WO1998001197A1 - Mecanisme d'effets sonores - Google Patents
Mecanisme d'effets sonores Download PDFInfo
- Publication number
- WO1998001197A1 WO1998001197A1 PCT/GB1997/001745 GB9701745W WO9801197A1 WO 1998001197 A1 WO1998001197 A1 WO 1998001197A1 GB 9701745 W GB9701745 W GB 9701745W WO 9801197 A1 WO9801197 A1 WO 9801197A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- sound
- listener
- location
- sound effect
- mechanism according
- Prior art date
Links
- 230000000694 effects Effects 0.000 title claims abstract description 50
- 230000007246 mechanism Effects 0.000 title claims abstract description 29
- 241000238631 Hexapoda Species 0.000 claims abstract description 31
- 230000000007 visual effect Effects 0.000 claims abstract description 10
- 230000004044 response Effects 0.000 claims abstract description 8
- 230000033001 locomotion Effects 0.000 claims description 9
- 238000000034 method Methods 0.000 claims description 8
- 230000008859 change Effects 0.000 claims description 6
- 230000005236 sound signal Effects 0.000 claims description 6
- 230000002452 interceptive effect Effects 0.000 claims description 4
- 230000006870 function Effects 0.000 claims description 3
- 238000012546 transfer Methods 0.000 claims description 2
- 210000003128 head Anatomy 0.000 description 8
- 238000012545 processing Methods 0.000 description 6
- 210000004556 brain Anatomy 0.000 description 4
- 238000004422 calculation algorithm Methods 0.000 description 4
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- 230000004807 localization Effects 0.000 description 2
- 238000000926 separation method Methods 0.000 description 2
- 238000004088 simulation Methods 0.000 description 2
- 238000003786 synthesis reaction Methods 0.000 description 2
- 230000001225 therapeutic effect Effects 0.000 description 2
- 238000012549 training Methods 0.000 description 2
- 241000086550 Dinosauria Species 0.000 description 1
- 230000002457 bidirectional effect Effects 0.000 description 1
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- 239000003814 drug Substances 0.000 description 1
- 230000002708 enhancing effect Effects 0.000 description 1
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/24—Electric games; Games using electronic circuits not otherwise provided for
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/0001—Games specially adapted for handicapped, blind or bed-ridden persons
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/0001—Games specially adapted for handicapped, blind or bed-ridden persons
- A63F2009/0003—Games specially adapted for blind or partially sighted people
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/24—Electric games; Games using electronic circuits not otherwise provided for
- A63F2009/2401—Detail of input, input devices
- A63F2009/2402—Input by manual operation
- A63F2009/2407—Joystick
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/24—Electric games; Games using electronic circuits not otherwise provided for
- A63F2009/2448—Output devices
- A63F2009/247—Output devices audible, e.g. using a loudspeaker
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/24—Electric games; Games using electronic circuits not otherwise provided for
- A63F2009/2448—Output devices
- A63F2009/247—Output devices audible, e.g. using a loudspeaker
- A63F2009/2475—Headphones
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/24—Electric games; Games using electronic circuits not otherwise provided for
- A63F2009/2448—Output devices
- A63F2009/247—Output devices audible, e.g. using a loudspeaker
- A63F2009/2477—Tone generators, oscillators
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/24—Electric games; Games using electronic circuits not otherwise provided for
- A63F2009/2483—Other characteristics
- A63F2009/2491—Other characteristics with a detachable memory
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04S—STEREOPHONIC SYSTEMS
- H04S5/00—Pseudo-stereo systems, e.g. in which additional channel signals are derived from monophonic signals by means of phase shifting, time delay or reverberation
Definitions
- This invention relates in particular to interactive mechanisms employing audible sound effects, and more generally to a game, relaxation, therapeutic, educational, learning, demonstration, simulation or the like mechanism providing audible sound effects.
- Video games for PCs and arcade machines are very popular and represent a big market for the software and hardware industry. Great effort and money is spent in developing new powerful chips in order to achieve high quality realistic 3-D graphics and animation. So far, only very powerful and expensive machines are able to achieve this, and they are usually very big and certainly not portable. Sound effects play an important role in these games, but only in enhancing the effectiveness of the graphics.
- most CD- ROM games give video high priority over audio, such that the audio is often monophonic in order to occupy minimum storage capacity. Even on a very atmospheric game like Broderbund's "Myst", the sound is mono. However, stereo sound is becoming more and more widely used as people buy bigger speakers.
