Spatial Audio Filter Generation from Head Movement Data
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Solution Overview
Problem
Conventional 3D audio systems struggle to accurately differentiate between head and body movements, leading to inaccuracies in detecting head orientation and resulting in a suboptimal 3D auditory experience. Additionally, these systems often rely on pre-determined audio landscapes that fail to adapt in real-time to unpredictable listener movements.
Innovation Solution
A computer-implemented method for generating spatial audio that utilizes head-worn sensors to receive data on combined head and body movements, extracts head movements, generates spatial filters based on these movements, processes audio signals with these filters, and outputs the processed audio through loudspeakers, thereby providing a dynamic and immersive 3D audio experience.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If motion sensors detect combined head and body movements, then the system can capture user movement data, but the system cannot accurately differentiate between head and body movements leading to measurement errors
Solution Approach 1:
The patent segments the combined movement signal into head movement and body movement components by using a head-related reference frame. The head movement is extracted by removing the body movement component from the combined sensor data, allowing accurate differentiation between the two types of movement despite using a single sensor system.
Solution Approach 2:
The patent introduces a head-related reference frame as an intermediary model that mediates between the raw sensor data and the desired head orientation information. This reference frame acts as a mathematical tool to separate head movement from body movement, enabling accurate measurement without additional sensors.
2Ease of manufacture
If pre-determined audio landscapes are used, then the audio system can provide structured soundscapes, but the system cannot adapt in real-time to unpredictable listener movements
Solution Approach 1:
The patent transforms the static pre-determined audio landscapes into dynamic audio outputs that automatically adapt to real-time head movements. The spatial audio parameters (panning, elevation, distance) are continuously adjusted based on the extracted head orientation data, creating a dynamic audio experience that responds to user movement without requiring manual reconfiguration.
Solution Approach 2:
The patent implements a feedback loop where head movement data is continuously fed back into the audio processing system to adjust spatial audio parameters in real-time. This feedback mechanism allows the audio landscape to adapt dynamically to unpredictable listener movements, maintaining immersion and spatial accuracy throughout the experience.
3Productivity
If the audio system lags in adjusting sound direction, then the system can process audio signals, but the 3D spatial audio becomes artificial and stagnant rather than dynamic and responsive
Solution Approach 1:
The patent ensures continuous adaptation of spatial audio by processing head movement data and adjusting audio parameters in real-time without interruption. The system maintains continuous computation and audio output, eliminating lag and ensuring that the audio landscape remains dynamically responsive to head movements throughout the entire experience.
Data Source
AI summary
Techniques for generating spatial audio using real-time user movement include receiving sensor data from one or more sensors of a head-worn audio device, the sensor data corresponding to combined head and body movements of a user; extracting head movements from the combined head and body movements; generating one or more spatial filters based on the head movements; processing an audio signal using the one or more spatial filters to generate one or more filtered audio signals; and outputting the one or more filtered audio signals using one or more loudspeakers.


