CA2623464A1 - Device that makes the human head vibrate - Google Patents

Device that makes the human head vibrate Download PDF

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Publication number
CA2623464A1
CA2623464A1 CA002623464A CA2623464A CA2623464A1 CA 2623464 A1 CA2623464 A1 CA 2623464A1 CA 002623464 A CA002623464 A CA 002623464A CA 2623464 A CA2623464 A CA 2623464A CA 2623464 A1 CA2623464 A1 CA 2623464A1
Authority
CA
Canada
Prior art keywords
head
soundtrack
feeling
means used
vibrations
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Abandoned
Application number
CA002623464A
Other languages
French (fr)
Inventor
Daniel Belanger
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Individual
Original Assignee
Individual
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Individual filed Critical Individual
Priority to CA002623464A priority Critical patent/CA2623464A1/en
Publication of CA2623464A1 publication Critical patent/CA2623464A1/en
Abandoned legal-status Critical Current

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/25Output arrangements for video game devices
    • A63F13/28Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/54Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/98Accessories, i.e. detachable arrangements optional for the use of the video game device, e.g. grip supports of game controllers
    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10LSPEECH ANALYSIS TECHNIQUES OR SPEECH SYNTHESIS; SPEECH RECOGNITION; SPEECH OR VOICE PROCESSING TECHNIQUES; SPEECH OR AUDIO CODING OR DECODING
    • G10L21/00Speech or voice signal processing techniques to produce another audible or non-audible signal, e.g. visual or tactile, in order to modify its quality or its intelligibility
    • G10L21/06Transformation of speech into a non-audible representation, e.g. speech visualisation or speech processing for tactile aids
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/25Output arrangements for video game devices
    • A63F13/28Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
    • A63F13/285Generating tactile feedback signals via the game input device, e.g. force feedback
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/302Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device specially adapted for receiving control signals not targeted to a display device or game input means, e.g. vibrating driver's seat, scent dispenser
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6063Methods for processing data by generating or executing the game program for sound processing
    • A63F2300/6081Methods for processing data by generating or executing the game program for sound processing generating an output signal, e.g. under timing constraints, for spatialization

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Acoustics & Sound (AREA)
  • Data Mining & Analysis (AREA)
  • Computational Linguistics (AREA)
  • Quality & Reliability (AREA)
  • Signal Processing (AREA)
  • Health & Medical Sciences (AREA)
  • Audiology, Speech & Language Pathology (AREA)
  • Human Computer Interaction (AREA)
  • Details Of Audible-Bandwidth Transducers (AREA)

Abstract

Certains accessoires de jeu vidéo émettent des vibrations pour augmenter la sensation du joueur. Les moyens utilisés sont des manettes de jeu et certains écouteurs audio qui déclenchent une vibration conséquente de l'émission de basses fréquences com me une explosion ou quelques autres bruits dans les jeux. Ces appareils ne permette nt pas une grande augmentation de la sensation. Les moyens utilisés ne couvrent qu'une très petite partie de la bande sonore et ne touchent pas une des principales parties réceptrices du corps humain, la tête. Dans la présente invention, l'appareil est un casque qui vibre avec toute la bande sonore et en harmonie avec les sons. Cette innovation constit ue une avancée technique dans le domaine de l'écoute avec vibrations et des sensations pour les jeux vidéo. Les vibrations ressenties synchronisées avec les sons entendus, procurent une impression d'intégration au jeu ou à la musique et la sensation est globale au niveau de la tête.Some video game accessories emit vibrations to increase the player's feeling. The means used are joysticks and some audio earphones that trigger a significant vibration of the emission of low frequencies com me an explosion or some other noises in games. These devices do not allow a great increase in sensation. The means used cover only a very small part of the soundtrack and do not touch one of the main receiving parts of the human body, the head. In the present invention, the device is a headset that vibrates with the entire soundtrack and in harmony with the sounds. This innovation is a technical advance in the field of vibration listening and sensations for video games. Vibrations felt synchronized with the sounds heard, provide an impression of integration to the game or music and the feeling is global at the level of the head.

Description

Mémoire descriptif La présente invention se rapporte à un casque qui vibre au niveau de la tête en harmonie avec la bande sonore écoutée par l'individu qui le porte. Dans le domaine du jeu vidéo et de l'écoute de musique.

Il est d'usage courant d'utiliser certains accessoires de jeu vidéo qui émettent des vibrations afin d'augmenter la sensation du joueur. Les moyens utilisés sont, des manettes de jeu et certains écouteurs qui déclenchent (vibreur intégré) une vibration activée conséquemment à l'émission de basses fréquences sonores, comme des explosions ou quelques autres bruits dans les jeux. Ces appareils ne permettent pas une grande augmentation de la sensation. Les moyens utilisés ne couvrent qu'une très petite partie de la bande sonore et ne couvrent pas une des principales parties réceptrices du corps, la tête.

J'ai découvert que ce manque de sensation pouvait être supprimé car l'appareil permettant de faire vibrer, se place sur la tête et vibre avec toute la bande sonore en harmonie avec les sons diffusés. Pour synchroniser les vibrations et le son sur le casque, la bande sonore est divisée en plusieurs sous-bandes auxquelles sont attribuées une sous-fréquence, de très basse à très aigue. Chacune de ces sous-bandes sonores est reliée à un élément vibrant qui correspond (par son degré de vibration) à la bande en question.
Le nombre des sous-bandes auquel est attribué une fréquence est illimité.
Des éléments vibrants sont disposés à un ou plusieurs endroits sur l'appareil.
Les vibrations entrent en contact avec la partie extérieure de la tête. Avec ce casque, il est maintenant possible de vivre une expérience sensorielle entière au niveau de la tête.
Les vibrations ressenties synchronisées avec les son procurent une sensation mentale d'intégration au jeu ou à la musique chez l'humain .

