Audio Attenuation in Immersive Motion Capture Simulation

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Conventional simulation systems face challenges in creating realistic training environments due to the suspension of disbelief barrier, which reduces the immersion and effectiveness of training, especially in dangerous or costly scenarios.

Innovation Solution

A sensory immersion motion capture simulation system that uses real-time audio and 3D motion data to drive the behavior of virtual characters, allowing them to respond to participant inputs with high fidelity, thereby enhancing the realism and immersion of the simulation.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If conventional simulation systems are used, then training can be conducted with reduced risk, but the suspension of disbelief barrier reduces immersion and effectiveness

Engineering Contradiction:
Improvetraining safetyVSAvoidparticipant immersion
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The system creates a virtual copy of the physical training environment and participant avatar. The virtual character replicates the participant's movements, actions, and vocalizations in real-time, creating a believable reflection that enhances immersion while maintaining safety. This copy allows the participant to interact with a realistic representation without physical risk.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The system implements real-time feedback loops where the participant's audio and motion capture data immediately drives the virtual character's responses. The virtual character reacts to the participant's actions, creating an interactive feedback mechanism that strengthens the suspension of disbelief and enhances training effectiveness while maintaining safety.

Inventive Principle:
Principle #23Feedback

2Productivity

If realistic training situations are implemented, then training performance improves, but the risk and cost to the participant increases

Engineering Contradiction:
Improvetraining effectivenessVSAvoidtraining risk
Core Design Contradiction:
ProductivityVSObject-affected harmful factors

Solution Approach 1:

The system creates a virtual replica of realistic training scenarios that would be dangerous in person. The virtual environment replicates the complexity and realism of actual training situations (such as combat or emergency response scenarios) without exposing the participant to physical harm. The virtual character mirrors the participant's actions, maintaining training effectiveness while eliminating risk.

Inventive Principle:
Principle #26Copying

3Ease of operation

If virtual characters respond to participant cues with high fidelity, then the suspension of disbelief barrier is reduced, but the system complexity increases

Engineering Contradiction:
Improveparticipant immersionVSAvoidsystem complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system uses a multi-functional virtual character framework that can respond to various types of participant inputs (audio, motion, gestures) through a unified processing architecture. The same core system handles different interaction modes and environmental scenarios, reducing the need for separate specialized systems for each function while maintaining high-fidelity responses that enhance immersion.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS9223786B1Communication in a sensory immersive motion capture simulation environment
Publication Date: 2015.12.29 MOTION REALITY
  • US9223786B1 patent drawing
  • US9223786B1 patent drawing
  • US9223786B1 patent drawing

AI summary

A participant in a capture volume can speak through a microphone. The microphone can capture the speech and transmit it to a wearable computing device of the participant. The wearable computing device can process the speech to generate audio data. The wearable computing device can transmit the audio data to a simulator engine. The simulator engine can receive the audio data and processes the audio data to determine an attribute of the audio data (e.g., amplitude) at the location of a virtual character in a simulated virtual environment based on one or more attenuation factors. The attenuation factors can be calculated based on 3D motion data of the participant. Further, the simulator engine can drive an change in state of the virtual character in the simulated virtual environment based on the attribute of the audio data.