The described embodiments relate generally to wearable electronic devices, and, more particularly, to wearable electronic devices that produce haptic outputs that can be felt by wearers of the electronic devices.
Wearable electronic devices are increasingly ubiquitous in modern society. For example, wireless audio devices (e.g., headphones, earbuds) are worn to provide convenient listening experiences for music and other audio. Head-mounted displays are worn to provide virtual or augmented reality environments to users for gaming, productivity, entertainment, and the like. Wrist-worn devices, such as smart watches, provide convenient access to various types of information and applications, including weather information, messaging applications, activity tracking applications, and the like. Some wearable devices, such as smart watches, may use haptic outputs to provide tactile alerts to the wearer, such as to indicate that a message has been received or that an activity goal has been reached.
A method of providing a haptic output includes detecting a condition, determining if a head-mounted haptic accessory comprising an array of two or more haptic actuators is being worn by a user, determining an actuation pattern for the array of haptic actuators, and in response to detecting the condition and determining that the head-mounted haptic accessory is being worn by the user, initiating the actuation pattern to produce a directional haptic output that is configured to direct the user's attention along a direction.
The head-mounted haptic accessory may include a pair of earbuds, each earbud including an earbud body, a speaker positioned within the earbud body, and a haptic actuator positioned within the earbud body and configured to impart a haptic output to the user's ear. Detecting the condition may include detecting a presence of an audio source in an audio signal that is sent to the pair of earbuds. The method may further include determining a virtual position of the audio source relative to the user. Initiating the actuation pattern may include initiating a first haptic output at a first earbud of the pair of earbuds and subsequently initiating a second haptic output at a second earbud of the pair of earbuds. The directional haptic output may be configured to direct the user's attention toward the direction, which corresponds to the virtual position of the audio source. The audio signal may correspond to audio of a teleconference having multiple participants, the audio source may correspond to a participant of the multiple participants, and each respective participant of the multiple participants may have a distinct respective virtual position relative to the user.
The head-mounted haptic accessory may include an earbud including an earbud body and a haptic actuator positioned within the earbud body and comprising a movable mass, and initiating the actuation pattern may cause the haptic actuator to move the movable mass along an actuation direction that is configured to impart a reorientation force on the user.
Detecting the condition may include detecting a presence of an audio source in an audio signal that is sent to the pair of earbuds. The method may further include determining a virtual position of the audio source relative to the user, after initiating the actuation pattern, determining the user's orientation relative to the virtual position of the audio source, and increasing a volume of an audio output corresponding to the audio signal as the user's orientation becomes aligned with the virtual position of the audio source.
Detecting the condition may include detecting a notification associated with a graphical object. The graphical object may have a virtual position in a virtual environment being presented to the user, and the directional haptic output may be configured to direct the user's attention toward the direction, which corresponds to the virtual position of the graphical object.
Detecting the condition may include detecting an interactive object in a virtual environment being presented to the user. The interactive object may have a virtual position within the virtual environment, and the directional haptic output may be configured to direct the user's attention toward the direction, which corresponds to the virtual position of the interactive object.
An electronic system may include an earbud comprising an earbud body configured to be received at least partially within an ear of a user, a speaker positioned within the earbud body and configured to output sound into an ear canal of the user's ear, and a haptic actuator positioned within the earbud body and configured to impart a haptic output to the user's ear. The haptic actuator may be a linear resonant actuator having a linearly translatable mass that is configured to produce the haptic output.
The electronic system may further include a processor communicatively coupled with the haptic actuator and configured to detect a condition, determine an actuation pattern for the haptic actuator, and in response to detecting the condition, initiate the haptic output in accordance with the actuation pattern. The electronic system may further include a portable electronic device in wireless communication with the earbud, and the processor may be within the portable electronic device.
The electronic system may further include an additional earbud comprising an additional earbud body, an additional speaker positioned within the additional earbud body, and an additional haptic actuator positioned within the additional earbud body. The haptic actuator may include a mass configured to move along a horizontal direction when the earbud is worn in the user's ear, and the mass may be configured to produce an impulse that is perceptible as a force acting on the user's ear in a single direction.
