Apparatus and methods for use in creating audio scene

FIELD: information technology.

SUBSTANCE: method creating an audio scene for an avatar in a virtual environment comprises the following steps: creating a link structure in a virtual environment between a plurality of avatars; reproducing an audio scene for each avatar based on its connection with other avatars connected by the links; wherein the created link structure is configured to determine the angle for reproducing the audio scene and/or the attenuation coefficient for applying to audio streams on input links. The angle for reproducing the audio scene corresponds to angles of links between said each avatar and other avatars connected by links; the link structure includes a minimum spanning tree. Loops are introduced into the minimum spanning tree such that the minimum length of the loops is shorter than a predetermined value so as to prevent echo in the reproduced audio scenes.

EFFECT: solving a task such as creating voices which really seem to originate from avatars in a virtual environment.

12 cl, 6 dwg

 

The technical FIELD TO WHICH the INVENTION RELATES.

The present invention generally relates to the field of transmission immersive audio, and more accurately, but in any case not exclusively, to the creation of immersive audiozen in the peer-to-peer environment.

The prior art INVENTIONS

In recent years there have been significant achievements in creating visually immersive virtual environments. These achievements resulted in a widespread development of games with massively numerous players and role participation, in which participants can enter into a shared virtual environment (such as battlefield) and presented in a virtual environment, avatars, which are typically in the form of animated characters.

The widespread development of visually immersive virtual environments is partly due to significant advances in image processing techniques, giving highly detailed and realistic graphics, the ability to form in a virtual environment, and the development of maps of three-dimensional sound using blocks high-speed processing. The main drawback with these environments, however, is that modern communication mechanisms between players are primitive - usually includes text chat or voice communication via portable radio. Embedding more natural cf the water connection, where the voices seem to be coming from the avatars in the virtual world corresponding to the players, is difficult to implement and costly to issue. Audio generated by each player participating in a virtual environment, should go to each and every other player, which is within the range of audibility. For games with massively numerous players, the requirements for bandwidth as data flow from the subscriber, and data stream to the subscriber, to facilitate such exchange of audio can be particularly high.

Moreover, the high cost of the CPU (Central processor unit, CPU), which is required to play all of the accepted streams, demanding to be especially powerful processor blocks were used to satisfy the minimum hardware requirements for participation in the virtual environment.

DEFINITION

The subsequent provides definitions for various terms used throughout this description.

Audiozen - audio information containing combination sounds (such as voices, belonging to other avatars, and other sound sources in real time within the virtual environment), which are spatially located and not necessarily attenuated according to the distance between source and receiver the sound is. Audiozen may also contain sound effects, which represent the acoustic characteristics of the environment.

The INVENTION

In the first aspect of the present invention provides a way to create audiozen avatar in a virtual environment that includes many avatars, the method containing the steps of creating patterns of links between a set of avatars; and the playback audiozen for each avatar on the basis of its relationship with other related links avatars.

Mainly, aspects of the present invention do not require high performance technology to provide immersive audiozen through the use of related links structure peer-to-peer type. The service thus eliminates the need to send flow real-time through a Central server. This has significant cost savings, since large server farm, and the cost of bandwidth is usually required to provide such services. Instead, in accordance with aspects of the present invention, the service can be provided using CPU resources and bandwidth peer-to-peer network nodes (or related links avatars)that uses the service. In addition, services can easily massturbation as as a growing number of avatars in the virtual environment, as again associated links of avatar adds resources to support services.

In accordance with the second aspect, is provided a computer program containing at least one command to control a computer to implement a method in accordance with the first aspect of the invention.

In accordance with a third aspect, provides machine-readable medium providing a computer program in accordance with the second aspect of the invention.

In accordance with the fourth aspect, is provided to the user computing device, configured to perform steps of the method in accordance with the first aspect of the invention.

In accordance with the fifth aspect, provides a system configured to create audiozen for the virtual environment, the system comprising: multiple computing devices, each computing device is allowing control of at least one avatar in the virtual environment, in this case, each computing device has a capability to playback the output audiozen for at least one avatar and transmission output Audyssey on at least one other computing device.

