Information Technology Reference
In-Depth Information
cessful. Assuming the percentages are realistic, the combined overall effectiveness
of the three common cybersecurity methods is only a bit over 90%.
What is needed is fundamental research on methods of raising the immunity
levels of both computers and software and making them intrinsically resistant to
penetration and attacks.
It would also be useful, although technically challenging, to improve methods
of backtracking attack vectors to their source. The structure of the internet and the
web makes this almost impossible today. But that does not mean that it will be im-
possible forever.
Education
Within a period of perhaps ten years, the combination of cost-saving pressures
and technology changes will probably make major differences in software learning
methods. Online web-based information, e-books, and handheld devices will no
doubt replace substantial volumes of paper-based materials.
In addition, virtual reality may introduce artificial classrooms and simulated
universities where students and teachers interact through avatars rather than face-
to-face in real school buildings.
The increasing sophistication of intelligent agents and expert systems will
probably improve the ability to scan vast quantities of online information. The fact
that companies such as Google and Microsoft are rapidly converting paper books
and documents into online text will also change the access to information.
However, software has a long way to go before it achieves the ease of use and
sophistication of the legal and medical professions in terms of organization of and
access to vital information. For example, there is currently no software equivalent
to the Lexis-Nexis legal reference company.
Over the next few years, changes in learning methods may undergo changes as
profound as those introduced by the printing press and television. But the qual-
ity of software information is still poor compared to the quality of information in
more mature fields such as medicine and law. The severe shortage of quantitat-
ive data on productivity, schedules, quality, and costs makes software appear to be
more of a craft than a true profession.
As of 2013, the technologies exist to create a virtual reality software university
that would resemble a real university, only with more sophisticated access to learn-
ing materials. The essential idea is to use concepts from virtual reality sites such
as SecondLife but apply them to practical software education topics.
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