A method of providing a haptic output may include detecting an audio feature in audio data, determining a characteristic frequency of the audio feature, causing a wearable electronic device to produce an audio output corresponding to the audio data and including the audio feature, and while the audio feature is being outputted, causing a haptic actuator of the wearable electronic device to produce a haptic output at a haptic frequency that corresponds to the characteristic frequency of the audio feature. The haptic frequency may be a harmonic or subharmonic of the characteristic frequency. The haptic output may be produced for an entire duration of the audio feature.
Detecting the audio feature may include detecting a triggering event in the audio data, and the triggering event may correspond to a rate of change of volume of the audio output that satisfies a threshold. Detecting the audio feature may include detecting audio content within a target frequency range.
The method may further include determining a variation in an audio characteristic of the audio feature and varying a haptic characteristic of the haptic output in accordance with the variation in the audio characteristic of the audio feature. The variation in the audio characteristic of the audio feature may be a variation in an amplitude of the audio feature, and varying a component of the haptic output in accordance with the variation in the audio characteristic of the audio feature may include varying an intensity of the haptic output in accordance with the variation in the amplitude.
The disclosure will be readily understood by the following detailed description in conjunction with the accompanying drawings, wherein like reference numerals designate like structural elements, and in which:
Reference will now be made in detail to representative embodiments illustrated in the accompanying drawings. It should be understood that the following description is not intended to limit the embodiments to one preferred embodiment. To the contrary, it is intended to cover alternatives, modifications, and equivalents as can be included within the spirit and scope of the described embodiments as defined by the appended claims.
The embodiments herein are generally directed to wearable electronic devices that include haptic actuators, and more particularly, to haptic outputs that are coordinated with a position of a virtual object (which may correspond to or represent a person, an audio source, an instrument, a graphical object, etc.) relative to the wearer of the electronic device. The wearable electronic devices may include an array of haptic actuators (e.g., two or more haptic actuators) that can be actuated according to an actuation pattern in order to direct the wearer's attention in a particular direction. For example, an array of haptic actuators in contact with various locations on a wearer's head may be actuated in a pattern that produces a sensation having a distinct directional component. More particularly, the user may feel the pattern moving left or right. The user may then be motivated to turn his or her head or body in the direction indicated by the haptic pattern.
Indicating a direction via directional haptic outputs may be used to enhance various types of interactions with audio and/or visual content, and in particular to enhance interaction with content that has a real or virtual position relative to the wearer, and/or content that has a visual or audible component. For example, and as described in greater detail herein, directional haptic outputs may be used to direct a wearer's attention along a direction towards a virtual location of a participant in a multi-party telephone conference. As another example, a directional haptic output may be used to direct a user's attention towards the position of a graphical object in a virtual or augmented reality environment.
Haptic outputs provided via a wearable electronic device may also be used to enhance an experience of consuming audio or video content. For example, haptic outputs may be synchronized with certain audio features in a musical work or with audio or visual features of video content. In the context of music, the haptic outputs may be synchronized with notes from a certain instrument or notes having a certain prominence in the music. In some cases, the position of the wearer relative to a virtual position of an instrument may also affect the haptic output provided to the user. In the context of video, the haptic outputs may be synchronized with some visual and/or audio content of the video, such as by initiating a haptic output when an object appears to move towards or near the viewer.
These and other haptic outputs may be imparted to the user via various types of wearable devices. For example, a pair of earbuds, such as those that are conventionally used to provide audio to a user, may include haptic actuators that can produce haptic or tactile sensations to a user's ear. As used herein, the term ear may refer to any portion of an ear of a person, including the outer ear, middle ear, and/or inner ear. The outer ear of a person, which may include the auricle or pinna (e.g., the visible part of the ear that is external to a person's head) and the ear canal. Earbuds may reside at least partially in the ear canal, and may contact portions of the ear canal and/or the auricle of the ear. Accordingly, haptic actuators in earbuds may produce haptic or tactile sensations on the auricle and/or ear canal of a person's ear.
As another example, a pair of glasses may include haptic actuators (e.g., on the temple pieces and/or nose bridge). As yet another example, a headband, hat, or other head-worn object may include haptic actuators. In some cases, these wearable device(s) include an array of two or more haptic actuators, which may facilitate the production of directional haptic outputs by using different types of actuation patterns for the various actuators in the array.
