Visual Timing Mark and Ball Display for Sound Game Rhythm

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Solution Overview

Problem

Conventional sound games make it difficult for players to grasp the tempo and rhythm of music, requiring a strong sense of rhythm, and struggle with tempo changes and complex rhythms, limiting accessibility for players without a confident rhythmic sense.

Innovation Solution

The method involves displaying timing marks and a moving timing ball on a screen to visually represent tempo and rhythm, using distance and speed to indicate tempo changes and the number of marks to signify rhythmic structure, allowing players to coordinate with musical elements like beat, volume, and part designations through intuitive visual cues.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If marking objects are simply scrolled in vertical or horizontal direction, then the game can be played, but the player has difficulty in grasping the tempo of the music

Engineering Contradiction:
Improveease of grasping tempoVSAvoidtempo information
Core Design Contradiction:
Ease of operationVSLoss of information

Solution Approach 1:

The patent applies dimensionality change by representing tempo not through vertical/horizontal scrolling speed alone, but through the horizontal distance between timing marks. This adds a spatial dimension (distance) that directly encodes tempo information, making it visually perceivable and easier for players to grasp the music tempo without relying solely on scrolling speed.

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

2Reliability

If the speed of scrolling the marking object suddenly varies to reflect tempo changes, then the music tempo can be represented, but it becomes extremely difficult for the player to coordinate with the change in tempo

Engineering Contradiction:
Improvetempo representation accuracyVSAvoidcoordination difficulty
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The patent applies preliminary action by providing visual cues (timing marks and distance indicators) before the tempo change occurs. The distance between timing marks预先 indicates the upcoming tempo change, allowing players to prepare and coordinate their actions in advance, rather than reacting to sudden speed variations after they occur.

Inventive Principle:
Principle #10Preliminary action

3Adaptability or versatility

If conventional sound games are designed, then the game can function, but it requires a strong sense of rhythm from the player, making it difficult for players without rhythmic confidence

Engineering Contradiction:
Improveplayer accessibilityVSAvoidrhythmic skill requirement
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The patent introduces timing marks and distance visualizations as intermediary elements between the music and the player's actions. These intermediaries translate abstract rhythmic and tempo information into concrete visual cues that are easier to perceive and follow, reducing the need for players to have strong innate rhythmic sense while maintaining musical accuracy.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS7648416B2Information expressing method
Publication Date: 2010.01.19 SONY INTERACTIVE ENTERTAINMENT LLC
  • US7648416B2 patent drawing
  • US7648416B2 patent drawing
  • US7648416B2 patent drawing

AI summary

A musical rhythm is expressed by the number of the timing marks (for example, three timing marks when in simple triple time); and a musical tempo is expressed by the distance among the timing marks and a timing ball that moves at a fixed speed among those timing marks. Accordingly, a player may easily grasp the tempo of the music and easily determine the rhythm of the music in a sound game.