학술논문
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'학술논문'
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Academic Journal
ACM SIGART Bulletin. 7(4):25-26
Academic Journal
Herrera, L. J. (E-GRAN-AT) AMS Author Profile; Pomares, H. (E-GRAN-AT) AMS Author Profile; Rojas, I. (E-GRAN-AT) AMS Author Profile; Guillen, A. (E-GRAN-AT) AMS Author Profile; Valenzuela, O. (E-GRAN-AM) AMS Author Profile
Academic Journal
Wos, Larry (1-ANL) AMS Author Profile
Review
Academic Journal
Whittle, P. (4-CAMB-S) AMS Author Profile
Electronic Resource
Lupu, E. Study regarding the impact of motion games in the intellectual-motric development of preschool children. (2011). 2nd World Conference on Psychology, Counselling and Guidance, (pp. 1209—1214 ). Petroleum-Gas University, Bucharest Bvd. Romaniaa.; Abdullah Al Mahmuda, Omar Mubina, Suleman Shahidb, Jean-Bernard Martensa. Designing social games for children and older adults: Two related case studies. (2010). Entertainment Computing, (pp. 147—156). University of Tilburg, Tilburg, The Netherlands.; Noh, S.S. & Hong, S.D. & Park, J.W. Using a Game Engine Technique to Produce 3D Entertainment Contents. (2006). ICAT '06: Proceedings of the 16th International Conference on Artificial Reality and Telexistence — Workshops, (pp. 246—251). Washington, DC, USA: IEEE Computer Society.; Huai-Che Lee Inst. for Inf. Ind., Cshinchu Chia-Ming Chang ; Jui-Shiang Chao ; Wei-Te Lin. Realistic Character Motion Response in Computer Fighting Game. (2007). Multimedia, 2007. ISM 2007. Ninth IEEE International Symposium, (pp. 246—251). Washington, DC, USA: IEEE Computer Society.; Jessica M. Jerabecka, Christopher J. Ferguson. The influence of solitary and cooperative violent video game play on aggressive and prosocial behavior. (2013). Computers in Human Behavior, (pp. 2573—2578). United States.; Canovas, Guillermo. Videojuegos, menores y responsabilidad de los padres. (2005). Estudio realizado por protégeles. Safer Internet Programme – Comisión europea.; Dragert, C. Kienzle, J. ; Verbrugge, C. Reusable components for artificial intelligence in computer games. (2012). Games and Software Engineering (GAS), 2012 2nd International Workshop. (pp. 35—41). Zurich, Switzerland.; Hartsook, K. Zook, A. ; Das, S.; Riedl, M.O. Toward supporting stories with procedurally generated game worlds. (2011). Computational Intelligence and Games (CIG), IEEE Conference. (pp. 297—304). Atlanta, GA, United States.; Yuan Hong. Zhen Liu. A Preliminary Research on Decision Model Based on Bayesian Techniques for an NPC in Computer Games. (2010). Computational Intelligence and Design (ISCID), 2010 International Symposium – Volume 2. (pp. 240—243). Hangzhou. China.; Chandler, Rafael. It Builds Character: Character Development Techniques in Games. (2005). Gamasutra The Art & business of Making Games. United States.; Lopez. Jaime Adalberto, Botina .Yuli Margarita. Vidal. Juan Carlos, Niño. Miguel Angel. Intelligent Agents in on-line Education. (2006. Euro American Conference on Telematics and Information Systems EATIS2006. (pp.114—121). Universidad Autónoma de Bucaramanga. Colombia.; Ferber, J. y Gutknecht, O. A Meta-Model for the Analysis and Design of Organizations in Multi-Agent Systems. (1998) Proceedings of the Third International Conference on Multi-Agent Systems ICMAS98,Paris. Francia.; André Marchanda, Thorsten Hennig-Thurau. Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities. (2013). Journal of Interactive Marketing. (pp. 141—157). University London, UK.; Yanli Wang; Feng Wang ; Yun Cheng ; Chengling Zhao ; Zhongmei Zheng. The study of characters design in PRG educational games. (2009). Computer Science and Information Technology, ICCSIT 2nd IEEE International Conference. (pp. 44—47 ). Beijing. China.; Y.Y. Ng, C.W. Khong, H. Thwaites. A Review of Affective Design towards Video Games. (2012). Procedia - Social and Behavioral Sciences. (pp. 687—691). Antalya, Turkey; Crawford, Chris. The Art of Computer Games. Washington: Washington State University Vancouver, 2000.; Tanguay, David. A guide to create the ideal adventure game. California: Adventure Classic Gaming, 2006.; Egri, Lajos. Art of Creative Writing. Ohio: UArt, 1998.; Zerbst, Stefan y Düvel, Oliver. 3D Game Engine Programming. Boston. Series Editor, 2004.; Feil, John y Scattergood, Marc. Beginning Game Level Desing. Boston : Thomson Course Technology PTR,, 2005.; Carrasco Polaino, Rafael. Propuesta De Tipología Básica De Los Videojuegos De PC Y Consola. 7, Villanueva. ICONO 14, 2006, Vol. I.; Archer William, Play-Making, A Manual of Craftsmanship, Capitulo 5, 1913; Freitas Sara, Maharg Paul. Digital Games and Learning. A&C Black, 2011; Freeman David, Creating emotion in games: the craft and art of Emotioneering, Computers in Entertainment (CIE), v.2 n.3, July 2004; FIPA Abstract Architecture Specification. Foundation for Intelligent Physical Agents. 2002; Russell, S. J. and Norvig P., “Artificial Intelligence : A Modern Approach”, Englewood Cliffs, NJ: Prentice Hall , 1995.; Maes, P., “Artificial Life Meets Entertainment: Life like Autonomous Agents”, Communications of the ACM, Vol. 38, Nº. 11, pp. 108-114, 1995.; Smith, D. C., A. Cypher and J. Sphorer., “KidSim: Programming Agents Without a Programming Language”, Communication of the ACM, Vol. 37, Nº. 7, pp. 55-67, 1994.; Hayes-Roth, B., “An Architecture for Adaptive Intelligent System”, Artificial Intelligence : Special Issue on Agents and Interactivity, 72, pp. 329-365, 1995.; Giret Adriana, Insfrán Emilio, Pastor Oscar, Cernuzzi Luca: OO-METHOD para el desarrollo de Sistemas de Agentes. Departamento de Sistemas Informáticos y Computación Universidad Politécnica de Valencia, España. 2000.; Wooldridge, M. and Jennings N. R., “Agent Theories, Architectures, and Languages: a Survey”, in Wooldridge and Jennings Eds., Intelligence Agents, Berlin: Springer-Verlag, Vol. 1, Nº 22, 1995; Russell, Stuart. Inteligencia Artificial : un enfoque moderno. México. Prentice - Hall , 1996.; Jennings, Nicholas. Wooldridge, Michael. Intelligent Agents: Theory and Practice Manchester : Knowledge Engineering Review, 1994.; DeLoach, Scott. Analysis and Design using MaSE and AgentTool. Ohio MAICS, 2001. Vol. XII.; Wooldridge, Michael. Jennings, Nicholas y Kinny, David. The Gaia Methodology for Agent-Oriented Analysis and Design. 27, Boston: Kluwer Academic Publishers, 2000, Vol. I.; Caire, G., Leal, F., Chainho, P., Evans, R., Garijo, F., Gomez-Sanz, J. J., Pavon, J., Kerney, P., Stark, J.,and Massonet, P. Eurescom P907: MESSAGE - Methodology for Engineering Systems of Software Agents. 