TW202042051A - Multimedia system - Google Patents
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本發明係關於一種多媒體系統,尤指一種透過擷取並分析音訊訊號或影像畫面訊號而產生控制訊號來控制體感設備之多媒體系統。The present invention relates to a multimedia system, in particular to a multimedia system that generates control signals to control somatosensory equipment by capturing and analyzing audio signals or image frame signals.
隨著科技的發展及人們生活生平的提高,電腦系統除滿足人們工作需求外,近來也越來越多應用至遊戲產業,例如專為電玩遊戲開發的電競設備便是其中之一。為了增加電玩遊戲的樂趣,各種體感設備也常與電玩遊戲結合操作,讓電玩遊戲與使用者之間有互動。例如依照遊戲的情節以震動或座椅的轉動的方式回饋使用者,藉以增加電玩遊戲的樂趣。With the development of technology and the improvement of people's lives, in addition to meeting people's work needs, computer systems have recently been increasingly applied to the game industry. For example, e-sports equipment developed specifically for video games is one of them. In order to increase the fun of video games, various somatosensory devices are often combined with video games to allow interaction between video games and users. For example, according to the plot of the game, vibration or seat rotation is used to feedback the user, so as to increase the fun of the video game.
然而,目前在體感功能上是由遊戲軟體開發商預先設計的特殊控制程式結合體感設備來實現達成,因此遊戲軟體與硬體必須是有所搭配。也就是說,遊戲開發商在開發遊戲時便需要設計特定的客製軟體程式以於各特定遊戲情節中控制體感設備來運作。例如以機器人對戰遊戲為例,在設計開發遊戲時,當遊戲中視角左邊被飛彈擊中時,遊戲軟體之特定程式同時發出“震動左邊震動器”的命令給連接在遊戲主機上的電競座椅,使左邊的震動器啟動以產生體感效果。因此,在進行電玩遊戲時,只能跟著遊戲開發商在開發遊戲時所設計的劇本走,而且上述的作法最大的限制在於電競設備(例如電競座椅)如果只能支援某一套特殊的遊戲軟體,對於電競設備開發商來說往往不符合成本效益。倘若電競設備不支援遊戲軟體所開發的特定客製軟體程式則無法實現體感操作而導致擴充性不足的問題。因此,如何設計出可因應各式不同應用軟體而可彈性應用至各種體感設備的電競設備係為目前電競產業的主要課題之一。However, the current somatosensory function is achieved by combining a special control program pre-designed by game software developers with somatosensory equipment, so the game software and hardware must be matched. In other words, when developing games, game developers need to design specific custom software programs to control somatosensory devices to operate in specific game scenarios. For example, take a robot battle game as an example. When designing and developing a game, when the left side of the viewing angle in the game is hit by a missile, the specific program of the game software simultaneously issues the command "vibrate the left vibrator" to the gaming seat connected to the game console Chair, activate the vibrator on the left to produce a somatosensory effect. Therefore, when playing video games, you can only follow the script designed by the game developer when developing the game, and the biggest limitation of the above approach is that the e-sports equipment (such as e-sports seats) can only support a special set of Game software is often not cost-effective for developers of gaming equipment. If the e-sports device does not support the specific custom software program developed by the game software, it will not be able to realize the somatosensory operation, resulting in insufficient scalability. Therefore, how to design e-sports equipment that can be flexibly applied to various motion sensing devices in response to various different application software is one of the main issues of the current e-sports industry.
因此,本發明之主要目的即在於提供一種透過擷取並分析音訊訊號或影像畫面訊號而產生控制訊號來控制相關體感設備之多媒體系統,以解決上述問題。Therefore, the main purpose of the present invention is to provide a multimedia system for controlling related somatosensory equipment by capturing and analyzing audio signals or image frame signals to generate control signals to solve the above problems.
本發明提供一種多媒體系統,包含有︰一電腦座艙;一震動模組,設置於該電腦座艙;一主機,用來輸出一音訊訊號;以及一處理電路,用來自該主機取得該音訊訊號,並根據該音訊訊號產生一控制訊號,以控制該震動模組震動。The present invention provides a multimedia system, including: a computer cockpit; a vibration module arranged in the computer cockpit; a host for outputting an audio signal; and a processing circuit for obtaining the audio signal from the host, and A control signal is generated according to the audio signal to control the vibration of the vibration module.
