Acoustic Force Fields for Virtual Object Tangibility

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Current virtual reality systems lack the ability to effectively translate virtual object movements into real-world experiences, failing to provide tangible interactions and environmental changes that align with the simulated environment.

Innovation Solution

The method involves using electroacoustic transducers to generate acoustic signals that create quasi-solid surfaces and objects in the real world, allowing for the representation of virtual objects in a way that can be perceived through touch and visual changes, by manipulating air pressure to create force fields that mimic the shape and pose of virtual objects.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If virtual reality systems use traditional visual and audio feedback only, then the system complexity remains low, but the immersion and tangibility of virtual objects are insufficient

Engineering Contradiction:
ImproveimmersionVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent replaces traditional mechanical haptic feedback devices with acoustic fields generated by electroacoustic transducers. Acoustic radiation pressure creates force fields that push against the user's hand, providing tactile feedback without mechanical contact. This substitution enables more versatile and immersive interactions while avoiding the complexity of mechanical haptic actuators.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Solution Approach 2:

The patent introduces acoustic fields as an intermediary between the virtual and physical worlds. The acoustic representation acts as a mediator that translates virtual object properties into perceivable physical sensations, allowing users to interact with virtual objects through acoustic pressure fields without direct mechanical coupling.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Adaptability or versatility

If electroacoustic transducers are used to generate acoustic representations, then tangibility and immersion are improved, but energy consumption increases

Engineering Contradiction:
ImprovetangibilityVSAvoidenergy consumption
Core Design Contradiction:
Adaptability or versatilityVSUse of energy by moving object

Solution Approach 1:

The patent applies acoustic energy partially and selectively - only in the regions where virtual objects are present and only when user interaction is detected. The system adjusts the intensity and spatial distribution of acoustic fields dynamically, applying energy only where and when needed, rather than continuously throughout the entire interaction space.

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The acoustic representations are updated periodically based on user hand position and virtual object properties rather than continuously. The system monitors user proximity and activates acoustic fields in periodic cycles, reducing overall energy consumption while maintaining the illusion of continuous tangibility during active interaction.

Inventive Principle:
Principle #19Periodic action

3Adaptability or versatility

If acoustic representations are created for all virtual objects, then the realism is improved, but the device complexity and computational requirements increase

Engineering Contradiction:
ImproverealismVSAvoidcomputational complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent applies acoustic representations locally - only to virtual objects that are currently in the user's vicinity or being interacted with. Instead of generating acoustic fields for all virtual objects in the scene, the system selectively creates acoustic representations based on user position, attention, and interaction intent, reducing computational complexity while maintaining local realism.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent segments the virtual environment into multiple zones based on user proximity and interaction likelihood. Acoustic representations are generated only in the immediate interaction zone rather than throughout the entire virtual scene. This segmentation allows high-fidelity acoustic rendering where needed while using simpler representations or none at all in distant regions.

Inventive Principle:
Principle #1Segmentation

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

This approach enhances the immersion of virtual reality by allowing users to interact with quasi-solid representations of virtual objects, enabling real-world changes that mirror the virtual environment, thereby improving the overall VR experience.

Implementation Method 1

using at least one electroacoustic transducer to generate acoustic signals

Methodology Applied
Scientific EffectElectroacoustic transduction:

Implementation Method 2

manipulating air pressure to create force fields that mimic the shape and pose of virtual objects

Methodology Applied
Scientific EffectAcoustic radiation pressure: Acoustic Radiation Pressure

Data Source

PatentUS11910179B2Generating acoustic representations of virtual objects
Publication Date: 2024.02.20 INTERNATIONAL BUSINESS MACHINE CORPORATION
  • US11910179B2 patent drawing
  • US11910179B2 patent drawing
  • US11910179B2 patent drawing

AI summary

Examples described herein provide a computer-implemented method that includes receiving virtual object data about a virtual object in a virtual reality environment. The method further includes determining a shape of the virtual object. The method further includes determining a pose of the virtual object in the virtual reality environment. The method further includes creating, based at least in part on the shape of the virtual object and the pose of the virtual object, an acoustic representation of the virtual object within a real-world environment using at least one electroacoustic transducer to generate acoustic signals.