A BRIEF DESCRIPTION of CHE IS the intellectual property

Notwithstanding any other forms which may fall under the scope of the present invention, a variant of implementation of the present invention will be described further on, just as an example, with reference to the accompanying drawings, on which:

Fig. 1 is a block diagram of a system configured to perform a variant implementation of the present invention;

Fig. 2 shows an example of the location of the avatars in the virtual environment;

Fig. 3 shows the angles and levels of attenuation required for playback of each of the streams taken by the avatar of the virtual environment according to Fig. 2;

Fig. 4 is an example of a multi-circuit diagrams connecting the links of the avatars in the virtual environment of Fig. 2;

Fig. 5 depicts the application of the minimum spanning tree to determine the shortest connection between avatars in Fig. 2; and

Fig. 6 shows an edge that is added to the minimum spanning tree, in accordance with the embodiment of the present invention.

A DETAILED DESCRIPTION of the PREFERRED embodiments

With reference to Fig. 1, system 100 includes a server 102 virtual environment; the server 103 management, user computing device 104; and the system 106 connection.

The main function of the server 102 of the virtual environment is to maintain state information for virtual environments is. In the present embodiment of the invention, the virtual environment is a battlefield online game with multiple players and avatars represent the participants (who are users of the user computing device 104) in a virtual environment and are in the form of animated soldiers. Information about the state supported by the server 102 virtual environment, for example, contains the position of the avatars in the virtual environment; that is, the location of the soldiers on the battlefield.

It is noted that an implementation option is not limited to virtual environments and avatars for online games with many players. An implementation option has application to a range of virtual environments, including, for example, virtual environments in a business context (such as virtual staff meetings or educational context (such as a virtual lecture).

To perform the basic functions of maintaining state information, the server 102 virtual environment includes computer hardware, including the motherboard, Central processing units, random access memory, hard disks, network hardware and power supply. In addition to hardware, the server 102 virtual environment includes an operating system (such as Linux, which can the be obtained from the Internet web site, located at the URL http://www.redhat.com), which is located on the hard disk and which operates in conjunction with the hardware to provide an environment in which you can run software applications. In this regard, the hard disk of the server 102 of the virtual environment is loaded by an application server, a virtual environment (such as the Quake engine, which can be obtained from the Internet web site located at URL http://www.idsoftware.com to maintain state information.

The server 103 controls attached to the server 102 virtual environment via a high-speed line 105 connected. The server 103 control contains the same hardware as a virtual server environment, and is loaded by the application server control, which is performed with the opportunity to interact with the server 102 virtual environment to obtain information that identifies various avatars present in the virtual environment, and the location of the avatars in the virtual environment. This information may also include details about the status of avatars (e.g., active or inactive) and details of any dynamic sound barriers. Using algorithms embedded within the application management server, the server 103, the control generates information about playing immersive audio that is transmitted in cargoes user computing devices. As is shown in Fig. 1, the server 103 also has a capability exchange with the user's computing device through the line 114 connected.

The user computing devices 104 are in the form of a portable or desktop computers. However, be easily taken into account that an implementation option is not limited to portable or desktop devices. It is envisaged that in alternative embodiments, the implementation of the present invention the user computing device 104 (e.g., such as device (04a-h, which are shown)could be portable wireless communications devices, such as Nokia N-Gage and the Playstation Portable. Each user computing device 104 includes computer hardware, including the motherboard, Central processing unit, random access memory, a hard disk or similar storage device, power supply, monitor and input device of the user information (e.g., keyboard). In addition to hardware, the hard disk of each user computing device 104 is loaded by the operating system, allowing for interaction with the hardware of the computing device 104 to provide an environment in which mo is ut to run software applications. In this regard, the hard disk of each user computing device 104 is loaded by the client application for the virtual environment and the application client transfer immersive audio.

The client application virtual environment is configured to send and receive status information for virtual environment and from the application server, a virtual environment that is loaded on the server 102 virtual environment. The application client transfer immersive audio made with the possibility of sending and receiving audio information to and from other clients transfer immersive audio. Previously it was described that each of the user computing device 104 is loaded by the operating system. Variant exercise can be easily configured to operate any different operating systems loaded on the user computing device 104, including, for example, Microsoft Windows XP or Linux (both of which typically are used when the computing device 104 presents in the form of a desktop computer).

