Karaoke terminal

The karaoke terminal integrates board games and karaoke by using video data analysis to recommend songs at game ends, improving user engagement through timely and personalized karaoke suggestions.

JP7886806B2Active Publication Date: 2026-07-08DAIICHI KOSHO COMPANY

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
DAIICHI KOSHO COMPANY
Filing Date
2022-11-21
Publication Date
2026-07-08

AI Technical Summary

Technical Problem

Existing karaoke rooms lack the ability to seamlessly integrate karaoke singing opportunities with board games, failing to recommend appropriate karaoke sessions at optimal times during gameplay.

Method used

A karaoke terminal equipped with an acquisition unit to capture video data of the board game and players, a determination unit to identify the game's end based on emotional analysis of facial expressions, and a presentation unit to suggest recommended songs when the game concludes.

Benefits of technology

Enables timely recommendation of karaoke sessions based on the game's completion, enhancing user engagement by facilitating karaoke singing after board games, and personalized song suggestions based on player emotions and history.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a karaoke terminal capable of recommending a player who plays a board game in a karaoke room at proper timing to sing karaoke.SOLUTION: The present invention relates to a karaoke terminal that can be used to play a board game in a karaoke room, and the karaoke terminal has an acquisition part which acquires video data corresponding to at least one of the board of the board game and the player of the board game, a determination part which determines the end of the board game based upon the acquired video data, and a presentation part which presents recommended music to the player when it is determined that the board game ends.SELECTED DRAWING: Figure 3
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Description

Technical Field

[0001] The present invention relates to a karaoke terminal.

Background Art

[0002] Karaoke rooms equipped with high-performance AV equipment and communication environments and excellent sound insulation are used for various purposes other than karaoke.

[0003] For example, there are users who play board games in a karaoke room. At this time, they can enjoy board games using a support app that operates on a mobile terminal (see Non-Patent Documents 1 and 2). There is also a web app for supporting a specific board game (see Non-Patent Documents 3 and 4).

Prior Art Documents

Non-Patent Documents

[0004]

Non-Patent Document 1

Non-Patent Document 2

Non-Patent Document 3

[0005] The object of the present invention is to provide a karaoke terminal that can recommend karaoke singing at an appropriate time to players playing board games in a karaoke room. [Means for solving the problem]

[0006] One invention for achieving the above objective is a karaoke terminal usable when playing a board game in a karaoke room, comprising: an acquisition unit that acquires video data corresponding to at least one of the board game board and the board game player; a determination unit that determines the end of the board game based on the acquired video data; and a presentation unit that, if it is determined that the board game has ended, presents recommended songs to the player. Other features of the present invention will be revealed in the specification and drawings described below. [Effects of the Invention]

[0007] According to the present invention, it is possible to recommend karaoke singing to players playing board games in a karaoke room at an appropriate time. [Brief explanation of the drawing]

[0008] [Figure 1] This is a diagram showing a karaoke room according to the first embodiment. [Figure 2] This is a diagram showing a karaoke device according to the first embodiment. [Figure 3]This is a diagram showing a karaoke machine according to the first embodiment. [Figure 4] This is a flowchart showing the processing of the karaoke apparatus according to the first embodiment. [Figure 5] This is a diagram showing a karaoke machine according to the second embodiment. [Figure 6] This is a flowchart showing the processing of the karaoke apparatus according to the second embodiment. [Figure 7] This figure shows the national singing rankings according to variations of the first and second embodiments. [Modes for carrying out the invention]

[0009] <First Embodiment> A karaoke apparatus according to the first embodiment will be described with reference to Figures 1 to 4.

[0010] ==Karaoke equipment and board games== A karaoke machine is a device used for playing karaoke songs and for users to sing karaoke. Karaoke machines are installed in karaoke rooms at karaoke establishments.

[0011] In this embodiment, the karaoke device is available for use when playing board games in a karaoke room (details will be described later). The karaoke device is an example of a "karaoke terminal".

[0012] Board games are games played on a dedicated board, such as chess, sugoroku, and Othello, where players move or remove pieces. Board games are played by at least two players. Players can use their own board games or those rented out at karaoke establishments.

[0013] As shown in Figure 1, the karaoke device K according to this embodiment is installed in a karaoke room R. Users U1 and U2 are the people (i.e., players) who play the board game BG in the karaoke room R. The board game BG is placed on a table T.

