Screen Shot and All Photos: Forterra Systems
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Forterra’s Leaders: virtual [left] and actual : Robert Gehorsam
[top right], president; David Rolston[middle
right], chief executive; Michael
Macedonia[bottom right], vice president,
national security division.
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Software
Code three! Code three!” shouts a police officer over
a radio. “There’s been an explosion at Global Financial
Trust!” It’s every town’s nightmare: a mysterious
explosion in the commercial center. Carnage. Chaos.
Plumes of deadly black smoke. On this early morning in
October, the city of Palo Alto, Calif., is preparing for
the worst. “This is Stanford Medical Center standing
by,” a hospital worker urgently replies. Doctors dash to
the emergency room. Ambulances speed out front, their
sirens blaring.
Fortunately, the scenario is not playing out in real
life but on a laptop computer, which is projecting the
animated scene on a screen in a small conference room in
New York City. It looks like a video game, but it’s not
SimHospital. The cartoon doctors and nurses making their
way around the halls are being controlled by real people
on PCs across the country. These people type commands to
control the movements of the characters, from the speed
of their strides to the expressions on their faces.
Using headsets and microphones, they converse in real
time. It’s all happening through just one application,
for medical training, of a new software package called
On-Line Interactive Virtual Environment, or OLIVE.
Developed by Forterra Systems of New York City and San
Mateo, Calif., OLIVE creates virtual worlds for
customers in health care, the military, and the media.
MTV Networks uses OLIVE to create online worlds based on
its television shows; surfers can take dips in pixelated
hot tubs with bikinied beauties from the Virtual Real
World or customize shiny hubcaps on a flame-red hot rod
in Virtual Pimp My Car.
But most of OLIVE’s applications are available by
invitation only, primarily for the purpose of training
staff. The U.S. National Institutes of Health is
creating a world that tests industrial workers’ skills
at responding to emergency disasters—think guys in
hazmat suits wandering through toxic sludge like
something from Doom. Retail chains
use OLIVE to run employees through mock scenarios. In
one demonstration, a new cashier inside a virtual surf
shop has to cool down a hotheaded customer (operated by
a corporate trainer) by choosing the right mix of body
language and dialogue.
“There’s a generation coming into the workforce that
sees nothing unusual in a world unfolding on a computer
screen,” says Steve Prentice, vice president and
director of research for Gartner Research, a technology
research firm based in Stamford, Conn. “Also, complex
environments are becoming more critical, and the cost of
staging real-world simulation training exercises is
escalating.”
Investors are taking notice. Virtual Worlds
Management, a tracking firm in Austin, Texas, says that
technology and media firms have put more than
US $1 billion into 35 virtual-world companies, chief
among them Club Penguin, a children’s site that the Walt
Disney Co. recently acquired for $700 million. Forterra
just received seed capital for OLIVE from In-Q-Tel of
Arlington, Va., the strategic investment firm of the
U.S. intelligence community (fittingly enough, the
amount of the capital was secret).
Of all the fantasies that have emerged from the minds
of geeks, none compares to the virtual world—a
jacked-in, fully immersive, mind-blowing, body-rocking,
computer-generated faux reality imagined in works as
varied as Videodrome,
The Matrix, Star Trek, Snow Crash, and
the novels of Ray Bradbury and William Gibson. The
virtual world offers escape from the drab
responsibilities of work and home life. It also links
up, at very low cost, like-minded people otherwise
divided by the barriers of distance, occupation, and country.
“It’s part of the grand quest of our species to bridge
gaps and find more and more ways of connecting,” says
Jaron Lanier, the dreadlocked scholar-in-residence at
the University of California, Berkeley, who is credited
with coining the term virtual reality. “On that basis,
it’s a wonderfully romantic thing to do.” There’s just
one problem: no one has yet been able to deliver much
more than a cartoonish world inhabited by jerkily moving
polygonal pterodactyls, accessed through clunky
headsets. Virtual worlds have been excruciating, for the
most part.
No one knows this better than David Rolston,
Forterra’s chief executive officer, who fell in love
with the idea long before there was a practical way to
implement it. After completing a Ph.D. in computer
science and artificial intelligence and an M.S. in
management systems engineering at Arizona State
University in Tempe, Rolston spent years building out
the early Internet. He worked on artificial intelligence
for Honeywell, on software simulation for a start-up
called Multigen-Paradigm (where he was chief executive),
and on graphics chips for ATI (where he was vice
president of engineering). He continued to nurse an
interest in virtual worlds during his days at Silicon
Graphics in the mid-1990s.
“We’d do demonstrations of virtual worlds, but at the
end we’d say, ‘By the way, you have to buy a $500 000
computer to run this,’ ” he says. “Then it’d get really
quiet.” Reason: most of the hardware capable of running
a virtual world was in the hands of the military, which
had invested heavily in simulation technology. So that’s
where Forterra went for some of its first customers—and
also for some of its talent. In August, Forterra hired
Michael Macedonia, a Ph.D. in computer science who had
been running the U.S. Army’s simulation, training, and
instrumentation program in Orlando, Fla. He estimates
that the military spends $10 billion a year on
simulations. The simulations range from sprawling war
games in the desert, with soldiers shooting laser beams
instead of bullets, to one called Full Spectrum
Warrior, in which players lead troops in
realistic skirmishes.