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Panopticon of global surveillance
#61
That little "entertaining" cell phone in your back pocket, which you are so addicted to thanks to all its apps, videos, messaging function and all other cool bells and whistles, that you can't possibly live without? It is simply the definitive NSA tracking beacon used to find where you are at any given moment. The following infographic explains how the NSA does just that...
[Image: NSA_Co-traveler_g_0.jpg]
Source: WaPo
"The philosophers have only interpreted the world, in various ways. The point, however, is to change it." Karl Marx

"He would, wouldn't he?" Mandy Rice-Davies. When asked in court whether she knew that Lord Astor had denied having sex with her.

“I think it would be a good idea” Ghandi, when asked about Western Civilisation.
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#62
Imagine that - 5 billion mobiles phones a day are tapped by the NSA!
The shadow is a moral problem that challenges the whole ego-personality, for no one can become conscious of the shadow without considerable moral effort. To become conscious of it involves recognizing the dark aspects of the personality as present and real. This act is the essential condition for any kind of self-knowledge.
Carl Jung - Aion (1951). CW 9, Part II: P.14
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#63
And not one of them saying "I will meet you at 11 am in the car park at the House of Commons/Harrods/Central Station/LAX with the suitcases of explosives and polonium and don't forget to bring Osama Bin Laden and Hugo Chavez with you.
"The philosophers have only interpreted the world, in various ways. The point, however, is to change it." Karl Marx

"He would, wouldn't he?" Mandy Rice-Davies. When asked in court whether she knew that Lord Astor had denied having sex with her.

“I think it would be a good idea” Ghandi, when asked about Western Civilisation.
Reply
#64
Magda Hassan Wrote:And not one of them saying "I will meet you at 11 am in the car park at the House of Commons/Harrods/Central Station/LAX with the suitcases of explosives and polonium and don't forget to bring Osama Bin Laden and Hugo Chavez with you.

Or "Broadsword to Danny Boy" and "The chicken is in the pot", and "Operation Blackhawk"...

But silly me. That was all Rebekah Brooks and News international spy-speak from the phone hacking trial.

Something almost completely different...
The shadow is a moral problem that challenges the whole ego-personality, for no one can become conscious of the shadow without considerable moral effort. To become conscious of it involves recognizing the dark aspects of the personality as present and real. This act is the essential condition for any kind of self-knowledge.
Carl Jung - Aion (1951). CW 9, Part II: P.14
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#65
David Guyatt Wrote:Imagine that - 5 billion mobiles phones a day are tapped by the NSA!

That's about 67% of the World's population (and not many babies have phones - but they'll soon be implanted with chips)......and there's a death drone that can target you and your mobile whenever they want....or just track your movements and your conversations [even when the phone is off - (or so you think)!!!] :Ninja:

It's probably even more....including those from GCHQ and OZ and NZ.
The biggest problem is that this has been known for decades, but ignored [sic] by the MSM and the Sheeple.....so now that they can't hide from it any more...are they going to march on the NSA HQ and block anyone from getting in or out?! Order the Congress to defund and destroy it?!.....Not a chance....Its just another assault, along with be gropped at the airport that the Sheeple will passively accept, until it is too late.....it pretty easy to see where this is all headed....and it is not pretty! ::prison::
"Let me issue and control a nation's money and I care not who writes the laws. - Mayer Rothschild
"Civil disobedience is not our problem. Our problem is civil obedience! People are obedient in the face of poverty, starvation, stupidity, war, and cruelty. Our problem is that grand thieves are running the country. That's our problem!" - Howard Zinn
"If there is no struggle there is no progress. Power concedes nothing without a demand. It never did and never will" - Frederick Douglass
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#66

Revealed: spy agencies' covert push to infiltrate virtual world of online games

NSA and GCHQ collect gamers' chats and deploy real-life agents into World of Warcraft and Second Life

Read the NSA document: Exploiting Terrorist Use of Games & Virtual Environments
[SUP]Beta[/SUP]


[Image: World-of-Warcraft-011.jpg] World of Warcraft: the NSA described games communities as a 'target-rich network' where potential terrorists could 'hide in plain sight'. Photograph: handout

