Okay, so now we have some background on the man behind all of those inventions and how he made his rise to fame and fortune. Let's now zoom right into this whole "hypersonic" notion and explain what exactly it is and how it works, before covering what some of its applications may in fact be.
In order to begin explaining this technology, let's first imagine a light bulb which is used to direct light in a certain area. Basically, we can put the light where it's needed; we don't have to light our whole house to look for something in the kitchen.
Now, without this ability to concentrate and direct light where we want and need it, we could not have things like TV, movies, computers, CD's, lasers etc.
Moving over to sound to complete the analogy, after 80 years of loudspeakers we still throw the sound all over the environment the speaker is located in rather than directing it to the listener's ears.
"I thought it was about time to put sound where you want to." - Woody Norris
So instead of filling a room with sound, Woody had the notion that we should be able to create the sound next to 'your ears'.
Traditionally when discussing a loudspeaker the sound is produced on the front face of the unit by the speaker drivers and then projected out into the room, filling it with sound. This is fine in theory and practice, but we have since determined that air is not linear in nature and rather it is affected by several factors.
"All of audio as we know it is an attempt to be more and more linear." - Woody Norris
If a signal is pushed beyond 80db the air in the environment begins to corrupt the signal you're propagating, because the speed at which sound travels is not constant; (rather, it's fairly slow). Changes begin to occur with temperature and barometric alterations (as to how fast it's moving through the air).
Imagine a sine wave in the air. Now, if the amplitude (volume) of the signal increases too much, there is a change on the pressure in the environment where it's being created, which means during the making of that sine wave the speed at which it propagates (itself) is changing as a response to the air changes.
So we now know that a propagated signal can be corrupted by natural phenomena occurring in the environment around us all the time; that being constant changes in the pressure and density of the air around us.
So logically the next step is to find a method to the madness. Can this corruption be tracked and compensated for? The answer is yes; it turns out that this corrupting phenomena in the air can be predicted and therefore manipulated in a way that is beneficial to the cause.
So basically an aspect of this technology is that it sets out to utilize the most fundamental factors we take for granted, in a better way than we do now; this by gaining a better understanding of these forces and thinking simply in a non-linear fashion in order to implement this understanding.
Okay, so we know that HyperSonic Sound takes into account the most fundamental forces that exist in the environment we live in. Let's now discuss how this sound is actually produced.
When a HyperSonic speaker panel is aimed at someone, the air between that person and the panel is 'mapped' and the space is divided up into literally millions of separate points between the person and the panel. Once the air has been specially mapped, the audio to be produced can then be sent down this column of air right to the person's ear or into their head as the case may be.
The sound is produced along this column of air rather than everywhere in the environment in a non-efficient manner (which requires more and more power as the distance grows, traditionally). For this reason, the inverse square law does not apply. What this law states is that sound drops off about 2/3 for every doubling of distance. Ie. 6dB when you go from one meter to two meters.
So what does that actually mean besides obvious gains in efficiency and power usage? - If I went to see a concert using HyperSonic Sound devices, the show would sound the same in the front row center as the back row corner, which is pretty cool.
Rather than a traditional speaker producing the sound at point A and then the user receiving a diluted corrupted version of it by the time it reaches point B, HyperSonic Sound allows the signal to be sent directly to your ears (and can be bounced off walls, too) without the need for it to travel around the room (unnecessarily) and be corrupted on its path to you.
This audio can then be narrowed or spread and can be set so that only the left ear gets the left channel information and vice versa, eliminating spill-over caused by one ear hearing the information meant for the other.
So for arguments sake, if you're a little bit confused still, imagine a really nice pair of stereo headphones, but you're not wearing anything at all. The sound is being sent down a private "air-way" express to your head.
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