U.S. patent application number 16/510322 was filed with the patent office on 2020-02-06 for systems and methods for generating haptic effects associated with audio signals.
This patent application is currently assigned to Immersion Corporation. The applicant listed for this patent is Immersion Corporation. Invention is credited to Juan Manuel Cruz-Hernandez, Vincent Levesque, Ali Modarres, Jamal Saboune.
Application Number | 20200043301 16/510322 |
Document ID | / |
Family ID | 51492233 |
Filed Date | 2020-02-06 |
United States Patent
Application |
20200043301 |
Kind Code |
A1 |
Cruz-Hernandez; Juan Manuel ;
et al. |
February 6, 2020 |
Systems and Methods for Generating Haptic Effects Associated With
Audio Signals
Abstract
Systems and methods for generating haptic effects associated
with audio signals are disclosed. One disclosed system for
outputting haptic effects includes a processor configured to:
receive an audio signal; determine a haptic effect based in part on
the audio signal by: identifying one or more components in the
audio signal; and determining a haptic effect associated with the
one or more components; and output a haptic signal associated with
the haptic effect.
Inventors: |
Cruz-Hernandez; Juan Manuel;
(Montreal, CA) ; Saboune; Jamal; (Montreal,
CA) ; Levesque; Vincent; (Montreal, CA) ;
Modarres; Ali; (Montreal, CA) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Immersion Corporation |
San Jose |
CA |
US |
|
|
Assignee: |
Immersion Corporation
San Jose
CA
|
Family ID: |
51492233 |
Appl. No.: |
16/510322 |
Filed: |
July 12, 2019 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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15918242 |
Mar 12, 2018 |
10388122 |
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16510322 |
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15439227 |
Feb 22, 2017 |
9947188 |
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15918242 |
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14078445 |
Nov 12, 2013 |
9619980 |
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15439227 |
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61874933 |
Sep 6, 2013 |
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Current U.S.
Class: |
1/1 |
Current CPC
Class: |
G08B 6/00 20130101; G06F
3/165 20130101; G06F 3/016 20130101; G06F 3/167 20130101; G10L
15/26 20130101 |
International
Class: |
G08B 6/00 20060101
G08B006/00; G06F 3/16 20060101 G06F003/16; G06F 3/01 20060101
G06F003/01; G10L 15/26 20060101 G10L015/26 |
Claims
1-20. (canceled)
21. A system for identifying haptic effects comprising: a display;
a processor coupled to the display and configured to: receive user
input on one or more user interface elements in a graphical user
interface output on the display; determine an audio effect based in
part on the user input and the one or more user interface elements;
determine a haptic effect based on the audio effect; and output a
haptic signal configured to cause a haptic output device to output
the haptic effect.
22. The system of claim 21, wherein determining a haptic effect
based on the audio effect comprises identifying one or more audio
components in an audio signal by: dividing the audio signal into a
plurality of segments; analyzing one of the plurality of segments
to determine if one or more audio components is present; and
classifying the segment based on a presence of one or more of the
components.
23. The system of claim 22, wherein analyzing one of the plurality
of segments comprises implementing an acoustic event detection
technique.
24. The system of claim 22, wherein classifying one of the
plurality of segments comprises comparing the segment to a database
of data associated with the one or more components.
25. The system of claim 22, wherein determining a haptic effect
comprises assigning a haptic effect based on the classification of
the segment.
26. A method for identifying haptic effects comprising: receiving
user input on one or more user interface elements in a graphical
user interface output on a display; determining an audio effect
based in part on the user input and the one or more user interface
elements; determining a haptic effect based on the audio effect;
and outputting a haptic signal configured to cause a haptic output
device to output the haptic effect.
27. The method of claim 26, wherein determining a haptic effect
based on the audio effect comprises identifying one or more audio
components in an audio signal by: dividing the audio signal into a
plurality of segments; analyzing one of the plurality of segments
to determine if one or more audio components is present; and
classifying the segment based on a presence of one or more of the
components.
28. The method of claim 27, wherein analyzing one of the plurality
of segments comprises implementing an acoustic event detection
technique.
29. The method of claim 27, wherein classifying one of the
plurality of segments comprises comparing the segment to a database
of data associated with the one or more components.
30. The method of claim 27, wherein determining a haptic effect
comprises assigning a haptic effect based on the classification of
the segment.
31. A system for outputting haptic effects comprising: a processor
configured to: receive an audio signal; identify one or more audio
components in the audio signal; determine a haptic effect
associated with the one or more audio components; output a haptic
signal associated with the haptic effect; and output the audio
signal to an audio output device configured to output an audible
effect.
32. The system of claim 31, wherein the processor is further
configured to identify background noises in the audio signal and
determine not to output a haptic effect associated with the
background noises.
33. The system of claim 31, wherein identifying one or more audio
components of the audio signal comprises: receiving a signal
associated with one or more audio components; dividing the audio
signal into a plurality of segments; analyzing one of the plurality
of segments to determine if one or more of the components is
present; and classifying the segment based on a presence of one or
more of the components.
34. The system of claim 33, wherein classifying one of the
plurality of segments comprises comparing the segment to a database
of data associated with the one or more components.
35. The system of claim 33, wherein determining a haptic effect
comprises assigning a haptic effect based on the classification of
the segment.
36. The system of claim 31, wherein identifying one or more audio
components of the audio signal comprises isolating speech in the
audio signal.
37. The system of claim 31, wherein identifying one or more audio
components of the audio signal comprises isolating sounds
associated with action effects in the audio signal.
38. The system of claim 31, wherein the processor is further
configured to determine not to output haptic effects associated
with one or more of the audio components.
39. The system of claim 31, wherein the processor is configured to
output the haptic signal a predetermined period of time after
outputting the audio signal.
40. The system of claim 31, wherein the processor is configured to
output the haptic signal at the same time as the audio signal and
output a second haptic signal at a predetermined period of time
after outputting the audio signal.
Description
CROSS REFERENCE TO RELATED APPLICATIONS
[0001] This application is a continuation of and claims priority to
U.S. patent application Ser. No. 15/918,242, filed Mar. 12, 2018,
and entitled "Systems and Methods for Generating Haptic Effects
Associated With Audio Signals," which is a continuation of and
claims priority to U.S. patent application Ser. No. 15/439,227
filed Feb. 22, 2017, and entitled "Systems and Methods For
Generating Haptic Effects Associated With Audio Signals," which is
a continuation of and claims priority to U.S. patent application
Ser. No. 14/078,445 filed on Nov. 12, 2013, and entitled "Systems
and Methods for Generating Haptic Effects Associated With Audio
Signals," which claims priority to U.S. Provisional Application No.
61/874,933 filed on Sep. 6, 2013 and entitled "Audio to Haptics"
the entirety of all of which is hereby incorporated herein by
reference.
[0002] U.S. patent application Ser. No. 14/078,445 is related to
U.S. patent application Ser. No. 14/078,438, filed on Nov. 12, 2013
and entitled "Systems and Methods for Generating Haptic Effects
Associated with Transitions in Audio Signals," (Attorney Docket No.
IMM477 (51851-879623)), the entirety of which is hereby
incorporated herein by reference.
[0003] U.S. patent application Ser. No. 14/078,445 is related to
U.S. patent application Ser. No. 14/078,442, filed on Nov. 12, 2013
and entitled "Systems and Methods for Generating Haptic Effects
Associated with an Envelope in Audio Signals," (Attorney Docket No.
IMM478 (51851-879624)), the entirety of which is hereby
incorporated herein by reference.
FIELD OF THE INVENTION
[0004] The present invention generally relates to haptic feedback
and more particularly to systems and methods for generating haptic
effects associated with audio signals.
BACKGROUND
[0005] Touch-enabled devices have become increasingly popular. For
instance, mobile and other devices may be configured with
touch-sensitive displays so that a user can provide input by
touching portions of the touch-sensitive display. As another
example, a touch-enabled surface separate from a display may be
used for input, such as a trackpad, mouse, or other device.
Furthermore, some touch-enabled devices make use of haptic effects,
for example, haptic effects configured to simulate a texture or a
friction on a touch-surface. In some devices these haptic effects
may correlate to audio or other effects output by the device.
