WO2003036587A1 - An interactive game providing instruction in musical notation and in learning an instrument - Google Patents
An interactive game providing instruction in musical notation and in learning an instrument Download PDFInfo
- Publication number
- WO2003036587A1 WO2003036587A1 PCT/US2002/033235 US0233235W WO03036587A1 WO 2003036587 A1 WO2003036587 A1 WO 2003036587A1 US 0233235 W US0233235 W US 0233235W WO 03036587 A1 WO03036587 A1 WO 03036587A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- game
- musical
- keyboard
- game objects
- user
- Prior art date
Links
- 230000002452 interceptive effect Effects 0.000 title description 10
- 238000000034 method Methods 0.000 claims description 65
- 238000003860 storage Methods 0.000 claims description 11
- 238000004590 computer program Methods 0.000 claims description 10
- 230000009471 action Effects 0.000 claims description 7
- 230000001020 rhythmical effect Effects 0.000 claims description 7
- 208000028882 split hand Diseases 0.000 claims description 2
- 230000003993 interaction Effects 0.000 claims 2
- 230000000007 visual effect Effects 0.000 abstract description 12
- 238000004891 communication Methods 0.000 description 16
- 238000010586 diagram Methods 0.000 description 12
- 230000008859 change Effects 0.000 description 9
- 230000000694 effects Effects 0.000 description 8
- 230000004044 response Effects 0.000 description 7
- 230000007246 mechanism Effects 0.000 description 6
- 241000238876 Acari Species 0.000 description 5
- 230000003287 optical effect Effects 0.000 description 5
- 238000012549 training Methods 0.000 description 5
- 230000005540 biological transmission Effects 0.000 description 4
- 239000003086 colorant Substances 0.000 description 4
- 230000033001 locomotion Effects 0.000 description 4
- 230000008569 process Effects 0.000 description 4
- 230000002250 progressing effect Effects 0.000 description 4
- 230000000994 depressogenic effect Effects 0.000 description 3
- 238000005516 engineering process Methods 0.000 description 3
- 230000008901 benefit Effects 0.000 description 2
- 238000011156 evaluation Methods 0.000 description 2
- 230000006870 function Effects 0.000 description 2
- 125000001475 halogen functional group Chemical group 0.000 description 2
- 239000003550 marker Substances 0.000 description 2
- 238000002156 mixing Methods 0.000 description 2
- 238000007639 printing Methods 0.000 description 2
- 238000012545 processing Methods 0.000 description 2
- 230000033764 rhythmic process Effects 0.000 description 2
- 230000003068 static effect Effects 0.000 description 2
- 238000012360 testing method Methods 0.000 description 2
- RYGMFSIKBFXOCR-UHFFFAOYSA-N Copper Chemical compound [Cu] RYGMFSIKBFXOCR-UHFFFAOYSA-N 0.000 description 1
- 238000013459 approach Methods 0.000 description 1
- 230000001174 ascending effect Effects 0.000 description 1
- 230000006399 behavior Effects 0.000 description 1
- 238000012790 confirmation Methods 0.000 description 1
- 238000012937 correction Methods 0.000 description 1
- 230000008878 coupling Effects 0.000 description 1
- 238000010168 coupling process Methods 0.000 description 1
- 238000005859 coupling reaction Methods 0.000 description 1
- 230000001419 dependent effect Effects 0.000 description 1
- 230000000881 depressing effect Effects 0.000 description 1
- 238000011161 development Methods 0.000 description 1
- 239000000284 extract Substances 0.000 description 1
- 239000000835 fiber Substances 0.000 description 1
- 239000000796 flavoring agent Substances 0.000 description 1
- 235000019634 flavors Nutrition 0.000 description 1
- 238000002955 isolation Methods 0.000 description 1
- 238000004519 manufacturing process Methods 0.000 description 1
- 238000013507 mapping Methods 0.000 description 1
- 239000000463 material Substances 0.000 description 1
- 238000005259 measurement Methods 0.000 description 1
- 239000000203 mixture Substances 0.000 description 1
- 238000003825 pressing Methods 0.000 description 1
- 230000009467 reduction Effects 0.000 description 1
- 230000000630 rising effect Effects 0.000 description 1
- 238000012163 sequencing technique Methods 0.000 description 1
- 238000006467 substitution reaction Methods 0.000 description 1
- 230000001131 transforming effect Effects 0.000 description 1
- 230000007704 transition Effects 0.000 description 1
- 238000013519 translation Methods 0.000 description 1
Classifications
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B15/00—Teaching music
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B15/00—Teaching music
- G09B15/02—Boards or like means for providing an indication of notes
- G09B15/04—Boards or like means for providing an indication of notes with sound emitters
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B5/00—Electrically-operated educational appliances
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B5/00—Electrically-operated educational appliances
- G09B5/06—Electrically-operated educational appliances with both visual and audible presentation of the material to be studied
Definitions
- This application contains an Appendix comprising (1) CD-ROM containing specifications of computer programs used to carry out the invention disclosed herein.
