3D Immersive Audio Systems for Electronic Gaming
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Solution Overview
Problem
Conventional electronic gaming machines (EGMs) are primarily designed for individual play and lack the capability to create a 3D immersive audio environment, limiting their use in community gaming settings where multiple players desire a shared experience.
Innovation Solution
Equipping EGMs with linear arrays of immersive sound speakers that generate highly directional 3D audio, synchronized with game events, to create localized sound bubbles for players and distinct global sound bubbles for bystanders, enhancing the gaming experience through spatial sound directionality.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If conventional speakers are used in EGMs, then the device complexity remains low, but the ability to create immersive 3D audio environments is limited
Solution Approach 1:
The audio system is segmented into multiple independent speaker elements arranged in linear arrays. Each speaker element can be independently controlled to emit sound waves with specific phases and amplitudes, enabling the creation of complex 3D audio fields through coordinated operation of segmented components
Solution Approach 2:
The system transitions from conventional 2D stereo audio to 3D spatial audio by adding the vertical dimension through linear arrays of speakers positioned above and below the display. This dimensional expansion enables sound to be projected in three-dimensional space, creating immersive audio environments that envelop the player
2Measurement precision
If linear arrays of immersive sound speakers are installed, then 3D spatial sound capability is improved, but the device complexity increases
Solution Approach 1:
Different regions of the speaker arrays are assigned different functions: speakers positioned above the display create the upper boundary of the sound bubble, while speakers below create the lower boundary. Each local region contributes specifically to defining the three-dimensional boundaries of the immersive audio zone, with local quality variations achieving precise sound directionality
3Adaptability or versatility
If localized sound bubbles are created for players, then player immersion is enhanced, but the system complexity increases
Solution Approach 1:
The system incorporates sensors to detect the presence and position of players and bystanders. This feedback information is used to dynamically adjust the audio output, activating localized sound bubbles only when players are detected and adjusting the audio field configuration based on real-time spatial information about user positions
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
The solution provides a 3D immersive audio experience for players and bystanders, simulating community gaming environments by accurately positioning sound based on player and bystander locations, thereby increasing engagement and immersion.
Implementation Method 1
output audio data, via the at least one array of immersive sound speakers, to create spatial sound, the spatial sound directed to a player positioned within a localized sound bubble area
Data Source
AI summary
An electronic gaming system includes at least one display device, at least one array of immersive sound speakers positioned adjacent the at least one display device, and a memory device in electronic communication with the at least one display device, where the memory device stores instructions. Additionally, the electronic gaming system includes a game controller comprising a processor configured to execute the instructions stored in the memory device, which, when executed, cause the game controller to cause to be displayed gaming events on the at least one display device. Additionally when executed, the instructions stored in the memory device cause the game controller to output audio data, via the at least one array of immersive sound speakers, to create spatial sound. The spatial sound is directed to a player positioned within a localized sound bubble area, opposite the at least one display device.


