Qualcomm incorporated (20240129681). SCALING AUDIO SOURCES IN EXTENDED REALITY SYSTEMS simplified abstract

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SCALING AUDIO SOURCES IN EXTENDED REALITY SYSTEMS

Organization Name

qualcomm incorporated

Inventor(s)

Isaac Garcia Munoz of San Diego CA (US)

Alex Tung of San Diego CA (US)

Graham Bradley Davis of Seattle WA (US)

Andre Schevciw of San Diego CA (US)

SCALING AUDIO SOURCES IN EXTENDED REALITY SYSTEMS - A simplified explanation of the abstract

This abstract first appeared for US patent application 20240129681 titled 'SCALING AUDIO SOURCES IN EXTENDED REALITY SYSTEMS

Simplified Explanation

The patent application abstract describes techniques for rescaling audio elements for extended reality scene playback using a device with memory and processing circuitry. The processing circuitry modifies the location of the audio element based on playback and source dimensions, rendering it to speaker feeds for output.

  • Techniques for rescaling audio elements for extended reality scene playback
  • Device with memory and processing circuitry to perform the techniques
  • Memory stores audio bitstream representative of an audio element in an extended reality scene
  • Processing circuitry obtains playback dimension and source dimension to modify the location of the audio element
  • Audio element is rendered to speaker feeds based on the modified location
  • Output of one or more speaker feeds

Potential Applications

The technology could be applied in virtual reality gaming, augmented reality applications, immersive experiences in theme parks, and virtual tours of real estate properties.

Problems Solved

This technology solves the problem of accurately positioning audio elements in extended reality scenes to create a more immersive and realistic audio experience for users.

Benefits

The benefits of this technology include enhanced audio quality, improved spatial audio effects, increased user engagement, and a more immersive extended reality experience.

Potential Commercial Applications

Potential commercial applications of this technology include audio software development for extended reality platforms, audio hardware for virtual reality headsets, and audio solutions for theme park attractions.

Possible Prior Art

One possible prior art could be audio spatialization techniques used in virtual reality and augmented reality applications to create immersive audio experiences for users.

Unanswered Questions

How does this technology impact the overall user experience in extended reality scenes?

This technology enhances the user experience by providing more realistic and immersive audio elements in extended reality scenes, creating a more engaging and interactive environment for users.

What are the limitations of this technology in terms of audio quality and spatial accuracy?

The limitations of this technology may include potential audio distortion or inaccuracies in spatial positioning of audio elements, which could affect the overall quality of the extended reality experience for users.


Original Abstract Submitted

in general, various aspects of the techniques are directed to rescaling audio element for extended reality scene playback. a device comprising a memory and processing circuitry may be configured to perform the techniques. the memory may store an audio bitstream representative of an audio element in an extended reality scene. the processing circuitry may obtain a playback dimension associated with a physical space in which playback of the audio bitstream is to occur, and obtain a source dimension associated with a source space for the extended reality scene. the processing circuitry may modify, based on the playback dimension and the source dimension, a location of the audio element to obtain a modified location for the audio element, and render, based on the modified location for the audio element, the audio element to one or more speaker feeds. the processing circuitry may output the one or more speaker feeds.