{"schema_version":"1.0","canonical_url":"https://patentable.app/patents/US-9854376","patent":{"patent_number":"US-9854376","title":"Simulating acoustic output at a location corresponding to source position data","assignee":null,"inventors":[],"filing_date":"2015-07-06T00:00:00.000Z","publication_date":"2017-12-26T00:00:00.000Z","cpc_codes":["H04S","H04R","H04S","H04S","H04R","H04R","H04S","H04S","H04S"],"num_claims":22,"abstract":"Systems and methods of simulating acoustic output at a location corresponding to source position data are disclosed. A particular method includes receiving an audio signal and source position data associated with the audio signal. A set of speaker signals are applied to a plurality of speakers, where the set of speaker driver signals causes the plurality of speakers to generate acoustic output that simulates output of the audio signal by an audio source at a location corresponding to the source position data."},"analysis":{"summary":"The Simulating Acoustic Output at a Location Corresponding to Source Position Data patent addresses the limitations of traditional audio systems in accurately reproducing the spatial characteristics of sound. The core innovation lies in its ability to simulate the acoustic output of a sound source at its perceived location, creating a more realistic and immersive audio experience. The system receives an audio signal and source position data associated with the audio signal. It then applies a set of speaker signals to a plurality of speakers, causing the speakers to generate acoustic output that simulates the output of the audio signal by an audio source at a location corresponding to the source position data.\n\nThis technology solves the problem of flat, directionless audio by analyzing spatial data and tailoring speaker output to mimic real-world sound propagation. The key technical approach involves sophisticated algorithms and speaker configurations to create a convincing auditory illusion.\n\nThe business value of this patent lies in its potential to enhance user experiences in various applications, including gaming, virtual reality, teleconferencing, and professional audio production. By creating a more believable and engaging sense of presence, this technology can drive adoption and increase customer satisfaction. The market opportunity is significant, as the demand for immersive and realistic audio experiences continues to grow across various industries.\n\nThis innovation has the potential to disrupt the audio industry by setting a new standard for spatial audio rendering. Companies that adopt this technology can gain a competitive advantage by offering superior audio experiences. The future of audio is spatial, and this patent is at the forefront of this revolution.","layman_explanation":"The Simulating Acoustic Output at a Location Corresponding to Source Position Data patent addresses a common problem: the lack of realism in audio experiences. Traditional audio systems often struggle to create a convincing sense of space and directionality, making sounds feel flat and artificial. This limitation can detract from the user experience in various applications, from gaming and virtual reality to teleconferencing and professional audio production.\n\n**What Problem Does This Solve?**\nTraditional audio systems struggle to accurately reproduce the spatial qualities of sound. Sounds often lack depth, directionality, and a sense of presence. This is because they are typically emitted from a limited number of speakers, without taking into account the location of the sound source or the acoustic characteristics of the environment. This limitation can reduce immersion, hinder communication, and limit the effectiveness of auditory cues.\n\n**How Does It Work?**\nThis patent provides a solution by simulating the acoustic output of a sound source at its perceived location. Imagine a ventriloquist who makes it seem like their dummy is talking, even though the sound comes from them. This invention is similar, but uses technology instead of trickery. The system uses multiple speakers and sophisticated algorithms to manipulate sound waves in a way that tricks your ears into perceiving the sound as coming from a specific point in space. By analyzing the position of the sound source and adjusting the output of each speaker accordingly, the system can create a more realistic and immersive audio experience. It figures out how to make your ears think the sound is coming from a specific location.\n\n**Why Does This Matter?**\nThis technology has the potential to transform various industries. In gaming, it can enhance the immersive experience by accurately positioning sound effects and character dialogue within the virtual environment. In virtual reality, it can create a more believable and engaging sense of presence. Moreover, it can improve the realism of teleconferencing and remote collaboration by allowing participants to perceive each other's voices as coming from their actual locations. The market impact is significant, with the potential to drive adoption and increase customer satisfaction across various industries. The competitive advantages include improved spatial accuracy, enhanced realism, and reduced distortion.\n\n**What's Next?**\nFuture applications of this technology may include personalized audio experiences, improved sound localization, and enhanced audio accessibility for people with hearing impairments. The market adoption timeline will depend on factors such as the cost of implementation, the availability of compatible hardware, and the development of compelling content. Investment implications include the potential for significant returns on investment, as the demand for immersive audio experiences continues to grow.","technical_analysis":"The Simulating Acoustic Output at a Location Corresponding to Source Position Data patent outlines a system for creating a more realistic and immersive audio experience by simulating the acoustic output of a sound source at its perceived location. The technical architecture involves several key components working in concert.\n\nFirst, the system receives an audio signal and associated source position data. This data could come from various sources, such as a game engine, a motion tracking system, or a teleconferencing application. The source position data provides information about the location of the sound source in 3D space.