PowNed is a Dutch broadcaster, which transmits radio and television programmes on the Netherlands Public Broadcasting system. Each weekday evening it airs a satirical news show called PowNews on Nederland 3, in which politicians and other public and non-public figures are confronted with provocative questions, ridiculed; the broadcaster is affiliated with and was started up with the help of the popular GeenStijl shock blog. The director of PowNed is Dominique Weesie and their star reporter is Rutger Castricum. Other reporters include Jojanneke van den Jan Roos and Daan Nieber. Several other people involved with PowNed programmes are DJ's Rob Stenders and Bert van Lent, sports presenters Henk Spaan and Hugo Borst, Bas Paternotte and Brenno de Winter; the name is a backronym for Publieke Omroep Weldenkend Nederland En Dergelijke. PowNed claims to serve the network generation and argues against baby boomers whom it sees as clinging on to power. Jan Dijkgraaf Jan Heemskerk Jeroen Kijk in de Vegte Frank van der Lende Jasper Leijdens Mark van der Molen Ingrid Perez Jan Roos Rob Stenders Saskia Weerstand Camping PowNed Heilig Gras House Ibiza PowNews PowLitie Studio PowNed Zendtijd PowNed De Bende van Van der Lende Echte Jannen Halve Soul Jasper Nog/al Wakker RobRadio Saskia Stenders Late Vermaak Vroeg of Laat Pérez Official website Outlandish TV station recommended to minister, RNW, 30 September 2009 Jackass sues Dutch TV channel Powned, Dutch Daily News, 5 June 2011
The Nix is a 2016 novel by Nathan Hill
Phrack is an ezine written by and for hackers, first published November 17, 1985. Described by Fyodor as "the best, by far the longest running hacker zine," the magazine is open for contributions by anyone who desires to publish remarkable works or express original ideas on the topics of interest, it has a wide circulation. Covering subjects related to phreaking and cracking, the articles cover a wide range of topics including computer and physical security, cryptography, counter culture and international news. Phrack "has had its finger on the pulse of hacker culture", is considered both a handbook and manifesto for hackers. Phrack, first released on November 17, 1985, takes its name from the words "phreak" and "hack"; the founding editors of the magazine, known by the pseudonyms "Taran King" and "Knight Lightning", edited most of the first 30 editions. Editions were released onto the Metal Shop bulletin board system, where Taran King was a sysop, mirrored by other boards. During its first 10 years of publication, Phrack has been associated with the telecommunications fraud, providing material for phreakers and informing about arrests in this community through the Phrack World News feature articles.
Along with the release of articles such as "Smashing The Stack For Fun And Profit" and the editorship of daemon9/route in 1996, Phrack became more computer security oriented and closer to the current definition of hacking. The 24th issue of Phrack, released February 1989, included a document relating to the workings of Enhanced 911 emergency response systems; this document, copied from a BellSouth computer, played a major part in a series of Secret Service raids called Operation Sundevil and featured in Bruce Sterling's book The Hacker Crackdown. Phrack's editor, Knight Lightning, was arrested and charged with access device fraud and transportation of stolen property; the proceedings which ensued are known formally as United States v. Riggs, named for Knight Lightning's co-defendant Robert Riggs; the E911 document was an administrative document describing which parts of the organization are responsible for what parts of the E911 system. The Electronic Frontier Foundation filed an amicus brief supporting Knight Lightning, helped to get the case dropped by introducing a witness who showed that Bellcore was selling more detailed documentation to the E911 system for as little as $13 to anyone who asked.
The E911 document had been valued by the prosecution at over $80,000. The case was dropped. Phrack showed up in the two-part "Operation Moon Witch" storyline, published in 1992's The Hacker Files by DC Comics, a story based on Operation Sundevil. After the arrest of Knight Lightning, the shutdown of Phrack by the US Secret Service in late December 1989 few weeks after issue #30 was released, some attempts were made to resurrect Phrack under the editorship of Doc Holiday and Crimson Death. However, the lack of consent from the original editor to accept this Phrack Classic led to a new editorship for issue #33 by Dispater under the name Diet Phrack until issue #41. Despite having acted as an informant against a member of a rival board after his arrest in March 1991, issue #42 is released under the editorship of Erik Bloodaxe in 1992; this new editorial staff makes Phrack legal and the magazine obtained an ISSN number from the Library of Congress. In September 1994, the first Phrack website appeared with release #46, containing all the files from the previous issues.