However, due to latency in processing and outputting the audio and
haptic effects, these effects may be less compelling. Thus, there
is a need for improved haptic effects associated with audio
effects.
SUMMARY
[0006] Embodiments of the present disclosure include devices
featuring haptic effects felt on a touch area and associated with
audio signals. These haptic effects may include, but are not
limited to, changes in texture, changes in coefficient of friction,
and/or simulation of boundaries, obstacles, or other
discontinuities in the touch surface that can be perceived through
use of an object in contact with the surface.
[0007] In one embodiment, a system of the present disclosure may
comprise a processor configured to: receive an audio signal;
determine a haptic effect based in part on the audio signal by:
identifying one or more components in the audio signal; and
determining a haptic effect associated with the one or more
components; and output a haptic signal associated with the haptic
effect. Another embodiment comprises a method for determining a
haptic effect based in part on the audio signal.
[0008] These illustrative embodiments are mentioned not to limit or
define the limits of the present subject matter, but to provide
examples to aid understanding thereof. Illustrative embodiments are
discussed in the Detailed Description, and further description is
provided there. Advantages offered by various embodiments may be
further understood by examining this specification and/or by
practicing one or more embodiments of the claimed subject
matter.
BRIEF DESCRIPTION OF THE DRAWINGS
[0009] A full and enabling disclosure is set forth more
particularly in the remainder of the specification. The
specification makes reference to the following appended
figures.
[0010] FIG. 1A shows an illustrative system for generating haptic
effects associated with audio signals;
[0011] FIG. 1B shows an external view of one embodiment of the
system shown in FIG. 1A;
[0012] FIG. 1C illustrates an external view of another embodiment
of the system shown in FIG. 1A;
[0013] FIG. 2A illustrates an example embodiment for generating
haptic effects associated with audio signals;
[0014] FIG. 2B illustrates an example embodiment for generating
haptic effects associated with audio signals;
[0015] FIG. 3 illustrates an example embodiment for generating
haptic effects associated with audio signals according to one
embodiment;
[0016] FIG. 4 illustrates a flow chart for a method for generating
haptic effects associated with audio signals according to one
embodiment;
[0017] FIG. 5 illustrates a flow chart for a method for generating
haptic effects associated with audio signals according to one
embodiment;
[0018] FIG. 6 illustrates a flow chart for a method for generating
haptic effects associated with audio signals according to one
embodiment;
[0019] FIG. 7 illustrates a flow chart for a method for generating
haptic effects associated with audio signals according to one
embodiment;
[0020] FIG. 8 illustrates a flow chart for a method for generating
haptic effects associated with audio signals according to one
embodiment;
[0021] FIG. 9A illustrates a system overview for generating content
with A/V signals according to one embodiment; and
[0022] FIG. 9B illustrates a system overview for generating content
with A/V signals according to another embodiment.
DETAILED DESCRIPTION
[0023] Reference will now be made in detail to various and
alternative illustrative embodiments and to the accompanying
drawings. Each example is provided by way of explanation, and not
as a limitation. It will be apparent to those skilled in the art
that modifications and variations can be made. For instance,
features illustrated or described as part of one embodiment may be
used on another embodiment to yield a still further embodiment.
Thus, it is intended that this disclosure include modifications and
variations as come within the scope of the appended claims and
their equivalents.
Illustrative Example of a Device for Generating Haptic Effects
Associated with Audio Signals
[0024] One illustrative embodiment of the present disclosure
comprises a computing system, such as a smartphone, tablet, or
portable music device. In some embodiments, the computing system
may comprise a wearable device, or be embedded in furniture or
clothes. The computing system can include and/or may be in
communication with one or more sensors, such as an accelerometer,
as well as sensors (e.g., optical, resistive, or capacitive) for
determining a location of a touch relative to a display area
corresponding in this example to the screen of the device.
[0025] As the user interacts with the device, one or more haptic
output devices, for example, actuators are used to provide haptic
effects. For example, a haptic effect may be output to simulate the
presence of a texture on the surface of the device. In one such
embodiment, as the user's finger moves across the surface, a
vibration, electric field, or other effect may be output to
simulate the feeling of a texture on the surface of the device.
Similarly, in another embodiment, as the user moves a finger across
the device, the perceived coefficient of friction of the screen can
be varied (e.g., increased or decreased) based on the position,
velocity, and/or acceleration of the finger or the length of time
the finger has been in contact with the device. In other
embodiments, the mobile device may output haptic effects such as
vibrations, pops, clicks, or surface deformations. In some
embodiments, haptic effects may be output for a certain period of
time (e.g., 50 ms) when a certain event occurs. In other
embodiments, the haptic effect may vary with a fixed period, e.g.,
in an embodiment, a texture may be output that varies at a 100 Hz
rate, e.g., a 100 Hz sinusoid.
[0026] In the illustrative embodiment, the haptic effect comprises
an effect associated with an audio signal. For example, in some
embodiments, the haptic effect may comprise a haptic effect
associated with an audio track. In some embodiments, the user may
be listening to the audio track (e.g., using headphones, speakers,
or some other type of audio output device) at the time the haptic
effect is determined. In other embodiments, the haptic effect may
be determined in advance as part of a "haptic track." This haptic
track may be distributed along with the audio file, so that it may
be played alongside the audio track. In some embodiments, the
haptic track may be synched to the audio track such that haptic
effects correspond to components in the audio track. In other
embodiments, the haptic effect may be associated with an
Audio-Visual ("AV") track, for example, the audio portion of a
video file.
[0027] In one illustrative embodiment, haptic effects may be
determined by analyzing an audio signal to identify or determine
components within the audio signal. In some embodiments, a
component may comprise an event within the audio signal, such as a
discrete event, e.g., a gunshot, explosion, scream, or fight.
Further, in some embodiments, a component may comprise a source
that is associated with a recurring audio effect, e.g., a guitar,
piano, or speaker. Further, in some embodiments, the component may
comprise a feature occurring within the audio signal. The term
feature is a term of art signifying a descriptor of an audio
segment, which in some embodiments may enable an algorithm to
classify a segment of the audio signal, for example, by identifying
an emotion. In one embodiment, Mel-frequency cepstrums (MFCC) may
be used as audio features used for classification. In such an
embodiment, the system may identify events or sources using those
MFCCs or other features or descriptors. Further, in some
embodiments, an audio signal may include audio components such as
the sound of a voice (e.g., speech or singing), along with
components associated with action (e.g., gunfire, automotive
noises, and special effects), and background noise (e.g., music or
mechanical sounds). In one illustrative embodiment, the system may
analyze an audio file to determine the location of these
components, and assign haptic effects to specific components. In a
further embodiment, the system may determine that certain sounds
should not comprise an associated haptic effect. Thus, in one
embodiment, the system may determine the presence of certain
components within an audio signal and determine not to assign a
haptic effect to those components.
[0028] In some embodiments, a system of the present disclosure may
determine components in an audio signal by dividing the audio
signal into a plurality of time, frequency, or amplitude based
segments. These segments may then be individually analyzed for the
presence of certain components (e.g., speech, special effects,
background noise, or music). The system may then classify each
segment based on the presence of one or more components. For
example, a segment may comprise sounds associated with gunfire,
explosions, and a car revving. In such an embodiment, the system
may classify the segment as an "action" segment. Further, in some
embodiments, the system may assign a haptic effect based on the
classification. In one such embodiment, in the example above, the
system may associate an action segment of the audio file with a
specific haptic effect, or set of haptic effects, e.g., high
intensity vibrations synched with the occurrence of components such
as the gunfire and explosions.
