This invention relates generally to the field of remote audio-visual conferencing and more specifically to a method and system for conducting virtual conferences with spatial audio.
Telephony conference calls are well known in the art. The most common type of conference call involves two or more users connected over a telephone line carrying on a multi-person conversation. Such conference calls are audio only with no visual representations. Algorithms such as loudest caller (D. L. Gibson et al., “Unattended Audioconferencing”, BT Technology Journal, vol. 14, no. 4, October 1997) are used to generate audio, but unfortunately do not provide naturalistic representations of the speakers' voices.
There is also known in the art conferencing applications that provide a limited visual representation of the conference. In one form of conferencing application, a simple list of the participants is displayed. The information provided to a participant is limited to merely the state of the conference call. Also, in the prior art, IBM has disclosed a conferencing application, known as IBM Java Phone which provides a limited visual representation of a conference. However, all of the above conferencing applications suffer from a lack of realistic sound reproduction because they do not consider a spatial or directional relationship between the participants. Furthermore, they fail to provide a sense of “presence” or to consider the relative position of the participants. They also do not provide a visual indication of which participants are currently online before the conference call is initiated. In these prior art systems, the initiator of a conference call must “set up” the conference call which includes explicitly specifying, locating and contacting prospective participants beforehand and then joining them to the conference call.
The use of the computer networks such as the Internet for conferencing is also known in the art. Personal computer based Internet telephony applications such as Microsoft Netmeeting provide both an audio and visual component to conferencing. However, products such as Microsoft Netmeeting still suffer from the drawback that the initiator must still contact each participant ahead of time using a regular phone to ensure that all parties are at their desks and willing to participate in the conference call. Such products still suffer from poor audio and visual quality and limited conference control.
A prior art alternative to conference calls where the call must be previously arranged is the computer chat room. A multi-user computer chat room is a virtual meeting place commonly experienced by users of both the Internet and intranets providing a means for establishing and maintaining formal contacts and collaboration. In a chat room, people assume virtual identities, which are generally known as avatars. Chat rooms can be connected to other such rooms allowing people to move from room to room, participating in different conversations. Any person in a room can talk to another person in the same room and conversations among users do not need to be announced although public and private conversations are allowed. One particular standard for the implementation of chat rooms is Internet Relay Chat (IRC). In the evolution of the technology, the prior art has developed three-dimensional multi-user rooms in which participants are represented by realistic renderings of people. Up until recently, communication in these virtual worlds has been limited to text.
The current standard for three-dimensional virtual meeting places, VRML (Virtual Reality Markup language), has evolved to include sound sources as is described in VRML 2.0. San Diego Center's VRML Repository at http://sdsc.edu/vrml/ also has provided examples of the use of chat rooms and the VRML standard. One of the major difficulties with the inclusion of sound is delivering a realistic continuous sound signal to the participants. The sound signal should sound “live”, rather than delayed or pre-recorded to facilitate interactive communication. The sound of prior art systems and methods is typically of poor quality and unrealistic. A further problem is that there is very little correlation between the visual representation and the audio presentation. The prior art chat rooms and virtual meeting place systems suffer from the same problems discussed above for audio conferences, in that they do not provide realistic sound replication and do not consider the visual position of the speaker relative to the listener when rendering the audio.
No work had been performed on combining the technology of virtual meeting places with audio which presents sound from all sound sources in their spatial configuration with respect to each participant.
The present invention provides a system and method in which users can set up voice conferences through a visual representation of a meeting room. The inventive system and method provides both a visual sense of presence as well as a spatial sense of presence. One feature of a visual sense of presence is that the participant is provided with visual feedback on the participants in the conference. One feature of a spatial sense of presence is that a conference does not need to be prearranged. A further feature of the spatial sense of presence is that a person can be located by sound. The audio stream emanating from the speaker is attenuated to reflect the spatial distance between the speaker and the listener and also contains a directional component that adjusts for the direction between the speaker and the listener. In the inventive system and method, users can engage in a voice interaction with other users which are represented on the user interface through visual representations, symbols or avatars. The model of interaction (sometimes known as the “cocktail party” model) provides navigational cues through pieces of conversations close in virtual space that can be eavesdropped. As a participant moves through a virtual meeting place, he or she can “browse” conversations and participate in those of interest. Each participant receives a different sound mix as computed for the position of his or her avatar in virtual space with respect to the others. Thus, audio is presented to each participant that represents the sound generated from all sources in their spatial relationship with respect to each participant.
