참고문헌
- P. Khanal, "Design and development of a serious game for central line placement", Proc. of the 26th IEEE International Symposium on CBMS, pp.530-531, 2013.
- S. Lee and M. Kwon, "Classifying Digital Game Genres", Jour. of Korea Game Society, Vol.8, No.3, pp.3-14, 2008.
- S. Kurkovsky, "Work in progress: Evaluating the use of mobile game development in introductory CS courses", Proc. of the IEEE-FIE International Conference, pp.1-2, 2012.
- R. Koh, "Co-creativity fusions in interdisciplinary augmented reality game developments", Proc. of the IEEE International Symposium on ISMAR-AMH, pp.47-56, 2012.
- K. Noh, T. Lee, and S. Cho, "A Formal Study on Game Character Preference through Game User Classification", Jour. of Korea Game Society, Vol.7, No.4, pp.23-32, 2007.
- A. Tychsen, M. Hitchens, and T. Brolund, "Theoretical and Practical Computer Applications in Entertainment", Proc. of the ACM International Conference on IEC, pp.28-34, 2008.
- W. Tang and T. R. Wanl, "Intelligent Self -learning Characters for Computer Games", Proc. of the EGUK International Conference, pp.51, 2002.
- Y. Mishima, K. Fukuda, and H. Esaki, "An Analysis of Players and Bots Behaviors in MMORPG", Proc. of the 27th IEEE International Conference on AINA, Vol.3, No.1, pp.18-21, 2006.
- J. Oh, "Automatic Detection of Compromised Accounts in MMORPGs", Proc. of the International Conference on Social Informatics, 2012.
- J. Kawale, A. Pal, and J. Srivastava, "Churn Prediction in MMORPGs: A Social Influence Based Approach", Proc. of the International Conference on Computational Science and Engineering, 2009.
- T. Bosse and E. Zwanenburg, "Do Prospect- Based Emotions Enhance Believability of Game Characters? A Case Study in the Context of a Dice Game", IEEE Transactions on Affective Computing, Vol.6, No.1, pp.21-29, 2013.
- A. Petrenko, "Testing from Partial Deterministic FSM Specifications", IEEE Transactions on Computers, Vol.54, No.9, pp.1154-1165, 2005. https://doi.org/10.1109/TC.2005.152
- M. Borowczak and R. Vemuri, "S*FSM: A Paradigm Shift for Attack Resistant FSM Designs and Encodings", Proc. of the IEEE International Conference on BioMedCom, 2012.
- B. M. Namee and P. Cunningham, "A Proposal for an Agent Architecture for Proactive Persistent Non Player Characters", Proc. of the 12th IRISH International Conference on AI and Cognitive Science, 2001.
- G. Robert, P. Portier, and A. Guillot, "Classifier Systems As 'ANIMAT' Architectures For Action Selection In MMORPG", Proc. of the 3th International Conference on Intelligent Games and Simulation, 2002.
- M. Mateas and A. Stern, "A Behavior language for story-based believable agents", IEEE Transactions on Intelligent Systems, Vol. 17, No. 4, 2002.
- M. Delap, "Is runtime verification applicable to cheat detection?", Proc. of the ACM SIGCOMM International Conference on NGN, 2004.
- Y. Feng, T. Teng, and A. Tan, "Modelling situation awareness for Context-aware Decision Support", Expert Systems with Applications Vol.36, pp.455-463, 2009. https://doi.org/10.1016/j.eswa.2007.09.061
- B. Lee, C. Park, J. Kim, S. Youk, and K. Ryu, "An Intelligent NPC Framework for Context Awareness in MMORPG", Proc. of the International Conference on Convergence and Hybrid Information Technology, pp.190-195, 2008.
- H. Kim, D. Shin, D. Shin, S. Kim, and M. Lee, "Design of Physics Engine based on Context-Awareness for Mobile 3D Racing Game", Proc. of Korean Society for Internet Information, pp.121-125, 2010.
- R. Tibshirani and G. Walther, "Cluster Validation by Prediction Strength", Jour. of Computational and Graphical Statistics, Vol.14, No.3, pp.511-528, 2005. https://doi.org/10.1198/106186005X59243