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Facebook Patent | Artificial-reality devices with display-mounted transducers for audio playback

Patent: Artificial-reality devices with display-mounted transducers for audio playback

Drawings: Click to check drawins

Publication Number: 20210152923

Publication Date: 20210520

Applicant: Facebook

Abstract

An artificial-reality device for audio playback is provided. The artificial-reality device includes: (i) a head-mounted display including at least one lens, and (ii) one or more transducers, coupled to the head-mounted display. The transducers are configured to generate signals that vibrate the at least one lens of the head-mounted display. The at least one lens generates acoustic waves that correspond to media presented by the head-mounted display when vibrated by the one or more transducers. In some embodiments, the head-mounted display further includes a frame, and at least one transducer of the one or more transducers is coupled to the frame of the head-mounted display. In some embodiments, at least one transducer of the one or more transducers is coupled to the at least one lens of the head-mounted display.

Claims

  1. An artificial-reality device comprising: a head-mounted display including at least one lens; and one or more transducers, coupled to the head-mounted display, configured to generate signals within a frequency range such that the signals generated by the one or more transducers vibrate the at least one lens of the head-mounted display within the frequency range, wherein: the at least one lens generates acoustic waves that correspond to media presented by the head-mounted display when vibrated by the one or more transducers; and a user of the artificial-reality device cannot visually perceive the vibration of the at least one lens at frequencies within the frequency range.

  2. The artificial-reality device of claim 1, wherein: the head-mounted display further includes a frame; and at least one transducer of the one or more transducers is coupled to the frame of the head-mounted display.

  3. The artificial-reality device of claim 2, wherein another transducer of the one or more transducers is coupled to the at least one lens of the head-mounted display.

  4. The artificial-reality device of claim 1, wherein at least one transducer of the one or more transducers is coupled to the at least one lens of the head-mounted display.

  5. The artificial-reality device of claim 4, wherein the at least one transducer is positioned in a user’s line of sight.

  6. The artificial-reality device of claim 4, wherein the at least one transducer is positioned along an edge of the at least one lens.

  7. The artificial-reality device of claim 1, wherein: the at least one lens is a first lens; the head-mounted display further includes a second lens; the one or more transducers are further configured to generate signals that vibrate the second lens; and the second lens generates acoustic waves that correspond to the media presented by the head-mounted display when vibrated by the one or more transducers.

  8. The artificial-reality device of claim 7, wherein at least one of the acoustic waves generated by the first lens constructively interferes with at least one of the acoustic waves generated by the second lens at a location near one of a user’s ears.

  9. The artificial-reality device of claim 7, wherein a first transducer of the one or more transducers is coupled to the first lens and a second transducer of the one or more transducers is coupled to the second lens.

  10. The artificial-reality device of claim 1, wherein the head-mounted display does not include any other audio generating device in addition to the at least one lens.

  11. The artificial-reality device of claim 1, wherein the frequency range is from 20 Hz to 20 KHz.

  12. The artificial-reality device of claim 1, wherein characteristics of the signals generated by the one or more transducers cause the acoustic waves generated by the at least one lens to be directed towards one or both of the user’s ears.

  13. The artificial-reality device of claim 12, wherein values of the characteristics for the signals are determined based on: (i) the media presented by the head-mounted display, (ii) one or more head-related transfer functions (HRTF) computed for a user wearing the head-mounted display, and (iii) characteristics of the at least one lens.

  14. The artificial-reality device of claim 13, wherein the characteristics of the signals include one or more of: (i) frequency, (ii) amplitude, and (iii) phase.

  15. The artificial-reality device of claim 1, wherein: the head-mounted display includes a microphone configured to: (i) receive at least some of the acoustic waves generated by the at least one lens, and (ii) generate audio data based on the receiving; and the one or more transducers are further configured to adjust one or more characteristics of the signals based on the audio data generated by the microphone.

  16. The artificial-reality device of claim 15, wherein adjusting the signals based on the audio data causes the acoustic waves generated by the at least one lens to be focused in a selected direction.

  17. A method comprising: at an artificial-reality device that includes: (i) a head-mounted display including at least one lens, and (ii) one or more transducers coupled to the head-mounted display: presenting, by the head-mounted display, media for a virtual scene; and concurrently with the presenting, generating, via at least one transducer of the one or more transducers, signals that vibrate the at least one lens of the head-mounted display, wherein the at least one lens generates acoustic waves that correspond to the media presented by the head-mounted display when vibrated by the at least one transducer, wherein the head-mounted display does not include any other audio generating device in addition to the at least one lens.

  18. The method of claim 17, further comprising, at the artificial-reality device: before generating the signals: selecting the at least one transducer, from the one or more transducers, based at least in part on audio data for the media, wherein the audio data is associated with a sound source in the virtual scene.

  19. The method of claim 18, further comprising, at the artificial-reality device: before generating the signals: determining values of characteristics for the signals generated by the at least one transducer based at least in part on the audio data, wherein the characteristics include one or more of (i) frequency, (ii) amplitude, and (iii) phase.

Description

RELATED APPLICATIONS

[0001] This application is a continuation of U.S. patent application Ser. No. 16/416,015, entitled “Artificial-Reality Devices with Display-Mounted Transducers for Audio Playback,” filed May 17, 2019, which is incorporated by reference herein in its entirety.

