Realistic Audio Communication in a Three Dimensional Computer-Generated Virtual Environment

a computer-generated virtual environment and audio communication technology, applied in computing, instruments, electric digital data processing, etc., can solve the problems of unreality of audio characteristics in virtual environments and lagged audio implementation, and achieve the effects of simple control, reduced volume level of audio, and enhanced direction

Inactive Publication Date: 2009-09-24
AVAYA INC
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Benefits of technology

[0016]A method and apparatus for implementing realistic audio communications in a three dimensional computer-generated virtual environment is provided. In one embodiment, a participant in a three dimensional computer-generated virtual environment is able to control a dispersion pattern of his Avatar's voice such that the Avatar's voice may be directionally enhanced using simple controls. In one embodiment, an audio dispersion envelope is designed to extend further in a direction in front of the Avatar and in a smaller direction to the sides and rear of the Avatar. The shape of the audio dispersion envelope may be affected by other aspects of the virtual environment such as ceilings, floors, walls and other logical barriers. The audio dispersion envelope may be static or optionally controllable by the participant to enable the Avatar's voice to be extended outward in front of the Avatar. This enables the Avatar to “shout” in the virtual environment such that other Avatars normally outside of hearing range of the Avatar the User can still hear the user. Similarly, the volume level of the audio may be reduced to allow the Avatars to whisper or adjusted based on the relative position of the Avatars and directions in which the Avatars are facing. Individual audio streams may be mixed for each user of the virtual environment depending on the position and orientation of the user's Avatar in the virtual environment, the shape of the user's dispersion envelope, and which other Avatars are located within the user's user dispersion envelope.

Problems solved by technology

Although great advances have happened in connection with visual rendering of Avatars and animation, the audio implementation has lagged and often the audio characteristics of a virtual environment are not very realistic.

Method used

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Embodiment Construction

[0027]The following detailed description sets forth numerous specific details to provide a thorough understanding of the invention. However, those skilled in the art will appreciate that the invention may be practiced without these specific details. In other instances, well-known methods, procedures, components, protocols, algorithms, and circuits have not been described in detail so as not to obscure the invention.

[0028]FIG. 1 shows a portion of an example system 10 showing the interaction between a plurality of users 12 and one or more virtual environments 14. A user may access the virtual environment 14 from their computer 22 over a packet network 16 or other common communication infrastructure. The virtual environment 14 is implemented by one or more virtual environment servers 18. Audio may be transmitted between the users 12 by one or more communication servers 20.

[0029]The virtual environment may be implemented as using one or more instances, each of which may be hosted by on...

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Abstract

A participant in a three dimensional computer-generated virtual environment is able to control a dispersion pattern of his Avatar's voice such that the Avatar's voice may be directionally enhanced using simple controls. The audio dispersion envelope is designed to extend further in front of the Avatar and less to the sides and rear of the Avatar. The audio dispersion envelope may be static or controllable by the participant to enable the distance that the Avatar's voice travels within the virtual environment to be adjusted. This enables the Avatar to whisper or “shout” in the virtual environment such that other Avatars normally outside of hearing range of the Avatar may selectively receive audio generated by the user. Separate audio streams are mixed for each user from audio generated by users with Avatars within their Avatar's dispersion envelope. The volume of audio from a user in the mixed audio stream depends on the separation of the Avatars within the virtual environment.

Description

CROSS-REFERENCE TO RELATED APPLICATIONS[0001]This application claims priority to U.S. Provisional Patent Application No. 61 / 037,447, filed Mar. 18, 2008, entitled “Method and Apparatus For Providing 3 Dimensional Audio on a Conference Bridge”, the content of which is hereby incorporated herein by reference.BACKGROUND OF THE INVENTION[0002]1. Field of the Invention[0003]The present invention relates to virtual environments and, more particularly, to a method and apparatus for implementing realistic audio communications in a three dimensional computer-generated virtual environment.[0004]2. Description of the Related Art[0005]Virtual environments simulate actual or fantasy 3-D environments and allow for many participants to interact with each other and with constructs in the environment via remotely-located clients. One context in which a virtual environment may be used is in connection with gaming, although other uses for virtual environments are also being developed.[0006]In a virtua...

Claims

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Application Information

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Patent Type & Authority Applications(United States)
IPC IPC(8): G06F17/00G06F3/048
CPCH04L65/4015H04L67/38H04M2203/301H04M3/42221H04M2201/22H04L67/131
Inventor HYNDMAN, ARNLIPPMAN, ANDREWSAURIOL, NICHOLAS
Owner AVAYA INC
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