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93 results about "Action game" patented technology

Game controller simulating a musical instrument

A simulated musical instrument may be used to alter the audio of a video game, the video aspects of video game, or both. Use of a controlled simulating a musical instrument allows a rhythm-action game can be enjoyed in a manner closer to a realistic state of playing an instrument.
Owner:HARMONIX MUSIC SYSTEMS

Game controller simulating a musical instrument

A simulated musical instrument may be used to alter the audio of a video game, the video aspects of video game, or both. Use of a controller simulating a musical instrument allows a rhythm-action game can be enjoyed in a manner closer to a realistic state of playing an instrument.
Owner:HARMONIX MUSIC SYSTEMS

Electronic player interaction area with player customer interaction features

A system and method for providing an electronic card game of the present invention includes a table having a table top with a playing surface and a plurality of electronic player interaction areas (EPIAs) located around the playing surface. Each electronic player interaction area is designed to provide a player interface for interaction with one of the players. A wager options buttons, such as “Raise”, “Fold”, and “Check” buttons are defined in each EPIA to allow the players to make pre-selected wagering action in advance as the electronic card game proceeds. A game computer is coupled to the plurality of EPIAs for administering the electronic card game and for determining when the player is allowed to activate on of the wager options buttons.
Owner:JACKPOT DIGITAL INC

Systems and methods for indicating input actions in a rhythm-action game

Systems and methods for displaying cues indicating input actions in a rhythm-action game may include: displaying, to a player of a rhythm-action game, a lane divided into at least two sub-lanes, each sub-lane containing cues indicating a drum input element; and displaying, to the player, an additional cue spanning a plurality of the sub-lanes, the additional cue indicating a foot pedal action. In some embodiments, the additional cue may span all the sub-lanes. In some embodiments, each sub-lane may contain cues indicating a drum input element of a set of linearly arranged drum input elements. In other embodiments, each sub-lanes may correspond to a fret button of a simulated guitar and the additional cue may correspond to an open strum.
Owner:HARMONIX MUSIC SYSTEMS

Biasing a musical performance input to a part

ActiveUS20100304863A1Preventing an unintentional deploy of a bonusElectrophonic musical instrumentsVideo gamesDisplay deviceRhythm
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.
Owner:HARMONIX MUSIC SYSTEMS

Rhythm action game apparatus and method

A rhythm action game apparatus comprising an audio analyser adapted to analyze a music track and provide corresponding rhythm data, and a sequence generator adapted to generate game play cues according to said rhythm data. There is also disclosed a music processor comprising an audio analyser adapted to analyze a music track and provide corresponding rhythm data, and an audio post processor adapted to reconfigure the music track controlled by the rhythm data.
Owner:CODEMASTERS

Scoring a Musical Performance After a Period of Ambiguity

ActiveUS20100300269A1Preventing an unintentional deploy of a bonusGearworksMusical toysAmbiguityRhythm
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.
Owner:HARMONIX MUSIC SYSTEMS

Game controller simulating a musical instrument

A simulated musical instrument may be used to alter the audio of a video game, the video aspects of video game, or both. Use of a controller simulating a musical instrument allows a rhythm-action game can be enjoyed in a manner closer to a realistic state of playing an instrument.
Owner:HARMONIX MUSIC SYSTEMS

Real time context learning by software agents

Providing dynamic learning for software agents in a simulation. Software agents with learners are capable of learning from examples. When a non-player character queries the learner, it can provide a next action similar to the player character. The game designer provides program code, from which compile-time steps determine a set of raw features. The code might identify a function (like computing distances). At compile-time steps, determining these raw features in response to a scripting language, so the designer can specify which code should be referenced. A set of derived features, responsive to the raw features, might be relatively simple, more complex, or determined in response to a learner. The set of such raw and derived features form a context for a learner. Learners might be responsive to (more basic) learners, to results of state machines, to calculated derived features, or to raw features. The learner includes a machine learning technique.
Owner:YEN WEI

