[Aggarwal01] Aggarwal, Ashish 외, “Compander Domain Approach to Scalable AAC.” 110th Audio Engineering Society Convention, 2001.
[Amielh02] Amielh, Myriam 외, “Bitstream Syntax Description Language: Application of XML-Schema to Multimedia Content Adaptation.” International World Wide Web Conference (WWW 2002).
[Di Giacomo04] Di Giacomo, Thomas 외, “Adaptation of Virtual Human Animation and Representation for MPEG.” Elsevier Computer & Graphics, 2004, Vol. 28, No. 4: pp. 65–74.
[Fei99] Fei, Guangzheng 외, “A Real-Time Generation Algorithm of Progressive Mesh with Multiple Properties.” ACM Symposium on Virtual Reality Software and Technology, 1999: pp. 178–179.
[Garland97] Garland, Michael 외, “Surface Simplification Using Quadric Error Metrics.” SIGGRAPH 1997: pp. 209–216.
[Hoppe96] Hoppe, Hugues, “Progressive Meshes.” SIGGRAPH 1996: pp. 99–108.
[Kim03] Kim, Jae-Gon 외, “Content-Adaptive Utility Based Video Adaptation.” IEEE International Conference on Multimedia & Expo (ICME 2003): pp. 85–94.
[Magnenat-Thalmann04] Magnenat-Thalmann, Nadia 외, Handbook of Virtual Human, John Wiley & Sons, 2004.
[Preda04] Preda, Marius 외, “Virtual Character within MPEG-4 Animation Framework eXtension.” IEEE Transactions on Circuits and Systems for Video Technology, 2004, Vol. 14, No. 7: pp. 975–988.
[Seo00] Seo, Hyewon 외, “LoD Management on Animating Face Models.” IEEE Virtual Reality 2000: pp. 161–168.
[Van Raemdonck02] Van Raemdonck, Wolfgang 외, “Content-Adaptive Utility Based Video Adaptation.” IEEE International Conference on Multimedia & Expo (ICME 2002): pp. 369–372.
[Walsh02] Walsh, Aaron 외, The MPEG-4 Jump-Start. Prentice Hall PTR, 2002.
[Alexander02] Alexander, Thor, “GoCap: Game Observation Capture.” AI Programming Wisdom, Charles River Media, 2002.
[Booch98] Booch, Grady, The Unified Modeling Language User Guide. Addison Wesley, 1998.
[Evans02] Evans, Richard, “Varieties of Learning.” AI Programming Wisdom, Charles River Media, 2002.
[Gamma94] Gamma, Erich 외, Design Patterns. Addison-Wesley Longman, 1994.
[Garcia04] Garcia, Inmaculada, Ramon Molla, and Toni Barella, “GDESK: Game Discrete Event Simulation Kernel.” Proceedings of the 12th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2004 (WSCG 2004). 웹 http://wscg.zcu.cz/wscg2004/Papers_2004_Full/E67.pdf.
[Geiss99] Geiss, W., Multiagent System: A Modern Approach to Distributed Artificial Intelligence. The MIT Press, 1999.
[LeBlanc00] LeBlanc, Marc, “Formal Design Tools - Emergent Complexity & Emergent Narrative.” Proceedings of the Game Developer’s Conference (GDC 2000).
[Manslow02] Manslow, John, “Imitating Random Variables in Behavior Using a Neural Network.” AI Programming Wisdom, Charles River Media, 2002.
[Norlig00] Norling, E., L. Sonenberg, and R. Ronnquitst, R., “Enhancing Multi-Agent Based Simulation with Human-Like Decision Making Strategies.” Proceedings of Second International Workshop on Multi-Agent-Based Simulation 2000, Boston. 웹 http://citeseer.ist.psu.edu/norling00enhancing.html.
[Ramazani94] Ramazani, Dunia, “Contribution of Object-Oriented Methodologies to the Specification of Complex Systems.” IEEE Engineering of Complex Computer Systems (ECCS 1995): pp. 183–186.
[Rogova03] Rogova, G., C. Lollett, and P. Scott, “Utility-Based Sequential Decision-Making In Evidential Cooperative Multi-Agent Systems.” Proceedings of the Sixth International Conference of Information Fusion, 2003.
[Rumbaugh94] Rumbaugh, J., “Building boxes: Composite Objects.” JOOP, Vol. 7, No. 7: pp. 12–22, 1994년 11월.
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[Seow03] Seow, Kiam Tian, Kok-Wai Wong, “Collaborative Assignment: Using Arbitrated Self-Optimal Initializations for Faster Negotiation.” Proceedings of the International Conference on Computational Intelligence, Robotics and Autonomous Systems (CIRAS’03), 2003.
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7.3 게임 객체를 위한 전역 고유 식별자 생성
[ITU-T-X.667] ISO/IEC 9834-8:2004 Information Technology, “Procedures for the operation of OSI Registration Authorities: Generation and Registration of Universally Unique Identifiers (UUIDs) and their use as ASN.1 Object Identifier Components.” ITU-T Rec. X.667, 2004.
[Svarovsky02] Svarovsky, Jan, “Minimizing Latency in Real-Time Strategy Games.” Game Programming Gems 3, Charles River Media, 2002.
[Woodcock05] Woodcock, Bruce Sterling, “MMOG Active Subscriptions 0-150,000.” 2005년 8월 15일. 웹 http://www.mmogchart.com/.
7.5 NAT 구멍 뚫기와 신뢰성 있는 동급간 게이밍 TCP 연결
[Biggadike05] Biggadike, A., D. Ferullo, G. Wilson, A. Perrig. “NATBLASTER: Establishing TCP Connections Between Hosts Behind NATs.” ACM SIGCOMM Asia Workshop, Beijing, China, 2005년 4월.
[Eppinger05] J. Eppinger, “TCP Connections for P2P Apps. A Software Approach to Solving the NAT Problem.” Technical Report CMU-ISRI-05-104, Carnegie Mellon University, 2005년 1월.
[Ford05] Ford, B., P. Srisuresh, D. Kegel, “Peer-to-Peer Communication Across Network Address Translator.” Usenix Annual Report, 2005년 2월.
[Rosenberg 03] Rosenberg, J., J. Weinberger, C. Huitema, R. Mahy, “RFC 3489 - STUN - Simple Traversal of User Datagram Protocol (UDP) Through Network Address Translators (NATs).” 2003. 웹 http://www.faqs.org/rfcs/rfc3489.html