- Sid Meyer's Civilization] 2 (Civ 2), which uses stereo enhancement to spread out the stereo, ambient sounds.
- European Patent Application 0378386 is another example where a video-game is provided with an internal loudspeaker through which monaural sound is played.
- headphones can be used, and in this case a pseudostereophonic sound is generated.
- the sounds are used simply to enhance the visual image and the sounds are not created as three dimensional sounds.
- US Patent 4,281,833 discloses a non-visual ball and paddle game which is played through the medium of sound. Ball location paddle position and playing field are defined by variations in volume, tone pitch frequency and stereo separation by means of stereo head phones worn by the listener. The game disclosed in this U S Patent exploits essentially a two dimensional sound field.
- each player is provided with a full-height paddle which he can move only to the left or right along a base line. It is not possible to determine whether the trajectory of the ball is high or low and whether it is moving diagonally from say upper left to lower right.
- the U S Patent does not disclose the concept of creating a virtual three dimensional space and creating an environment where the player experiences the sensation of being immersed interactively in the virtual three dimensional space.
- the present invention is based on the recognition that our proprietary Sensaura (Registered Trade Mark) three-dimensional sound technology, for example as described in our copending patent applications WO95/15069 and WO94/22278, has the ability to localise sounds in three dimensions with a high degree of accuracy for a listener.
- a sound source such as music or a recorded noise
- such technology provides the basis for a system based solely or mainly on audible effects wherein the aim is to estimate the position and/or direction of a sound in three-dimensional space, and to position and/or direct an object (real or imaginary), which may be another audible sound, a visible icon, or an imaginary location of the user, in response to this estimate.
- the aim is to estimate the position and/or direction of a sound in three-dimensional space, and to position and/or direct an object (real or imaginary), which may be another audible sound, a visible icon, or an imaginary location of the user, in response to this estimate.
- a mechanism for relaxation, therapeutics, education, learning, demonstration, simulation, playing a game, or the like comprising operable to reproduce, in the absence of visual cues, audible sound effects, the or each of which, is perceived by the listener to be at a location having three orthogonal co-ordinates in a three dimensional space surrounding, the listener object generating means for generating on object located at a second location in said space having three orthogonal co-ordinates, and object-moving means operable in response to input from the listener derived solely from cues in said the, or each sound effect to move the object relative to the, or each, sound effect.
- the object to be positioned by the user may comprise a further audible sound, which, depending upon the rules of the game or other procedure, the player attempts to locate in a predetermined manner with respect to the sound effect.
- the object may comprise a visible icon or other visible token to be positioned in a three-dimensional display, the position of the icon bearing a predetermined relation to the estimated position of the sound effect.
- the object may be an imaginary object, present only in the user's imagination, such as the position of the user in an environment created by the sound effects.
- the user by means of the user operable object- moving means attempts to position himself in a predetermined relationship to that of the sound effect, which may in turn lead to a "scene-shifting" where the nature of the sound effects change, as if the user is walking along a path.
- background music may be added to augment the aural impressions of the user's location.
- the transducer means preferably comprises headphones or earphones for reproducing sounds from the audio signals; alternatively, loudspeakers may be employed, in which case it is necessary to employ cross-talk cancellation to ensure the full binaural effect.
- Binaural technology is based on recordings made using a so-called "artificial head” microphone system, and the recordings are subsequently processed digitally.
- the use of the artificial head ensures that the natural three-dimensional sound cues - which the brain uses to determine the position of sound sources in three-dimensional space - are incorporated into the stereo recording.
- Subsequent signal processing of the binaural signals anticipates the transaural crosstalk which occurs when listening to the recordings via loudspeakers, and ensures that this transaural crosstalk is cancelled.
- Crosstalk occurs when an audio signal intended for one ear of a listener is also received by the other ear, and its cancellation ensures that the three-dimensional cues are effective on playback of the material, such that the brain can interpret the cues correctly. Without such processing, the recordings do not reproduce their three-dimensional attributes through loudspeaker auditioning. Crosstalk cancellation is described more fully in our copending
- the term "binaural signals" is intended to mean two-channel or stereophonic signals which include one or more components representing audio diffraction effects created by an artificial head means positioned between a pair of spaced apart microphones.