[0029] Further, in some embodiments of the present disclosure, the
system may analyze an audio signal and isolate the source of one or
more components in the audio signal. For example, the system may
analyze the audio signal to detect and isolate various sources of
sounds. In one embodiment, an audio signal may comprise a mixed
audio signal (e.g., a signal that includes speech, special effects
(e.g., explosions, gunfire, mechanical noises), animal sounds, or
musical instruments (e.g., piano, guitar, drums, machines etc.), in
such an embodiment, the system may isolate certain sources in the
audio signal, e.g., isolating the speech, music, or special
effects. In such an embodiment, once the system separates the
source of a sound, the system may assign a haptic effect to the
source. For example, in one illustrative embodiment, the system may
separate the sounds generated by a guitar from a signal associated
with a rock song. In such an embodiment, the system may apply the
haptic effect to the guitar and no other components of the audio
signal. Alternatively, in some embodiments, the system may isolate
a plurality of sources, and assign haptic effects to one or more of
the plurality of sources. For example, in one illustrative
embodiment, the system may separate the guitar and bass from the
remainder of the audio track. In such an embodiment, the system may
apply the haptic effect to both the guitar signal and the bass
signal. Further, in one embodiment, the system may isolate the
components (e.g., the guitar or bass signal) and determine to
remove haptic effects associated with those components. For
example, in one embodiment, the system may clean a haptic track
created by automatic conversion to remove haptic effects associated
with the components.
[0030] In another embodiment of the present disclosure, the system
may be configured to detect speech in an audio file. As described
above, in some embodiments, the system may isolate the source of
the speech, e.g., isolate the speaker or speakers. Further, in some
embodiments, the system may be configured to analyze the speech to
determine one or more emotions associated with the speaker. For
example, the system may analyze the frequency, pitch, or tone to
determine one or more emotions associated with the speaker.
Further, in some embodiments, the system may determine or modify
the haptic effect so that it is associated with the emotions of the
speaker. For example, in some embodiments, a haptic effect
associated with an angry speaker (or a scene associated with an
angry speaker) may be more intense than the haptic effect
associated with an amorous speaker. Alternatively, in some
embodiments, the specific emotion may comprise an emotion for which
there is no associated haptic effect. For example, in some
embodiments, an emotion such as sadness may comprise no haptic
effect, thus in some embodiments, when the system detects that a
speaker is sad, the system will not assign a haptic effect to the
speaker, or to the scene associated with the speaker. Further, in
some embodiments, the system may isolate the components of the
audio signal, e.g., components associated with speech, and
determine to remove haptic effects associated with those
components. For example, in one embodiment, the system may clean a
haptic track created by automatic conversion to remove haptic
effects associated with speech.
[0031] As will be discussed in further detail below, any number of
components may be found in an audio signal. Embodiments of the
present disclosure provide systems and methods for identifying
these components, and then determining and outputting haptic
effects that are synchronized with these components. Further, in
some embodiments, the systems and methods discussed herein may be
used to determine haptic effects associated with other types of
signals, e.g., pressure, acceleration, velocity, or temperature
signals.
Illustrative Systems for Generating Haptic Effects Associated with
Audio Signals
[0032] FIG. 1A shows an illustrative system 100 for generating
haptic effects associated with audio signals. Particularly, in this
example, system 100 comprises a computing device 101 having a
processor 102 interfaced with other hardware via bus 106. A memory
104, which can comprise any suitable tangible (and non-transitory)
computer-readable medium such as RAM, ROM, EEPROM, or the like,
embodies program components that configure operation of the
computing device. In this example, computing device 101 further
includes one or more network interface devices 110, input/output
(I/O) interface components 112, and additional storage 114. Network
device 110 can represent one or more of any components that
facilitate a network connection. Examples include, but are not
limited to, wired interfaces such as Ethernet, USB, IEEE 1394,
and/or wireless interfaces such as IEEE 802.11, Bluetooth, or radio
interfaces for accessing cellular telephone networks (e.g., a
transceiver/antenna for accessing a CDMA, GSM, UMTS, or other
mobile communications network(s)).
[0033] I/O components 112 may be used to facilitate connection to
devices such as one or more displays, keyboards, mice, speakers,
microphones, cameras, and/or other hardware used to input data or
output data. For example, in some embodiments, I/O components 112
may include speakers configured to play audio signals provided by
processor 102. Storage 114 represents nonvolatile storage such as
magnetic, optical, or other storage media included in device 101.
In some embodiments, storage 114 may be configured to store audio
files configured to be played to the user via I/O components
112.
[0034] System 100 further includes a touch surface 116, which, in
this example, is integrated into device 101. Touch surface 116
represents any surface that is configured to sense touch input of a
user. One or more sensors 108, 130 are configured to detect a touch
in a touch area when an object contacts a touch surface and provide
appropriate data for use by processor 102. Any suitable number,
type, or arrangement of sensors can be used. For example, resistive
and/or capacitive sensors may be embedded in touch surface 116 and
used to determine the location of a touch and other information,
such as pressure. As another example, optical sensors with a view
of the touch surface may be used to determine the touch position.
In some embodiments, sensor 108 and touch surface 116 may comprise
a touch screen or a touch-pad. For example, in some embodiments,
touch surface 116 and sensor 108 may comprise a touch screen
mounted overtop of a display configured to receive a display signal
and output an image to the user. In other embodiments, the sensor
108 may comprise an LED detector. For example, in one embodiment,
touch surface 116 may comprise an LED finger detector mounted on
the side of a display. In some embodiments, the processor is in
communication with a single sensor 108, in other embodiments, the
processor is in communication with a plurality of sensors 108, 130
for example, a first touch screen and a second touch screen. The
sensor 108 is configured to detect user interaction, and based on
the user interaction, transmit signals to processor 102. In some
embodiments, sensor 108 may be configured to detect multiple
aspects of the user interaction. For example, sensor 108 may detect
the speed and pressure of a user interaction, and incorporate this
information into the interface signal.
[0035] Device 101 further comprises a haptic output device 118. In
the example shown in FIG. 1A haptic output device 118 is in
communication with processor 102 and is coupled to touch surface
116. In some embodiments, haptic output device 118 is configured to
output a haptic effect simulating a texture on the touch surface in
response to a haptic signal. Additionally or alternatively, haptic
output device 118 may provide vibrotactile haptic effects that move
the touch surface in a controlled manner. Some haptic effects may
utilize an actuator coupled to a housing of the device, and some
haptic effects may use multiple actuators in sequence and/or in
concert. For example, in some embodiments, a surface texture may be
simulated by vibrating the surface at different frequencies. In
such an embodiment, haptic output device 118 may comprise one or
more of, for example, a piezoelectric actuator, an electric motor,
an electro-magnetic actuator, a voice coil, a shape memory alloy,
an electro-active polymer, a solenoid, an eccentric rotating mass
motor (ERM), or a linear resonant actuator (LRA). In some
embodiments, haptic output device 118 may comprise a plurality of
actuators, for example an ERM and an LRA. In some embodiments, the
haptic device 118 may comprise or be embedded in a wearable device,
furniture, or clothing.
[0036] Although a single haptic output device 118 is shown here,
embodiments may use multiple haptic output devices of the same or
different type to output haptic effects, for example, to simulate
surface textures or vary the perceived coefficient of friction on
the touch surface. For example, in one embodiment, a piezoelectric
actuator may be used to displace some or all of touch surface 116
vertically and/or horizontally at ultrasonic frequencies, such as
by using an actuator moving at frequencies greater than 20-25 kHz
in some embodiments. In some embodiments, multiple actuators such
as eccentric rotating mass motors and linear resonant actuators can
be used alone or in concert to provide different textures,
variations in the coefficient of friction, or other haptic
effects.
[0037] In still other embodiments, haptic output device 118 may
apply electrostatic friction or attraction, for example, by use of
an electrostatic surface actuator, to simulate a texture on the
surface of touch surface 116. Similarly, in some embodiments,
haptic output device 118 may use electrostatic attraction to vary
the friction the user feels on the surface of touch surface 116.
