GPG 6권 7부 참고자료
7.1 3D 캐릭터 애니메이션 자료 스트림의 동적 적응
- [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.
- [Tecchia02] Tecchia, Franco 외, “Image-Based Crowd Rendering.”
IEEE Computer Graphics & Applications, 2002: pp. 36–43.
- [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.
7.2 대규모 다중플레이어 게임을 위한 복잡계 기반 고수준 아키텍처
- [Ageia05] Ageia, “A White Paper: Physics, Gameplay and the Physics
Processing Unit.” 2005년 3월. 웹
http://www.ageia.com/pdf/wp_2005_3_physics_gameplay.pdf.
- [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.
- [Kirschbaum98] Kirschbaum, David, “Introduction to Complex
Systems.” 1998년 10월. 웹 http://www.calresco.org/intro.htm.
- [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.
- [Odell02] Odell, James, “Agents and Complex Systems.” Journal of
Object Technology, Vol. 1, No. 2: pp. 35–45, 2002년 7월. 웹
http://www.jot.fm/issues/issue_2002_07/column3.
- [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.
- [Seow02] Seow, Kiam Tian, Khee Yin How, “Collaborative Assignment:
A Multiagent Negotiation Approach Using BDI Concepts.” Proceedings
of the First International Conference on Autonomous Agents and
Multiagent Systems: Part 1 (ICAA 2002): pp. 256–263.
- [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.
- [Wikipedia05] Wikipedia, “Complex system.” 2005년 7월 20일. 웹
http://en.wikipedia.org/wiki/Complex_system.
- [Wilkinson93] Wilkinson, M., P. Byers, “The Engineering of Complex
Systems,” IEEE Computing & Control Engineering Journal, 1993년 8월:
pp. 187–189.
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.
7.4 MMOG의 프로토타이핑: 세컨드라이프를 이용한 게임 개념 프로토타입 작성
- [Book05] Book, Betsy, “Virtual Worlds Review.” 2005년 8월 15일. 웹
http://www.virtualworldsreview.com.
- [Brashears03] Brashears, Aaron 외, “Linden Scripting Language
Guide.” 2003. 웹
https://secondlife.com/download/guides/LSLGuide.pdf.
- [GOM05] Gaming Open Market, “Gaming Open Market Homepage.” 2005년
8월 15일. 웹 http://www.gamingopenmarket.com/.
- [Grimes05] Grimes, Ann, “Tetris Meets Bingo.” The Wall Street
Journal, 2006년 3월 3일: p. B3.
- [Havok05] Havok.com, “Havok: Dynamic Gameplay.” 2005년 8월 15일.
웹 http://www.havok.com.
- [Ondrejka04a] Ondrejka, Cory, “Aviators, Moguls, Fashionistas and
Barons: Economics and Ownership in Second Life.” 2004년 9월 23일. 웹
http://www.gamasutra.com/resource_guide/20040920/ondrejka_01.shtml.
- [Ondrejka04b] Ondrejka, Cory, “A Piece of Place: Modeling the
Digital on the Real in Second Life.” 2004년 6월 7일. 웹
http://papers.ssrn.com/sol3/papers.cfm?abstract_id=555883.
- [SecondLife04] “Second Life Starter Guide.” 2004년 6월. 웹
https://secondlife.com/download/guides/starter_guide.pdf.
- [SecondLife05a] Second Life Community, “LSL Wiki: Home Page.”
2005년 8월 15일. 웹
http://secondlife.com/badgeo/wakka.php?wakka=HomePage.
- [SecondLife05b] Linden Labs, Incorporated, “Second Life Home
Page.” 2005년 8월 15일. 웹 http://www.secondlife.com. (한국어
사이트는 http://kr.secondlife.com)
- [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.
- [Guha05] Guha, S., P. Francis, “Simple Traversal of UDP Through
NATs and TCP too (STUNT).” 2005. 웹
http://nutss.gforge.cis.cornell.edu/.
- [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