The head-mounted haptic accessory 102 is shown as a pair of earbuds that are configured to be positioned within an ear of the user 100. The head-mounted haptic accessory 102 may include an array of two or more haptic actuators. For example, in the case of the earbuds shown in
The electronic system 101 may include a processing system 104, which may be a device that is separate from the head-mounted haptic accessory 102 (as shown in
The arrays of haptic actuators shown and described with respect to
As another example, detecting the condition may include or correspond to detecting a notification indicating that the user has received a message, or that a graphical object (or audio message) has been received or is otherwise available in a virtual environment. As yet another example, detecting the condition may include or correspond to detecting the presence of an interactive object or affordance in a virtual environment. As used herein, an interactive object may correspond to or be associated with a graphical object in a virtual environment and that a user can interact with in a manner beyond mere viewing. For example, a user may be able to select the interactive object, virtually manipulate the interactive object, provide inputs to the interactive object, or the like. As one specific example, where the virtual environment corresponds to a gaming application, an interactive object may be an item that the user may select and add to his or her inventory. As another specific example, where the virtual environment corresponds to a word processing application, the interactive object may be a selectable icon that controls a program setting of the application.
At operation 504, it is determined whether a wearable haptic accessory is being worn by a user. For example, a processing system 104 may detect whether a head-mounted haptic accessory 102 is being worn by a user. In some cases, the head-mounted haptic accessory 102 may determine whether it is being worn by either sensing the presence of the user (using, for example, a proximity sensor), or by inferring from an orientation or motion of the head-mounted haptic accessory 102 that it is being worn (using, for example, an accelerometer or magnetometer or motion sensor). The head-mounted haptic accessory 102 may report to the processing system 104 whether it is or is not being worn. If the processing system 104 cannot communicate with a head-mounted haptic accessory, the processing system 104 may assume that no head-mounted haptic accessory is available.
If it is determined that a head-mounted haptic accessory is being worn by a user, a directional component for a haptic output may be determined at operation 506. The directional component for the haptic output may correspond to a direction that a user must turn his or her head or body in order to be facing a desired position or location. For example, if a user is not facing a virtual position or location of an audio source, the directional component for the haptic output may be a direction that the user must turn his or her head or body in order to face the virtual position or location. In some cases, the determination of the directional component for the haptic output may be based at least in part on an orientation of the wearer of the head-mounted haptic accessory. Such information may be determined by the head-mounted haptic accessory, such as via sensors (e.g., accelerometers, magnetometers, gyroscopes, orientation sensors) incorporated with the head-mounted haptic accessory. Such information may be reported to the processing system 104, which may then determine the directional component. Determining the directional component may also include determining an actuation pattern for an array of actuators on the head-mounted haptic accessory. For example, if the directional component indicates that the user needs to turn his or her head 30 degrees to the left, the pattern may cause the haptic actuators to fire in a sequence that moves across the user's body from right to left.
At operation 508, in response to detecting the condition and determining the directional component (e.g., determining the actuation pattern), determining that the haptic accessory is being worn by the user, and determining the directional component for the haptic output, the haptic output may be produced. As described herein, this may include sending a signal to the haptic accessory that will cause the haptic accessory to produce the haptic output in accordance with the directional component. As described in greater detail herein, the haptic output may produce a sensation that has an identifiable directional component or that otherwise suggests a particular direction to a user. For example, a sequence of haptic outputs may travel around a user's head from left to right, indicating that the user should direct his or her orientation along that direction (e.g., to the right). As another example, a haptic output may produce a tugging or pulling sensation that suggests the direction that a user should move (e.g., rotate) his or her head.
In some cases, a signal defining or containing the actuation may be sent to the haptic accessory from the processing system. In other cases, data defining haptic patterns is stored in the haptic accessory, and the processing system sends a message (and optionally an identifier of a particular actuation pattern) to the haptic accessory that causes the haptic accessory to produce the haptic output.
As described above, haptic outputs delivered via a head-mounted haptic accessory may include a directional component or may otherwise be configured to direct the user's attention along a particular direction. In order to indicate a direction to a user, an actuation pattern or sequence may be used to produce a tactile sensation that suggests a particular direction to the wearer. Actuation patterns where haptic outputs are triggered or produced sequentially (e.g., at different times) may be referred to as a haptic sequence or actuation sequence.
