Movement Sound Generation Using Mass, Materials, And Contact Timing
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Solution Overview
Problem
Existing movement sound generation systems in virtual spaces fail to recreate the bodily sensations and sound recognition found in real spaces, leading to a lack of realism and immersion for users.
Innovation Solution
A system that generates movement sounds in virtual spaces by determining sound volume based on the mass of the moving body, sound quality based on material information of the body and surface contact, and sound production timing based on the contact timing, using virtual speakers to play the sounds.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If movement sounds of other moving objects are played in virtual space, then reality and immersion are improved to some extent, but bodily sensation and sound recognition of the user's own movement are lost
Solution Approach 1:
The system segments sound generation into two distinct parts: movement sounds of other objects and movement sounds of the user's own body. This allows independent processing and playback of self-movement sounds alongside environmental movement sounds, ensuring neither is lost while maintaining overall realism.
Solution Approach 2:
The system applies different sound generation approaches to different sound sources: environmental objects use standard playback, while the user's body uses physics-based sound generation considering mass, material properties, and contact dynamics. This localized differentiation ensures bodily sensation is preserved where most needed.
2Device complexity
If simple sound playback is used for moving objects, then device complexity is reduced, but bodily sensation and recognition of movement characteristics are diminished
Solution Approach 1:
The system changes key parameters (mass, material properties, contact timing) to generate movement sounds physically accurately. By adjusting these parameters based on the moving body's characteristics, the system achieves high bodily sensation accuracy without requiring complex sound synthesis algorithms.
Solution Approach 2:
The system replaces complex acoustic modeling with a mechanics-based approach, using mass, material properties, and contact dynamics to determine sound characteristics. This substitution simplifies the overall system while maintaining high fidelity in movement sound generation.
3Speed
If movement sounds are generated without considering mass and material properties, then processing speed is improved, but sound realism and recognition of ground surface environment are reduced
Solution Approach 1:
The system performs preliminary determination of mass, material properties, and contact timing before sound generation. By pre-calculating these parameters, the system avoids complex real-time computations during sound playback, maintaining high processing speed while ensuring sound realism.
Solution Approach 2:
The system uses mass, material properties, and contact timing as key parameters to directly determine sound characteristics. This parameter-based approach enables fast processing while maintaining accurate sound recognition of ground surface environments and movement characteristics.
Data Source
AI summary
A movement sound generation system (1) generates a movement sound when a moving body moves on a predetermined movement surface in a virtual space. A sound volume of the movement sound is decided based on a mass of the moving body in the virtual space. A sound quality of the movement sound is decided based on material information of a ground contacting portion of the moving body which contacts a movement surface in the virtual space, and on material information of the movement surface contacted by the ground contacting portion of the moving body. A sound production timing of the movement sound is decided based on a timing at which the ground contacting portion of the moving body contacts the movement surface. The movement sound of the moving body is played in the virtual space, with a sound volume, with a sound quality, and at a sound production timing.


