Caution: Geniuses at Work and Play
"An affectionate look at the wacky wizards of that Nerd World Country,
M.I.T."
---from Readers' Digest, October 1986 condensed from the New England
Monthly
Alexander Theroux
I grew up in Medford, Mass. where, tough and cool, we used to refer to
M.I.T. as the "Mental Institute for the Touched". This was actually the
opposite of what we felt. Whenever I passed its courtyard off Memorial Drive
in Cambridge, looking up at the dome and reading the historic names on the
buildings, I felt a secret stir of reverence. I later taught at M.I.T. for
three years, and still feel the same.
The Massachusetts Institute of Technology, founded in 1862, is a place
matchless in a thousand ways, the virtual symbol of wizardry, scientific
genius, and technological innovation. Jay W. Forrester, who invented the
magnetic memory for computers, is an M.I.T. Alumnus. Other M.I.T. scientists
include Prof. John Sheehan, who synthesized penicillin; alumnus Claude E.
Shannon and Prof. Norbert Wiener, pioneers in the field of intelligent
machines; and four astronauts who landed on the moon. The New York Times rates
M.I.T. as "this country's most prestigious technological institute."
There are inevitable comparisons to Harvard, its formidable rival down the
street. (Harvard attempted to annex M.I.T. in 1870, and several times since.)
[We have also tried to annex them. M.] A story is told of a fellow at
Cambridge supermarket standing in an express checkout line limited to ten
items; he has fifteen. "That's either an M.I.T. student who can't read," so
the joke goes, "or a Harvard student who can't count."
There's a Harvard look, a sort of self-congratulatory slovenliness.
Nothing like this exists at M.I.T.; the students have no time for it. At
Harvard, they say, the main difficulty is getting in; at M.I.T. the difficulty
is getting out. [This is also true-- most people here wouldn't mind staying
at MIT for the rest of their careers. M.]
The workload is ferocious. An education at M.I.T. has been described as
trying to take a drink from a fire hose. [Another joke is that we get hosed
and our parents get soaked. M.] A student needs 360 credits to graduate.
One course in aeronautical engineering takes a minimum of 14 hours a week.
[Any guesses which one? K.L.] [Kevin is referring to Unified, which I will
tell you about. M.]
Many students are caffeine freaks who stay awake for days to complete lab
projects and term papers. I've met seniors who because of work have scarcely
ever traveled across the bridge to Boston. The grim student joke about the
school colors, cardinal and gray, is apposite-- "blood on concrete."
M.I.T. is the West Point of technology. Students come from over 97
countries. But corridors are long, buildings gray; loneliness is a problem,
silence pervades the place. [Not completely true-- the silence is because
people communicate over zephyr instead of speech. M.] People communicate by
posters and wall notices [Before the era of zephyr, I guess. K.L.] And
although there were 2340 women in 1987 and most of the dorms are coed, it
doesn't matter. Work is a refrigerant; tension and grief are
anaphrodisiacs.
Oddly enough, though, the social calendar is far from infirm. There are
supposedly more clubs at M.I.T. than anywhere else. There's the Soaring
Associatin, Tech Model Railroad Club, and a singing group called the
Chorallaries. There is even a Tiddlywinks Association.
Besides hard work, M.I.T. owes its success to unusual teaching. "The
fundamental note is research-- finding out something new on your own," M.I.T
graduate David O. Woodbury once wrote. In one course, each student is given a
box containing springs, wood, wire, motors, and other components-- and asked
to design a machine.
Such a challenge attracts genius. The place has long been a mecca for
"nerds"-- people who get so lost in their studies that knowledge becomes a
way of life. To most of us, these single-minded young idealists seem weird.
In fact, they are among the most complicated, least understood mortals on
earth. [Some of the most fun, too. M.]
The unofficial sport at M.I.T. is "hacking". A hack, briefly, is a prank.
Computer hacking originated with students trying to get into the computer
rooms at night in order to have more time with the machines. There are
hackers who, with a bobby pin, can snap a deadbolt or mortise-cylinder lock in
seconds. They have acted out ingenious plots in dangerous air shafts, through
roof doors and into machine rooms, then signed off with logos such as
"Thumbsucker" or "Mr. McWeenie". [This is along the lines of what we do.