With the growing use of Internet and interest in computer security, 1996 marks a new era in Phrack magazine which become more computer security oriented. The editorship is handed to route along with voyager until 2000. During this period, the Phrack website was defaced several times and the magazine was unavailable. In 2000, the future editor gained control of the domain phrack.org and started hosting all phrack releases on a new website. Phrack.org became the de-facto location for the Phrack Magazine after 2000. The previous editor transferred control of phrack.com to the new staff in 2001. Since 2001 Phrack is edited under the alias Phrackstaff to hide the identity of the true chief editor for the magazine. During the period from 2002 to 2005, a rival group referring itself as the Phrack High Council, "proud supporters of Project Mayhem", protested against the supposed white hat behavior of certain members of the Phrackstaff and of some previous editorial staff members on the Full-Disclosure mailing list.
However none of their files were incorporated in the official Phrack magazine as it had been the case after the Phrack Classic/Diet Phrack controversy. In 2005, a former editor took the initiative to announce "the end of Phrack" despite a new team of editors having been formed; that announcement generated, as intended, quite some noise around issue #63. However, the announcement was more about the end of some major German/Austrian hacking groups such as TESO from which some of the 2001 to 2005 staff originated; some of the staff re-grouped in 2007 with other members from the hacking community to continue Phrack. Issues of Phrack are divided in volumes. In 2005, it was announced that Phrack was to come with the 63rd issue as its last. To commemorate Phrack's final appearance, this issue was to be a hardback edition, released at the DEF CON and What the Hack conventions on July 29. An e-zine version of the release followed on August 1; the European printer for the hardcopies of Phrack to be distributed at Defcon refused to fulfil the order once they realized that they were printing a Hacking book.
Video game culture
Video game culture is a worldwide new media subculture formed by video games. As computer and video games have exponentially increased in popularity over time, they have had a significant influence on popular culture. Video game culture has evolved over time hand in hand with internet culture as well as the increasing popularity of mobile games. Many people who play video games identify as gamers, which can mean anything from someone who enjoys games to someone, passionate about it; as video games become more social with multiplayer and online capability, gamers find themselves in growing social networks. Gaming can both be entertainment as well as competition, as a new trend known as electronic sports is becoming more accepted. Today, video games can be seen in social media, television, film and YouTube; as of 2016, the average age for a video game player is 31, a number increasing as people who were children playing the first arcade and home computer games continue playing now on current systems.
The gender distribution of gamers is reaching equilibrium, according to a 2016 study showing that 59% of gamers are male and 41% female. As of 2011 ESA reported that 71% of people age six to forty-nine in the U. S. played video games, with 55 % of gamers playing on mobile devices. The average age of players across the globe is mid to late 20s, is increasing as older players grow in numbers. One possible reason for the increase in players could be attributed to the growing number of genres that require less of a specific audience. For example, the Wii console has widened its audience with games such as Wii Fit. Both require more activity from the user and provide more reasons to play including family competition or exercise, it could be because people who played video games when they were young are now growing older and still have that interest in video games. The largest entertainment industry for children is gaming. According to a 2008 telephone survey with a sample size of 1,102 respondents, 97% of children living in the United States and between the ages of 12 and 17 play video games.
As displayed by the recent release of certain games, video game developers have started to create gaming content that appeals to alternative audiences, beyond those of "Player 1." The idea of "Player 1" refers to the stereotypical straight male gamer as the sole individual that video games are created for. On the other hand, "Player 2" may refer to populations of gamers who divert from this demographic, such as women or LGBTQ+ communities. Games designed to appeal to "Player 2" offer gamers an alternative gaming experience, thus allowing for the further demographic expansion of the video game subculture. Video games are played in a variety of social ways, which involve domestic gatherings or in public places. A popular method of accomplishing this is a LAN party, which if hosted at a home involves family and friends, creating a social event for people friendly with each other. LAN parties are held in large-scale events conducted in public spaces and have a great number of participants who might not socialise.
