Adaptive Vibration Control for Immersive Audio Feedback
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Solution Overview
Problem
Conventional game apparatuses only provide a single form of vibration to users, limiting the immersive experience by not adapting vibration control to surrounding sound inputs or varying sound output apparatuses.
Innovation Solution
An information processing apparatus that includes selection and vibration control means to adjust vibrations based on sound input and output apparatuses, reducing audible frequency components and energy to create a more immersive experience, especially when using headphones or other sound output devices.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If a single form of vibration is provided to the user, then the device structure is simple, but the user experience and immersion are limited
Solution Approach 1:
The vibration control system dynamically adjusts vibration parameters based on real-time sound input analysis and sound output apparatus detection. The control unit modifies vibration frequency, amplitude, and pattern according to the acoustic environment and selected output device, transforming a static vibration system into an adaptive dynamic one that responds to changing conditions.
Solution Approach 2:
The system changes vibration parameters (frequency, amplitude, duration, pattern) based on the type of sound output apparatus selected and the surrounding sound input levels. Different vibration parameter sets are applied for headphones versus loudspeakers, and for different acoustic environments, enabling versatile vibration control without requiring multiple physical vibration mechanisms.
2Object-generated harmful factors
If vibration frequency components in the audible range are reduced, then vibration noise is reduced, but the vibration effectiveness for user feedback may be diminished
Solution Approach 1:
The system strategically modifies vibration signal parameters by reducing frequency components within the audible range (20Hz-20kHz) while compensating with enhanced amplitude modulation and low-frequency content (below 20Hz). This parameter transformation maintains tactile feedback effectiveness for game immersion while suppressing audible vibration noise that would interfere with audio output quality.
Solution Approach 2:
The system converts potentially harmful vibration noise into beneficial tactile feedback by filtering out audible frequency components and emphasizing infrasonic and low-frequency vibrations. What would normally be perceived as annoying vibration noise is transformed into subtle tactile cues that enhance game immersion without competing with the audio output, particularly when headphones are used.
3Adaptability or versatility
If different vibration controls are applied for different sound output apparatuses, then the user experience is optimized, but the control system complexity increases
Solution Approach 1:
The system applies localized vibration control strategies tailored to each sound output apparatus type. When headphones are detected, vibration parameters are optimized for private audio immersion with reduced audible vibration noise. When loudspeakers are selected, different vibration parameters are applied that account for shared acoustic space. Each sound output pathway receives customized vibration treatment without requiring a completely separate control system.
Solution Approach 2:
A single vibration control unit serves multiple functions by detecting the selected sound output apparatus and automatically adjusting vibration parameters accordingly. The same control unit handles both headphone and loudspeaker scenarios, as well as processes surrounding sound input and generates appropriate vibration responses. This multi-functional approach achieves adaptability without proportionally increasing system complexity.
4Force
If the vibration apparatus vibrates with high energy, then the tactile feedback is strong, but the vibration noise becomes more noticeable
Solution Approach 1:
The system decouples vibration force from audible vibration noise by changing the frequency distribution parameters of the vibration signal. High energy is concentrated in infrasonic (below 20Hz) and low-frequency ranges that are tactilely perceptible but inaudible. The amplitude and duration parameters are adjusted to maintain strong tactile feedback while the frequency spectrum is shaped to minimize audible components, particularly when headphones are the selected output apparatus.
Data Source
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AI summary
An information processing apparatus for outputting a predetermined sound selectively from a plurality of sound output apparatuses and vibrating a predetermined vibration apparatus includes selection means and vibration control means. The selection means selects from the plurality of sound output apparatuses a sound output apparatus to output the sound. The vibration control means performs vibration control for vibrating the vibration apparatus. The vibration control means performs different types of vibration control in accordance with the sound output apparatus selected by the selection means.