- the artificial head means may be, as is common, a precise model of a human head and torso with microphones in the ear structures; alternatively it may be something far less precise, for example a block or sheet of wood positioned between a pair of spaced microphones, which nevertheless creates diffraction signals from the source of sound signals; it may also be, as described more fully below, an electrical synthesis circuit or system which creates from an existing mono or stereo signal, stereophonic signals which include such diffraction signal components.
- the source of audible sound effects may comprise a CD ROM, floppy disc or other data storage media containing one or more files with a basic library of sounds for playing a desired game. These sounds may be in compressed or coded form.
- a processor may access the file for selecting one or more sounds for playing, in which case the sound information may be sent to a binaural processor for producing stereophonic binaural audio signals for reproduction.
- an audio synthesis and tone generator circuit may be provided, so that a basic code for the sound may be issued from the processor, which causes the synthesiser to produce the desired frequencies and harmonics, which are then subject to binaural processing.
- the binaural processor produces, by means of appropriate filters with appropriate coefficients, binaural signals.
- a user may, by use of a joystick and/or other appropriate controls, provide signals to the processor indicating that a further sound or sound sequence should be produced at a further location.
- further sound elements are retrieved from store and fed to the binaural processor, where the coefficients of the filters are appropriately modified to produce a sound which is to be reproduced at the further location.
- the invention is embodied as a game
- the interaction between these sounds which according to the theme of a game could be following, chasing, hitting, matching, identifying, triggering, avoiding, or just listening, involves the user's input and skills and could dynamically change the course of the game.
- the unit will have an audio output.
- a user input device e.g. a joystick with at least 6 different actions namely forwards, backwards, left, right, upwards and downwards.
- An additional "hit” button is also desirable.
- the system moves a sound (Sc) in a 3-D space.
- the player moves an object (Op), which could also represent himself, in the same space, in order to interact with Sc. 2.
- an object which could also represent himself, in the same space, in order to interact with Sc. 2.
- a sound which represents an object or himself. Sp could either help the player to locate his orientation or can make player "visible” to the system which then acts against or for him.
- the concept of a very simple game which falls into category 1. comprises a virtual flying insect like a bee, fly, or mosquito is flying around the head of the player who stays still.
- the player can hear and locate the position of the insect by its sound and by means of a joystick, moves an object (a virtual catching device) which makes some kind of sound (e.g. Chinese chopsticks with a "click-click” sound).
- a virtual catching device which makes some kind of sound (e.g. Chinese chopsticks with a "click-click” sound).
- the system compares the x, y, z coordinates of the insect's sound with the coordinates of the catching device, takes into account the dimensions of the catching device and calculates whether the player "caught" the insect or not.
- a scoring system according to the difficulty of the task can also be introduced. For example, catching the insect while moving will give you more points than catching it while it is steady. Another possibility would be for the user to choose the degree of skill required by selecting different insects and catching devices. For example, catching a big fly would be easier than catching a small mosquito, or using chopsticks would obviously be more difficult than performing the same task using a net or a spray can and so on.
- monitor it is also possible to connect a monitor to the device that will allow the user visual feedback after trying to catch the flying insect.
- the monitor can show how far or close the catching device was from the insect when the player hit the "catch" button.
- the aim of the game could be that the player, following the "ghost", must find the right exit within a certain amount of time. If successful, the exit could lead to a "paradise” space.
- Ambient sounds of waves, or waterfalls, the whisper of the forest and birds will reward the player who can then move to a more difficult stage of the game and so on. While the player moves in the darkness, he is likely to bump into objects and make other accidental noises. That makes him “visible” to "bad” creatures who then attack him or throw stones at him. The player hearing the sounds of oncoming dangerous objects must estimate where they come from and try to avoid them.
- visual feedback can also be introduced by connecting a display.
- the display would display graphics of the virtual environment.
- Another concept which falls into the third category of scenarios, is a game similar to "blind man's bluff which could be played by two or more players. Each player wears headphones and has a joystick. One is playing the “blind man” so he hears all the sounds made by the other players and he tries to "catch” them. The others can hear only the sound coming from the "blind man” and try to avoid him. Each player makes a particular sound (selected by the player) which is randomly and automatically produced in order to provoke the "blind man”.