- the contents of the CD-ROM are described in more detail in paper Appendix A attached to this document.
- the contents of the CD-ROM are incorporated into this disclosure by reference in their entirety as if they were set forth completely within the text of this application.
- the present invention relates generally to an interactive game, and more particularly to a process for interpreting or compiling MIDI or other standard music files into an interactive game that instructs its user in musical notation while playing the game.
- MIDI technology has been a stable source of piano and music sequencing programs for editing, printing, playing and composing music for almost twenty years.
- some types of computer aided instruction, including piano instruction have been used in the home market for several years.
- a major problem with these prior art learning systems is that they fail to take into account several important differences between learning to type and learning to play music.
- the first and most obvious difference is that musical notes cannot merely be played in a correct sequence, but must be played in a rhythmic pattern in relation to the notes before and after it.
- the correct timing of the notes is one of the most difficult aspects to teach in music, by any technique; and up to now few applications have been able to adequately address this challenge, and then only in isolation from other concepts.
- the second challenge is that most programs start with musical notation to teach a song to the user. Reading and understanding musical notation is a bit like reading Beowolf in the Old English, and it's roots are just as old.
- the five line staff originally represented a monk's hand in the Middle Ages, and has been adapted to deal with all the musical innovations since.
- This difference while conceptually easy, is a difficult transition for students to make, both visually and experientially.
- the combined difficulty is such that fewer than 20 percent of all piano players are estimated to be able to read music fluently.
- U.S. Patent No. 4,416,182 to Wise, et al. discloses a keyboard teaching device for the self-instruction of a student of keyboard musical instruments. They system enables the student to correlate the positions of the keys on a musical instrument keyboard with the positions of the notes on a musical scale.
- a keyboard having a plurality of keys corresponding to the notes of a musical scale generate a first set of control signals in an initialization or set-up mode and key-note correlation signals in an instruction or game mode.
- There is at least one storage element storing a predetermined combination of logical signals providing a source for a pseudo random sequence of one or more notes over a predetermined range in the game mode.
- the system generates a second set of control signals in response to the actuation of one or more keys in either game mode and a mechanism for generating audio tones and displaying video images in accordance with the first and second sets of control signals enables a student to visually and audibly check his or her selection of one or more keys.
- U.S. Patent No. 5,183,398 to Monte, et al. discloses an apparatus and method for instruction of a student which includes interactive guidance ofthe student through a series of lesson frames. This disclosure provides the student with a keyboard having a plurality of keys corresponding to the notes of a musical scale and generates a key relation signal in response to each depressed or released key.
- a video display and an audio tone generator associated therewith enables the student to respond to the visually displayed images and audio tones by selecting one or more of the keys on the keyboard.
- the student is presented with a lesson frame representing an instructional activity requiring a response by the student on the keyboard.
- the student keyboard response is compared with a performance standard and an absolute perfo ⁇ nance evaluation result in generated.
- the absolute performance evaluation result is compared with an acceptable achievement level for the particular instructional activity and a next frame selection signal is generated.
- a next frame is selected for presentation to the student based upon the next frame selection signal.
