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174 lines
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174 lines
11 KiB
Text
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==Phrack Inc.==
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Volume Three, Issue 30, File #8 of 12
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<<===========================================================>>
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<< >>
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<< Consensual Realities In Cyberspace >>
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<< >>
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<< by Paul Saffo >>
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<< Personal Computing Magazine >>
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<< >>
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<< Copyright 1989 by the Association for Computing Machinery >>
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<< >>
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<<===========================================================>>
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More often than we realize, reality conspires to imitate art. In the case of
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the computer virus reality, the art is "cyberpunk," a strangely compelling
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genre of science fiction that has gained a cult following among hackers
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operating on both sides of the law. Books with titles like "True Names,"
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"Shockwave Rider," "Neuromancer," "Hard-wired," "Wetware," and "Mona Lisa
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Overdrive," are shaping the realities of many would-be viral adepts. Anyone
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trying to make sense of the social culture surrounding viruses should add the
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books to their reading list as well.
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Cyberpunk got its name only a few years ago, but the genre can be traced back
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to publication of John Brunner's "Shockwave Rider" in 1975. Inspired by Alvin
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Toffler's 1970 best-seller "Future Shock," Brunner paints a distopian world of
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the early 21st Century in which Toffler's most pessimistic visions have come to
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pass. Crime, pollution and poverty are rampant in overpopulated urban
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arcologies. An inconclusive nuclear exchange at the turn of the century has
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turned the arms race into a brain race. The novel's hero, Nickie Haflinger, is
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rescued from a poor and parentless childhood and enrolled in a top secret
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government think tank charged with training geniuses to work for a
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military-industrial Big Brother locked in a struggle for global political
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dominance.
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It is also a world certain to fulfill the wildest fantasies of a 1970s phone
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"phreak." A massive computerized data-net blankets North America, an
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electronic super highway leading to every computer and every last bit of data
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on every citizen and corporation in the country. Privacy is a thing of the
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past, and one's power and status is determined by his or her level of identity
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code. Haflinger turns out to be the ultimate phone phreak: he discovers the
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immorality of his governmental employers and escapes into society, relying on
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virtuoso computer skills (and a stolen transcendental access code) to rewrite
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his identity at will. After six years on the run and on the verge of a
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breakdown from input overload, he discovers a lost band of academic
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techno-libertarians who shelter him in their ecologically sound California
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commune and... well, you can guess the rest.
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Brunner's book became a best-seller and remains in print. It inspired a whole
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generation of hackers including, apparently, Robert Morris, Jr. of Cornell
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virus fame. The Los Angeles Times reported that Morris' mother identified
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"Shockwave Rider" as "her teen-age son's primer on computer viruses and one of
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the most tattered books in young Morris' room." Though "Shockwave Rider" does
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not use the term "virus," Haflinger's key skill was the ability to write
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"tapeworms" -- autonomous programs capable of infiltrating systems and
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surviving eradication attempts by reassembling themselves from viral bits of
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code hidden about in larger programs. Parallels between Morris' reality and
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Brunner's art is not lost on fans of cyberpunk: one junior high student I
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spoke with has both a dog-eared copy of the book, and a picture of Morris taped
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next to his computer. For him, Morris is at once something of a folk hero and
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a role model.
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In "Shockwave Rider," computer/human interactions occurred much as they do
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today: One logged in and relied on some combination of keyboard and screen to
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interact with the machines. In contrast, second generation cyberpunk offers
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more exotic and direct forms of interaction. Vernor Vinge's "True Names" was
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the first novel to hint at something deeper. In his story, and small band of
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hackers manage to transcend the limitations of keyboard and screen, and
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actually meet as presences in the network system. Vinge's work found an
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enthusiastic audience (including Marvin Minsky who wrote the afterword), but
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never achieved the sort of circulation enjoyed by Brunner. It would be another
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author, a virtual computer illiterate, who would put cyberpunk on the map.
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The author was William Gibson, who wrote "Neuromancer" in 1984 on a 1937 Hermes
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portable typewriter. Gone are keyboards; Gibson's characters jack directly
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into Cyberspace, "a consensual hallucination experienced daily by billions of
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legitimate operators... a graphic representation of data abstracted from the
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banks of every computer in the human system. Unthinkable complexity. Lines of
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light ranged in the nonspace of the mind, clusters and constellations of
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data..."
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Just as Brunner offered us a future of the 1970s run riot, Gibson's
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"Neuromancer" serves up the 1980s taken to their cultural and technological
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extreme. World power is in the hands of multinational "zaibatsu," battling for
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power much as mafia and yakuza gangs struggle for turf today. It is a world of
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organ transplants, biological computers and artificial intelligences. Like
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Brunner, it is a distopian vision of the future, but while Brunner evoked the
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hardness of technology, Gibson calls up the gritty decadence evoked in the
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movie "Bladerunner," or of the William Burroughs novel, "Naked Lunch" (alleged
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similarities between that novel and "Neuromancer" have triggered rumors that
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Gibson plagiarized Burroughs).
