THE ELECTRONIC DISCOURSE OF THE COMPUTER UNDERGROUND di Steve Mizrach
A Note in Methodology: Doing Ethnographies in Cyberspace
The basis for this paper lies in a series of discussions observed in
various electronic conferencing systems. Some of these discussions were
initiated by me. But in most cases, I was a "lurker" - a
passive
observer of the discussions of two or more hackers. In order to explain
this project, and the basis of my choices, I need to discuss some of the
principal difficulties in working with my research subject. But first,
I should give a few words to the vagaries of doing ethnography in
cyberspace.
Doubtless, other panelists will emphasize these points, but I feel the
need to make them as well. There are many people who suggest
cyber-ethnography
is NOT anthropology.
I define cyberspace rather broadly, as a "non-space"
consisting
of the interactions of persons through electronically mediated
communication.
People talking on a bulletin board system (BBS), using the Internet Relay
Chat (IRC), or visiting the fora on America Online (AOL), are all
"in"
cyberspace. But, so are people making a teleconference call, chatting on
a CB radio, using a videophone, or exchanging Morse code. They've not
"left"
their "real" body or "real" lives, which are still
quite there; the point is that the focus of their attention and
communication has moved from "real" space to "cyber"
space, and as good ethnographers we should go with them.
For one thing, they say, cyberspace is not the real space in which
people live their lives; their actions in cyberspace are not real
actions,
formed by expectations of real consequences; and there are NO SUCH
THINGS
as virtual communities, despite what amateur sociologists such as Howard
Rheingold might think, since people interacting in cyberspace do not have
the webs of real dependencies and interchanges that those in
"true"
communities have. Thus, observing the discourse and 'behavior' of people
in cyberspace tells us nothing about their 'real' lives, and thus this
should be only a minor component of ethnography, not the basis for
it.
Studying electronic discourse, these critics would suggest, is a sham
because it's not a real "ethnography of speaking." Since most
people have various forms of on-line editing and off-line mail-reading,
their participation in electronic conferencing is too deliberated and
artificial
to be considered true "discourse" in the standard sense of the
term. Further, electronic communication eliminates all the contextual
cues
(gesture, expression, kinesics, voice quality, and all the other
components
of "speech acts") normally thought to constitute discourse. It
is true that electronic communication falls in a curious wedge between
speaking (parole) (day-to-day speech improvised informally) and
writing (langue) (formally composed text which more closely
follows
official lexical rules) - but we should recognize that space and deal
with
it. It may not be speaking, but it is discourse.
Indeed, as a form of discourse, it makes various moves to create
modes
of context in a medium (ASCII) which seems to work against context.
Doubtless,
everyone by now has heard of "Smilies," (emoticons) since just
about every major media outlet has discussed them. Basically, most
electronic
conferencing is more back-and-forth dialogue, kind of like leaving notes
for your roommate and then her leaving notes for you. But some forms of
electronic conferencing are "realtime," and thus very akin to
many of the everyday speech situations in which we find ourselves.
Cyberspace
allows people to conceal many of their "real life" contexts -
e.g. gender, race, culture, ethnicity, and all of anthropology's other
BIG variables - but as others will undoubtedly note, it does not
eliminate
them, and often creates norms and values of its own in their place -
"netiquette."
From an emic perspective, many of our subjects do not distinguish
between
"real" life and "virtual" life. As good ethnographers
and participant observers, we should not make such seemingly
"etic"
distinctions, in the face of our informants. If they spend more of their
waking time in cyberspace than in "real life," who is doing the
more honest ethnography? The cyber-ethnographer, or the person who
ignores
that part of their life to which they devote the most time? Many of them
claim to be creating wholly new social institutions that exist solely in
"cyberspace" - e.g. the various virtual
"universities"
and "town halls" and so on. As good cyber-ethnographers, we
should
be just as willing to examine the sociocultural relations in
"cyber"
society as we do "real" society. A "virtual" insult
can sting as much as a "real" slap; people invest great deals
of importance in "virtual" marriages, births, and deaths. Where
people invest meaning, the anthropological interpreter should go; and
people
do invest great meaning into cyberspace.
[ Top ]
One of the big criticisms of much of cyber-ethnography is that the
Internet and other systems allow a person to participate without making
their presence known. This is known as "lurking." You can read
a bulletin board, or sit passively in a chat room, without making your
presence known, all the while capturing what people "say" or
"do" to your own computer. To some people this is espionage,
not anthropology. Maybe; but what we are after is discourse. When
researchers
do a content analysis of Dan Rather's words on the TV news, he is not
aware
at that moment that he is being studied; he may find out after the fact.
The group I was studying was extremely suspicious of outsiders, whom they
generally take to be "narcs."
I suspect that this is the case with any marginalized and
criminalized
subculture. Considering that the group I was studying is probably in
violation
of numerous sections of the Computer Crimes Acts of the 1980s, I can
understand
their reluctance to talk openly to outsiders. In cyberspace, I have no
way of verifying their identities or truthfulness; and likewise, they
have
no way of verifying mine. While the technologies of "digital
signatures"
and encryption may help to get around this problem, they were not mature
enough at the point where I began my project to be of much use. Almost
every hacker I talked to made some attempt to verify my identity, either
by checking my credit rating or "fingering" me; and based on
the "sting" operations they've faced, like Operation SunDevil,
I don't find this surprising.
So; while the problem of studying the computer underground is no more
difficult basically than dealing with other "underground"
groups
(political terrorists, drug users, the Mafia, etc.) - which mind you, is
extremely difficult in itself - it in a way DOES becomes even more
difficult in that knowledgeable users of the electronic medium are able
to "lock" out and shun outsiders. I had no success, for
example,
in getting on any of the "elite" boards in my area - where
software
pirates openly exchange commerical software and other hacks - because
many
used a system of caller ID verification. Anthropologists, who are often
accused of being CIA agents in the Third World, may find the common
accusation
of being Secret Service in cyberspace. So, I was dealing with a
population
of people not likely to exchange discourse with someone they were not
sure
was a member of their subculture (and there are all sorts of tests for
that, as I will discuss later.)
Thus, I chose to transcribe the conversations of hackers on basically
public fora, such as the Usenet groups alt.2600, alt.hackers, and
alt.cyberpunk;
the Internet lists Future Culture, Fringeware, and Cypherpunks; the local
Bulletin Board Systems (BBSes) known as Ground Zero, OnlineNOW!, Digital
Underground, Digi-Net, First Church of Cyberspace, and StellarNet, among
others; national hacker BBSes such as Temple of the Screaming Electron,
Demon Roach Underground, and Hacker's Haven; the Internet Relay Chat
channels
#2600, #leri, #hackers, #crackers, and others; and the hacker conferences
on the Whole Earth Electronic Link (WELL), MindVox, and The Internet
Wiretap
(Spies in the Wire.) Also critical to my research were several on-line
electronic hacker publications, including but not limited to Phrack, TAP,
the Cult of the Dead Cow (CDC), Computer Underground Digest (CuD), Line
Noize, Activist Times Incorporated (ATI), and 40HEX, among others.
