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VFX Voice - Fall 2017

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PROFILE<br />

DR. SKIP RIZZO<br />

AND THE RISE OF<br />

MEDICAL VR THERAPY<br />

By NAOMI GOLDMAN<br />

TOP: Albert “Skip” Rizzo, Ph.D., Director, Medical Virtual<br />

Reality, USC Institute for Creative Technologies.<br />

BOTTOM: Virtual Iraq/Afghanistan delivers virtual<br />

reality exposure therapy for treating PTSD.<br />

All images courtesy of Dr. “Skip” Rizzo and the USC<br />

Institute for Creative Technologies.<br />

Once thought to be a technology exclusively for entertainment,<br />

virtual reality applications pioneered by Albert “Skip” Rizzo,<br />

Ph.D. have provided life-changing therapeutic results for clients<br />

with serious anxiety disorders and members of the military in<br />

particular.<br />

As the Director of Medical Virtual Reality at USC’s Institute for<br />

Creative Technologies (ICT) and Research Professor at the USC’s<br />

Department of Psychiatry and School of Gerontology, Dr. Rizzo has<br />

been at the forefront of dramatic innovations in clinical research<br />

and care for more than two decades, and his application of VR as<br />

a valuable tool in medical treatment underscores the broadening<br />

growth of VR beyond entertainment.<br />

A leader in artificial intelligence, graphics, virtual reality and<br />

narrative, ICT advances low-cost immersive techniques and technologies<br />

to creatively address vital medical issues facing society.<br />

Under Dr. Rizzo’s direction, ICT has pushed the boundaries in<br />

treating people affected with debilitating anxiety disorders. Those<br />

treatments include landmark efforts to help military personnel<br />

with Bravemind, a virtual reality exposure therapy for treating<br />

Post-Traumatic Stress Disorder; Stress Resilience In Virtual<br />

Environments (STRIVE), which aims to better prepare military<br />

personnel for emotional challenges inherent in the combat environment,<br />

before they deploy; and SimCoach, a Web-based virtual<br />

human to assist people in care to overcome barriers.<br />

ICT has also developed interactive “Game-Based Rehab” to<br />

augment physical rehabilitation for patients recovering from<br />

stroke or traumatic brain injury, as well as for the elderly and those<br />

with a disability.<br />

<strong>VFX</strong> <strong>Voice</strong> talked with Dr. Rizzo about the rise of VR as a<br />

powerful therapeutic tool, the bumps in the road, and the promise<br />

that lies ahead.<br />

Q: What was the thought process that led you to pursue VR<br />

for use in clinical psychology and rehab?<br />

A: The lightbulb ultimately went off thanks to a young man and<br />

his Game Boy. In the early 1990s, the state of cognitive rehab was<br />

really limited by the absence of technology. I would tell my clients<br />

that if you want to recover your brain function, your attention,<br />

memory and executive function, you would have to put in the same<br />

amount of effort into rehab exercises as if you wanted to learn to<br />

play the violin. It became more and more obvious to me that to do<br />

rehab at a level where you can really measure improvement, you<br />

have to do it for intense periods of time beyond what is pragmatically<br />

feasible with the cost of having humans facilitate that work.<br />

But armed with technology, where the user can practice on their<br />

own, you’re looking at a much greater possibility. I was struck by<br />

kids who played video games for hours on end and imagined, what<br />

if you could get a client engaged in well-produced sophisticated<br />

content to do their rehab for that period of time? Then one fateful<br />

day in 1991, I watched a less than compliant rehab client transfixed<br />

for hours by his Nintendo Game Boy and that was the ‘aha’<br />

moment that kicked things into gear.<br />

It started with the idea of using game-based stuff to make it fun<br />

48 • <strong>VFX</strong>VOICE.COM FALL <strong>2017</strong>

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