Sony PlayStation videos herald the next generation of Augmented Reality

To show the far reaching capabilities of the Sony PlayStation and the rich movie content available from the PlayStation@Store, creative agency Studio Output has created three videos based on famous blockbuster franchises. Using the latest advancement in real time tracking, projection mapping and Augmented Reality technology, they have created a whole new experience, which they’re terming “Immersive Imaging”. The videos aim to highlight the VideoStore service on PlayStation@Store where users are able to rent or buy their favorite films in high definition.

Immersive Imaging makes you the camera. Its capabilities mean that consumers can experience advertising, brand films or exhibits from a unique or singular perspective- No glasses required. In the past, projection mapping worked only from a single, static view point, and thus was very limited. By attaching the PlayStation Move to the camera, they  tracked projections to screens in real time, enhancing the effect of spatial deformation and false perspective on the projections and allowing viewers to look round (virtual) corners, bend walls, create a hole in the wall, or remove the walls altogether to reveal vast expanses of virtual worlds.

Still in its infancy, the future of this technology suggests that it can also be pushed out to a mass market, with M-II (multiple or mass Immersive Imaging). This technology would use glasses to enable participants to experience the brands output from a shared, but at the same time unique perspectives. In II you use projection mapping as is the case in this viral, in M-II you would project directly into the inside of the glasses. Enabling people to participate on mass, but still have an experience that is special and unique to them. To compare this to virtual reality, in VR everything is fake, you walk around in an empty room or bump into things. With II or M-II we layer on animation, movies and graphics onto real objects so the two worlds co-exist – Blurring the boundaries of physical and virtual. 

Each film starts in a normal living room. When the PlayStation is turned on, the scene springs into action, with worlds inspired by the different film themes emanating from the console and taking over the room. The viral aims to illustrate the infectious power of the PlayStation and the unrivalled viewing experiences its offers through the PlayStation Videostore.

The videos incorporate actors and props, pyrotechnics, triggers and booby traps, so for example, a projected jolt to the table can knock over a real glass, which in turn spills projected water.

Ian Hambleton, partner/art director, Studio Output commented: “There's a whole community of coders helping each other to develop this technology.  Thanks to PlayStation@Store, who funded this project, we've been able to push it further than anyone has before. But it’s still a fraction of what is possible. It has the capability for people to experience advertising, brand films or exhibits in multiple realities from a uniquely personal perspective - no glasses required. For us, this technology is more exciting than 3D. That's how big this could be!”

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