archaeological methods within the study of video games. Here, we examine one such possibility: is there an archaeogaming equivalent to experimental archaeology? As a case study, we explore the system used for the mid-1980s development of an unreleased video …

  • Still Entombed After All These Years

    Open Access•Paul Allen Newell, John Aycock et al.•ARTICLE•Internet Archaeology•2022•Cited by: 1•References: 3

    The Atari 2600 video game Entombed (1982) left open questions in the design and implementation of its efficient maze-generation algorithm that, through serendipity, we are able to address at last. We have analysed almost 500 artefacts that capture the development process leading up to Entombed, artefacts that have not been seen for decades, including a distinct, unreleased Atari 2600 game. This work is interdisciplinary between the fields of arch…

  • Decoding the Cauzin Softstrip

    Open Access•Michael Reimsbach, John Aycock•ARTICLE•Archival Science•2021

    Having content in an archive is of limited value if it cannot be read and used. As a case study of extricating information from obsolete media, making it readable once again through deep learning techniques, we examine the Cauzin Softstrip: one of the first two-dimensional bar codes, released in 1985 by Cauzin Systems, which could be used for encoding all manner of digital data. Softstrips occupy a curious middle ground, as they were both physica…

  • The coming tsunami of digital artefacts

    Open Access•John Aycock•ARTICLE•Antiquity•2021•Cited by: 7•References: 18

    Contemporary life has become deeply entangled with the digital. Every day, huge quantities of data, or digital artefacts, are generated. To date, the archaeological study of these artefacts has been limited, its potential demonstrated by a few initial studies and, more recently, the emergence of archaeogaming. If archaeology seeks to understand human culture, however, the study of these digital artefacts must become mainstream. This will require …

  • The coming tsunami of digital artefacts

    Open Access•John Aycock•ARTICLE•Antiquity•2021•References: 6

    An abstract is not available for this content so a preview has been provided. Please use the Get access link above for information on how to access this content

  • A Tale of Two CDs

    Open Access•John Aycock, Andrew Reinhard et al.•ARTICLE•Open Archaeology•2019•Cited by: 2•References: 4

    As an example of how the archaeology of modern/contemporary media can be conducted, we examine the technology behind artifacts with cultural relevance in modern society: video games. In particular, we look at two game artifacts from the PC Engine/TurboGrafx-16, a game console produced from 1987–1994. A 1× CD-ROM drive could be added on to the console, with a corresponding increase in the amount of data a game could access, and some games took adv…

  • Inspecting the Foundation of Mystery House

    Open Access•John Aycock, Katie Biittner•ARTICLE•Journal of Contemporary Archaeology•2019•Cited by: 5•References: 7

    Computer games are recent artifacts that have had, and continue to have, enormous cultural impact. In this interdisciplinary collaboration between computer science and archaeology, we closely examine one such artifact: the 1980 Apple II game Mystery House, the first graphical adventure. We focus on implementation rather than gameplay, treating the game as a digital artifact. What can we learn about the game and its development process through rev…

  • Copy Protection in Jet Set Willy

    Open Access•John Aycock, Andrew Reinhard et al.•ARTICLE•Internet Archaeology•2017•Cited by: 1

    Video games, and more generally computer games, are unquestionably technological artefacts that have cultural significance. Old computer games in particular had to function under technical constraints that would be alien to many modern programmers, while at the same time providing something novel and at first foreign to consumers. How did their creators accomplish their technical feats, and what impact did that have for the player-consumer? The s…

  • TransforMitt

    John Aycock•ARTICLE•Leonardo•2013

    TransforMitt is a Dada art project that makes a statement about political campaigning using a computerized parody of U.S. presidential candidate Mitt Romney's messages (tweets) on Twitter. The author describes the method used to generate the parody, issues that arose, how and why a human is still required, and whether Twitter is an effective medium

  • Computer Science Security Research and Human Subjects

    Open Access•Elizabeth Buchanan, John Aycock et al.•ARTICLE•Journal of Empirical Research on…•2011•Cited by: 1•References: 2

    This paper explores the growing concerns with computer science research, and in particular, computer security research and its relationship with the committees that review human subjects research. It offers cases that review boards are likely to confront, and provides a context for appropriate consideration of such research, as issues of bots, clouds, and worms enter the discourse of human subjects review

  • "Good" worms and human rights

    Open Access•John Aycock, Alana Maurushat•ARTICLE•ACM SIGCAS Computers and Society•2008

    The extent of Internet censorship in countries like China is regularly tested, but the testing methods used from within a censored country can entail risk for humans. A benevolent worm can be used for testing instead: the worm's self-replication, long the bane of suggested benevolent viruses and worms, is shown to be essential here. We describe the design of this benevolent worm, along with some other related applications for it. A technical, eth…

