WO2006121681A1 - Selective sound source listening in conjunction with computer interactive processing - Google Patents

Selective sound source listening in conjunction with computer interactive processing Download PDF

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Publication number
WO2006121681A1
WO2006121681A1 PCT/US2006/016670 US2006016670W WO2006121681A1 WO 2006121681 A1 WO2006121681 A1 WO 2006121681A1 US 2006016670 W US2006016670 W US 2006016670W WO 2006121681 A1 WO2006121681 A1 WO 2006121681A1
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WO
WIPO (PCT)
Prior art keywords
sound
computer program
recited
image
interactivity
Prior art date
Application number
PCT/US2006/016670
Other languages
English (en)
French (fr)
Inventor
Richard L. Marks
Xiadong Mao
Original Assignee
Sony Computer Entertainment Inc.
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 Sony Computer Entertainment Inc. filed Critical Sony Computer Entertainment Inc.
Priority to JP2008510106A priority Critical patent/JP5339900B2/ja
Priority to EP06758867A priority patent/EP1877149A1/en
Priority to CN2006800064384A priority patent/CN101132839B/zh
Publication of WO2006121681A1 publication Critical patent/WO2006121681A1/en

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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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/213Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
    • 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
    • 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
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04RLOUDSPEAKERS, MICROPHONES, GRAMOPHONE PICK-UPS OR LIKE ACOUSTIC ELECTROMECHANICAL TRANSDUCERS; DEAF-AID SETS; PUBLIC ADDRESS SYSTEMS
    • H04R29/00Monitoring arrangements; Testing arrangements
    • 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
    • A63F2300/10Features 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 input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1081Input via voice recognition
    • 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
    • A63F2300/10Features 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 input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1087Features 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 input arrangements for converting player-generated signals into game device control signals comprising photodetecting means, e.g. a camera
    • A63F2300/1093Features 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 input arrangements for converting player-generated signals into game device control signals comprising photodetecting means, e.g. a camera using visible 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
    • 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
    • A63F2300/6072Methods for processing data by generating or executing the game program for sound processing of an input signal, e.g. pitch and rhythm extraction, voice recognition

