1998-01-15 - Re: Covert Superhighway - the missing component? (fwd)

Header Data

From: Jim Choate <ravage@ssz.com>
To: cypherpunks@ssz.com (Cypherpunks Distributed Remailer)
Message Hash: 86f5902d1499ce673f24e0e507ec9c279e33f4bb4d562a33d9c8e66d8330f1be
Message ID: <199801150219.UAA03045@einstein.ssz.com>
Reply To: N/A
UTC Datetime: 1998-01-15 01:53:22 UTC
Raw Date: Thu, 15 Jan 1998 09:53:22 +0800

Raw message

From: Jim Choate <ravage@ssz.com>
Date: Thu, 15 Jan 1998 09:53:22 +0800
To: cypherpunks@ssz.com (Cypherpunks Distributed Remailer)
Subject: Re: Covert Superhighway - the missing component? (fwd)
Message-ID: <199801150219.UAA03045@einstein.ssz.com>
MIME-Version: 1.0
Content-Type: text



Forwarded message:

> Date: Wed, 14 Jan 1998 17:36:13 -0800
> Original-From: Bill Stewart <bill.stewart@pobox.com>
> Subject: Re: Covert Superhighway - the missing component?

> - CU-SeeMe reflectors are fun, and you can stego a lot of traffic
> inside your pictures.

The problem here is the processor overhead requied to take advantage of a
high frame rate. The startup costs are gonna be a bear.

> Adam Back's idea of piggybacking on gaming nets could be 
> among the more interesting approaches, at least for games
> that don't have a central control system.

The problem here is that most gamers are responce-sensitive. They'll begin
to wonder at some point where all that extra bandwidth is going.


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