VR Headset Spatial Audio and Haptic Feedback System
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Solution Overview
Problem
Traditional audio headsets in virtual reality environments lack depth perception and dynamic sound adjustment, limiting the user's ability to locate sound sources and providing an unrealistic experience due to their two-dimensional perspective and fixed directional sound transfer, which also require high-performance computing resources and are not designed for real-time, lifelike experiences.
Innovation Solution
A computer system with a headset that includes ear cups with drivers for multi-channel audio signals, a microphone for sound wave reception and processing, and a haptic device for providing vibrations, along with a remote handheld device for tactile feedback, all integrated with sound and microphone processing modules to dynamically generate audio and haptic feedback based on virtual reality environment geometry and user movement, enhancing sound direction perception and immersion.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Device complexity
If traditional headsets use two-dimensional perspective or fixed directional transfer of sound waves, then the device complexity is reduced, but the sound realism and depth perception are worsened
Solution Approach 1:
The patent transitions from traditional two-dimensional sound transfer to three-dimensional spatial audio by incorporating multiple drivers (front, rear, top, bottom) that emit sound waves from different directions. This dimensional expansion enables realistic depth perception and localization of sound sources in virtual reality environments, directly resolving the contradiction between device complexity and sound realism.
2Ease of operation
If traditional headsets use fixed directional sound transfer, then the ease of operation is improved, but the adaptability to user movement and virtual environment changes is worsened
Solution Approach 1:
The system dynamically adjusts sound wave emission based on real-time user head movements and avatar positions in the virtual environment. Multiple drivers are activated and deactivated according to the direction the user is facing and the location of sound sources, enabling the audio experience to adapt continuously to user actions while maintaining ease of operation through automatic adjustment.
Solution Approach 2:
The system incorporates microphones that capture user speech and environmental sounds, converting them to audio signals that are processed and re-emitted through the multi-driver system. This feedback loop ensures that the audio output remains synchronized with user actions and virtual environment changes, enhancing adaptability while preserving operational simplicity.
3Measurement precision
If high-performance computing resources are used to achieve required audio capability and quality, then the sound realism is improved, but the accessibility to standard computers and mobile phones is worsened
Solution Approach 1:
The patent replaces computationally intensive audio processing with a hardware-based spatial audio system that uses multiple physical drivers positioned around the user's head. By distributing sound emission across multiple independent drivers rather than relying on complex software rendering, the system achieves realistic audio quality with reduced computational demands, making it accessible to standard computers and mobile phones.
Applied Scientific Principles
This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.
Function Achieved in This Case
The solution provides a more realistic virtual reality experience by accurately depicting sound depth, range, and perspective, allowing users to naturally navigate and interact within virtual environments while receiving lifelike audio and haptic feedback, reducing the computational demands and enhancing immersion without the need for high-performance hardware.
Implementation Method 1
each ear cup includes a driver to receive an audio signal having a plurality of channels, and a transmitting device for outputting a plurality of sound waves based on the audio signal received
Implementation Method 2
a microphone communicatively coupled with the headband, wherein the microphone is configured for a) receiving a plurality of sound waves, b) converting the plurality of sound waves into an audio signal
Implementation Method 3
a headset haptic device adapted for a) receiving a plurality of audio signals corresponding with said sound profile associated with the virtual reality environment, each audio signal having a plurality of channels, b) converting the plurality of audio signals into a haptic profile corresponding to the sound profile, and, c) transmitting vibrations corresponding with the haptic profile from the headset haptic device through the headband
Data Source
AI summary
A computer system comprising a headset configured to sit on top of a user's head. The headset includes a microphone and a headset haptic device. The headset is configured to receive audio signals and for outputting a plurality of sound waves based on the audio signals received. The computer system also includes a sound processing module configured for receiving a plurality of sound data corresponding with a sound profile associated with a virtual reality environment and converting the sound data so that sound can be emitted from a sound emitting device of the headset. The headset haptic device is configured for converting audio signals into a haptic profile corresponding to the sound profile and transmitting vibrations corresponding with the haptic profile from the headset haptic device through the headband to the crown of the user's skull and from each ear cup to the skull around each user's ears.


