Home / Autumn 2011 / Brave New World
Brave New World
By Orli Belman
At USC’s Institute for Creative Technologies, virtual reality is the new reality.

ICT's Light Stage 5 captures the shape, shine, color and texture of an actor's face, creating a realistic digital character. Photo: USC Institute for Creative Technologies FOR APRIL FOOLS’ THIS YEAR, Google introduced Gmail Motion, an email feature that claimed to replace simple key strokes and mouse clicks with exaggerated body movements like pantomiming opening an envelope to read a message or licking a stamp to send one.
People got a laugh watching Google’s spoof video. But Evan Suma, a virtual-reality researcher at the USC Institute for Creative Technologies (ICT), got an idea.
Using skeleton tracking data from Microsoft Kinect, a system that allows users to interact through voice and body gestures without the need for a controller, Suma proved the prank was possible. His demonstration video, posted that same day, went viral, earning applause from tech blogs, The New York Times and Google itself.
Suma’s video was lighthearted. But it is a prime example of the serious work taking place at ICT, a U.S. Army-sponsored research and development lab in Playa Vista, Calif., where academics, artists, scientists and storytellers take computer-based toys and dream up futuristic tools that train soldiers, treat patients, teach students and more.
Think play with a purpose.
ICT is changing the science of animation. Courtesy of LabTV
Suma’s gesture-translating toolkit has led to the development of more effective physical rehabilitation systems. His USC colleagues have already transformed off-the-shelf headsets and joysticks into successful virtual-reality therapy for treating post-traumatic stress disorder. ICT- created games teach U.S. armed forces skills ranging from negotiating with people of other cultures to detecting improvised explosive devices. Additional applications build social skills for children with autism and educate parents about juvenile cancers.
The institute specializes in developing virtual humans, computer-animated characters that appear, speak, understand, express emotions and display body language in ever-more realistic ways. So similar are the virtual models to humans that ICT’s graphics guru Paul Debevec received an Academy Award in 2010 for his advances in creating believable digital doubles in movies like Avatar and Spider-Man 2.
In research settings, these human facsimiles advance social scientists’ understanding of how people think, feel and behave. Outside the lab, they live in laptops and large installations across the country, employed as digital docents explaining science to museum visitors, online coaches providing guidance to soldiers and families seeking mental health resources, and virtual role players replacing live actors for training mental health workers or teaching troops to better conduct field interviews.
“It is not enough to use technologies to create a cool experience,” says Randall W. Hill Jr., ICT’s executive director who oversees an interdisciplinary team of nearly 200 experts, including computer scientists, digital artists, script writers, game designers, physical therapists and psychologists. “We are creating a whole new way for people to engage with computers so that they can practice, learn and perform better.”
And that is a gesture anyone can appreciate.
















