Hackers, Garners and Lamers the Use of L33t in the Computer Sub-Culture
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Hacks, Cracks, and Crime: an Examination of the Subculture and Social Organization of Computer Hackers Thomas Jeffrey Holt University of Missouri-St
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by University of Missouri, St. Louis University of Missouri, St. Louis IRL @ UMSL Dissertations UMSL Graduate Works 11-22-2005 Hacks, Cracks, and Crime: An Examination of the Subculture and Social Organization of Computer Hackers Thomas Jeffrey Holt University of Missouri-St. Louis, [email protected] Follow this and additional works at: https://irl.umsl.edu/dissertation Part of the Criminology and Criminal Justice Commons Recommended Citation Holt, Thomas Jeffrey, "Hacks, Cracks, and Crime: An Examination of the Subculture and Social Organization of Computer Hackers" (2005). Dissertations. 616. https://irl.umsl.edu/dissertation/616 This Dissertation is brought to you for free and open access by the UMSL Graduate Works at IRL @ UMSL. It has been accepted for inclusion in Dissertations by an authorized administrator of IRL @ UMSL. For more information, please contact [email protected]. Hacks, Cracks, and Crime: An Examination of the Subculture and Social Organization of Computer Hackers by THOMAS J. HOLT M.A., Criminology and Criminal Justice, University of Missouri- St. Louis, 2003 B.A., Criminology and Criminal Justice, University of Missouri- St. Louis, 2000 A DISSERTATION Submitted to the Graduate School of the UNIVERSITY OF MISSOURI- ST. LOUIS In partial Fulfillment of the Requirements for the Degree DOCTOR OF PHILOSOPHY in Criminology and Criminal Justice August, 2005 Advisory Committee Jody Miller, Ph. D. Chairperson Scott H. Decker, Ph. D. G. David Curry, Ph. D. Vicki Sauter, Ph. D. Copyright 2005 by Thomas Jeffrey Holt All Rights Reserved Holt, Thomas, 2005, UMSL, p. -
Online Troubleshooting Resources: HOWTO
Online Troubleshooting Resources: HOWTO Jean−Philippe Guérard Version 1.7 2006−05−25 Revision History Revision 1.7 2006−05−25 Revised by: JPG Two updates following suggestions of Oguz Yarimtepe (the Basic Unix Tutorial of Idaho State University is not available anymore, update of the link to the Why use Google page). Added a section listing translations of this document. Revision 1.6 2005−08−06 Revised by: JPG Added FOLDOC (thanks to Howard Mann for suggesting this). General document update and cleanup. Added the text of the Open Publication Licence at the end of the document. Revision 1.5 2002−10−20 Revised by: JPG More dead links removal & URL updates. Author and copyright updated as per Horward Mann request. Revision 1.4 2002−03−04 Revised by: JPG Dead links removal. Outdated links update. Revision of the HOWTOs and FAQs sections. Revision 1.3 2000−07−24 Revised by: HM Update. Revision 1.2 1999−11−20 Revised by: HM Added "Introduction to Unix" to Unix section. Revision 1.1 1999−11−08 Revised by: HM Added Geocrawler.com to Mailing List Section. Convert to DocBook. Revision 0.5 1999−09−18 Revised by: HM Initial release. Troubleshooting a Linux−related issue is often perceived as a difficult task. But, often, the solution is just a few clicks away on the internet. This document will direct Linux users to resources available on the Internet that provide access to a vast amount of Linux−related information useful in the troubleshooting problems. Online Troubleshooting Resources: HOWTO Table of Contents 1. -
Introduction Making and Hacking
Introduction Making and Hacking Annika Richterich and Karin Wenz “While hacking is a wonderful way of viewing the world, ‘making’ was a more positive framing for customizing and changing the world.” (DOUGHERTY 2014) In August 2014, hackerspaces in the Netherlands issued an open letter to the Dutch Public Prosecution Service (PPS): in this document, members of hacker communi- ties from Amsterdam, Heerlen, Utrecht and other cities called upon the govern- mental institution to revise the definition of ‘hacking’ as presented on its website (Walboer et al. 2014). While the PPS described it as “breaking into computers without permission”, the hackerspace members highlighted that hacking refers to citizens’ creative engagement with technologies. Opposing the reduction of hacking to illegal activities, they described hacking as exploration of technological possibilities and boundaries in unforeseen, innovative ways. Even though this particular initiative was started in the Netherlands, the letter echoes wider, historical as well as ongoing negotiations regarding the meanings and origins of hacking. It seems closely related to earlier requests such as an open letter to the Wall Street Journal which was written more than 20 years ago by Richard Stallman (presumably). In this letter, the founder of the Free Software Foundation states: There’s nothing shameful about the hacking I do. But when I tell people I am a hacker, people think I’m admitting something naughty – because newspapers such as yours misuse the word ‘hacker’, giving the impression that it means ‘security breaker’ and nothing else. You are giving hackers a bad name. (Raymond 1996: 532) While one cannot find any explicit reference to this letter on Stallman’s own website, similar statements were made in his article ‘On Hacking’ (n. -
Cyberbullying Ullying Has His- Cyberbullying