Avatars can join a conversation (and leave another) by moving the avatar from the current group to another through virtual space.
In one aspect of the present invention there is provided a system for conducting a virtual audio-visual conference between two or more users comprising:
In another aspect of the present invention there is provided a method for generating a spatial audio signal in a virtual conference presented on an audio-visual device comprising the steps of: a) locating the position of a sound generating participant in a virtual conference; b) locating the position of a listening participant in the virtual conference; c) calculating the signal strength of the signal received from the generating participant at the position of the listening participant based upon the distance between the sound generating participant and the listening participant; and d) generating an output signal corresponding to the calculated signal strength.
Turning to
Overlapping boundaries between conversations enables eavesdropping from one conversation to another with the intensity of the sound emanating from a conversation dropping off with the distance from the other participants as described with respect to the Figures below.
An avatar 114 can join or leave a conversation as the participant changes the location of the avatar 114 in the virtual meeting room 102. Eavesdropping occurs when a participant represented by avatar 114 listens to a conversation different from the one in which it is currently engaged. Also, a participant represented by an avatar would also be eavesdropping where it does not take part in any conversation. Joining or leaving a conversation is achieved by moving the avatar 114 from one participant or group of participants represented by avatars 114 to another through the virtual world 100. In addition, eavesdropping can be restricted to specific participants in order to support sidebar conversations or a “cone of silence” (conversations restricted to only a specific subset of participants represented). This is described in further detail with respect to
Turning to
Turning to
Intensity and A may be measured in any appropriate units, such as decibels.
Turning to
In the example of
The total intensities and the contributions from each individual avatar 402, 404 and 406 at each location are shown in Table 2. Each avatar 402, 402, 406 hears the sound contributions of the other avatars. The contribution of each avatar is calculated using the formula described with respect to
In
Turning to
Each participant can move in virtual space by repositioning its avatar 508, 510, 512 with the pointing device. The participant might also change the orientation of its Avatar 508, 510, 512, if instead of the point source model of sound, a directional sound model is employed as further described with respect to
The “Meeting Room Inspector” window 518 provides the means to view the progress of the conference. The window 518 presents a list of the names of the current participants and matches them up with the participant identifier 516 used in “Meeting Room” window 502. It can also provide settings control such as mute control 520 for adjusting the environment such as muting a participant. Through the mute control 520, a user can instruct the system not to output audio from a participant, although the participant's Avatar might be within audible distance. This control feature can be used when the participant at user interface 500 does not want to listen to another participant (for example—the other participant is noisy, makes obscene remarks etc.).
Similarly, the participant at user interface 500, which would be represented by a participant identifier 516 in meeting room inspector window 518 may also wish that all other participants not hear what is going on locally. By selecting mute control 520 corresponding to the participant identifier 516 for the participant at user interface 500, that participant can prevent local audio from going to the other participants, thereby performing a form of call screening.
In an alternate embodiment, not shown, a similar control window to the meeting room inspector window could be used to selectively choose which participants can hear regular audio. By selecting the appropriate settings, a participant can tell the system which other participants are to hear the audio. This is a way of implementing a sidebar conversation as described in further detail with respect to
Turning to
The architecture 600 shows a configuration with three participants, A,B, and C where client subsystems 602 and 604 for participants A and C only are shown in full. Client subsystems 602 and 604 are run on the client stations 204 of
Client subsystems 602 and 604, of which the mixers 610, 612 are a part, do not interact with each other directly but send their updates to a world server 614 which then dispatches them to the appropriate client subsystems 602 and 604. The world server 614 is typically run as a software module on a server 208 of
In an alternate embodiment, (not shown) the world server could be separated from the system or server providing the graphical representation of the virtual world. In this manner, the present invention can used to extend a prior art virtual world, such as VRML with the world server 614 of the present invention dedicated to carrying the voice traffic between the participants. This significantly enhances the performance of existing systems, which are based on sharing the same LAN or Internet for data and voice traffic.
