XR Audio Volume Control via Gaze Tracking
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Solution Overview
Problem
Current systems for managing audio output in multi-display settings, such as physical and extended reality environments, fail to effectively minimize crosstalk and noise, leading to an unpleasant user experience when consuming multiple content items simultaneously.
Innovation Solution
An extended reality device adjusts the volume of displays based on the user's gaze and orientation, using spatial mapping and 6DOF tracking to focus audio on the currently viewed content while muting or reducing other displays, thereby enhancing the listening experience.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If audio is turned on for all displays simultaneously, then users can hear all content items, but crosstalk and noise increase creating an unpleasant experience
Solution Approach 1:
The patent implements dynamic audio routing that automatically adjusts which audio output is active based on the user's current gaze direction and head orientation. The system continuously monitors user attention and switches audio focus between different displays in real-time, allowing users to access multiple content items without experiencing crosstalk or noise from simultaneous audio outputs.
2Object-affected harmful factors
If only one display has audio enabled, then crosstalk and noise are minimized, but users cannot switch between content items easily
Solution Approach 1:
The system employs self-service audio switching through gaze-based control, where the user's natural head movements and eye direction automatically determine which display receives audio output. No manual intervention is required - the system detects when the user shifts attention to a different display and seamlessly transitions audio focus accordingly, making content switching as easy as turning the head.
3Object-affected harmful factors
If closed captioning is used to reduce audio output, then noise is minimized, but the excitement from crowd noise is lost
Solution Approach 1:
The patent applies local quality by providing different audio experiences for different spatial locations and user attention states. When the user is focused on a particular display, that display receives full-quality audio including crowd noise and game atmosphere. Other displays either have audio muted or reduced, creating a localized high-fidelity audio zone that preserves the excitement and atmosphere without creating crosstalk.
Data Source
AI summary
Systems and methods for controlling the volume of content displayed on displays, such as physical and extended reality displays, based on the pose of an extended reality (XR) headset, or the gaze therefrom, are disclosed. The methods spatially map displays and audio devices on which the content is to be outputted. The methods also monitor 6DOF of the XR headset worn by the user to consume the displayed content. Based on a user's current pose or gaze, the methods determine a field of view (FOV) from the XR headset and the displays that fall within the FOV. The volume of the displays is controlled based on the where the display is located relative to the pose or gaze. The volume of a display that is within a threshold angle of the gaze is increased and volume of other displays is minimized, muted, and/or the content is displayed as closed captioning.


