Senin, 04 Mei 2009

Reality hacking

Reality hacking is a term used to describe any observable phenomenon which emerges from the nonviolent use of illegal or legally ambiguous digital tools in pursuit of politically, socially or culturally subversive ends. These tools include website defacements, URL redirections, denial-of-service attacks, information theft, web site parodies, virtual sit-ins, and virtual sabotage.

History

The words "hack" and "hacker" come from the 1960s when the first computer hackers emerged at Massachusetts Institute of Technology, and later took root in actions such as phone phreaking, BBS culture, and virtual sit-ins in the 90s.

Art movements such as Fluxus and Happenings in the 70s created a climate of receptability in regard to loose-knit organizations and group activities where spontaneity, a return to primitivist behavior, and an ethics where activities and socially-engaged art practices became tantamount to aesthetic concerns.

The conflation of these two histories in the mid-to-late 90s resulted in cross-overs between virtual sit-ins, electronic civil disobedience, denial-of-service attacks, as well as mass protests in relation to groups like the International Monetary Fund and World Bank. The rise of collectivies, net.art groups, and those concerned with the fluid interchange of technology and real life (often from an environmental concern) gave birth to the practice of "reality hacking".

Politics

Reality hacking is a form of activism which relies on tweaking the every-day communications most easily available to individuals with the purpose of awakening the political and community conscience of the larger population. The term first came into use among New York and San Francisco artists, but has since been adopted by a school of political activists centered around culture jamming.

As a principle of political activism, reality hacking takes advantage of the insight of linguists and sociologists who argue that post-twentieth-century popular culture in the advanced world has become particularly impervious to either positive or negative rethinking of community. Negative assertions about community — in the form of negative news stories and mass political protests — tend to fall on ears overloaded by daily tragedy in the news, even when the causes and facts they relate are valid and deserving. Positive reimaginings of community — in the form of utopian havens, alternative religious or political structures, or idealistic protest against the status quo — equally tend to fall upon unbelieving ears of busy individuals who have already accepted the standards, sacrifices, and limits of the reality in which they normally operate.

As an alternative to these dead ends of twentieth-century political activism, reality hacking tries to capture the attention of individuals in their normal course of regular information consumption. It may involve attracting mass media attention to an attention-getting fringe political issue more liable to generate rethinking of cultural norms than standard debates to which the public has already become jaded. Or it may involve harnessing the means of information dissemination itself, using online information sources to disseminate alternative definitions of commonly accepted facts.

Popular culture

The 1999 science fiction-action film The Matrix is most responsible for popularizing the simulation hypothesis - the suggestion that reality is in fact a simulation of which those affected by the simulants are generally unaware - and "reality hacking" as reading and understanding the code which represents the activity of the simulated reality environment but also modifying it in order to bend the laws of physics within simulated reality.

Reality hacking as a mystical practice is explored in the Gothic-Punk aesthetics-inspired White Wolf urban fantasy role-playing game Mage: The Ascension. In this game, the Reality Coders (also known as Reality Hackers or Reality Crackers) are a faction within the Virtual Adepts, a secret society of mages whose magick revoles around digital technology. They are dedicated to bringing the benefits of cyberspace to real space. To do this, they had to find, for lack of a better term, the "source code" that allowed our universe to function. And that is what they have been doing ever since. Coders infiltrated a number of levels of society in order to gather the greatest compilation of knowledge ever seen. One of the Coders' more overt agendas is to acclimate the masses to the world that is to come. They spread Virtual Adept ideas through video games and a whole spate of "reality shows" that mimic virtual reality far more than "real" reality. The Reality Coders consider themselves the future of the Virtual Adepts, creating a world in the image of visionaries like Grant Morrison or Terence McKenna.

Hacker (hobbyist)

In home computing, a hacker is a person who heavily modifies the software or hardware of their computer system. It includes building, rebuilding, modifying and creating software (software cracking, demo scene) and electronic hardware (hardware hacking, modding) either to make it better, faster, give added features or to make it do something it was never intended to do. Hobby hacking originated around the MITS Altair.

Hardware modifier

Another type of hacker is one who creates novel hardware modifications. Hardware hackers are those who modify hardware (not limited to computers) to expand capabilities; this group blurs into the culture of hobbyist inventors and professional electronics engineering. An example of such modification includes the addition of TCP/IP Internet capabilities to a number of vending machines and coffee makers during the late 1980s and early 1990s.[citation needed]

Hackers who have the ability to write circuit-level code, device drivers, firmware, low-level networking, (and even more impressively, using these techniques to make devices do things outside of their spec sheets), are typically in very high regard among hacker communities. This is primarily due to the difficulty and enormous complexity of this type of work, and the electrical engineering knowledge required to do so.

Hardware hacking can consist of either making new hardware, or simply modifying old hardware (known as "modding"). Real hardware hackers perform novel and perhaps dangerous modifications to hardware, to make it suit their needs.

Hacker (programmer subculture)


In one of several meanings of the word in computing, a hacker is a member of the computer programmer subculture originated in the 1960s in the United States academia, in particular around the Massachusetts Institute of Technology (MIT)'s Tech Model Railroad Club (TMRC) and MIT Artificial Intelligence Laboratory. Nowadays, this subculture is mainly associated with the free software movement.