An example of the typical message flow between client subsystems 602, 604 and world server 614 can be illustrated as follows:
The software architecture 600 illustrated above is only one preferred embodiment where the invention may be deployed in which audio processing is distributed among clients. Alternative embodiments, not shown, are possible where all software modules, except for the client display and client-side audio streaming, but including audio attenuation and mixing for each client, could run on a central multipoint control unit (MCU) on a server of
In an alternate embodiment, to reduce the load on the network, the world server 614 will actually choose not to forward an audio packet if the participants are too far apart or they are not in sight-line (as shown on the user interface) and to aggregate audio packets from nearby participants when forwarding an audio packet to “remote” participants. Participants can also be excluded from a conversation to create a sidebar conversation or cone of silence as described in further detail with respect to
This alternate embodiment is an optimization to reduce the amount of packets sent across the network. Given the way by which the world server 614 can determine the distance between two avatars and that the corresponding sound attenuation is below some threshold, the world server 614 can chose not to forward an audio packet. Similarly, it can suppress an audio packet, if there is an obstacle shown on the user interface (such as a wall) between the avatars that would prevent the propagation of sound between them.
Returning to
The mixers 610 and 612 use the location information in each of the update message packets to determine the audio signal to be delivered to each participant. Using the computation procedure described with respect to
An example of the attenuation of the signal strength is described below. The procedure can easily, with obvious modifications, be applied to a directional distribution sound model. If the location information for the sending Source S as indicated in the update message is (xS, yS) and the current location of receiving Source R is (xR, yR), the audio signal is attenuated by the following factor A:
using the formula for the intensity of a sound source described with respect to
Turning to
In a directional sound source model, the range of the sound emitted by each participant can be approximated by an ellipse. As shown in
Turning to
The participant A is represented by avatar 802 on a graphical display device. The orientation of the avatar 802 can be defined by a unit vector uA rooted in a focus of an ellipse 804 that describes the sound distribution superimposed over avatar 802. The focus of ellipse 804 coincides with the origin of the sound source, avatar 802. An (x,y) coordinate system can be superimposed at the origin of the sound source, avatar 802. The unit vector uA forms an angle φ with the vector (−1,0) of the (x,y) coordinate system, as shown in
Turning to
Participants can only hear each other when they are in each other's range. In
Eavesdropping on conversations can be defined in terms of a table. Table 3 illustrates when a third participant would be able to eavesdrop on the conversation between two other participants. A participant represented by an avatar is said to be able to “eavesdrop” into another conversation if it is located sufficiently “close” the avatars representing the parties involved in the conversation.
Table 3 indicates that in order for a third participant to eavesdrop on the conversation between two other participants, A and B, the intensities IA and IB, as measured at the location of the third participant, must both be greater than 0. Another way of stating this is that third must be in the intersection of the elliptical sound distributions for A and B. Assuming that the intensity is set to 0 outside of the ellipse for computational efficiency. Turning to
This can also be represented by a table. Table 4 below, which is similar to Table 3, illustrates how sound can provide a navigational cue.
Tables 3 and 4 can be generalized to multiple avatars in an obvious manner.
The intensity of sound experienced at a position B relative to sound source at position A for a directional sound model can be determined numerically. A's sound distribution as measured at point b is defined by the origin of the sound source a and parameters uA, maxA, minA and NA, as discussed above with respect to
The formula for the attenuation at a point b with regard to a sound source in a is:
where
When point B is at the periphery of the ellipse, we get—according to the definition of real-time distance:
The intensity is simply the product of the base intensity of the sound source and the attenuation at the point for which the intensity is computed.
The attenuation can be illustrated by example as shown in
The unit vector u for the directional sound source at A (1052) is given by:
Continuing the example, we can calculate the common terms as set out below.
Further continuing the example, we can calculate ω as set out below.
First we compute the angle ω between b-a and u. This angle is then used as input to the formula for r, the real-time distance between A and B.
The cosine of ω becomes:
Thus we obtain ω.
ω=ArcCos [0.979698]=0.201848
From the above, we can perform the calculation of r(max, min,φ)
where φ=π−ω.
φ=π−ω=3.141593−0.201848=2.93974
Continuing the example where max=20 and min=1, plugging into the formula for r, we obtain:
Alternatively, from geometry we know that cos(π−ω)−cos ω. Although, above we computed the value of ω for clarity, in fact, to reduce the calculations, we only need to compute the cos ω, and can avoid recomputing the cosine of π−ω in the formula for r. We thus could have computed r more simply as follows:
Calculation of the Attenuation at Point B
The sound intensity drops proportionally to the square of the real-time distance from the sound source. Since, mathematically, the intensity never actually drops to 0, we select the decay factor λ such that the attenuation at the boundary of ellipse will be 1 N-th of initial intensity. N should be chosen such that for attenuations larger than an N-fold reduction the sound is below the audibility threshold. This threshold may be a parameter that the user or an administrator can set through graphical user interface during a calibration phase.