In many cases, I did not "speak up" (on the chat channels,
for example) to tell people their conversations were being observed by
an online anthropologist. To some in this room, that's unethical,
dishonest,
criminal, maybe (horrors!) even colonialist. I don't feel it was
particularly villainous, and it was also pretty effective, because
everytime
one of those chat channels noted an outside observer claim he was
transcribing
everything that was going on, everybody on disappeared. Other times, I
acted like a hacker-wannabe, hoping the experienced ones would
"mentor"
me. This elicited very interesting conversational data. Some people may
call this dishonest. But in cyberspace, which often involves games
revolving
around sudden shifts of identity, I call it participant observation.
The technologies of electronic discourse allow for
"lurking."
At a party, we can sit and listen to participants without people noticing
we are listening intently, a skill that Erving Goffman was apparently
very
good at. In cyberspace, it becomes even easier to do. The Hacker Ethic
is that "information wants to be free." I consider online
conversations
on public electronic media to be similarly so (free for usage by
researchers),
just as I've often seen my own words reposted to Internet lists without
my permission. The rules and norms for electronic discourse are being
shaped
right here and now, as we all know; but the computer underground in
particular
likes to play fast and slippery with those rules. Whether through
cellphone
hacking or some other technique, they've found ways to listen in on other
people, whether they knew it or not.
Was what I was doing true participant observation? I did not
accompany
my subjects on hacking forays, since I was not interested in the Secret
Service knocking on my door, and I did not think I could master the
technique
sufficiently to avoid that outcome. But I did play all the hacker tricks
- posing as somebody else to elicit information from a person (social
engineering)
- for example. I manipulated the electronic medium to get out of it what
I was after - what hackers call "beating the system." Thus, it
was participant observation, though perhaps not in the sense that most
of us are used to thinking about it. What I was after was hackers'
electronic
discourse, and I got it. I see no reason why it had to be me to be the
one who initiated it, anymore than the person who analyzes Dan Rather's
six thirty news broadcast feels he should also have created the news.
[ Top ]
What is the Computer Underground?
Gordon Meyer, a sociologist who has since left academia but continues
to be involved in the computer industry (and to publish the Computer
Underground
Digest), wrote in his seminal paper The Social Organization of the
Computer
Underground that the "computer underground consists of actors
in three roles - computer hackers, phone phreaks, and software
pirates."
I think that this definition is not only inadequate, but probably ignores
a lot of discursive difficulties. Firstly, it ignores the recent debates
about who owns the term "hacker" - battles that have been no
less pitched than any over who owns the name "America." Author
Steven Levy recently attempted to settle the matter with his recent work
Hackers: the Heroes of the Computer Revolution. From Levy's point
of view, there were three essential generations of hackers - the Homebrew
Hackers that populated the Artificial Intelligence labs of Stanford and
MIT in the early 60s; the Hardware Hackers of the People's Computer
Company
(PCC) who promulgated computer communitarianism in the early 70s; and the
Game Hackers of Silicon Valley in the early 1980s.
Of course, Levy stops his hacker geneaology in the early 1980s, as
if to suggest that the species has disappeared, although he does in an
addendum discuss the efforts of Richard Stallman and his GNU (Gnu's not
Unix) Free Software Foundation throughout the 80s. Levy suggests that
there
are few hackers anymore, largely due to the corporate, technocratic
mentality
that has settled into the computer industry. But, the media in the 80s
started to use the term "hacker" for a different type of
computer
user - usually described as a "nerdy, sociopathic, hyperintelligent,
hygiene-deprived computer intruder" - thus causing the semantic
shift
that causes many people to associate hacking with "computer
crime."
According to Levy, calling the "computer miscreants" of the
mid-80s
and on "hackers" debases an august honorific, since he
considers
such individuals to be motivated by far less honorable intentions than
the Hacker Ethic he describes in his book.
In the old Hackerspeak of 60s MIT, a "hack" was a clever
programming trick that exploited hardware features of a computer for
purposes
other than what they were originally intended. People good at such tricks
were, then, "hackers," and there was a competitive vying for
the mantle of hackerdom. But, starting in the 80s, some computer users
started to call the relentless attacks on password-protection systems
often
used by computer 'intruders' "hacking" - signifying a sort of
brute-force assault on security systems. Thus did computer intruders come
to be known as "hackers" also. But Levy and others know that
computer intrusion and semi-criminal activity is not a new phenomenon.
The hackers of MIT wanted access to the mainframe computers of the time
to to be total, and they were famous for picking locks, using underground
access tunnels, prying open floorboards, and playing pranks on
technicians
in order to secure this access. The only difference between now and then
is that computer intrusion often involved getting physical access to a
time-shared mainframe, rather than breaking the security systems of a
networked
system.
The only difference between the computer-obsessed mangy kids of
Minsky's
lab at MIT and the computer-obsessed "miscreants" trying to
work
their way onto General Motors' corporate database is the decade and the
institutions they have access to. It's important to remember that. Levy
credits the first generation of hackers with being the "heroes"
of the "computer revolution" - namely, the one that put a
personal
computer on everybody's desk, rather than forcing them to work with the
cumbersome Hulking Giants and technician-priests of IBM. Yet, he and
ex-1st
generation hackers such as Clifford Stoll see this current generation of
hackers as a threat to personal computing and networking, because of the
ways in which he feels they threaten the "trust and openness"
required for people to share their data freely. This is interesting, for
"old hackers" like Stallman have often questioned the current
emphasis on security, suggesting it does more to heighten anxiety and
distrust
than the "miscreants" the "computer security
industry"
is supposedly responding to. But the fact is that they are correct in
that
some of the new hackers are indeed a peril to the old Hacker Ethic,
because
they do not share its essentially intellectual motivations.
[ Top ]
Among new hackers, a slightly different version of Levy's Ethic has
crystallized. It's OK to copy commercial software - if you distribute it
freely to people. Reselling it is wrong. It's OK to hack your way onto
systems containing public information (and from the hacker's point of
view,
such things as "corporate secrets" are public, not private,
property)
but wrong to read people's private mail. It's OK to read data that one
is not "authorized" to - but wrong to alter or destroy that
data.
It's OK to propagate nondestructive viruses as a prank, but wrong to
unleash
destructive ones. It's OK to "rip off" corporate voice mail
systems
and other services, but wrong to steal the credit card numbers and
telephone
codes of hapless individuals. Hackers that engage in such "dark
side"
activities are generally identified as "Dark side hackers," and
they are often shunned by the rest of the community for giving them a bad
name. Unfortunately, it is these "dark side" activities that
often result in the passage of computer crime statutes, and thus the
persecution
of the good with the bad.