[0014] == Karaoke Device == As shown in FIG. 2, the karaoke device K includes a karaoke main body 10, a speaker 20, a display device 30, a microphone 40, a remote control device 50, and a photographing device 60.

[0015] The karaoke main body 10 performs various controls related to karaoke performance and karaoke singing, such as karaoke performance control of music, display control of lyrics, background images, etc., and processing of audio signals input through the microphone 40. The speaker 20 is configured to emit sound based on a signal from the karaoke main body 10. The display device 30 is configured to display images and pictures on the screen based on a signal from the karaoke main body 10. The microphone 40 is configured to convert the singing voice accompanying the user's karaoke singing into an analog audio signal and input it to the karaoke main body 10. The remote control device 50 is a device for operating the karaoke main body 10. The photographing device 60 is a device for photographing at least one of a board game board and board game players, such as a camera.

[0016] As shown in FIG. 3, the karaoke main body 10 according to the present embodiment includes a storage unit 10a, a communication unit 10b, an input unit 10c, a performance unit 10d, and a control unit 10e. Each component is connected to a bus B via an interface (not shown).

[0017] [Storage Unit] The storage unit 10a is a large-capacity storage device that stores various data. The storage unit 10a stores music data. The music data is provided with music identification information. The music identification information is unique information for each music, such as a music ID for identifying the music. The music data includes karaoke performance data, reference data, etc.

[0018] In addition, for each music, the storage unit 10a stores background video data corresponding to the background video displayed during karaoke performance, lyric telop data for displaying the lyrics of the music, and attribute information of the music (music name, singer name, genre, performance time, etc.).

[0019] Furthermore, the memory means 10a may store rankings based on the number of times songs have been sung, such as a nationwide singing ranking (for example, a list of the top 100 songs with the most singing times among songs sung at karaoke machines nationwide in the last six months) or a generational ranking (for example, a list of the top 50 songs with the most singing times among users of each generation who have sung karaoke).

[0020] [Communication methods / Input methods] Communication means 10b provides an interface for communication with the outside. Input means 10c is configured for the user to input instructions. Input means 10c is a button or the like provided on the karaoke unit 10. Alternatively, the remote control device 50 may function as input means 10c.

[0021] [Means of performance] The performance means 10d performs karaoke performance of a song and processes signals based on singing voice input through the microphone 40, based on the control of the control means 10e. The performance means 10d includes a sound source, mixer, amplifier, etc. (none of which are shown in the figure).

[0022] [Control means] The control means 10e performs various controls on the karaoke machine K. The control means 10e includes a CPU and memory (neither of which are shown in the figure). The CPU realizes various functions by executing programs stored in the memory.

[0023] In this embodiment, the control means 10e functions as an acquisition unit 100, a determination unit 200, and a presentation unit 300 when the CPU executes a program stored in memory.

[0024] (Acquisition Department) The acquisition unit 100 acquires video data corresponding to at least one of the board game board and the board game players.

[0025] The recording device 60 starts recording the inside of the karaoke room, for example, from the moment a user (hereinafter sometimes referred to as "player") enters the karaoke room. The recording device 60 records so that at least one of the board game board and the player is visible. The recording device 60 outputs video data corresponding to at least one of the recorded board game board and player to the karaoke unit 10. The acquisition unit 100 acquires the video data output from the recording device 60. The recording device 60 records continuously or at predetermined intervals (for example, every 15 seconds, every 30 seconds) while the player is using the karaoke room.

[0026] In this embodiment, the acquisition unit 100 acquires video data corresponding to the board game players. Specifically, the shooting device 60 takes pictures so that at least the board game players are visible. The shooting device 60 outputs the video data corresponding to the captured players to the karaoke unit 10. The acquisition unit 100 acquires the video data output from the shooting device 60.

[0027] (Judgment Department) The determination unit 200 determines the end of the board game based on the acquired video data. In this embodiment, the determination unit 200 determines the end of the board game based on emotion information obtained by analyzing the player's facial image data included in the video data.

[0028] The determination unit 200 extracts player face image data from the video data using known techniques. The determination unit 200 performs known sentiment analysis processing on the extracted face image data to obtain the player's sentiment information. The determination unit 200 obtains sentiment information for each player included in the video data.