SPRING 2009 VOL. 36 NO. 108 TIInterEDInterEDHE JOURNALnter OF THE ASSOCIATIONION FOR THE ADVANCEMENEDT OF IINTERNATIONALIONAL EDUCATIONION AAIE IN THIS ISSUE Cyberbullying ullying has his- cyberbullying. Chib- President's Message --------------------------- 2 torically been re- By Barrie Jo Price, Anna C. baro (2007) states that portedB to be the most McFadden and Juanita McMath cyberbullying is one Executive Director's Message --------------- 3 common form of vic- of the most preva- Editor's Desk ------------------------------------- 4 timization in schools with over 5 million lent forms of harassment among Grade 6 students reporting being threatened physi- through Grade 8 students. Superintendent of the Year: Ladd ----------- 7 cally, verbally or indirectly every year, with that number on the rise as cyberbullying Though it may begin in elementary schools, Memo to the Board ----------------------------- 8 becomes part of a computer-mediated research indicates that Middle School stu- Recruiting & Retaining Staff -----------------11 culture (Harris, Petrie & Willoughby, dents appear to be the most frequent tar- 2002; Willard, 2006; Anderson & Sturm, gets or at least those for whom this activity Treasurer's Report ---------------------------- 12 2007). is most reported (Beale & Hall, 2007; Hin- duja & Patchin 2009). This finding, coupled Research is the Key -------------------------- 14 How frequently does cyberbullying occur? with a recent report from the Pew Research Superintendent of the Year Program ----- 17 Tonn (2006) reported on a study in which Center, shows half of all youth (in the U.S.) one third of United States (U.S.) youths online between the ages of 12 and 17 have GovNet ------------------------------------------ 19 surveyed (ages 12-17) reported experienc- a social networking account of some kind ing cyberbullying in the past 12 months, (Facebook, MySpace, etc.). -
Free As in Freedom (2.0): Richard Stallman and the Free Software Revolution
Free as in Freedom (2.0): Richard Stallman and the Free Software Revolution Sam Williams Second edition revisions by Richard M. Stallman i This is Free as in Freedom 2.0: Richard Stallman and the Free Soft- ware Revolution, a revision of Free as in Freedom: Richard Stallman's Crusade for Free Software. Copyright c 2002, 2010 Sam Williams Copyright c 2010 Richard M. Stallman Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.3 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. A copy of the license is included in the section entitled \GNU Free Documentation License." Published by the Free Software Foundation 51 Franklin St., Fifth Floor Boston, MA 02110-1335 USA ISBN: 9780983159216 The cover photograph of Richard Stallman is by Peter Hinely. The PDP-10 photograph in Chapter 7 is by Rodney Brooks. The photo- graph of St. IGNUcius in Chapter 8 is by Stian Eikeland. Contents Foreword by Richard M. Stallmanv Preface by Sam Williams vii 1 For Want of a Printer1 2 2001: A Hacker's Odyssey 13 3 A Portrait of the Hacker as a Young Man 25 4 Impeach God 37 5 Puddle of Freedom 59 6 The Emacs Commune 77 7 A Stark Moral Choice 89 8 St. Ignucius 109 9 The GNU General Public License 123 10 GNU/Linux 145 iii iv CONTENTS 11 Open Source 159 12 A Brief Journey through Hacker Hell 175 13 Continuing the Fight 181 Epilogue from Sam Williams: Crushing Loneliness 193 Appendix A { Hack, Hackers, and Hacking 209 Appendix B { GNU Free Documentation License 217 Foreword by Richard M. -
Online Safety Training GAMING
Welcome to … Online Safety Content / Contact / Conduct Content: Training Being exposed to illegal, inappropriate or Education Child Protection Ltd. Contact: harmful material Being subjected to harmful online interaction with other users Conduct: Personal online behaviour that Stay in touch increases the Handouts likelihood of harm will be sent Tweet us to school @ECP_LTD 1 2 Biggest computer game in the world right now is…. GAMING 250 million+ downloads 3 4 So what is it…? National Crime Agency… Fortnite is an online shooter …has warned Fortnite is putting that starts with 100 players and children at risk from online leaves one winner standing. paedophiles due to the chat facility. Battle Royale sees 100 players parachute onto an island, and Although the game itself seems pretty the last player alive wins. Each harmless, players can talk and type game lasts about 20 minutes whatever they want to each other, and bad language is rampant. It has a PEGI rating of 12, for March 2018, a mother from Merseyside ‘frequent scenes told how she intervened when her of mild violence’ 12-year-old son was offered £50 to The game is violent — it is a battle to the death, perform “sex acts” while playing the after all — but the violence is rather cartoon-like game by a man grooming him online. – it isn't bloody or particularly gory 5 6 All rights reserved - Education Child Protection LTD 2019 1 Advice for parents on Fortnite… Children hooked on addictive video games like Be aware that Monitor who your Fortnite will be able to child is talking to – seek treatment on the there is mild NHS, after video gaming is check the violence – PEGI classified as a medical rating of 12 communication disorder by the World settings Health Organisation (WHO). -
STFU NOOB! Predicting Crowdsourced Decisions on Toxic Behavior in Online Games
