VR Motion Platform Synchronization via Audio Fingerprinting

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Solution Overview

Problem

Existing motion simulators lack effective synchronization of vibro-kinetic effects with mobile virtual reality sessions, as they do not seamlessly integrate motion platform movements with the immersive audio-visual experiences provided by head-mounted displays and inertial measurement units.

Innovation Solution

A method and system that mix multi-channel audio outputs from virtual reality programs into synchronized motion signals, using techniques like weighted-sum mixing and fingerprinting to identify time positions, ensuring continuous synchronization of motion platform actuations with the virtual reality program, thereby producing vibro-kinetic effects in real-time.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If motion simulators use audio output to synchronize motion signals with audio-visual programs, then synchronization accuracy is improved, but the system cannot effectively integrate with mobile virtual reality sessions that use multi-channel audio outputs and head-mounted displays

Engineering Contradiction:
Improvesynchronization accuracyVSAvoidcompatibility with mobile virtual reality
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The system processes multi-channel audio outputs from virtual reality programs and adapts them for motion signal synchronization, enabling the motion simulator to work with both traditional audio-visual programs and mobile virtual reality sessions through a unified audio processing approach

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The system uses audio signals as an intermediary to synchronize motion platform movements with virtual reality program events, extracting temporal information from the multi-channel audio output to trigger corresponding vibro-kinetic effects

Inventive Principle:
Principle #24Intermediary (Mediator)

2Measurement precision

If the system mixes multi-channel audio outputs into synchronized motion signals, then synchronization precision is improved, but the device complexity increases

Engineering Contradiction:
Improvetime position identification accuracyVSAvoidaudio processing system complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The system extracts temporal position information from multi-channel audio outputs by identifying specific audio events and their timing, separating the synchronization-critical temporal data from the complex multi-channel audio signal

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The system replaces complex mechanical synchronization mechanisms with audio-based temporal detection and processing, using software-based audio analysis to determine motion trigger timing instead of mechanical coupling

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

Data Source

PatentUS10469977B2Method and system for synchronizing vibro-kinetic effects to a virtual reality session
Publication Date: 2019.11.05 D-BOX TECHNOLOGIES
  • US10469977B2 patent drawing
  • US10469977B2 patent drawing
  • US10469977B2 patent drawing

AI summary

A method for synchronizing an output of a motion signal with a virtual reality program being played comprises mixing a multi-channel audio output of the virtual reality program into at least one mixed audio track. A time position of the virtual reality program being played is obtained using the at least one mixed audio track. A motion signal corresponding to virtual reality program being played and synchronized with the identified time position of the virtual reality program being played is obtained, the motion signal comprising motion platform actuator-driving instructions. The motion signal is output to an actuation system of a motion platform for producing vibro-kinetic effects in the motion platform corresponding to and synchronized with the virtual reality program being played. A motion controller for synchronizing an output of a motion signal with a virtual reality program being played is also provided.