System 106 communication gives the client application the virtual environment, each of the user computing device 104 and the application server, a virtual environment system 102 virtual environment able to communicate (more precisely, status information) with each other. Systems is 106 also allows the application client transfer immersive audio of each of the user computing device 104 and the server 103 controls the ability to communicate (more precisely, details about the structure of links in the graph peer) with each other.

To support data exchange system 106 communication includes a network 110 data in the form of the Internet to send and receive data from a user computing device 104. The present invention is not limited to use with the Internet, and an alternative implementation of the present invention, for example, may apply based on the 802.11 Protocol, a wireless network or the like. To give the system 102 of the virtual environment and the user computing device 104 is able to communicate through the system connection 106, the server 102 virtual environment is attached to the Internet 110 through line 114 communication in the form of high-speed data transmission channel.

Variant implementation of the present invention mainly associated with not requiring high performance peer-to-peer technology to deliver immersive audio to a user of the user computing devices 104, participating in a virtual environment. Essentially, the subsequent description is particularly focuses on the functionality of the application server control is loaded on the server 103 management, and application client transfer immersive audio, downloaded to the user is skih computing device 104.

As discussed previously, the application server control server 103 control, configured to obtain information relating to the location of the avatars acting in a virtual environment, from the application server virtual environment. In accordance with the embodiment described in materials of this application, the location information is presented in the form of spatial coordinates (x,y,z). Application server control is additionally configured to receive details of any static and dynamic sound barriers (hereinafter 'information barriers'), which can influence the distribution of sounds within the virtual environment. As soon as information was received about the location and information about barriers, the application management server performs the following actions :

(1). Calculates a tree or row of trees (if there are a number of disparate groups of avatars that are not within the range of audibility of each other) on the basis of the coordinates (x,y,z) avatars in a virtual environment. These trees connect talking avatars with listening avatars. The application server control can also consider factors such as available bandwidth and reliability of the nodes (i.e., corresponding to each of the of the user's computing device), to determine how the built tree. For example, if a node in the tree does not have a high available bandwidth, the application may limit the number of other nodes in the tree to which it may connect. If the node is unreliable (for example, if the node has a history of high latency or packet loss), then the application server control, you may need to make sure that he is a leaf of the tree.

(2). Introduces the paths in the tree to reduce the path length between each speaker and the listener to generate the graph of peers. The application server control will not enter the paths that are shorter than the specified length, to ensure that no positive feedback, no noticeable echo is not present in the audio stream, ultimately output user's computing device; and

(3). Pass the following details, associative associated with the count of peers, on the user computing device 104, identified on the graph:

(a) the set of avatars that the user computing device 'A' should create connection;

(b) the value ofαattenuation factor (αthe length of the link graph) to be applied to the audio streams that A will send on each of these compounds; and

(c) the angle θ(θcorresponds to the angle of the link graph), which should play the received audio stream.

As for the function of creating tree structures (see p. 1 above), could be applied to any suitable tree structure. However, in the case of this variant implementation, applies the minimum spanning tree (MST). (It is the minimum metric value associated with the length of the links in the tree, which is proportional to the distance between avatars in a virtual environment).

There are two main functions performed by the client application immersive audio, located on each of the user computing devices 104. The first function is to reproduce the received audio streams to create immersive audiozen for playback to the user of the user computing device 104. This sequence of operations, mainly involves the user computing device 104, the receiving stream for each edge of the graph to which it is attached {E1E2... En}, and playback of the audio stream at an angleθspecified information about playing immersive audio. The second function involves sending the mixed audio stream of the user computing device 104, to all the others who prisoedinenie ribs user computing device/avatars. The mixed audio stream contains a mixture of audio, recorded user's computing device (i.e., the speech of the client), and audio taken for all other edges (of course, excluding the edge, which should be sent to the mixed audio stream). Before sending the mixed audio stream, it is attenuated by the value ofαattenuation factor for this particular ribs, also given information about playing immersive audio.

With reference to Fig. 1 through 6, next will be described an example of a method for playing immersive audiozen user's computing device.