For example, in one embodiment, haptic output device 118 may
comprise an electrostatic display or any other device that applies
voltages and currents instead of mechanical motion to generate a
haptic effect. In such an embodiment, an electrostatic actuator may
comprise a conducting layer and an insulating layer. In such an
embodiment, the conducting layer may be any semiconductor or other
conductive material, such as copper, aluminum, gold, or silver. And
the insulating layer may be glass, plastic, polymer, or any other
insulating material. Furthermore, the processor 102 may operate the
electrostatic actuator by applying an electric signal to the
conducting layer. The electric signal may be an AC signal that, in
some embodiments, capacitively couples the conducting layer with an
object near or touching touch surface 116. In some embodiments, the
AC signal may be generated by a high-voltage amplifier. In other
embodiments the capacitive coupling may simulate a friction
coefficient or texture on the surface of the touch surface 116. For
example, in one embodiment, the surface of touch surface 116 may be
smooth, but the capacitive coupling may produce an attractive force
between an object near the surface of touch surface 116. In some
embodiments, varying the levels of attraction between the object
and the conducting layer can vary the simulated texture on an
object moving across the surface of touch surface 116 or vary the
coefficient of friction felt as the object moves across the surface
of touch surface 116. Furthermore, in some embodiments, an
electrostatic actuator may be used in conjunction with traditional
actuators to vary the simulated texture on the surface of touch
surface 116. For example, the actuators may vibrate to simulate a
change in the texture of the surface of touch surface 116, while at
the same time; an electrostatic actuator may simulate a different
texture, or other effects, on the surface of touch surface 116.
[0038] One of ordinary skill in the art will recognize that, in
addition to varying the coefficient of friction, other techniques
or methods can be used to, for example, simulate a texture on a
surface. In some embodiments, a texture may be simulated or output
using a flexible surface layer configured to vary its texture based
upon contact from a surface reconfigurable haptic substrate
(including, but not limited to, e.g., fibers, nanotubes,
electroactive polymers, piezoelectric elements, or shape memory
allows) or a magnetorheological fluid. In another embodiment,
surface texture may be varied by raising or lowering one or more
surface components, for example, with a deforming mechanism, air or
fluid pockets, local deformation of materials, resonant mechanical
elements, piezoelectric materials, micro-electromechanical systems
("MEMS") elements, thermal fluid pockets, MEMS pumps, variable
porosity membranes, or laminar flow modulation.
[0039] In some embodiments an electrostatic actuator may be used to
generate a haptic effect by stimulating parts of the body near or
in contact with the touch surface 116. For example, in some
embodiments an electrostatic actuator may stimulate the nerve
endings in the skin of a user's finger or components in a stylus
that can respond to the electrostatic actuator. The nerve endings
in the skin, for example, may be stimulated and sense the
electrostatic actuator (e.g., the capacitive coupling) as a
vibration or some more specific sensation. For example, in one
embodiment, a conducting layer of an electrostatic actuator may
receive an AC voltage signal that couples with conductive parts of
a user's finger. As the user touches the touch surface 116 and
moves his or her finger on the touch surface, the user may sense a
texture of prickliness, graininess, bumpiness, roughness,
stickiness, or some other texture.
[0040] Further, in some embodiments, multiple actuators may be used
to output haptic effects. This may serve to increase the range of
effects that haptic output devices 118 can output. For example, in
some embodiments, vibrating actuators may be used in coordination
with electrostatic actuators to generate a broad range of effects.
In still further embodiments, additional types of haptic output
devices, such as devices configured to deform a touch surface, may
be used in coordination with other haptic output devices, such as
vibrating actuators.
[0041] Turning to memory 104, exemplary program components 124,
126, and 128 are depicted to illustrate how a device may be
configured to generate haptic effects associated with audio
signals. In this example, a detection module 124 configures
processor 102 to monitor touch surface 116 via sensor 108 to
determine a position of a touch. For example, module 124 may sample
sensor 108 in order to track the presence or absence of a touch
and, if a touch is present, to track one or more of the location,
path, velocity, acceleration, pressure, and/or other
characteristics of the touch over time.
[0042] Haptic effect determination module 126 represents a program
component that analyzes audio data, such as data from an audio
effect, to select a haptic effect to generate. Particularly, module
126 comprises code that determines, based on the audio data, a type
of haptic effect to output.
[0043] Haptic effect generation module 128 represents programming
that causes processor 102 to generate and transmit a haptic signal
to haptic output device 118, which causes haptic output device 118
to generate the selected haptic effect. For example, generation
module 128 may access stored waveforms or commands to send to
haptic output device 118. As another example, haptic effect
generation module 128 may receive a desired type of effect and
utilize signal processing algorithms to generate an appropriate
signal to send to haptic output device 118. Some embodiments may
utilize multiple haptic output devices in concert to output the
haptic effect. In some embodiments, processor 102 may stream or
transmit the haptic signal to the haptic output device 118.
[0044] A touch surface may or may not overlay (or otherwise
correspond to) a display, depending on the particular configuration
of a computing system. In FIG. 1B, an external view of a computing
system 100B is shown. Computing device 101 includes a touch-enabled
display 116 that combines a touch surface and a display of the
device. The touch surface may correspond to the display exterior or
one or more layers of material above the actual display
components.
[0045] FIG. 1C illustrates another example of a touch-enabled
computing system 100C in which the touch surface does not overlay a
display. In this example, a computing device 101 comprises a touch
surface 116 which may be mapped to a graphical user interface
provided in a display 122 that is included in computing system 120
interfaced to device 101. For example, computing device 101 may
comprise a mouse, trackpad, or other device, while computing system
120 may comprise a desktop or laptop computer, set-top box (e.g.,
DVD player, DVR, cable television box), or another computing
system. As another example, touch surface 116 and display 122 may
be disposed in the same device, such as a touch enabled trackpad in
a laptop computer comprising display 122. Whether integrated with a
display or otherwise, the depiction of planar touch surfaces in the
examples herein is not meant to be limiting. Other embodiments
include curved or irregular touch enabled surfaces that are further
configured to provide surface-based haptic effects.
[0046] FIGS. 2A-2B illustrate an example of devices that may
generate haptic effects associated with audio signals. FIG. 2A is a
diagram illustrating an external view of a system 200 comprising a
computing device 201 that comprises a touch enabled display 202.
FIG. 2B shows a cross-sectional view of device 201. Device 201 may
be configured similarly to device 101 of FIG. 1A, though components
such as the processor, memory, sensors, and the like are not shown
in this view for purposes of clarity.
[0047] As can be seen in FIG. 2B, device 201 features a plurality
of haptic output devices 218 and an additional haptic output device
222. Haptic output device 218-1 may comprise an actuator configured
to impart vertical force to display 202, while 218-2 may move
display 202 laterally. In this example, the haptic output devices
218 and 222 are coupled directly to the display, but it should be
understood that the haptic output devices 218 and 222 could be
coupled to another touch surface, such as a layer of material on
top of display 202. Furthermore, it should be understood that one
or more of haptic output devices 218 or 222 may comprise an
electrostatic actuator, as discussed above. Furthermore, haptic
output device 222 may be coupled to a housing containing the
components of device 201. In the examples of FIGS. 2A-2B, the area
of display 202 corresponds to the touch area, though the principles
could be applied to a touch surface completely separate from the
display.
[0048] In one embodiment, haptic output devices 218 each comprise a
piezoelectric actuator, while additional haptic output device 222
comprises an eccentric rotating mass motor, a linear resonant
actuator, or another piezoelectric actuator. Haptic output device
222 can be configured to provide a vibrotactile haptic effect in
response to a haptic signal from the processor. The vibrotactile
haptic effect can be utilized in conjunction with surface-based
haptic effects and/or for other purposes. For example, each
actuator may be used in conjunction to output a vibration, simulate
a texture, or vary the coefficient of friction on the surface of
display 202.
[0049] In some embodiments, either or both haptic output devices
218-1 and 218-2 can comprise an actuator other than a piezoelectric
actuator. Any of the actuators can comprise a piezoelectric
actuator, an electromagnetic actuator, an electroactive polymer, a
shape memory alloy, a flexible composite piezo actuator (e.g., an
actuator comprising a flexible material), electrostatic, and/or
magnetostrictive actuators, for example. Additionally, haptic
output device 222 is shown, although multiple other haptic output
devices can be coupled to the housing of device 201 and/or haptic
output devices 222 may be coupled elsewhere. Device 201 may
comprise multiple haptic output devices 218-1/218-2 coupled to the
touch surface at different locations, as well.
