Ear-Worn Audio Calibration for 3D Gaming Loudspeakers

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Solution Overview

Problem

Current video gaming systems using loudspeakers struggle to provide accurate three-dimensional audio due to crosstalk effects, limiting the immersive experience as they cannot closely control sound reception by each ear, unlike headphones.

Innovation Solution

A method that uses an ear-worn user device with a microphone to output a calibration signal, determining the user's ear location relative to loudspeakers, and adjusting the in-game audio output with location-dependent filters to compensate for varying positions, thereby enhancing 3D audio effects and allowing users to move freely during gameplay.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If 3D audio is provided through loudspeakers, then accessibility to all users is improved, but localization accuracy deteriorates due to crosstalk effects

Engineering Contradiction:
Improveaccessibility to all usersVSAvoidlocalization accuracy
Core Design Contradiction:
Adaptability or versatilityVSMeasurement precision

Solution Approach 1:

The system uses a calibration signal played through loudspeakers and captured by the user's device microphone to measure the actual acoustic environment and crosstalk characteristics. This feedback is used to calculate compensation filters that are applied to the 3D audio output, dynamically adjusting the audio rendering based on the measured acoustic conditions and user position.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system changes the audio parameters by applying position-dependent compensation filters that adjust the stereo image and crosstalk cancellation based on the determined user position. The filter characteristics are modified according to the user's location relative to the loudspeakers, enabling accurate 3D audio localization even when the user moves.

Inventive Principle:
Principle #35Parameter changes

2Device complexity

If user position is tracked using controller location, then system complexity is reduced, but measurement precision deteriorates

Engineering Contradiction:
Improvetracking system complexityVSAvoidear position accuracy
Core Design Contradiction:
Device complexityVSMeasurement precision

Solution Approach 1:

The system uses the user's own device (smartphone, tablet, or computer) as an intermediary measurement tool. The device's built-in microphone serves as the measurement sensor, eliminating the need for separate tracking hardware. The device acts as both the user interface and the acoustic measurement instrument, simplifying the overall system while improving measurement accuracy.

Inventive Principle:
Principle #24Intermediary (Mediator)

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 provides improved localization and 3D audio effects by accurately determining the user's ear position and applying precise filters, reducing crosstalk and enhancing the gaming experience across different user locations without requiring additional equipment.

Implementation Method 1

outputting a calibration signal, the calibration signal comprising an audio signal

Methodology Applied
Scientific EffectSound wave propagation: Sound

Implementation Method 2

receiving the calibration signal with the microphone of the user device

Methodology Applied
Scientific EffectMicrophone transduction:

Data Source

PatentUS20240359090A13D Audio Adjustment In A Video Gaming System
Publication Date: 2024.10.31 SONY COMP ENTERTAINMENT EURO LTD
  • US20240359090A1 patent drawing
  • US20240359090A1 patent drawing
  • US20240359090A1 patent drawing

AI summary

A method of adjusting an in-game audio output of a video gaming system, where the video gaming system comprises loudspeakers for outputting the in-game audio output and a user device comprising a microphone, the user device configured to be worn on an ear of the user, the method comprising: outputting a calibration signal, the calibration signal comprising an audio signal; receiving the calibration signal with the microphone of the user device; determining the location of the user device relative to the loudspeakers based on the received calibration signal; adjusting the in-game audio output based on the determined location of the user device.