Audio Processing Engine for Dynamic Interaction Zone Monitoring

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Solution Overview

Problem

Users engaging in immersive interactive applications like video games may not be aware of changes in their real-world environment, leading to distractions and disruptions in their gaming experience.

Innovation Solution

A system that monitors the real-world environment to detect changes affecting an interactive zone, providing notifications to the user by adjusting audio volumes or generating targeted sounds to alert the user or others of potential distractions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If the HMD is configured to muffle or completely block the sound from the real-world environment, then the user can be fully immersed in the video game, but the user may not be aware of real-world environment conditions and may be distracted by sudden interactions

Engineering Contradiction:
Improveimmersion qualityVSAvoiddistraction from real-world interactions
Core Design Contradiction:
ReliabilityVSObject-affected harmful factors

Solution Approach 1:

The system performs preliminary detection of objects approaching the interactive zone before they cause distraction. The audio processing engine continuously monitors the environment and prepares notification signals in advance, allowing the user to be alerted before the distracting interaction occurs

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system implements a feedback loop where the audio processing engine receives information about detected objects, analyzes their proximity to the interactive zone, and dynamically adjusts audio output accordingly. This closed-loop control enables real-time adaptation between immersion and awareness

Inventive Principle:
Principle #23Feedback

2Reliability

If the volume of game audio is increased to enhance immersion, then the user experiences better engagement, but environmental sounds that could cause distraction are not sufficiently blocked

Engineering Contradiction:
Improvegame engagementVSAvoidenvironmental distraction
Core Design Contradiction:
ReliabilityVSObject-affected harmful factors

Solution Approach 1:

The system dynamically adjusts audio parameters based on real-time detection of objects in the interactive zone. The audio processing engine modifies volume, panning, and notification timing adaptively, transitioning between immersion-enhancing and distraction-preventing modes as conditions change

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes audio parameters (volume, frequency distribution, spatial positioning) based on the detected state of the interactive zone. When objects are detected approaching, the system modifies audio characteristics to provide notification while maintaining game engagement

Inventive Principle:
Principle #35Parameter changes

3Reliability

If the system continuously monitors the real-world environment to detect changes, then the user receives timely notifications, but the system complexity and processing requirements increase

Engineering Contradiction:
Improvenotification timelinessVSAvoidenvironmental monitoring system
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The audio processing engine extracts only the critical information needed for distraction detection from the continuous environment monitoring data. Instead of processing all environmental data, the system focuses on detecting objects entering the interactive zone, filtering out irrelevant information

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The audio processing engine acts as an intermediary between the environment monitoring system and the user. It receives raw detection data, processes it to determine relevance to the interactive zone, and generates appropriate audio notifications, simplifying the overall system architecture

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS12274932B2Methods and systems for dynamically adjusting sound based on detected objects entering interaction zone of user
Publication Date: 2025.04.15 SONY INTERACTIVE ENTERTAINMENT LLC
  • US12274932B2 patent drawing
  • US12274932B2 patent drawing
  • US12274932B2 patent drawing

AI summary

Methods and systems for processing audio for a user include identifying an interactive zone of the user as the user is interacting with a video game in a real-world environment. The real-world environment is monitored to detect any changes that can affect the interactive zone. Responsive to detecting changes, a volume of the audio directed to one side or both side of a headphone providing the audio to one or both ears of the user is dynamically adjusted. The adjustment to the audio is to prevent the user from getting distracted while interacting with the video game.