To the National Security Agency analyst writing a briefing to his superiors, the situation was clear: their current surveillance efforts were lacking something. The agency's impressive arsenal of cable taps and sophisticated hacking attacks was not enough. What it really needed was a horde of undercover Orcs.
That vision of spycraft sparked a concerted drive by the NSA and its UK sister agency GCHQ to infiltrate the massive communities playing online games, according to secret documents disclosed by whistleblower Edward Snowden.
The files were obtained by the Guardian and are being published on Monday in partnership with the New York Times and ProPublica.
The agencies, the documents show, have built mass-collection capabilities against the Xbox Live console network, which boasts more than 48 million players. Real-life agents have been deployed into virtual realms, from those Orc hordes in World of Warcraft to the human avatars of Second Life. There were attempts, too, to recruit potential informants from the games' tech-friendly users.
Online gaming is big business, attracting tens of millions of users world wide who inhabit their digital worlds as make-believe characters, living and competing with the avatars of other players. What the intelligence agencies feared, however, was that among these clans of innocent elves and goblins, terrorists were lurking.
The NSA document, written in 2008 and titled Exploiting Terrorist Use of Games & Virtual Environments, stressed the risk of leaving games communities under-monitored, describing them as a "target-rich communications network" where intelligence targets could "hide in plain sight".
Games, the analyst wrote "are an opportunity!". According to the briefing notes, so many different US intelligence agents were conducting operations inside games that a "deconfliction" group was required to ensure they weren't spying on, or interfering with, each other.
If properly exploited, games could produce vast amounts of intelligence, according to the the NSA document. They could be used as a window for hacking attacks, to build pictures of people's social networks through "buddylists and interaction", to make approaches by undercover agents, and to obtain target identifiers (such as profile photos), geolocation, and collection of communications.
The ability to extract communications from talk channels in games would be necessary, the NSA paper argued, because of the potential for them to be used to communicate anonymously: Second Life was enabling anonymous texts and planning to introduce voice calls, while game noticeboards could, it states, be used to share information on the web addresses of terrorism forums.
Given that gaming consoles often include voice headsets, video cameras, and other identifiers, the potential for joining together biometric information with activities was also an exciting one.
But the documents contain no indication that the surveillance ever foiled any terrorism plots, nor is there any clear evidence that terror groups were using the virtual communities to communicate as the intelligence agencies confidently predicted.
The operations raise concerns about the privacy of gamers. It is unclear how the agencies accessed their data, or how many communications were collected. Nor is it clear how the NSA ensured that it was not monitoring innocent Americans whose identity and nationality may have been concealed behind their virtual avatar.
The California-based producer of World of Warcraft said neither the NSA nor GCHQ had sought its permission to gather intelligence inside the game. "We are unaware of any surveillance taking place," said a spokesman for Blizzard Entertainment. "If it was, it would have been done without our knowledge or permission."
Microsoft declined to comment on the latest revelations, as did Philip Rosedale, the founder of Second Life and former CEO of Linden Lab, the game's operator. The company's executives did not respond to requests for comment.
The NSA declined to comment on the surveillance of games. A spokesman for GCHQ said the agency did not "confirm or deny" the revelations but added: "All GCHQ's work is carried out in accordance with a strict legal and policy framework which ensures that its activities are authorised, necessary and proportionate, and there is rigorous oversight, including from the secretary of state, the interception and intelligence services commissioners and the Intelligence and Security Committee."
Though the spy agencies might have been relatively late to virtual worlds and the communities forming there, once the idea had been mooted, they joined in enthusiastically.
In May 2007, the then-chief operating officer of Second Life gave a "brown bag lunch" address at the NSA explaining how his game gave the government "the opportunity to understand the motivation, context and consequent behaviours of non-Americans through observation, without leaving US soil".
One problem the paper's unnamed author and others in the agency faced in making their case and avoiding suspicion their goal was merely trying to play computer games at work without getting fired was the difficulty of proving terrorists were even thinking about using games to communicate.
