The overarching objective of the modernized electric grid, the smart grid, is to integrate two-way communication technologies across power generation, transmission and distribution to deliver electricity efficiently, securely and costeffectively. However, real-time messaging exposes the entire grid to security threats ranging from attacks that disable information exchange between smart meters and data fusion centers to spurious payload content that would lead to incorrect assessment of actual demand. Such nefarious activities can compromise grid stability and efficiency. Hence, it is important to ensure secure communications and quickly detect malicious activity; this article proposes a framework for detection of false data injection attacks in smart grids. We present a measurement-based situation awareness framework that combines evidence from sensors at home-area networks, and aims to infer anomalies that signify a coordinated, well-orchestrated attack on residential smart meters at increasing spatial scales. By leveraging multi-view sensor readings, we present a Bayesian-based correlative monitoring approach that quickly detects power shifts to anomalous regimes. We evaluate our algorithms using real-world power traces.
Generation Z members use their smart devices as part of their everyday routine. Teaching methods may need to be updated to make learning materials more interesting for this generation. This paper suggests gamifying computer science subjects to enhance the learning experience for this generation. Additionally, many students face difficulty in understanding computer science materials and algorithms. Gamifying computer science education is one of the suggested teaching methods to simplify topics and increase students’ engagement. Moreover, the field of computer science is dominated by males. The use of gamification could increase women’s interest in this field. This paper demonstrates different techniques that were developed by the researchers to employ gamification in teaching computer science topics. The data was collected at the end of the two different courses. Results show that students enjoyed the suggested teaching method and found it useful. This paper also demonstrates two tools and their gamification elements. These tools were developed by the researchers to help people learn computer programming and information security.
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