Bruce Sterling - The Hacker Crackdown
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- Название:The Hacker Crackdown
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Some people just don't get along with computers. They can't read. They can't type. They just don't have it in their heads to master arcane instructions in wirebound manuals. Somewhere, the process of computerization of the populace will reach a limit. Some people -- quite decent people maybe, who might have thrived in any other situation -- will be left irretrievably outside the bounds. What's to be done with these people, in the bright new shiny electroworld? How will they be regarded, by the mouse-whizzing masters of cyberspace? With contempt? Indifference? Fear?
In retrospect, it astonishes me to realize how quickly poor Stanley became a perceived threat. Surprise and fear are closely allied feelings. And the world of computing is full of surprises.
I met one character in the streets of Phoenix whose role in those book is supremely and directly relevant. That personage was Stanley's giant thieving scarred phantom. This phantasm is everywhere in this book. He is the specter haunting cyberspace.
Sometimes he's a maniac vandal ready to smash the phone system for no sane reason at all. Sometimes he's a fascist fed, coldly programming his mighty mainframes to destroy our Bill of Rights. Sometimes he's a telco bureaucrat, covertly conspiring to register all modems in the service of an Orwellian surveillance regime. Mostly, though, this fearsome phantom is a "hacker." He's strange, he doesn't belong, he's not authorized, he doesn't smell right, he's not keeping his proper place, he's not one of us. The focus of fear is the hacker, for much the same reasons that Stanley's fancied assailant is black.
Stanley's demon can't go away, because he doesn't exist. Despite singleminded and tremendous effort, he can't be arrested, sued, jailed, or fired. The only constructive way to do *anything* about him is to learn more about Stanley himself. This learning process may be repellent, it may be ugly, it may involve grave elements of paranoiac confusion, but it's necessary. Knowing Stanley requires something more than class-crossing condescension. It requires more than steely legal objectivity. It requires human compassion and sympathy.
To know Stanley is to know his demon. If you know the other guy's demon, then maybe you'll come to know some of your own. You'll be able to separate reality from illusion. And then you won't do your cause, and yourself, more harm than good. Like poor damned Stanley from Chicago did.
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The Federal Computer Investigations Committee (FCIC) is the most important and influential organization in the realm of American computer-crime. Since the police of other countries have largely taken their computer-crime cues from American methods, the FCIC might well be called the most important computer crime group in the world.
It is also, by federal standards, an organization of great unorthodoxy. State and local investigators mix with federal agents. Lawyers, financial auditors and computer-security programmers trade notes with street cops. Industry vendors and telco security people show up to explain their gadgetry and plead for protection and justice. Private investigators, think-tank experts and industry pundits throw in their two cents' worth. The FCIC is the antithesis of a formal bureaucracy.
Members of the FCIC are obscurely proud of this fact; they recognize their group as aberrant, but are entirely convinced that this, for them, outright *weird* behavior is nevertheless *absolutely necessary* to get their jobs done.
FCIC regulars -- from the Secret Service, the FBI, the IRS, the Department of Labor, the offices of federal attorneys, state police, the Air Force, from military intelligence -- often attend meetings, held hither and thither across the country, at their own expense. The FCIC doesn't get grants. It doesn't charge membership fees. It doesn't have a boss. It has no headquarters -- just a mail drop in Washington DC, at the Fraud Division of the Secret Service. It doesn't have a budget. It doesn't have schedules. It meets three times a year -- sort of. Sometimes it issues publications, but the FCIC has no regular publisher, no treasurer, not even a secretary. There are no minutes of FCIC meetings. Non-federal people are considered "non-voting members," but there's not much in the way of elections. There are no badges, lapel pins or certificates of membership. Everyone is on a first- name basis. There are about forty of them. Nobody knows how many, exactly. People come, people go -- sometimes people "go" formally but still hang around anyway. Nobody has ever exactly figured out what "membership" of this "Committee" actually entails.
Strange as this may seem to some, to anyone familiar with the social world of computing, the "organization" of the FCIC is very recognizable.
For years now, economists and management theorists have speculated that the tidal wave of the information revolution would destroy rigid, pyramidal bureaucracies, where everything is top- down and centrally controlled. Highly trained "employees" would take on much greater autonomy, being self-starting, and self-motivating, moving from place to place, task to task, with great speed and fluidity. "Ad-hocracy" would rule, with groups of people spontaneously knitting together across organizational lines, tackling the problem at hand, applying intense computer-aided expertise to it, and then vanishing whence they came.
This is more or less what has actually happened in the world of federal computer investigation. With the conspicuous exception of the phone companies, which are after all over a hundred years old, practically *every* organization that plays any important role in this book functions just like the FCIC. The Chicago Task Force, the Arizona Racketeering Unit, the Legion of Doom, the Phrack crowd, the Electronic Frontier Foundation -- they *all* look and act like "tiger teams" or "user's groups." They are all electronic ad-hocracies leaping up spontaneously to attempt to meet a need.
Some are police. Some are, by strict definition, criminals. Some are political interest-groups. But every single group has that same quality of apparent spontaneity -- "Hey, gang! My uncle's got a barn -- let's put on a show!"
Every one of these groups is embarrassed by this "amateurism," and, for the sake of their public image in a world of non-computer people, they all attempt to look as stern and formal and impressive as possible. These electronic frontier-dwellers resemble groups of nineteenth-century pioneers hankering after the respectability of statehood. There are however, two crucial differences in the historical experience of these "pioneers" of the nineteeth and twenty-first centuries.
First, powerful information technology *does* play into the hands of small, fluid, loosely organized groups. There have always been "pioneers," "hobbyists," "amateurs," "dilettantes," "volunteers," "movements," "users' groups" and "blue-ribbon panels of experts" around. But a group of this kind - - when technically equipped to ship huge amounts of specialized information, at lightning speed, to its members, to government, and to the press -- is simply a different kind of animal. It's like the difference between an eel and an electric eel.
The second crucial change is that American society is currently in a state approaching permanent technological revolution. In the world of computers particularly, it is practically impossible to *ever* stop being a "pioneer," unless you either drop dead or deliberately jump off the bus. The scene has never slowed down enough to become well-institutionalized. And after twenty, thirty, forty years the "computer revolution" continues to spread, to permeate new corners of society. Anything that really works is already obsolete.
If you spend your entire working life as a "pioneer," the word "pioneer" begins to lose its meaning. Your way of life looks less and less like an introduction to Тsomething else" more stable and organized, and more and more like *just the way things are.* A "permanent revolution" is really a contradiction in terms. If "turmoil" lasts long enough, it simply becomes *a new kind of society* -- still the same game of history, but new players, new rules.
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