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