In the first phase, the server 102 virtual environment sends information about the state of the virtual environment in the application client server client server 103 for further processing. Set the virtual world with N avatars (A1, A2,... AN), each of which is controlled by the customer (C1C2,.... CN). Audiodata (Viare each of these N customers. The graph is constructed using F of edges (E1E2,... EF). Each of these ribs has associative angleθjand the ratioαjattenuation, where 0<j<=F.

(Step 1) Place all avatars on the plane with coordinates (x, y)corresponding to their CCW is dinata (x, y) in the virtual environment, as shown in Fig. 2.

(Step 2) Create a multi-circuit diagram between all nodes in a graph; if there are walls, to remove any links between avatars, which are on opposite sides of the walls.

(Step 3) to Calculate the minimum spanning tree (MST) to connect all nodes using any suitable algorithm, such as Kruskal's algorithm.

(Step 4) Delete all links in the graph that are not part of the minimum spanning tree.

(Step 5) while the contours can be added without exceeding the limits of transmission nodes, and while the possible paths that exceed a threshold value (for example, twice the value of the range of audibility), then:

(a) to Establish min_edge_length = infinity (length minimum edge = infinity).

(b) For each pair of nodes i, j that can hear each other.

(i) Calculate the minimum distance path between two nodes as: min_loopij= SPij+ VDij(the minimum pathij= SPij+ VDij). Where SPijthe shortest path in the tree between = i,j and VDij= the length of a direct link between i and j, if it exists,

(ii) If min_loopij(the minimum pathij) > threshold value circuit (2 × hearing_range (2 × audibility range))and Dij< min_edge_length (Dij< length minimalist guest is inogo loop)

(1) min_edge_length=VDij(length minimum edge =VDij)

(2) min_edge = {i, j} (the minimum edge = {i, j})

(c) Add the edge specified by the link through min_edge (minimum edges)in the graph. It is the smallest edge, which introduces an acceptable path.

Next, consider the 7 players that are attached to a virtual environment. Each player uses a different PC (personal computer, PC), connected to the Internet. Each player controls a single avatar - these avatars are named A1 through A7. X, y location (in space) of these avatars in the virtual world are as shown in table 1.

Table 1
Location X, Y avatars
XY
A1228191
A211695
A3205150
A416193
A526 235
A6157282
A7127221

Each of the avatars can be considered a node. It is assumed that each node is able to send 4 threads, and the audibility range of each node is equal to 115.

Stage 1 places avatars on the plane with the same x, y coordinates, as they take in the virtual world. This is shown in Fig. 2.

Step 2 creates a multi-circuit diagram (i.e., each node is connected to every other node) between nodes. This stage provides the underlying topology of the nodes to use the algorithm the minimum spanning tree. Multi-circuit network for this example is shown in Fig. 4.

The distance between each of the avatars used later in the algorithm and is calculated as the value (matrix) VDijas shown in table 2:

Table 2
The calculated values VDij
VD2,1=148VD3,1=47VD4,1=119
VD1,2=148 VD3,2=105VD4,2=45
VD1,3=47VD2,3=105VD4,3=72
VD1,4=119VD2,4=45VD3,4=72
VD1,5=46VD2,5=172VD3,5=86VD4,5=152
VD1,6=115VD2,6=191VD3,6=140VD4,6=189
VD1,7=105VD2,7=126VD3,7=105VD4,7=132
VD5,1=46VD6,1=115VD7,1=105
VD5,2=172VD6,2=191VD7,2=126
VD5,3=86VD6,3=140VD7,3=105
VD5,4=152 VD6,4=189VD7,4=132
VD6,5=75VD7,5=90
VD5,6=75VD7,6=68
VD5,7=90VD6,7=68

In step 3, we used Kruskal's algorithm for computing the minimal spanning tree. Kruskal's algorithm is a General algorithm for calculating minimum spanning trees and well-known engineers in telecommunications and experts graph theory.

In step 4, the link that is not part of the minimum spanning tree is removed from the graph. The output of this stage is shown in Fig. 5.

