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Tuesday, March 23, 2010

ADVICE 4 TODAY
posted by MICHAEL SANGSTER WEBS
AY : tension is when ur wife gets pregnant,terror is when ur girlfriend is pregnant and horror is when both r pregnant n u hav no idea who is responsible.

Q: What do Chelsea,Liverpool and Arsenal fans do after winning the UEFA Champions Leage? A: They switch off their playstations.

Two whores sat next 2 each other,one whore asked the other how come she doesnt hve hair on her pussy,the other whore replied by saying if u hve ever seen grass on a busy highway.

A small guy goes into an
elevator and notices a huge guy standing next to him. The big guy looks down on
the small white guy and says, "Seven foot tall, three hundred fifty pounds,
twenty-inch dick, three-pound left ball, three-pound right ball, Turner
Brown." The small guy faints! The big guy picks up the small guy
an...d brings him to, slapping his face and shaking him. He asks the small guy,
"What's wrong?" The small guy says, "Excuse me, but what did you
say?" The big guy looks down and says "Seven foot tall, three hundred
fifty pounds, twenty-inch dick, three- pound left ball, three-pound right ball,
my name is Turner Brown." The small guy says, "Thank God, I thought you
said, "Turn around."


ati 1 chik hd 2 parots that were always saying "hey! We're prostitutes wana hav sam fun" , as the chic was devoutely catholic she felt offended n tuk the whole matter to a priest, the priest listend in a fatherly manner afta whch he pronouncd "that iz very sad my daughter,... bt i may hv a remedy" n he went on to explain bout hz two parrots that did nathng bt pray all day "i propose u bring ur parrots to my hauz n maybe my two holy praying parots wil +vely influence urz" . So the next sunday, she tuk her two prostitute parots to meet the prayn parots ... As sun as the two female parots were put on the table next to the prayng male 1z they said "hey! We're. . . . , . ." afta whch one of the male holy parots turnd to the other n said 'hey moses, put down the beads our prayerz hv bin ansad'

Thr were 2 lovers.one dy ,the gal found her boy fred dip in thot.she askd hm wht he ws thnkng abt."i ws thnkng abt u'',th boy fred replyd."does it mean u lov me tht much"?th gal askd smiling.lookng suprsd her boy fred replyd.'u bitch, u forgot u owe me 2000 shilings?"the gal fainted

2 men were huntin n they came across a bear. The bear starts chasing them and they r running as fast as they can. They looked back and the bear was gaining on them. They r running neck and neck and 1 says 2 the other, i dont think we r going 2 outrun this bear. The other hunter says i am not worried about the bear, i only hav 2 outrun u!
Why is sex like software?

For everyone who pays for it, there are hundreds getting it for free.

A bartender spotted a blonde down on her knees at the end of the bar. He walk her way and offered, can i help u with somthing? My diamond ring fell off and can't find it, she grumbled. Did u lose it right around there? he asked. No, it came off outside the men's room,the blonde huffed, but the light's much better over here!

One man (lets call him Johnny) came to gun shop.
J(ohnny):I want a pistol
S(alesman):Choose from this wall (points at wall full of pistols)
J: (points at biggest pistol) I want this,
S: An .44 Magnum? And for what purpose?
J: For shooting cans.
S: (points on smaller handgun) For shooting cans is the best this one.
J: (points again on .44) No, I want this one.
S: And what cans will you shoot at?
J: Um...Mexi-cans, Portori-cans, Afri-cans...

A white guy walks into a bar and asked a black guy for a bl*w job.
The black guy beat him up and threw him out of the bar.
The bartender then asked, "What did he say to you?
The black guy responded I don't know all I heard is something about a job!!

A man and his wife go to their honeymoon hotel for their 25th anniversary.
As the couple reflected on that magical evening 25 years ago, the wife asked the husband, "When you first saw my naked body in front of you, what was going through your mind?"
The husband replied, "All I wanted to do was to f*ck your brains out, and suck your tits dry."
Then, as the wife undressed, she asked, "What are you thinking now?"
He replied, "It looks as if I did a pretty good job."

A young brunette goes into the doctor's office and says that her body hurts wherever she touches it.
"Impossible," says the doctor. "Show me."
She takes her finger and pushes her elbow and screams in agony. She pushes her knee and screams, pushes her ankle and screams and so on it goes.
The doctor says, "You're not really a brunette are you?"
She says, "No, I'm really a blonde."