STFU NOOB! Predicting Crowdsourced Decisions on Toxic Behavior in Online Games Jeremy Blackburn Haewoon Kwak University of South Florida Telefonica Research Tampa, FL, USA Barcelona, Spain [email protected] [email protected] ABSTRACT past two decades, multi-player games have evolved past simple One problem facing players of competitive games is negative, or games like PONG, growing so popular as to spawn an “eSports” toxic, behavior. League of Legends, the largest eSport game, uses industry with professional players competing for millions of dol- a crowdsourcing platform called the Tribunal to judge whether a lars in prize money. Competition has been considered a good game reported toxic player should be punished or not. The Tribunal is a design element for enjoyment, but at the same time, it leads to intra- two stage system requiring reports from those players that directly and inter-group conflicts and naturally leads to aggressive, bad be- observe toxic behavior, and human experts that review aggregated havior. reports. While this system has successfully dealt with the vague Usually, bad behavior in multi-player games is called toxic be- nature of toxic behavior by majority rules based on many votes, it cause numerous players can be exposed to such behavior via games’ naturally requires tremendous cost, time, and human efforts. reliance on player interactions and the damage it does to the com- In this paper, we propose a supervised learning approach for munity. The impact of toxic players is problematic to the gaming predicting crowdsourced decisions on toxic behavior with large- industry. For instance, a quarter of customer support calls to online scale labeled data collections; over 10 million user reports involved game companies are complaints about toxic players [8]. -
Causes of Cyberbullying in Multi-Player Online Gaming Environments: Gamer Perceptions
2016 Proceedings of the Conference on Information Systems Applied Research ISSN: 2167-1508 Las Vegas, Nevada USA v9 n4258 __________________________________________________________________________________________________________________________ Causes of cyberbullying in multi-player online gaming environments: Gamer perceptions Jami Cotler [email protected] Meg Fryling [email protected] Computer Science Siena College Loudonville, NY 12211, USA Jack Rivituso [email protected] Business and Information Technology SUNY Cobleskill Cobleskill, NY 12043, USA Abstract Cyberbullying has received much attention in recent years due to a variety of resulting tragic events, including cyberbully victim suicides. However, research on cyberbullying in online gaming environments is relatively new and limited. Furthermore, existing research primarily focuses on young adolescents, leaving research gaps for analyzing cyberbullying among older gamers. This is particularly important since it is estimated that 68% of gamers are 18 years of age or older. Finally, causes of aggressive behavior, such as cyberbullying, are still unclear and cannot simply be linked to violent video games. Therefore, in order to develop strategies to mitigate cyberbullying in online gaming environments, we need to better understand what the biggest causes of cyberbullying are in this environment. This exploratory research investigates gamer perceptions regarding the causes of cyberbullying in online multi-player gaming environments. A survey was developed for this study and 936 respondents answered several open ended questions related to causes of cyberbullying in gaming environments. Content analysis of these questions revealed that gamers perceive the biggest causes are: anonymity, the cyberbully not seeing the real life effects of their behaviors, and no fear of punishment. Keywords: cyberbullying, online gaming, aggression, MMORPG, cyber abuse, electronic bullying 1. -
Guricova Internet Slang in Rel
Masaryk University Faculty of Arts Department of English and American Studies Teaching English Language and Literature for Secondary Schools Bc. Kristýna Guricová Internet Slang in Relation to ELT Master‘s Diploma Thesis Supervisor: James Edward Thomas, M.A. 2013 I declare that I have worked on this thesis independently, using only the primary and secondary sources listed in the bibliography. …………………………………………….. Author‘s signature Acknowledgement First and foremost, I would like to like to express my gratitude to my supervisor, James Edward Thomas, M. A., for his guidance, kind help and valuable advice throughout the process of writing this thesis. I would also like to thank all the teachers and students of English who took part in my research and in my e-learning course. Finally, I would like to thank Petra Erbanová for her invaluable support and help. Table of Contents 1 Introduction .............................................................................................................................................. 6 2 Internet slang - the linguistic perspective ............................................................................................. 8 2.1 Defining slang ............................................................................................................................... 10 2.2 Internet language as a variety of language ................................................................................ 17 2.2.1 Speech or writing? .............................................................................................................. -