Game controller simulating a musical instrument

A simulated musical instrument may be used to alter the audio of a video game, the video aspects of video game, or both. Use of a controller simulating a musical instrument allows a rhythm-action game can be enjoyed in a manner closer to a realistic state of playing an instrument.
Owner:HARMONIX MUSIC SYSTEMS

Displaying A Harmonically Relevant Pitch Guide

InactiveUS20100304810A1Preventing an unintentional deploy of a bonusElectrophonic musical instrumentsVideo gamesHarmonicVocal cues
Described are methods, systems, and apparatuses, including computer program products, for displaying a harmonically relevant pitch guide in a rhythm-action game. In one aspect this is accomplished by analyzing, by a game platform, target music data associated with a musical composition to determine a musical scale within the target music data. Then a bounded space, such as a lane to display vocal cues in, is displayed that includes a plurality of interval demarcations based on the scale, and a background comprising a color scheme based on preselected pitches of the scale. Then the game platform displays the target music data in a manner indicative of the harmonically relevant pitches with respect to the pitch guide.
Owner:HARMONIX MUSIC SYSTEMS

Practice Mode for Multiple Musical Parts

ActiveUS20100300264A1Preventing an unintentional deploy of a bonusElectrophonic musical instrumentsVideo gamesDisplay deviceAudio frequency
Described are methods, systems, and apparatuses, including computer program products, that provide a practice mode for multiple musical parts in a rhythm-action game. In one aspect this is accomplished by displaying, on a display in communication with a game platform, a first and second target musical data associated with a musical composition. The game platform receives a selection by the user of the first target musical data to be performed and produces an audio output associated with the first and second target musical data. The game platform also produces a synthesized tone associated with the first target musical data. In some versions, the target music data that is not selected is dimmed and made less visible.
Owner:HARMONIX MUSIC SYSTEMS

Practice mode for multiple musical parts

ActiveUS7923620B2Preventing an unintentional deploy of a bonusElectrophonic musical instrumentsMusicDisplay deviceRhythm
Described are methods, systems, and apparatuses, including computer program products, that provide a practice mode for multiple musical parts in a rhythm-action game. In one aspect this is accomplished by displaying, on a display in communication with a game platform, a first and second target musical data associated with a musical composition. The game platform receives a selection by the user of the first target musical data to be performed and produces an audio output associated with the first and second target musical data. The game platform also produces a synthesized tone associated with the first target musical data. In some versions, the target music data that is not selected is dimmed and made less visible.
Owner:HARMONIX MUSIC SYSTEMS

Scoring a musical performance after a period of ambiguity

ActiveUS8076564B2Preventing an unintentional deploy of a bonusGearworksMusical toysAmbiguityRhythm
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.
Owner:HARMONIX MUSIC SYSTEMS

Rhythm action game apparatus and method

A rhythm action game apparatus comprising an audio analyzer adapted to analyze a music track and provide corresponding rhythm data, and a sequence generator adapted to generate game play cues according to said rhythm data. There is also disclosed a music processor comprising an audio analyzer adapted to analyze a music track and provide corresponding rhythm data, and an audio post processor adapted to reconfigure the music track controlled by the rhythm data.
Owner:CODEMASTERS

Scoring a Musical Performance Involving Multiple Parts

InactiveUS20100304811A1Preventing an unintentional deploy of a bonusVideo gamesSpecial data processing applicationsDisplay deviceRhythm
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.
Owner:HARMONIX MUSIC SYSTEMS

Facilitating interaction with a music-based video game

A simulated musical instrument may be used to alter the audio of a video game, the video aspects of video game, or both. Use of a controller simulating a musical instrument allows a rhythm-action game can be enjoyed in a manner closer to a realistic state of playing an instrument.
Owner:HARMONIX MUSIC SYSTEMS

Dynamic musical part determination

ActiveUS20100300265A1Preventing an unintentional deploy of a bonusElectrophonic musical instrumentsDisplay deviceRhythm
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.
Owner:HARMONIX MUSIC SYSTEMS