A farmer goes out and buys a new, young rooster. As soon as he brings him home, the
young rooster rushes and screws all 150 of the farmers hens. The farmer is impressed.
At lunchtime, the young rooster again screws all 150 hens. The farmer is not just impressed anymore,he is worried. Next morning,not only is the rooster screwin...g the hens but he is screwing the turkeys,ducks even the cow.
Later farmer looks out into the barnyard and finds the rooster stretched out, limp as a rag, his eyes closed, dead and vultures circling overhead.
The farmer runs out, looks down at the young roosters limp body and says: "You deserved it, you horny bastard!"
And the young rooster opens one eye, points up at the vultures with his wing, and says, Shhhh!,they are about to land."

SORRY 4 TAKIN LONG GUYS BUT THIS WILL KEEP YOU GOIN 4 AWHILE

Wednesday, March 10, 2010

IT Controls Associate
Top Echelon Network
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Job Location: Baltimore, MD


Our client one of the largest firms in the world is looking for an individual with experience of two or more years in the assessment, design, development, or implementation of information systems/network security, experience in the administration and testing of security for operating systems (Windows, UNIX, OMVS/Z/OS, CISCO IOS) or component application software (Oracle, SQL Server, IIS, Apache, WebSphere, CheckPoint, Sidewinder, etc.) and is knowledgeable with Federal criteria for information systems such as NIST Special Publications, Federal Information Processing Standards, DISA Security Technical Implementation Guidelines.

The individual will be part of a team of IT audit and controls professionals performing assessments of the clients IT operations. The objective of the team is to provide management with assessments of business/financial risk, legislative and regulatory compliance, and the design and effectiveness of business system and process controls.

Responsibilities include supporting the development of work plans for system assessments, analyzing client systems while providing detailed reports on the vulnerabilitys of these systems to our clients. The individual will be responsible for conveying the results/solutions to our client using written reports and presentations.

Requirements:

2 plus years of work experience around IT Audit and/or Information Security including financial business process and IT management controls.
Knowledge and experience in network security, operating systems (Windows, UNIX, OMVS/Z/OS, CISCO IOS), or component application software (Oracle, SQL Server, IIS, Apache, WebSphere, CheckPoint, Sidewinder, etc.).
Experience with documenting/flowcharting business processes.
Strong oral and written communication skills.
4 year degree required in accounting, technology or related discipline.
CISA, CISSP, or CPA designation strongly preferred.

Outstanding compensation, benefits, long term growth and corporate culture




#include // Header File For Windows
#include // Header File For The OpenGL32 Library
#include // Header File For The GLu32 Library
#include // Header File For The Glaux Library
#include
// Needed Libraries: OpenGL32.lib GLu32.lib GLaux.lib

HDC hDC=NULL; // Private GDI Device Context
HGLRC hRC=NULL; // Permanent Rendering Context
HWND hWnd=NULL; // Holds Our Window Handle
HINSTANCE hInstance; // Holds The Instance Of The Application

bool keys[256]; // Array Used For The Keyboard Routine
bool active=TRUE; // Window Active Flag Set To TRUE By Default
bool fullscreen=FALSE; // Fullscreen Flag not Set To Fullscreen Mode By Default

GLint WIN_X = 640, WIN_Y = 640;


LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc


GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
{
if (height==0) // Prevent A Divide By Zero By
{
height=1; // Making Height Equal One
}

glViewport(0,0,width,height); // Reset The Current Viewport

glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix

// Calculate The Aspect Ratio Of The Window
gluPerspective(50.0f,(GLfloat)width/(GLfloat)height,0.1f,300.0f);
gluLookAt( 5.0, 4.0, 20.0, 2, 2.0, -2, 0.0, 1.0, 0.0);


glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
}

int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations

return TRUE; // Initialization Went O

}
int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity(); // Reset The Current Modelview Matrix


//do the drawing here.....
glBegin (GL_TRIANGLES);
glVertex3f (8,4,0);
glVertex3f (4,8,0);
glVertex3f (1,4,0);
glEnd();

return TRUE; // Everything Went OK
}


GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
{
if (fullscreen) // Are We In Fullscreen Mode?
{
ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
ShowCursor(TRUE); // Show Mouse Pointer
}

if (hRC) // Do We Have A Rendering Context?
{
if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts?
{
MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}

if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?
{
MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
hRC=NULL; // Set RC To NULL
}

if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC
{
MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hDC=NULL; // Set DC To NULL
}

if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window?
{
MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hWnd=NULL; // Set hWnd To NULL
}

if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class
{
MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hInstance=NULL; // Set hInstance To NULL
}
}