[0029] Emotional information indicates the player's emotions. Emotional information can be obtained for each emotion, such as "joy" or "sadness." Emotional information can be represented by a value, such as 1 to 10 (the higher the number, the stronger the emotion), which may be referred to as the "emotional analysis value" below.

[0030] The determination unit 200 compares the acquired emotional information for each player and determines whether predetermined conditions are met. If the predetermined conditions are met, the determination unit 200 determines that the board game has ended. The predetermined conditions are the conditions for determining the end of the board game, and one condition is set in advance, for example, "the emotional analysis value of one player is 8 or higher, and the difference between the emotional analysis values ​​of that player and the other players is 5 or higher."

[0031] Specifically, the determination unit 200 extracts face image data of one player and another player from the video data output from the shooting device 60. The determination unit 200 then performs emotion analysis processing on the extracted face image data, for example, as described in Japanese Patent Application Publication No. 2019-132980, to obtain an emotion analysis value for joy as emotion information.

[0032] The determination unit 200 compares the obtained sentiment analysis values ​​and determines whether predetermined conditions are met. If the predetermined conditions are met, the determination unit 200 determines that the board game has ended and outputs the determination result to the presentation unit 300. On the other hand, if the predetermined conditions are not met, the determination unit 200 determines that the board game has not ended and does not output the determination result to the presentation unit 300.

[0033] (Presentation part) When the display unit 300 determines that the board game has ended, it presents recommended music to the player.

[0034] Recommended songs are songs that the player is encouraged to sing karaoke to. The types of recommended songs presented are not particularly limited as long as they are songs that can be played karaoke on the karaoke machine K. Also, in this embodiment, the number of recommended songs presented is not particularly limited.

[0035] For example, the presentation unit 300 may randomly select one song from the songs stored in the memory means 10a and present it as a recommended song. Alternatively, the presentation unit 300 may present the top three songs from the nationwide singing rankings stored in the memory means 10a as recommended songs. Or, the presentation unit 300 may determine the player's age by analyzing the player's facial image data using known technology. The presentation unit 300 may then select a ranking corresponding to the determined age from the generational rankings stored in the memory means 10a and present the top song from the selected ranking as a recommended song.

[0036] The suggestion can be made, for example, by displaying the title of the recommended song and a message recommending karaoke singing (for example, "Thank you for playing the board game. Now, please enjoy singing karaoke") on the display screen of the display device 30.

[0037] The player operates the remote control device 50 and selects a recommended song they wish to sing karaoke via the song selection screen. The remote control device 50 transmits the song ID of the recommended song selected by the player to the karaoke device K. The karaoke device K reserves the song for karaoke performance by registering the received song ID in the reservation queue.

[0038] The karaoke device K retrieves the song's accompaniment data from the storage means 10a based on the song ID registered in the reservation queue. The karaoke device K outputs the retrieved accompaniment data to the performance means 10d. The karaoke device K plays the song's accompaniment data and controls the performance means 10d to emit karaoke performance sounds from the speaker 20. The player can sing karaoke along to the karaoke performance sounds emitted from the speaker 20.

[0039] ==Regarding the operation of the karaoke machine== Next, with reference to Figure 4, a specific example of the operation of the karaoke device K in this embodiment will be described. Figure 4 is a flowchart showing the operation of the karaoke device K. In this example, it is assumed that users U1 and U2 play the board game BG in the karaoke room R shown in Figure 1. Furthermore, emotional information is represented by an emotional analysis value from 1 to 10 (the higher the number, the stronger the emotion of joy). In addition, the predetermined conditions that the determination unit 200 refers to when determining the end of the board game are "the emotional analysis value of joy of one player is 8 or higher, and the difference between the emotional analysis values ​​of that player and the other players is 5 or higher."

[0040] When users U1 and U2 enter the karaoke room R, the camera 60 starts taking pictures of users U1 and U2. Users U1 and U2 start playing the board game GB on the table T (start the board game. Step 10).

[0041] The acquisition unit 100 acquires video data corresponding to users U1 and U2, who are players of the board game GB (acquires video data corresponding to the players. Step 11).

[0042] The determination unit 200 determines the end of the board game GB based on the emotion information obtained by analyzing the facial image data of users U1 and U2 included in the video data acquired in step 11 (determining the end of the board game based on emotion information; step 12).