TECHNICAL FIELD

[0002] This application relates generally to the field of stereophony, including audio devices used in virtual-reality, augmented-reality, and/or mixed-reality systems.

BACKGROUND

[0003] Artificial-reality device devices have wide applications in various fields, including engineering design, medical surgery practice, military simulated practice, and video gaming. Audio is a critical element of any artificial-reality device (e.g., virtual, augmented, or mixed-reality devices). Artificial-reality devices typically include one or more audio devices (e.g., speakers) positioned in proximity to a user’s ears, or audio devices that completely cover the user’s ears, such as headphones. These audio devices, however, can be cumbersome, and prevent miniaturization of artificial-reality devices. Furthermore, conventional audio devices can prevent users of artificial-reality devices from hearing other important sounds, such as conversations of family and friends, or noises alerting users to other environmental factors, such as an approaching vehicle. Thus, there are some improvements that can be made to enhance the audio experience for a user of such artificial reality devices.

SUMMARY

[0004] Accordingly, there is a need for audio devices that help reduce a size and weight of artificial-reality devices, and also do not encumber a user’s ability to hear. One solution is incorporating a high-bandwidth transducer (appropriate for audio bandwidth) that is configured to shake (i.e., vibrate) a display element of the artificial-reality device (e.g., the see-through display in augmented-reality headsets or the blocked-light display in virtual-reality and mixed-reality headsets). Specifically, as the transducer vibrates, the created vibration couples with the display element, causing the display element to vibrate. In doing so, the display element essentially acts as the diaphragm of a speaker. Not only does the display element display digital content, but it also creates corresponding acoustic waves (i.e., sound, audio). Importantly, the created acoustic waves (e.g., which may be created using head-related transfer functions) travel towards the user’s ears and the user thus hears three-dimensional sound. Accordingly, the artificial-reality devices discussed herein are able to create audio without the use of conventional, cumbersome audio devices (e.g., headphones or earbuds).

[0005] (A1) In some embodiments, the solution explained above is implemented on an artificial-reality device that includes: (i) a head-mounted display having at least one lens, and (ii) one or more transducers, coupled to the head-mounted display, configured to generate signals that vibrate the at least one lens of the head-mounted display. The at least one lens generates (e.g., transmits or creates) acoustic waves that correspond to media presented by the head-mounted display when vibrated by the one or more transducers.

[0006] (A2) In some embodiments of A1, the head-mounted display further includes a frame, and at least one transducer of the one or more transducers is coupled to the frame of the head-mounted display. In some embodiments, each of the one or more transducers is coupled to the frame.

[0007] (A3) In some embodiments of A2, another transducer (or multiple other transducers) of the one or more transducers is (are) coupled to the at least one lens of the head-mounted display.

[0008] (A4) In some embodiments of A1, at least one transducer of the one or more transducers is coupled to the at least one lens of the head-mounted display. In some embodiments, each of the one or more transducers is coupled to the at least one lens of the head-mounted display.

[0009] (A5) In some embodiments of A4, the at least one transducer is positioned in a user’s line of sight. In some embodiments, each of the one or more transducers is positioned in the user’s line of sight.

[0010] (A6) In some embodiments of any of A1-A4, the at least one transducer is positioned along an edge of the at least one lens (i.e., not in the user’s line of sight).

[0011] (A7) In some embodiments of any of A1-A6, the at least one lens is a first lens and the head-mounted display further includes a second lens. Furthermore, the one or more transducers are further configured to generate signals that vibrate the second lens, whereby the second lens generates acoustic waves that correspond to the media presented by the head-mounted display when vibrated by the one or more transducers. In some embodiments, one or more first transducers of the one or more transducers generate signals that vibrate the first lens, and one or more second transducers, different from the one or more first transducers, generate other signals that vibrate the second lens.

[0012] (A8) In some embodiments of A7, at least one of the acoustic waves generated by the first lens constructively interferes with at least one of the acoustic waves generated by the second lens at a location near one of a user’s ears (e.g., at a target location, which may be predetermined). In addition, in some embodiments, at least one of the acoustic waves generated by the first lens destructively interferes with at least one of the acoustic waves generated by the second lens at a location near one of a user’s ears.

[0013] (A9) In some embodiments of any of A7-A8, a first transducer of the one or more transducers is coupled to the first lens and a second transducer (different from the first transducer) of the one or more transducers is coupled to the second lens.

[0014] (A10) In some embodiments of any of A1-A9, the head-mounted display does not include any other audio generating device in addition to the at least one lens. For example, the head-mounted display does not include headphones or earbuds.

[0015] (A11) In some embodiments of any of A1-A10, (i) the one or more transducers are further configured to generate the signals at a frequency, (ii) the signals generated by the one or more transducers vibrate the at least one lens at the frequency, and (iii) a user of the artificial-reality device cannot visually perceive the vibration of the at least one lens at the frequency.

[0016] (A12) In some embodiments of any of A1-A11, a frequency of the signals generated by the one or more transducers ranges from 20 Hz to 20 KHz.

[0017] (A13) In some embodiments of any of A1-A12, characteristics of the signals generated by the one or more transducers cause the acoustic waves generated by the at least one lens to be directed towards one or both of the user’s ears (e.g., the acoustic waves are not radiated omnidirectionally).

