Dynamic Pitch Range Display for Rhythm Games

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Solution Overview

Problem

Existing rhythm-action games limit players to specific vocal parts and do not allow dynamic switching between parts, leading to a lack of flexibility and realism in simulating a band experience, especially when multiple players sing simultaneously.

Innovation Solution

The system dynamically determines which musical part a player is singing by comparing input data to multiple target music data sets, allowing players to switch between parts during gameplay based on degree of matching and historical performance data, and provides scoring mechanisms to handle ambiguity in part assignment.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If traditional karaoke interfaces are used with stationary note tubes, then the pitch guidance is clear and simple, but the system cannot dynamically switch between multiple vocal parts

Engineering Contradiction:
Improvedynamic part switchingVSAvoidinterface complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The note tubes are transformed from stationary to dynamic elements that move vertically on the display. This allows the same visual interface to represent different vocal parts (lead, harmony, backup) by adjusting the position of the tubes, enabling dynamic part switching without changing the fundamental interface structure

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The note tube display system serves multiple functions: it provides pitch guidance for different vocal parts, indicates which part the player is currently singing, and shows pitch accuracy feedback. By making the tubes dynamic and repositionable, a single interface element accomplishes what would otherwise require multiple static displays

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Adaptability or versatility

If multiple players are assigned to specific vocal parts, then the game can track performance accurately, but players cannot switch between parts during gameplay

Engineering Contradiction:
Improvepart flexibilityVSAvoidperformance tracking accuracy
Core Design Contradiction:
Adaptability or versatilityVSMeasurement precision

Solution Approach 1:

The system continuously monitors the player's pitch and compares it to the target pitch for each vocal part. Based on this feedback, the system dynamically determines which part the player is singing and adjusts the note tube positions accordingly, maintaining accurate performance tracking while enabling flexible part switching

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system pre-defines multiple vocal parts with their respective pitch ranges and note tube configurations. When a player begins singing, the system has all parts ready and can immediately switch between them based on the player's performance, enabling seamless transitions without losing tracking accuracy

Inventive Principle:
Principle #10Preliminary action

3Adaptability or versatility

If the pitch display shows a fixed range, then the interface is simple and easy to understand, but it cannot accommodate songs with varying pitch ranges across different sections

Engineering Contradiction:
Improvepitch range coverageVSAvoiddisplay complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The note tubes move dynamically vertically on the display to accommodate different pitch ranges. When a song section requires higher or lower pitches, the tubes reposition themselves accordingly, allowing the fixed display area to represent variable pitch ranges throughout the song

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS7935880B2Dynamically displaying a pitch range
Publication Date: 2011.05.03 HARMONIX MUSIC SYSTEMS
  • US7935880B2 patent drawing
  • US7935880B2 patent drawing
  • US7935880B2 patent drawing

AI summary

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.