[0043] If it is determined that the board game GB has finished (if the result is Y in step 13), the display unit 300 presents recommended songs to users U1 and U2 (presenting recommended songs; step 14).

[0044] Specifically, the recording device 60 starts recording users U1 and U2 playing the board game GB at the timing T0 when users U1 and U2 enter the karaoke room R. The recording device 60 outputs video data M0 corresponding to the recorded video to the karaoke unit 10. The acquisition unit 100 acquires the video data M0.

[0045] The determination unit 200 extracts facial image data of users U1 and U2 from the video data M0. The determination unit 200 performs a known emotion analysis process on the extracted facial image data to obtain an emotion analysis value for joy as emotion information. Here, it is assumed that the emotion analysis value corresponding to the joy of both users U1 and U2 is "5".

[0046] The determination unit 200 compares the obtained sentiment analysis values ​​and determines whether the predetermined conditions are met. In this case, since the sentiment analysis values ​​of user U1 and user U2 are the same, the predetermined conditions are not met. Therefore, the determination unit 200 determines that the board game has not ended and does not output the determination result to the presentation unit 300.

[0047] Here, as the board game GB progresses, each player's emotions change. Generally, as the likelihood of winning the game increases, feelings of joy intensify (and conversely, feelings of sadness decrease), while as the likelihood of losing the game increases, feelings of joy intensify (and conversely, feelings of sadness increase).

[0048] For example, the recording device 60 records users U1 and U2 playing the board game GB at a certain timing Tn. The recording device 60 outputs video data Mn corresponding to the recorded video to the karaoke unit 10. The acquisition unit 100 acquires the video data Mn.

[0049] The determination unit 200 extracts facial image data of users U1 and U2 from the video data Mn. The determination unit 200 performs a known emotion analysis process on the extracted facial image data to obtain an emotion analysis value for joy as emotion information. Here, it is assumed that "1" is obtained as the emotion analysis value corresponding to the joy of user U1, and "8" is obtained as the emotion analysis value corresponding to the joy of user U2.

[0050] The determination unit 200 compares the obtained analysis values ​​and determines whether predetermined conditions are met. In this case, user U2's emotional analysis value is 8 or higher, and the difference between user U2's and user U1's emotional analysis values ​​is 7 (i.e., 5 or higher), so the predetermined conditions are met. Therefore, the determination unit 200 determines that the board game has ended and outputs the determination result to the presentation unit 300.

[0051] If a determination result is output from the determination unit 200, the presentation unit 300 randomly selects one song from among the songs stored in the storage means 10a, for example, and presents the recommended song to users U1 and U2 by displaying the song title of the recommended song and a message recommending karaoke singing on the display screen of the display device 30.

[0052] As is clear from the above, the karaoke device K according to this embodiment can be used when playing board games in a karaoke room. The karaoke device K includes an acquisition unit 100 that acquires video data corresponding to the board game player, a determination unit 200 that determines the end of the board game based on the acquired video data, and a presentation unit 300 that presents recommended songs to the player when it is determined that the board game has ended.

[0053] With this karaoke device K, it is possible to determine the end of a board game based on video data obtained by filming the players playing the board game. When the board game ends, the karaoke device K can present recommended songs to the players. By referring to the presented recommended songs, the players can easily sing karaoke after the board game is finished. In other words, with the karaoke device K according to this embodiment, it is possible to recommend karaoke singing to players playing a board game in a karaoke room at an appropriate timing.

[0054] Furthermore, the determination unit 200 of the karaoke device K according to this embodiment can determine the end of the board game based on emotion information indicating the player's emotions, obtained by analyzing the player's facial image data included in the video data. With such a karaoke device K, the end of the board game can be determined according to the emotions expressed in the player's facial expression.

[0055] <Modified form of the first embodiment> In the configuration of the first embodiment, it is also possible to identify the player who won the board game.

[0056] (Judgment Department) The determination unit 200 in this modified example can identify the player who won the board game based on emotional information.

[0057] The determination unit 200 refers to the sentiment analysis values ​​used when determining the end of the board game and identifies the player with the highest sentiment analysis value as the winner of the board game. The determination unit 200 outputs the facial image data of the identified player to the presentation unit 300.

[0058] For example, in one embodiment, the determination unit 200 identifies user U2 as the player who won the board game GB by referring to the emotion analysis value "1" corresponding to user U1's feeling of joy and the emotion analysis value "8" corresponding to user U2's feeling of joy. The determination unit 200 outputs user U2's face image data (face image data included in the video data Mn) to the presentation unit 300.

