참고문헌
[1] 고 욱, 첨단게임 기술동향 , pp.7-11, 정보과학회지, 제15권 제8호(통권 제 99호), 1997. 8.
[2] 김 수병, 백기 든 첨단 게임? , pp.96, 한겨레 21, 1997.12.25.
[3] 시스템 공학 연구소(SERI), [2]의 기사 중 게임 기술의 발전 양상 이라는 도표
[4] 여 인국, 황 대훈, 게임의 분류 및 제작 단계 , pp.12-19, 정보과학회지, 제 15권 제 8호(통권 제 99호), 1997. 8.
[5] A. S. Tanenbaum, `Distributed Operating System`, Prentice Hall, 1995.
[6] Carsten Vogt, `Quality-of-service management for multimedia streams with fixed arrival periods and variable frame sizes`, ACM Multimedia Systems, vol.3, pp.66-75, 1995.
[7] M. Macedonia, et al, `NPSNET : A Network Software Architecture for Large-Scale Virtual Environment`, Presence, vol.3, No.4, 1993.
[8] D. B. Chapman, E. D. Zwicky, `Building Internet Firewalls`, O`reilly & Associates, 1995.
[9] 신 동원, IPC Framework for Distributed MOD System`, Technical Document, 1998. 7.
[10] T. Kitayama, T. Nakajima and H. Tokuda, `RT-IPC: An IPC Extension for Real-Time Mach`, In the Proceedings of 2nd Microkernels and Other kernel Architectures, USENIX, 1993.
[11] T. Nakajima, T. Kitayama, H. Arakawa and H. Tokuda, `Integrated Management of Priority Inversion in Real-Time Mach,` The ART group Tech memo, 1993.
[12] Peter Kettle, Steve Statler, `Writing Device Drivers for SCO Unix, A Practical Approach`, Addison Wesley, 1992.
[13] Gregory R. Andrews, `Concurrent Programming, Principles and Practice` The Benjamin / Cummings Publishing Company, Inc., 1991.
[14] Dan Swartzendruber, `A Preemptable Mach Kernel`, OSF/RI Technical Report, April, 1994.
[15] C. Small, and S. Manley, `A Revisitation of Kernel Synchronization Schemes`, USENIX 1997 Winter Technical Conference, 1997.
[16] G. S. Blair, G. Coulson, and et. al., `A Programming Model and System Infrastructure for Real-Time Synchronization in Distributed Multimedia Systems,` IEEE Journal on Selected Areas in Communications, Vol.14, No.1, January 1996.
[17] L. Lamport, `Time, Clocks, and the Ordering of Events in a Distributed System`, Communication of the ACM, vol.21, pp.558-564, 1978. 6.
[18] K. M. Chandy, J. Misra, L. M. Haas, `Distributed Deadlock Detection`, ACM Transaction on Computer Systems, vol.1, pp.144-156, 1983. 5.
[19] 정 상원, Game on the Net : 네트웍 게임의 세계로 가자 , 마이크로소프트웨어, 1997. 12.
[20] 신 동원, Environment Evolution Control using Online Genetic Algorithm in Open MUD Environment`, Technical Document, 1998. 6.
[21] 신 동원, 문 제근, 김 형욱, EM(Educational Multimedia) Mud를 이용한 협동적이고 통합적인 주제별 학습방안 (금상) , pp.85-179, 제 1회 EDU-게임 소프트웨어 기획, 시나리오 공모전 수상 작품집(정보통신부 주최), 1998. 3.
[22] Bruce Schneier, `Applied Cryptography`, John Wiley & Sons, 1994.
[23] 박 현동, 정보의 암호화 - PGP 기술과 활용 , 월간 Internet Magazine, 1996. 9.
[24] D. Kohler, H. Muller, `Multimedia playout synchronization using buffer level control`, Multimedia: Advanced Teleservices and Highspeed Communication Architectures, Proceedings of 2nd international workshop of IWACA `94, pp.167-180, 1994.
[25] G. Booch, `Object-Oriented Analysis and Design with Application`, Addison-Wesley Publishing Company, 1994.
[26] Y. W. Jonathan, C. L. Liu, David H. C. Du, J. W. Hseih, `Video File Allocation over Disk Arrays for Video On Demand`, Distributed Multimedia Research Center & Department of Computer Science University of Minnesota, 1996
[27] D. James Gemmel, Harrick M. Bin, `Multimedia Storage Server: A Tutorial, ` IEEE Computer, pp.40-19, 1995. 5.
[28] Banu Ozden, Rajeev Rastogi, Avi Silberschatz, `Disk Striping in Video Server Environments`, Proceedings of IEEE Multimedia 96, pp.580-589, 1996.
[29] D. N. Serpanos, L. Georgiadis, T. Bouloutas, `MMPacking: A Load and Storage Balancing Algorithm for Distributed Multimedia Servers`, IBM Research Division Technical Document, 1996.
[30] 김 정주, 온라인 게임 - 바람의 나라 , pp.33-41, 정보과학회지, 제 15권 제 8호(통권 제 99호), 1997. 8.
[31] 장 석원, 가상 공간 충격, 머드 제작 , 마이크로소프트웨어, 1996.
[32] Qunjie, et al, `EM - An Environment Manager for Building Networked Virtual Environments`, IEEE Virtual Reality Annual International Symposium, 1995.
[33] Christer Carlsson, et al, `DIVE - A Platform for Multi-User Virtual Environments`, Computers and Graphics, 17(6), 1993.