Many hackers still maintain that they engage in their activities not
for malicious or mischievous purposes, but for intellectual ones. They
hack because they want to find out all they can about a system - beating
it, if necessary, by becoming the "sysman" - regardless of the
security systems and other limitations people have put in their way. Some
claim political motivations - that they are resisting a
corporate-software
complex which rips people off, or fighting off the corporate hoarding of
information about peoples' lives and activities. And, there is the common
need found in many American subcultures to engage in deviancy for its own
sake: as a marker of identity and difference. Criminological analyses of
"computer crime" often overlook these factors, as if so-called
"computer criminals" were engaging in willful behavior that
they
agreed was criminal. Many hackers maintain the common libertarian
argument
that their so-called crimes are victimless and do not damage property,
since information cannot be property. If a person breaks into your
home and reads every book in your house, but then leaves without taking
a thing and politely locks the door on the way out, has a crime been
committed? The definition of theft is preventing the use of someone
else's private property by taking it away from them. The question is not
facile - but current computer law still maintains the law is broken at
the point of entry, not what you do once you are on the system.
I would say that the "computer underground" can be said to
be made up of individuals engaged in a number of illegal and
quasi-illegal
activities, namely, as Meyer suggests, hackers, phone phreaks (people
adept
at manipulating the telephone system), and software pirates. But it also
consists of cypherpunks (people who work at cracking and creating codes),
media pirates (sattelite TV piracy becoming one of the fastest growing
areas), virus/Trojan horse/worm writers (people who create
self-propagating
autonomous programs), and many true-life "1st generation type"
hackers who are alive today, do not engage in any illegal activities, but
work to combat "the system" by doing such things as
distributing
software for free, creating Freenets that don't require expensive user
accounts, and creating encryption systems for people that the National
Security Agency (NSA) does not have the "keys" to crack. As
some
writers have noted, there are other factors that link the computer
underground,
one being a common interest in the science-fiction genre
"cyberpunk,"
popularized by such writers as William F. Gibson and Bruce Sterling.
Many in the computer underground believe that the fictional future
depicted by Gibson - where corporate Artificial Intelligence (AI) systems
replace governments and engage in corporate warfare over access to each
others' databases - is rapidly coming true. I could speak at length about
other things which could be concerned as "marker traits" for
the computer underground subculture (which in this sense reduplicates
other
youth cultures such as punk or mod) - their preference for musical styles
involving digital sampling and lyrical appropriation, e.g. rave,
industrial,
house, techno, hiphop, dub, trance, ambient, and acid jazz (often
collectively
called simply "techno"); dress and body adornment (especially
the use of circuitry as earrings and jewelry or the fetishizing of
adopting
prosthetics, piercing, and other artificial technologies/invasions into
the body - in essence, "modern primitive" chic); or
"virtual"
social organization (the use of BBSes, conference calling, voicemail
systems,
the Internet, etc. for communicating and coordinating activities). But
I am here today to talk about discourse - and I do believe the discourse
of the computer underground is another feature that marks it as a
distinctive
subculture.
[ Top ]
The Hacker's Jargon
Many people are aware of the so-called "Hacker Jargon file."
This contains a lexicon of most of the interesting words and phrases from
1960s MIT Hackerspeak. Recently, authors Eric Raymond and Guy Steele have
tried to bring it to print in their newly released Hacker's
Dictionary.
I would argue that, as with any other linguistic jargon, hacker jargon
has evolved a great deal beyond this original formation. Mostly, due to
the evolution of the computer underground subculture, it has incorporated
a large number of terms from a) science fiction b) the cant of various
criminal and deviant subcultures c) the changing nature of computer
technology
and electronic discourse in the 80s and 90s and d) television, esp. spoof
shows such as Monty Python and so on. But it's worthwhile
understanding
some of the conventions of MIT Hackerspeak, for it's at the root of a
great
deal of modern hacker talk, and often appears in various forms on the
Internet
among people otherwise marginal to the "computer
underground."
The Hackerspeak of the early 60s was electronic discourse not so much
because it was electronically mediated - email, chat systems, and BBSes
came much later - but because it was formed in an environment of constant
interaction with computers and electronic technology. Most of the
features
of Hackerspeak came from the MIT hackers' way of emulating the way they
"spoke" to their computers through programming languages such
as Lisp in the ways that they communicated with each other; and
attempting
to come up with novel ways to characterize each others' habits and style
of interacting with programming code and technology. It is not
surprising,
for example, that Hackerspeak is principally parsimonious, trying to
summarize
complex results in one acronym or concatenation ("GIGO," etc.)
or simple phrase, for the Hackers were also taught that parsimony in
computer
language was essential, and that the goal of their endeavors was the
produce
the most elegant result with the simplest possible code, if only because
access time to the mainframe was so precious.
People who work for extensive periods of time with computers are
noted
for their ability to interrupt a sentence when speaking to someone, then
come back hours later and resume with the completion of that sentence.
And why not? This is what they often did when programming. Hackers are
noted for describing their human-human interactions in human-computer
terms,
and thus they often express surprise over criticisms of the way they
"interface"
with people, since they look at communication as primarily being data
exchange.
As Sherry Turkle notes in The Second Self, hackers often described
computer behavior in anthropomorphic terms; but they also modelled their
selves on the computer as well, and utilized metaphors from computer
performance
to describe human behavior. We can understand a lot of Hackerspeak from
this viewpoint. We know that language is determined by environment (and
thus the worn-out dictum that some Esqimuax have over 30 words for
"snow")
and people obsessed with their interactions with computers are likely to
transfer their ways of describing those interactions into their human
relations
as well.
So what was/is the Hacker's Jargon? A good deal of Hacker
Jargon
revolved around such grammatical features as verb doubling as a
point of emphasis and the generation of unusual nouns from the addition
of suffixes such as "age," "tude," "ness,"
or "ity." (Such nouns include "lossage,"
"losertude,"
"hackification," and "porosity") Another common
feature
was soundalike slang, such as converting "historical
reasons"
to "hysterical raisins." Some of the other conventions of
Hackerspeak
including appending the suffix -p to sentences (a feature derived from
Lisp programming), and employing reversed consonant order (for
example,
converting "creeping featurism" to "feeping
creaturism.")
Also, the use of inarticulations and programmer talk, such as using the
words "BEGIN" and "END" to actually encapsulate
paragraphs
of conversation. In the Hacker lexicon, there were novel uses of old
words
("boot"), unusual attempts at combining unlikely words into
phrases
(i.e. "core dump,") and the coining of many new words to
encapsulate
computer situations that seemed beyond the pale of ordinary life -
"crufty"
being a notable example. It's hard to separate original hacker jargon
from
the jargon crystallizing around the computer industry as a whole
("user-friendly,"
etc.) but hacker jargon stands out mostly due to its highly eccentric and
erratic conventions.
Much of hacker jargon reflected the topsy-turvy insular universe of
the MIT AI lab. "Users" were "losers" - people who
only saw computers as things to get a task done. But real hackers were
"winners" - "winning" being defined as mastering the
machine and understanding all the undocumented features that enable it
to do things it may not have been originally designed to do. Here are
some
of the other famous early hacker neologisms: (those of you who've ever
played Adventure or Zork or hung around an old-time computer lab have run
across some of them.)