Relativement aux dessins qui illustrent la réalisation de l'appareil.

~
APPAREIL PERMETTANT DE FAIRE VIBRER LA TETE CHEZ
L'HUMAIN.

La figure 1: Représente une vue de côté de l'appareil (casque) choisi parmi une infinité
de formes et de possibilités.

La figure 2: Représente une vue de face de l'appareil (casque) choisi parmi une infinité
de formes et de possibilités.

La figure 3: Représente un des multiples schémas du fonctionnement de l'appareil avec 6 éléments vibrants sur une possibilité de nombre infini d'éléments vibrants.

L'appareil illustré figure 1 et 2 représente une des nombreuses formes et structures possibles de l'appareil servant de support aux éléments vibrants 5 pouvant être disposés à
différents endroits sur la structure 6 qui elle, se place au niveau de la tête.
La figure 3 représente un des multiples schémas possibles du fonctionnement de l'appareil.
Le signal audio 1 est transmis au séparateur de sous-bande 2 qui divise le signal en nombre de sous-bande voulu 3 à laquelle est assignée une fréquence, de très basse (L) à
très aigue (H2). La (ou les) fréquence diffusée dans la sous-bande 3 est amplifiée 4 en fonction de transmettre l'énergie nécessaire au fonctionnement de l'élément vibrant 5.
L'élément vibrant 5 peut être mis en relation avec la fréquence de par son degré de vibration.
Descriptive memory The present invention relates to a helmet that vibrates at the level of the head in harmony with the soundtrack listened to by the individual who wears it. In the field of video game and listening to music.

It is common practice to use certain video game accessories that issue vibrations to increase the player's feeling. The means used are, joysticks and some earphones that trigger (vibrator integrated) a vibration activated consequently, the emission of low frequencies, such as explosions or some other noises in the games. These devices do not allow a big increased sensation. The means used cover only a very small part of the soundtrack and do not cover one of the main receiving parts of the body, the head.

I discovered that this lack of sensation could be removed because the device allowing to vibrate, is placed on the head and vibrates with all the soundtrack in harmony with the sounds broadcast. To synchronize the vibrations and sound on the headphones, soundtrack is divided into several sub-bands to which a subset frequency, very low to very high. Each of these sound subbands is connected to a element vibrating which corresponds (by its degree of vibration) to the band in question.
The number of sub-bands to which a frequency is assigned is unlimited.
Vibrating elements are arranged at one or more places on the apparatus.
The vibrations come in contact with the outer part of the head. With this headphones he is now possible to live an entire sensory experience at the level of the head.
Vibrations felt synchronized with sound provide a sensation mental integration into the game or music in humans.

With regard to the drawings which illustrate the realization of the apparatus.

~
APPARATUS FOR VIBRATING THE HEAD AT HOME
HUMAN.

Figure 1: Represents a side view of the device (headset) selected from an infinity of forms and possibilities.

Figure 2: Represents a front view of the device (headset) selected from an infinity of forms and possibilities.

Figure 3: Represents one of the multiple patterns of the operation of the device with 6 items vibrating on a possibility of infinite number of vibrating elements.

The apparatus illustrated in FIGS. 1 and 2 represents one of the many forms and structures possible devices supporting the vibrating elements 5 be willing to different places on the structure 6 which it is at the level of the head.
FIG. 3 represents one of the multiple possible diagrams of the operation of the device.
The audio signal 1 is transmitted to the subband splitter 2 which divides the signal in number of subband wanted 3 to which is assigned a frequency, of very low (L) to very acute (H2). The (or) frequency broadcast in sub-band 3 is amplified 4 in function of transmitting the energy necessary for the operation of the element vibrating 5.
The vibrating element 5 can be related to the frequency by its degree of vibration.

CA002623464A 2008-04-08 2008-04-08 Device that makes the human head vibrate Abandoned CA2623464A1 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CA002623464A CA2623464A1 (en) 2008-04-08 2008-04-08 Device that makes the human head vibrate

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CA002623464A CA2623464A1 (en) 2008-04-08 2008-04-08 Device that makes the human head vibrate

Publications (1)

Publication Number Publication Date
CA2623464A1 true CA2623464A1 (en) 2009-10-08

Family

ID=41161158

Family Applications (1)

Application Number Title Priority Date Filing Date
CA002623464A Abandoned CA2623464A1 (en) 2008-04-08 2008-04-08 Device that makes the human head vibrate

Country Status (1)

Country Link
CA (1) CA2623464A1 (en)

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2011098082A1 (en) * 2010-02-11 2011-08-18 Forschungszentrum Jülich GmbH Device for treating a patient with vibration, tactile, and/or thermal stimuli

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2011098082A1 (en) * 2010-02-11 2011-08-18 Forschungszentrum Jülich GmbH Device for treating a patient with vibration, tactile, and/or thermal stimuli
CN102858302A (en) * 2010-02-11 2013-01-02 于利奇研究中心有限公司 Device for treating a patient with vibration, tactile, and/or thermal stimuli
CN102858302B (en) * 2010-02-11 2014-10-01 于利奇研究中心有限公司 Device for treating a patient with vibration, tactile, and/or thermal stimuli
US11253424B2 (en) 2010-02-11 2022-02-22 Peter Alexander Tass Apparatus and method for treating a patient using vibration stimuli, tactile stimuli and/or thermal stimuli

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Legal Events

Date Code Title Description
FZDE Discontinued