The intensity of a haptic output may correspond to any suitable characteristic or combination of characteristics of a haptic output that contribute to the perceived intensity of the haptic output. For example, changing an intensity of a haptic output may be achieved by changing an amplitude of a vibration of the haptic actuator, by changing a frequency of a vibration of the haptic actuator, or a combination of these actions. In some cases, higher intensity haptic outputs may be associated with relatively higher amplitudes and relatively lower frequencies, whereas lower intensity haptic outputs may be associated with relatively lower amplitudes and relatively higher frequencies.
In order to produce a haptic output that is configured to direct the user's attention along a given direction, and more particularly to direct the user 611 to turn to the right (indicated by arrow 614), the electronic system may initiate an actuation sequence 615. The actuation sequence 615 may cause an actuator associated with the first actuation point 612-1 to produce a first haptic output 616, then cause an actuator associated with the second actuation point 612-2 to produce a second haptic output 618, and then cause an actuator associated with the third actuation point 612-3 to produce a third haptic output 620. (Arrow 622 in
The haptic outputs shown in
Directional haptic outputs such as those described with respect to
As used herein, a haptic output may refer to individual haptic events of a single haptic actuator, or a combination of haptic outputs that are used together to convey information or a signal to a user. For example, a haptic output may correspond to a single impulse or tap produced by one haptic actuator (e.g., the haptic output 616,
The earbud 702 (and more particularly the haptic actuator 706) may be communicatively coupled with a processor, which may be onboard the earbud 702 or part of a processing system (e.g., the processing system 104,
In some cases, the haptic actuator 706 may be configured to produce directional haptic outputs that do not require a pattern of multiple haptic outputs produced by an array of haptic actuators. For example, the haptic actuator 706, which may be linear resonant actuator, may include a linearly translatable mass that is configured to move along an actuation direction that is substantially horizontal when the earbud is worn in the user's ear. This mass may be moved in a manner that produces a directional haptic output. More particularly, the mass may be accelerated along a single direction and then decelerated to produce an impact that acts in a single direction. The mass may then be moved back to a neutral position without producing a significant force in the opposite direction, thus producing a tugging or pushing sensation along a single direction.
A directional haptic output as described with respect to
The earbud(s) described with respect to
In some cases, in addition to or instead of directional outputs, a head-mounted haptic accessory may be used to produce non-directional haptic outputs. In some cases, a user may only be able to differentiate a limited number of different haptic outputs via their head. Accordingly, a haptic output scheme that includes a limited number of haptic outputs may be used with head-mounted haptic accessories.
The haptic syllables 802 may also be combined to form haptic words 804-1-804-7 (each including two haptic syllables) and haptic words 806-1-806-3 (each including three haptic syllables). In some cases, each haptic syllable (whether used alone or in haptic words) may be produced by all haptic actuators of a head-mounted haptic accessory simultaneously. For example, when the haptic word 804-3 is produced by the headband 402 (
In some cases, each haptic word or syllable may have a different meaning or be associated with a different message, alert, or other informational content. For example, different haptic words may be associated with different applications on a user's smartphone or computer. Thus, the user may be able to differentiate messages from an email application (which may always begin with a low-intensity syllable) from those from a calendar application (which may always begin with a high-intensity syllable). Other mappings are also possible. Moreover, in some cases only a subset of the syllables and words in the haptic output scheme 800 is used in any given implementation.
While the directional haptic outputs and the haptic output schemes described herein may all be suitable for use with a head-mounted haptic accessory, each head-mounted haptic accessory may produce slightly different sensations when its haptic actuator(s) are fired. Due to these differences, each type of head-mounted haptic accessory may be associated with a different haptic output scheme that is tailored to the particular properties and/or characteristics of that particular head-mounted haptic accessory.
Due to the differences in intrusiveness of haptic outputs, haptic schemes for the various head-mounted haptic accessories may have different properties.