/* This Code Creates Our OpenGL Window. Parameters Are: *
* title - Title To Appear At The Top Of The Window *
* width - Width Of The GL Window Or Fullscreen Mode *
* height - Height Of The GL Window Or Fullscreen Mode *
* bits - Number Of Bits To Use For Color (8/16/24/32) *
* fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */

BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
GLuint PixelFormat; // Holds The Results After Searching For A Match
WNDCLASS wc; // Windows Class Structure
DWORD dwExStyle; // Window Extended Style
DWORD dwStyle; // Window Style
RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
WindowRect.left=(long)0; // Set Left Value To 0
WindowRect.right=(long)width; // Set Right Value To Requested Width
WindowRect.top=(long)0; // Set Top Value To 0
WindowRect.bottom = (long)height; // Set Bottom Value To Requested Height

fullscreen=fullscreenflag; // Set The Global Fullscreen Flag

hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window.
wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages
wc.cbClsExtra = 0; // No Extra Window Data
wc.cbWndExtra = 0; // No Extra Window Data
wc.hInstance = hInstance; // Set The Instance
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon
wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer
wc.hbrBackground = NULL; // No Background Required For GL
wc.lpszMenuName = NULL; // We Don't Want A Menu
wc.lpszClassName = "OpenGL"; // Set The Class Name

if (!RegisterClass(&wc)) // Attempt To Register The Window Class
{
MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
/*
if (fullscreen) // Attempt Fullscreen Mode?
{
DEVMODE dmScreenSettings; // Device Mode
memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared
dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure
dmScreenSettings.dmPelsWidth = width; // Selected Screen Width
dmScreenSettings.dmPelsHeight = height; // Selected Screen Height
dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel
dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
{
// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.
if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","KJN GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
{
fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE
}
else
{
// Pop Up A Message Box Letting User Know The Program Is Closing.
MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
return FALSE; // Return FALSE
}
}
}
*/
/* if (fullscreen) // Are We Still In Fullscreen Mode?
{
dwExStyle=WS_EX_APPWINDOW; // Window Extended Style
dwStyle=WS_POPUP; // Windows Style
ShowCursor(FALSE); // Hide Mouse Pointer
}
else
{ */
dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style
dwStyle=WS_OVERLAPPEDWINDOW; // Windows Style
/* } */

AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size

// Create The Window
if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window
"OpenGL", // Class Name
title, // Window Title
dwStyle | // Defined Window Style
WS_CLIPSIBLINGS | // Required Window Style
WS_CLIPCHILDREN, // Required Window Style
0, 0, // Window Position
WindowRect.right-WindowRect.left, // Calculate Window Width
WindowRect.bottom-WindowRect.top, // Calculate Window Height
NULL, // No Parent Window
NULL, // No Menu
hInstance, // Instance
NULL))) // Dont Pass Anything To WM_CREATE
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be
{
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
1, // Version Number
PFD_DRAW_TO_WINDOW | // Format Must Support Window
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER, // Must Support Double Buffering
PFD_TYPE_RGBA, // Request An RGBA Format
bits, // Select Our Color Depth
0, 0, 0, 0, 0, 0, // Color Bits Ignored
0, // No Alpha Buffer
0, // Shift Bit Ignored
0, // No Accumulation Buffer
0, 0, 0, 0, // Accumulation Bits Ignored
16, // 16Bit Z-Buffer (Depth Buffer)
0, // No Stencil Buffer
0, // No Auxiliary Buffer
PFD_MAIN_PLANE, // Main Drawing Layer
0, // Reserved
0, 0, 0 // Layer Masks Ignored
};

if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

ShowWindow(hWnd,SW_SHOW); // Show The Window
SetForegroundWindow(hWnd); // Slightly Higher Priority
SetFocus(hWnd); // Sets Keyboard Focus To The Window
ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen

if (!InitGL()) // Initialize Our Newly Created GL Window
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

return TRUE; // Success
}

LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window
UINT uMsg, // Message For This Window
WPARAM wParam, // Additional Message Information
LPARAM lParam) // Additional Message Information
{
switch (uMsg) // Check For Windows Messages
{
case WM_ACTIVATE: // Watch For Window Activate Message
{
if (!HIWORD(wParam)) // Check Minimization State
{
active=TRUE; // Program Is Active
}
else
{
active=FALSE; // Program Is No Longer Active
}