Hackers follow a spirit of creative playfulness and anti-authoritarianism, and sometimes use this term to refer to people applying the same attitude to other fields.


Definition

The Jargon File, a compendium of hacker slang, defines hacker as "A person who enjoys exploring the details of programmable systems and how to stretch their capabilities, as opposed to most users, who prefer to learn only the minimum necessary." [1] The Request for Comments (RFC) 1392, the Internet Users' Glossary, amplifies this meaning as "A person who delights in having an intimate understanding of the internal workings of a system, computers and computer networks in particular." [2] These hackers are disappointed by the mass media and mainstream public's usage of the word hacker to refer to security breakers, calling them "crackers" instead.

The difference between hackers and crackers is that where hackers use their skills and knowledge to learn more about how systems and networks work, crackers will use the same skills to author harmful software (like viruses, trojans, etc.) and illegally infiltrate secure systems with the intention of doing harm to the system. True hackers don't participate in these activities and generally frown upon them.


History

Before communications between computers and computer users was as networked as it is now, there were multiple independent and parallel hacker subcultures, often unaware or only partially aware of each others' existence. All of these had certain important traits in common:

  • Creating software and sharing it with each other
  • Placing a high value on freedom of inquiry; hostility to secrecy
  • Information-sharing as both an ideal and a practical strategy
  • Upholding the right to fork
  • Emphasis on rationality
  • Distaste for authority
  • Playful cleverness, taking the serious humorously and their humor seriously

These sorts of subcultures were commonly found at academic settings such as college campuses. The MIT Artificial Intelligence Laboratory, the University of California, Berkeley and Carnegie Mellon University were particularly well-known hotbeds of early hacker culture. They evolved in parallel, and largely unconsciously, until the Internet, where a legendary PDP-10 machine at MIT, called AI, that was running ITS, provided an early meeting point of the hacker community. This and other developments such as the rise of the free software movement drew together a critically large population and encouraged the spread of a conscious, common, and systematic ethos. Symptomatic of this evolution were an increasing adoption of common slang and a shared view of history, similar to the way in which other occupational groups have professionalized themselves but without the formal credentialing process characteristic of most professional groups.

Over time, the academic hacker subculture has tended to become more conscious, more cohesive, and better organized. The most important consciousness-raising moments have included the composition of the first Jargon File in 1973, the promulgation of the GNU Manifesto in 1985, and the publication of The Cathedral and the Bazaar in 1997. Correlated with this has been the gradual election of a set of shared culture heroes: Bill Joy, Donald Knuth, Dennis Ritchie, Alan Kay, Ken Thompson, Richard M. Stallman, Linus Torvalds, and Larry Wall, among others.

The concentration of academic hacker subculture has paralleled and partly been driven by the commoditization of computer and networking technology, and has in turn accelerated that process. In 1975, hackerdom was scattered across several different families of operating systems and disparate networks; today it is largely a Unix and TCP/IP phenomenon, and is concentrated around various operating systems based on free software and open-source software development.

Ethics and principles

Many of the values and tenets of the free and open source software movement stem from the hacker ethics that originated at MIT and at the Homebrew Computer Club. The so-called Hacker Ethics were chronicled by Steven Levy in Hackers: Heroes of the Computer Revolution and in other texts.

Hacker ethics are concerned primarily with sharing, openness, collaboration, and engaging in the Hands-On Imperative[3].


Artifacts and customs


The academic hacker subculture is defined by shared work and play focused around central artifacts. Some of these artifacts are very large; the Internet itself, the World Wide Web, the GNU Project, and the Linux operating system are all hacker creations, works of which the subculture considers itself primary custodian.

Since 1990, the academic hacker subculture has developed a rich range of symbols that serve as recognition symbols and reinforce its group identity. Tux, the Linux penguin, the BSD Daemon, and the Perl Camel stand out as examples. More recently, the use of the glider structure from Conway's Game of Life as a general Hacker Emblem has been proposed by Eric S. Raymond.

Notably, the academic hacker subculture appears to have exactly one annual ceremonial day—April Fool's. There is a long tradition of perpetrating elaborate jokes, hoaxes, pranks and fake websites on this date. This is so well established that hackers look forward every year to the publication of the annual joke RFC, and one is invariably produced.



Use outside of computing

While the word hacker to refer to someone who enjoys playful cleverness is most often applied to computer programmers, it is sometimes used for people who apply the same attitude to other fields.[4] For example, Richard Stallman describes the silent composition 4′33″ by John Cage and the 14th century palindromic three-part piece "Ma Fin Est Mon Commencement" by Guillaume de Machaut as hacks.[5] According to the Jargon File,[1] the word hacker was used in a similar sense among radio amateurs in the 1950s, even predating the software hacking community. More recent examples of this usage are:

  • reality hacker, a person who explores the underlying reality of existence using any tools available;
  • wetware hacker, someone who experiments with biological materials to advance knowledge;
  • media hacker, someone who uses media in innovative ways.