- the system can also be used for the following applications:
- the main advantage of this system is that the necessary power needed for animation and high quality realistic graphics is shifted from the machine to the human brain which is able to translate the audio environment into an imaginary visual one in a way which is unique for each individual.
- Past experiences, emotions, personality and other subjective factors can influence the impact of the game opening up vast opportunities for a whole new gaming experience.
- the system can be portable and that means that a new virtual reality environment can be experienced in places never before possible.
- On the train, at the park, or at home lying on bed or even at work during a break people will be able to be immersed in a another ideal world where they can play a game or simply relax or even taste an exotic adventure. Future attachments to the system like voice recognition as an alternative or addition to the input device will create even more opportunities.
- Video games and Virtual Reality are unknown things to blind people who now will be given the opportunity to enjoy and challenge themselves in a virtual world which is so close to theirs; a world of sounds.
- Figure 1 is a perspective view of a game playing mechanism, in accordance with the invention.
- Figure 2 is a block diagrammatic view of the components of a preferred embodiment of a game playing mechanism.
- Figure 3 is a flow chart for an audio game, for playing with the mechanism of Figure 2.
- FIG. 1 there is shown a game playing mechanism in accordance with the invention in the form of a portable unit 2 including a CD player housing 4 and a control panel 6.
- the control panel 6 includes push button controls 8 for starting the game, adjusting volume, etc, and microphone and earphone/ headphone sockets 10. Headphones 12 are shown connected to socket 10.
- a joystick 14 mounted in panel 6 is capable of backward/ forward motion for adjustment in a vertical plane of sound perceived through the headphones 12.
- a rotatable button 16 at the top of the joystick permits sound position adjustment in the horizontal plane.
- a trigger button 18 is employed in playing a game, as will become clear below.
- the unit shown in Figure 1 is specifically designed for use with the game illustrated in Figure 3. For other games, or when the unit is used as a relaxation device, the unit will be appropriately modified, for example by permitting further degrees of movement of the joystick.
- a CD-ROM drive 22 is coupled via a CD-ROM interface 24 to a central processing unit, CPU 26.
- Drive 20 accept a CD-ROM 28 which carries one or more games programs and audio files for sound sources (both mono and stereo format).
- CPU 26 is also coupled to a RAM 30 which, in use, stores program and audio data.
- One or more user operable input devices 32] ...32 n preferably corresponding to the joystick 16, but more generally any joystick or rollerball are coupled through an input device interface 34 to CPU 26.
- Input devices 32 include a switch mechanism (18 of Figure 1) for indicating a "hit” or “action” condition. In other arrangements, some joysticks feature this switch as a button on top, or as a trigger on the front. Some have one or more separate buttons on the base of the unit.
- Some input devices use keypads, each with a pair of four-way tiltable thumbrests and several "fire" buttons, A 4-direction keypad is especially useful if movement is restricted to North, South, East and West in order to simplify matters and restrict the character to a maze of corridors, A simple joystick may not always provide an intuitive way of moving around in a 3D space especially for the concepts where the player changes all three polar coordinates ( not only the direction but also the distance from the sound). Therefore 3D input devices may be used.
- the term user operable device also covers keyboards and even more sophisticated devices related to Virtual Reality like gloves, movement detection devices.
- CPU 26 provides instructions for sound production at assigned locations in three dimensional space to a Digital Sound Processor 36, which provides sound localisation and sound multiplexing.
- An audio synthesiser and tone generator 38 is coupled to processor 36.
- processor 36 will retrieve an appropriate synthesised sound from generator 38. Such synthesised sound is then subject to localisation at a desired location as dictated by CPU 36.
- binaural signals, L and R are fed to headphone drivers 40 ⁇ ...40 n for driving headphones 42 j 42 n , for wearing by one or more game players.
- the binaural signals L and R would be subject to cross-talk cancellation in a unit 38, indicated in dotted lines for eliminating the effect of a signal destined for one ear of the listener also arriving at the other ear, as explained fully in our copending Patent Application Nos WO94/22278 and
- a user control 48 (6 in Figure 1) which may be in the form of a keyboard provides various supervisory functions, such as power on/off, save game, headphone/loudspeaker option, pause, volume control, reset/start, and may include an LCD display for displaying such items as elapsed time, score position, battery status, help maps.
- An infrared remote communications panel comprises a receiver 50, a transmitter 52 and a communications unit 54 coupled to CPU 26.