return 0; // Return To The Message Loop
}

case WM_SYSCOMMAND: // Intercept System Commands
{
switch (wParam) // Check System Calls
{
case SC_SCREENSAVE: // Screensaver Trying To Start?
case SC_MONITORPOWER: // Monitor Trying To Enter Powersave?
return 0; // Prevent From Happening
}
break; // Exit
}

case WM_CLOSE: // Did We Receive A Close Message?
{
PostQuitMessage(0); // Send A Quit Message
return 0; // Jump Back
}

case WM_KEYDOWN: // Is A Key Being Held Down?
{
keys[wParam] = TRUE; // If So, Mark It As TRUE
return 0; // Jump Back
}

case WM_KEYUP: // Has A Key Been Released?
{
keys[wParam] = FALSE; // If So, Mark It As FALSE
return 0; // Jump Back
}

case WM_SIZE: // Resize The OpenGL Window
{
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height
return 0; // Jump Back
}
}

// Pass All Unhandled Messages To DefWindowProc
return DefWindowProc(hWnd,uMsg,wParam,lParam);
}

int WINAPI WinMain( HINSTANCE hInstance, // Instance
HINSTANCE hPrevInstance, // Previous Instance
LPSTR lpCmdLine, // Command Line Parameters
int nCmdShow) // Window Show State
{
MSG msg; // Windows Message Structure
BOOL done=FALSE; // Bool Variable To Exit Loop

/* // Ask The User Which Screen Mode They Prefer
if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
{
fullscreen=FALSE; // Windowed Mode
} */

// Create Our OpenGL Window
if (!CreateGLWindow("KU SCS 314 CLASS...",WIN_X,WIN_Y,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}

while(!done) // Loop That Runs While done=FALSE
{
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting?
{
if (msg.message==WM_QUIT) // Have We Received A Quit Message?
{
done=TRUE; // If So done=TRUE
}
else // If Not, Deal With Window Messages
{
TranslateMessage(&msg); // Translate The Message
DispatchMessage(&msg); // Dispatch The Message
}
}
else // If There Are No Messages
{
// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
if (active) // Program Active?
{
if (keys[VK_ESCAPE]) // Was ESC Pressed?
{
done=TRUE; // ESC Signalled A Quit
}
else // Not Time To Quit, Update Screen
{
DrawGLScene(); // Draw The Scene
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
}
}

if (keys[VK_F1]) // Is F1 Being Pressed?
{
keys[VK_F1]=FALSE; // If So Make Key FALSE
KillGLWindow(); // Kill Our Current Window
fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode
// Recreate Our OpenGL Window
if (!CreateGLWindow("KJN's OpenGL Framework",WIN_X,WIN_Y,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
}
}
}

// Shutdown
KillGLWindow(); // Kill The Window
return (msg.wParam); // Exit The Program
}

Monday, March 8, 2010

Video Games For The Visually Impaired

Video Games For The Visually ImpairedElectrical And Computer Engineers Develop Computer Game For Visually Impaired And Sighted Players

November 1, 2008 — Computer engineers developed a new computer game, called AudiOdyssey, for visually impaired persons. The game primarily focuses on sounds and rhythms, which visually impaired and sighted players can both enjoy.
See also:
Health & Medicine

* Disability
* Eye Care

Mind & Brain

Computers & Math

* Video Games
* Artificial Intelligence

Reference

* Computer and video game genres
* Massively multiplayer online game
* Application software
* Computer and video games

Gamers spend hours playing their favorite video games. With all the hi-tech graphics, most are designed for those who can see. A new game created by electrical and computer engineers is scoring high marks for visually impaired players, too.

When you think of video games, flashy lights and graphics come to mind; but the game AudiOdyssey is designed to give those with sight disadvantages the same advantages as players with good vision.

"We were interested in seeing if we could make a game that would work equally well for both groups," said Eitan Glinert a graduate student at the Massachusetts Institute of Technology in Cambridge, Mass.

AudiOdyssey focuses on sound. The premise of the game is the player is a DJ trying build a catchy tune and get people on the dance floor. Players must match beats by swinging a Wii remote. Each time they get it right, a new layer of sound is added.

"As I match [the] beats the song gets more difficult," Glinert said.