[0050] Turning now to FIG. 3, FIG. 3 shows one embodiment of a
system for generating haptic effects associated with audio signals
according to the present disclosure. The system 300 shown in FIG. 3
comprises a computing device 301, with a display 302 showing a
video comprising a train 304. In some embodiments computing device
301 may comprise a handheld computing device, e.g., a mobile phone,
a tablet, a music player, or a laptop computer. In another
embodiment, computing device 301 may comprise a multifunction
controller. For example, a controller for use in a kiosk, ATM, or
other computing device. Further, in one embodiment, computing
device 301 may comprise a controller for use in a vehicle.
[0051] The video 304 may further comprise audible effects played by
audio output devices (e.g., speakers or headphones) coupled to the
computing device 301 (not shown in FIG. 3). Embodiments of the
present disclosure comprise methods for determining haptic effects
based on the audio signal. For example, some embodiments may
separate the audio signal from the video signal, and then perform
various operations, discussed in further detail below, to determine
haptic effects to output alongside the audio track.
[0052] In some embodiments, display 302 may comprise a
touch-enabled display. Further, rather than displaying a video,
display 302 may provide the user with a graphical user interface,
e.g., a graphical user interface for a kiosk, ATM, stereo system,
car dashboard, telephone, computer, music player, or some other
graphical user interface known in the art. In such an embodiment,
computing device 301 may determine haptic effects based on audio
signals associated with the graphical user interface. For example,
in some embodiments the graphical user interface may comprise audio
effects output when the user interacts with icons, buttons, or
other interface elements. In some embodiments, computing device 301
may further determine haptic effects associated with one or more of
these audio effects. In some embodiments, the computing device 301
may derive haptic effects from the audio signal or any other sensor
derived signal, e.g., signals from sensors such as user interfaces,
accelerometers, gyroscopes, Inertial Measurement Units, etc.
[0053] In some embodiments, a video signal may not be included. For
example, in some embodiments, haptic effects may be played
alongside an audio track that is not associated with a video. In
such an embodiment, the systems and methods disclosed herein may
operate on the audio signal, in real time, as the signal is being
played or at a time in advance of the signal being played. For
example, in some embodiments, an audio signal may be processed to
determine a haptic track, which is stored on a data store for
playing in the future. In such an embodiment, the haptic track may
be determined by the computing device that plays the haptic track.
In other embodiments, the haptic track may be created by the author
or distributor of the audio track. In such an embodiment, the
author or distributor may distribute the haptic track along with
the audio track.
Illustrative Methods for Generating Haptic Effects Associated with
Audio Signals
[0054] FIGS. 4 and 5 are flowcharts showing illustrative methods
400 and 500 for generating haptic effects associated with audio
signals. In some embodiments, the steps in flow charts 400 and 500
may be implemented in program code executed by a processor, for
example, the processor in a general purpose computer, mobile
device, or server. In some embodiments, these steps may be
implemented by a group of processors. In some embodiments, the
steps shown in FIGS. 4 and 5 may be performed in a different order.
Alternatively, in some embodiments, one or more of the steps shown
in FIGS. 4 and 5 may be skipped or additional steps not shown in
FIGS. 4 and 5 may be performed. The steps in FIGS. 4 and 5 are
described with regard to an audio signal. However, in some
embodiments, the methods may be used to determine haptic effects
associated with other types of signals, e.g., pressure,
acceleration, velocity, or temperature signals. The steps below are
described with reference to components described above with regard
to system 100 shown in FIG. 1A.
[0055] The method 400 begins when processor 102 receives an audio
signal 402. In some embodiments the audio signal may comprise a
signal associated with a video playing on computing device 101. In
other embodiments, the audio signal may comprise a signal
associated with an audio file that is currently playing on
computing device 101. In still other embodiments, the audio signal
may be associated with an audio file that is stored locally on a
computing device 101 or stored on a remote server. For example, in
some embodiments, the audio signal may comprise an audio file that
is stored on a server and downloaded to the user on demand.
[0056] The method 400 continues when processor 102 determines a
haptic effect based on the audio signal 404. In some embodiments,
the haptic effect may comprise a vibration output by one or more
haptic output device(s) 118. In some embodiments, this vibration
may be used to enhance the user's perception of an audio track
playing on the computing device 101. Similarly, in some
embodiments, the haptic effect may comprise a variation in the
coefficient of friction on touch surface 116. In other embodiments,
the haptic effect may comprise a simulated texture on the surface
of touch surface 116 (e.g., the texture of one or more of: water,
grass, ice, metal, sand, gravel, brick, fur, leather, skin, fabric,
rubber, leaves, or any other available texture).
[0057] In some embodiments, processor 102 may rely on programming
contained in haptic effect determination module 126 to determine
the haptic effect. For example, the processor 102 may access drive
signals stored in memory 104 and associated with particular haptic
effects. As another example, a signal may be generated by accessing
a stored algorithm and inputting parameters associated with an
effect. For example, an algorithm may output data for use in
generating a drive signal based on amplitude and frequency
parameters. As another example, a haptic signal may comprise data
sent to an actuator to be decoded by the actuator. For instance,
the actuator may itself respond to commands specifying parameters
such as amplitude and frequency.
[0058] Further, in some embodiments, users may be able to select a
vibration, texture, variance in the coefficient of friction, or
other haptic effect associated with an audio file in order to
customize computing device 101. For example, in some embodiments, a
user may select a haptic effect such as a surface texture to allow
for personalization of the feel of a touch interface. In some
embodiments, this haptic effect may be associated with a ringtone,
e.g., for an incoming call, email, text message, alarm, or other
event. In some embodiments, the user may select these personalized
haptic effects or surface textures through modifying settings or
downloading software associated with particular effects. In other
embodiments, the user may designate effects through detected
interaction with the device. In some embodiments, this
personalization of haptic effects may increase the user's sense of
ownership and the connection between the user and his or her
device.
[0059] In still other embodiments, device manufacturers, artists,
videographers, or software developers may select distinctive haptic
effects, such as surface textures, to brand their devices, user
interfaces, or artistic works (e.g., songs, videos, or audio
tracks). In some embodiments, these haptic effects may be unique to
branded devices and similar to other distinctive elements that may
increase brand awareness. For example, many mobile devices and
tablets may comprise a custom or branded home screen environment.
For example, in some embodiments, devices produced by different
manufacturers may comprise the same operating system; however,
manufacturers may distinguish their devices by modifying this home
screen environment. Similarly, videos or audio tracks produced by a
certain company may comprise a specific type of haptic effect.
Thus, in some embodiments, some device manufacturers, production
companies, or software developers may use haptic effects such as
textures or friction based effects to create a unique and
differentiated user experience.
[0060] In some embodiments, the processor 102 may implement a
"haptic profile." A haptic profile may comprise specific algorithms
or settings configured to cause processor 102 to determine haptic
effects with certain characteristics. In some embodiment, a haptic
profile may be created or specified by a user or a designer.
Further, in some embodiments, a device may comprise pre-programmed
haptic profiles. In some embodiments, these haptic profiles may
comprise, e.g., a haptic profile designed to output: active
effects, subtle effects, or customized profiles for particular
types of audio signals (e.g., a specific haptic profile for music,
speech, special effects, movie types (e.g., action, drama,
thriller, horror, comedy)), sporting events, or author types of
signals described herein. For example, in one embodiment, a user
may specify a particular haptic profile associated with rock music
and a different haptic profile associated with sporting events.
[0061] The method 400 continues when processor 102 outputs a haptic
signal associated with the haptic effect 406. The processor 102
outputs the haptic signal to a haptic output device 118 configured
to output the haptic effect. In some embodiments, haptic output
device 118 may output the haptic effect onto touch surface 116. In
some embodiments haptic output device 118 may comprise traditional
actuators such as piezoelectric actuators or electric motors
coupled to touch surface 116 or other components within computing
device 101. In other embodiments haptic output device 118 may
comprise electrostatic actuators configured to simulate textures or
vary coefficients of friction using electrostatic fields. In some
embodiments, processor 102 may control a plurality of haptic output
devices to simulate multiple haptic effects. For example, in one
embodiment, processor 102 may control an electrostatic actuator to
simulate a texture on the surface of touch surface 116 and
processor 102 may further control other haptic output devices 118
to simulate other characteristics. For example, haptic output
devices 118 may comprise actuators configured to output other
effects, such as vibrations configured to simulate barriers,
detents, movement, or impacts on touch surface 116. In some
embodiments, processor 102 may coordinate the effects so the user
can feel a plurality of effects together when interacting with
touch surface 116.