Definitions

  • Example gaming platforms may be the Sony Playstation or Sony Playstation2 (PS2), each of which is sold in the form of a game console.
  • the game console is designed to connect to a monitor (usually a television) and enable user interaction through handheld controllers.
  • the game console is designed with specialized processing hardware, including a CPU, a graphics synthesizer for processing intensive graphics operations, a vector unit for performing geometry transformations, and other glue hardware, firmware, and software.
  • the game console is further designed with an optical disc tray for receiving game compact discs for local play through the game console. Online gaming is also possible, where a user can interactively play against or with other users over the Internet.
  • game complexity continues to intrigue players, game and hardware manufacturers have continued to innovate to enable additional interactivity. In reality, however, the way in which users interact with a game has not changed dramatically over the years.
  • the present invention fills these needs by providing an apparatus and method that facilitates interactivity with a computer program.
  • the computer program is a game program, but without limitation, the apparatus and method can find applicability in any computer environment that may take in sound input to trigger control, input, or enable communication. More specifically, if sound is used to trigger control or input, .the embodiments of the present invention will enable filtered input of particular sound sources, and the filtered input is configured to omit or focus away from sound sources that are not of interest. In the video game environment, depending on the sound source selected, the video game can respond with specific responses after processing the sound source of interest, without the distortion or noise of other sounds that may not be of interest.
  • an apparatus for capturing image and sound during interactivity with a computer program includes an image capture unit that is configured to capture one or more image frames. Also provided is a sound capture unit. The sound capture unit is configured to identify one or more sound sources. The sound capture unit generates data capable of being analyzed to determine a zone of focus at which to process sound to the substantial exclusion of sounds outside of the zone of focus. In this manner, sound that is captured and processed for the zone of focus is used for interactivity with the computer program.
  • a method for selective sound source listening during interactivity with a computer program includes receiving input from one or more sound sources at two or more sound source capture microphones. Then, the method includes determining delay paths from each of the sound sources and identifying a direction for each of the received inputs of each of the one or more sound sources. The method then includes filtering out sound sources that are not in an identified direction of a zone of focus. The zone of focus is configured to supply the sound source for the interactivity with the computer program.
  • a game system is provided. The game system includes an image-sound capture device that is configured to interface with a computing system that enables execution of an interactive computer game.
  • the image-capture device includes video capture hardware that is capable of being positioned to capture video from a zone of focus.
  • An array of microphones is provided for capturing sound from one or more sound sources. Each sound source is identified and associated with a direction relative to the image-sound capture device.
  • the zone of focus associated with the video capture hardware is configured to be used to identify one of the sound sources at the direction that is in the proximity of the zone of focus.
  • the interactive sound identification and tracking is applicable to the interfacing with any computer program of a any computing device.
  • the content of the sound source can be further processed to trigger, drive, direct, or control features or objects rendered by a computer program.
  • Figure 1 shows a game environment in which a video game program may be executed for interactivity with one or more users, in accordance with one embodiment of the present invention.
  • Figure 2 illustrates a three-dimensional diagram of an example image-sound capture device, in accordance with one embodiment of the present invention.
  • FIGs 3 A and 3B illustrate the processing of sound paths at different microphones that are designed to receive the input, and logic for outputting the selected sound source, in accordance with one embodiment of the present invention.
  • Figure 4 illustrates an example computing system interfacing with an image-sound capture device for processing input sound sources, in accordance with one embodiment of the present invention.
  • Figure 5 illustrates an example where multiple microphones are used to increase the precision of the direction identification of particular sound sources, in accordance with one embodiment of the present invention.
  • Figure 6 illustrates an example in which sound is identified at a particular spatial volume using microphones in different planes, in accordance with one embodiment of the present invention.
  • Figures 7 and 8 illustrates exemplary method operations that may be processed in the identification of sound sources and exclusion of non-focus sound sources, in accordance with one embodiment of the present invention.
  • An invention is disclosed for methods and apparatus for facilitating the identification of specific sound sources and filtering out unwanted sound sources when sound is used as an interactive tool with a computer program.
  • FIG. 1 shows a game environment 100 in which a video game program may be executed for interactivity with one or more users, in accordance with one embodiment of the present invention.
  • player 102 is shown in front of a monitor 108 that includes a display 110.
  • the monitor 108 is interconnected with a computing system 104.