Wearable virtual reality motion helmet and wearable virtual action game system

InactiveCN104857704AFlexibility to change perspectiveImprove soundVideo gamesComputer terminalAcoustic effect
The invention discloses a wearable virtual reality motion helmet and a wearable virtual action game system. The helmet comprises a three-dimensional image display screen, a sound player, a sensing unit, a vibration component, a process control unit running a three-dimensional virtual game, and a data transceiving unit. An enclosed virtual simulated visual and acoustic effect can be generated; and the viewing angle of the game scene can be changed by the turning and the direction change of the head. The helmet can be used in combination with auxiliary terminals such as a game gun, a gamepad, a sport jacket, game gloves, a treadmill and / or sport shoes, to make the human-machine interaction and the network competition of virtual games such as simulated gunnery, simulated driving, simulated outdoor live CS become easier; and real-time bidirectional information exchange can be achieved among the helmet, the auxiliary terminals and the network; the verisimilitude is enhanced by the vibration feedback, such as the vibration feeling like being really shot in shooting game competitions, thereby achieving the 5D interaction.
Owner:永嘉县帅动体育用品有限公司

Game system, game device, storage medium storing game program, and image generation method

An example game system includes a portable display that includes an image-capturing unit, and a display unit. The game device obtains first operation data representing an operation performed on a controller device, second operation data representing an operation performed on the portable display, and data of a image captured by the image-capturing unit. In a virtual space, an action of a first control object is controlled based on first operation data and an action of a second control object is controlled based on second operation data. The game device generates a first game image including a game image that represents the virtual space and corresponds to the first control object, and at least a portion of the captured image. The first game image is displayed on a predetermined display. The game device generates a second game image corresponding to the second control object, and displays the second game image.
Owner:NINTENDO CO LTD

Dynamically displaying a pitch range

ActiveUS7935880B2Preventing an unintentional deploy of a bonusGearworksMusical toysComputer scienceComputer program
Described are methods, systems, and apparatuses, including computer program products, for dynamically displaying a pitch range in a rhythm-action game. In one aspect this is accomplished by a game platform dividing a musical composition into a plurality of portions each comprising one or more notes. Then the game platform determines a pitch range between a highest note and a lowest note for each portion. Then the game platform determines a display density for each portion based on the pitch range of each portion, or alternatively, a display density for the entire song based on the greatest pitch range of all portions. Then, the game platform displays each portion within a viewable area. The viewable area has a density alterable based on the portion to be displayed or a position that is alterable based on the portion to be displayed, or has both an alterable position and alterable pitch density.
Owner:HARMONIX MUSIC SYSTEMS

Dynamically Displaying a Pitch Range

ActiveUS20100300266A1Preventing an unintentional deploy of a bonusGearworksMusical toysComputer scienceComputer program
Described are methods, systems, and apparatuses, including computer program products, for dynamically displaying a pitch range in a rhythm-action game. In one aspect this is accomplished by a game platform dividing a musical composition into a plurality of portions each comprising one or more notes. Then the game platform determines a pitch range between a highest note and a lowest note for each portion. Then the game platform determines a display density for each portion based on the pitch range of each portion, or alternatively, a display density for the entire song based on the greatest pitch range of all portions. Then, the game platform displays each portion within a viewable area. The viewable area has a density alterable based on the portion to be displayed or a position that is alterable based on the portion to be displayed, or has both an alterable position and alterable pitch density.
Owner:HARMONIX MUSIC SYSTEMS

Selectively displaying song lyrics

ActiveUS20100300267A1Preventing an unintentional deploy of a bonusGearworksMusical toysDisplay deviceVocal cues
Described are methods, systems, and apparatuses, including computer program products, for selectively displaying song lyrics in a rhythm-action game. In one aspect this is accomplished by determining a number of vocal cues to be displayed on a display in communication with a game platform, where the vocal cues are each associated with a lyric. Provided a number of areas available to display a set of lyrics, either before run-time or determined at run-time, the game platform determines, based on a lyric priority associated with each lyric, which of the lyrics associated with each vocal cue to display when the number of vocal cues exceeds the number of areas available.
Owner:HARMONIX MUSIC SYSTEMS
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