The set of nodes that can "hear" each other, is calculated in step 5:

H= [(3,1), (3,5), (3,7), (3,4), (3,2), (2,4), (1,5), (1,6), (1,7), (5,6), (7,6), (7,5)],

and the distance of each link of the graph is also calculated, as shown in table 3:

Table 3
The distance between each link of the graph
Link 2,4 45
Link 4,372
Link 3,147
Link 1,546
Link to 5.675
Link 6,768

In conclusion, calculates the shortest path for all elements in H.

SP(3,1) = D(3,1)=47

SP(3,5)=D(3,1)+D(1,5)=47+46=93

SP(3,7)=D(3,1)+D(1, 5)+D(5, 6)+D(6,7)=47+46+75+68=236

SP(3,4)=D(3,4)=72

SP(3,2)=D(3,4), D(4,2)=72+45=117

SP(2,4)=D(2,4)=45

SP(1,5)=D(1,5)=46

SP(1,6)=D(1,5)+D(5,6)=46+75=121

SP(1,7)=D(1,5)+D(5,6)+D(6,7)=46+75+68=189

SP(5,6)=D(5,6)=75

SP(7,6)=D(7,6)=68

SP(7,5)=D(7,6)+D(6,5)=68+75=143

min_loopij=SPij+VDij

min_loop(3,l)=47+47=94

min_loop(3,5)=93+86=179

min_loop(3,7)=236+105=341

min_loop(3,4)=72+72=144

min_loop(3,2)=117+105=222

min_loop(2,4)=45+45=90

min_loop(1,5)=46+46=92

min_loop(1,6)=46+115=181

min_loop(1,7)=189+105=194

min_loop(5,6)=75+75=150

min_loop(7,6)=68+68=136

min_loop(7,5)=143+90=233

Then, with the installation of min_edge_length = infinity, it is found that min_loop (3,7)>2 × hearing_range (230), and VD(3,7)<min_edge_length;

therefore, min_edge_length=VD(3,7)=105, and Min_edge ={3,7}.

Moreover, there is no min_loop(i,j)>2 × hearing_range.

The edge {3,7} then added to the graph, as shown in Fig. 6.

Stage 5 is then repeated using the updated graph (links added by the previous iterations of step 5)until yet still contours to add.

The next iteration of step 5 detects that it is no longer acceptable paths to add, so the algorithm stops adding only link to 7.3.

With reference to Fig. 3 shows a graph indicating the angles of play and levels of attenuation factor that is required for playback of the incoming audio streams from the corresponding avatar 3. As shown in the previous figures, avatar 3 will take the audio from avatars 1, 7 and 4. The client application virtual environment residing on the user's computing device, the control avatar 3 will reproduce audiozen as set forth below: audio arriving from avatar 1, will be played at the angleθ31to the left of the avatar 3. Audio taken from avatar 7, will be played onθ37degrees to the left of the listener; along with the fact that the audio received from avatar 4 will play on theθ34to the right of the listener, as shown in Fig. 6.

The streams, which are taken from avatars 1, 7 and 4, are weakened by the mixture of all upstream nodes. For example, the audio stream sent from avatar 1 avatar 3, is a mix of all audio received in the incoming streams (except for the link 3,1), mixed with the speech of the avatar 1, which zapisywai the camping locally user's computing device. These speech signals are attenuated according to the length of the link, which is audio. Therefore, the audio stream that is sent on the link 3,1 equal to: the audio stream sent by avatar 2, weakened according toα12mixed with the audio sent by the avatar 5, weakened according toα15mixed with locally generated speech avatar 1.

Because the audio from each avatar is mixed with weakened version audio received on all incoming links, avatar 3 will actually hear avatars 1 and 5, what is happening with the direction of the avatar 1 with variable distances, due to varying levels of attenuation. Speech avatar 6 will have an impact on audio, audible avatar with 3 directions of both avatars, 1 and 7. However, if the levels of attenuation are set correctly, then the volume avatar 6 to be insignificant. It should also be noted that, in this example, if you have not entered any contours, avatar 3 would not hear avatar 7, as the attenuation factor on the way through 5 and 1 would be too large.

Will be easily taken into account that, although the alternative implementation of the present invention has been described in the context of use to support the virtual environment, the present invention is not limited to use with the virtual environment. Essentially, the present invention MoE is lo be used for delivering immersive audio for use, for example, as a system exclusively audio-conferencing.