[0018] (A14) In some embodiments of A13, values of the characteristics for the signals are determined based on: (i) the media presented by the head-mounted display (e.g., direction of the sound and/or an intensity of the sound), (ii) one or more head-related transfer functions (HRTF) computed for a user wearing the head-mounted display, and (iii) characteristics of the at least one lens.

[0019] (A15) In some embodiments of any of A13-A14, the characteristics of the signals include one or more of: (i) frequency, (ii) amplitude, and (iii) phase.

[0020] (A16) In some embodiments of any of A1-A15, the head-mounted display further includes an acoustic sensor (e.g., a microphone) (or multiple acoustic sensors) configured to: (i) receive at least some of the acoustic waves generated by the at least one lens, and (ii) generate audio data based on the receiving. In addition, the one or more transducers are further configured to adjust the signals based on the audio data generated by the microphone (e.g., adjust values of characteristics for the signals, such as a frequency value, a phase value, or an amplitude value). In some embodiments, the acoustic sensor is used to calibrate the one or more transducers (e.g., the audio data can be used to tune each of the one or more transducers).

[0021] For audio delivery as described herein, the acoustic sensor (e.g., the microphone) is optional. In some embodiments, as detailed below, the acoustic sensor may be positioned at the opening of the ear-canal and is used to enhance audio playback (e.g., enhanced 3D audio playback). In such embodiments, it is helpful to know a ratio between a transfer function of the signal going to the transducer and the collected sound pressure at the opening of the ear-canal (or both ear-canals). This ratio can then be used for equalization (i.e., flattening the sound pressure at the entrance of each ear canal) and then HRTF filters may be used to deliver accurate 3D spatial sound to the user.

[0022] Further to the above, in some embodiments, 3D spatial sound is generated using a KEMAR HRTF (e.g., when a single acoustic sensor is used). In some embodiments, when binaural microphones are used (e.g., acoustic sensors positioned at each ear-canal), a higher quality 3D spatial sound can be delivered to the user by determining HRTF filters for each ear.

[0023] (A17) In some embodiments of A16, adjusting the signals based on the audio data causes the acoustic waves generated by the at least one lens to be focused in a selected direction (and/or at a selected location).

[0024] (A18) In another aspect, a system is provided that includes a computer (e.g., a neck band 205 as shown in FIG. 2) in communication with an artificial-reality device. The system is configured to implement any of A1-A17.

[0025] (B1) In accordance with some embodiments, a method is provided. The method is performed by the artificial-reality device of any of A1-A17. The method includes (i) presenting, by the head-mounted display, media for a virtual scene (or any artificial scene or any real word scene), and (ii) concurrently with the presenting, generating, via at least one transducer of the one or more transducers, signals that vibrate the at least one lens of the head-mounted display. The at least one lens generates acoustic waves that correspond to the media presented by the head-mounted display when vibrated by the at least one transducer.

[0026] (B2) In some embodiments of B1, the method further includes, before generating the signals: selecting the at least one transducer, from the one or more transducers, based at least in part on audio data for the media. The audio data is associated with a sound source in the virtual scene. For example, the sound source may be located to the left of the user’s avatar in the virtual scene (or to the left of the user in augmented reality), and therefore, the user would expect sound originating from the sound source (i.e., the audio data) to be heard mostly by the user’s left ear. Thus, the artificial-reality device selects the at least one transducer because the at least one transducer is best suited to create sound for the situation (e.g., create sound, through the at least one lens, that is heard mostly by the user’s left ear).

[0027] In some embodiments, the audio data for the media is spatial audio. A key component of spatial audio is the modeling of head-related transfer functions (HRTFs). The HRTF is a filter defined over the spherical domain that describes how a listener’s head, torso, and ear geometry affects incoming sound from all directions. The HRTF filter maps incoming sound arriving towards the center of the head (referred to as “head center”) to the corresponding sound received by the user’s left and right ears. In order to auralize the sound for a given source direction, an HRTF filter is computed for that direction, then convolved with dry input audio to generate binaural audio. When this binaural audio is played, in this case by the at least one lens as a result of the at least one transducer generating the signals, the listener hears the sound as if it came from the direction of the sound source. Accordingly, in some embodiments, the artificial-reality device selects the at least one transducer based on HRTFs.

[0028] (B3) In some embodiments of any of B1-B2, the method further includes, before generating the signals: determining values of characteristics for the signals generated by the at least one transducer based at least in part on the audio data. The characteristics include (but are not limited to) one or more of (i) frequency, (ii) amplitude, and (iii) phase. Selecting values of signal characteristics allows the artificial-reality device to direct (i.e., focus) sound in particular direction, such as to the user’s left ear, the right ear, or both. In some embodiments, the characteristics for the signals are based on one or more HRTFs (discussed above).

[0029] (B4) In some embodiments of the method of any of B1-B3, the artificial-reality device further includes one or more acoustic sensors, and the method further includes, after generating the signals: (i) detecting at least some of the acoustic waves generated by the at least one lens, where the detected acoustic waves have a set of acoustic properties, (ii) determining whether the set of acoustic properties satisfies criteria associated with the audio data, and (iii) in accordance with a determination that the set of acoustic properties do not satisfy the criteria, adjusting the signals generated by the at least one transducer (e.g., adjust a value of at least one characteristic for the signals generated by the at least one transducer). In some embodiments, the set of acoustic properties includes one or more of pitch, duration, loudness, timbre, sonic texture, and spatial location. Furthermore, in some embodiments, the criteria associated with the audio data is a set of desired acoustic properties (i.e., desired values for one or more of pitch, duration, loudness, timbre, sonic texture, and spatial location).