本發明另提供一種多媒體系統,包含有︰一電腦座艙;一轉動模組,用來承載並控制該電腦座艙轉動;一主機,用來輸出一影像畫面訊號;以及一處理電路,用來自該主機取得該影像畫面訊號,並根據該影像畫面訊號產生一控制訊號,以控制該轉動模組轉動。The present invention also provides a multimedia system, which includes: a computer cockpit; a rotating module for carrying and controlling the rotation of the computer cockpit; a host for outputting an image signal; and a processing circuit from the host Obtain the image frame signal, and generate a control signal according to the image frame signal to control the rotation of the rotating module.
關於本發明之優點與精神可以藉由以下的發明詳述及所附圖式得到進一步的瞭解。The advantages and spirit of the present invention can be further understood from the following detailed description of the invention and the accompanying drawings.
在說明書及後續的申請專利範圍當中使用了某些詞彙來指稱特定的元件。所屬技術領域中具有通常知識者應可理解,製造商可能會用不同的名詞來稱呼同樣的元件。本說明書及後續的申請專利範圍並不以名稱的差異來做為區分元件的方式,而是以元件在功能上的差異來做為區分的基準。在通篇說明書及後續的申請專利範圍當中所提及的「包含」或「包括」係為一開放式的用語,故應解釋成「包括但不限定於」。另外,「耦接」一詞在此係包含任何直接及間接的電氣連接手段。因此,若文中描述一第一裝置耦接於一第二裝置,則代表該第一裝置可直接電氣連接於該第二裝置,或透過其他裝置或連接手段間接地電氣連接至該第二裝置。In the specification and subsequent patent applications, certain words are used to refer to specific elements. Those with ordinary knowledge in the technical field should understand that manufacturers may use different terms to refer to the same components. The scope of this specification and subsequent patent applications does not use differences in names as a way of distinguishing elements, but uses differences in functions as a basis for distinction. The "include" or "include" mentioned in the entire specification and subsequent patent applications are open-ended terms and should be interpreted as "including but not limited to". In addition, the term "coupling" here includes any direct and indirect electrical connection means. Therefore, if it is described that a first device is coupled to a second device, it means that the first device can be directly electrically connected to the second device, or indirectly electrically connected to the second device through other devices or connection means.
參考第1圖,第1圖為本發明實施例之一多媒體系統1之示意圖。多媒體系統1包含有一電腦座艙10、一主機20、一處理電路30、一震動模組40、一轉動模組50、一音訊輸出裝置60以及一顯示裝置70。電腦座艙10可容納使用者乘坐以進行相關操作。震動模組40係設置於電腦座艙10上。震動模組40可包含至少一震動器。轉動模組50可用以承載電腦座艙10並帶動電腦座艙10進行轉動。轉動模組50可包含至少一轉動馬達。主機20可為一桌上型電腦、一伺服器電腦、一筆記型電腦、一行動通訊裝置,但不以此為限。主機20包含有一應用程式200以及一儲存裝置202。應用程式200可被儲存於儲存裝置202,並由主機20之一處理器(未繪示於圖中)所執行。例如應用程式200可為遊戲程式軟體,但不以此為限。主機20可輸出音訊訊號以及影像畫面訊號至處理電路30,其中所述音訊訊號可以是由應用程式200所處理之音訊串流中之音訊訊號,所述影像畫面訊號可以是由應用程式200所處理之影像串流中之影像畫面訊號。此外,主機20與處理電路30分別為一獨立裝置,各自獨立且分離的。或者是,處理電路30亦可整合在主機20或是電腦座艙10上。Referring to Figure 1, Figure 1 is a schematic diagram of a