[ Top ]
BAGBITER 1. n. Equipment or program that fails, usually
intermittently.
2. BAGBITING: adj. Failing hardware or software. "This bagbiting
system
won't let me get out of spacewar." Usage: verges on obscenity.
Grammatically
separable; one may speak of "biting the bag". Synonyms:
LOSER, LOSING, CRETINOUS, BLETCHEROUS, BARFUCIOUS, CHOMPER, CHOMPING.
CRUFTY [from "cruddy"] adj. 1. Poorly built, possibly
overly complex. "This is standard old crufty DEC software".
Hence
CRUFT, n. shoddy construction. Also CRUFT, v. [from hand cruft, pun on
hand craft] to write assembler code for something normally (and better)
done by a compiler. 2. Unpleasant, especially to the touch, often with
encrusted junk. Like spilled coffee smeared with peanut butter and
catsup.
Hence CRUFT, n. disgusting mess. 3. Generally unpleasant.
FEEP 1. n. The soft bell of a display terminal (except for a
VT-52!);
a beep. 2. v. To cause the display to make a feep sound. TTY's do not
have
feeps. Alternate forms: BEEP, BLEEP, or just about anything
suitably
onomatopoeic. The term BREEDLE is sometimes heard at SAIL, where the
terminal
bleepers are not particularly "soft" (they sound more like the
musical equivalent of sticking out one's tongue). The "feeper"
on a VT-52 has been compared to the sound of a '52 Chevy stripping its
gears.
FROBNICATE v. To manipulate or adjust, to tweak. Derived from
FROBNITZ (q.v.). Usually abbreviated to FROB. Thus one has the saying
"to
frob a frob". See TWEAK and TWIDDLE. Usage: FROB, TWIDDLE, and
TWEAK sometimes connote points along a continuum. FROB connotes aimless
manipulation; TWIDDLE connotes gross manipulation, often a coarse search
for a proper setting; TWEAK connotes fine-tuning. If someone is turning
a knob on an oscilloscope, then if he's carefully adjusting it he is
probably
tweaking it; if he is just turning it but looking at the screen he is
probably
twiddling it; but if he's just doing it because turning a knob is fun,
he's frobbing it.
GLORK 1. interj. Term of mild surprise, usually tinged with
outrage,
as when one attempts to save the results of two hours of editing and
finds
that the system has just crashed. 2. Used as a name for just about
anything.
See FOO. 3. v. Similar to GLITCH (q.v.), but usually used reflexively.
"My program just glorked itself."
KLUGE (kloodj) alt. KLUDGE [from the German "kluge",
clever]
n. 1. A Rube Goldberg device in hardware or software. 2. A clever
programming trick intended to solve a particular nasty case in an
efficient,
if not clear, manner. Often used to repair bugs. Often verges on being
a crock. 3. Something that works for the wrong reason. 4. v. To insert
a kluge into a program. "I've kluged this routine to get around that
weird bug, but there's probably a better way." Also KLUGE UP. 5.
KLUGE
AROUND: To avoid by inserting a kluge. 6. (WPI) A feature which is
implemented
in a RUDE manner.
MUNG (variant: MUNGE) [recursive acronym for Mung Until No Good] v.
1. To make changes to a file, often large-scale, usually
irrevocable.
Occasionally accidental. See BLT. 2. To destroy, usually accidentally,
occasionally maliciously. The system only mungs things maliciously.
SMOP [Simple (or Small) Matter of Programming] n. A piece of
code,
not yet written, whose anticipated length is significantly greater than
its complexity. Usage: used to refer to a program that could obviously
be written, but is not worth the trouble.
These are just a few of the examples from Guy L. Steele's Hacker's
Dictionary.
Many of the things that are notable about early hacker talk is that it
uses a great deal of acronyms. This is probably simply
"spreadage"
of the acronymization that was occurring in many technical fields of the
50s and 60s. Some hacker acronyms, such as FOOBAR, (Fucked Up
Beyond
All Recognition) may have been borrowed from other engineering fields.
Certainly, many hacker terms have already made it into mass culture,
"spazz"
and "glitch" being notable ones. But what early hacker talk
shows
is a certain sense of playfulness with language - reflecting the hacker
attitude that working with computers was play rather than work. Viewing
language as an instruction set for exchanging commands between people,
hackers felt it was necessary to "tweak" it, just as they might
"twiddle" computer code until their beloved PDP-10s could
understand
them. Not surprisingly, hacker jargon is full of derogative terms,
reflecting
the competitiveness between the MIT hackers to see who could come up with
the best hacks.
I provide this introduction to 60s Hacker Jargon for two reasons -
one, that namely it is still with us in many areas of computing, and can
be found all over the net in places where nobody even knows what an old
(or new) hacker is; and two, it is the template on which 90s Hacker
jargon
is built. By and large, today's Hacker's jargon begins with the MIT/SAIL
Hacker talk of yore, and appends a whole bunch of syntactic, grammatical,
and lexical innovations, based on the differing experiences and
motivations
and self-identifications of the new hackers. Just as the Hacker jargon
of that time was based on their technological environment - unwieldy
time-sharing
systems - the hacker jargon of today is based on a different
technological
environment: a massive internetworking of computer systems all over the
globe into a seamless web. It's also based on a different social
environment
- namely the anathematization and criminalization of their activities.
The 90s hackers see themselves as the heirs of the 60s hackers, but by
and large, their 'parents' have denied them, largely due to the actions
of 'dark side' hackers who they feel have put a stain on the hacker
name.
[ Top ]
Our Phathers, the Phreaks and Pirates and the Cypherpunks
The discourse of the computer underground is truly electronic, because
by and large it involves the exchange of communication through electronic
media, the most popular of which being hacker bulletin board systems
(BBSes.)
Even moreso than early hacker talk, the discourse of the computer
underground
is shaped by the constraints and features of the electronic (ASCII)
medium.
The MIT hackers mostly communicated through verbal interchange; after
all,
all they had to do was walk next door and complain about something to one
of their peers. But today's hackers are geographically distant, and by
necessity must use electronic technologies to conquer that distance. The
cost of information exchange - specifically the impossibly high costs of
AT & T long distance rates in the old days - was/is a source of
constant
complaint, and a provocation for many to turn to phreaking. It's
impossible
to understand the nature of today's computer underground or its discourse
without understanding the history and discourse of phreaking.
I won't go into the whole history of "blue boxing," Cap'n
Crunch (John Draper), and TAP and its Youth International Party Line
(YIPL.)
By and large, the beginnings of phreaking lie in the discovery that the
generation of a specific tone - at the 2600 Hz frequency - one could
control
the electromechanical switching system of the telephone system. Magazines
like Esquire focused on how this could enable people to make phone
calls for free; but diehard phreaks were interested in using this trick
to explore the phone system, and all its mysterious trunks, branches,
loop
lines, switches, and nodes. Just like MIT hackers who wanted to explore
all the hidden byways of the circuitry of the PDP-10, or the tunnel
system
under their campus, the phreaks wanted to know the ins and outs of Ma
Bell.
