18103396. SHARED POINT OF VIEW simplified abstract (Apple Inc.)

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SHARED POINT OF VIEW

Organization Name

Apple Inc.

Inventor(s)

Shai Messingher Lang of Santa Clara CA (US)

Jonathan D. Sheaffer of San Jose CA (US)

SHARED POINT OF VIEW - A simplified explanation of the abstract

This abstract first appeared for US patent application 18103396 titled 'SHARED POINT OF VIEW

Simplified Explanation

The patent application describes a method for spatially rendering sound sources in a setting and adjusting the rendering based on the relative distance between the sound sources and the listener to maintain spatial integrity.

  • The innovation involves adjusting the rendering of sound sources to prevent one source from arriving at the listener earlier than another, ensuring a realistic spatial experience.
  • The threshold criterion is used to determine when adjustments are needed, based on the distance between the sound sources and the listener.
  • The technology aims to enhance the immersive experience of sound in a setting by accurately representing the spatial location of sound sources.

Potential Applications

The technology could be applied in virtual reality systems, gaming consoles, home entertainment systems, and audio production studios to create more realistic and immersive sound experiences.

Problems Solved

This technology addresses the issue of sound sources arriving at the listener at different times, which can disrupt the spatial integrity of the sound and reduce the overall quality of the listening experience.

Benefits

The benefits of this technology include improved spatial accuracy of sound sources, enhanced immersion for the listener, and a more realistic audio experience overall.

Potential Commercial Applications

The technology could be marketed to companies developing virtual reality headsets, gaming consoles, audio software, and home theater systems to enhance the spatial rendering of sound sources.

Possible Prior Art

One possible prior art could be spatial audio processing techniques used in virtual reality systems or audio production software to create a sense of three-dimensional space in sound.

Unanswered Questions

How does this technology impact the overall quality of sound reproduction in different settings?

The technology aims to improve the spatial rendering of sound sources, but it is unclear how it may affect the overall quality of sound reproduction in various environments.

What are the potential limitations or challenges of implementing this technology in real-world applications?

It is essential to consider the potential obstacles or constraints that may arise when integrating this technology into different devices or systems, such as processing power requirements or compatibility issues.


Original Abstract Submitted

Sound sources can be spatially rendered in a setting and shown through a display. In response to satisfaction of a threshold criterion that is satisfied based on relative distance between the sound sources and a position of a listener, the rendering of the sound sources can be adjusted to maintain spatial integrity of the sound sources. The adjustment can be performed to prevent one of the sound sources from arriving at the listener earlier than another of the sound sources.