cybercrud /si:'ber-kruhd/ /n./

1. [coined by Ted Nelson] Obfuscatory tech-talk. Verbiage with a high MEGO factor. The computer equivalent of bureaucratese. 2. Incomprehensible stuff embedded in email. First there were the "Received" headers that show how mail flows through systems, then MIME (Multi-purpose Internet Mail Extensions) headers and part boundaries, and now huge blocks of hex for PEM (Privacy Enhanced Mail) or PGP (Pretty Good Privacy) digital signatures and certificates of authenticity. This stuff all services a purpose and good user interfaces should hide it, but all too often users are forced to wade through it.

cyberpunk /si:'ber-puhnk/ /n.,adj./

[orig. by SF writer Bruce Bethke and/or editor Gardner Dozois] A subgenre of SF launched in 1982 by William Gibson's epoch-making novel "Neuromancer" (though its roots go back through Vernor Vinge's "True Names" (see the Bibliography in Appendix C) to John Brunner's 1975 novel "The Shockwave Rider"). Gibson's near-total ignorance of computers and the present-day hacker culture enabled him to speculate about the role of computers and hackers in the future in ways hackers have since found both irritatingly naïve and tremendously stimulating. Gibson's work was widely imitated, in particular by the short-lived but innovative "Max Headroom" TV series. See cyberspace, ice, jack in, go flatline.

Since 1990 or so, popular culture has included a movement or fashion trend that calls itself `cyberpunk', associated especially with the rave/techno subculture. Hackers have mixed feelings about this. On the one hand, self-described cyberpunks too often seem to be shallow trendoids in black leather who have substituted enthusiastic blathering about technology for actually learning and doing it. Attitude is no substitute for competence. On the other hand, at least cyberpunks are excited about the right things and properly respectful of hacking talent in those who have it. The general consensus is to tolerate them politely in hopes that they'll attract people who grow into being true hackers.

cyberspace /si:'br-spays`/ /n./

1. Notional `information-space' loaded with visual cues and navigable with brain-computer interfaces called `cyberspace decks'; a characteristic prop of cyberpunk SF. Serious efforts to construct virtual reality interfaces modeled explicitly on Gibsonian cyberspace are under way, using more conventional devices such as glove sensors and binocular TV headsets. Few hackers are prepared to deny outright the possibility of a cyberspace someday evolving out of the network (see network, the). 2. The Internet or Matrix (sense #2) as a whole, considered as a crude cyberspace (sense 1). Although this usage became widely popular in the mainstream press during 1994 when the Internet exploded into public awareness, it is strongly deprecated among hackers because the Internet does not meet the high, SF-inspired standards they have for true cyberspace technology. Thus, this use of the term usually tags a wannabee or outsider. 3. Occasionally, the metaphoric location of the mind of a person in hack mode. Some hackers report experiencing strong eidetic imagery when in hack mode; interestingly, independent reports from multiple sources suggest that there are common features to the experience. In particular, the dominant colors of this subjective `cyberspace' are often gray and silver, and the imagery often involves constellations of marching dots, elaborate shifting patterns of lines and angles, or moire patterns.