The Everquest Fan Faires for instance, provide weekends of socializing and playing, at a large gathering of dedicated game fans. Terry Flew in his book Games: Technology, Culture emphasises the Online Gaming Communities – "where players aren't physically located in the same space, but still socializing together"; this raises the notion of McLuhan's "Global Village", as people are able to transcend their physical limitations and communicate with people, possessing a similar interest, from all around the world. Shapiro stresses the possibility of "Using technology to enhance one's social life", as friendships no longer have to be structured by physical proximity. Shapiro states that "the net gives individuals the opportunity to extend their social network in a novel way, to communicate and share life experiences with people regardless of where they live and form online relationships". Thus, such online communities satisfy a genuine need for affiliation with like-minded others. Online gaming has drastically increased the size of gaming culture.
Online gaming grew out of games on bulletin board systems and on college mainframes from the 1970s and 1980s. MUDs offered multiplayer competition and cooperation but on a scope more geographically limited than on the internet; the internet allowed gamers from all over the world – not just within one country or state – to play games together with ease. With the advent of Cloud Gaming high-performance games can now be played from low-end client systems and TVs. One of the most groundbreaking titles in the history of online gaming is Quake, which offered the ability to play with sixteen, up to thirty-two players in a 3D world. Gamers began to establish their own organized groups, called clans. Clans established their own identities, their own marketing, their own form of internal organization, their own looks; some clans had friendly or hostile rivalries, there were clans who were allied with other clans. Clan interaction took place on both professionally set competition events, during normal casual playing where several members of one clan would play on a public server.
Clans would do their recruiting this way. Gamers of all ages play online games, with the average age being 3
Pulsar wind nebula
A pulsar wind nebula, sometimes called a plerion, is a type of nebula found inside the shells of supernova remnants, powered by pulsar winds generated by its central pulsar. These nebulae were discovered in 1976 as small depressions at radio wavelengths near the centre of supernova remnants, they have since been found to be X-ray emitters and are gamma ray sources. Processes creating pulsar wind nebulae are complicated and they evolve through various phases before creating a so-called relic nebula, visible as a wind bubble, shell nebula, or as a bow-shock. New plerions appear within the first few thousands of years of a pulsar's creation, look like a series of shells inside the supernova remnant, for example the small pulsar wind nebula within the inner region of the Crab Nebula, or the nebula within the large Vela Supernova Remnant and its associated Vela Pulsar; as the plerion ages, the nebulosity of the supernova remnant disappears. Over time, pulsar wind nebulae may change in behaviour and become relic nebulae surrounding millisecond radio pulsars or older and slower rotating pulsars.
Plerions are estimated to last around 15,000 years, after which the shell dissipates as the energies from the pulsar decreases and they are no longer detectable. This depends on the rate of energy lost by the pulsar as its spin rate slows, which varies among the known pulsars. Pulsar winds are composed of charged particles accelerated to relativistic speeds by the rotating, hugely powerful magnetic fields above 1 teragauss that are generated by the spinning pulsar; the pulsar wind streams into the surrounding interstellar medium, creating a standing shock wave called the'wind termination shock', where matter is decelerated to sub-relativistic speed. Beyond this radius, synchrotron emission increases in the magnetized flow; these processes can switch on and off with many reversals, this creates the numerous visible shells centred on the pulsar. Pulsar wind nebulae show the following properties: An increasing brightness towards the center, without a shell-like structure as seen in most other supernova remnants.
A polarized flux and a flat spectral index in the radio band, α=0–0.3. The index steepens at X-ray energies due to synchrotron radiation losses and on the average has an X-ray photon index of 1.3–2.3. An X-ray size, smaller than their radio and optical size. A photon index at TeV gamma-ray energies of ~2.3. Pulsar wind nebulae can be powerful probes of a pulsar/neutron star's interaction with its surroundings, their unique properties can be used to infer the geometry and composition of the pulsar wind, the space velocity of the pulsar itself, the properties of the ambient medium. G292.0+01.8 The Pulsar Wind Nebula Catalog
Pure Pwnage was a Canadian Internet-distributed, mockumentary series from ROFLMAO Productions. The fictional series purports to chronicle the life and adventures of Jeremy, a Canadian and self-proclaimed "pro gamer". In 2010, an adaptation of the web series began airing on Showcase, a Canadian cable television channel, but the series failed to be picked up for a second season. Jeremy known as "teh_pwnerer" is proficient at video games but inexperienced when it comes to normal social interactions. Jeremy is only interested in "pwning n00bs" and making it as a pro gamer and comes off as lazy and narcissistic to other people. Kyle is an aspiring film-maker. Kyle decides to film a documentary of Jeremy's exploits as a gamer and his interactions with the gaming and non-gaming world. In 2012, it was announced. There are eighteen web episodes available to the public and eight TV episodes. Pure Pwnage was created by Geoff Lapaire and Jarett Cale who play the show's main protagonists. Originating in 2004, eighteen Internet-distributed episodes of the series have been released to date.