M.]
Not all hackers are nerds, but all nerds are hackers. There are pinball
hackers, chess hackers, astronomy hackers. The more complicated and more
challenging the task, the better; for, like finding the inverse of a large
matrix, it's the difficulty which makes it fun.
Common hacks have involved putting a life-size plastic cow on a roof and
walling up dorm rooms (with or without occupant). M.I.T. students have welded
the Harvard gates shut and reprogrammed the carillion in the Harvard bell
tower to play "Rock Around the Clock".
The most memorable hack took place at the Harvard-Yale football game in
1982. Just after a Harvard touchdown in the second quarter, a small black
ball popped out of the ground at the 46-yard line and grew bigger and bigger,
the letters M.I.T. appearing on it. The ball grew to six feet in diameter and
then burst with a bang and a cloud of smoke. As the Boston Globe later
reported, "M.I.T. won the game."
What is a nerd, exactly? At M.I.T., it is a priesthood of sorts, a group
of gifted, but often socially inept students who manage to avoid high-level
courses, like calculus and physics, by acing tests, which gives them time to
sit around discussing cyborgs or trying to figure out the formula for
Coca-Cola.
The M.I.T. nerd is a combination of irreverence, idealism and genius. He
has memorized pi to its 50th decimal place. [Most people I know only know
about 10 or 20 digits-- I know 7. M.] He is able to fix telephones and wire
bombs. He's absorbed by the way things work, one of those rare species still
found in college who uses his mind for fun. That's finally what's so
wonderful about M.I.T. nerds-- they're intellectuals.
Boston broadcaster Christopher Lydon says their genius may save us in
scientific competition with Japan, a "whole nation of nerds". And, oh my,
M.I.T. nerds are different. Growing up they wore little plastic Donald Duck
glasses and they loved to watch their mothers ironing. They were experts on
hamsters. Much of their time was spent in the cellar, constructing
transformers.
Most are still sartorial goofballs. They pull their pants up too high
and wear short-sleeved orlon shirts buttoned up at the top, with collars too
long and pointy, and about a foot of belt hanging limp in front. [Not all of
them look like this. M.] They use plastic pocket holders-nerd packs- filled
with pens and pencils. In the winter, they actually put on black galoshes
with ladder clips and out-of-fashion pullover hats with earmuffs. Personal
vanity doesn't obtain with them; they're more interested in cult movies and
being the first to own an HP-41CV, the ultimate nerd calculator.
The students at M.I.T. tend to come from small high schools in places
such as Omaha, or Winnetka, Ill. Many have a chipmunkish look or resemble
their fathers early on, with a hairline that began receeding by age ten. They
tend to be politically conservative. [Not! M.] A certain type might argue
about defense buildup, but most would rather be building acoustical stereos or
baffle boards.
I find it heartening that the M.I.T. nerds habitually resist conventional
academic pressure. They prefer playing Dungeons and Dragons, fixing old
computers, or going to crazy movies. Surprisingly they don't like to study--
though they are challenged by other people's homework. [How true-- everyone
is very willing to do mine rather than theirs. M.] They're notorious for
quitting school, founding software companies in garages somewhere, and becoming
millionaires at 22.
I've taught them and been to their rooms, which are either a mess, or
maniacally neat. [The Center for Entropic Studies, perhaps? M.] A mobile or
two. Magnetic tape spools. Science-fiction novels. Stereo components
everywhere. And last but not least, of course, is the computer.
What really matters is the computer. It is a constant friend. Computers
are to nerds what paprika is to Hungarians. And there they sit, hacking away
into the wee hours, eyes like glassine, tap, tap, tapping on the Chiclets.
Nerds rarely want to stop-- which explains their passion for junk food, as
well as their bad complexions.
Some scientists believe there is a 50-percent chance that, by the year
2000, computers will be able to cope with most human activities. Computer
programs are already able to pinpointing metal deposits and diagnosing human
diseases, much like a human specialist.
But finally, artificial intelligence is about something much more
interesting: the nature of thought itself. The computer will teach us about
ourselves as it sweeps us into the 21st century. And that century is already
inhabited by the nerds of M.I.T.