  • the computing system can be a standard computer system, a game console or a portable computer system.
  • the game console can be a one manufactured by Sony Computer Entertainment Inc., Microsoft, or any other manufacturer.
  • Computing system 104 is shown interconnected with an image-sound capture device 106.
  • the image-sound capture device 106 includes a sound capture unit 106a and an image capture unit 106b.
  • the player 102 is shown interactively communicating with a game figure 112 on the display 110.
  • the video game being executed is one in which input is at least partially provided by the player 102 by way of the image capture unit 106b, and the sound capture unit 106a.
  • the player 102 may move his hand so as to select interactive icons 114 on the display 110.
  • a translucent image of the player 102' is projected on the display 110 once captured by the image capture unit 106b.
  • the player 102 knows where to move his hand in order to cause selection of icons or interfacing with the game figure 112.
  • the interactive icon 114 is an icon that would allow the player to select "swing" so that the game figure 112 will swing the object being handled.
  • the player 102 may provide voice commands that can be captured by the sound capture unit 106a and then processed by the computing system 104 to provide interactivity with the video game being executed.
  • the sound source 116a is a voice command to "jump!.
  • the sound source 116a will then be captured by the sound capture unit 106a, and processed by the computing system 104 to then cause the game figure 112 to jump.
  • Voice recognition may be used to enable the identification of the voice commands.
  • the player 102 may be in communication with remote users connected to the internet or network, but who are also directly or partially involved in the interactivity of the game.
  • the sound capture unit 106a is configured to include at least two microphones which will enable the computing system 104 to select sound coming from particular directions. By enabling the computing system 104 to filter out directions which are not central to the game play (or the focus), distracting sounds in the game environment 100 will not interfere with or confuse the game execution when specific commands are being provided by the player 102.
  • the game player 102 may be tapping his feet and causing a tap noise which is a non-language sound 117. Such sound may be captured by the sound capture unit 106a, but then filtered out, as sound coming from the player's feet 102 is not in the zone of focus for the video game.
  • the zone of focus is preferably identified by the active image area that is the focus point of the image capture unit 106b. In an alternative manner, the zone of focus can be manually selected from a choice of zones presented to the user after an initialization stage.
  • a game observer 103 may be providing a sound source 116b which could be distracting to the processing by the computing system during the interactive game play.
  • the game observer 103 is not in the active image area of the image capture unit 106b and thus, sounds coming from the direction of game observer 103 will be filtered out so that the computing system 104 will not erroneously confuse commands from the sound source 116b with the sound sources coming from the player 102, as sound source 116a.
  • the image-sound capture device 106 includes an image capture unit 106b, and the sound capture unit 106a.
  • the image-sound capture device 106 is preferably capable of digitally capturing image frames and then transferring those image frames to the computing system 104 for further processing.
  • An example of the image capture unit 106b is a web camera, which is commonly used when video images are desired to be captured and then transferred digitally to a computing device for subsequent storage or communication over a network, such as the internet.
  • Other types of image capture devices may also work, whether analog or digital, so long as the image data is digitally processed to enable the identification and filtering.
  • the digital processing to enable the filtering is done in software, after the input data is received.
  • the sound capture unit 106a is shown including a pair of microphones (MICl and MIC2).
  • the microphones are standard microphones, which can be integrated into the housing that makes up the image-sound capture device 106.
  • Figure 3 A illustrates sound capture units 106a when confronted with sound sources 116 from sound A and sound B.
  • sound A will project its audible sound and will be detected by MICl and MIC2 along sound paths 201a and 201b.
  • Sound B will be projected toward MICl and MIC2 over sound paths 202a and 202b.
  • the sound paths for sound A will be of different lengths, thus providing for a relative delay when compared to sound paths 202a and 202b.
  • the sound coming from each of sound A and sound B will then be processed using a standard triangulation algorithm so that direction selection can occur in box 216, shown in Figure 3B.
  • the sound coming from MICl and MIC2 will each be buffered in buffers 1 and 2 (210a, 210b), and passed through delay lines (212a, 212b).
  • the buffering and delay process will be controlled by software, although hardware can be custom designed to handle the operations as well.
  • direction selection 216 will trigger identification and selection of one of the sound sources 116.
  • FIG. 4 illustrates a computing system 250 that may be used in conjunction with the image-sound capture device 106, in accordance with one embodiment of the present invention.
  • the computing system 250 includes a processor 252, and memory 256.
  • a bus 254 will interconnect the processor and the memory 256 with the image-sound capture device 106.
  • the memory 256 will include at least part of the interactive program 258, and also include selective sound source listening logic or code 260 for processing the received sound source data. Based on where the zone of focus is identified to be by the image capture unit 106b, sound sources outside of the zone of focus will be selectively filtered by the selective sound source listening logic 260 being executed (e.g., by the processor and stored at least partially in the memory 256).