處理電路30可以有線或無線之方式耦接於主機20。處理電路30可自主機20取得音訊訊號並根據音訊訊號產生控制訊號,以控制震動模組40進行震動。同時,處理電路30可將音訊訊號傳送至音訊輸出裝置60播放。音訊輸出裝置60可用來播放主機20所輸出之音訊訊號。音訊輸出裝置60可為一耳機或一喇叭,但不以此為限。此外,音訊輸出裝置60可透過有線通訊或無線通訊方式連結至主機20。主機20除了可輸出音訊訊號至處理電路30,再由處理電路30將音訊訊號提供至音訊輸出裝置60進行播放。主機20亦可直接輸出音訊訊號至音訊輸出裝置60進行播放。The
此外,處理電路30可自主機20取得影像畫面訊號並根據影像畫面訊號產生控制訊號,以控制轉動模組50進行轉動,以帶動電腦座艙10進行轉動。同時,處理電路30亦可將影像畫面訊號傳送至顯示裝置70播放顯示。顯示裝置70用來顯示主機20所輸出之影像畫面訊號。顯示裝置70可為液晶顯示器(Liquid-crystal Display,LCD)、有機發光二極體顯示器(Organic Light-Emitting Diode Display,OLED)或微發光二極體顯示器(micro LED),但不以此為限。此外,顯示裝置70可透過有線通訊或無線通訊方式連結至主機20。主機20除了可輸出影像畫面訊號至處理電路30,再由處理電路30將影像畫面訊號提供至顯示裝置70進行顯示。主機20亦可直接輸出影像畫面訊號至顯示裝置70進行播放顯示。In addition, the
進一步地,處理電路30可根據音訊訊號之音量大小來判斷是否控制震動模組40進行震動。舉例來說,音訊輸出裝置60為多聲道音訊輸出裝置,所述音訊訊號為多聲道音訊訊號,即所述音訊訊號包含有複數個聲道音訊訊號。例如立體音訊訊號、杜比5.1、7.1聲道音訊訊號或Ambisonic公司所開發的WXYZ音訊訊號,但不以此為限。每一聲道音訊訊號對應於所述複數個震動器當中之其中一者。在此情況下,針對每一聲道音訊訊號,處理電路30判斷出每一聲道音訊訊號之音量大小並將每一聲道音訊訊號之音量大小與一臨限值比較以產生相應控制訊號。針對每一聲道音訊訊號而言,當每一聲道音訊訊號之音量大於臨限值時,處理電路30據以產生相應控制訊號以控制相應於該每一聲道音訊訊號之震動器進行震動。也就是說,處理電路30可依據各聲道音訊訊號的音量大小來控制各震動器進行震動。Further, the
例如,所述臨限值可為每一聲道音訊訊號之一滾動平均(moving average)音量值或其他音量值。每一聲道音訊訊號之滾動平均音量值可以是每一聲道音訊訊號在一特定時段內之音量平均值。例如,處理電路30可利用滾動平均計算方式對每一個聲道音訊訊號各自取前一段時間(例如5000毫秒(ms)時間區段)的音量平均值,以取得滾動平均音量值。以5000毫秒之時間區段為例,處理電路30可計算此聲道音訊訊號從5000毫秒前一直到當前之音量的平均值,所算出的平均值即為滾動平均音量值,並以此做為前述臨限值。在此情況下,當聲道音訊訊號之目前音量大於臨限值時,表示該聲道音訊訊號具有別於先前狀態的突波,藉此可判斷在這個聲道的方向上產生了一個事件(event),處理電路30便產生相應控制訊號以控制相應於該聲道音訊訊號之震動器來進行震動。如此一來,將能帶給使用者更真實、更擬真以及更即時的體感效果。For example, the threshold may be a moving average volume value or other volume values of each channel of audio signal. The rolling average volume value of each channel of audio signal can be the average volume of each channel of audio signal in a specific period of time. For example, the
舉例來說,請參考第2圖,第2圖為第1圖中之震動模組40以及音訊輸出裝置60之實施例示意圖。如第2圖所示,電腦座艙10包含有一基座100以及一座椅102。座椅102係設置於基座100上。假設使用者使用本發明之多媒體系統1來執行一即時線上遊戲,主機20所執行之應用程式200為一遊戲程式軟體。例如主機20之應用程式200目前所處理之一音效(sound effects)類型之音訊訊號為一杜比5.1聲道音訊訊號,其包含有一左前聲道音訊訊號、一右前聲道音訊訊號、一中置聲道音訊訊號、一左後聲道音訊訊號以及一右後聲道音訊訊號。如第2圖所示,音訊輸出裝置60為一杜比5.1聲道之喇叭模組,其包含有一左置喇叭60_LF、一右置喇叭60_RF、一中置喇叭60_C、一左環繞喇叭60_LB、一右環繞喇叭60_RB。震動模組40包含有震動器40_LF、40_RF、40_C、40_LB、40_RB。如第2圖所示,音訊輸出裝置60之各喇叭以及震動模組40之震動器設置於座椅102上,但不以此為限,亦可設置電腦座艙10之其他任何部位上。左前聲道音訊訊號係對應於左置喇叭60_LF與震動器40_LF。右前聲道音訊訊號係對應於右置喇叭60_RF與震動器40_RF。中置聲道音訊訊號係對應於中置喇叭60_C與震動器40_C。左後聲道音訊訊號係對應於左環繞喇叭60_LB與震動器40_LB。右後聲道音訊訊號係對應於左環繞喇叭60_RB與震動器40_RB。For example, please refer to Figure 2. Figure 2 is a schematic diagram of an embodiment of the
