Dynamic Headphone Audio Leveling for Ambient Speech Attention

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Solution Overview

Problem

Headphones often make it difficult for users to hear ambient noise or social cues, requiring loud voices or physical contact to get attention, disrupting social interactions and requiring users to remove headphones or manually adjust volume.

Innovation Solution

A computing device that dynamically alters audio output volume based on detected conversational cues, such as recognizing a user's name or conversational keywords, to reduce or cease audio playback when someone is trying to communicate, allowing for normal interactions without volume adjustments.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Illumination intensity

If headphones output audio at a constant volume level, then audio playback quality is maintained, but the user cannot hear ambient noise or social cues

Engineering Contradiction:
Improveaudio output volumeVSAvoidinability to hear ambient noise
Core Design Contradiction:
Illumination intensityVSObject-affected harmful factors

Solution Approach 1:

The audio output volume is changed from a static constant level to a dynamic level that automatically adjusts based on detected speech in the environment. The system continuously monitors ambient audio and modifies the headphone output volume in real-time, allowing the volume to be high when no one is speaking and low when speech is detected, thus resolving the contradiction between maintaining audio quality and hearing social cues.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system uses ambient microphones to detect speech in the environment and feeds this information back to the audio processing system. Based on this feedback, the system automatically adjusts the headphone output volume - reducing it when speech is detected and restoring it when speech ceases. This closed-loop feedback mechanism enables the headphones to adapt to social situations without manual intervention.

Inventive Principle:
Principle #23Feedback

2Ease of operation

If a person speaks loudly to get the user's attention, then the user can hear them, but the interaction becomes socially unacceptable

Engineering Contradiction:
Improvesocial interaction easeVSAvoidspeech volume requirement
Core Design Contradiction:
Ease of operationVSIllumination intensity

Solution Approach 1:

The headphones automatically detect when someone is trying to get the user's attention through speech and self-adjust the audio volume without requiring the user to take any action. The system monitors the environment, detects speech patterns indicating someone wants attention, and autonomously reduces the audio output volume, enabling natural social interactions without the user needing to remove headphones or the speaker needing to shout.

Inventive Principle:
Principle #25Self-service

3Ease of operation

If the user removes headphones to interact with someone, then social interaction is enabled, but audio playback is interrupted

Engineering Contradiction:
Improvesocial interaction capabilityVSAvoidaudio playback continuity
Core Design Contradiction:
Ease of operationVSDuration of action of stationary object

Solution Approach 1:

The system dynamically adjusts audio playback based on detected social interactions. When speech is detected indicating someone wants the user's attention, the system automatically reduces or pauses audio playback. When the interaction ends and speech ceases, the system automatically resumes playback. This dynamic behavior allows continuous social interaction without requiring the user to physically remove the headphones, maintaining both interaction capability and audio continuity.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentEP3127116B1Attention-based dynamic audio level adjustment
Publication Date: 2021.02.24 GOOGLE LLC
  • EP3127116B1 patent drawingFigure 1
  • EP3127116B1 patent drawingFigure 2
  • EP3127116B1 patent drawingFigure 3

AI summary

In one example, a technique may include outputting, by a computing device associated with a user and for playback at a first volume level by an audio output device, first audio data, receiving, by the computing device, audio input data, and responsive to determining, by the computing device, that the audio input data includes speech associated with an entity different from the user, determining, by the computing device and based at least in part on the audio input data, whether to output second audio data. The method may also include, responsive to determining to output the second audio data: determining, by the computing device, a second volume level lower than the first volume level, and outputting, by the computing device and for playback at the second volume level by the audio output device, the second audio data.