The formula, as previously discussed, for computing the attenuation at point B is:
If we choose N=5, plugging in the intermediate results from above, we have an attenuation A (xB, yB) of:
Calculation of the Sound Intensity at Point B
Assuming a base intensity at point A of 3, the sound intensity at I (xB, yB) point B is:
(base intensity of A)*(attenuation at point B)
I(xB,yB)=A*A(xB,yB)=3*0.637277=1.91183
Where there are multiple sound sources, then the total intensity at any point is merely the sum of the sound intensities from each source, a similar and obvious adaptation of the procedure described with respect to Table 2 and the calculation example above.
Extensions
The invention is not limited to a single virtual room, but applies similarly to several floors with connected rooms. However, some modifications to the way sound propagation is computed would be appropriate in this case in order to make the computation more efficient. In this scheme, a room can be treated as a single sound source to locations outside the room. That is, the new sound source is not used for sound propagation computations inside the room.
Each room 1102, 1104, 1106 and 1108 is represented by an equivalent sound source that has an initial intensity A equal to the intensity that would be experienced by an avatar located in the center of the door to the room as indicated by the points 1116, 1118 and 1120 respectively. If a room has multiple doors, such as room 1108, it is represented by as many equivalent sound sources such as points 1116, 1118 and 1120. This simplification is reasonable since the sound does not propagate through the door in the same manner as in free space inside the room. At the same time, this provides a better approximation of the sound distribution in a physical building than that obtained by assuming that the sound does not propagate beyond the doors of a room. In this manner, an avatar can move throughout virtual rooms, floors and buildings and eavesdrop and participate in numerous conversations of interest.
Turning to
The participants represented by Avatars 1204 excluded from the sidebar conversation will only hear a strongly attenuated version of the sound of the sidebar (conversation such that the sound generated is just above a level of being audible. These gives the participants corresponding to Avatars 1204 the sense that there is a conversation between the sidebar participants represent by Avatars 1206, but does not allow them to eavesdrop on it. The method for dismissing the sound generated for the participants represented by avatars 1206 would be as previously described with respect to
The participants represented by Avatars 1204 can be included in a sidebar conversation by selecting them in the graphical representation of the virtual meeting room 1202. Any single participant can start a sidebar conversation. Mechanisms, using an appropriate check box window, similar to the meeting room inspection window 518 of
Turning to
One can take advantage of the division into intervals by selecting the intervals such that subsequent intervals are mapped to half the attenuation of the previous interval. This simplifies the computation of the attenuated sound, since now a floating-point division can be replaced by a shift right by one. One can easily see that the upper bound of the n-th interval can be computed by the following formula:
rn=√{square root over ((2n−1)/(N−1))}{square root over ((2n−1)/(N−1))}
For example, as shown in the graph 1302 of
First Interval 1308: from 0 to r1=√{square root over ((21−1)/(5−1))}{square root over ((21−1)/(5−1))}=0.5
Second Interval 1310: from r1=0.5 to r2=√{square root over ((22−1)/(5−1))}{square root over ((22−1)/(5−1))}=0.866
Third Interval 1312: from r2=0.866 to 1
With centralized mixing in an MCU, this could be employed to further advantage as the same attenuated audio packet can be sent to all participants whose distance from the sound source falls within the same interval. If, for example, as in the graph of
In a further embodiment of the invention, several different locations associated with one user can be represented as virtual meeting rooms. These can include the user's desktop at work, the desktop at home, the hotel room in which the user is staying, etc. This allows the user to define at which default locations it wants to be located and contacted for conversation. In this manner, avatars can be used as presence indicators that show the availability of people in a virtual community.
In a further embodiment, the invention can be extended to three-dimensional worlds. The notions of navigation cues and eavesdropping are the same. However, current 3D technologies still require the computing power of a high-end PC and, at the same time, currently only offer primitive user interfaces that are hard to navigate.
Although the invention has been described in terms of a preferred and several alternate embodiments, those skilled in the art will appreciate that other alterations and modifications can be made without departing from the sphere and scope of the teachings of the invention. All such alterations and modifications are intended to be within the sphere and scope of the claims appended hereto.
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