VR Sound Conversion Using Virtual Atmosphere Physics

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Solution Overview

Problem

Existing sound generation methods in virtual reality are limited to generating sound effects at predetermined points, lacking the ability to create sounds at any desired location within the virtual environment.

Innovation Solution

A sound conversion system and method that generates virtual data based on physical forces in virtual reality, allowing sound to be produced at any predetermined location by forming a virtual atmosphere, generating physical forces, and converting this data into wave data and sound.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If rays are emitted based on predetermined points in VR to generate sound effects, then sound effects can be generated at specific locations, but sound effects are limited only to predetermined points and cannot be generated at any desired location

Engineering Contradiction:
Improvesound generation location flexibilityVSAvoidsound generation system complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent replaces the traditional mechanical/ray-based sound generation system with a physics-based simulation system. Instead of emitting rays from predetermined points, the system simulates physical forces (pressure, temperature, density changes) in the virtual atmosphere to generate sound effects at any location. This substitution enables continuous spatial sound generation while maintaining manageable system complexity through physics-based modeling.

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

Solution Approach 2:

The patent changes the fundamental parameters of sound generation from discrete point-based ray emission to continuous physical field simulation. By simulating physical parameters (pressure, temperature, density) in the virtual atmosphere, the system can generate sound effects at any continuous location within the VR environment, achieving full spatial flexibility without being constrained to predetermined points.

Inventive Principle:
Principle #35Parameter changes

2Ease of manufacture

If traditional ray emission methods are used for sound effects, then implementation is straightforward at predetermined points, but the ability to express all sounds in real space is limited

Engineering Contradiction:
Improvesound effect implementation easeVSAvoidsound expression capability
Core Design Contradiction:
Ease of manufactureVSAdaptability or versatility

Solution Approach 1:

The patent creates a universal sound generation system based on physical force simulation that can handle diverse sound effects (explosions, weather, ambient sounds, object interactions) through a single unified approach. Instead of implementing separate ray emission methods for different sound types at predetermined points, the physical simulation system can generate any sound effect anywhere in the virtual space by applying appropriate physical forces to the virtual atmosphere.

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

Solution Approach 2:

The patent replaces the limited ray emission mechanism with a comprehensive physics-based simulation system that can express all sounds in real space. By simulating physical forces and their effects on the virtual atmosphere, the system achieves complete sound expression capability while maintaining ease of implementation through standardized physics-based processing.

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

Data Source

PatentUS12507026B2Sound conversion system and method in virtual reality
Publication Date: 2025.12.23 JO HYUN SEOK
  • US12507026B2 patent drawing
  • US12507026B2 patent drawing
  • US12507026B2 patent drawing

AI summary

A sound conversion method in virtual reality implemented by a sound conversion system in the virtual reality according to an embodiment of the present invention includes forming a virtual atmosphere in the virtual reality, generating a physical force in the virtual reality, and generating virtual data on the virtual atmosphere on the basis of the physical force, wherein the virtual data is data on a state of the virtual atmosphere changed by the physical force.