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Levy_S-Hackers-Heroes-Computer-Revolution

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Generation hacker. With many more generations to follow.To the pioneers like Lee Felsenstein, that continuation represented a goal fulfilled.The designer of the Sol and the Osbome 1, the co-founder of Community Memory,the hero of the pseudo-Heinlein novel of his own imagination often would boastthat he had been "present at the creation," and he saw the effects of the boom thatfollowed at a close enough range to see its limitations and its subtle, significantinfluence. After he made his paper fortune at Osbome, he saw it flutter away justas quickly, as poor management and arrogant ideas about the marketplace causedOsborne <strong>Computer</strong> to collapse within a period of a few months in 1983. Herefused to mourn his financial loss. Instead he took pride in celebrating that "themyth of the mega-machine bigger than all of us [the evil Hulking Giant,approachable only by the Priesthood] has been laid to rest. We're able to comeback down off worship of the machine."Lee Felsenstein had learned to wear a suit with ease, to court women, to charmaudiences. But what mattered was still the machine, and its impact on people. Hehad plans for the next step. "There's more to be done," he said not long afterOsborne <strong>Computer</strong> went down. "We have to find a relationship between man andmachine which is much more symbiotic. It's one thing to come down from onemyth, but you have to replace it with another. I think you start with the tool: thetool is the embodiment of the myth. I'm trying to see how you can explain thefuture that way, create the future."He was proud that his first battle to bring computers to the people had been won.Even as he spoke, the Third Generation of hackers was making news, not only assuperstar game designers, but as types of culture heroes who defied boundariesand explored computer systems. A blockbuster movie called WarGames had as itsprotagonist a Third Generation hacker who, having no knowledge of thegroundbreaking feats of Stew Nelson or Captain Crunch, broke into computersystems with the innocent wonder of their Hands-On Imperative. It was one moreexample of how the computer could spread the Ethic."The technology has to be considered as larger than just the inanimate pieces ofhardware," said Felsenstein. "The technology represents inanimate ways ofthinking, objectified ways of thinking. The myth we see in WarGames and thingslike that is definitely the triumph of the individual over the collective dis-spirit.[The myth is] attempting to say that the conventional wisdom and commonunderstandings must always be open to question. It's not just an academic point.It's a very fundamental point of, you might say, the survival of humanity, in asense that you can have people [merely] survive, but humanity is something that'sa little more precious, a little more fragile. So that to be able to defy a culturewhich states that 'Thou shalt not touch this,' and to defy that with one's own

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