A 2007 invitation to a secret internal briefing noted "terrorists use online games but perhaps not for their amusement. They are suspected of using them to communicate secretly and to transfer funds." But the agencies had yet to find any evidence to support their suspicions.
The same still seemed to hold true a year later, albeit with a measure of progress: games data that had been found in connection with IPs, email addresses and similar information linked to terrorist groups.
"Al-Qaida terrorist target selectors and … have been found associated with XboxLive, Second Life, World of Warcraft, and other GVEs [Games and Virtual Environments]," the document notes. "Other targets include Chinese hackers, an Iranian nuclear scientist, Hizballah, and Hamas members."
However, that information wasn not enough to show terrorists are hiding out as pixels to discuss their next plot. Such data could merely mean someone else in an internet café was gaming, or a shared computer had previously been used to play games.
That lack of knowledge of whether terrorists were actually plotting online emerges in the document's recommendations: "The amount of GVEs in the world is growing but the specific ones that CT [counter-terrorism] needs to be methodically discovered and validated," it stated. "Only then can we find evidence that GVEs are being used for operational uses."
Not actually knowing whether terrorists were playing games was not enough to keep the intelligence agencies out of them, however. According to the document, GCHQ the UK's equivalent to the NSA already had a "vigorous effort" to exploit games, including "exploitation modules" against Xbox Live and World of Warcraft.
That NSA effort, based in the agency's New Mission Development Centre in the Menwith Hill UK air force base in North Yorkshire, was already paying dividends by May 2008.
At the request of GCHQ, the NSA had begun a deliberate effort to extract World of Warcraft metadata from their troves of intelligence, and trying to link "accounts, characters and guilds" to Islamic extremism and arms dealing efforts. A later memo noted that among the game's active subscribers were "telecom engineers, embassy drivers, scientists, the military and other intelligence agencies".
The UK agency did not stop at World of Warcraft, though: by September a memo noted GCHQ had "successfully been able to get the discussions between different game players on Xbox Live".
Meanwhile, the FBI, CIA, and the Defense Humint Service were all running human intelligence operations undercover agents within the virtual world of Second Life. In fact, so crowded were the virtual worlds with staff from the different agencies, that there was a need to try to "deconflict" their efforts or, in other words, to make sure each agency wasn't just duplicating what the others were doing.
By the end of 2008, such human intelligence efforts had produced at least one usable piece of intelligence, according to the documents: following the successful takedown of a website used to trade stolen credit card details, the fraudsters moved to Second Life and GCHQ followed, having gained their first "operational deployment" into the virtual world. This, they noted, put them in touch with an "avatar [game character] who helpfully volunteered information on the target group's latest activities".
Second Life continued to occupy the intelligence agencies' thoughts throughout 2009. One memo noted the game's economy was "essentially unregulated" and so "will almost certainly be used as a venue for terrorist laundering and will, with certainty, be used for terrorist propaganda and recruitment".
In reality, Second Life's surreal and uneven virtual world failed to attract or maintain the promised mass-audience, and attention (and its userbase) waned, though the game lives on.
The agencies had other concerns about games, beyond their potential use by terrorists to communicate. Much like the pressure groups that worry about the effect of computer games on the minds of children, the NSA expressed concerns that games could be used to "reinforce prejudices and cultural stereotypes", noting that Hezbollah had produced a game called Special Forces 2.
According to the document, Hezbollah's "press section acknowledges [the game] is used for recruitment and training", serving as a "radicalising medium" with the ultimate goal of becoming a "suicide martyr". Despite the game's disturbing connotations, the "fun factor" of the game cannot be discounted, it states. As Special Forces 2 retails for $10, it concludes, the game also serves to "fund terrorist operations".
Hezbollah is not, however, the only organizsation to have considered using games for recruiting. As the NSA document acknowledges: they got the idea from the US Aarmy.
"America's Army is a US army-produced game that is free [to] download from its recruitment page," says the NSA, noting the game is "acknowledged to be so good at this the army no longer needs to use it for recruitment, they use it for training".