[0030] (B5) In some embodiments of the method of any of B1-B4, generating the signals further includes generating other signals, via a second transducer of the one or more transducers, that vibrate a second lens of the head-mounted display. The second lens generates additional acoustic waves that correspond to the media presented by the head-mounted display when vibrated by the second transducer. In some embodiments, the additional acoustic waves are primarily heard by a first ear of the user and the acoustic waves are primarily heard by a second ear of the user. In some embodiments, the additional acoustic waves generated by the second lens have different acoustic properties relative to the acoustic properties of the acoustic waves generated by the at least one lens.

[0031] (B6) In some embodiments of B5, the method further includes selecting values of signal characteristics for the signals generated by the first and second transducers, which cause at least one of the acoustic waves generated by the at least one lens to constructively interfere with at least one of the additional acoustic waves generated by the second lens at a location near one of a user’s ears.

[0032] (B7) In yet another aspect, one or more artificial-reality devices are provided and the one or more artificial-reality devices include means for performing any one of B1-B6.

[0033] (B8) In still another aspect, a non-transitory computer-readable storage medium is provided (e.g., as a memory device, such as external or internal storage, which is in communication with an artificial-reality device). The non-transitory computer-readable storage medium stores executable instructions that, when executed by an artificial-reality device with one or more processors/cores, cause the artificial-reality device to perform any one of B1-B6.

[0034] (B9) In another aspect, a system is provided that includes a computer (e.g., a neck band 205 as illustrated in FIG. 2) in communication with an artificial-reality device. The system is configured to perform any of B1-B6.

BRIEF DESCRIPTION OF THE DRAWINGS

[0035] The patent or application file contains at least one drawing executed in color. Copies of this patent or patent application publication with color drawing(s) will be provided by the Office upon request and payment of the necessary fee.

[0036] For a better understanding of the various described embodiments, reference should be made to the Description of Embodiments below, in conjunction with the following drawings in which like reference numerals refer to corresponding parts throughout the figures and specification.

[0037] FIG. 1 illustrates an embodiment of an artificial-reality device.

[0038] FIG. 2 illustrates an embodiment of an augmented-reality headset and a corresponding neckband.

[0039] FIG. 3 illustrates an embodiment of a virtual-reality headset.

[0040] FIG. 4A illustrates an embodiment of an augmented-reality headset with a plurality of transducers in accordance with some embodiments.

[0041] FIG. 4B illustrates an embodiment of an augmented-reality headset with a plurality of transducers in accordance with some embodiments.

[0042] FIG. 4C illustrates an embodiment of an augmented-reality headset with a plurality of transducers in accordance with some embodiments.

[0043] FIG. 5 illustrates an embodiment of an augmented-reality headset with a plurality of transducers and sensors in accordance with some embodiments.

[0044] FIG. 6 illustrates an embodiment of a virtual-reality headset with a plurality of transducers in accordance with some embodiments.

[0045] FIGS. 7A and 7B illustrate an acoustic domain of an example artificial-reality device in accordance with some embodiments.

[0046] FIGS. 8A-8C illustrate an example arrangement of transducers on left and right displays of a headset, along with resulting sound pressure levels at the user’s left and right ears, in accordance with some embodiments.

[0047] FIGS. 9A-9B illustrate an example arrangement of transducers on a right display of a headset, along with resulting sound pressure levels at the user’s left and right ears, in accordance with some embodiments.

[0048] FIGS. 10A-10B illustrate an example arrangement of transducers on a right display of a headset, along with resulting sound pressure levels at the user’s left and right ears, in accordance with some embodiments.

[0049] FIGS. 11A-11C illustrate an example arrangement of transducers, along with resulting sound pressure levels at the user’s left and right ears, in accordance with some embodiments.

[0050] FIGS. 12A-12D are models that illustrate acoustic pressure fields around a user’s head created using different frequencies.

[0051] FIG. 13 is a flow diagram showing a method of generating audio for an artificial-reality device in accordance with some embodiments.

DESCRIPTION OF EMBODIMENTS

[0052] Reference will now be made to embodiments, examples of which are illustrated in the accompanying drawings. In the following description, numerous specific details are set forth in order to provide an understanding of the various described embodiments. However, it will be apparent to one of ordinary skill in the art that the various described embodiments may be practiced without these specific details. In other instances, well-known methods, procedures, components, circuits, and networks have not been described in detail so as not to unnecessarily obscure aspects of the embodiments.

[0053] It will also be understood that, although the terms first and second are used in some instances to describe various elements, these elements should not be limited by these terms. These terms are used only to distinguish one element from another. For example, a first transducer could be termed a second transducer, and, similarly, a second transducer could be termed a first transducer, without departing from the scope of the various described embodiments. The first transducer and the second transducer are both transducers, but they are not the same transducer.

[0054] The terminology used in the description of the various described embodiments herein is for the purpose of describing particular embodiments only and is not intended to be limiting. As used in the description of the various described embodiments and the appended claims, the singular forms “a,” “an,” and “the” are intended to include the plural forms as well, unless the context clearly indicates otherwise. It will also be understood that the term “and/or” as used herein refers to and encompasses any and all possible combinations of one or more of the associated listed items. It will be further understood that the terms “includes,” “including,” “comprises,” and/or “comprising,” when used in this specification, specify the presence of stated features, steps, operations, elements, and/or components, but do not preclude the presence or addition of one or more other features, steps, operations, elements, components, and/or groups thereof.