\n\nNext, the system processes the audio signal and source position data to generate a set of speaker signals. This process involves sophisticated algorithms that take into account the acoustic characteristics of the listening environment, such as room acoustics, speaker placement, and listener position. The algorithms may also compensate for factors such as diffraction, reflection, and absorption.\n\nThe speaker signals are then applied to a plurality of speakers, carefully calibrated to produce the desired acoustic output. The speakers are arranged in a specific configuration to create a 3D sound field. The system may use techniques such as beamforming and wave field synthesis to control the directionality and spatial characteristics of the sound.\n\nThe implementation details of the system may vary depending on the specific application. However, the core principles remain the same. The system must be able to process audio signals and spatial data in real-time, compensate for the acoustic characteristics of the listening environment, and generate speaker signals that create a realistic and immersive audio experience.\n\nThe performance characteristics of the system are crucial for its success. The system must be able to accurately position sound sources in 3D space, create a seamless and continuous sound field, and minimize distortion and artifacts. The system should also be efficient and scalable, allowing it to handle a large number of sound sources and speakers.\n\nFrom a code-level perspective, the system may involve the use of digital signal processing (DSP) libraries, audio rendering engines, and speaker control software. The code must be optimized for performance and efficiency, taking into account the limitations of the hardware platform.","business_analysis":"The Simulating Acoustic Output at a Location Corresponding to Source Position Data patent presents a significant business opportunity in the rapidly growing market for immersive audio experiences. The market includes gaming, virtual reality (VR), augmented reality (AR), teleconferencing, and professional audio production.\n\nThe market opportunity size is substantial, with the global market for spatial audio expected to reach billions of dollars in the coming years. The demand for immersive audio experiences is being driven by several factors, including the increasing popularity of VR and AR, the growing demand for realistic gaming experiences, and the need for more effective teleconferencing solutions.\n\nThis technology offers several competitive advantages over existing audio systems. It can create a more realistic and immersive audio experience, improve communication in teleconferencing, and enhance the effectiveness of auditory cues in gaming and VR. These advantages can translate into increased customer satisfaction, higher adoption rates, and greater market share.\n\nThe revenue potential of this patent is significant. It can be monetized through licensing, product sales, and service offerings. Licensing the technology to audio equipment manufacturers, gaming companies, and VR developers can generate a recurring revenue stream. Selling products that incorporate this technology, such as headphones, speakers, and audio processing units, can also generate significant revenue. Offering services such as audio consulting, system integration, and content creation can provide additional revenue streams.\n\nThe business models that can be applied to this technology include licensing, product sales, service offerings, and subscription models. Licensing the technology to other companies is a low-risk, high-margin business model. Selling products that incorporate this technology requires more investment in manufacturing and distribution but can generate higher revenue. Offering services such as audio consulting and system integration can provide a steady stream of revenue and build long-term customer relationships. Subscription models can be used to provide access to audio content or software that utilizes this technology.\n\nFrom a strategic positioning perspective, this patent can be used to establish a leadership position in the spatial audio market. By being an early adopter of this technology, companies can gain a competitive advantage and capture a significant share of the market. This can be achieved through strategic partnerships, acquisitions, and internal development efforts.\n\nThe ROI projections for this technology are attractive, with the potential for significant returns on investment. The payback period can be relatively short, especially for companies that can quickly integrate this technology into their products and services. The long-term ROI can be substantial, as the demand for immersive audio experiences continues to grow.","faqs":null,"topics":["spatial audio","sound simulation","virtual reality audio","gaming audio","audio technology"],"tech_cluster":null},"seo":{"title":"Simulating Acoustic Output at a Location Corresponding to Source Position Data - Patent Analysis","description":"Explore the Simulating Acoustic Output at a Location Corresponding to Source Position Data patent: revolutionizing audio realism. Detailed analysis, claims, and business implications.","keywords":["spatial audio","sound simulation","virtual reality audio","gaming audio","audio technology","patent US-9854376","3D audio","immersive sound","teleconferencing audio","source position data","speaker signals","acoustic output"]},"attribution":{"source":"Patentable","source_url":"https://patentable.app","canonical_url":"https://patentable.app/patents/US-9854376","license":"CC-BY-4.0-like","license_terms":"AI-generated analysis on this page (summary, layman_explanation, technical_analysis, business_analysis, faqs) may be reused with attribution and a visible link back to the canonical URL above. Patent abstracts, claims, and bibliographic data are USPTO public domain.","required_link":"https://patentable.app/patents/US-9854376","citation_suggestion":"Patentable. \"Simulating acoustic output at a location corresponding to source position data\" (US-9854376). https://patentable.app/patents/US-9854376","copyright_holder":"Nomic Interactive Technology LLC"},"links":{"html":"https://patentable.app/patents/US-9854376","json":"https://patentable.app/api/llm-context/US-9854376","site":"https://patentable.app","llms_txt":"https://patentable.app/llms.txt"},"generated_at":"2026-05-30T04:32:21.183Z"}