  • Painting the Internet

    John Aycock•ARTICLE•Leonardo•2008•References: 3

    April 01 2008 Painting the Internet John Aycock John Aycock Search for other works by this author on: This Site Google Scholar Author and Article Information John Aycock Online ISSN: 1530-9282 Print ISSN: 0024-094X © 2008 Massachusetts Institute of Technology2008 Leonardo (2008) 41 (2): 112–113. https://doi.org/10.1162/leon.2008.41.2.112 Cite Icon Cite Permissions Share Icon Share Facebook Twitter LinkedIn Email Views Icon Views Article contents …

  • The coming tsunami of digital artefacts

    Open Access•John Aycock•ARTICLE•Antiquity•2021•Cited by: 7•References: 18

    Contemporary life has become deeply entangled with the digital. Every day, huge quantities of data, or digital artefacts, are generated. To date, the archaeological study of these artefacts has been limited, its potential demonstrated by a few initial studies and, more recently, the emergence of archaeogaming. If archaeology seeks to understand human culture, however, the study of these digital artefacts must become mainstream. This will require …

  • Inspecting the Foundation of Mystery House

    Open Access•John Aycock, Katie Biittner•ARTICLE•Journal of Contemporary Archaeology•2019•Cited by: 5•References: 7

    Computer games are recent artifacts that have had, and continue to have, enormous cultural impact. In this interdisciplinary collaboration between computer science and archaeology, we closely examine one such artifact: the 1980 Apple II game Mystery House, the first graphical adventure. We focus on implementation rather than gameplay, treating the game as a digital artifact. What can we learn about the game and its development process through rev…

  • A Tale of Two CDs

    Open Access•John Aycock, Andrew Reinhard et al.•ARTICLE•Open Archaeology•2019•Cited by: 2•References: 4

    As an example of how the archaeology of modern/contemporary media can be conducted, we examine the technology behind artifacts with cultural relevance in modern society: video games. In particular, we look at two game artifacts from the PC Engine/TurboGrafx-16, a game console produced from 1987–1994. A 1× CD-ROM drive could be added on to the console, with a corresponding increase in the amount of data a game could access, and some games took adv…

  • Still Entombed After All These Years

    Open Access•Paul Allen Newell, John Aycock et al.•ARTICLE•Internet Archaeology•2022•Cited by: 1•References: 3

    The Atari 2600 video game Entombed (1982) left open questions in the design and implementation of its efficient maze-generation algorithm that, through serendipity, we are able to address at last. We have analysed almost 500 artefacts that capture the development process leading up to Entombed, artefacts that have not been seen for decades, including a distinct, unreleased Atari 2600 game. This work is interdisciplinary between the fields of arch…

  • Copy Protection in Jet Set Willy

    Open Access•John Aycock, Andrew Reinhard et al.•ARTICLE•Internet Archaeology•2017•Cited by: 1

    Video games, and more generally computer games, are unquestionably technological artefacts that have cultural significance. Old computer games in particular had to function under technical constraints that would be alien to many modern programmers, while at the same time providing something novel and at first foreign to consumers. How did their creators accomplish their technical feats, and what impact did that have for the player-consumer? The s…

  • Computer Science Security Research and Human Subjects

    Open Access•Elizabeth Buchanan, John Aycock et al.•ARTICLE•Journal of Empirical Research on…•2011•Cited by: 1•References: 2

    This paper explores the growing concerns with computer science research, and in particular, computer security research and its relationship with the committees that review human subjects research. It offers cases that review boards are likely to confront, and provides a context for appropriate consideration of such research, as issues of bots, clouds, and worms enter the discourse of human subjects review

  • "Good" worms and human rights

    Open Access•John Aycock, Alana Maurushat•ARTICLE•ACM SIGCAS Computers and Society•2008

    The extent of Internet censorship in countries like China is regularly tested, but the testing methods used from within a censored country can entail risk for humans. A benevolent worm can be used for testing instead: the worm's self-replication, long the bane of suggested benevolent viruses and worms, is shown to be essential here. We describe the design of this benevolent worm, along with some other related applications for it. A technical, eth…

  • Painting the Internet

    John Aycock•ARTICLE•Leonardo•2008•References: 3

    April 01 2008 Painting the Internet John Aycock John Aycock Search for other works by this author on: This Site Google Scholar Author and Article Information John Aycock Online ISSN: 1530-9282 Print ISSN: 0024-094X © 2008 Massachusetts Institute of Technology2008 Leonardo (2008) 41 (2): 112–113. https://doi.org/10.1162/leon.2008.41.2.112 Cite Icon Cite Permissions Share Icon Share Facebook Twitter LinkedIn Email Views Icon Views Article contents …

  • Computer Science Security Research and Human Subjects

    Open Access•Elizabeth Buchanan, John Aycock et al.•ARTICLE•Journal of Empirical Research on…•2011•Cited by: 1•References: 2

    This paper explores the growing concerns with computer science research, and in particular, computer security research and its relationship with the committees that review human subjects research. It offers cases that review boards are likely to confront, and provides a context for appropriate consideration of such research, as issues of bots, clouds, and worms enter the discourse of human subjects review