Bluetooth technology wirelessly connects the Wii remote to the computer. AudiOdyssey can also be played using the arrow keys on your computer. Unlike many games, a real voice guides players through the menus.

"Everything that happens in the game has two components -- the visual component where you can see what's going on, and then there is the audio component where you can also hear what's going on," Glinert said.

Clara Fernandez tested the system by playing it blindfolded.

"It's a very similar experience if you do it without looking or you cannot see," said Fernandez. "It [actually] might be more enjoyable, because you are focusing on the music, and you're enjoying the music as you go."

The developer hopes news like that will be music to visually impaired players' ears.

AudiOdyssey is designed for Windows users and can be downloaded online for free.

ABOUT AUDIODYSSEY: "AudiOdyssey" is a video game in which the player acts as a DJ, attempting to incite the crowd to dance, thrilling more and more people with his or her rhythmic creations. Players form catchy tunes by swinging a motion-sensing Nintendo(r) Wii(tm) controller to set the rhythm and musical tracks. Players without a Wii can use the arrow keys on their keyboard. The funkier the beat, the better the score.

ACCESSIBLE TO EVERYONE: There are more than 200 video games customized for visually impaired competitors, which makes this activity accessible to those who would otherwise be unable to enjoy it. Many of the video games have specialized interfaces adapted for those who are unable to see well. However, "AudiOdyssey" is designed to be played by everyone, and includes visual information, making it easy for sighted and visually impaired friends to play this game together.



The Human Factors and Ergonomics Society and the Institute of Electrical and Electronics Engineers, Inc. IEEE-USA, contributed to the information contained in the TV portion of this report.
Code Defends Against 'Stealthy' Computer Worms
ScienceDaily (Feb. 4, 2010) — Self-propagating worms are malicious computer programs, which, after being released, can spread throughout networks without human control, stealing or erasing hard drive data, interfering with pre-installed programs and slowing, even crashing, home and work computers. Now a new code, or algorithm, created by Penn State researchers targets the "stealthiest" of these worms, containing them before an outbreak can occur.
See Also:
Computers & Math

* Computer Programming
* Hacking
* Computer Science
* Distributed Computing
* Information Technology
* Computer Modeling

Reference

* Malware
* Computer virus
* Computer insecurity
* Spyware

"In 2001 the 'Code Red' worms caused $2 billion dollars worth of damage worldwide," said Yoon-Ho Choi, a postdoctoral fellow in information sciences and technology, Penn State. "Our algorithm can prevent a worm's propagation early in its propagation stage."

Choi and his colleagues' algorithm defends against the spread of local scanning worms that search for hosts in "local" spaces within networks or sub-networks. This strategy allows them access to hosts that are clustered, which means once they infect one host, the rest can be can be infected quickly. There are many types of scanning worms, but Choi calls these worms the stealthiest because they are the most efficient and can evade even the best worm defenses.

A worm outbreak can begin with the infection of a single computer. After infection, a worm begins to probe a set of random, local or enterprise IP addresses, searching for more vulnerable hosts. When one is found the worm sends out a probe, or packet, to infect it.

"A local scanning worm can purposely scan a local or enterprise network only," said Choi. "As the size of the susceptible population increases, the worm's virulence increases."

The researchers' algorithm works by estimating the size of the susceptible host population. It then monitors the occurrence of infections within it and sets a threshold value just equal to or below the average number of scans necessary to infect a host by an infected host.

If the scanning worm's number of scans carrying a specific destination port number exceeds the threshold, the algorithm quarantines the worm. The algorithm then breaks down the network into many small networks, or cells, which in some cases might be only one computer. A worm can spread within the cells, but not between the cells. This way the algorithm can isolate an infected host or small cluster of infected hosts housing the worm.

"By applying the containment thresholds from our proposed algorithm, outbreaks can be blocked early," said Choi.

To test the effectiveness of their algorithm the researchers ran a series of computer simulations and emulations using different scanning strategies of local scanning worms. Results showed that their algorithm was an efficient estimator of worm virulence and could determine the size of the susceptible host population after only a few infections.

"Our evaluation showed that the algorithm is reliable in the very early propagation stage and is better than the state-of-the-art defense," said Choi.

Choi, working with Lunquan Li, assistant professor, Institute of Microelectronics, Chinese Academy of Sciences, Beijing, and his Penn State colleagues, Peng Liu, associate professor, information sciences and technology, and George Kesidis, professor, electrical engineering and computer science and engineering, published their work in the February issue of Computers and Security.