Thesis May Never Have Been Completed
UvA-DARE (Digital Academic Repository) Digital Equipment Corporation (DEC): A case study of indecision, innovation and company failure Goodwin, D.T. Publication date 2016 Document Version Final published version Link to publication Citation for published version (APA): Goodwin, D. T. (2016). Digital Equipment Corporation (DEC): A case study of indecision, innovation and company failure. General rights It is not permitted to download or to forward/distribute the text or part of it without the consent of the author(s) and/or copyright holder(s), other than for strictly personal, individual use, unless the work is under an open content license (like Creative Commons). Disclaimer/Complaints regulations If you believe that digital publication of certain material infringes any of your rights or (privacy) interests, please let the Library know, stating your reasons. In case of a legitimate complaint, the Library will make the material inaccessible and/or remove it from the website. Please Ask the Library: https://uba.uva.nl/en/contact, or a letter to: Library of the University of Amsterdam, Secretariat, Singel 425, 1012 WP Amsterdam, The Netherlands. You will be contacted as soon as possible. UvA-DARE is a service provided by the library of the University of Amsterdam (https://dare.uva.nl) Download date:26 Sep 2021 Digital Equipment Corporation (DEC) (DEC) Corporation Digital Equipment David Thomas David Goodwin Digital Equipment Corporation (DEC): A Case Study of Indecision, Innovation and Company Failure David Thomas Goodwin Digital Equipment Corporation (DEC): A Case Study of Indecision, Innovation and Company Failure David Thomas Goodwin 1 Digital Equipment Corporation (DEC): A Case Study of Indecision, Innovation and Company Failure ACADEMISCH PROEFSCHRIFT ter verkrijging van de graad van doctor aan de Universiteit van Amsterdam op gezag van de Rector Magnificus prof. -
The Effect of the Net on the Professional News Media: the Usenet News Collective - the Man-Computer News Symbiosis by Michael Hauben
The Effect of the Net on the Professional News Media: The Usenet News Collective - The Man-Computer News Symbiosis by Michael Hauben “The archdeacon contemplated the gigantic cathedral for a time in silence, then he sighed and stretched out his right hand towards the printed book lying open on his table and his left hand towards Notre-Dame, and he looked sadly from the book to the church: ‘Alas,’ he said, ‘this will kill that’…. This was the presentiment that as human ideas changed their form they would change their mode of expression, that the crucial idea of each generation would no longer be written in the same material or in the same way, that the book of stone, so solid and durable, would give way to the book of paper, which was more solid and durable still.” (Victor Hugo, Notre Dame de Paris) I. Media-criticism Will this kill that? Will the new on-line forms of discourse dethrone the professional news media? The French writer Victor Hugo observed that the printed book rose to replace the cathedral and the church as the conveyor of important ideas in the fifteenth century. Will Usenet and other young on-line discussion forums develop to replace the current news media? Various people throughout society are currently discussing this question. The role of modern journalism is being reconsidered in a variety of ways. There are journalists and media critics like the late Professor Christopher Lasch, who have challenged the fundamental premises of professional journalism. There are other journalists like Wall Street Journal reporter Jared Sandberg, who cover an on-line beat, and are learning quickly about the growing on-line public forums. -
Jargon File, Version 4.0.0, 24 Jul 1996
JARGON FILE, VERSION 4.0.0, 24 JUL 1996 This is the Jargon File, a comprehensive compendium of hacker slang illuminating many aspects of hackish tradition, folklore, and humor. This document (the Jargon File) is in the public domain, to be freely used, shared, and modified. There are (by intention) no legal restraints on what you can do with it, but there are traditions about its proper use to which many hackers are quite strongly attached. Please extend the courtesy of proper citation when you quote the File, ideally with a version number, as it will change and grow over time. (Examples of appropriate citation form: "Jargon File 4.0.0" or "The on-line hacker Jargon File, version 4.0.0, 24 JUL 1996".) The Jargon File is a common heritage of the hacker culture. Over the years a number of individuals have volunteered considerable time to maintaining the File and been recognized by the net at large as editors of it. Editorial responsibilities include: to collate contributions and suggestions from others; to seek out corroborating information; to cross-reference related entries; to keep the file in a consistent format; and to announce and distribute updated versions periodically. Current volunteer editors include: Eric Raymond [email protected] Although there is no requirement that you do so, it is considered good form to check with an editor before quoting the File in a published work or commercial product. We may have additional information that would be helpful to you and can assist you in framing your quote to reflect not only the letter of the File but its spirit as well.