- a serial bidirectional network interface 56 is coupled to CPU 26 and provides a connection to the Internet or to a PC for downloading or saving of games. Additionally this could link two or more games together, such that a number of players can link games together in the same room ( from bed to bed in a hospital ward).
- FIG. 3 there is shown a software flow chart for an "INSECT- CATCHING 3-D AUDIO GAME".
- the game is played as a sound representing the flight of an insect taking a random path in three-dimensional space.
- the player has to catch the imaginary insect by means of an imaginary catching device, e.g. chopsticks, before a time period elapses. He does this by estimating the position of the insect sound and attempting to collocate the sound of the catching device in the flight path.
- an imaginary catching device e.g. chopsticks
- ⁇ p(azimuth angle), ⁇ p(elevation angle), Dp(modulus of vector) polar coordinates of Sp ⁇ pt.
- ⁇ pt, Zpt Tolerances in polar coordinates of sound of catching device.
- tm time in which the insect's sound moves
- ts time in which the insect's sound is still
- tmmin minimum time for insect's sound movements
- tmmax maximum time for insect's sound movement
- tsmin minimum time for halting the insect's sound movements
- tsmax maximum time for halting the insect's sound movement tmmin ⁇ tm ⁇ tmmax tsmin ⁇ ts ⁇ tsmax
- step 60 which is a preparatory stage before playing the game
- the player selects from a menu the type of catching device and the type of insect, thus defining ⁇ pt, ⁇ pt, ⁇ it, ⁇ it.
- step 66 a value is selected by means of an algorithm for the duration of the duration of the insects flight tm., and in step 68 a further algorithm selects ⁇ i, ⁇ i values in order to generate a random path in space. Both such algorithms would have a randomised nature, but would be such as to give a degree of realism to the flight of the insect.
- step 68 a sound is generated so that the insect moves in its flight path.
- step 70 the player by means of joystick 14, changes ⁇ p, ⁇ p so that Sp moves to a position desired by the player to correspond with the position of the insect.
- steps 72, 74, 76 the duration of the flight path is incremented if the player has not pressed "catch" button
- step 90 the player is rewarded with for example the sound of the dead insect dropping down.
- a decision can then be made in step 92, whether to quit the game or play another round.
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- Engineering & Computer Science (AREA)
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Abstract
Mécanisme sonore interactif de jeu mettant en application des effets sonores audibles et comprenant des moyens (20, 36, 38, 40, 42) de reproduction de sons servant à produire, sans insertions visuelles, des effets sonores audibles (par exemple, le bruit d'un insecte en vol) en son tridimensionnel. L'effet sonore est situé dans un espace tridimensionnel entourant l'auditeur. Les moyens (20, 36, 38, 40, 42) de reproduction de sons génèrent également un objet, tel qu'un autre son audible (par exemple, un dispositif de capture virtuelle) au niveau d'un autre emplacement dans l'espace et l'auditeur déplace l'objet par rapport à l'effet sonore afin de créer une relation prédéterminée par rapport à l'effet sonore, en réaction uniquement à des insertions audibles présentes dans l'effet sonore.