[0055] As used herein, the term “if” means “when,” “upon,” “in response to determining,” “in response to detecting,” or “in accordance with a determination that,” depending on the context. Similarly, the phrase “if it is determined” or “if [a stated condition or event] is detected” means “upon determining,” “in response to determining,” “upon detecting [the stated condition or event],” “in response to detecting [the stated condition or event]” or “in accordance with a determination that [a stated condition or event] is detected,” depending on the context.

[0056] As used herein, the term “exemplary” is used in the sense of “serving as an example, instance, or illustration” and not in the sense of “representing the best of its kind.”

[0057] The following provides, with reference to FIGS. 1-3, detailed descriptions of various types of artificial-reality devices, which may facilitate and/or contribute to a user’s artificial reality experience. Detailed descriptions of example apparatuses and/or systems that implement directional audio playback (e.g., using one or more transducers coupled to the example artificial-reality devices) are described in connection with FIGS. 4A-6. Detailed descriptions of example acoustic simulations created by the example artificial-reality devices are described in connection with FIGS. 7A-12D. In addition, the discussion corresponding to FIG. 13 provides detailed descriptions of an example method for audio generation in an artificial-reality device.

[0058] Embodiments of this disclosure may include or be implemented in conjunction with various types of artificial-reality systems. “Artificial reality” constitutes any form of reality that has been altered by virtual objects for presentation to a user. Such artificial reality may include and/or represent virtual reality (VR), augmented reality (AR), mixed reality (MR), hybrid reality, or some combination and/or variation of one or more of the these. Artificial-reality content may include completely generated content or generated content combined with captured (e.g., real-world) content. The artificial reality content may include video, audio, haptic feedback, or some combination thereof, any of which may be presented in a single channel or in multiple channels (such as stereo video that produces a three-dimensional effect for a viewer). In some embodiments, artificial reality may also be associated with applications, products, accessories, services, or some combination thereof, which are used, for example, to create content in an artificial reality and/or are otherwise used in (e.g., to perform activities in) an artificial reality.

[0059] Artificial-reality systems may be implemented in a variety of different form factors and configurations. Some artificial reality systems are designed to work without near-eye displays (NEDs), such as the AR system 100 in FIG. 1. Other artificial reality systems include an NED, which provides visibility into the real world (e.g., the AR system 200 in FIG. 2) or that visually immerses a user in an artificial reality (e.g., the VR system 300 in FIG. 3). While some artificial reality devices are self-contained systems, other artificial reality devices communicate and/or coordinate with external devices to provide an artificial reality experience to a user. Examples of such external devices include handheld controllers, mobile devices, desktop computers, devices worn by a user, devices worn by one or more other users, and/or any other suitable external system.

[0060] FIGS. 1-3 provide examples of artificial-reality devices. The AR system 100 in FIG. 1 generally represents a wearable device dimensioned to fit about a body part of a user. As shown, the AR system 100 includes a frame 102 (e.g., a band) and a camera assembly 104, which is coupled to the frame 102 and configured to gather information about a local environment by observing the local environment. The AR system 100 may also include one or more transducers. In one example, the AR system 100 includes output transducers 108(A) and 108(B) and input transducers 110. The output transducers 108(A) and 108(B) may provide audio feedback, haptic feedback, and/or content to a user, and the input audio transducers may capture audio (or other signals/waves) in a user’s environment.

[0061] Thus, the AR system 100 does not include a near-eye display (NED) positioned in front of a user’s eyes. AR systems without NEDs may take a variety of forms, such as head bands, hats, hair bands, belts, watches, wrist bands, ankle bands, rings, neckbands, necklaces, chest bands, eyewear frames, and/or any other suitable type or form of apparatus. While the AR system 100 may not include an NED, the AR system 100 may include other types of screens or visual feedback devices (e.g., a display screen integrated into a side of the frame 102).

[0062] The embodiments discussed in this disclosure may also be implemented in AR systems that include one or more NEDs. For example, as shown in FIG. 2, the AR system 200 may include an eyewear device 202 with a frame 210 configured to hold a left display device 215(A) and a right display device 215(B) in front of a user’s eyes (the left and right display are also referred to herein as a “left lens” and a “right lens”). The display devices 215(A) and 215(B) may act together or independently to present an image or series of images to a user. While the AR system 200 includes two displays, embodiments of this disclosure may be implemented in AR systems with a single NED or more than two NEDs.

[0063] In some embodiments, the AR system 200 includes one or more sensors, such as the sensors 240 and 250. The sensors 240 and 250 may generate measurement signals in response to motion of the AR system 200 and may be located on substantially any portion of the frame 210. Each sensor may be a position sensor, an inertial measurement unit (IMU), a depth camera assembly, or any combination thereof. The AR system 200 may include zero or more sensors. In embodiments in which the sensors include an IMU, the IMU may generate calibration data based on measurement signals from the sensors. Examples of the sensors include, without limitation, accelerometers, gyroscopes, magnetometers, other suitable types of sensors that detect motion, sensors used for error correction of the IMU, or some combination thereof. Sensors are also discussed above with reference to FIG. 1.

