Biasing a musical performance input to a part
    1.
    发明授权
    Biasing a musical performance input to a part 有权
    将音乐表演输入偏向零件

    公开(公告)号:US08465366B2

    公开(公告)日:2013-06-18

    申请号:US12474811

    申请日:2009-05-29

    Abstract: Described are methods, systems, and apparatuses, including computer program products, for biasing a musical performance input of a player of a rhythm-action game to a part in the game. In one aspect this is accomplished by providing, by a game platform, a history of a degree of matching between a prior music performance input data and a prior music data associated with a first part in a musical composition. Then, on a display, a plurality of target music data, each associated with a respective part in the musical composition, is displayed, with one of the plurality being associated with the first part. Music performance input data is received by the game platform via an input device, such as a microphone, and, based on the history, the received music performance input is assigned to the target music data of the plurality that is associated with the first part.

    Abstract translation: 描述了用于将节奏动作游戏的玩家的音乐表演输入偏向游戏的一部分的方法,系统和装置,包括计算机程序产品。 在一个方面,这通过由游戏平台提供先前的音乐演奏输入数据和与乐曲中的第一部分相关联的先前音乐数据之间的匹配程度的历史来实现。 然后,在显示器上,显示与音乐作品中的各个部分相关联的多个目标音乐数据,其中多个目标音乐数据与第一部分相关联。 音乐表演输入数据由游戏平台通过诸如麦克风的输入装置接收,并且根据历史,所接收的音乐演奏输入被分配给与第一部分相关联的多个目标音乐数据。

    BIASING A MUSICAL PERFORMANCE INPUT TO A PART
    2.
    发明申请
    BIASING A MUSICAL PERFORMANCE INPUT TO A PART 有权
    放弃音乐输入到一部分

    公开(公告)号:US20100304863A1

    公开(公告)日:2010-12-02

    申请号:US12474811

    申请日:2009-05-29

    Abstract: Described are methods, systems, and apparatuses, including computer program products, for biasing a musical performance input of a player of a rhythm-action game to a part in the game. In one aspect this is accomplished by providing, by a game platform, a history of a degree of matching between a prior music performance input data and a prior music data associated with a first part in a musical composition. Then, on a display, a plurality of target music data, each associated with a respective part in the musical composition, is displayed, with one of the plurality being associated with the first part. Music performance input data is received by the game platform via an input device, such as a microphone, and, based on the history, the received music performance input is assigned to the target music data of the plurality that is associated with the first part.

    Abstract translation: 描述了用于将节奏动作游戏的玩家的音乐表演输入偏向游戏的一部分的方法,系统和装置,包括计算机程序产品。 在一个方面,这通过由游戏平台提供先前的音乐演奏输入数据和与乐曲中的第一部分相关联的先前音乐数据之间的匹配程度的历史来实现。 然后,在显示器上,显示与音乐作品中的各个部分相关联的多个目标音乐数据,其中多个目标音乐数据与第一部分相关联。 音乐表演输入数据由游戏平台通过诸如麦克风的输入装置接收,并且根据历史,所接收的音乐演奏输入被分配给与第一部分相关联的多个目标音乐数据。

    Scoring a Musical Performance Involving Multiple Parts
    3.
    发明申请
    Scoring a Musical Performance Involving Multiple Parts 审中-公开
    评分涉及多个部分的音乐表演

    公开(公告)号:US20100304811A1

    公开(公告)日:2010-12-02

    申请号:US12474870

    申请日:2009-05-29

    CPC classification number: A63F13/814 A63F13/46 A63F2300/61

    Abstract: Described are methods, systems, and apparatuses, including computer program products, for scoring a musical performance involving multiple parts in a rhythm-action game. In one aspect this is accomplished by displaying, on a display in signal communication with a game platform, target musical data associated with a musical composition. The game platform receives a first music performance input data, with the first music performance input data being associated with a first part in the musical composition. The game platform also receives a second music performance input data, the second music performance input data associated with a second part in the musical composition. The game platform then calculates a first score based on the first music performance input data and a second score based on the second music performance input data. It then calculates a final or modified score based on the first score and the second score.

    Abstract translation: 描述了用于评估涉及节奏动作游戏中的多个部分的音乐表演的方法,系统和装置,包括计算机程序产品。 在一个方面,这通过在与游戏平台的信号通信的显示器上显示与音乐作品相关联的目标音乐数据来实现。 游戏平台接收第一音乐演奏输入数据,其中第一音乐演奏输入数据与乐曲中的第一部分相关联。 游戏平台还接收第二音乐演奏输入数据,第二音乐演奏输入数据与乐曲中的第二部分相关联。 然后,游戏平台基于第一音乐演奏输入数据和基于第二音乐演奏输入数据的第二乐谱计算第一乐谱。 然后,它基于第一分数和第二分数计算最终或修改的分数。

    DYNAMIC MUSICAL PART DETERMINATION
    4.
    发明申请
    DYNAMIC MUSICAL PART DETERMINATION 有权
    动态音乐部分确定

    公开(公告)号:US20100300265A1

    公开(公告)日:2010-12-02

    申请号:US12474800

    申请日:2009-05-29

    CPC classification number: G10H1/368 G10H1/0016 G10H2210/091 G10H2220/145

    Abstract: Described are methods, systems, and apparatuses, including computer program products, for dynamically determining a musical part performed by a player of a rhythm-action game. In one aspect of a rhythm-action game, microphones are not tied to a particular part and therefore any player can play any of a number of parts, e.g., melody or harmony, lead or rhythm, guitar or bass, without switching instruments. This is accomplished by displaying, on a display, a plurality of target music data associated with a musical composition, receiving a music performance input data via the input device, determining which of the plurality of target music data has a degree of matching with the music performance input data, and assigning the music performance input data to the determined target music data.