[0059] (Presentation part) The display unit 300 in this modified version presents recommended songs based on the singing history of the winning player.

[0060] The singing history is a chronological record of the song titles, dates and times, and scoring results of songs sung by the user during karaoke. The singing history is stored in the storage means 10a, linked to the user's facial image data corresponding to that singing history. In other words, the user's facial image data is used as user identification information. The presentation unit 300 extracts and presents recommended songs from the winning player's singing history. This presentation can be done, for example, by displaying the song title of the recommended song and a message encouraging the winning player to sing karaoke (for example, "The player who won the board game, please enjoy singing karaoke. Your specialty song is ○○ (song title)") on the display screen of the display device 30. If a user ID consisting of alphanumeric characters is used as user identification information, the facial image data captured during the login operation to the karaoke terminal can be linked to the user ID.

[0061] The presentation unit 300 identifies face image data from among the face image data stored in the storage means 10a that matches the face image data output from the determination unit 200. The presentation unit 300 extracts recommended songs from the singing history associated with the identified face image data and presents them to the player along with a message.

[0062] For example, in the above example, the presentation unit 300 identifies face image data from among the face image data stored in the storage means 10a that matches the face image data of user U2 output from the determination unit 200. The presentation unit 300 extracts recommended songs from the singing history (i.e., user U2's singing history) associated with the identified face image data of user U2, and presents them to users U1 and U2 along with a message.

[0063] Recommended songs can be appropriately selected from the songs included in the singing history. For example, the display unit 300 can extract as a recommended song a song that has been played in karaoke more than a predetermined number of times (for example, 10 times or more) within a predetermined period (for example, within the last three months) and has the highest average score.

[0064] As is clear from the above, the determination unit 200 of the karaoke device K according to this modified example identifies the player who won the board game based on emotional information. The presentation unit 300 presents recommended songs based on the winning player's singing history. With such a karaoke device K, recommended songs can be presented to the player who won the board game. Furthermore, the recommended songs are songs included in the winning player's singing history. In other words, since the recommended songs are songs that the winning player can sing at karaoke, it becomes easier for them to sing karaoke more actively.

[0065] <Second Embodiment> Next, a karaoke device according to the second embodiment will be described with reference to Figures 5 and 6. In this embodiment, an example will be described in which the end of a board game is determined using video data corresponding to the board game board. The same configuration as in the first embodiment will not be described.

[0066] ==Karaoke Equipment== [Storage means] (Information storage unit) A portion of the storage area of ​​the storage means 10a according to this embodiment functions as an information storage unit 400 (see Figure 5). The information storage unit 400 stores the names and rules of board games in association with each other.

[0067] For example, the information storage unit 400 stores rules associated with the name of the board game "chess," such as "place pieces (each player uses 1 king, 1 queen, 2 bishops, 2 knights, 2 rooks, and 8 pawns) on a chessboard (64 squares)," "players take turns moving their pieces on the board once each," and "the game is won when the king is removed from the board by checkmate." It is sufficient that at least the rule indicating the end of the board game (in the chess example, "the game is won when the king is removed from the board by checkmate") is stored.

[0068] [Control means] In this embodiment, the CPU executes a program stored in memory, and the control means 10e functions as an acquisition unit 100, a determination unit 200, a presentation unit 300, and a specific unit 500 (see Figure 5).

[0069] (Specific part) The specific unit 500 identifies the name of the board game to be played.

[0070] Before starting a board game, users of the karaoke room input the name of the board game they will play via the remote control device 50. The remote control device 50 outputs the input board game name to the karaoke unit 10. The identification unit 500 identifies the outputted board game name as the name of the board game to be played in the karaoke room.

[0071] Alternatively, when playing a board game rented out at a karaoke establishment, the karaoke establishment's employee enters the name of the board game via a terminal device at the front desk when renting it out. The terminal device at the front desk transmits the entered board game name to the karaoke machine installed in the karaoke room used by the user. The identification unit 500 of the karaoke machine identifies the received board game name as the name of the board game to be played in the karaoke room.

[0072] (Judgment Department) The determination unit 200 according to this embodiment determines the end of the board game based on the progress of the board game obtained by analyzing the video data of the board game included in the video data, and the rules corresponding to the name of the identified board game.

