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公开(公告)号:US09522330B2
公开(公告)日:2016-12-20
申请号:US13725572
申请日:2012-12-21
Applicant: MICROSOFT TECHNOLOGY LICENSING, LLC
Inventor: Shawn Pile , Jon Vincent , Scott Henson , Jason Flaks , Avi Bar-Zeev , John Tardif
IPC: H04R5/00 , A63F13/54 , H04R5/02 , A63F13/428 , A63F13/213 , A63F13/40 , H04S7/00
CPC classification number: A63F13/54 , A63F13/10 , A63F13/213 , A63F13/428 , A63F2300/1012 , A63F2300/6081 , H04R5/02 , H04S7/303 , H04S2400/11 , H04S2420/01
Abstract: A method for providing three-dimensional audio is provided. The method includes receiving a depth map imaging a scene from a depth camera and recognizing a human subject present in the scene. The human subject is modeled with a virtual skeleton comprising a plurality of joints defined with a three-dimensional position. A world space ear position of the human subject is determined based on the virtual skeleton. Furthermore, a target world space ear position of the human subject is determined. The target world space ear position is the world space position where a desired audio effect can be produced via an acoustic transducer array. The method further includes outputting a notification representing a spatial relationship between the world space ear position and the target world space ear position.
Abstract translation: 提供了一种提供三维音频的方法。 该方法包括从深度摄像机接收对场景成像的深度图,并识别场景中存在的人物。 人体受试者用包括用三维位置限定的多个关节的虚拟骨架建模。 基于虚拟骨架确定人类对象的世界空间耳朵位置。 此外,确定人类受试者的目标世界空间耳朵位置。 目标世界空间耳位置是世界空间位置,其中可以通过声换能器阵列产生期望的音频效果。 该方法还包括输出表示世界空间耳位置与目标世界空间耳位置之间的空间关系的通知。
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公开(公告)号:US20150370528A1
公开(公告)日:2015-12-24
申请号:US14841422
申请日:2015-08-31
Applicant: Microsoft Technology Licensing, LLC
Inventor: Jason Flaks , Rudy Jacobus Poot , Alex Aben-Athar Kipman , Chris Miles , Andrew John Fuller , Jeffrey Neil Margolis
CPC classification number: G06F3/165 , G05B15/02 , G06F3/011 , G06F3/017 , G10H1/0008 , G10H2220/201 , G10H2220/455
Abstract: An audio/visual system (e.g., such as an entertainment console or other computing device) plays a base audio track, such as a portion of a pre-recorded song or notes from one or more instruments. Using a depth camera or other sensor, the system automatically detects that a user (or a portion of the user) enters a first collision volume of a plurality of collision volumes. Each collision volume of the plurality of collision volumes is associated with a different audio stem. In one example, an audio stem is a sound from a subset of instruments playing a song, a portion of a vocal track for a song, or notes from one or more instruments. In response to automatically detecting that the user (or a portion of the user) entered the first collision volume, the appropriate audio stem associated with the first collision volume is added to the base audio track or removed from the base audio track.
Abstract translation: 音频/视频系统(例如,诸如娱乐控制台或其他计算设备)播放基本音频轨道,例如预先录制的歌曲的一部分或来自一个或多个乐器的音符。 使用深度相机或其他传感器,系统自动检测用户(或用户的一部分)进入多个碰撞体积的第一碰撞体积。 多个碰撞体积中的每个碰撞体积与不同的音频干扰相关联。 在一个示例中,音频干音是来自播放歌曲的乐器的子集,歌曲的声道的一部分或来自一个或多个乐器的音符的声音。 响应于自动检测用户(或用户的一部分)进入第一碰撞体积,与第一碰撞体积相关联的适当音频干扰被添加到基本音频轨道或从基本音频轨道移除。
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公开(公告)号:US09529566B2
公开(公告)日:2016-12-27
申请号:US14841422
申请日:2015-08-31
Applicant: Microsoft Technology Licensing, LLC
Inventor: Jason Flaks , Rudy Jacobus Poot , Alex Aben-Athar Kipman , Chris Miles , Andrew John Fuller , Jeffrey Neil Margolis
CPC classification number: G06F3/165 , G05B15/02 , G06F3/011 , G06F3/017 , G10H1/0008 , G10H2220/201 , G10H2220/455
Abstract: An audio/visual system (e.g., such as an entertainment console or other computing device) plays a base audio track, such as a portion of a pre-recorded song or notes from one or more instruments. Using a depth camera or other sensor, the system automatically detects that a user (or a portion of the user) enters a first collision volume of a plurality of collision volumes. Each collision volume of the plurality of collision volumes is associated with a different audio stem. In one example, an audio stem is a sound from a subset of instruments playing a song, a portion of a vocal track for a song, or notes from one or more instruments. In response to automatically detecting that the user (or a portion of the user) entered the first collision volume, the appropriate audio stem associated with the first collision volume is added to the base audio track or removed from the base audio track.
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