[0062] Then processor 102 outputs the audio signal 408. In some
embodiments, processor 102 may output the audio signal to an audio
output device such as a speaker, headphone, or ear bud. In some
embodiments, the audio output device may be integrated into
computing device 101. In other embodiments, the audio output device
may be coupled to computing device 101. Further, in some
embodiment, the audio signal may be synchronized to the haptic
effects, e.g., in some embodiments, the haptic effect may be output
substantially simultaneously as a corresponding audio effect.
[0063] Turning now to FIG. 5, FIG. 5 is a flowchart showing an
illustrative method 500 for determining haptic effects associated
with audio signals. The method 500 begins when processor 102
identifies components in an audio signal 502. Various example
methods for identifying components in an audio signal are discussed
in further detail below. In some embodiments, these components may
be associated with changes in the amplitude, frequency, tone,
pitch, or speed of the audio signal. These changes may be
associated with, for example, a change in musical instrument, a
scene change in a movie, a change in source (e.g., a change in
speaker), or some other transition commonly found in audio
files.
[0064] The method 500 continues at step 504 when processor 102
determines a haptic effect associated with the components
determined in step 502. In some embodiments, the haptic effect may
be configured to simulate the component. For example, if the
determined component is associated with action (e.g., gunfire or
explosions) the haptic effect may comprise a high intensity haptic
effect. In other embodiments, the haptic effect may comprise a less
intense haptic effect, e.g., an effect associated with peaceful
music, such as that generated by a pan flute. Alternatively, in
some embodiments, determining a haptic effect comprises determining
that no haptic effect should be associated with a component. For
example, in one embodiment, background noises may comprise no
haptic effect. Thus, when the system determines or identifies, a
component associated with background noise, the system may
determine no haptic effect. Similarly, in some embodiments, the
system may determine that a component associated with speech should
have no haptic effect. Further, in one embodiment, the system may
isolate the components (e.g., background noises) and determine to
remove haptic effects associated with those components. For
example, in one embodiment, the system may clean a haptic track
created by automatic conversion to remove haptic effects associated
with the components.
[0065] Further, in some embodiments, the processor 102 may synch
the haptic effect(s) to the components. In some embodiments,
synching haptic effect(s) to the components comprises configuring
the processor 102 to output a haptic signal associated with the
haptic effect at a time that substantially corresponds to the audio
effect. In other embodiments, the haptic effects may be output at
some period after the audio effect. For example, in some
embodiments, the processor 102 may output a haptic effect that acts
as an echo. For example, in one embodiment, the audio track may
comprise components such as a sound simulating a gunshot. In such
an embodiment, the processor may determine a haptic effect that
coincides with the audio effect. The processor may further
determine a second haptic effect to be output a few second later to
simulate an echo associated with the gunshot.
Illustrative Methods for Determining Haptic Effects Associated with
Audio Signals
[0066] FIGS. 6-8 are flowcharts showing illustrative methods 600,
700, and 800 for determining haptic effects associated with audio
signals. In some embodiments, the steps in FIGS. 6-8 may be
implemented in program code executed by a processor, for example,
the processor in a general purpose computer, mobile device, or
server. In some embodiments, these steps may be implemented by a
group of processors. In some embodiments the steps shown in FIGS.
6-8 may be performed in a different order. Alternatively, in some
embodiments, one or more of the steps shown in FIGS. 6-8 may be
skipped, or additional steps not shown in FIG. 6-8 may be
performed. The steps in FIGS. 6-8 are described with regard to an
audio signal. However, in some embodiments, the methods may be used
to determine haptic effects associated with other types of signals,
e.g., pressure, acceleration, velocity, or temperature signals.
[0067] In some embodiments, the methods described in FIGS. 6-8 may
be implemented by a device coupled to a haptic output device that
ultimately outputs the haptic effect. In other embodiments, the
methods described in FIGS. 6-8 may be implemented by a haptic
developer or content creator. In such an embodiment, the methods
may be implemented as part of a toolbox that helps a designer or
content creator assign haptic effects to multimedia content. For
example, in some embodiments these methods may be found as part of
a plugin for audio or audio-visual editing software (e.g., a haptic
studio, or a mobile application for developing haptics).
[0068] Turning now to FIG. 6, FIG. 6 illustrates a flow chart for a
method 600 for generating haptic effects associated with audio
signals according to one embodiment. As shown in FIG. 6, the method
600 begins when processor 102 receives a signal associated with one
or more components. In some embodiments, these components may
comprise methods or systems associated with Acoustic Event
Detection (AED) or Automatic Speech recognition (ASR). Further, in
some embodiments these methods use audio features associated with
one or more of Mel Frequency Cepstral Coefficients (MFCC) along
their first and second derivatives, MPEG-7 spectral features,
Critical Band combined with Teager Energy Operator features
(CB-TEO), Periodicity of the signal, Wavelet based cepstral
coefficients, Spectral centroid, Spectral asymmetry, Spectral
bandwidth, Zero Crossing Rate (ZCR), Linear Predictor Coefficient
(LPC), Linear Predictive Cepstral Coefficients (LPCC), Log
Frequency Cepstral Coefficients (LFCC), or Fundamental frequency.
In some embodiments, these components may be identified or tagged
by a user who will listen to an audio file. In other embodiments,
these components may be identified or tagged by a programmer or
artist who developed the audio track.
[0069] Next at step 604, the processor 102 divides the audio signal
into one or more segments 604. In some embodiments, these segments
may comprise overlapping segments, or alternatively, in some
embodiments the segments may comprise non-overlapping segments. In
some embodiments these segments may comprise time segments. For
example, in some embodiments, the segments may comprise time
segments of a predetermined period, e.g., every 1, 0.5, 0.1, or
0.01 second. In other embodiments, the segments may comprise time
segments that vary in value. In still other embodiments, the
segment may comprise a different measurement of the audio signal.
For example, in one embodiment, the segment may comprise an
amplitude segment, e.g., components of the signal within a certain
amplitude range may form a segment. In still other embodiments, the
segment may comprise a frequency range within the signal. In such
an embodiment, components of the audio signal within that frequency
range may form the segment. In some embodiments, an example
frequency range may comprise a range from 50 Hz to 200 Hz, or 1,000
Hz to 10,000 Hz.
[0070] Then at step 606, the processor 102 analyzes the segments.
The processor 102 analyzes the segment to identify one or more of
the components discussed above in step 602. For example, the
processor 102 may determine if a component such as speech or music
is present. In some embodiments, the processor 102 may analyze the
segment using one of Acoustic Event Detection (AED) or Automatic
Speech recognition (ASR). In some embodiments, the analysis may
comprise one or more of a frequency, amplitude, tone, or pitch
based analysis. For example, in some embodiments the processor may
perform a Fast Fourier Transform (FFT) on the audio signal, and
then analyze the audio signal in the frequency domain. For example,
in one embodiment, the processor 102 may analyze the segment by
performing an FFT and then separating the peak frequency
components. The processor may further access a database of audio
signal data (e.g., a remote database accessible via network 110 or
a local database stored in storage 114) and compare the segment to
the database. In some embodiments, this may enable the processor to
isolate the source of an audio effect, e.g., to isolate a speaker
or isolate a musical instrument or special effect (e.g., effects
found in action movies such as gun shots, explosions, or engine
sounds).
[0071] Next at step 608 the processor 102 classifies the segments.
In some embodiments, the processor 102 may classify the segments
based on values of specific audio features in the segment or
presence of a specific component in the segment. In some
embodiments, an algorithm for classification (e.g., a recognition
algorithm) may compare the components or feature values of the
segment against different models describing the different
components or features. This algorithm may further classify the
segment based on the most probable model label.