[0073] The determination unit 200 extracts video data of the board included in the video data using known techniques. The determination unit 200 analyzes the extracted video data using known techniques to obtain the progress of the board game. The progress of the board game is indicated by the type of piece on the board in the case of games such as chess or shogi, and by the positional relationship between the pieces on the board and the goal area in the case of games such as sugoroku. The determination unit 200 also reads the rules corresponding to the board game identified by the identification unit 500 from the information storage unit 400.

[0074] The determination unit 200 compares the progress of the board game with the rule indicating the end of the board game among the read board game rules, and determines whether the progress of the board game matches the rule indicating the end of the board game. If the progress of the board game matches the rule indicating the end of the board game, the determination unit 200 determines that the board game has ended and outputs the determination result to the presentation unit 300.

[0075] ==Regarding the operation of the karaoke machine== Next, with reference to Figure 6, a specific example of the operation of the karaoke device K in this embodiment will be described. Figure 6 is a flowchart showing the operation of the karaoke device K. In this example, it is assumed that users U1 and U2 play chess as the board game BG in the karaoke room R shown in Figure 1. It is also assumed that the information storage unit 400 stores rules, including the rule that indicates the end of chess (the game is won when the king is removed from the board by checkmate), associated with the name of the board game, "chess".

[0076] User U1 or user U2 of karaoke room R inputs the name of the board game they are about to play via the remote control device 50 before starting board game GB. The remote control device 50 outputs the input board game name to the karaoke unit 10. The identification unit 500 identifies the outputted board game name as the name of board game GB to be played in karaoke room R (identification of the board game name. Step 20).

[0077] Furthermore, when users U1 and U2 enter the karaoke room R, the camera 60 starts photographing the table T on which the board game GB is placed. Users U1 and U2 start playing the board game GB on the table T (start the board game. Step 21).

[0078] The acquisition unit 100 acquires video data corresponding to the board game GB (acquires video data corresponding to the board game board. Step 22).

[0079] The determination unit 200 analyzes the video data of the board game GB included in the video data acquired in step 22 to determine the progress of the board game, and based on the rules corresponding to the name of the board game identified in step 20, it determines the end of the board game GB (determining the end of the board game based on the progress of the board game and the rules. Step 23).

[0080] If it is determined that the board game GB has ended (if the result is Y in step 24), the display unit 300 presents recommended music to the players, users U1 and U2 (presenting recommended music; step 25).

[0081] Specifically, user U1 or user U2 of karaoke room R inputs the name of the board game to be played, "Chess," via the remote control device 50 before starting board game GB. The identification unit 500 identifies that the board game GB to be played in karaoke room R is "Chess."

[0082] Assume that users U1 and U2 enter the karaoke room R and the chessboard and pieces are placed on the table T, the recording device 60 begins recording the table T at timing T0. The recording device 60 outputs video data M0 corresponding to the recorded video to the karaoke unit 10. The acquisition unit 100 acquires the video data M0.

[0083] The determination unit 200 extracts video data of the chessboard placed on table T from the video data M0. The determination unit 200 obtains the progress of the chess game by identifying the type of each piece on the board from the extracted video data. The determination unit 200 also reads the rules corresponding to the chess game identified by the identification unit 500 from the information storage unit 400.

[0084] The determination unit 200 compares the progress of the chess game with the rule indicating the end of the game and determines whether they match. Here, timing T0 is before the start of the chess game. That is, in the progress corresponding to the video data M0, there are two king pieces. On the other hand, the rule indicating the end of the chess game is "checkmate, and the king piece is removed from the board." That is, at the end of the chess game, there is only one king piece on the board.

[0085] Therefore, the determination unit 200 determines that the progress of the board game at timing T0 does not match the rules indicating the end of the board game, that is, the board game has not ended, and does not output the determination result to the presentation unit 300.

[0086] Meanwhile, as the game of chess progresses, the number of pieces on the board decreases. Ultimately, checkmate occurs, and one of the kings is removed from the board.

[0087] For example, the camera 60 takes a picture of the chessboard at a certain timing Tn. The camera 60 outputs video data Mn corresponding to the captured image to the karaoke unit 10. The acquisition unit 100 acquires the video data Mn.