But some had a specific political edge to their efforts: they thought
"The
Company" or "The Death Star" (their name for the AT &
T logo) were depriving people of their right to communicate cheaply and
easily.
When AT & T discovered to their horror that outside people could
control the phone system to this degree, they began replacing
electromechanical
switches with the computer-controlled digital switches that they use
today.
This had two notable effects - it made "crashes" of the system
more likely (and thus more likely to be blamed on phreaks, just as the
Bell crash of 1990 which led to Operation Sundevil was) as any effort at
computerization inevitably does; and also brought about a convergence of
hacking and phreaking in the early 1980s. After all, if computers were
now controlling the phone system, then a phreak would need the skills of
a hacker in order to ply his trade. Most hackers began phreaking in order
to avoid the massive long-distance charges for calling their favorite
hacker
boards, and phreakers began hacking to come up with new ways to
manipulate
the phone system. Kevin Mitnick, for example, replaced many of the
automated
operator messages on NYNEX's system with his own voice, and rerouted
calls
in one case from a government agency to a bordello.
Phreaker discourse is of course heavily laden with technical jargon
borrowed from Bell Labs' own technical manuals. Phreaks are expected as
a matter of course to know the ins and outs of telecommunications lingo,
and they know a fellow phreak by their use of these specialized acronyms.
Thus, a good phreak knows that what most people call a "pay
phone"
is really a COCOT (Customer-Owned Coin-Operated Telephone.) Some of the
more intimidating acronyms that are found sprinkled throughout phreaker
talk include:
ADCCP Advanced Data Communications Control Procedure
AUTOSEVCOM AUTOmatic SEcure Voice COMmunications
BORSCHT Battery, Overvoltage, Ringing, Supervision, Coding, Hybrid
Testing
BRAT Business Residence Account Tracking system
CATLAS Centralized Automatic Trouble Locating and Analysis System
CLASS Centralized Local Area Selective Signaling
COSMOS COmputerized System for Mainframe OperationS
DSBAM Double-SideBand Amplitude Module
LATIS Loop Activity Tracking Information System
MATFAP Metropolitan Area Transmission Facility Analysys Program
You get the idea. Phreakers rely on these dense technical acronyms for
different reasons than the phone company. (Well, actually, it's the same
reason - to prevent knowledge from falling into the wrong hands.) Mostly,
they use them to recognize a fellow phreak from a "narc" or
other
individual in law enforcement, who is assumed to be ignorant of the
intricacies
of the phone system. Anybody who calls a COCOT a "pay phone,"
for example, is suspect. Phreaks also began the widespread convention of
inverting the "f" and "ph" characters - a practice
that now can be found in a lot of mass culture, such as the name of the
band "Phish." It's not uncommon to see phreaks describe
something
as "phunky phat phresh." This inversion is a sign of coolness
to phellow phreaks. This convention led to a series of other common
inversions
- including switching the "s" at the end of a word to a
"z"
and a beginning "c" to a "k" and converting the
alphabetic
character o to the numeric 0 . The soundz of the words remain the same
- but they look k00ler.
[ Top ]
Another important source of geneaology for hacker jargon was the
discourse
of the first pirates. Before BBSes ever really began to focus on
phreaking
and hacking, they were hotbeds for software piracy. Some of the first
bulletin
boards were pirate boards, where the copy protection on commercial
software
was "cracked" (hence, the origins of the term
"cracker"
to refer to some "dark side" hackers) and then made available
to be downloaded - as long as people offered money, or more commonly,
other
pirated programs, in return. Pirate boards were often known as
"elite"
if they had a large number of expensive commercial software programs
available
for downloading. These boards often distinguished themselves from other
boards by using a combination of lowercase and uppercase alphanumeric
characters,
and a lack of spaces in their name. (The numeric characters often
replaced
letters or sounds.) The origins of this practice probably lie in the
case-insensitivity
of most early text parsers, which treated a small "t" and a
capital
"T" as basically the same, and the fact that many systems
required
logins that contained one or more numeric or non-alphabetic characters,
as well as the refusal of some computer languages to permit spaces in
their
variables.
Common names for these early pirate boards were often things like
HoUSe4SofTWaRez
or PLacE2SwAp... this is a practice that continues today,
especially
with the names of hacker boards and hacker handles. They also started
referring
to programs as "warez." Thus, in my own area code, we have
eLiTE
boards such as InSaNE DoMAin, and hacker handles like BorN2HaCk... today,
many hackers look down on people who are "merely" pirates,
because
they are more interested in getting free programs than in exploring
networked
systems or hacking, and such people are called "warez d00dz."
If they are merely after codes for the phone system, without offering
anything
in return (reciprocity is important in the hacker subculture), then they
are demeaned as "kodez kidz." Many purely pirate boards
continue
to operate today, with small sections on phreaking and hacking. But a
large
source for their interest - tools and schemes for cracking copy
protection
- has faded since many software producers no longer utilize copy
protection.
Another area of professional technical discourse that has come to
dominate
the computer underground has been cryptography. Largely controlled by
mathematicians
and the National Security Agency (NSA) for many years, applied
cryptography
has become a matter of concern for hackers interested in foiling
government
surveillance and maintaing their electronic privacy. These hackers, often
known today as "cypherpunks," specialize in developing
techniques
for foiling cryptography as a method of securing data while
simultaneously
coming up with strategies (such as the Public-Key cryptosystem Pretty
Good
Privacy, PGP, or the newer method of hiding messages in graphic images,
Cypherella) for protecting their messages from NSA snooping. Since
cryptographic
techniques have been seized upon by many companies for securing
communication
(esp. wireless, such as cellular phones) or encoding passwords and other
data, hackers have been forced to ply the cryptography trade, much as
phreaks
have been forced to turn to hacking. Cypherpunks understand that crypto
is the key to the information economy, as it's the only way in which the
legitimacy of electronic funds transfer and "digital
signatures"
(the authenticity of messages) can be maintained.
Cypherpunks are some of the most politically motivated of hackers,
and they particularly oppose government-controlled and designed
cryptosystems
like the Clipper Chip which have "holes" specifically built in
for when the FBI, etc., feels it necessary to initiate surveillance. They
often tout the advantages of "totally secure cryptography,"
which
often arouses the horror of law enforcement officials, who foresee the
largest users of uncrackable ciphers to be pedophiles, terrorists, drug
dealers, and, of course, hackers. Largely because of cypherpunk activity,
words from cryptography have crept into computer underground discourse,
even among people who don't really know much about it, or even use
computer
crypto programs.