  • the computing system is shown in its most simplistic form, but emphasis is placed on the fact that any hardware configuration can be used, so long as the hardware can process the instructions to effect the processing of the incoming sound sources and thus enable the selective listening.
  • the computing system 250 is also shown interconnected with the display 110 by way of the bus.
  • the zone of focus is identified by the image capture unit being focused toward the sound source B. Sound coming from other sound sources, such as sound source A will be substantially filtered out by the selective sound source listening logic 260 when the sound is captured by the sound capture unit 106a and transferred to the computing system 250.
  • a player can be participating in an internet or networked video game competition with another user where each user's primary audible experience will be by way of speakers.
  • the speakers may be part of the computing system or may be part of the monitor 108.
  • the local speakers are what is generating sound source A as shown in Figure 4.
  • the selective sound source listening logic 260 will filter out the sound of sound source A so that the competing user will not be provided with feedback of his or her own sound or voice. By supplying this filtering, it is possible to have interactive communication over a network while interfacing with a video game, while advantageously avoiding destructive feedback during the process.
  • Figure 5 illustrates an example where the image-sound capture device 106 includes at least four microphones (MICl through MIC4).
  • the sound capture unit 106a is therefore capable of triangulation with better granularity to identify the location of sound sources 116 (A and B). That is, by providing an additional microphone, it is possible to more accurately define the location of the sound sources and thus, eliminate and filter out sound sources that are not of interest or can be destructive to game play or interactivity with a computing system.
  • sound source 116 (B) is the sound source of interest as identified by the video capture unit 106b.
  • Figure 6 identifies how sound source B is identified to a spatial volume.
  • the spatial volume at which sound source B is located will define the volume of focus 274.
  • the image-sound capture device 106 will preferably include at least four microphones. At least one of the microphones will be in a different plane than three of the microphones. By maintaining one of the microphones in plane 271 and the remainder of the four in plane 270 of the image-sound capture device 106, it is possible to define a spatial volume.
  • noise coming from other people in the vicinity (shown as 276a and 276b) will be filtered out as they do not lie within the spatial volume defined in the volume focus 274. Additionally, noise that may be created just outside of the spatial volume, as shown by speaker 276c, will also be filtered out as it falls outside of the spatial volume.
  • FIG. 7 illustrates a flowchart diagram in accordance with one embodiment of the present invention.
  • the method begins at operation 302 where input is received from one or more sound sources at two or more sound capture microphones.
  • the two or more sound capture microphones are integrated into the image-sound capture device 106.
  • the two or more sound capture microphones can be part of a second module/housing that interfaces with the image capture unit 106b.
  • the sound capture unit 106a can include any number of sound capture microphones, and sound capture microphones can be placed in specific locations designed to capture sound from a user that may be interfacing with a computing system.
  • the method moves to operation 304 where a delay path for each of the sound sources is determined.
  • Example delay paths are defined by the sound paths 201 and 202 of Figure 3 A.
  • the delay paths define the time it takes for sound waves to travel from the sound sources to the specific microphones that are situated to capture the sound. Based on the delay it takes sound to travel from the particular sound sources 116, the microphones can determine what the delay is and approximate location from which the sound is emanating from using a standard triangulation algorithm.
  • a direction for each of the received inputs of the one or more sound sources is identified. That is, the direction from which the sound is originating from the sound sources 116 is identified relative to the location of the image-sound capture device, including the sound capture unit 106a. Based on the identified directions, sound sources that are not in an identified direction of a zone (or volume) of focus are filtered out in operation 308. By filtering out the sound sources that are not originating from directions that are in the vicinity of the zone of focus, it is possible to use the sound source not filtered out for interactivity with a computer program, as shown in operation 310.
  • the interactive program can be a video game in which the user can interactively communicate with features of the video game, or players that may be opposing the primary player of the video game.
  • the opposing player can either be local or located at a remote location and be in communication with the primary user over a network, such as the internet.
  • the video game can also be played between a number of users in a group designed to interactively challenge each other's skills in a particular contest associated with the video game.
  • Figure 8 illustrates a flowchart diagram in which image-sound capture device operations 320 are illustrated separate from the software executed operations that are performed on the received input in operations 340.