[0088] The determination unit 200 extracts video data of the chessboard placed on table T from the video data Mn. The determination unit 200 obtains the progress of the chess game by identifying the type of each piece on the board from the extracted video data. The determination unit 200 also reads the rules corresponding to the chess game identified by the identification unit 500 from the information storage unit 400.

[0089] The determination unit 200 compares the progress of the chess game with the rules indicating the end of the game and determines whether they match. Here, at timing Tn, one of the king pieces had been removed from the board due to checkmate.

[0090] In this case, the determination unit 200 determines that the progress of the board game at timing Tn matches the rule indicating the end of the board game, i.e., the board game has ended, and outputs the determination result to the presentation unit 300.

[0091] If the determination unit 200 outputs a determination result, the presentation unit 300 randomly selects one song from the songs stored in the storage means 10a and presents the recommended song to users U1 and U2 by displaying the song title of the recommended song and a message recommending karaoke singing on the display screen of the display device 30.

[0092] As is clear from the above, the karaoke device K according to this embodiment has an information storage unit 400 that stores the names and rules of board games in association, and an identification unit 500 that identifies the name of the board game being played. Furthermore, the determination unit 200 according to this embodiment determines the end of the board game based on the progress of the board game obtained by analyzing the video data of the board game board included in the video data, and the rules corresponding to the identified name of the board game. With such a karaoke device K, the end of the board game can be determined according to the progress of the board game by referring to the rules of the board game.

[0093] <Modified form of the second embodiment> In the configuration of the second embodiment, it is also possible to identify the player who won the board game.

[0094] In this modified example, the camera 60 starts recording the inside of the karaoke room, for example, from the moment the user enters the karaoke room. The camera 60 records so that both the board game board and the players are visible. The camera 60 outputs video data corresponding to the recorded footage to the karaoke unit 10. The acquisition unit 100 acquires the video data output from the camera 60. In this modified example, the acquisition unit 100 acquires video data corresponding to both the board game board and the players of the board game.

[0095] (Judgment Department) The determination unit 200 in this modified version identifies the player who won the board game based on emotion information indicating the player's emotions, obtained by analyzing the player's facial image data included in the video data. The processing of the determination unit 200 is the same as in the first embodiment and the modified version of the first embodiment, so a detailed explanation is omitted.

[0096] (Presentation part) The display unit 300 in this modified example presents recommended songs based on the singing history of the winning player. The processing of the display unit 300 is the same as in the modified example of the first embodiment, so a detailed explanation is omitted.

[0097] As is clear from the above, the determination unit 200 of the karaoke device K according to this modified example identifies the player who won the board game based on emotion information indicating the player's emotions, obtained by analyzing the player's facial image data included in the video data. The presentation unit 300 presents recommended songs based on the winning player's singing history. With such a karaoke device K, recommended songs can be presented to the player who won the board game. Furthermore, the recommended songs are songs included in the winning player's singing history. In other words, since the recommended songs are songs that the winning player can sing at karaoke, it becomes easier for them to sing karaoke more actively. In addition, with such a karaoke device K, the end of the board game can be determined based on video data corresponding to the board game board, while identifying the winning player based on video data corresponding to the player.

[0098] <Modifications of the first and second embodiments> Generally, karaoke rooms have a set usage time. Therefore, if, for example, multiple recommended songs are presented, or if songs with long playing times are recommended, it may not be possible to sing karaoke within the allotted time. This modified example describes an example of presenting recommended songs while taking the usage time into consideration.

[0099] (Presentation part) The display unit 300 in this modified version presents songs that can be played as karaoke during the remaining time from the moment the board game is determined to have ended until the end of the karaoke room's usage time, as recommended songs.

[0100] If it is determined that the board game has ended, the display unit 300 obtains the end time of use for the karaoke room from the server device (not shown) of the karaoke establishment where the karaoke room is located. The display unit 300 calculates the remaining time from the time it is determined that the board game has ended until the end time of use for the karaoke room.

[0101] The display unit 300 presents songs that can be played karaoke within the calculated remaining time (i.e., songs whose karaoke playing time is shorter than the remaining time) as recommended songs. Recommended songs can be determined by various methods.

[0102] For example, suppose the display unit 300 calculates "20 minutes" as the remaining time from the moment it determines that the board game has ended until the end of the karaoke room usage time.