In some cases, an electronic system as described herein may be used with different types of head-mounted haptic accessories. Accordingly, a processing system (e.g., the processing system 104) may determine what type of head-mounted haptic accessory is being worn or is otherwise in use, and select a particular haptic scheme based on the type of head-mounted haptic accessory. In some cases, the haptic schemes may be pre-defined and assigned to particular head-mounted haptic accessories. In other cases, a processing system may adjust a base haptic scheme based on the type of head-mounted haptic accessory in use. For example, the base scheme may correspond to haptic outputs of the shortest available duration. If earbuds are determined to be in use, the base haptic scheme may be used without modification. If the headband is in use, the base haptic scheme may be modified to have longer-duration haptic outputs. And if the glasses are determined to be in use, the base haptic scheme may be modified to have even longer-duration haptic outputs. Other modifications may be employed depending on the duration of the haptic outputs in the base scheme (e.g., the modifications may increase or decrease the durations of the haptic outputs in the base scheme, in accordance with the principles described herein and shown in
Various types of directional haptic outputs are described above. Directional haptic outputs may be configured to direct a user's attention along a direction. This functionality may be used in various different contexts and for various different purposes in order to enhance the user's experience. Several example use cases for directional haptic outputs are described herein with respect to
The user 1000 may receive teleconference audio (including audio originating from the participants 1002) via earbuds 1001. The earbuds 1001 may be communicatively connected to another device (e.g., the processing system 104,
The participants 1002 may each be assigned a respective virtual position relative to the user 1000 (e.g., a radial orientation relative to the user and/or the user's orientation and optionally a distance from the user), as represented by the arrangement of participants 1002 and the user 1000 in
A system may determine the participant 1002 from which an audio source is originating (e.g., which participant is speaking or active) based on any suitable information or data. For example, in some cases, the participant 1002 to whom attention is directed may be the only participant who is speaking, or the first participant to begin speaking after a pause, or the participant who is speaking loudest, or the participant who has been addressed with a question, or the participant to whom other users or participants are already looking at. As one particular example of the last case, in a teleconference with four participants, if two participants direct their attention to a third participant (e.g., by looking in the direction of the third participant's virtual position), a directional haptic output may be provided to the fourth participant to direct his or her attention to the third participant (e.g., to the third participant's virtual position).
As shown, the haptic output 1006 is not active in
Haptic outputs may also be used in the context of a teleconference to indicate to the user that other participants have directed their attention to the user.
A processing system associated with the user 1100 may detect or receive an indication that attention is focused on the user 1100 or that the user 1100 is expected to speak and, in response, initiate a haptic output 1106 via the head-mounted haptic accessory 1101. In this case, the head-mounted haptic accessory may not have a directional component.
The use cases described with respect to
Another context in which directional and other haptic outputs delivered via a head-mounted haptic accessory includes virtual-, augmented-, and/or mixed-reality environments. As used herein, the term virtual reality will be used to refer to virtual-reality, mixed-reality, and augmented-reality environments or contexts. In some cases, virtual-reality environments may be presented to a user via a head-mounted display, glasses, or other suitable viewing device(s).
While the user is viewing the virtual environment 1201, a notification may be received by the HMD (or any suitable processing system) indicating that a graphical object 1210 (
Head-mounted haptic accessories may also be used to enhance the experience of consuming audio and video content. For example, haptic outputs may be initiated in response to certain audio features in an audio stream, such as loud noises, significant musical notes or passages, sound effects, and the like. In the context of a video stream, haptic outputs may be initiated in response to visual features and/or corresponding audio features that accompany the visual features. For example, haptic outputs may be initiated in response to an object in a video moving in a manner that appears to be in proximity to the viewer. Directional haptic outputs may also be used in these contexts to enhance the listening and/or viewing experience. For example, different instruments in a musical work may be assigned different virtual positions relative to a user, and when the user moves relative to the instruments, the haptic output may change based on the relative position of the user to the various instruments. These and other examples of integrating haptic outputs with audio and/or video content are described with respect to
In one example, the threshold condition may be based on the absolute volume or amplitude of the sound in the audio data. In this case, any sound at or above the absolute volume or amplitude threshold may be identified as an audio feature. In another example, the threshold condition may be based on a rate of change of volume or amplitude of the sound in the audio data. As yet another example, the threshold condition may be based on the frequency of the sound in the audio data. In this case, any sound above (or below) a certain frequency value, or a sound within a target frequency range (e.g., within a frequency range corresponding to a particular instrument), may be identified as an audio feature, and low-, high-, and/or band-pass filters may be used to identify the audio features. These or other threshold conditions may be combined to identify audio features. For example, the threshold condition may be any sound at or below a certain frequency and above a certain amplitude. Other threshold conditions are also contemplated.
