Layered Soundfield Audio Zone Control for VR Immersion
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Solution Overview
Problem
Current user interface technologies for computer-mediated reality systems, such as VR, MR, and AR, lack the ability to provide immersive and dynamic audio experiences that account for both head movements and translational movements, resulting in a less immersive audio experience compared to video aspects.
Innovation Solution
The implementation of a layered soundfield with multiple audio zones, where audio data can be independently controlled and adjusted for loudness, orientation, and dynamic range, using processors to track movement and adjust audio settings in real-time, allowing for six degrees of freedom (6DOF) audio rendering.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If traditional audio rendering is used in VR/MR/AR systems, then the system complexity is low, but the audio immersion and user engagement are insufficient compared to video aspects
Solution Approach 1:
The audio space is segmented into multiple audio zones (first audio zone, second audio zone, etc.) within a layered soundfield structure. Each zone can be independently controlled with different audio characteristics, allowing selective processing that enhances immersion without requiring complex processing for the entire audio field.
Solution Approach 2:
The patent introduces a layered soundfield concept that adds vertical layering to the traditional horizontal audio space. This multi-dimensional audio architecture allows audio objects to be positioned and controlled in different layers, creating deeper immersion without proportionally increasing processing complexity through selective zone-based rendering.
2Adaptability or versatility
If audio data is controlled independently in multiple audio zones, then the audio experience becomes more immersive and dynamic, but the processing complexity and computational resources required increase
Solution Approach 1:
Different audio zones within the layered soundfield can have different audio characteristics, control parameters, and processing requirements. The system applies local quality control by allowing independent adjustment of loudness, orientation, and dynamic range for each zone, providing adaptability without requiring uniform complex processing across the entire audio field.
Solution Approach 2:
The system enables partial control of audio characteristics by allowing users to selectively adjust parameters for specific audio zones rather than controlling the entire soundfield uniformly. This partial action approach provides flexibility and adaptability while reducing the overall computational burden compared to full-field processing.
3Ease of operation
If real-time tracking and adjustment of audio settings is implemented, then the audio experience aligns better with head movements and translations, but the computational load and processing time increase
Solution Approach 1:
The system pre-establishes the layered soundfield structure and audio zones before real-time interaction begins. Audio objects are pre-positioned and organized into zones, allowing the processing system to work with a predetermined framework rather than calculating everything from scratch during real-time movement, thus reducing processing time while maintaining synchronization.
Solution Approach 2:
The system implements real-time feedback by continuously tracking head movements and translations, then adjusting audio characteristics in response to detected motion. This closed-loop feedback mechanism ensures audio-movement synchronization while optimizing processing efficiency through incremental adjustments based on movement data.
Data Source
Figure 1a~1b
Figure 2a
Figure 2b
AI summary
Disclosed are techniques and devices which include a memory configured to store audio data within a first audio zone, or a second audio zone in a layered soundfield. The memory is coupled to one or more processors and the memory is configured to store the audio data in the first audio zone and the second audio data in the layered soundfield. The one or more processors are configured to receive an interaction command to control the audio data in the first audio zone and the second audio zone in the layered soundfield, and generate one or more indicators that the interaction command was received to control the audio data, in the first audio zone or the second audio zone of the layered soundfield.