Joseph Ellsworth’s Post

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(They/Them) Technical Advisor / XR Immersive Media Mentor / Quality Assurance

Very well put together visual experience with the potential to be quite lightweight on system compute demands. Unless there is interactivity with the wall screens that portion could be successfully achieved with prerendered video that is synced or run as a single larger display. Hard to fully tell without having seen it in person how it fully works but I suspect the following: The floor while it is getting a lot of shadows from bright lights above could either be achieved with a couple of downward projectors or an led floor. The combination of real time animation generated through unreal engine (as Nolan Ether mentioned) for the floor combined with sensor data from a couple of lidar modules or potentially even lighterweight blob tracking with cameras to track people provide an update to the animation generated in unreal engine for the marshmellow deformations on the floor. Great combination of the visual floor to give a sense of interactivity but I can't tell from the video if it extends beyond the floor. Overall a solid experience. I am curious from a UI/UX perspective how viewers felt about the sudden visual acceleration of the floor. Without the feeling of movement there is a high chance of motion sickness or discomfort from the lack of matching visual and vestibular human systems. Anyone know what, if anything, Sony did to help reduce this in this experience?

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Content Marketing Leader // Multi-platform Brand Storyteller // Media Producer // Creative Futurist

Check out this immersive Ghostbusters experience at the Sony booth at CES 2024! A few months ago I shared the incredible Ghostbusters short film that Sony Pictures Entertainment created using real-time technology from Unreal Engine. Now they've repurposed it into an experiential activation, and it looks pretty awesome! 👻 --- 𝐋𝐢𝐤𝐞 𝐭𝐡𝐢𝐬 𝐩𝐨𝐬𝐭? 𝐖𝐚𝐧𝐭 𝐭𝐨 𝐬𝐞𝐞 𝐦𝐨𝐫𝐞? 🙏 Follow me (Nolan Ether) on LinkedIn. I'll be covering #CES2024 all week!

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