http://www.theguardian.com/world/2013/de...CMP=twt_gu
"The philosophers have only interpreted the world, in various ways. The point, however, is to change it." Karl Marx

"He would, wouldn't he?" Mandy Rice-Davies. When asked in court whether she knew that Lord Astor had denied having sex with her.

“I think it would be a good idea” Ghandi, when asked about Western Civilisation.
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#67
I have often wondered about these games and the possibility of deeper entry into the Collective Unconscious by some players.

I realise this may sound far fetched to most, but I don't actually think it is. And to take the concern to its natural conclusion, some games would be designed with this possibility in mind ("in-mind" being the operating principle).

I am reminded of the 1980's film, a good one imo, featuring Dennis Quaid, Max von Sydow and Christopher Plummer - quite a cast. The film was called "Dreamscape".

The question one needs to ask is this. Can one be trained to enter another's dream - even their day dream - even when they are in a semi day dream state playing a Game?

As to the latter I don;t know. For the former question I feel sure the answer is yes.
The shadow is a moral problem that challenges the whole ego-personality, for no one can become conscious of the shadow without considerable moral effort. To become conscious of it involves recognizing the dark aspects of the personality as present and real. This act is the essential condition for any kind of self-knowledge.
Carl Jung - Aion (1951). CW 9, Part II: P.14
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#68
David Guyatt Wrote:I have often wondered about these games and the possibility of deeper entry into the Collective Unconscious by some players.

I realise this may sound far fetched to most, but I don't actually think it is. And to take the concern to its natural conclusion, some games would be designed with this possibility in mind ("in-mind" being the operating principle).

I am reminded of the 1980's film, a good one imo, featuring Dennis Quaid, Max von Sydow and Christopher Plummer - quite a cast. The film was called "Dreamscape".

The question one needs to ask is this. Can one be trained to enter another's dream - even their day dream - even when they are in a semi day dream state playing a Game?

As to the latter I don;t know. For the former question I feel sure the answer is yes.

Along these lines, I recommend Daemon, by Daniel Suarez. I brilliant game designer is dead, but somehow comes back to life in one of his computer games with the very real goal of dismantling society and replacing it with a new order.
"We'll know our disinformation campaign is complete when everything the American public believes is false." --William J. Casey, D.C.I

"We will lead every revolution against us." --Theodore Herzl
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#69
David Guyatt Wrote:I have often wondered about these games and the possibility of deeper entry into the Collective Unconscious by some players.

I realise this may sound far fetched to most, but I don't actually think it is. And to take the concern to its natural conclusion, some games would be designed with this possibility in mind ("in-mind" being the operating principle).

I am reminded of the 1980's film, a good one imo, featuring Dennis Quaid, Max von Sydow and Christopher Plummer - quite a cast. The film was called "Dreamscape".

The question one needs to ask is this. Can one be trained to enter another's dream - even their day dream - even when they are in a semi day dream state playing a Game?

As to the latter I don;t know. For the former question I feel sure the answer is yes.
Definitely yes to the former. The altered states of consciousness and brain waves the people go into when playing these games, like being in the zone when watching tv, make a direct route to the unconscious, which is why tv sdvertising is so valuable. Also the amount of time many spend on playing the games means they often spend more time in that 'reality' than their 'normal' waking reality and 'real' people.
"The philosophers have only interpreted the world, in various ways. The point, however, is to change it." Karl Marx

"He would, wouldn't he?" Mandy Rice-Davies. When asked in court whether she knew that Lord Astor had denied having sex with her.

“I think it would be a good idea” Ghandi, when asked about Western Civilisation.
Reply
#70
Magda Hassan Wrote:
David Guyatt Wrote:I have often wondered about these games and the possibility of deeper entry into the Collective Unconscious by some players.

I realise this may sound far fetched to most, but I don't actually think it is. And to take the concern to its natural conclusion, some games would be designed with this possibility in mind ("in-mind" being the operating principle).

I am reminded of the 1980's film, a good one imo, featuring Dennis Quaid, Max von Sydow and Christopher Plummer - quite a cast. The film was called "Dreamscape".

The question one needs to ask is this. Can one be trained to enter another's dream - even their day dream - even when they are in a semi day dream state playing a Game?

As to the latter I don;t know. For the former question I feel sure the answer is yes.
Definitely yes to the former. The altered states of consciousness and brain waves the people go into when playing these games, like being in the zone when watching tv, make a direct route to the unconscious, which is why tv sdvertising is so valuable. Also the amount of time many spend on playing the games means they often spend more time in that 'reality' than their 'normal' waking reality and 'real' people.

Yes Magda, you put it very nicely and concisely, as usually. It is that "zone" that would be the target.

I'll check out Daemon Lauren. It's not a film I've seen yet, but sound intriguing. Thanks for the heads up.
The shadow is a moral problem that challenges the whole ego-personality, for no one can become conscious of the shadow without considerable moral effort. To become conscious of it involves recognizing the dark aspects of the personality as present and real. This act is the essential condition for any kind of self-knowledge.
Carl Jung - Aion (1951). CW 9, Part II: P.14
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