Abstract. Education accompanies us throughout our whole life. Many innovations in education have originated from modern technologies. However, the majority of learners -especially children or teenagers -find studying from electronic educational sources and web-based information systems less exciting than playing today's popular computer games that, conversely, lack signs of education. In this paper, we describe an innovative concept of generating three-dimensional interactive multimedia educational games that combine the excitement and looks of popular computer games with the educational potential of e-learning, and the concept's realization by a software system called S.M.I.L.E.: Smart Multipurpose Interactive Learning Environment. One of its key features is the automatic generation of games based on a model created by teachers without needing them to be familiar with programming or game design. Moreover, we consider various learners' abilities and features that enable different users (including handicapped) to learn effectively by playing educational games easily created by teachers. We follow the idea that everyone needs access to quality education and are convinced that by enabling cooperative education not just among learners, but also between handicapped and able-bodied ones, we bring the humane dimension into education.
Nowadays we use the 802.11i standard, which is considered safe for now. In 2010, the Hole 196 vulnerability of Group Transient Key was discovered, which allows an undetectable insider ARP poisoning attack. On this ground we have founded the possibility of malware injection into wireless communication with purpose of avoiding intrusion detection system. This paper describes creation and injection of valid 802.11i frames with malware payload. We also discuss its impact on users at home and wide corporate wireless network.
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