    Abstract translation: 描述了用于动态地确定由节奏动作游戏的玩家执行的音乐部分的方法,系统和装置,包括计算机程序产品。 在节奏动作游戏的一个方面,麦克风不与特定部分相关联,因此任何玩家可以在没有切换乐器的情况下播放许多部分,例如旋律或和声,导奏或节奏,吉他或低音。 这通过在显示器上显示与音乐作品相关联的多个目标音乐数据,经由输入装置接收音乐演奏输入数据,确定多个目标音乐数据中的哪一个具有与音乐相匹配的程度来实现 演奏输入数据,以及将音乐演奏输入数据分配给所确定的目标音乐数据。

    Dynamic musical part determination
    5.
    发明授权
    Dynamic musical part determination 有权
    动态音乐部分决定

    公开(公告)号:US08017854B2

    公开(公告)日:2011-09-13

    申请号:US12474800

    申请日:2009-05-29

    CPC classification number: G10H1/368 G10H1/0016 G10H2210/091 G10H2220/145

    Abstract: Described are methods, systems, and apparatuses, including computer program products, for dynamically determining a musical part performed by a player of a rhythm-action game. In one aspect of a rhythm-action game, microphones are not tied to a particular part and therefore any player can play any of a number of parts, e.g., melody or harmony, lead or rhythm, guitar or bass, without switching instruments. This is accomplished by displaying, on a display, a plurality of target music data associated with a musical composition, receiving a music performance input data via the input device, determining which of the plurality of target music data has a degree of matching with the music performance input data, and assigning the music performance input data to the determined target music data.

    Abstract translation: 描述了用于动态地确定由节奏动作游戏的玩家执行的音乐部分的方法,系统和装置,包括计算机程序产品。 在节奏动作游戏的一个方面,麦克风不与特定部分相关联,因此任何玩家可以在没有切换乐器的情况下播放许多部分,例如旋律或和声,导奏或节奏,吉他或低音。 这通过在显示器上显示与音乐作品相关联的多个目标音乐数据,经由输入装置接收音乐演奏输入数据,确定多个目标音乐数据中的哪一个具有与音乐相匹配的程度来实现 演奏输入数据,以及将音乐演奏输入数据分配给所确定的目标音乐数据。

    Displaying an input at multiple octaves
    6.
    发明授权
    Displaying an input at multiple octaves 有权
    显示多个八度的输入

    公开(公告)号:US07982114B2

    公开(公告)日:2011-07-19

    申请号:US12474948

    申请日:2009-05-29

    Abstract: Described are methods, systems, and apparatuses, including computer program products, for displaying an input at multiple octaves in a rhythm-action game. In one aspect this is accomplished by receiving by a game platform via a microphone, a music performance input data and displaying, on a display in communication with the game platform, a first pitch marker reflective of the music performance input data. Then substantially simultaneously with the display of the first pitch marker, displaying a second pitch marker at an offset, typically vertical, from the first pitch marker, the offset indicative of an octave difference between the first pitch marker and the second pitch marker.

    Abstract translation: 描述了用于在节奏动作游戏中显示多个八度的输入的方法,系统和装置,包括计算机程序产品。 一方面,这是通过游戏平台通过麦克风接收音乐表演输入数据并在与游戏平台通信的显示器上显示反映音乐演奏输入数据的第一音调标记来实现的。 然后与第一音调标记的显示基本上同时地显示来自第一音调标记的偏移(通常垂直)的第二音调标记,指示第一音调标记和第二音调标记之间的八度音差的偏移。

    Scoring a Musical Performance After a Period of Ambiguity
    7.
    发明申请
    Scoring a Musical Performance After a Period of Ambiguity 有权
    在一段时间的模糊之后得到音乐表演

    公开(公告)号:US20100300269A1

    公开(公告)日:2010-12-02

    申请号:US12474899

    申请日:2009-05-29

    Abstract: Described are methods, systems, and apparatuses, including computer program products, for scoring a musical performance after a period of ambiguity in a rhythm-action game. This is accomplished by displaying a first target music data and a second target music data where the first target music data's tolerance threshold overlaps with a second target music data's tolerance threshold. When a music performance input data is received, the game platform determines if the music performance input data is within both tolerance thresholds. Then scores are determined, based on a degree of matching between the music performance input data and the first target music data and between the music performance input data and the second target music data. The game platform then assigns the music performance input data to whichever target music data has the higher score when the difference between the first and second scores is greater than a predetermined value.

