Hacker culture in the context of "Richard Stallman"

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⭐ Core Definition: Hacker culture

The hacker culture is a subculture of individuals who enjoy—often in collective effort—the intellectual challenge of creatively overcoming the limitations of software systems or electronic hardware (mostly digital electronics), to achieve novel and clever outcomes. The act of engaging in activities (such as programming or other media) in a spirit of playfulness and exploration is termed hacking. However, the defining characteristic of a hacker is not the activities performed themselves (e.g. programming), but how it is done and whether it is exciting and meaningful. Activities of playful cleverness can be said to have "hack value" and therefore the term "hacks" came about, with early examples including pranks at MIT done by students to demonstrate their technical aptitude and cleverness. The hacker culture originally emerged in academia in the 1960s around the Massachusetts Institute of Technology (MIT)'s Tech Model Railroad Club (TMRC) and MIT Artificial Intelligence Laboratory. Hacking originally involved entering restricted areas in a clever way without causing any major damage. Some famous hacks at the Massachusetts Institute of Technology were placing of a campus police cruiser on the roof of the Great Dome and converting the Great Dome into R2-D2.

Richard Stallman explains about hackers who program:

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Hacker culture in the context of Cyberpunk

Cyberpunk is a subgenre of science fiction set in a dystopian future. It is characterized by its focus on a combination of "low-life and high tech". It features a range of futuristic technological and scientific achievements, including artificial intelligence and cyberware, which are juxtaposed with societal collapse, dystopia or decay. A significant portion of cyberpunk can be traced back to the New Wave science fiction movement of the 1960s and 1970s. During this period, prominent writers such as Philip K. Dick, Michael Moorcock, Roger Zelazny, John Brunner, J. G. Ballard, Philip José Farmer and Harlan Ellison explored the impact of technology, drug culture, and the sexual revolution. These authors diverged from the utopian inclinations prevalent in earlier science fiction.

Comics exploring cyberpunk themes began appearing as early as Judge Dredd, first published in 1977. Released in 1984, William Gibson's influential debut novel Neuromancer helped solidify cyberpunk as a genre, drawing influence from punk subculture and early hacker culture. Frank Miller's Ronin is an example of a cyberpunk graphic novel. Other influential cyberpunk writers included Bruce Sterling and Rudy Rucker. The Japanese cyberpunk subgenre began in 1982 with the debut of Katsuhiro Otomo's manga series Akira, with its 1988 anime film adaptation (also directed by Otomo) later popularizing the subgenre.

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Hacker culture in the context of PDP-1

The PDP-1 (Programmed Data Processor-1) is the first computer in Digital Equipment Corporation's PDP series and was first produced in 1959. It is known for being the most important computer in the creation of hacker culture at the Massachusetts Institute of Technology, Bolt, Beranek and Newman, and elsewhere. The PDP-1 is the original hardware for one of the first video games, Steve Russell's 1962 game Spacewar!.

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Hacker culture in the context of Structure and Interpretation of Computer Programs

Structure and Interpretation of Computer Programs (SICP) is a computer science textbook by Massachusetts Institute of Technology professors Harold Abelson and Gerald Jay Sussman with Julie Sussman. It is known as the "Wizard Book" in hacker culture. It teaches fundamental principles of computer programming, including recursion, abstraction, modularity, and programming language design and implementation.

MIT Press published the first edition in 1984, and the second edition in 1996. It was used as the textbook for MIT's introductory course in computer science from 1984 to 2007. SICP focuses on discovering general patterns for solving specific problems, and building software systems that make use of those patterns.

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Hacker culture in the context of Hacker ethics

The hacker ethic is a philosophy and set of moral values within hacker culture. Practitioners believe that sharing information and data with others is an ethical imperative. The hacker ethic is related to the concept of freedom of information, as well as the political theories of anti-authoritarianism, anarchism, and libertarianism.

While some tenets of the hacker ethic were described in other texts like Computer Lib/Dream Machines (1974) by Ted Nelson, the term hacker ethic is generally attributed to journalist Steven Levy, who appears to have been the first to document both the philosophy and the founders of the philosophy in his 1984 book titled Hackers: Heroes of the Computer Revolution.

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Hacker culture in the context of Julian Assange

Julian Paul Assange (/əˈsɑːnʒ/ ə-SAHNZH; Hawkins; born 3 July 1971) is an Australian editor, publisher, and activist who founded WikiLeaks in 2006. He came to international attention in 2010 after WikiLeaks published a series of leaks from Chelsea Manning, a United States Army intelligence analyst: footage of a U.S. airstrike in Baghdad showing probable war crimes committed by the US army, U.S. military logs from the Afghanistan and Iraq wars, and U.S. diplomatic cables. Assange has won over two dozen awards for publishing and human rights activism.

Assange was raised in various places around Australia until his family settled in Melbourne in his middle teens. He became involved in the hacker community and was convicted for hacking in 1996. Following the establishment of WikiLeaks, Assange was its editor when it published the Bank Julius Baer documents, footage of the 2008 Tibetan unrest, and a report on political killings in Kenya with The Sunday Times. Publication of the leaks from Manning started in February 2010.

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