[0072] In some embodiments, a model may be devised based on types
of components associated with that model. In one embodiment, a
model for one type of component or feature may be constructed using
components or features from a database of audio segments previously
automatically or manually labeled with the same type. In some
embodiments, this database may comprise a large database comprising
a plurality of classifiers configured to enable high speed searches
associated with audio effects. In one embodiment, an example
classification may comprise a classification system per component
(e.g., speech recognition system) or a classification system that
assigns a segment to one component among a set. Examples of
classification techniques used for AED may include, for example,
Gaussian Mixture Models (GMM), Support Vector Machine (SVM), Hidden
Markov Models (HMM), K Nearest Neighbors (KNN), Decision trees,
Artificial Neural Network (ANN), Vector Quantization (VQ), or
Bayesian Networks (BN). Further, in some embodiments, the processor
102 may access the database to store a specific feature or
component, or alternatively, to perform a search on the database
associated with the feature or component.
[0073] Then at step 610, the processor 102 assigns a haptic effect
based on the classification. In some embodiments, the haptic effect
may comprise a specific type of effect associated with the
classification. For example, in some embodiments, a specific class
of signal may comprise a specific haptic effect. In such an
embodiment, for example, speech may comprise a specific frequency
vibration, while another audible effect, such as a car running, may
comprise a different frequency vibration. Further, in some
embodiments, the processor 102 may determine that certain classes
of audio signals should have no haptic effect. For example, in some
embodiments the processor 102 may determine that background noise
or speech should not be associated with any haptic effect. For
example, in one embodiment a user or designer may adjust a setting
such that the processor 102 will determine not to output a haptic
effect associated with background noise or speech. Further, in one
embodiment, a user or designer may adjust a setting such that
processor 102 performs a search of an audio file and cleans a
haptic track to remove haptic effects associated with background
noise or speech.
[0074] Turning now to FIG. 7, FIG. 7 illustrates a flow chart for a
method 700 for generating haptic effects associated with audio
signals according to one embodiment. As shown in FIG. 7, the method
700 begins when processor 102 isolates sources within the audio
signal 702. In some embodiments, the processor 102 may implement
one or more of a plurality of different methods for isolating audio
sources. In some embodiments, these methods may comprise methods
for Acoustic Event Detection (AED) or Automatic Speech recognition
(ASR). Further, in some embodiments these methods may include
algorithms configured to use one or more of Mel Frequency Cepstral
Coefficients (MFCC) along their first and second derivatives,
MPEG-7 spectral features, Critical Band combined with Teager Energy
Operator features (CB-TEO), Periodicity of the signal, Wavelet
based cepstral coefficients, Spectral centroid, Spectral asymmetry,
Spectral bandwidth, Zero Crossing Rate (ZCR), Linear Predictor
Coefficient (LPC), Linear Predictive Cepstral Coefficients (LPCC),
Log Frequency Cepstral Coefficients (LFCC), or Fundamental
frequency.
[0075] Next at step 704 the processor 102 assigns haptic effects to
the sources. For example, in some embodiments the processor may
determine that haptic effects should be associated with only
certain sources. For example, the processor may apply haptic
effects to audio associated with music, but remove or "clean"
haptic effects associated with speaking. Similarly, the processor
may determine specific effects for audio that is associated with
effects such as gunfire, engine noise, weather noise, or background
noise. In some embodiments, the processor 102 may assign multiple
actuators to different audio effects. For example, the processor
102 may assign a first haptic output device 118 to generate haptic
effects associated with one source (e.g., a first speaker or a
first guitar) and assign a second haptic output device 118 to
generate haptic effects associated with a second source (e.g., a
second speaker or special effects in the audio signal).
[0076] Turning now to FIG. 8, FIG. 8 illustrates a flow chart for a
method 800 for generating haptic effects associated with audio
signals according to one embodiment. As shown in FIG. 8, the method
800 begins at step 802 when processor 102 isolates speech in an
audio signal. In some embodiments, the processor 102 isolates
speech by classifying segments of the audio signal, for example, by
using identifying audio features or components in the audio signal.
In some embodiments, the processor 102 may access a local or remote
database of pre-tagged audio signals. This database may include
sounds of different types, different speakers, and with different
levels of noise. In some embodiments, the processor may classify
signals as speech using one or more of: Signal energy, High/low
energy, Mel Frequency Cepstral Coefficients (MFCC) and its
derivatives, Linear Frequency Cepstral Coefficients (LFCC) and its
derivatives, Zero Crossing Rates (ZCR), autocorrelation frequency,
or spectral gravity center. Further, in some embodiments the
classifiers used for the discrimination task may include: Neural
networks, Gaussian Mixture Models (GMM), or Hidden Markov Models
(HMM).
[0077] The method 800 continues when processor 102 determines one
or more emotions associated with the speech 804. The emotional
state of the speaker influences his or her speech patterns. For
example, a speaker's emotions may cause the speaker to vary
intonation, volume, speed, or other speech parameters. In some
embodiments, the processor 102 determines emotions in the speech by
again classifying the signal. In some embodiments, this
classification comprises estimating one or more feature values or
components from the audio signal and classifying them against a
local or remote database of speech samples tagged with the
emotional state of the speaker. In some embodiments, an algorithm
for classification (e.g., a recognition algorithm) may compare the
components or feature values of the segment against different
models describing different emotions. This algorithm may further
classify the segment based on the most probable emotion. In some
embodiments, a model may be devised based on types of emotions
associated with that model. In one embodiment, a model for one type
of emotion may be constructed using components or features from a
database of audio segments previously labeled (e.g., manually or
automatically) with the same emotion. In some embodiments, the
database may be large enough to include samples of speakers of
different ages, genders, emotional states and accents/languages.
Further, in some embodiments, the types of emotions that can be
detected include: neutral, joy, anger, sadness, aggressiveness,
boredom, disgust, fear, stress, surprise, or indignation.
[0078] The processor 102 may use multiple different components for
emotion detection. In some embodiments, these components may
comprise frequency based components, e.g., fundamental frequency
change, average pitch, pitch range, spectral features, MFCC, LFCC,
formant features, or contour slope. In other embodiments, these
components may comprise time based components, e.g., speech rate,
stress frequency, energy, or ZCR. In still other embodiments, these
components may comprise voice quality parameters, e.g.,
breathiness, brilliance, loudness, pause discontinuity, or pitch
discontinuity. For example, in some embodiments, anger and
aggressiveness can be translated with high amplitude and fast
speech with strong high frequency energy and a wider pitch range.
In other embodiments, sadness may produce a slow and low pitched
signal. In some embodiments, the classifiers that might be used for
the emotion classification task may include: Neural Networks, SVM,
GMM, HMM, KNN, or decision trees.
[0079] Further, in some embodiments, the audio signal may comprise
a feature which acts as a descriptor of an audio segment, which in
some embodiments may enable an algorithm to classify a segment of
the audio signal, for example, by identifying an emotion. In one
embodiment, Mel-frequency cepstrums (MFCC) may be used as audio
features used for classification. In such an embodiment, the system
may identify events or sources using those MFCCs or other features
or descriptors.
[0080] The method 800 continues when processor 102 determines a
haptic effect associated with the emotions 806. In some
embodiments, the processor 102 may determine rather than generating
a haptic effect to generate haptic silence. For example, for some
emotions (e.g. depression, sadness) the processor 102 may cancel
all haptic effects in this segment. The processor 102 may also
assign a haptic theme to a segment. For example, the detected
emotion might be used to modulate the haptic effects in the
segment/scene to make it more relevant. These haptic effects might
be created by automatic conversion (audio and/or video) and can be
related to speech or any other sound. For example, in an action
movie scene with anger and stress emotions from the actors, the
haptic effect may be determined to simulate a similar state of
stress for the viewer. In such an embodiment, the processor 102 may
be configured to boost all the haptic effects in a stressful scene.
In other embodiments, when the scene is cheerful, the processor may
be configured to attenuate one or more haptic effects associated
with the scene. In still other embodiments, the processor 102 may
be configured to determine a preset effect. In such an embodiment,
rather than using automatic conversion, the processor 102 may
generate effects directly from tagged emotions. For example, in one
embodiment, emotions may be tagged by a user, programmer, or
content creator. In some embodiments, a preset effect can be
designed to fit the emotional state of the speaker and, in such an
embodiment, it may be played along the speech to reflect and
emphasize this state. In still other embodiments, instead of using
automatic conversion algorithms that might not fit the speech
signal, the processor 102 may be configured to cancel all effects
related to speech in the automatically created haptic track. In
such an embodiment, the processor 102 may process the speech
independently with an algorithm designed specifically for emotion
detected. Further, in some embodiments, the processor 102 may apply
a predetermined algorithm for speech to haptics based on the
determined emotion. For example, in one embodiment, the processor
may comprise a plurality of automatic speech to haptics algorithms
that are each associated with a plurality of emotions. In such an
embodiment, when the processor 102 determines one of the emotions,
the processor 102 may determine the haptic effect using the
corresponding algorithm.