In 2007, the series creators estimated their current viewer base to be over three million. The series is filmed in Toronto, but has included scenes filmed in Calgary, Alberta. During an interview, director Geoff Lapaire insisted that all of the characters on the show are not acting, he suggested that the personalities on Pure Pwnage display their true-to-life abilities and eccentricities, the characters took great pains to maintain that the Pure Pwnage world is an extension of the real world. Lapaire has admitted that they are in fact actors; the sixth fanchat with the crew was out-of-character, where the fact that the characters within Pure Pwnage are exaggerated versions of the actors was confirmed. On August 6, 2009, it was announced. Upon the announcement, many members of the Pure Pwnage fan community raised concerns; the main complaints were that the series was only announced to be airing in Canada, the assumption that it would be changed in order to appeal to viewers not familiar with internet culture.
Jarett Cale, who writes the show and plays Jeremy, tried to quell the complaints on the Pure Pwnage forums, saying "We're doing our best to get it broadcast in the USA, UK, etc. but it's up to each country's respective broadcasters. Geoff and I are still the main creative force – we're producers and writers. We've brought on many new people with experience in traditional television to help us out both story-wise and production-wise. FPS Doug will still be there, he will still be played by Joel Gardiner." In response to a user asking if the TV series meant there would be no more web episodes, he said "Nope, it only means there's a new TV series."Despite this, the future of the web series was uncertain. Geoff Lapaire, director of all previous episodes of Pure Pwnage, left the show in September 2008 to focus on the then-unannounced TV series, Troy Dixon, who played T-Bag in the series, died in a car accident on December 6, 2008. Jarett Cale announced in January 2009 that work on the next web episode had begun, with him as the director, however the episode has not been released.
In a short Livestream cast on March 15, 2010, a user posted a comment regarding the web series and Jarett replied that the web series is back in production and is in progress. He has not given out an ETA. On January 19, 2011, Jarett made an announcement on the Pure Pwnage forums that the TV series had not been picked up for a second season. Additionally, the web series has been put on indefinite hold. In his own words, "My hope that Pure Pwnage will see a proper ending to its illustrious web series has nearly vanished. I've let Geoff know that should he be willing at any time to resume some of his traditional, critical roles on the web series I will fly home to Toronto in a heartbeat to help make it happen." On September 18, 2012 The Pure Pwnage YouTube channel uploaded a video titled "010100100100010101010100010101010101001001001110", a binary encoding of the word "Return", signalling the return of the Pure Pwnage. On September 19, 2012, an official crowd funding campaign was announced to aid in the funding of a Pure Pwnage movie.
The $75,000 goal was raised in just over 24 hours, due to overwhelming support from fans all over the world. At the end of the campaign, a total of $211,300 was raised. On November 22, 2015, the official trailer was released; the movie premiered in Toronto on January 2016 at the Bloor Cinema. Further screenings took place around the US and in the UK. On May 7, 2016, Pure Pwnage Teh Movie was released for streaming and digital download via Vimeo. Pure Pwnage Teh Movie received the Canadian Comedy Awards 2016 award for best feature film; the film was well-received by general audiences. On August 6, 2009, it was announced; the announcement was made in the form of a mini-episode where Kyle tries to convince Jeremy to stop playing on his Nintendo DS Lite and make the announcement. The series had been teased for several months under the name "Project X"; the TV series premiered on Showcase March 12, 2010, premiered on Australia's ABC2 on October 4, 2010. According to creator Jarett Cale, the TV series itself takes place in a fictional world within the Pure Pwnage universe where Kyle got a T
Have I Been Pwned?