    Abstract translation: 描述了在节奏动作游戏中的模糊期间之后对音乐表演进行评分的方法,系统和装置,包括计算机程序产品。 这通过显示第一目标音乐数据和第二目标音乐数据来实现,其中第一目标音乐数据的容限阈值与第二目标音乐数据的容限阈值重叠。 当接收到音乐表演输入数据时,游戏平台确定音乐表演输入数据是否在两个公差阈值内。 然后,根据音乐演奏输入数据和第一目标音乐数据之间以及音乐演奏输入数据和第二目标音乐数据之间的匹配度来确定分数。 然后,当第一和第二分数之间的差大于预定值时,游戏平台将音乐演奏输入数据分配给任何目标音乐数据具有较高分数。

    Preventing an unintentional deploy of a bonus in a video game
    8.
    发明授权
    Preventing an unintentional deploy of a bonus in a video game 有权
    防止无意中在视频游戏中部署奖金

    公开(公告)号:US08080722B2

    公开(公告)日:2011-12-20

    申请号:US12474880

    申请日:2009-05-29

    CPC classification number: G10H1/368 G10H2210/091 G10H2210/171

    Abstract: Described are methods, systems, and apparatuses, including computer program products, for preventing an unintentional deploy of a bonus in a video game. In one aspect this is accomplished by displaying, on a display in communication with a game platform, a target music data of a musical composition. The game platform receives a music performance input data via the microphone, and also determines if the music performance input data has a predetermined degree of matching with a vocal cue. If so, the performance input data is prevented from executing an improvisation deploy.

    Abstract translation: 描述了用于防止无意中在视频游戏中部署奖金的方法,系统和装置,包括计算机程序产品。 在一个方面,这是通过在与游戏平台通信的显示器上显示音乐作品的目标音乐数据来实现的。 游戏平台通过麦克风接收音乐表演输入数据,并且还确定音乐表演输入数据是否具有与声音提示的预定匹配程度。 如果是这样,则防止性能输入数据执行即兴部署。

    Scoring a musical performance after a period of ambiguity
    9.
    发明授权
    Scoring a musical performance after a period of ambiguity 有权
    在一段时间的模糊之后,得到一个音乐表演

    公开(公告)号:US08076564B2

    公开(公告)日:2011-12-13

    申请号:US12474899

    申请日:2009-05-29

    Abstract: Described are methods, systems, and apparatuses, including computer program products, for scoring a musical performance after a period of ambiguity in a rhythm-action game. This is accomplished by displaying a first target music data and a second target music data where the first target music data's tolerance threshold overlaps with a second target music data's tolerance threshold. When a music performance input data is received, the game platform determines if the music performance input data is within both tolerance thresholds. Then scores are determined, based on a degree of matching between the music performance input data and the first target music data and between the music performance input data and the second target music data. The game platform then assigns the music performance input data to whichever target music data has the higher score when the difference between the first and second scores is greater than a predetermined value.

    Abstract translation: 描述了在节奏动作游戏中的模糊期间之后对音乐表演进行评分的方法,系统和装置,包括计算机程序产品。 这通过显示第一目标音乐数据和第二目标音乐数据来实现,其中第一目标音乐数据的容限阈值与第二目标音乐数据的容限阈值重叠。 当接收到音乐表演输入数据时,游戏平台确定音乐表演输入数据是否在两个公差阈值内。 然后,根据音乐演奏输入数据和第一目标音乐数据之间以及音乐演奏输入数据和第二目标音乐数据之间的匹配度来确定分数。 然后,当第一和第二分数之间的差大于预定值时,游戏平台将音乐演奏输入数据分配给任何目标音乐数据具有较高分数。

    DISPLAYING AN INPUT AT MULTIPLE OCTAVES
    10.
    发明申请
    DISPLAYING AN INPUT AT MULTIPLE OCTAVES 有权
    在多个OCTAVES中显示输入

    公开(公告)号:US20100300270A1

    公开(公告)日:2010-12-02

    申请号:US12474948

    申请日:2009-05-29

    Abstract: Described are methods, systems, and apparatuses, including computer program products, for displaying an input at multiple octaves in a rhythm-action game. In one aspect this is accomplished by receiving by a game platform via a microphone, a music performance input data and displaying, on a display in communication with the game platform, a first pitch marker reflective of the music performance input data. Then substantially simultaneously with the display of the first pitch marker, displaying a second pitch marker at an offset, typically vertical, from the first pitch marker, the offset indicative of an octave difference between the first pitch marker and the second pitch marker.

    Abstract translation: 描述了用于在节奏动作游戏中显示多个八度的输入的方法,系统和装置,包括计算机程序产品。 一方面,这是通过游戏平台通过麦克风接收音乐表演输入数据并在与游戏平台通信的显示器上显示反映音乐演奏输入数据的第一音调标记来实现的。 然后与第一音调标记的显示基本上同时地显示来自第一音调标记的偏移(通常垂直)的第二音调标记,指示第一音调标记和第二音调标记之间的八度音差的偏移。

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