Although the invention has been described with reference to presents an implementation option, specialists in the art will be understood that there may be produced a rebuild, changes and improvements, and equivalents may be used for their elements and their stages, without leaving the scope of the invention. In addition, can be made numerous modifications to adapt the invention to a particular situation or material to the teachings of the invention without leaving his main volume. Such rebuilding, changes, modifications and improvements, though not described above explicitly, however, are assumed to be understood within the scope and essence of the invention. Therefore, it is assumed that the invention is not limited to the specific embodiment described in materials of this application, and will include all embodiments of falling under the scope of the attached claims.

1. How to create audiozen avatar in a virtual environment that includes many avatars, the method containing the steps are:
create a structure of links in the virtual environment between multiple avatars and
reproduce audiozen for each avatar is based on its relationship with other related parts of avatars;
this created the structure of the links made with the possibility to act for determining at least one of: angle to play Audyssey or attenuation factor to apply to the audio on the incoming links, the angle to play audiozen corresponds to the angles of the links between the above each avatar and other related links avatars, the virtual environment contains one or more of the following: online game with multiple players, virtual business meeting or virtual educational function, and each of the avatars includes participant in the virtual environment, the structure of the links contains a minimum spanning tree, while the method comprises the additional step of introducing loops in the minimum spanning tree so that the minimum length of the paths was less than a predetermined value, to prevent the echo audiozen playback.

2. How to create audiozen according to claim 1, in which the structure of the links from the minimum spanning tree is minimal relative to the weight function, which is associated with the length of the links in the tree, and the edge lengths in the tree is proportional to the distance between the two avatars in a virtual environment.

3. How to create audiozen according to claim 2, in which the coefficient of attenuation of the gain value, which corresponds to the length of the element in the structure of links.

4. How to create audiozen one of claims 1 to 3, in which the angle between two avatars in the structure of the links determines the angle playback.

5. How to create audiozen one of claims 1 to 3, in which the structure of the links is a tree structure, connecting a lot of avatars.

6. How to create audiozen according to claim 5, in which the tree structure is a minimum spanning tree.

7. How to create audiozen of claim 1, wherein the predefined value is a double audibility range of the avatar.

8. How to create audiozen one of claims 1 to 3, containing the additional step of mixing the reproduced Audyssey with the audio stream generated by at least one of the many avatars.

9. How to create audiozen of claim 8, containing the additional step of sending mixed audiozen for other related links of avatar.

10. System to create audiozen avatar in a virtual environment that includes many avatars, the system contains:
a tool for creating patterns of links in the virtual environment between multiple avatars and
tool is playing Audyssey for each avatar on the basis of its relationship with other related links avatars;
thus is formed the structure of the links made with the possibility to act for determining at least one of: angle to play Audyssey or attenuation factor to apply to the audio on incoming links, angle to play audiozen corresponds to the angles of the links between the above each avatar and other related links avatars, the virtual environment contains one or more of the following: online game with multiple players, virtual business meeting or virtual educational function, and each of the avatars includes participant in the virtual environment,
the structure of the links contains a minimum spanning tree,
the system is made with the possibility of introducing loops in the minimum spanning tree so that the minimum length of the paths was less than a predetermined value, to prevent the echo audiozen playback.

11. The system is made with the possibility of creating audiozen for the virtual environment, which includes many avatars, and has a structure of links in the virtual environment between multiple avatars, the system contains multiple computing devices, each computing device capable of controlling at least one avatar in the virtual environment, each computing device is configured to reproduce the output audiozen for at least one of the avatar based on at least one avatar communication with other related links avatars and p Radauti output audioscan, at least one other computing device, while the structure of the links made with the possibility to act for determining at least one of: angle to play Audyssey or attenuation factor to apply to the audio on the incoming links, the angle to play audiozen corresponds to the angles of the links between the above each avatar and other related links avatars, the virtual environment contains one or more of the following: online game with multiple players, virtual business meeting or virtual educational function, and each of the avatars includes participant in the virtual environment,
the structure of the links contains a minimum spanning tree,
the system is made with the possibility of introducing loops in the minimum spanning tree so that the minimum length of the paths was less than a predetermined value, to prevent the echo audiozen playback.