於運作時主機20將應用程式200所處理之音效類型之音訊訊號提供至處理電路30。處理電路30可將音訊訊號提供至音訊輸出裝置60之各喇叭進行播放。例如左置喇叭60_LF播放左前聲道音訊訊號。右置喇叭60_RF播放右前聲道音訊訊號。左置喇叭60_C播放中置聲道音訊訊號。左環繞喇叭60_LB播放左後聲道音訊訊號。左環繞喇叭60_RB播放右後聲道音訊訊號。同時,處理電路30可根據音訊訊號之音量大小來判斷是否控制震動模組40進行震動。例如,處理電路30可對音訊訊號中之每一個聲道音訊訊號的音量作分析,再判斷是否控制對應於每一個聲道音訊訊號之震動器進行震動。During operation, the
以左前聲道音訊訊號為例,假設滾動平均計算時段長度為5000毫秒。處理電路30可計算左前聲道音訊訊號從5000毫秒前一直到當前之音量平均值,例如所算出的音量平均值為20分貝,臨限值即設為20分貝。處理電路30可將左前聲道音訊訊號之目前訊號音量與臨限值進行比較。由於杜比5.1聲道具有方向性,若某一個方向(聲道)的音量超過20分貝時,則可視為是遊戲中對於方向產生了一個事件。當左前聲道音訊訊號之目前訊號音量大於20分貝時,表示在左前聲道的聲音有劇烈變化,此時處理電路30即據以判斷出在這個聲道的方向上產生了一個事件並產生相應控制訊號,以驅動震動器40_LF產生震動。在此情況下,使用者除了透過左置喇叭60_LF而聽到播放左前聲道音訊訊號,更可感受到震動器40_LF產生震動的震撼效果。舉例來說,以即時戰爭遊戲為例,當左前方被炮彈擊中,必定會對於左前方(即左前聲道音訊訊號)產生一個相對於其他位置更大的爆炸音效,而處理電路30解析所有聲道後,發現這個情況,便能對應這個音效(此時左置喇叭60_LF播放了左前聲道音訊訊號),讓震動器40_LF啟動,提供使用者左邊震動的體感,在此情況下,使用者便會感受到不僅僅有爆炸聲,座椅也會在那個位置有一個震動的感覺,讓使用者的感受更像是左前方被砲彈擊中而有身歷其境的震撼效果,如此一來,將能帶給使用者更真實、更擬真、更即時的體感效果,而能夠以更直覺的方式和遊戲互動。Take the left front channel audio signal as an example, assuming that the rolling average calculation period is 5000 milliseconds. The
另一方面,關於震動模組40之震動器的震動頻率以及振幅大小的控制,處理電路30亦可依據聲道音訊訊號之目前音量以及臨限值來做相關調整控制。例如當聲道音訊訊號之目前音量大於一第一臨限值且小於等於第二臨限值時,處理電路30產生相應控制訊號以控制相應於該聲道音訊訊號之震動器來進行震動,其中震動器之震動頻率為第一震動頻率及/或震動器之震動振幅為第一震動振幅。當聲道音訊訊號之目前音量大於第一臨限值以及第二臨限值時,處理電路30產生相應控制訊號以控制相應於該聲道音訊訊號之震動器來進行震動,其中震動器之震動頻率為第二震動頻率及/或震動器之震動振幅為第二震動振幅,第一震動頻率小於第二震動頻率,第一震動振幅小於振幅為第二震動振幅。如此一來,使用者將可感受到不同的震動效果。On the other hand, regarding the control of the vibration frequency and amplitude of the vibrator of the
此外,當震動模組40之震動器所擺設位置沒有相應的音訊輸出裝置時,亦可藉由週遭其他音訊輸出裝置之聲道音訊訊號來運算出相應音量值,再利用所計算出之音量值來與臨限值進行比較。例如,將一震動器設置於左環繞喇叭60_LB與右環繞喇叭60_LB之右後聲道,則此震動器之音量值可依據式(1)來計算而得︰In addition, when there is no corresponding audio output device at the location of the vibrator of the
f(x) = Cos(LB) + Cos(RB) (1)f(x) = Cos(LB) + Cos(RB) (1)
其中f(x)為震動器之音量值,LB為對應於左環繞喇叭60_LB之左後聲道音訊訊號之音量值,RB為對應於右環繞喇叭60_LB之右後聲道音訊訊號之音量值。Where f(x) is the volume value of the vibrator, LB is the volume value of the left rear channel audio signal corresponding to the left surround speaker 60_LB, and RB is the volume value of the right rear channel audio signal corresponding to the right surround speaker 60_LB.
