Patent classifications
A63F2300/6081
Wireless head mounted display with differential rendering
A method is provided, including: receiving captured images of an interactive environment in which a head-mounted display (HMD) is disposed; receiving inertial data processed from at least one inertial sensor of the HMD; analyzing the captured images of the interactive environment and the inertial data to determine a predicted future location of the HMD; using the predicted future location of the HMD to adjust a beamforming direction of an RF transceiver in a direction that is towards the predicted future location of the HMD; tracking a gaze of a user of the HMD; predicting a movement of the gaze of the user; generating video depicting a view of a virtual environment for the HMD; wherein the regions of the view are rendered differently based on the predicted movement of the gaze of the user; wirelessly transmitting the video via the RF transceiver to the HMD using the adjusted beamforming direction.
METHOD AND APPARATUS FOR PROCESSING SOUND EFFECT
A method for processing a sound effect is provided. The method includes obtaining relative orientation information of a first electronic device worn by a first user relative to at least one sound source object in a preset virtual environment, obtaining a processed sound source signal by performing sound effect processing on a sound source signal of the at least one sound source object based on the relative orientation information, and providing the processed sound source signal to the first user through the first electronic device.
AUDIO SPATIALIZATION
Methods, systems, and computer-readable media are disclosed that provide audio spatialization processing within an online gaming platform. The method can include programmatically applying audio spatialization to two or more audio messages based on each respective position of two or more avatars within corresponding virtual environments of linked virtual environments, to obtain spatialized audio messages. The method can also include combining the spatialized audio messages and virtual ambient sound to obtain combined audio and providing the combined audio for playback to one or more user devices corresponding to at least one of the two or more avatars.
APPARATUS AND METHOD FOR ENHANCING SOUND PRODUCED BY A GAMING APPLICATION
A system that incorporates teachings of the present disclosure may include, for example, a computing device having a controller to modify sound produced by a gaming application according to an otological profile of a user. Additional embodiments are disclosed.
CONTROLLER APPARATUS AND CONTROL METHOD THEREOF
There are provided a controller apparatus and a control method thereof. The controller apparatus is held by a hand of a user and includes a microphone, a tactile sensation presentation device that presents a tactile sensation to the hand of the user, and a speaker. In addition, during a period in which the user inputs sound from the microphone, the controller apparatus reduces emission of sound of the speaker and causes the tactile sensation presentation device to perform control of tactile sensation presentation.
Virtual reality immersion
Provided is a method, computer program product, and virtual reality system for mapping detected external stimuli to visual stimuli within a virtual reality simulation. A processor may detect an audio stimulus external to a virtual reality simulation. The processor may compare a noise level of the detected external audio stimulus to a threshold noise level relative to internal audio in the virtual reality simulation. The processor may identify, in response to determining that the noise level of the detected external audio stimulus is greater than the threshold noise level, a sound corresponding to the detected external audio stimulus. The processor may retrieve environmental factors of the virtual reality simulation. The processor may map the detected external audio stimulus to a visual stimulus in the virtual reality simulation based on the identified type of sound and the environmental factors. The processor may produce the visual stimulus in the virtual reality simulation.
GAME SYSTEM, STORAGE MEDIUM HAVING STORED THEREIN GAME PROGRAM, INFORMATION PROCESSING APPARATUS, AND GAME PROCESSING METHOD
An example of an operation device includes an inertial sensor and a vibrator, transmits inertia data based on an output of the inertial sensor to an information processing apparatus, and vibrates the vibrator based on a vibration control signal received from the information processing apparatus. One or more processors of the information processing apparatus execute game processing, and in a predetermined situation in the game processing, cause the vibration control signal for vibrating the vibrator to be output from the information processing apparatus. The one or more processors, based on the inertia data from the operation device, determine whether or not the operation device is moving, and at least under the condition that it is determined that the operation device is not moving, limit the vibration so that the vibrator of the operation device is not vibrated or the vibration is weakened in the predetermined situation.
Adaptive audio mixing
Systems, apparatuses, and methods for performing adaptive audio mixing are disclosed. A trained neural network dynamically selects and mixes pre-recorded, human-composed music stems that are composed as mutually compatible sets. Stem and track selection, volume mixing, filtering, dynamic compression, acoustical/reverberant characteristics, segues, tempo, beat-matching and crossfading parameters generated by the neural network are inferred from the game scene characteristics and other dynamically changing factors. The trained neural network selects an artist's pre-recorded stems and mixes the stems in real-time in unique ways to dynamically adjust and modify background music based on factors such as game scenario, the unique storyline of the player, scene elements, the player's profile, interest, and performance, adjustments made to game controls (e.g., music volume), number of viewers, received comments, player's popularity, player's native language, player's presence, and/or other factors. The trained neural network creates unique music that dynamically varies according to real-time circumstances.
GAME DEVICE, METHOD, AND PROGRAM
The game device includes a reception unit that is configured to receive instruction information created when a user performs an operation on an input device triggered by a sound output while a game progresses and a derivation unit that is configured to start measuring the degree of fatigue on the basis of the instruction information received by the reception unit and derive the degree of fatigue of the user on the basis of an operation performed by the user during the started measurement of the degree of fatigue.
Apparatus and method for enhancing sound produced by a gaming application
A system that incorporates teachings of the present disclosure may include, for example, a computing device having a controller to modify sound produced by a gaming application according to an otological profile of a user. Additional embodiments are disclosed.