[1] 고 욱, 첨단게임 기술동향 , pp.7-11, 정보과학회지, 제15권 제8호(통권 제 99호), 1997. 8.
[2] 김 수병, 백기 든 첨단 게임? , pp.96, 한겨레 21, 1997.12.25.
[3] 시스템 공학 연구소(SERI), [2]의 기사 중 게임 기술의 발전 양상 이라는 도표
[4] 여 인국, 황 대훈, 게임의 분류 및 제작 단계 , pp.12-19, 정보과학회지, 제 15권 제 8호(통권 제 99호), 1997. 8.
[5] A. S. Tanenbaum, `Distributed Operating System`, Prentice Hall, 1995.
[6] Carsten Vogt, `Quality-of-service management for multimedia streams with fixed arrival periods and variable frame sizes`, ACM Multimedia Systems, vol.3, pp.66-75, 1995.
[7] M. Macedonia, et al, `NPSNET : A Network Software Architecture for Large-Scale Virtual Environment`, Presence, vol.3, No.4, 1993.
[8] D. B. Chapman, E. D. Zwicky, `Building Internet Firewalls`, O`reilly & Associates, 1995.
[9] 신 동원, IPC Framework for Distributed MOD System`, Technical Document, 1998. 7.
[10] T. Kitayama, T. Nakajima and H. Tokuda, `RT-IPC: An IPC Extension for Real-Time Mach`, In the Proceedings of 2nd Microkernels and Other kernel Architectures, USENIX, 1993.
[11] T. Nakajima, T. Kitayama, H. Arakawa and H. Tokuda, `Integrated Management of Priority Inversion in Real-Time Mach,` The ART group Tech memo, 1993.
[12] Peter Kettle, Steve Statler, `Writing Device Drivers for SCO Unix, A Practical Approach`, Addison Wesley, 1992.
[13] Gregory R. Andrews, `Concurrent Programming, Principles and Practice` The Benjamin / Cummings Publishing Company, Inc., 1991.
[14] Dan Swartzendruber, `A Preemptable Mach Kernel`, OSF/RI Technical Report, April, 1994.
[15] C. Small, and S. Manley, `A Revisitation of Kernel Synchronization Schemes`, USENIX 1997 Winter Technical Conference, 1997.
[16] G. S. Blair, G. Coulson, and et. al., `A Programming Model and System Infrastructure for Real-Time Synchronization in Distributed Multimedia Systems,` IEEE Journal on Selected Areas in Communications, Vol.14, No.1, January 1996.
[17] L. Lamport, `Time, Clocks, and the Ordering of Events in a Distributed System`, Communication of the ACM, vol.21, pp.558-564, 1978. 6.
[18] K. M. Chandy, J. Misra, L. M. Haas, `Distributed Deadlock Detection`, ACM Transaction on Computer Systems, vol.1, pp.144-156, 1983. 5.
[19] 정 상원, Game on the Net : 네트웍 게임의 세계로 가자 , 마이크로소프트웨어, 1997. 12.
[20] 신 동원, Environment Evolution Control using Online Genetic Algorithm in Open MUD Environment`, Technical Document, 1998. 6.
[21] 신 동원, 문 제근, 김 형욱, EM(Educational Multimedia) Mud를 이용한 협동적이고 통합적인 주제별 학습방안 (금상) , pp.85-179, 제 1회 EDU-게임 소프트웨어 기획, 시나리오 공모전 수상 작품집(정보통신부 주최), 1998. 3.
[22] Bruce Schneier, `Applied Cryptography`, John Wiley & Sons, 1994.
[23] 박 현동, 정보의 암호화 - PGP 기술과 활용 , 월간 Internet Magazine, 1996. 9.
[24] D. Kohler, H. Muller, `Multimedia playout synchronization using buffer level control`, Multimedia: Advanced Teleservices and Highspeed Communication Architectures, Proceedings of 2nd international workshop of IWACA `94, pp.167-180, 1994.
[25] G. Booch, `Object-Oriented Analysis and Design with Application`, Addison-Wesley Publishing Company, 1994.
[26] Y. W. Jonathan, C. L. Liu, David H. C. Du, J. W. Hseih, `Video File Allocation over Disk Arrays for Video On Demand`, Distributed Multimedia Research Center & Department of Computer Science University of Minnesota, 1996
[27] D. James Gemmel, Harrick M. Bin, `Multimedia Storage Server: A Tutorial, ` IEEE Computer, pp.40-19, 1995. 5.
[28] Banu Ozden, Rajeev Rastogi, Avi Silberschatz, `Disk Striping in Video Server Environments`, Proceedings of IEEE Multimedia 96, pp.580-589, 1996.
[29] D. N. Serpanos, L. Georgiadis, T. Bouloutas, `MMPacking: A Load and Storage Balancing Algorithm for Distributed Multimedia Servers`, IBM Research Division Technical Document, 1996.
[30] 김 정주, 온라인 게임 - 바람의 나라 , pp.33-41, 정보과학회지, 제 15권 제 8호(통권 제 99호), 1997. 8.
[31] 장 석원, 가상 공간 충격, 머드 제작 , 마이크로소프트웨어, 1996.
[32] Qunjie, et al, `EM - An Environment Manager for Building Networked Virtual Environments`, IEEE Virtual Reality Annual International Symposium, 1995.
[33] Christer Carlsson, et al, `DIVE - A Platform for Multi-User Virtual Environments`, Computers and Graphics, 17(6), 1993.