[0064] The AR system 200 may also include a microphone array with a plurality of acoustic sensors 220(A)-220(J), referred to collectively as the acoustic sensors 220. The acoustic sensors 220 may detect air pressure variations induced by sound waves. Each acoustic sensor 220 may be configured to detect sound and convert the detected sound into an electronic format (e.g., an analog or digital format). The microphone array in FIG. 2 may include, for example, ten acoustic sensors: 220(A) and 220(B), which may be designed to be placed inside a corresponding ear of the user, acoustic sensors 220(C), 220(D), 220(E), 220(F), 220(G), and 220(H), which may be positioned at various locations on the frame 210, and/or acoustic sensors 220(I) and 220(J), which may be positioned on a corresponding neckband 205.

[0065] The configuration of the acoustic sensors 220 of the microphone array may vary. While the AR system 200 is shown in FIG. 2 having ten acoustic sensors 220, the number of acoustic sensors 220 may be greater or less than ten. In some embodiments, using more acoustic sensors 220 may increase the amount of audio information collected and/or the sensitivity and accuracy of the audio information. In contrast, using a lower number of acoustic sensors 220 may decrease the computing power required by a controller 225 to process the collected audio information. In addition, the position of each acoustic sensor 220 of the microphone array may vary. For example, the position of an acoustic sensor 220 may include a defined position on the user, a defined coordinate on the frame 210, an orientation associated with each acoustic sensor, or some combination thereof.

[0066] The acoustic sensors 220(A) and 220(B) may be positioned on different parts of the user’s ear, such as behind the pinna or within the auricle or fossa. Or, there may be additional acoustic sensors on or surrounding the ear in addition to acoustic sensors 220 inside the ear canal (e.g., as shown in FIG. 5). Having an acoustic sensor positioned next to an ear canal of a user may enable the microphone array to collect information on how sounds arrive at the ear canal. By positioning at least two of the acoustic sensors 220 on either side of a user’s head (e.g., as binaural microphones), the AR device 200 may simulate binaural hearing and capture a 3D stereo sound field around about a user’s head (e.g., capture 3D stereo sound generated by the right display 215(A) and/or the left display 215(B), as discussed below in connection with FIGS. 4A-4C). In some embodiments, the acoustic sensors 220(A) and 220(B) may be connected to the AR system 200 via a wired connection, and in other embodiments, the acoustic sensors 220(A) and 220(B) may be connected to the AR system 200 via a wireless connection (e.g., a Bluetooth connection). In still other embodiments, the acoustic sensors 220(A) and 220(B) may not be used at all in conjunction with the AR system 200.

[0067] The acoustic sensors 220 on the frame 210 may be positioned along the length of the temples, across the bridge, above or below the display devices 215(A) and 215(B), or some combination thereof. The acoustic sensors 220 may be oriented such that the microphone array is able to detect sounds in a wide range of directions surrounding the user wearing AR system 200. In some embodiments, an optimization process may be performed during manufacturing of the AR system 200 to determine relative positioning of each acoustic sensor 220 in the microphone array.

[0068] The AR system 200 may further include one or more transducers 402 (e.g., mechanical oscillators), as shown in FIGS. 4A-4C and 5, which may be collectively referred to as a transducer array. In some embodiments, each transducer 402 includes, hardware capable of generating signals (e.g., mechanical waves such as soundwaves, ultrasound waves, or other waves and signals, such as electromagnetic waves). For example, each transducer 402 can convert electrical signals into audio waves (or various other waves). The transducers 402 may be miniature piezoelectric transducers, capacitive transducers, single or multipole voice coil motors, and/or any other suitable device for creation of signals. As explained below in connection with FIGS. 4A-4C and 5, the one or more transducers 402 are configured to generate signals that vibrate one or more of the frame 210, the right display 215(A), and the left display 215(B).

[0069] The AR system 200 may further include or be connected to an external device (e.g., a paired device), such as a neckband 205. As shown, the neckband 205 may be coupled to the eyewear device 202 via one or more connectors 230. The connectors 230 may be wired or wireless connectors and may include electrical and/or non-electrical (e.g., structural) components. In some cases, the eyewear device 202 and the neckband 205 may operate independently without any wired or wireless connection between them. While FIG. 2 illustrates the components of the eyewear device 202 and the neckband 205 in example locations on the eyewear device 202 and the neckband 205, the components may be located elsewhere and/or distributed differently on the eyewear device 202 and/or the neckband 205. In some embodiments, the components of the eyewear device 202 and the neckband 205 may be located on one or more additional peripheral devices paired with the eyewear device 202, the neckband 205, or some combination thereof. Furthermore, the neckband 205 generally represents any type or form of paired device. Thus, the following discussion of neckband 205 also applies to various other paired devices, such as smart watches, smart phones, wrist bands, other wearable devices, hand-held controllers, tablet computers, or laptop computers.