12. The system is made with the possibility of creating audioscan, according to claim 11, in which each computing device is additionally configured to receive input audiozen at least one other computing device and playback input audiozen output audioscience.



 

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1 dwg

FIELD: information technology.

SUBSTANCE: at least some of illustrated versions of implementation relate to systems having a flow computer configured to monitor a physical process which is external with respect to a data processing unit, an archive server connected to the flow computer over a computer network and configured to receive data related to physical process and store said data in nonvolatile data storage, and a human-machine interface connected to the archive server over a computer network. The human-machine interface is configured to extract values of archive data related to the physical process from the archive server, calculate statistical data not stored in the archive server based on the values of archive data and display the statistical data on a display device.

EFFECT: reduced amount of data stored in archive servers.

32 cl, 8 dwg

FIELD: information technology.

SUBSTANCE: content and metadata associated with the content may be provided to a number of users. The content may be displayed on a display device while the metadata may be transmitted to a remote device corresponding to a receiving user. The user may further request desired information or metadata pertaining to the content and the requested information or metadata may be transmitted to the user's remote device. Different users may request different information on the same or different objects being displayed or presented on a display device. Each requesting user may receive requested information on the same or different objects via corresponding remote devices.

EFFECT: providing content and metadata associated with consumption of the content, providing content and metadata which do not prevent consumption of the content.

27 cl, 6 dwg

FIELD: information technology.

SUBSTANCE: disclosed is a method of generating a customised data viewer in a computer system, where the viewer is configured to display data at any level in a data model. The disclosed method includes a step of receiving a user request indicating that one or more portions of data are to be displayed in a user-customised manner using a data viewer. Further, according to the method, the requested data portions that are to be displayed using the data viewer are accessed. A dynamic data viewer configured to display the accessed data portions in the user-customised manner indicated in the received user request is then generated. The generated dynamic data viewer is also applied to the accessed data portions, such that the generated viewer displays the requested data portions in the user-customised manner.

EFFECT: automating setup of a data viewer for using a user-selected defined data type.

20 cl, 4 dwg

FIELD: information technology.

SUBSTANCE: image container file has at least first and second multimedia streams (MS). The first MS includes first image data representing an image. The second MS includes arbitrary data which can correspond to: a different representation of the same image; annotations to the first image data; second image data that together with the first image data form a new image with greater dynamic range, resolution, field of view or other attributes that can be derived from processing two or more independent images; or an executable file related to the first MS. The image container file can also include extensible metadata to hold information describing one or more multimedia streams of the image container file, as well as DRM information for obtaining a license to access encrypted data or verifying the authenticity of encrypted or unencrypted data.

EFFECT: providing, when creating an image container file, functional linkage of multiple multimedia streams, one of which is received by a receiver and the other includes arbitrary data.

26 cl, 6 dwg

FIELD: information technology.

SUBSTANCE: device for measuring depletion of copper-nickel sulphide ore further includes two voltage stabilisers, the outputs of which are connected to two variable resistors, the movable contacts of which are connected to inputs of analogue-to-digital converters, built into an AVR microcontroller, the output of which is connected to the gate of a MOSFET transistor, the drain circuit of which includes the radiating coil of an inductive sensor, which is concentric with a receiving coil, the output of which is connected to a shaping amplifier, the output signal of which is fed to the input of a precision amplitude detector, the output of which is connected to the input of a scaling amplifier with the possibility of controlling the origin and the maximum of the measuring scale; the output of the scaling amplifier is connected through a voltage repeater to the analogue input of the AVR microcontroller.

EFFECT: enabling rapid analysis of the depletion of copper-nickel sulphide ore in a measured volume for further use of the measurement results to reduce loss in quality of the mined ore.

2 dwg

FIELD: medicine.