  • TransforMitt

    John Aycock•ARTICLE•Leonardo•2013

    TransforMitt is a Dada art project that makes a statement about political campaigning using a computerized parody of U.S. presidential candidate Mitt Romney's messages (tweets) on Twitter. The author describes the method used to generate the parody, issues that arose, how and why a human is still required, and whether Twitter is an effective medium

  • Copy Protection in Jet Set Willy

    Open Access•John Aycock, Andrew Reinhard et al.•ARTICLE•Internet Archaeology•2017•Cited by: 1

    Video games, and more generally computer games, are unquestionably technological artefacts that have cultural significance. Old computer games in particular had to function under technical constraints that would be alien to many modern programmers, while at the same time providing something novel and at first foreign to consumers. How did their creators accomplish their technical feats, and what impact did that have for the player-consumer? The s…

  • A Tale of Two CDs

    Open Access•John Aycock, Andrew Reinhard et al.•ARTICLE•Open Archaeology•2019•Cited by: 2•References: 4

    As an example of how the archaeology of modern/contemporary media can be conducted, we examine the technology behind artifacts with cultural relevance in modern society: video games. In particular, we look at two game artifacts from the PC Engine/TurboGrafx-16, a game console produced from 1987–1994. A 1× CD-ROM drive could be added on to the console, with a corresponding increase in the amount of data a game could access, and some games took adv…

  • Inspecting the Foundation of Mystery House

    Open Access•John Aycock, Katie Biittner•ARTICLE•Journal of Contemporary Archaeology•2019•Cited by: 5•References: 7

    Computer games are recent artifacts that have had, and continue to have, enormous cultural impact. In this interdisciplinary collaboration between computer science and archaeology, we closely examine one such artifact: the 1980 Apple II game Mystery House, the first graphical adventure. We focus on implementation rather than gameplay, treating the game as a digital artifact. What can we learn about the game and its development process through rev…

  • Decoding the Cauzin Softstrip

    Open Access•Michael Reimsbach, John Aycock•ARTICLE•Archival Science•2021

    Having content in an archive is of limited value if it cannot be read and used. As a case study of extricating information from obsolete media, making it readable once again through deep learning techniques, we examine the Cauzin Softstrip: one of the first two-dimensional bar codes, released in 1985 by Cauzin Systems, which could be used for encoding all manner of digital data. Softstrips occupy a curious middle ground, as they were both physica…

  • The coming tsunami of digital artefacts

    Open Access•John Aycock•ARTICLE•Antiquity•2021•Cited by: 7•References: 18

    Contemporary life has become deeply entangled with the digital. Every day, huge quantities of data, or digital artefacts, are generated. To date, the archaeological study of these artefacts has been limited, its potential demonstrated by a few initial studies and, more recently, the emergence of archaeogaming. If archaeology seeks to understand human culture, however, the study of these digital artefacts must become mainstream. This will require …

  • The coming tsunami of digital artefacts

    Open Access•John Aycock•ARTICLE•Antiquity•2021•References: 6

    An abstract is not available for this content so a preview has been provided. Please use the Get access link above for information on how to access this content

  • Still Entombed After All These Years

    Open Access•Paul Allen Newell, John Aycock et al.•ARTICLE•Internet Archaeology•2022•Cited by: 1•References: 3

    The Atari 2600 video game Entombed (1982) left open questions in the design and implementation of its efficient maze-generation algorithm that, through serendipity, we are able to address at last. We have analysed almost 500 artefacts that capture the development process leading up to Entombed, artefacts that have not been seen for decades, including a distinct, unreleased Atari 2600 game. This work is interdisciplinary between the fields of arch…

  • Experimental Archaeogaming

    Open Access•John Aycock, Katie Biittner•ARTICLE•Advances in Archaeological Practice•2024•References: 17

    Archaeogaming is an area of increasing interest within archaeology. As archaeogaming's theory and practice are being fleshed out, it is worth considering if there are parallels to traditional archaeological methods within the study of video games. Here, we examine one such possibility: is there an archaeogaming equivalent to experimental archaeology? As a case study, we explore the system used for the mid-1980s development of an unreleased video …

  • Close Reading a Close Reading

    Open Access•John Aycock•ARTICLE•Loading•2025

    Mystery House is a game that was released in 1980 for the Apple II computer. It was the first text adventure game known to be illustrated and was the game design debut of celebrated game designer Roberta Williams. The landmark 2008 book Mechanisms: New Media and the Forensic Imagination performed a close reading of a Mystery Housefloppy disk, and in this paper I turn a critical eye to this previous work. My close reading of Mystery House’s earlie…

Computer Science (10 works) · Digital Games and Media (6 works) · History (6 works) · Archaeology (5 works) · Art (4 works) · Artificial Intelligence (4 works) · Digital Humanities and Scholarship (4 works) · History (4 works) · Law (4 works) · Political science (4 works)

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