Illustrative Systems for Generating Tactile Content Associated with
Audio Signals to Create Tactile Media
[0081] Turning now to FIGS. 9A and 9B, embodiments for a system
environment for creating tactile content are set forth. As shown in
FIG. 9A, system 900 comprises A/V content 902 stored on one or more
media server(s) 904 and haptic content 908 stored on one or more
haptic media server(s) 910. As shown in system 900, each of media
server(s) 904 and haptic media server(s) 910 comprise one or more
server(s) with standard components known in the art, e.g.,
processor, memory, data storage, network connection(s), and
software configured to store and access data stored on the server.
Both the media server(s) 904 and the haptic media server(s) 910 are
coupled to one of cloud connections 906(a) or 906(b). Cloud
connections 906(a) or 906(b) comprise wired and/or wireless
internet connections as is known in the art.
[0082] As shown in system 900, A/V content 902 (such as an audio,
image, or video file), is transmitted separately from haptic
content 908 (such as a haptic track as described above). When
received, e.g., by a computing device of the types described above,
an application such as a publisher application 912 (e.g., a
tactile-enabled Android app or haptic media SDK) may be accessed to
sync and/or play the video and tactile streams.
[0083] In another embodiment, shown in FIG. 9B as system 950, A/V
content with embedded haptic information 952 is stored on one or
more media server(s) 954. These media server(s) may be coupled to
one or more cloud connection(s) 956. In such an embodiment, an
application such as a publisher application 958 (e.g., a
tactile-enabled Android app or haptic media SDK) may be accessed to
determine and/or play the A/V content and embedded haptic content
952.
Advantages of Systems and Methods for Generating Haptic Effects
Associated with Audio Signals
[0084] There are numerous advantages of generating haptic effects
associated with audio signals. For example, automatic audio to
haptics conversion algorithms may try to haptify as much audio
content as possible without any distinction between the different
sounds mixed in the signal. However, this approach leads to
undesirable haptic effects because the haptic effect can become
overwhelming. For example, when automatically creating haptic
effects for a movie using its audio track, speech and background
music might get haptified. Those effects are irrelevant for most
users and thus can downgrade their experience. However, embodiments
of the present disclosure allow for automatic audio to haptics
conversion that intelligently assigns haptic effects to only
certain audio effects. This prevents the end haptic effect from
being overwhelming.
[0085] Further, embodiments of the present disclosure enable the
user, content creator, or system designer to specify the components
of an audio signal that should comprise haptic effects. This
enables the user, content creator, or system designer to
automatically create more compelling haptic effects for audio
signals, because the user can specify certain sources for which
there will be no haptic output. For example, some types of
components may be annoying if haptified, in some embodiments, these
components may include, e.g., keyboard typing, music beats,
applauses, cheers, classical music, shouting, etc. Systems and
methods disclosed herein may enable a designer to avoid haptifying
these components, or to remove haptic effects associated with these
components from a haptic track.
General Considerations
[0086] The methods, systems, and devices discussed above are
examples. Various configurations may omit, substitute, or add
various procedures or components as appropriate. For instance, in
alternative configurations, the methods may be performed in an
order different from that described, and/or various stages may be
added, omitted, and/or combined. Also, features described with
respect to certain configurations may be combined in various other
configurations. Different aspects and elements of the
configurations may be combined in a similar manner. Also,
technology evolves and, thus, many of the elements are examples and
do not limit the scope of the disclosure or claims.
[0087] Specific details are given in the description to provide a
thorough understanding of example configurations (including
implementations). However, configurations may be practiced without
these specific details. For example, well-known circuits,
processes, algorithms, structures, and techniques have been shown
without unnecessary detail in order to avoid obscuring the
configurations. This description provides example configurations
only, and does not limit the scope, applicability, or
configurations of the claims. Rather, the preceding description of
the configurations will provide those skilled in the art with an
enabling description for implementing described techniques. Various
changes may be made in the function and arrangement of elements
without departing from the spirit or scope of the disclosure.
[0088] Also, configurations may be described as a process that is
depicted as a flow diagram or block diagram. Although each may
describe the operations as a sequential process, many of the
operations can be performed in parallel or concurrently. In
addition, the order of the operations may be rearranged. A process
may have additional steps not included in the figure. Furthermore,
examples of the methods may be implemented by hardware, software,
firmware, middleware, microcode, hardware description languages, or
any combination thereof. When implemented in software, firmware,
middleware, or microcode, the program code or code segments to
perform the necessary tasks may be stored in a non-transitory
computer-readable medium such as a storage medium. Processors may
perform the described tasks.
[0089] Having described several example configurations, various
modifications, alternative constructions, and equivalents may be
used without departing from the spirit of the disclosure. For
example, the above elements may be components of a larger system,
wherein other rules may take precedence over or otherwise modify
the application of the invention. Also, a number of steps may be
undertaken before, during, or after the above elements are
considered. Accordingly, the above description does not bound the
scope of the claims.
[0090] The use of "adapted to" or "configured to" herein is meant
as open and inclusive language that does not foreclose devices
adapted to or configured to perform additional tasks or steps.
Additionally, the use of "based on" is meant to be open and
inclusive, in that a process, step, calculation, or other action
"based on" one or more recited conditions or values may, in
practice, be based on additional conditions or values beyond those
recited. Headings, lists, and numbering included herein are for
ease of explanation only and are not meant to be limiting.
[0091] Embodiments in accordance with aspects of the present
subject matter can be implemented in digital electronic circuitry,
in computer hardware, firmware, software, or in combinations of the
preceding. In one embodiment, a computer may comprise a processor
or processors. The processor comprises or has access to a
computer-readable medium, such as a random access memory (RAM)
coupled to the processor. The processor executes
computer-executable program instructions stored in memory, such as
executing one or more computer programs including a sensor sampling
routine, selection routines, and other routines to perform the
methods described above.
[0092] Such processors may comprise a microprocessor, a digital
signal processor (DSP), an application-specific integrated circuit
(ASIC), field programmable gate arrays (FPGAs), and state machines.
Such processors may further comprise programmable electronic
devices such as PLCs, programmable interrupt controllers (PICs),
programmable logic devices (PLDs), programmable read-only memories
(PROMs), electronically programmable read-only memories (EPROMs or
EEPROMs), or other similar devices.
[0093] Such processors may comprise, or may be in communication
with, media, for example tangible computer-readable media, that may
store instructions that, when executed by the processor, can cause
the processor to perform the steps described herein as carried out,
or assisted, by a processor. Embodiments of computer-readable media
may comprise, but are not limited to, all electronic, optical,
magnetic, or other storage devices capable of providing a
processor, such as the processor in a web server, with
computer-readable instructions. Other examples of media comprise,
but are not limited to, a floppy disk, CD-ROM, magnetic disk,
memory chip, ROM, RAM, ASIC, configured processor, all optical
media, all magnetic tape or other magnetic media, or any other
medium from which a computer processor can read. Also, various
other devices may include computer-readable media, such as a
router, private or public network, or other transmission device.
The processor, and the processing, described may be in one or more
structures, and may be dispersed through one or more structures.
The processor may comprise code for carrying out one or more of the
methods (or parts of methods) described herein.
[0094] While the present subject matter has been described in
detail with respect to specific embodiments thereof, it will be
appreciated that those skilled in the art, upon attaining an
understanding of the foregoing may readily produce alterations to,
variations of, and equivalents to such embodiments. Accordingly, it
should be understood that the present disclosure has been presented
for purposes of example rather than limitation, and does not
preclude inclusion of such modifications, variations and/or
additions to the present subject matter as would be readily
apparent to one of ordinary skill in the art.
* * * * *