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Gibson's hero, Case, is a "deck cowboy," a freelance corporate thief-for-hire
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who projects his disembodied consciousness into the cyberspace matrix,
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penetrating corporate systems to steal data for his employers. It is a world
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that Ivan Boesky would understand: Corporate espionage and double-dealing has
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become so much the norm that Case's acts seem less illegal than profoundly
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ambiguous.
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This ambiguity offers an interesting counterpoint to current events. Much of
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the controversy over the Cornell virus swirls around the legal and ethical
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ambiguity of Morris' act. For every computer professional calling for Morris'
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head, another can be found praising him. It is an ambiguity that makes the
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very meaning of the word "hacker" a subject of frequent debate.
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Morris' apparently innocent error in no way matches the actions of Gibson's
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characters, but a whole new generation of aspiring hackers may be learning
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their code of ethics from Gibson's novels. "Neuromancer" won three of science
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fiction's most prestigious awards -- the Hugo, the Nebula and the Philip K.
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Dick Memorial Award -- and continues to be a best-seller today. Unambiguously
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illegal and harmful acts of computer piracy such as those alleged against Kevin
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Mitnick (arrested after a long and aggressive penetration of DEC's computers)
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would fit right into the "Neuromancer" story line.
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"Neuromancer" is the first book in a trilogy. In the second volume, "Count
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Zero" -- so-called after the code name of a character -- the cyberspace matrix
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becomes sentient. Typical of Gibson's literary elegance, this becomes apparent
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through an artist's version of the Turing test. Instead of holding an
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intelligent conversation with a human, a node of the matrix on an abandoned
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orbital factory begins making achingly beautiful and mysterious boxes -- a 21st
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Century version of the work of the late artist, Joseph Cornell. These works of
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art begin appearing in the terrestrial marketplace, and a young woman art
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dealer is hired by an unknown patron to track down the source. Her search
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intertwines with the fates of other characters, building to a conclusion equal
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to the vividness and suspense of "Neuromancer." The third book, "Mona Lisa
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Overdrive" answers many of the questions left hanging in the first book and
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further completes the details of the world created by Gibson including an
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adoption by the network of the personae of the pantheon of voodoo gods and
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goddesses, worshipped by 21st Century Rastafarian hackers.
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Hard core science fiction fans are notorious for identifying with the worlds
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portrayed in their favorite books. Visit any science fiction convention and
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you can encounter amidst the majority of quite normal participants, small
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minority of individuals who seem just a bit, well, strange. The stereotypes of
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individuals living out science fiction fantasies in introverted solitude has
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more than a slight basis in fact. Closet Dr. Whos or Warrior Monks from "Star
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Wars" are not uncommon in Silicon Valley; I was once startled to discover over
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lunch that a programmer holding a significant position in a prominent company
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considered herself to be a wizardess in the literal sense of the term.
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Identification with cyberpunk at this sort of level seems to be becoming more
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and more common. Warrior Monks may have trouble conjuring up Imperial
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Stormtroopers to do battle with, but aspiring deck jockeys can log into a
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variety of computer systems as invited or (if they are good enough) uninvited
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guests. One individual I spoke with explained that viruses held a special
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appeal to him because it offered a means of "leaving an active alter ego
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presence on the system even when I wasn't logged in." In short, it was the
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first step toward experiencing cyberspace.
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Gibson apparently is leaving cyberpunk behind, but the number of books in the
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genre continues to grow. Not mentioned here are a number of other authors such
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as Rudy Rucker (considered by many to be the father of cyberpunk) and Walter
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John Williams who offer similar visions of a future networked world inhabited
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by human/computer symbionts. In addition, at least one magazine, "Reality
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Hackers" (formerly "High Frontiers Magazine" of drug fame) is exploring the
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same general territory with a Chinese menu offering of tongue-in-cheek
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paranoia, ambient music reviews, cyberdelia (contributor Timothy Leary's term)
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and new age philosophy.
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The growing body of material is by no means inspiration for every aspiring
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digital alchemist. I am particularly struck by the "generation gap" in the
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computer community when it comes to "Neuromancer": Virtually every teenage
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hacker I spoke with has the book, but almost none of my friends over 30 have
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picked it up.
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Similarly, not every cyberpunk fan is a potential network criminal; plenty of
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people read detective thrillers without indulging in the desire to rob banks.
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But there is little doubt that a small minority of computer artists are finding
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cyberpunk an important inspiration in their efforts to create an exceedingly
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strange computer reality. Anyone seeking to understand how that reality is
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likely to come to pass would do well to pick up a cyberpunk novel or two.
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_______________________________________________________________________________
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