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|United States Patent||13,832,431|
|James Morgan||November 3, 2005|
Several short segments of the users voice, and ambient sounds are recorded and stored in a digital memory. Three dimensional images of various gender and ethnicity are created and stored in a digital memory. The stored segments are concatenated together and interspersed with preprogrammed sounds of various groups of people to form a sound and visual sequence of arbitrary length, based on selecting the next sound / visual segment according to some statistical algorithm. The selected algorithm may be simply a random or pseudo-random selection, or it may provide a probability weighting to emphasize some virtual atmospheric condition (IE party or arguement) over others, or some combination of factors also affected by external stimuli such as time of day, number of virtual participants, time of year and desired effect or operator input. Apparatus for coordinating random sequenced digital sound and image are disclosed. Another aspect of the invention is three dimensional audio/visual projection system and screen which produce the illusion of depth of field and multiple interacting images in a transmissable light setting (IE a window or doorway).
|Inventor:||Morgan,; James I. (375 S. 9th St. #1205, San Jose CA 95112)|
|Filed:||March 1, 2001|
|Current U.S. Class:||353/007; 704/272|
|Intern'l Class:||G10K 015/06|
|Field of Search:||353/7, 395/2,349/15, 181/55, 704/258|
|6183088||May, 1999||LoRe et al||353/7.|
|6109750||Dec., 1998||Mayer et al||395/2.|
1. A method of generating random sequenced sound based on user voice input and sequenced library sounds. The generated sound resembles human converstion when heard through walls and floors, and as background noice over telephonic devices.
2. A method for generating original human converationlike behavior based on voice patterns recorded and stored digitally.
3. A method of creating and manipulating 3 dimensional shadows of human figures in a manner which resembles normal human motion in an enclosed (indoor) setting.
4. A method of coordinating all of the above in a logically acceptable fashion creating the appearance of a group of people in an enclosed setting.
5. A method according to claim 1 which produces sounds in all audible frequences associalted with large or small groups of people, including occasional and accidental sounds.
6. A method according to claim 1 which muffles and modifies audible conversation based on the number of virtual participants, the size and shape of the enclosed space.
7. A method according to claim 1 further comprising expected programatically selectable behaviors.
8. A method according to claim 2 which utilizes internet chat rooms as source material for original, audible conversation.
9. A further method according to claims 2 and 4 which place conversations in 3 dimensional space in the enclosed space.
10. A method according to claim 2 which utilizes conversation mapping to create natural flow and occasional pauses in conversation patterns.
11. A method according to claim 3 which minimizes projector output and maximizes portability.
12. A method of mapping individual personalities and creating virtual "guests" based on real world persons.