此外,轉動模組50可用以承載電腦座艙10並帶動電腦座艙10進行轉動。轉動模組50包含至少一轉動馬達。轉動模組50可具有多軸向旋轉功能,例如,四軸、六軸、八軸等等,以帶動電腦座艙10進行上下、左右、前後、傾斜、俯仰的角度變化與不同運動型態的運動。舉例來說,請參考第3圖,第3圖為本發明實施例之電腦座艙10與轉動模組50之側視簡示圖。如第3圖所示,電腦座艙10包含有一基座100以及一座椅102。座椅102係設置於轉動模組50之上,轉動模組50則固設於基座100上。當轉動模組50轉動時將可帶動座椅102進行相應的運動。In addition, the rotating
進一步地,處理電路30可根據主機20所輸出之影像畫面訊號產生控制訊號,以控制轉動模組50進行轉動,以帶動電腦座艙10進行轉動。例如,處理電路30可根據主機20所輸出之影像畫面訊號來判斷出影像畫面之一地平線並比較影像畫面之一地平線與真實地平線之差異,進而據以產生相應控制訊號至轉動模組50。據此,轉動模組50根據相應控制訊號進行旋轉以帶動電腦座艙10進行轉動。舉例來說,假設使用者使用本發明之多媒體系統1來執行一即時線上遊戲,主機20所執行之應用程式200為一遊戲程式軟體。主機20可將應用程式200所處理之影像畫面訊號提供至處理電路30。處理電路30再將影像畫面訊號傳送至顯示裝置70以供顯示予使用者觀看。同時,處理電路30可利用人工智慧(Artificial Intelligence,AI)之物件辨識(object detection)方法來對主機20所輸出之影像畫面訊號進行運算,以偵測出地平線的變化,例如地平線往左邊傾斜,代表應該要將電腦座艙10之座椅102往左轉。當地平線上下劇烈跳動,表示正在顛簸,座椅應該要做出相對應的上下晃震動的動作,以此類推。Further, the
舉例來說,在一第一時間點之影像畫面訊號如第4圖所示,假設真實地平線為AH,影像畫面之地平線為FH。處理電路30藉由AI物件辨識演算法可以先判斷出影像畫面中“樹”的形狀,接著分析出影像畫面中“樹”是正常直立的狀態而判斷出影像畫面之地平線FH,藉此判斷出目前視角上應該是水平的地平線。也就是說,真實地平線為AH同於影像畫面之地平線,影像畫面之地平線沒有傾斜角度出現。處理電路30據以產生控制訊號,使得轉動模組50將電腦座艙10之座椅102維持在水平位置。接著,在一第二時間點之影像畫面訊號如第5圖所示,在第二時間點時,畫面中“樹”的狀態變成傾斜,代表影像畫面之地平線FH向左傾,例如影像畫面之地平線FH與真實地平線為AH的角度差為15度。此時處理電路30會據以產生控制訊號使得轉動模組50控制電腦座艙10之座椅102往左傾斜15度轉動做出相對應姿態改變。如此一來,本發明將能帶給使用者更真實、更擬真、更即時的體感效果,而能夠以更直覺的方式和遊戲互動。For example, the image frame signal at a first time point is as shown in Figure 4, assuming that the real horizon is AH and the horizon of the image frame is FH. The
綜上所述,有鑑於傳統電競設備必須端賴遊戲開發商在開發遊戲軟體時即已埋設控制訊號在軟體程式中才能對應產生體感效果。本發明透過擷取並分析音訊訊號或影像畫面訊號即可產生相關控制訊號來控制相關體感設備,而得以提供具震動或多軸向旋轉功能的電競座椅,以達到遊戲時的體感體驗。換言之,本發明之多媒體系統可以套用到任何遊戲軟體中,而不須受限於遊戲開發商在開發遊戲設計時的用於控制體感設備之特定客製軟體程式。 以上所述僅為本發明之較佳實施例,凡依本發明申請專利範圍所做之均等變化與修飾,皆應屬本發明之涵蓋範圍。To sum up, in view of the fact that traditional e-sports equipment must rely on game developers to have embedded control signals in the software program to generate somatosensory effects when developing game software. The present invention can generate related control signals to control related somatosensory equipment by capturing and analyzing audio signal or image signal, so as to provide an e-sports seat with vibration or multi-axis rotation function to achieve the somatosensory during game Experience. In other words, the multimedia system of the present invention can be applied to any game software, and is not limited to specific custom software programs used by game developers to control somatosensory devices when developing game designs. The foregoing descriptions are only preferred embodiments of the present invention, and all equivalent changes and modifications made in accordance with the scope of the patent application of the present invention shall fall within the scope of the present invention.
