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Reader Comments:
Finger Pointing in the Wrong Direction
Re: "A Call for Early Intervention" (Ubiquity, May 23-29, 2000)
I found Bill Joy's comments about Microsoft to be seriously misplaced. For
example, he claims that LoveBug was the consequence of Microsoft not getting
economic signals correct. Microsoft is delivering to customers what the
customers say they want, which is wide-open, security-free environments
capable of executing "cool" graphics from the Web. The economic signals from
the marketplace are quite strong. In fact, Microsoft characterizes one major
difference between their professional offerings and their consumer offerings
being the consumer offerings have no security or file protection, because
consumers don't want it.
In discussing the Web-content problem with a friend a couple of days ago, he
told me that it was NetScape that introduced the concept of active scripting
in Web pages; Microsoft had to play catch-up on this one. So, if there is
any one party that can be accused of compromising the security of millions
of computers, it is NetScape. But we're not allowed to say bad things about
NetScape because it's the Poor Downtrodden Competitor. This would not be
politically correct.
I have turned off all active scripting, removed the Windows Scripting Host
from my machines, and refuse to open any attachments that have active
content, period. This makes a number of Web sites inaccessible to me, and I
can't convince various WebMasters that active content on the Web is a stupid
idea. Why do they use active scripting? Because, they say, it makes their
Web site more attractive, easier to use, or some such balderdash. To me, it
means they are willing to conspire either to be virus vectors or demand that
we compromise our immune systems. I consider active Web content to be a sign
of social irresponsibility.
Until we start boycotting Web sites that require that we open our computers
to penetration, they won't get the message. This is not a Microsoft problem.
It is the result of irresponsible WebMasters creating an environment in
which systems must be inherently vulnerable.
The hypocritical aspect of [Joy's] comments is that back in the early 1980s
we refused to install email on our Sun workstations, because of several
well-known security holes. This caused our sysadmin much grief, but he held
the line and required everyone to get email on our mainframe. Sun was
informed numerous times about these security holes, and their attitude was,
as I recall, "We could fix it, but we won't, because fixing it would
inconvenience our developers". . . . Several of these holes let Robert
Tappan Morris get his Internet Worm into Sun systems all over the world. It
is worth pointing out that Sun assumed no responsibility for this, and as
far as I know never apologized for it. . . . I don't think anyone from Sun
is entitled to point fingers at Microsoft. . . . How quickly we seem to
forget our own history!
-- joseph m. newcomer
Teaching the Nintendo Generation
Re: "The Untried Approach," (Ubiquity, May 23-29, 2000)
As the Nintendo generation's demands for better interactivity practically
erased the existence of educational software, something wonderful happened
while we weren't looking. Suddenly, a new environment sprang up in software
(not destined for education, but certainly captivating). It is
interconnected, networked, distributed, and provides Web-based interaction
in multiuser, non-linear, dynamic real time. Suddenly, we see kids who can
see each other on the computer interacting with the environment with avatars
representing their persona on-line. This environment is in some respects
like the apprenticeship guilds where master taught apprentice while he was
involved in performing the tasks he was expected to excel at in the future.
In fact in this new environment, kids pair up with mentors to navigate very
complex, three-dimensional spaces, learning to interact with the objects,
gaining experience, trading knowledge objects, and learning (with great
motivation) how to progress rapidly to the next level of achievement. Oh
yes, and they rarely come up for air if given the opportunity to wander
around in these interactive, immersive learning environments.
Or, should I call them what they are really: games -- multiuser,
multiplayer, 3-D environments that represent the new world of e-commerce,
e-business, e-learning, and e-society. It is clear that software, high
bandwidth interactivity, with interactions in collaborative places, will
help education. What isn't for sure is how we're going to get developers,
educators, and policy decision-makers to develop these kinds of software
solutions. It is imperative that we start creating these new educational
worlds to rapidly respond to our new knowledge economy.
-- Randy J. Hinrichs
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