In some cases, once an audio feature is identified, or as part of the process of identifying the audio feature, a triggering event of the audio feature may be detected. The triggering event may correspond to or indicate a time that audio feature begins. For example, detecting the triggering event may include determining that a rate of change of an amplitude of the audio signal and/or the audio output satisfies a threshold. This may correspond to the rapid increase in volume, relative to other sounds in the audio data, that accompanies the start of an aurally distinct sound, such as a drumbeat, a bass note, a guitar chord, a sung note, or the like. The triggering event of an audio feature may be used to signify the beginning of the audio feature, and may be used to determine when to initiate a haptic output that is coordinated with the audio feature.
A duration or end point of the audio feature may also be determined. For example, in some cases the end of the audio feature may correspond to a relative change in volume or amplitude of the audio data. In other cases, it may correspond to an elapsed time after the triggering event. Other techniques for identifying the end point may also be used.
Once the audio feature is detected, a characteristic frequency of the audio feature may be determined. The characteristic frequency may be the most prominent (e.g., loudest) frequency or an average frequency of the audio feature. For example, a singer singing an “A” note may produce an audio feature having a characteristic frequency of about 440 Hz. As another example, a bass drum may have a characteristic frequency of about 100 Hz. As yet another example, a guitar chord of A major may have a characteristic frequency of about 440 Hz (even though the chord may include other notes as well).
Once the characteristic frequency has been determined, a haptic output may be provided via a head-mounted haptic accessory, where the haptic output has a haptic frequency that is selected in accordance with the characteristic frequency of the audio feature. For example, the haptic frequency may be the same as the characteristic frequency, or the haptic frequency may be a complementary frequency to the characteristic frequency.
As used herein, a complementary frequency may correspond to a frequency that does not sound discordant when heard in conjunction with the audio feature. More particularly, if an audio feature has a characteristic frequency of 200 Hz, a haptic output having a haptic frequency of 190 Hz may sound grating or discordant. On the other hand, a haptic frequency of 200 Hz or 100 Hz (which may be the same note one octave away from the 200 Hz sound) may sound harmonious or may even be substantially or entirely masked by the audio feature. In some cases, the complementary frequency may be a harmonic of the characteristic frequency (e.g., 2, 3, 4, 5, 6, 7, or 8 times the characteristic frequency, or any other suitable harmonic) or a subharmonic of the characteristic frequency (e.g., ½, ⅓, ¼, ⅕, ⅙, 1/7, or ⅛ of the characteristic frequency, or any other suitable subharmonic).
While the haptic output 1312 is shown as a square output, this is merely for illustration, and the haptic output 1312 may have varying haptic content and/or characteristics. For example, the intensity of the haptic output 1312 (which may correspond to various combinations of frequency, amplitude, or other haptic characteristics) may vary as the haptic output 1312 is being produced. As one example, the intensity may taper continuously from a maximum initial value to zero (e.g., to termination of the haptic output). As another example, the intensity of the haptic output 1312 may vary in accordance with the amplitude of the audio feature (e.g., it may rise and fall in sync with the audio feature). As yet another example, the frequency of the haptic output 1312 may vary. More particularly, the frequency of the haptic output 1312 may vary in accordance with a variation in an audio characteristic of the audio feature (e.g., a varying frequency of the audio feature). In this way, an audible component of the haptic output 1312 may not detract from or be discordant with the audio feature, and may even enhance the sound or listening experience of the audio feature.
