Dynamic Vocal Part Switching in 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 part a player is singing by comparing their input 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 a scoring system that adapts to ambiguous periods.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If traditional karaoke interfaces display lyrics sequentially with color changes, then players can easily identify which lyrics to sing, but the system cannot accommodate multiple vocal parts or dynamic part switching

Engineering Contradiction:
Improvelyrics identificationVSAvoidvocal part flexibility
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The display is segmented into multiple vertical lanes, each representing a different vocal part (lead, harmony, backup). Lyrics and pitch markers are divided and distributed across these lanes, allowing players to simultaneously access multiple vocal parts while maintaining clear visual identification through the sequential color-change mechanism within each lane.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system adds a vertical dimension to the traditional horizontal karaoke display by organizing vocal parts in separate vertical lanes. This dimensional transformation allows multiple vocal parts to be displayed simultaneously without interfering with each other, while each lane maintains the familiar sequential lyric display format.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Measurement precision

If pitch markers are displayed at actual pitch positions, then accurate pitch guidance is provided, but the display becomes cluttered and difficult to read when multiple vocal parts are shown simultaneously

Engineering Contradiction:
Improvepitch accuracyVSAvoiddisplay readability
Core Design Contradiction:
Measurement precisionVSEase of operation

Solution Approach 1:

Pitch markers are segmented and distributed across multiple vertical lanes corresponding to different vocal parts. Each lane contains pitch markers for its specific vocal part, preventing overlap and clutter while maintaining accurate pitch representation within each lane. This segmentation allows simultaneous display of multiple vocal parts with their respective pitch information.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The pitch display utilizes the vertical dimension by stacking pitch markers within each vertical lane rather than spreading them horizontally. This dimensional organization allows accurate pitch representation while maintaining display readability, as players can focus on one vertical lane at a time corresponding to their assigned vocal part.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

3Device complexity

If players are assigned fixed vocal parts, then the scoring system is simple to implement, but the game lacks realism and flexibility in simulating a band experience

Engineering Contradiction:
Improvescoring system complexityVSAvoidpart switching capability
Core Design Contradiction:
Device complexityVSAdaptability or versatility

Solution Approach 1:

The system dynamically determines vocal part assignment based on the player's actual singing performance rather than fixed pre-assignment. The scoring system continuously monitors pitch and timing data, automatically identifying which vocal part the player is attempting to sing, and adjusts scoring accordingly. This dynamic approach enables realistic part switching while maintaining manageable scoring complexity through automated detection.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system provides real-time feedback by monitoring player performance and automatically determining vocal part assignment. The scoring system uses feedback from pitch and timing analysis to dynamically adjust which vocal part is being scored, enabling flexible part switching without requiring complex manual configuration or fixed assignments.

Inventive Principle:
Principle #23Feedback

4Measurement precision

If the system monitors multiple vocal parts simultaneously, then accurate scoring of dynamic part switching is achieved, but the computational requirements and system complexity increase

Engineering Contradiction:
Improveperformance scoring accuracyVSAvoidsystem complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The monitoring system is segmented into separate analysis channels, one for each vocal part. Each channel independently analyzes pitch and timing data against its specific target part, allowing accurate simultaneous monitoring of multiple vocal parts while keeping the computational complexity of each individual channel manageable and similar to traditional single-part systems.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS7982114B2Displaying an input at multiple octaves
Publication Date: 2011.07.19 HARMONIX MUSIC SYSTEMS
  • US7982114B2 patent drawing
  • US7982114B2 patent drawing
  • US7982114B2 patent drawing

AI summary

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.