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
GB9614078A GB9614078D0 (en) | 1996-07-04 | 1996-07-04 | Sound effect mechanism |
GB9614078.5 | 1996-07-04 |
Publications (1)
Publication Number | Publication Date |
---|---|
WO1998001197A1 true WO1998001197A1 (fr) | 1998-01-15 |
Family
ID=10796369
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/GB1997/001745 WO1998001197A1 (fr) | 1996-07-04 | 1997-06-30 | Mecanisme d'effets sonores |
Country Status (2)
Country | Link |
---|---|
GB (1) | GB9614078D0 (fr) |
WO (1) | WO1998001197A1 (fr) |
Cited By (8)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
DE19958105A1 (de) * | 1999-11-03 | 2001-05-31 | Boris Weigend | Mehrkanaliges Tonbearbeitungssystem |
WO2001033907A3 (fr) * | 1999-11-03 | 2002-03-14 | Boris Weigend | Systeme de traitement du son a canaux multiples |
US7184557B2 (en) | 2005-03-03 | 2007-02-27 | William Berson | Methods and apparatuses for recording and playing back audio signals |
WO2007121749A1 (fr) * | 2006-04-21 | 2007-11-01 | Invisiblegame.Com Aps | Systeme de jeu avec balle virtuelle |
WO2011121189A1 (fr) * | 2010-04-01 | 2011-10-06 | Brainbox And Company Sas | Dispositif de distraction destiné notamment aux personnes malvoyantes et/ou non-voyantes |
WO2011135202A1 (fr) * | 2010-04-28 | 2011-11-03 | Brainbox And Company Sas Acced | Dispositif pour fournir une activité de divertissement à des personnes malvoyant |
WO2015090039A1 (fr) * | 2013-12-20 | 2015-06-25 | 华为技术有限公司 | Procédé, dispositif, et appareil de traitement sonore |
DE102014004927A1 (de) * | 2014-04-07 | 2015-10-22 | Yuntao Fu | Controller zur Personensteuerung |
Citations (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
DE3238933A1 (de) * | 1982-10-21 | 1984-04-26 | Sennheiser Electronic Kg, 3002 Wedemark | Verfahren zur akustischen ausgestaltung von video-spielen |
EP0378386A2 (fr) * | 1989-01-10 | 1990-07-18 | Nintendo Co. Limited | Dispositif de jeu électronique capable de générer un son pseudo-stéréophonique |
WO1992009921A1 (fr) * | 1990-11-30 | 1992-06-11 | Vpl Research, Inc. | Procede et appareil ameliores permettant de produire des sons dans un univers virtuel |
WO1994023406A1 (fr) * | 1993-04-01 | 1994-10-13 | Atari Games Corporation | Systeme audio sans contact pour presentation sonore tridimensionnelle |
-
1996
- 1996-07-04 GB GB9614078A patent/GB9614078D0/en active Pending
-
1997
- 1997-06-30 WO PCT/GB1997/001745 patent/WO1998001197A1/fr active Search and Examination
Patent Citations (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
DE3238933A1 (de) * | 1982-10-21 | 1984-04-26 | Sennheiser Electronic Kg, 3002 Wedemark | Verfahren zur akustischen ausgestaltung von video-spielen |
EP0378386A2 (fr) * | 1989-01-10 | 1990-07-18 | Nintendo Co. Limited | Dispositif de jeu électronique capable de générer un son pseudo-stéréophonique |
WO1992009921A1 (fr) * | 1990-11-30 | 1992-06-11 | Vpl Research, Inc. | Procede et appareil ameliores permettant de produire des sons dans un univers virtuel |
WO1994023406A1 (fr) * | 1993-04-01 | 1994-10-13 | Atari Games Corporation | Systeme audio sans contact pour presentation sonore tridimensionnelle |
Cited By (10)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
DE19958105A1 (de) * | 1999-11-03 | 2001-05-31 | Boris Weigend | Mehrkanaliges Tonbearbeitungssystem |
WO2001033907A3 (fr) * | 1999-11-03 | 2002-03-14 | Boris Weigend | Systeme de traitement du son a canaux multiples |
US7184557B2 (en) | 2005-03-03 | 2007-02-27 | William Berson | Methods and apparatuses for recording and playing back audio signals |
WO2007121749A1 (fr) * | 2006-04-21 | 2007-11-01 | Invisiblegame.Com Aps | Systeme de jeu avec balle virtuelle |
WO2011121189A1 (fr) * | 2010-04-01 | 2011-10-06 | Brainbox And Company Sas | Dispositif de distraction destiné notamment aux personnes malvoyantes et/ou non-voyantes |
FR2958178A1 (fr) * | 2010-04-01 | 2011-10-07 | Guennec Gilles Le | Dispositif de distraction destine notamment aux personnes malvoyantes et/ou non-voyantes |
WO2011135202A1 (fr) * | 2010-04-28 | 2011-11-03 | Brainbox And Company Sas Acced | Dispositif pour fournir une activité de divertissement à des personnes malvoyant |
FR2959423A1 (fr) * | 2010-04-28 | 2011-11-04 | Guennec Gilles Le | Dispositif pour fournir une activite de divertissement a des personnes malvoyantes |
WO2015090039A1 (fr) * | 2013-12-20 | 2015-06-25 | 华为技术有限公司 | Procédé, dispositif, et appareil de traitement sonore |
DE102014004927A1 (de) * | 2014-04-07 | 2015-10-22 | Yuntao Fu | Controller zur Personensteuerung |
Also Published As
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GB9614078D0 (en) | 1996-09-04 |
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