SUBSTANCE: invention relates to field of medicine. In method realisation probing by means of ultrasound signal, directed to area of fetus heart location, is carried out. Reflected Doppler signal is amplified and converted into digital form. Ultrasonic irradiation signal represents series of pulses, where frequency of their repetition equals carrier frequency of ultrasonic signal and is determined depending on maximal depth of probing. Amplification of signal is first performed in frequency band, consistent with duration of series of irradiation with discretisation frequency, corresponding to band of received signal. Transfer of Doppler signal spectrum on zero frequency and accumulation of complex signal counts in accordance with position and size of measured volume by probing depth are performed. Filtration of Doppler signal in specified frequency band is carried out. Search for peaks of autocorrelation function is carried out and distance between them is determined. Doppler shift is calculated on the basis of calculation of difference of phases between Doppler signals from successive series of ultrasound signal. Width of spectrum of Doppler frequencies and energy of Doppler signal from all sections of probing depth are evaluated. After that, control of parameters of Doppler signals from entire probing depth is performed, for which purpose separation of sections of probing depth, related to fetal heartbeats is carried out on the basis of the analysis of parameters of spectrum of Doppler frequencies. After that, adaptive reception gate for signal of fetal heartbeats is formed, in accordance with which the following corrected ultrasound signal is formed.

EFFECT: invention makes it possible to increase accuracy of frequency of heart rate in fetus by automatic setting of position and value of measurement Doppler volume in accordance with fetus heart position by probing depth.

4 dwg

FIELD: information technologies.

SUBSTANCE: animation scheme is defined using a declarative language, which includes instructions that determine animations and/or visual effects subject to application to one or several objects, and how animations or visual effects shall be applied. The animation scheme may include rules, which, when assessed, define how the objects shall be animated. The mechanism of the animation scheme is also provided for assessment of the animation scheme together with other factors for application of the appropriate animation to each object. The mechanism of the animation scheme extracts the animation scheme and data related to objects. The animation scheme mechanism then assesses the animation scheme together with data related to objects, for identification of animation to be used on each object. Identified animations and visual effects are then applied to objects.

EFFECT: reduction of time and increased convenience in creation of an animated presentation due to application of animation schemes.

9 cl, 5 dwg

FIELD: information technology.

SUBSTANCE: method of conducting a multi-user online video game, in which a remote user connects to a multi-user game running on a first hosting service centre being played by other players remotely through a first compressed streaming interactive video, wherein the remote user interacts with a second hosting service centre through a second compressed streaming interactive video generated by the second server.

EFFECT: faster processing of streaming interactive video.

6 cl, 38 dwg

FIELD: information technology.

SUBSTANCE: one or more online multi-player gaming environment computers are used to track activity of interaction of a first user and a second user in an online multi-player gaming environment, wherein the activity of interaction may indicate that the first and second users are intercommunicating, that each is separately playing with a third user, that each separately views different copies of the same video, that each is registered in the online multi-player gaming environment from the same time zone, that each has achieved any identical rating or that they have the same language settings in the online multi-player gaming environment. One or more computers receive a preference indication of the second user. One or more computers determine a recommendation based on the preference indication of the second user and activity of interaction of the first user and the second user and one or more computers send the recommendation to the first user.

EFFECT: faster search for users in a gaming environment.

20 cl, 7 dwg

FIELD: sports.

SUBSTANCE: method uses a server designed for formation of computer models of the playing field, virtual players on the field, virtual sports equipment and transfer of its video image to the coach's computer for entering control commands with indicating of initial conditions, as well as to the players' computers. During the game, the players move their virtual images on the playing field by entering control commands of motion and influence the virtual sports equipment with transfer of video data to the server for processing and subsequent display representation. The proposed method enables to simulate not limited number of game situations, to consider various versions for their development, to develop the game thinking of the team players, to players taking into account their speed capabilities, to change the game situation for the better for the team. The method can be used for tactical training teams of different readiness, playing football, hockey, handball, rugby, basketball and other team sports.

EFFECT: increased processing accuracy through the use of multivariate models of game situations.

FIELD: information technology.

SUBSTANCE: invention suggests methods, systems, user device and data medium containing control commands making possible to create link structure between multiple avatars corresponding to user computing devices in virtual environment. Such parameters as reproducing angle and coefficient of attenuation in virtual environment are considered. Audio scene for each avatar is created based on its connection with other avatars connected by links and on audio flows received from other computing devices corresponding to other avatars connected by links.

EFFECT: lower hardware requirements and system load during audio flow transmission.

17 cl, 6 dwg

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