Immersive and Authentic Learning Environments to Mitigate Security Vulnerabilities in Networked Game Devices.
Walter RidgewellVive Kumar KinshukPublished in: SITIS (2013)
Keyphrases
- learning environment
- security vulnerabilities
- digital games
- learning activities
- learning process
- virtual world
- intrusion detection
- multimedia
- dos attacks
- e learning
- computer games
- learning outcomes
- video games
- mobile devices
- penetration testing
- game players
- game playing
- learning experience
- security properties
- unauthorized access
- game play
- lightweight