  • the method proceeds to operation 304 where in software, the delay path for each of the sound sources is determined. Based on the delay paths, a direction for each of the received inputs is identified for each of the one or more sound sources in operation 306, as mentioned above.
  • the method moves to operation 312 where the identified direction that is in proximity of video capture is determined. For instance, video capture will be targeted at an active image area as shown in Figure 1. Thus, the proximity of video capture would be within this active image area (or volume), and any direction associated with a sound source that is within this or in proximity to this, image-active area, will be determined. Based on this determination, the method proceeds to operation 314 where directions (or volumes) that are not in proximity of video capture are filtered out. Accordingly, distractions, noises and other extraneous input that could interfere in video game play of the primary player will be filtered out in the processing that is performed by the software executed during game play.
  • the primary user can interact with the video game, interact with other users of the video game that are actively using the video game, or communicate with other users over the network that may be logged into or associated with transactions for the same video game that is of interest.
  • Such video game communication, interactivity and control will thus be uninterrupted by extraneous noises and/or observers that are not intended to be interactively communicating or participating in a particular game or interactive program.
  • the embodiments described herein may also apply to online gaming applications. That is, the embodiments described above may occur at a server that sends a video signal to multiple users over a distributed network, such as the Internet, to enable players at remote noisy locations to communicate with each other. It should be further appreciated that the embodiments described herein may be implemented through either a hardware or a software implementation. That is, the functional descriptions discussed above may be synthesized to define a microchip having logic configured to perform the functional tasks for each of the modules associated with the noise cancellation scheme. [0043] Also, the selective filtering of sound sources can have other applications, such as telephones.
  • a primary person i.e., the caller
  • a third party i.e., the callee
  • the phone being targeted toward the primary user (by the direction of the receiver, for example) can make the sound coming from the primary user's mouth the zone of focus, and thus enable the selection for listening to only the primary user. This selective listening will therefore enable the substantial filtering out of voices or noises that are not associated with the primary person, and thus, the receiving party will be able to receive a more clear communication from the primary person using the phone.
  • Additional technologies may also include other electronic equipment that can benefit from taking in sound as an input for control or communication. For instance, a user can control settings in an automobile by voice commands, while avoiding other passengers from disrupting the commands.
  • Other applications may include computer controls of applications, such as browsing applications, document preparation, or communications. By enabling this filtering, it is possible to more effectively issue voice or sound commands without interruption by surrounding sounds. As such, any electronic apparatus.
  • the invention may employ various computer-implemented operations involving data stored in computer systems. These operations include operations requiring physical manipulation of physical quantities. Usually, though not necessarily, these quantities take the form of electrical or magnetic signals capable of being stored, transferred, combined, compared, and otherwise manipulated. Further, the manipulations performed are often referred to in terms, such as producing, identifying, determining, or comparing. [0049]
  • the above described invention may be practiced with other computer system configurations including hand-held devices, microprocessor systems, microprocessor-based or programmable consumer electronics, minicomputers, mainframe computers and the like. The invention may also be practiced in distributing computing environments where tasks are performed by remote processing devices that are linked through a communications network.
  • the invention can also be embodied as computer readable code on a computer readable medium.
  • the computer readable medium is any data storage device that can store data which can be thereafter read by a computer system, including an electromagnetic wave carrier. Examples of the computer readable medium include hard drives, network attached storage (NAS), read-only memory, random-access memory, CD-ROMs, CD-Rs, CD-RWs, magnetic tapes, and other optical and non-optical data storage devices.
  • the computer readable medium can also be distributed over a network coupled computer system so that the computer readable code is stored and executed in a distributed fashion.
PCT/US2006/016670 2005-05-05 2006-04-28 Selective sound source listening in conjunction with computer interactive processing WO2006121681A1 (en)

Priority Applications (3)

Application Number Priority Date Filing Date Title
JP2008510106A JP5339900B2 (ja) 2005-05-05 2006-04-28 コンピューターインタラクティブ処理による選択的音源聴取
EP06758867A EP1877149A1 (en) 2005-05-05 2006-04-28 Selective sound source listening in conjunction with computer interactive processing
CN2006800064384A CN101132839B (zh) 2005-05-05 2006-04-28 结合计算机交互处理的选择性声源监听

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
US67841305P 2005-05-05 2005-05-05
US60/678,413 2005-05-05

Publications (1)

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WO2006121681A1 true WO2006121681A1 (en) 2006-11-16

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EP (1) EP1877149A1 (ja)
JP (1) JP5339900B2 (ja)
KR (1) KR100985694B1 (ja)
CN (1) CN101132839B (ja)
TW (1) TWI308080B (ja)
WO (1) WO2006121681A1 (ja)

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