Some of the crypto terms that often turn up in C.U. discourse:
blob -- the crypto equivalent of a locked box. A cryptographic
primitive for bit commitment, with the properties that a blobs can
represent
a 0 or a 1, that others cannot tell be looking whether itUs a 0 or a 1,
that the creator of the blob can "open" the blob to reveal the
contents, and that no blob can be both a 1 and a 0. An example of this
is a flipped coin covered by a hand.
collusion -- wherein several participants cooperate to deduce
the identity of a sender or receiver, or to break a cipher. Most
cryptosystems
are sensitive to some forms of collusion. Much of the work on
implementing
DC Nets, for example, involves ensuring that colluders cannot isolate
message
senders and thereby trace origins and destinations of mail.
digital pseudonym -- basically, a "crypto identity."
A way for individuals to set up accounts with various organizations
without
revealing more information than they wish. Users may have several digital
pseudonyms, some used only once, some used over the course of many years.
Ideally, the pseudonyms can be linked only at the will of the holder. In
the simplest form, a public key can serve as a digital pseudonym and need
not be linked to a physical identity.
mixes -- David Chaum's term for a box which performs the
function
of mixing, or decorrelating, incoming and outgoing electronic mail
messages.
The box also strips off the outer envelope (i.e., decrypts with its
private
key) and remails the message to the address on the inner envelope.
Tamper-resistant
modules may be used to prevent cheating and forced disclosure of the
mapping
between incoming and outgoing mail. A sequence of many remailings
effectively
makes tracing sending and receiving impossible. Contrast this with the
software version, the DC protocol.
padding -- sending extra messages to confuse eavesdroppers and
to defeat traffic analysis. Also adding random bits to a message to be
enciphered.
spoofing, or masquerading -- posing as another user. Used for
stealing passwords, modifying files, and stealing cash. Digital
signatures
and other authentication methods are useful to prevent this. Public keys
must be validated and protected to ensure that others don't substitute
their own public keys which users may then unwittingly use.
trap-door -- In cryptography, a piece of secret information that
allows the holder of a private key to invert a normally hard to invert
function.
[ Top ]
The Coming of Cyberpunk: Science Fiction and Role-Playing
The roots of the word "cyberpunk" are fairly simple. Cyber-
is a prefix derived from the term cybernetics , itself derived from the
Greek word for helmsman or navigator, kubernetes. Norbert Weiner
used ('coined'?) the term in the late 1940s to refer to autodirective
systems
that are capable of 'steering' or responding to feedback, much in the
same
way that a helmsman of a ship makes subtle changes in the course of a
ship
based in changes in the behavior of the sea. Though originally meant as
a means of modelling electromechanical systems (thermostats, vacuum
pumps,
etc.), cybernetic models quickly spread into other disciplines, and were
used to describe things as disparate as digital-electronic communication,
the weather, and, by anthropologists such as Gregory Bateson, human
cultures.
Cybernetics, systems theory, game theory, and other allied
mathematical-logical
techniques were quickly seized upon by the social sciences, especially
economics. Prominent in most of these models were that cybernetic systems
were homeostatic , and constantly using negative/positive feedback,
self-mapping,
autocorrection, and structural modification to maintain some sort of
critical
balance required for their continued existence.
"Punk," of course, comes from a prominent subculture of
Britain
in the 1970s. Though it followed in a long line of youth subcultures with
peculiar musical tastes in the British Isles - the teds, the mods, the
skins, the hippies; and since, the ravers and zippies - punk was perhaps
moreso than all the others, a youth movement of negation and refusal.
More
lower-class and lumpenproletarianized, more defiant, more violent, more
angry, more politically disaffected, and more odd-looking than all their
predecessors, the punks quickly attracted the attention of English and
other social scientists. Their musical idols like the Sex Pistols openly
sang of a nihlistic world view where kids had "no future";
mocked
all possible institutions, no matter how sacred (esp. the Queen); and
performed
an anti-Muzak where volume, energy, and wildness came to replace the cult
of virtuosity, talent, and pretty-boy image which had come to surround
rock n' roll. Punks openly proclaimed their allegiance to Anarchy and
declared
war on the manners, morals, and stiff upper lips of the British class
structure.
So, while 'cyber' has basically become a catch-all prefix for 'cool'
in our digitally saturated age ("Wow! That MTV program was really
cyber !"), the term "cyberpunk" came to refer to
a rather specific subgenre of science fiction in the mid-1980s. Within
the universe of science fiction, writers like Gibson, Sterling, and
Stephenson
tried to carve out a specific niche which was notable for its
fast-moving,
high-tech, aggressive, grittily realistic plots. Cyberpunk offered
readers
a very near and possible future, rather than the vast sprawling cosmic
visions of Asimov or Heinlein. While it might seem hard to unite the
nerdy
engineers of MIT with the street kids of Manchester,
"cyberpunk"
sci fi writer William Gibson was able to do it with his novel
Neuromancer.
In Gibson's dystopian future, the central plot device is the Matrix,
which
is basically the interconnected web of digital representations of all the
data in computers in the world. Gibson's "console cowboys" were
able to "jack" into "cyberspace" - the term he coined
for the "consensual hallucination" one perceived when they
"uploaded"
their consciousness into this digital virtual-reality realm.
Gibson portrays a world in which national governments have dissolved
and vast hyperurban zones are controlled by multinational corporations
ruled by Artificial Intelligences (AIs) and dynasties kept immortal
through
cloning and cryogenics, whose rule is predicated on the fact that they
control all the data on citizens and other economic and social
transactions.
(Sound familiar? That world is already partially here. Big Brother is
here;
but I assure you Pepsico knows more about your market preferences and
consumer
choices than the government. Whether you like it or not, media
conglomerates
and advertising firms have assigned you all into pools of people
organized
around identifying through product choice and responding to specific
signifiers.)
Gibson's antiheroes are the 'console cowboys,' data thieves who are used
by the different corporations to swipe away the precious
information-commodities
of their opponents. The stakes for the cowboys are high, because
"black
ice" and other Matrix defense systems can "flatline"
(terminate)
them for good, and they are likely to meet hostile AIs or counteragents
while in cyberspace.
Gibson's protagonists often start out as small-time operators who
discover
that there are big-time forces swirling around them. They often discover
that shadowy ancient political forces (like the Japanese Yakuza or the
Voudoun priests and their AI-loa deities) are calling the shots in the
high-tech future. They move from being parasites and pawns of the system
to trying to bring it down, much like the character in The Shockwave
Rider, who writes a "worm" to crash the global computer
network.
(Life imitated art, as it often does, when hacker Robert Tappan Morris
came close to this feat in 1988.) The new hackers of the 80s devoured
Gibson's
fiction like candy. They identified with his characters and fantasized
that, like them, they were playing for real stakes, with a real sense of
political purpose and mission, and were struggling against computerized
domination and Machievellian corporate intrigue. Some of the 80s computer
underground, like Michael Synergy, began calling themselves
"cyberpunks,"
and started identifying themselves as part of a "cyberpunk
movement,"
issuing manifestoes, programmes, and threats.