According to Choi, local scanning worms are constantly evolving. They are becoming more complicated and increasingly efficient. As a result, worm outbreaks pose a real threat to networked systems. Because many networked home and office computers are susceptible to local scanning worms this algorithm may be an effective defense against damaging worm outbreaks.
Video Games For National Security
Computer Scientists Design Video Game To Improve Disaster Response

January 1, 2008 — Computer scientists and public health professionals are working together to prepare workers to respond to emergencies. The video game they designed allows people to learn what to do in the event of an actual emergency. This game supplements classroom and live training exercises involving hundreds of people.
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You'd be hard-pressed to find anyone -- kids and adults alike -- who hasn't played at least one video game. They're a multi-million dollar industry. But video games aren't just for entertainment anymore. Public health officials say gaming is vital when it comes to preparing for national disasters.



The United States has a long way to go, for preparing for disaster." Colleen Monahan, DC, MPH, Ph.D., Public Health Expert at the University of Illinois at Chicago, told Ivanhoe.



Public health workers and volunteers are vital in the face of a disaster, but Colleen Monahan says training them for massive life-threatening events takes a lot of time. Take Chicago, for example. "If they had an anthrax dispersion, they would have to organize 55 dispensing centers and provide medication to 3 million people in 48 hours," said Dr. Monahan.



Monahan and her team have found that they can train people in less time using a video game. In their "pod" game, users pick a role and have to make quick decisions as they interact with challenging people. The game even tracks who plays.



"We can give the cities that are using the game data that tells them what percentage of the workforce is prepared," Dr. Monahan said.



But video games are a pricey venture. So the team is now working disaster-planning games into already-existing virtual worlds, like "second life" to give them more options.



But Kevin Harvey, one of the game's creators, expects the virtual world training component to evolve. "We could imagine a day where we would have the public also come in and actually experience what it's like in a virtual world before they actually get there," said Harvey.



And that kind of preparation is the first step toward a good defense if and when disaster strikes.
Hackers at the MoviesPOSTED BY MICHAEL

ScienceDaily (Feb. 8, 2010) — Usually when we hear the word "hacker," we picture a disaffected teenager, lurking behind a green-glowing computer monitor that clicks with every keystroke, breaking into some top security computer system. But, this is only one side to the story, these hackers are on the "dark side," there are also hackers who are on the "light side" who are skilled in computers, and enjoy understanding their inner workings for the sake of learning.

This ambiguity often results in confusion about what hackers do, and what their motives are. The mix-up is often blamed on the media for creating the negative view of hackers, but are the movies really to blame?
Damian Gordon of the School of Computing, at Dublin Institute of Technology, Ireland, is not so sure. He has homed in on the hacking in live-action, non-documentary movies from the last four decades and come to some interesting conclusions.
Writing in the International Journal of Internet Technology and Secured Transactions, Gordon has analysed the characters and plots of a wide range of movies from the 1968 Peter Ustinov classic Hot Millons to Die Hard 4.0 by way of Weird Science, Ferris Bueller's Day Off, The Matrix, and Jurassic Park.
In total, Gordon discusses 50 movies in which a character essential to the plot is involved in hacking. Of the fifty hacker movies on which Gordon focused in his complete list, 8 were hacker specific, 5 were heists, 18 heroic, 15 sci-fi, and 4 true life. 21 hackers were portrayed as 25 years old or younger, 37 hackers were portrayed as 25 to 50, and just 2 movie hackers were 50 to 75 years old. 19 hacker characters work in the computer industry, 17 were "full-time" hackers, 12 students, and 12 hackers with other professions. But, the most telling statistics come when you look at the morals of the movie hackers. 44 hackers were good guys and a mere 10 were the bad guys.
The stereotypical definition of a hacker is a corrosive one as it pervades popular culture and could even blind policy makers to genuine threats to computer and communications security as well as lowering scientific literacy and comfort levels with computer use at work and at play for many people.
It is clear from Gordon's analysis that the popular cultural image of a hacker as being a teenager in their bedroom is not being generated from the movies that feature hackers, Gordon explains. "In fact, the majority of hackers in movies are good guys between 25 and 50 years old who work in either the computer industry or is a full-time hackers." This matches the hacker's own definition of what a hacker is, rather than the popular stereotype and, concludes Gordon, could help the good-guy hacker community shake off the stereotype.