Screen Shot: Forterra Systems
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Playing Doctor: A simulated operating room at Stanford
University Medical Center lets medical workers
practice on make-believe patients.
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OLIVE has its roots in There.com, a virtual-world site
created by a Stanford engineer named Will Harvey and
launched in 1998. In 2005, There.com spun off Forterra
not to sell the virtual worlds themselves but to sell
the tools with which to make them. “Rather than be a
walled garden, like AOL,” says Forterra president Robert
Gehorsam, “we said, ‘Let’s create a platform that works
with open standards that can be used in all kinds of
areas.’ ”
The idea was novel, but what really mattered was the
timing. By this point, Moore’s Law and other forces had
brought to the commercial world the necessary hardware
capabilities, in the form of broadband, inexpensive
graphics cards, and easy-to-use tools to create content.
With that infrastructure in hand, OLIVE is all you need
to make the magic happen.
One main difference between an OLIVE world and other
virtual worlds is the OLIVE world’s “purpose-driven”
intent, says Gehorsam. Rather than make the kind of
free-form environment found in EverQuest (the
massively multiplayer online game from Sony Online
Entertainment, Gehorsam’s former employer), OLIVE’s
customers want worlds that impart particular skills—like
dealing with irate customers or safely disposing of
bombs.
OLIVE consists of a suite of applications and tools
that enable customers to build worlds accessed through
PCs—up to thousands of them—that are connected through a
high-speed network to five servers. The brains, called
the OLIVE Core, reside on those five machines:
a simulation server, which handles object simulation and
interaction in real time; a communications server, which
routes the simulations and communication content, such
as voice over Internet Protocol (VoIP); an application
server, which maintains such information as the user’s
account information; a database server; and a cluster
management server, to facilitate software updates.
The tools are designed for a layman. For example, you
can quickly fill your world with prefabricated objects
that can be customized simply by changing the associated
parameters—an operating table can be elongated, a closet
full of uniforms can be changed to women’s dresses.
Changes appear on the monitor instantly. If you want to
exert still more control over your world’s look and
feel—say, how fast a virtual cougar runs in a safari
simulation or how much smoke billows up from a forest
fire—you can do it by making changes within the source
code of the application program interface, using C++
programming language.
The designers worked hard to give OLIVE’s avatars—the
computer-generated characters—gestures and inflections
that are natural enough to fully involve users in the
world. A customer who wants to enhance these details can
employ third-party plug-ins and software, such as
FaceGen, which transforms an ordinary digital photograph
into a three-dimensional character. When the users
communicate with one another through microphones and
headsets, they can use VoIP. The audio is spatially
accurate, adjusting in volume and location in proportion
to the user’s distance from the speaker.
What The Experts Say
“Generations of kids immersed for years in
virtual worlds of gaming will segue naturally into
professional training in Forterra’s physics-based
virtual-world simulations.” —Nick Tredennick
The ultimate goal is to create a persistent
avatar—that is, one that can move seamlessly through a
sea of interconnected virtual worlds. A flight attendant
in a virtual airline training exercise, in other words,
should be able to simply and swiftly teleport to a NASA
press conference on a simulated Mars. Forterra’s chief
technology officer, Jon Watte, proposes a solution:
connecting existing services at the back end. “There are
a lot of technical hurdles to make first the avatars,
and then their inventories, move between worlds,” Watte says.
One challenge is to copy information about avatars and
hook that into the process of authenticating them.
Another is to enable the system of one world to encode
the geometry and textures of a scene into a format that
makes sense to a system controlling another world. Watte
says that one way to solve the problem is with
Collaborative Design Activity, or COLLADA, an open
standard for transferring digital assets in 3‑D
environments.
To transfer an avatar’s identity from one world to
another, system designers might modify OpenID,
open-source software that provides identity
authentication using a single sign-in solution for a
number of sites. It’s already being used by AOL and
Firefox, and Watte says that with a little modification
it could suit an avatar’s needs too. Rolston expects to
provide the ability to surf between worlds within three
to five years. Meanwhile, IBM has recently announced
that it, too, is working on the problem. Its partner in
the effort is none other than Linden Labs, the creator
of the single most popular virtual world, Second Life.
It looks as though Forterra can handle the physics,
but far more important, the company seems to have
figured out the customer. Michael Gartenberg, an analyst
for JupiterResearch, a technology research firm based in
New York City, puts the challenge in the form of two
questions: “What can I do in a simulation that I can’t
do in real life, and what are the implications of that?”
The answer is simple: in a simulation you can learn to
drive a car without crashing, trade securities without
breaking your company’s bank, manage complaining
customers without alienating them, treat patients
without killing them. More and more organizations are
working with simulations, and whoever figures out how to
provide these parties with the right tools stands to do
very well indeed.
Back in the demo room in New York City, for example,
the OLIVE simulation is coming to a close, and the
virtual patients are now on the operating table at the
simulation of the Stanford University Medical Center
onscreen. “I’m going to remove the shrapnel now,” says
the real nurse in Palo Alto over her headset, as her
avatar slices into the pixels of the victim’s knee. If
the incision goes awry, the simulated patient may lose
his leg or even his life, and that wouldn’t look good,
not even on the nurse’s real-world résumé. But today she
makes the right moves, and the patient survives. “Great
work, team,” the trainer says over the headphones.
“You can only imagine this 40 years from now,” says
Forterra’s Macedonia, with a grin. “We’re all going to
be living parts of our lives ‘in-world.’ ”