But, much like the earlier punks, much of their resistance was much
more on symbolic terrain than on actual. Very little "computer
terrorism"
was ever actually carried out. No systems were targeted with "logic
bombs," most computer viruses plagued hobbyist bulletin-board
systems
rather than big-time Pentagon defense systems, AT & T's telephone
network
fell from its own misprogramming and not from outside "attack,"
and most datatheft raids produced boring corporate memos and private love
letters rather than ultra-secret government projects or shocking patent
data. Raising the level of symbolic threat to the crescendo that they
did,
though, was enough for the government to take action, and the Secret
Service
carried out its infamous Operation Sundevil raids of 1990, putting many
cyberpunks out of business, and causing enough of a furor about the
rights
of cybercitizens for Mitch Kapor and Perry Barlow to found the Electronic
Frontier Foundation, whose very first acts were to mount a legal defense
for some of the busted hackers.
[ Top ]
The main point of all this was that terms from cyberpunk science
fiction
became part of everyday computer underground discourse. Gibson, as
technologically
illiterate as they come (who wrote his novel on an old manual typewriter
and was disappointed when he saw his first real disk drive), was lionized
by a group of "nerds" whose alienation from school usually came
from the fact that they were too smart (rather than too rebellious); but
who were able to transform themselves into "cyber-punks" by
adopting
the tough, street-talking manner of Gibson's characters in his fictional
world, where participation in the information economy is not voluntary,
and is literally a matter of life and death. Not surprisingly, one of the
things that became part and parcel of computer underground discourse was
imitation of the argot of criminal gangs and syndicates. Castigated as
"computer criminals" and "sociopathic deviants" by
the law for their often innocent exploration of the back doors of
cyberspace,
the computer underground started talking like criminals, acting out the
secret fantasy and adoration for the "Bonnie and Clyde"
lifestyle
that many "straights" often have.
Many of the early hackers were frequent players of role-playing
games,
especially early dice, model, and paper games like Dungeons and
Dragons.
Not surprisingly, the influence of Tolkien and D & D on the 70s
hacker
culture was quite great, and spawned a lot of the early text-adventure
games like Colossal Cave and Wumpus. Role-playing games undoubtely
influenced
the first generation of hackers, and this is part of the reason why MUDs
(Multi-User Dungeons) were some of the first Internet recreations to
really
take off (as well as the chess servers.) It also explains the ongoing
predilection
for handles among both old and new hackers. In cyberspace, where nobody
can really tell what other people really look like, role-playing is often
encouraged (pretending to be a different gender, for example)- much to
the detriment of people who are not prepared for all the cat-and-mouse
games it leads to. Role-playing is an old hat in computer science, who
has been obsessed from the beginning of whether an Artificial
Intelligence
(AI) could role-play a human being convincingly (the much ballyhooed
Turing
Test.)
Much of hacker discourse (and discursive behavior, e.g. flaming)
needs
to be understood as role-playing. Few people realize this. (The
"VAXINator"
may bellow about how he's preparing to crash every mainframe on campus.
But, IRL [in real life], 14 year-old Tommy Jones not only probably
wouldn't
do that, but also probably doesn't know how to either. Of course, people
get lost in the roles they are playing; and so the VAXinator might be
forced
to do something drastic anyway to uphold his 'virtual' reputation among
his peers.) Shortly after cyberpunk sci-fi became hot, a whole rash of
cyberpunk role-playing games became released, such as Shadowrun,
which combined cyberpunk elements with the trolls and demons of Dungeons
& Dragons. One of the big creators of such RPG games was Steve
Jackson
Games, who had the misfortune to be raided by the Secret Service when it
was thought that an employee's BBS, Phoenix Project, contained a
"sensitive"
document from the Bell Company's 911 System. The Secret Service also
seized
prepress digital copies of their role-playing game, GURPS
Cyberpunk
, calling it for no apparent reason "a manual for computer
crime!"
One of mankind's oldest roles, cops n' robbers, was being acted out.
Hackers often kept accounts on Phoenix Project, mainly because Loyd
Blankenship, one of Jackson's employees, liked talking to them to get
ideas
for his games, and because they liked many of the RPG modules that
Jackson
made. Unknown to Blankenship, some of them were also using the system to
exchange basically 'illegal' information, such as long-distance phone
codes.
There were many levels of irony involved in the Secret Service bust. The
name of Jackson's own BBS, Illuminati BBS, came from a game based on
sci-fi
writer Robert Anton Wilson's book Illuminatus, where he brings
right-wing
paranoia to life by suggesting that the so-called Bavarian Illuminati are
real and are the secret conspiracy behind the world's misfortunes.
Wilson's
wicked Illuminati are resisted only by the Discordians, a pseudoreligion
which worships Eris (Our Lady of Discord) and promotes an
anarcho-libertarian
philosophy, and whose invention has provided the basis for a number of
subsequent "real life" pseudoreligions, including the Church
of the SubGenius, whose deity is a piece of clip art (the Head of Bob)
that is probably in more hacker signature files than any other icon. When
German hacker Markus Hess was found after his suicide, he had a copy of
Illuminatus on him, and friends said that he often claimed that the
fictional
story was true.
Cyberpunk role-playing games, and especially Steve Jackson's
Cyberpunk
and Hacker games, have also influenced the discourse of the computer
underground
a great deal. Role-playing is the stock and trade of a hacker's
existence.
Much of a hacker's technique involves Social Engineering (SE) and Reverse
Social Engineering (RSE), where the hacker role-plays over the phone
either
a knowledgable authority (such as a line technician or system operator)
or a clueless person (such as an academic at a university who's forgotten
their password) in order to get people to divulge information. But, like
so many of us in our postmodern world, they've lost track of where the
role stops and the actor steps back into real life. Many mostly abandon
their real lives of school, friends, and family for the role-world of
hackerdom,
with its moves and countermoves. Why sit as Tommy Jones in History and
be criticized for penmanship, when on Demon Roach Underground he can be
Digital Destroyer and bask in people praising him for that
"ferocious
hack" into Lotus' Corps. pension file? Computer underground
discourse
is more than influenced by role-playing; it is role-playing.
[ Top ]
Living in an ASCII Wonderland
To understand the discourse of the computer underground, which as I've
stressed earlier is doubly an electronic discourse (because it's about
electronic subjects and is electronically mediated), it's important to
understand the constraints of using E-mail systems and electronic
conferencing.
These constraints have led to a number of features about electronic
discourse
in general, which hackers have either modified, overexaggerated, or
imitated.
Although electronic discourse may change over the next few years, as
systems
like HTML and SGML allow people to modify fonts and include images to
better
express themselves, up until recently, electronic conferencing was
limited
to the impoverished ASCII environment, the least common denominator that
enabled all computer systems, whether UNIX, DOS, VMS, or JCL, to
"talk"
to each other. Basically, ASCII assigns all the upper and lower case
letters,
numbers, basic punctuation and emphatic marks, and some specialized
control
characters (like linefeeds) to one of 256 possible values (i.e. one byte
of 8 binary bits - 2 to the 8th power.)
