The "microphone" would be the measurement of interference between speaker demand and actual response.
> The display delivers high-quality audio
Are multiple pixels somehow combined to reproduce low frequencies?
It would be wild to integrate this into haptics
I always though Apple's Touch Bar was some kind of entry point into that idea but it wasn't, wasn't useful, and just died.
There's this excellent (German?) for website that lets you play around and understand these via demos. I’ll see if I can find it.
Edit: found it, it’s https://www.audiocheck.net/audiotests_stereophonicsound.php
For headphone based spatialization (binaral synthesis) usually virtual Ambisonics fed into HRTF convolution is used, which is not amplitude based, specially height is encoded using spectral filtering.
So loudspeakrs -> mostly amplitude based, headphones not amplitude based.
In the case of gamers, they are usually centered relative to the loudspeakers, and usually the loudspeakers tend to be placed symmetrical to the computer screen, so the problem is not so bad.
For cinema viewers sitting in the cinema the problem is much worse, most of the audience is off center... That is why 7.1 has a center loudspeakers, the dialogue is sent directly there to make sure that at least the dialogue comes the right direction.
HRTF as used in binaural synthesis is for headphones only, not relevant here.
Concerning absolute localization, in frontal position, peak accuracy is observed at 1÷2 degrees for localization in the horizontal plane and 3÷4 degrees for localization in the vertical plane (Makous and Middlebrooks, 1990; Grothe et al., 2010; Tabry et al., 2013).
from https://www.frontiersin.org/journals/psychology/articles/10....
Humans are quite good at estimating distance too, inside rooms.
Humans use 3 cues for localization, time differences, amplitude differences and spectral cues from outer ears, head, torso, etc. They also use slight head movements to disambiguate sources where the signal differences would be the same (front and back, for instance).
I do agree that humans would not perceive the location difference between two pixels next to each other.
Amplitude, spectral, and timing are all integrated into a positional / distance probability mapping. Humans can estimate the vector of a sound by about 2 degrees horizontal and 4 degrees vertical. Distance is also pretty accurate, especially in a room where direct and reflected sounds will arrive at different times, creating interference patterns.
The brain processes audio in a way not too dissimilar from the way that medical imaging scanners can use a small number of sensors to develop a detailed 3d image.
In a perfectly dark room, you can feel large objects by the void they make in the acoustic space of ambient noise and reflected sounds from your own body.
Interestingly, the shape of the ear is such that different phase shifts occur for front and rear positions of reflected and conducted sounds, further improving localization.
We often underestimate the information richness of the sonic sensome, as most live in a culture that deeply favors the visual environment, but some subcultures and also indigenous cultures have learned to more fully explore those sensory spaces.
People of the extreme northern latitudes may spend a much larger percentage of their waking hours in darkness or overwhelming white environments and learn to rely more on sound to sense their surroundings.
Yet I'm usually not even noticing whether a video has stereo or mono sound. So I highly doubt that ultra precise OLED loudspeakers would make a noticeable difference.
Edit: Found it: https://advanced.onlinelibrary.wiley.com/doi/10.1002/advs.20...
Go to supporting information on that page and open up the mp4 files
Edit - I'm not sure that's the same thing? The release talks about pixel based sound, the linked paper is about sticking an array of piezoelectric speakers to the back of a display.
edit 2- You're right, the press release is pretty poor at explaining this though. It is not the pixels emitting the sound. It's an array of something like 25 speakers arranged like pixels.
But the current one is just wrong.
https://advanced.onlinelibrary.wiley.com/action/downloadSupp...
This here seems to be about adding separate piezoelectric actuators to the display though, it doesn’t seem to use the panel itself.
> by embedding ultra-thin piezoelectric exciters within the OLED display frame. These piezo exciters, arranged similarly to pixels, convert electrical signals into sound vibrations without occupying external space.
So all AV systems run image and sound separately and thus you can affect them separately.