2002.; Gómez-Sanz, J. Modelado de Sistemas Multi-Agente. PhD thesis, Departamento de Sistemas Informáticos y Programación, Universidad Complutense Madrid, 2002.; Iglesias Fernández, Carlos Ángel. Definición de una Metodología Para el Desarrollo de Sistemas Multiagente. Madrid-España: Universidad Politécnica de Madrid, 1998.; Rumbaugh, J, y otros. Object-Oriented Modeling and Design. Prentice -Hall , 1991.; Pressman, Roger. Ingeniería del Software. Mexico : Mac Graw Hill, 2005.; Samara Ruiz, Maria Eguimendia. Metodología para sistemas multiagente, MaSE. Vol. 1. 2005; Aguilar, J. Hidrobo, F. y Cerrada M. A Methodology to Specify Multiagent Systems. Lecture Notes in Artificial Intelligence , 4496:92–101, 2007.; Ouarda Bourass, Miguel Angel Almasa. Metodologia GAIA. 0506. Revista TAIA, Vol. 1.; Salen, Katie. Zimmerman, Eric. Rules of Play: Game Design Fundamentals. The MIT Press, 2004; Larman, Craig. UML y Patrones. Prentice Hall . 2003.; Kirmse, Andrew. Game Programming Gems 4. Massachusetts. Charles River Media.; Bourg, David y Seeman, Glenn. AI for Game Developers . United States : O’Reilly Media, 2004.; Collis, Jaron y Divine, Ndunu. ZEUS Technical Manual. Estados Unidos: British Telecommunication plc., 1999.; Vicente J. Julián Inglada, Vicente Juan Botti Navarro, Desarrollo de sistemas multi-agente en tiempo real, Revista Iberoamericana de Inteligencia Artificial . No.18, pp. 51-63. ISSN: 1137-3601. – 2003; Gómez Sanz, Jorge J. Metodologías para el desarrollo de sistemas multi-agente, Facultad de Informática, Universidad Complutense, Avda. Complutense Madrid, ISSN: 1137-3601, 2003; Henao Cálad Mónica, CommonKADS-RT: Una Metodología para el Desarrollo de Sistemas Basados en el Conocimiento de Tiempo Real, Tesis doctoral, Valencia, España. Abril de 2.001; Nwana, Hyacinth, Ndumu, Divine y Lee, Lyndon. ZEUS: An Advanced Tool-Kit for Engineering Distributed Multi-Agent Systems. CiteSeer.IST. 2007; Ierache, Jorge Salvador. Elaboracion de una aproximacion metodologica para el desarrollo de software orientado a sistemas multiagente. Madrid-España : s.n., 2003; Patricia Charlton, Yan Chen, Fredrik Espinoza, Abe Mamdani, Olle Olsson, Jeremy Pitt,Fergal Somers, and Annika Waern. An open agent architecture supporting multimediaservices on public information kiosks. In Proceedings of PAAM’97, London, U.K 1997).; AMASE: Agent-based Mobile Access to Information Services [En línea] 18 de Diciembre de 2001.; ABROSE: A Co-operative Multi-Agent Based Framework for Electronic Marketplace 18 de Diciembre de 2001.; Chess D., Harrison C., Kershenbaum A, “Mobile Agents: Are They A Good Idea?”. IBM Research Division. T. J. Watson Research Center. 1995.; Dautenhahn, K.; Bond, A.H.; Canamero, L.; Edmonds, B. Socially Intelligent Agents Creating Relationships with Computers and Robots Series : , Vol. 3 ISBN: 978-1-4020-7057-0; Ferreiro Barreiro, Divina. Estandar FIPA "Foundation For Intelligent Physical Agents". Vigo : s.n., 2002.; Smart, P. R., Scutt, T., Sycara, K., & Shadbolt, N. R. (in press) Integrating ACT-R Cognitive Models with the Unity Game Engine. In J. O. Turner, M. Nixon, U. Bernardet & S. DiPaola (Eds.), Integrating Cognitive Architectures into Virtual Character Design. IGI Global, Hershey, Pennsylvania, USA. 2016; Mayay, Israel. Aplicación con lenguaje C# de entretenimiento basado en Unity 3D. 2011.; reponame:Vitela: Repositorio Institucional PUJ; instname:Pontificia Universidad Javeriana Cali
Academic Journal
Electronic Resource
Digital Evidence and Electronic Signature Law Review; 6, pp 214-219 (2009); ISSN: 1756-4611
Review
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