Have I Been Pwned? is a website that allows internet users to check if their personal data has been compromised by data breaches. The service collects and analyzes hundreds of database dumps and pastes containing information about billions of leaked accounts, allows users to search for their own information by entering their username or email address. Users can sign up to be notified if their email address appears in future dumps; the site has been touted as a valuable resource for internet users wishing to protect their own security and privacy. Have I Been Pwned? was created by security expert Troy Hunt on 4 December 2013. As of November 2017, Have I Been Pwned? receives around sixty thousand daily visitors, the site has over 1.7 million active email subscribers and contains records of over 4.8 billion accounts from over 251 data breaches. The primary function of Have I Been Pwned? since it was launched is to provide the general public a means to check if their private information has been leaked or compromised.
Visitors to the website can enter an email address, see a list of all known data breaches with records tied to that email address. The website provides details about each data breach, such as the backstory of the breach and what specific types of data were included in it. Have I Been Pwned? offers a "Notify me" service that allows visitors to subscribe to notifications about future breaches. Once someone signs up with this notification mailing service, they will receive an email message any time their personal information is found in a new data breach. In September 2014, Hunt added functionality that enabled new data breaches to be automatically added to HIBP's database; the new feature used Dump Monitor, a Twitter bot which detects and broadcasts password dumps found on pastebin pastes, to automatically add new potential breaches in real-time. Data breaches show up on pastebins before they are reported on. Along with detailing which data breach events the email account has been affected by, the website points those who appear in their database search to install a password manager, namely: 1Password, which Troy Hunt has endorsed.
An online explanation on his website explains his motives and maintains that monetary gain is not the goal of this partnership. In August 2017, Hunt made public 306 million passwords which could be accessed via a web search or downloadable in bulk. In February 2018 British computer scientist, Junade Ali, created a communication protocol to anonymously verify if a password was leaked without disclosing the searched password; this protocol was implemented as a public API in Hunt's service and is now consumed by multiple websites and services including password managers and browser extensions. In late 2013, web security expert Troy Hunt was analyzing data breaches for patterns, he realized breaches could impact users who might not be aware their data was compromised, as a result, began developing HIBP. "Probably the main catalyst was Adobe," said Hunt of his motivation for starting the site, referring to the Adobe Systems security breach that affected 153 million accounts in October 2013. Hunt launched Have I Been Pwned? on 4 December 2013 with an announcement on his blog.
At this time, the site had just five data breaches indexed: Adobe Systems, Gawker, Yahoo! Voices, Sony Pictures. However, the site now had the functionality to add future breaches as soon as they were made public: Now that I have a platform on which to build I'll be able to integrate future breaches and make them searchable by people who may have been impacted. It's a bit of an unfair game at the moment – attackers and others wishing to use data breaches for malicious purposes can quickly obtain and analyse the data but your average consumer has no feasible way of pulling gigabytes of gzipped accounts from a torrent and discovering whether they've been compromised or not. Since its launch, the primary development focus of HIBP has been to add new data breaches as as possible after they are leaked to the public. In July 2015, online dating service Ashley Madison, known for encouraging users to have extramarital affairs, suffered a data breach, the identities of more than 30 million users of the service were leaked to the public.
The data breach received wide media coverage due to the large number of impacted users and the perceived shame of having an affair. According to Hunt, the breach's publicity resulted in a 57,000% increase in traffic to HIBP. Following this breach, Hunt added functionality to HIBP by which breaches considered "sensitive" would not be publicly searchable, would only be revealed to subscribers of the email notification system; this functionality was enabled for the Ashley Madison data, as well as for data from other scandalous sites, such as Adult FriendFinder. In October 2015, Hunt was contacted by an anonymous source who provided him with a dump of 13.5 million users' email addresses and plaintext passwords, claiming it came from 000webhost, a free web hosting provider. Working with Thomas Fox-Brewster of Forbes, he verified that the dump was most legitimate by testing email addresses from it and by confirming sensitive information with several 000webhost customers. Hunt and Fox-Brewster attempted many times to contact 000webhost to further confirm the authenticity of the breach, but were unable to get a response.
On 29 October 2015, following a reset of all passwords and the publication of Fox-Brewster's article about the breach, 000webhost announced the data breach via their Facebook page. In early