[0070] Pairing external devices, such as a neckband 205, with AR eyewear devices may enable the eyewear devices to achieve the form factor of a pair of glasses while still providing sufficient battery and computation power for expanded capabilities. Some or all of the battery power, computational resources, and/or additional features of the AR system 200 may be provided by a paired device or shared between a paired device and an eyewear device, thus reducing the weight, heat profile, and form factor of the eyewear device overall while still retaining desired functionality. For example, the neckband 205 may allow components that would otherwise be included on an eyewear device to be included in the neckband 205 because users may tolerate a heavier weight load on their shoulders than they would tolerate on their heads. The neckband 205 may also have a larger surface area over which to diffuse and disperse heat to the ambient environment. Thus, the neckband 205 may allow for greater battery and computation capacity than might otherwise have been possible on a stand-alone eyewear device. Because weight carried in the neckband 205 may be less invasive to a user than weight carried in the eyewear device 202, a user may tolerate wearing a lighter eyewear device and carrying or wearing the paired device for greater lengths of time than the user would tolerate wearing a heavy standalone eyewear device, thereby enabling an artificial reality environment to be incorporated more fully into a user’s day-to-day activities.

[0071] The neckband 205 may be communicatively coupled with the eyewear device 202 and/or to other devices. The other devices may provide certain functions (e.g., tracking, localizing, depth mapping, processing, or storage) to the AR system 200. In the embodiment of FIG. 2, the neckband 205 includes two acoustic sensors 220(I) and 220(J), which are part of the microphone array (or potentially form their own microphone subarray). The neckband 205 may also include a controller 225 and a power source 235.

[0072] The acoustic sensors 220(I) and 220(J) of the neckband 205 may be configured to detect sound and convert the detected sound into an electronic format (analog or digital). In the embodiment of FIG. 2, the acoustic sensors 220(I) and 220(J) are positioned on the neckband 205, thereby increasing the distance between neckband acoustic sensors 220(I) and 220(J) and the other acoustic sensors 220 positioned on the eyewear device 202. In some cases, increasing the distance between the acoustic sensors 220 of the microphone array improves the accuracy of beamforming performed via the microphone array. For example, if a sound is detected by the acoustic sensors 220(C) and 220(D) and the distance between acoustic sensors 220(C) and 220(D) is greater than, for example, the distance between the acoustic sensors 220(D) and 220(E), the determined source location of the detected sound may be more accurate than if the sound had been detected by the acoustic sensors 220(D) and 220(E).

[0073] The controller 225 of the neckband 205 may process information generated by the sensors on the neckband 205 and/or the AR system 200. For example, the controller 225 may process information from the microphone array, which describes sounds detected by the microphone array. For each detected sound, the controller 225 may perform a direction of arrival (DOA) estimation to estimate a direction from which the detected sound arrived at the microphone array. As the microphone array detects sounds, the controller 225 may populate an audio data set with the information (e.g., which may be used to adjust operation of the transducers 402). In embodiments in which the AR system 200 includes an IMU, the controller 225 may compute all inertial and spatial calculations from the IMU located on the eyewear device 202. The connector 230 may convey information between the AR system 200 and the neckband 205 and between the AR system 200 and the controller 225. The information may be in the form of optical data, electrical data, wireless data, or any other transmittable data form. Moving the processing of information generated by the AR system 200 to the neckband 205 may reduce weight and heat in the eyewear device 202, making it more comfortable to a user.

[0074] The power source 235 in the neckband 205 may provide power to the eyewear device 202 and/or to the neckband 205. The power source 235 may include, without limitation, lithium-ion batteries, lithium-polymer batteries, primary lithium batteries, alkaline batteries, or any other form of power storage. In some cases, the power source 235 is a wired power source. Including the power source 235 on the neckband 205 instead of on the eyewear device 202 may help better distribute the weight and heat generated by the power source 235.

[0075] As noted, some artificial reality systems may, instead of blending an artificial reality with actual reality, substantially replace one or more of a user’s sensory perceptions of the real world with a virtual experience. One example of this type of system is a head-worn display system, such as the VR system 300 in FIG. 3, which mostly or completely covers a user’s field of view. The VR system 300 may include a front rigid body 302 and a band 304 shaped to fit around a user’s head. The VR system 300 may also include output audio transducers 306(A) and 306(B). Furthermore, while not shown in FIG. 3, the front rigid body 302 may include one or more electronic elements, including one or more electronic displays, one or more IMUs, one or more tracking emitters or detectors, and/or any other suitable device or system for creating an artificial reality experience. Another VR system 600 is provided at FIG. 6, which does not include output audio transducers 306(A) and 306(B), and instead includes one or more transducers 402 (e.g., mechanical oscillators) coupled to a display (or displays) of the VR system 600. The one or more transducers are configured to vibrate the display (or displays) such that the display (or displays) act as a diaphragm (or diaphragms) of an audio device.

[0076] Artificial-reality systems may include a variety of types of visual feedback mechanisms. For example, display devices in the AR system 200 and/or the VR system 300 may include one or more liquid-crystal displays (LCDs), light emitting diode (LED) displays, organic LED (OLED) displays, and/or any other suitable type of display screen. Artificial-reality systems may include a single display screen for both eyes or may provide a display screen for each eye, which may allow for additional flexibility for varifocal adjustments or for correcting a user’s refractive error. Some artificial reality systems also include optical subsystems having one or more lenses (e.g., conventional concave or convex lenses, Fresnel lenses, or adjustable liquid lenses) through which a user may view a display screen.

[0077] In addition to or instead of using display screens, some artificial reality systems include one or more projection systems. For example, display devices in the AR system 200 and/or the VR system 300 may include micro-LED projectors that project light (e.g., using a waveguide) into display devices, such as clear combiner lenses, which allow ambient light to pass through. The display devices may refract the projected light toward a user’s pupil and may enable a user to simultaneously view both artificial reality content and the real world. Artificial-reality systems may also be configured with any other suitable type or form of image projection system.