(I assumed you assumed the changing colors displayed on the pixels with 120Hz somehow drive the sound which needs to change at 48000Hz)
Anything but separate inputs makes no sense giving the magnitudes different frequencies at which it needs to be driven. Also, the color/brightness of a pixel does mean nothing for the sound.
It is getting very interesting, sound, possibly haptics. We already had touch of course, including fingerprint (and visuals of course). We are more and more able to produce richt sensory experiences for panes of glass.
That said, it might matter a lot what the substrait was. If it was light and flexible, you could maybe get all the piezos to move it in a way to get a very deep frequency. You could probably get deeper frequncies than the power output of the piezos by taking advantage of the resonance frequency of the material. But you’d be stuck with that one frequency, and there’d be a tradeoff in response time
Also how differing parts of the screen can generate different sound sources to create a sound scape tailored for the person in front of the screen (eg laptop user)?
Interesting tech to watch!
If you don't know what wavefield synthesis is: you basically have an array of evenly spaced speakers and for each virtual sound source you drive each individual speaker with a specially delayed signal that recreates the wavefield a sound source would create if it occupied that space. This is basically as close as you can get to the thing being in actual space.
Of course the amount of delay lines and processing needed is exhorbitant and for a screen the limiting factor is the physical dimension of the thing, but if you can create high resulation 2D loudspeaker arrays that glow, you can also create ones that do not.
This means 13000 precise delay lines multiplied with the number of virtual sound sources you want to allow for at the same time let's assume 64. At a sampling rate of 48kHz that means 39x10⁹ Samples per second. That isn't nothing, especially for a consumer device and if we assume the delay values for each of the virtual source-speaker combinations needs to be adjusted on the fly.
Not to say that this isn't interesting, but it’s not display pixels emitting sound.
It's a way of putting speakers behind a display, which will probably be useful. This may improve bass response in laptops, because the speaker area is larger.
For an extreme example of this, refer to the Sphere, where they can target sounds at individual audience members from any arbitrary direction using speakers in the surround display.
I think that kind of resolution is good enough to overlap a lot of task focused screen fields of view. I have experienced a pretty clear "central" sound stage within 30-45 degrees or so with regular stereo speakers. That field can imply a lot of subtle positioning within it, not even considering wild panning mixes. I'm talking about the kind of realistic recording where it feels like a band in front of you with different instruments near each other but not colocated, like an acoustic ensemble. Obviously you cannot shrink this down to a phone at arm's length or a small embedded control screen and still have the same amount of spatial resolution crammed into a very narrow field.
When I sit with a 14" laptop at a normal distance for typing, it is also easy to distinguish tapping sounds along the screen. I just did a blind test by closing my eyes and having my wife tap the screen with a plastic pen. The interesting question to me, though, is whether that is just perception via the binaural sense, or really incorporating some intuition about the screen's structure. It's response to a tap does clearly vary by distance from bezels and hinges...
Interesting research all the same, of course!
My understanding: DML speakers directly emit audible sound by vibrating at the resonance frequency of a material. Parametric speakers emit ultrasonic waves and control how those waves interfere using phased-array techniques, the interference is what produces sound.
It produces completely different results compared to DML: The sound quality is not good, interference just can't produce the full spectrum of audible frequencies.
In return, you gain extreme control over directionality: the interference only happens in midair or when the ultrasonic waves hits something solid, the speaker itself is mostly silent. It's actually "too directional" for me to use, the beam is still audible after multiple bounces off of solid objects: I was hoping to use it in a office as a sort of "personal speaker", but after the beam strikes my head and I hear sound, a part of it is reflected and bounces off the ceiling and floor repeatedly, causing the speaker to be audible at the opposite end of the floor.
[1] https://www.kickstarter.com/projects/1252022192/focusound-th...
dedicate•1d ago
globular-toast•23h ago
short_sells_poo•20h ago
Ingest. Wait 30-60 minutes. Enjoy the ride.
miguelnegrao•23h ago