Spatial Audio Detail Control for Immersive Virtual Environments

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Solution Overview

Problem

Existing methods for interacting with virtual and augmented reality environments are cumbersome, inefficient, and place a significant cognitive burden on users, often requiring multiple inputs and providing insufficient feedback, leading to energy wastage, particularly in battery-operated devices.

Innovation Solution

The implementation of computer systems with improved user interfaces that reduce the number and complexity of user inputs by providing intuitive interactions through techniques such as spatial audio management, level of detail adjustment, and immersive audio component changes, enhancing user feedback and reducing the need for additional controls.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If conventional user interfaces are used for virtual reality environments, then users can interact with virtual objects, but the interaction becomes cumbersome and requires multiple inputs creating cognitive burden

Engineering Contradiction:
Improveease of interactionVSAvoidinput complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system implements dynamic audio feedback that responds to user actions in real-time. When users perform actions such as looking at or interacting with virtual objects, the audio landscape dynamically changes to provide immediate feedback about system state and available actions, reducing the need for multiple inputs and improving ease of operation

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The patent replaces traditional mechanical input mechanisms (buttons, switches, multiple touch gestures) with an audio-based interaction system. The audio interface substitutes for complex mechanical input sequences by using natural audio responses to convey information and confirm actions, thereby reducing input complexity

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

2Measurement precision

If multiple inputs are required to achieve desired outcomes, then system control is precise, but user cognitive burden increases and interaction time increases

Engineering Contradiction:
Improvecontrol precisionVSAvoidinteraction time
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The system performs preliminary audio setup and configuration automatically before user interaction begins. The audio landscape is pre-configured based on the virtual environment, and the system anticipates user needs by pre-loading audio feedback mechanisms, thereby reducing the time required for subsequent interactions while maintaining control precision

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The audio system provides self-service feedback without requiring additional user inputs. The system automatically adjusts audio parameters based on user actions, object properties, and environmental context, delivering precise control information through audio alone, which eliminates the need for multiple sequential inputs and reduces interaction time

Inventive Principle:
Principle #25Self-service

3Device complexity

If insufficient feedback is provided for virtual object actions, then interaction is simpler, but user understanding of system response is reduced

Engineering Contradiction:
Improvefeedback complexityVSAvoidsystem state information
Core Design Contradiction:
Device complexityVSLoss of information

Solution Approach 1:

The system changes audio parameters dynamically to encode system state information. When virtual objects are interacted with, the audio landscape modifies parameters such as volume, frequency, spatial position, and temporal characteristics to convey detailed information about object state, action results, and available options, providing rich feedback without adding interface complexity

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The audio feedback is segmented into distinct auditory events and spatial zones that correspond to different system states and object properties. Each virtual object or system state has its own audio signature, allowing users to understand complex system responses through segmented audio channels rather than a single overloaded feedback signal

Inventive Principle:
Principle #1Segmentation

4Adaptability or versatility

If traditional interaction methods are used, then system compatibility is maintained, but energy consumption increases particularly in battery-operated devices

Engineering Contradiction:
Improvesystem compatibilityVSAvoidpower consumption
Core Design Contradiction:
Adaptability or versatilityVSUse of energy by moving object

Solution Approach 1:

The audio feedback system operates periodically rather than continuously, activating only when user actions trigger audio responses. The system maintains compatibility with existing virtual reality platforms while using periodic audio updates and event-driven processing to minimize power consumption compared to continuous traditional interface updates

Inventive Principle:
Principle #19Periodic action

Solution Approach 2:

The system adjusts audio processing parameters dynamically based on interaction intensity and environmental conditions. During low-activity periods, audio processing is reduced to minimal sampling rates; during active interaction, processing intensity increases accordingly. This adaptive parameter adjustment maintains compatibility across different virtual reality systems while optimizing energy consumption

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS20250350902A1Methods of presenting dynamic soundscapes for virtual environments
Publication Date: 2025.11.13 APPLE INC
  • US20250350902A1 patent drawing
  • US20250350902A1 patent drawing
  • US20250350902A1 patent drawing

AI summary

Some examples are directed to systems and methods for presenting spatial audio at a plurality of locations based upon movement of a user viewpoint. Some examples are directed to systems and methods for presenting spatial audio with a level of detail based upon a distance between a location corresponding to spatial audio and a user viewpoint. Some examples are directed to systems and methods for changing a level of audio of an audio component associated with a virtual environment in response to a request to change a level of immersion of the virtual environment.