1:多媒體系統 10:電腦座艙 100:基座 102:座椅 20:主機 200:應用程式 202:儲存裝置 30:處理電路 40:震動模組 40_C、40_LB、40_LF、40_RB、40_RF:震動器 50:轉動模組 60:音訊輸出裝置 60_C:中置喇叭 60_LB:左環繞喇叭 60_LF:左置喇叭 60_RB:右環繞喇叭 60_RF:右置喇叭 70:顯示裝置 AH:真實地平線 FH:地平線1: Multimedia system 10: Computer cockpit 100: Pedestal 102: Seat 20: host 200: Application 202: storage device 30: Processing circuit 40: Vibration module 40_C, 40_LB, 40_LF, 40_RB, 40_RF: vibrator 50: Rotating module 60: Audio output device 60_C: Center speaker 60_LB: Left surround speaker 60_LF: Left speaker 60_RB: Right surround speaker 60_RF: Right speaker 70: display device AH: Real Horizon FH: Horizon
第1圖為本發明實施例之一多媒體系統之示意圖。 第2圖為第1圖中之震動模組以及音訊輸出裝置之實施例示意圖。 第3圖為本發明實施例之電腦座艙與轉動模組之側視簡示圖。 第4圖與第5圖分別為本發明實施例使用於即時線上遊戲時之顯示畫面之示意圖。Figure 1 is a schematic diagram of a multimedia system according to an embodiment of the present invention. Figure 2 is a schematic diagram of an embodiment of the vibration module and the audio output device in Figure 1. Figure 3 is a schematic side view of a computer cockpit and a rotating module according to an embodiment of the present invention. Figures 4 and 5 are respectively schematic diagrams of the display screens used in real-time online games according to an embodiment of the present invention.
1:多媒體系統 1: Multimedia system
10:電腦座艙 10: Computer cockpit
20:主機 20: host
200:應用程式 200: Application
202:儲存裝置 202: storage device
30:處理電路 30: Processing circuit
40:震動模組 40: Vibration module
50:轉動模組 50: Rotating module
60:音訊輸出裝置 60: Audio output device
70:顯示裝置 70: display device
Claims (10)
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TWI785865B (en) * | 2021-10-28 | 2022-12-01 | 華碩電腦股份有限公司 | Electronic device with vibration function and vibration driving method |
US11972055B2 (en) | 2021-10-28 | 2024-04-30 | Asustek Computer Inc. | Electronic device with vibration function and vibration driving method |
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TWI785865B (en) * | 2021-10-28 | 2022-12-01 | 華碩電腦股份有限公司 | Electronic device with vibration function and vibration driving method |
US11972055B2 (en) | 2021-10-28 | 2024-04-30 | Asustek Computer Inc. | Electronic device with vibration function and vibration driving method |
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