[0078] Artificial-reality systems may also include various types of computer vision components and subsystems. For example, the AR system 100, the AR system 200, and/or the VR system 300 may include one or more optical sensors such as two-dimensional (2D) or three-dimensional (3D) cameras, time-of-flight depth sensors, single-beam or sweeping laser rangefinders, 3D LiDAR sensors, and/or any other suitable type or form of optical sensor. An artificial-reality system may process data from one or more of these sensors to identify a location of a user, to map the real world, to provide a user with context about real-world surroundings, and/or to perform a variety of other functions.

[0079] Artificial-reality systems may also include one or more input and/or output audio transducers. In the examples shown in FIGS. 1 and 3, the output audio transducers 108(A), 108(B), 306(A), and 306(B) may include voice coil speakers, ribbon speakers, electrostatic speakers, piezoelectric speakers, bone conduction transducers, cartilage conduction transducers, and/or any other suitable type or form of audio transducer. Similarly, the input audio transducers 110 may include condenser microphones, dynamic microphones, ribbon microphones, and/or any other type or form of input transducer. In some embodiments, a single transducer may be used for both audio input and audio output. In the examples shown in FIGS. 4A to 6, transducers (e.g., voice coils, piezoelectrics, and the like) are coupled to the displays of AR/VR systems, and the transducers transform the displays into output audio devices (i.e., speakers).

[0080] The artificial-reality systems shown in FIGS. 1-3 may include tactile (i.e., haptic) feedback systems, which may be incorporated into headwear, gloves, body suits, handheld controllers, environmental devices (e.g., chairs or floormats), and/or any other type of device or system. Additionally, in some embodiments, the haptic feedback systems may be incorporated with the artificial reality systems. Haptic feedback systems may provide various types of cutaneous feedback, including vibration, force, traction, texture, and/or temperature. Haptic feedback systems may also provide various types of kinesthetic feedback, such as motion and compliance. Haptic feedback may be implemented using motors, piezoelectric actuators, fluidic systems, and/or a variety of other types of feedback mechanisms, as described herein. Haptic feedback systems may be implemented independently of other artificial reality devices, within other artificial reality devices, and/or in conjunction with other artificial reality devices.

[0081] By providing haptic sensations, audible content, and/or visual content, artificial reality systems may create an entire virtual experience or enhance a user’s real-world experience in a variety of contexts and environments. For instance, artificial reality systems may assist or extend a user’s perception, memory, or cognition within a particular environment. Some systems may enhance a user’s interactions with other people in the real world or may enable more immersive interactions with other people in a virtual world. Artificial-reality systems may also be used for educational purposes (e.g., for teaching or training in schools, hospitals, government organizations, military organizations, or business enterprises), entertainment purposes (e.g., for playing video games, listening to music, or watching video content), and/or for accessibility purposes (e.g., as hearing aids or vision aids). The embodiments disclosed herein may enable or enhance a user’s artificial reality experience in one or more of these contexts and environments and/or in other contexts and environments.

[0082] Some AR systems may map a user’s environment using techniques referred to as “simultaneous location and mapping” (SLAM). SLAM identifying techniques may involve a variety of hardware and software tools that can create or update a map of an environment while simultaneously keeping track of a device’s or a user’s location and/or orientation within the mapped environment. SLAM may use many different types of sensors to create a map and determine a device’s or a user’s position within the map.

[0083] SLAM techniques may, for example, implement optical sensors to determine a device’s or a user’s location, position, or orientation. Radios, including Wi-Fi, Bluetooth, global positioning system (GPS), cellular or other communication devices may also be used to determine a user’s location relative to a radio transceiver or group of transceivers (e.g., a Wi-Fi router or group of GPS satellites). Acoustic sensors such as microphone arrays or 2D or 3D sonar sensors may also be used to determine a user’s location within an environment. AR and VR devices (such as the systems 100, 200, and 300) may incorporate any or all of these types of sensors to perform SLAM operations such as creating and continually updating maps of a device’s or a user’s current environment. In at least some of the embodiments described herein, SLAM data generated by these sensors may be referred to as “environmental data” and may indicate a device’s or a user’s current environment. This data may be stored in a local or remote data store (e.g., a cloud data store) and may be provided to a user’s AR/VR device on demand.

[0084] When the user is wearing an AR headset or VR headset in a given environment, the user may be interacting with other users or other electronic devices that serve as audio sources (also called “sound sources” herein). In some cases, it may be desirable to determine where the audio sources are located relative to the user and then present the audio sources to the user as if they were coming from the location of the audio source. The process of determining where the audio sources are located relative to the user may be referred to herein as “localization,” and the process of rendering playback of the audio source signal (e.g., using the one or more transducers 402) to appear as if it is coming from a specific direction may be referred to herein as “spatialization.”

[0085] Localizing an audio source may be performed in a variety of different ways. In some cases, an AR or VR headset may initiate a Direction of Arrival (“DOA”) analysis to determine the location of a sound source. The DOA analysis may include analyzing the intensity, spectra, and/or arrival time of each sound at the AR/VR device to determine the direction from which the sound originated. In some cases, the DOA analysis may include any suitable algorithm for analyzing the surrounding acoustic environment in which the artificial reality device is located.

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