UAV Audio Immersion via Proximity-Based Volume Adjustment

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Solution Overview

Problem

Augmented reality experiences lack immersion as real and simulated objects rarely interact, and existing audio overlays are not fully immersive, failing to effectively combine real and simulated audio streams based on their locations.

Innovation Solution

A system that determines the location of a UAV and objects, adjusts audio stream volume based on distance, and combines real and simulated audio streams to create an immersive experience by altering and filtering audio according to the relative positions and properties of real and simulated objects.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of information

If video overlays are used in augmented reality, then visual information is provided, but immersion is lacking

Engineering Contradiction:
Improvevisual informationVSAvoidimmersion
Core Design Contradiction:
Loss of informationVSReliability

Solution Approach 1:

The patent combines real audio streams from physical objects with simulated audio streams from virtual objects to create a unified audio experience. This merging of audio sources enhances immersion by making virtual objects seem physically present through realistic sound propagation, while still providing all necessary visual information through video overlays.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The system introduces an audio intermediary layer that mediates between the user and both real and virtual objects. By processing audio streams through simulated propagation models and combining them based on spatial relationships, the audio acts as an intermediary that bridges the gap between virtual and physical worlds, enhancing perceived immersion.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Adaptability or versatility

If real and simulated objects are displayed together, then augmented reality experience is provided, but interaction between objects is rare

Engineering Contradiction:
Improveaugmented reality experienceVSAvoidobject interaction
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The system implements feedback by having virtual objects respond to real objects through audio interactions. When a real object makes a sound, virtual objects in proximity can react with appropriate audio responses, creating interactive behavior. This feedback mechanism enables natural interactions between real and simulated objects without requiring complex control interfaces.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The audio system automatically detects spatial relationships between real and virtual objects and dynamically adjusts audio playback accordingly. The system self-manages the interaction by calculating distances, determining occlusion relationships, and adjusting audio streams without user intervention, enabling seamless object interactions.

Inventive Principle:
Principle #25Self-service

3Loss of information

If audio streams are overlaid without spatial adjustment, then audio information is provided, but immersion is not enhanced

Engineering Contradiction:
Improveaudio informationVSAvoidimmersion
Core Design Contradiction:
Loss of informationVSReliability

Solution Approach 1:

The patent applies local quality by adjusting audio characteristics based on the specific spatial location of each sound source. Audio streams are individually processed according to their distance from the user and their relationship to occluding objects, creating location-specific audio qualities that enhance immersion while preserving all audio information.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system dynamically adjusts audio stream properties in real-time based on changing spatial relationships. As users move or objects move, the audio propagation characteristics are continuously recalculated and adjusted, creating a dynamic audio experience that responds to environmental changes and enhances immersion.

Inventive Principle:
Principle #15Dynamics

4Measurement precision

If audio volume is adjusted based on distance, then spatial realism is improved, but system complexity increases

Engineering Contradiction:
Improvespatial realismVSAvoidsystem complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The system changes audio parameters (volume, pitch, reverberation) based on calculated spatial parameters (distance, occlusion). By automatically adjusting these acoustic parameters according to the virtual camera position and object locations, the system achieves spatial realism through parameter transformation rather than complex hardware modifications.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS10067736B2Proximity based noise and chat
Publication Date: 2018.09.04 SONY INTERACTIVE ENTERTAINMENT LLC
  • US10067736B2 patent drawing
  • US10067736B2 patent drawing
  • US10067736B2 patent drawing

AI summary

Disclosed are systems, methods, and non-transitory computer-readable storage media for altering and combining real and simulated audio streams. For example, a system can determine a location of a first unmanned aerial vehicle (UAV). The system can then determine a location of an object and can receive an audio stream associated with the object. The system can then determine a distance between the location of the first UAV and the location of the object. The system can adjust the audio stream volume according to the distance. The system can then send the audio stream to a listener.