Most electronic conferencing takes place on computer systems where
users maintain an account and must login to use it. People often choose
some combination of their first and last names for their login, since
this
is often the only way they can be identified on the system by other
users.
But even the first wave of hackers and computer users felt it was
unnecessary
to use one's own given name, and probably more fun to use a
"handle,"
much like CB users often use to identify themselves. Most systems were
case-insensitive, allowed only short one-word logins (with no spaces),
and often insisted (for security purposes) that one or more characters
be numeric or diacritical marks. Thus, many chose handles like
"Seeker1."
Most users choose handles that identify favorite fictional characters,
or personal qualities, or pet nicknames. Early hackers often used names
from fantasy or science fiction; today's hackers often borrow names from
famous real-life or fictional outlaws or villains. One hacker in
Gainesville
went by the handle "(Erich) Hoenecker," the deposed East German
dictator. Another nationally known hacker goes by "Immanuel
(Goldstein),"
the propaganda-generated, villified "enemy of the people" of
Orwell's 1984.
Since most electronic conferencing systems use only one standard
font,
and ASCII contains no code for character modification (i.e. underlining,
bold, italicizing, etc.), expressing emotion through email, etc. was an
early problem. This was often solved through the use of CAPITAL LETTERS
for emphasis, or putting words in asterisks or underlining them with
carat
marks, although the emotion behind the emphasis was hard to grasp for the
person on the other end. A better impromptu solution was devised - the
use of "smilies," or emoticons, consisting of combinations of
ASCII characters which look like sideways facial expressions. For
example,
the colon, dash, and right parenthesis :-) look like a smiley face on its
side. Putting this next to something that might be mistaken for hostile
can enable people to detect sarcasm, for example. Like many other things,
creating new smilies became somewhat of an intricate art, and as usual,
hackers took it to an extreme.
Nonetheless, even smilies cannot prevent people from misreading the
emotional intent behind electronic communication, and when you combine
this with the fact that people often simply feel less communicative
restraint
in cyberspace (mainly because the guy on the other end may not know who
you are, and even if he did, he couldn't do anything to you), this often
leads to what is known as "flaming" or "flame wars."
"Flaming" probably comes from the gay community, where it
referred
primarily to the habit of drag queens overdoing their personal decor. In
cyberspace, it refers to the extremely overdone art of verbal abuse that
people often heap on each other through email. Since quoting others is
often done by adding marks to the beginning of a sentence, such as a
right
angular bracket >, long flame "threads" often result in
"cascading,"
or an energetic piling of comment on top of comment on top of comment.
The practice of "spamming," a term that probably comes from
Monty
Python and refers to the act of people posting messages indiscriminately
and too frequently (thus clogging peoples' mailboxes with junk e-mail),
is one sure way to start a flame war.
Many email systems often have sharp length restrictions on messages.
Ones that are too long or too complicated may clog the mail buffer or use
up too much disk space. Thus, this forces all users to employ a good deal
of parsimony in communication. They usually do this in one of several
ways.
A common way is the use of simpler acronyms for frequently used
expressions
- IMHO for "in my humble opinion," IRL for "in real
life,"
FAQ for "frequently asked questions" or BBIOM for "be back
in one minute," for example. Another device is the use of
concatenations
or abbreviations - "sysop" for system operator or
"listserv"
for mailing list server. Yet another way is to use numerics in place of
vowel sounds, such as "2 Tired" or "4 You." Handles
are commonly shortened this way. Elements like these, which were
originally
devised for systems with sharp content restrictions, still predominate
in conferencing environments where these restrictions no longer
exist.
Lastly, most mail systems allow a person to include a signature,
which
may contain information not in their "headers." The information
in this file, the .sig file, is normally used to identify a person's real
name and institution. Many people, esp. hackers, are extremely clever
with
their .sigs, and usually use it to include their favorite quotes or
carefully
drawn illustrations done completely in ASCII characters. Another file,
the .plan file, which contains information for when the person is
"fingered"
by another user, can also be similarly manipulated. .Sig files have
become
an important part of the verbal artistry of communicating in an ASCII
environment,
and hackers use them to show off their cleverness or occasionally enclose
important information (such as their public key.) Hackers are not unique
in flaming, acronymization, sigging, using handles, etc., but the
creative
ways in which they utilize these constraints of the medium to their
advantage
do mark their electronic discourse as distinct from other people in
cyberspace.
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The New Hacker's Jargon: Form and Function
Some of the features of hacker jargon of the 90s are, as suggested
earlier,
intensifications of 60s hacker talk. Hacker jargon today primarily
functions
in one similar respect - it's a tool for brokering reputations. Many of
the terms used in the discourse of the computer underground essentially
are devices for either derogation or braggadoccio - tearing down the
reputation
of another hacker or elevating one's own reputation. Hackers who break
the hacker ethic are no-good "crackers"; those who don't know
what they're doing but keep asking people for free tips are low-life
"warez
doodz" and "codez kidz"; people who don't know the power
of hacking are "lusers"; people who are not as good as they
brag
they are are "posers" or "wannabes"; and the
genuinely
hated ones are simply "bagbiters." Spoof terms abound for
systems
or computer companies that are despised, like "WinDoze" or
"Micro$hit."
Praise terms in new hackerspeak, like "winner," are reserved
for people who show both technical mastery and the boldness to "go
root," or shoot for controlling the root node of an entire
system.
However, new hacker jargon also differs from the old
hackerspeak
because it serves one new and different function - secrecy. The old
hackers
used their jargon to convey complex relationships with computers that
couldn't
be "put into plain English"; but they didn't employ it to
conceal
information from people or disguise their activities. Because new hackers
are so afraid of being 'narced' or busted by law enforcement, the jargon
of the hacker functions like a Masonic grip - people know who another
hacker
is in cyberspace by the use of their jargon, and thus avoid accidentally
'blabbing' to the feds. Thus, new hacker jargon functions to
exclude
, to conceal information from people who are unable to display the
"linguistic
competence" that shows them to truly be a fellow hacker. Hacker
jargon,
like any criminal argot, functions to conceal illegal activities behind
euphemisms and code words, as well as to hopefully scare off Secret
Service
types with a dense fog of technobabble.
And it also serves to identify the new hacker as a unique subculture
on the continually growing arena of cyberspace. They use their jargon
both
to mark themselves off as "cooler" than other computer users,
and to symbolically link themselves to the 1st generation of hackers, the
people who were around and knew the back roads of the Internet before all
these ignorant "newbies" came along - people who "don't
know what a command line prompt is." Hacker style is flamboyant -
their way of showing off that they are just basically more "with
it"
than other computer people. They try and intimidate other users with
threats,
warning them that they can shut down their account, ruin their credit
rating,
intercept their Electronic Funds Transfer (EFT), etc. Hacker talk is used
to impress and gain awe from other users, who are assumed to lack the
technical
know-how and the screw-the-authorities spirit that hackers have.
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