[0103] In this case, the presentation unit 300 can randomly select songs with a playing time of approximately 5 minutes from the songs stored in the storage means 10a and determine a combination of songs (4 songs) with a total playing time of 20 minutes or less.

[0104] Alternatively, the display unit 300 reads the nationwide singing ranking (see Figure 7) stored in the memory means 10a, extracts songs in order from those with the most singing performances, and determines a combination such that the total performance time is less than 20 minutes.

[0105] As shown in Figure 7, the total performance time of the top three most frequently sung songs (songs X1, X2, and X3) is 16 minutes and 5 seconds. On the other hand, the performance time of song X4, which is the fourth most frequently sung song, is 5 minutes and 45 seconds, and the performance time of song X5, which is the fifth most frequently sung song, is 4 minutes and 10 seconds. Therefore, in any combination of songs, the total performance time exceeds 20 minutes. On the other hand, the performance time of song X6, which is the sixth most frequently sung song, is 3 minutes and 50 seconds. Therefore, the total performance time when song X6 is added to the top three songs is 19 minutes and 55 seconds, which is less than 20 minutes.

[0106] In this case, the presentation unit 300 determines the combination of songs X1, X2, X3, and X6. The presentation unit 300 presents songs X1, X2, X3, and X6 as recommended songs.

[0107] As is clear from the above, the display unit 300 of the karaoke device K according to this modified example displays songs that can be played as karaoke during the remaining time from the moment the board game is determined to have ended until the karaoke room usage time ends, as recommended songs. With such a karaoke device, recommended songs can be displayed taking into account the karaoke room usage time. Therefore, the user can sing all of the recommended songs as karaoke before the karaoke room usage time ends.

[0108] <Other> The embodiments described above describe examples using karaoke equipment installed in a karaoke room. However, it is also possible to use a mobile device instead of karaoke equipment.

[0109] A mobile device is a smartphone or tablet owned by the user. A mobile device has components typically found in smartphones, such as a camera, microphone, and speaker.

[0110] Mobile devices come with a dedicated application software (hereinafter referred to as the "karaoke app") installed for use when playing board games in karaoke rooms. The karaoke app can be downloaded from a designated website.

[0111] By launching a karaoke application on a mobile device, the mobile device can perform functions similar to those of the karaoke device in the embodiment, such as the acquisition unit 100, the judgment unit 200, and the presentation unit 300. Such a mobile device is an example of a "karaoke terminal."

[0112] Furthermore, although the above embodiments and modifications were described using examples with two players, there may be three or more players. Even when there are three or more players, the karaoke device K can present recommended songs by performing the same processing as in the embodiments and modifications.

[0113] The above embodiments are presented as examples and do not limit the scope of the invention. The above configurations can be combined as appropriate, and various omissions, substitutions, and modifications can be made without departing from the spirit of the invention. The above embodiments and their variations are included in the scope and spirit of the invention, as well as in the claims of the invention and its equivalents. [Explanation of Symbols]

[0114] 100 Acquisition Department 200 Judgment section 300 Presentation section 400 Information storage section 500 Specific section BG Board Game K Karaoke machine

Claims

1. A karaoke terminal that can be used when playing board games in a karaoke room, An acquisition unit that acquires video data corresponding to the board game player, A determination unit that determines the end of the board game based on the acquired video data, When it is determined that the board game has ended, a display unit presents recommended music to the player, It has, The determination unit is a karaoke terminal that determines the end of a board game when the emotional analysis values ​​between players meet predetermined conditions, based on emotional information indicating the player's emotions obtained by analyzing the player's facial image data included in the video data.

2. An information storage unit that stores the names and rules of board games in an associated manner, A special section that identifies the name of the board game being played, It has, The aforementioned video data corresponds to the board game board, The karaoke terminal according to claim 1, characterized in that the determination unit determines the end of a board game based on the progress of the board game obtained by analyzing the video data of the board game included in the video data, and the rules corresponding to the name of the identified board game.

3. The determination unit identifies the player who won the board game based on emotional information indicating the player's emotions, obtained by analyzing the player's facial image data included in the video data. The karaoke terminal according to claim 1, characterized in that the display unit displays recommended songs based on the singing history of the winning player.

4. The karaoke terminal according to any one of claims 1 to 3, characterized in that the display unit displays songs that can be played as karaoke during the remaining time from the time it is determined that the board game has ended until the end of the karaoke room's usage time.