Identifying audio features in audio data, and associating haptic outputs with the audio features, may also be used for audio data that is associated with video content. For example, audio data associated with a video (such as a soundtrack or audio track for the video) may be analyzed to identify audio features that correspond to video content that may be enhanced by a haptic output. As one specific example, a video may include a scene where a ball is thrown towards the viewer, or in which a truck passes by the viewer, or another scene that includes or is associated with a distinctive sound. Processing the audio data and associating a haptic output in the manner described above may thus result in associating a haptic output with a particular scene or action in the video content. With respect to the examples above, this may result in the viewer feeling a haptic output (e.g., via a head-mounted haptic accessory) when the ball or the truck passes by the viewer. This may provide a sensation that mimics or is suggestive of the tactile or physical sensation that may be experienced when a ball or truck passes a person in real-life. Even if the sensation does not specifically mimic a real-world sensation, it may enhance the viewing experience due to the additional sensations from the haptic output.
Other features and aspects described above with respect to configuring a haptic output for audio content may also apply for video content. For example, the haptic output may be configured to have a complementary frequency to the characteristic frequency of the video's audio feature. Further, the intensity (or other haptic characteristic) of the haptic output may vary in accordance with a characteristic of the audio feature. For example, the intensity of the haptic output may increase along with an increase in the amplitude of the audio feature.
The processes and techniques described with respect to
In addition to or instead of initiating a haptic output to correspond to an audio feature, haptic outputs may be varied based on the position or orientation of a user relative to a virtual location of an audio source.
In particular,
In some cases, a single audio track may be processed to isolate or separate the audio sources 1408, 1410. For example, sounds within a first frequency range (e.g., a frequency range characteristic of a drum set) may be established as the first audio source 1408, and sounds within a second frequency range (e.g., a frequency range characteristic of a guitar) may be established as the second audio source 1410. Other types of audio sources and/or techniques for identifying audio sources may also be used.
The multiple audio sources may be assigned virtual positions. For example, the first and second audio sources 1408, 1410 may be assigned positions that mimic or are similar to the spatial orientation of two musical instruments in a band. The user 1400 may also be assigned a virtual position.
As noted above, haptic outputs that correspond to or are otherwise coordinated with the first and second audio sources 1408, 1410 may be outputted to the user 1400 via a head-worn haptic accessory (or any other suitable haptic accessory). For example, haptic outputs may be initiated in response to audio features from the first and second audio sources 1408, 1410. Thus, for example, haptic outputs may be synchronized with the drumbeats, and other haptic outputs may be synchronized with guitar notes or chords. Techniques described above may be used to identify audio features in the first and second audio sources 1408, 1410 and to associate haptic outputs with those features.
Changes in the user's position relative to the first and second audio sources 1408, 1410 (based on the user 1400 moving in the real-world environment or based on a virtual position of the user being changed programmatically without a corresponding movement in the real-world environment) may result in changes in the haptic and/or audio outputs provided to the user. For example, as a user moves away from one audio source, the haptic outputs associated with that audio source may reduce in intensity.
While
Further, because the audio sources 1408, 1410 are associated with virtual positions relative to the user, directional haptic outputs may be provided to direct the user's attention towards particular audio sources. For example, a directional haptic output may be used to direct the user's attention to an instrument that is about to perform a solo. When the user moves or reorients himself or herself based on the directional haptic output, aspects of the audio output may also change. For example, the volume of the instrument that the user has turned towards may be increased relative to other instruments. Other audio output manipulations based on changes in the user's position or orientation, as described above, may also be used.
The foregoing description, for purposes of explanation, used specific nomenclature to provide a thorough understanding of the described embodiments. However, it will be apparent to one skilled in the art that the specific details are not required in order to practice the described embodiments. Thus, the foregoing descriptions of the specific embodiments described herein are presented for purposes of illustration and description. They are not targeted to be exhaustive or to limit the embodiments to the precise forms disclosed. It will be apparent to one of ordinary skill in the art that many modifications and variations are possible in view of the above teachings. For example, while the methods or processes disclosed herein have been described and shown with reference to particular operations performed in a particular order, these operations may be combined, sub-divided, or re-ordered to form equivalent methods or processes without departing from the teachings of the present disclosure. Moreover, structures, features, components, materials, steps, processes, or the like, that are described herein with respect to one embodiment may be omitted from that embodiment or incorporated into other embodiments.
This application is a nonprovisional patent application of and claims the benefit of U.S. Provisional Patent Application No. 62/736,354, Sep. 25, 2018 and titled “Haptic Output System,” the disclosure of which is hereby incorporated herein by reference in its entirety.
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