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VFX Voice - Fall 2017

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and engaging, but as I heard of VR, I knew that the context matters<br />

and we could do it. I was naïve and had no idea about the long road<br />

ahead. Had I known how far we were from realizing that vision,<br />

I might have chickened out!<br />

Q. You’ve described the early years in the field as the ‘nuclear<br />

winter of VR.’ Tell us about your path during that era.<br />

A. During the first challenging wave of VR, I got tossed a life buoy<br />

to make me believe there was hope. Back in 1993, Dr. Dean Inman<br />

at the Oregon Research Institute had developed a motorized<br />

wheelchair training system for children. He built something where<br />

you put the user’s own wheelchair on a set of rollers that would<br />

induce the movement of the wheels and navigate them thought a<br />

virtual obstacle course. But the key thing to motivate the kids was<br />

that after they completed a certain amount of training they could<br />

virtually fly off into the clouds in their wheelchairs wearing a headmounted<br />

display. Their faces lit up and I was sold!<br />

By the time I got into this academically in 1995, I had seen some<br />

inspiring things and was excited about VR’s potential. But right<br />

before I got my spot at USC I got to try a headset myself – and it<br />

was really bad. I walked around a virtual city, the interface was<br />

clunky, and I got stuck inside a very primitive building and realized<br />

this isn’t ready for prime time after all.<br />

When I got my position at USC’s Alzheimer’s Center, it was right<br />

across the street from computer science. My strategy was to pester<br />

people to get access to equipment and programming – and that’s<br />

what happened. I saw the wreckage of the past and wanted to move<br />

forward, and as we were working on this stuff, everyone else caught<br />

on that VR wasn’t ready for the technology. Companies dissipated.<br />

VR magazines fizzled. VR conferences crashed and burned. And all<br />

of a sudden everyone was excited about the Internet and moved on<br />

as VR was labeled a failed thing. And it didn’t really hit its second<br />

life until last year.<br />

“The lightbulb ultimately went off thanks to a<br />

young man and his Game Boy. … I was struck by<br />

kids who played video games for hours on end<br />

and imagined, what if you could get a client<br />

engaged in well-produced sophisticated content<br />

to do their rehab for that period of time?”<br />

—Dr. Albert “Skip” Rizzo, Director of Medical<br />

Virtual Reality, USC Institute for Creative<br />

Technologies (ICT)<br />

TOP: “Virtual Patients” use virtual human technology to train future<br />

clinicians in therapeutic interview skills.<br />

BOTTOM: Afghan helicopter extraction. Virtual Iraq/Afghanistan.<br />

FALL <strong>2017</strong> <strong>VFX</strong>VOICE.COM • 49

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