- U.S. Patent No. 4,997,374 to Simone discloses a teaching device that includes a changeable two channel prerecorded program source, and a console unit including a work booklet.
- the first channel of the program source includes an audio program comprising a series of spoken words which are audibly reproduced by the console unit and the second channel includes a series of control signals which are operative for actuating lights adjacent prespecified words in the work booklet.
- the operation ofthe console unit is coordinated with the audio program so that lights are actuated adjacent to the words in the work booklet as the same words are audibly reproduced by a console unit.
- One embodiment ofthe device further includes a plurality of depressible user response buttons on the console unit for indicating responses to questions presented in the audio program.
- U.S. Patent No. 4,781,099 to Koike discloses a musical quiz apparatus that presents a question chord in sound and a trainee answers by depressing the keys of the chord constituting notes on the keyboard.
- the apparatus is capable of generating a plurality of different chord data respectively representing chords, and generates a question chord datum one at a time more or less randomly selected from among those different chord data and produces sounds of notes which constitutes a chord designated by the question chord data.
- points are added up and a next question chord is presented.
- U.S. Patent No. 5,392,682 to McCartney-Hoy discloses a computerized musical keyboard and a method for using same to play or to leam to play a piano.
- the computerized musical keyboard includes a piano keyboard connected to a computer.
- the computer is programmed to select from a music module a piece of music to be played on the piano and to generate a signal indicating the proper keys to be played, the correct sequence in which the keys are to be played, and the hand and finger to be used in striking each key, in order to play on the piano the piece of music selected.
- U.S. Patent No. 5,107,743 to Decker discloses a piano teaching aid having a panel designed to fit over the keys on an existing keyboard so that lights mounted on a panel having more than one color or shape may be located directly above the piano keys to be played. The lights have more than one color or shape in order to distinguish the hand which the user will use to play the piano.
- the panel also includes a finder window which displays an alphanumeric code which corresponds to a like code appearing next to the score of music to be played.
- a foot pedal advancing mechanism is used whereby the user can control the speed which the lights display the keys to be struck, using the Foot Pedal to advance one action.
- the display also can show the music to be played at a tempo set by the user automatically changing from action to action without using the pedal.
- the panel articulates so that it may be stretched in one or more places so that it can fit over various dimensions of keyboards without interfering with keys to be played.
- U.S. Patent No. 4,331,062 to Rogers discloses an apparatus for visually displaying music notes on a note display panel mounted on an electronic piano with a support arm.
- the electronic piano has a keyboard electrically coupled to an electronic circuit operable to produce an audio output in accordance with the depression of one or more keys.
- the arm is rotatable in a mount attached to the piano for movement about a first upright axis.
- a first motion limiting unit attached to the mount and arm limits the rotation of the arm about the piano.
- a second motion limiting unit attached to the panel and this arm limits rotation ofthe panel about an upright axis relative to the arm.
- a modified structure has the arm fixed to the piano.
- the panel has grand staff indicia coordinated with vertically disposed first light mechamsms corresponding to chord note information with a second light mechanism diagonally corresponding to ascending note scale information.
- a keyboard representation is located below the staff indicia.
- a third light mechanism associated with the piano key indicia of the keyboard representation is coordinated with the second light mechanism to provide visual information as to the keys depressed on the electronic piano.
- An electric circuit having on-off switches electrically couples the electronic piano with the first, second, and third lights so that the lights can be selectively operated.
- the electronic circuit has a switch assembly having a plurality of key signature switches operable to coordinate the first, second, and third lights with the piano keyboard in accordance with the key signature of the music that is played.
- U.S. Patent No. 4,366,741 to Titus discloses an electronic piano having a keyboard and an electronic piano circuit connected to a micro-processor used to control a CRT device to provide a video note display concurrently with the depression of one or more keys.
- a keyboard representation located adjacent the screen of the CRT device is associated with lights used to indicate the key or keys that are played.
- Manually operated controls cooperate with the micro-processor to allow the back clearing ofthe screen one note at a time, remove all the notes, retain all the notes, indicate sharp or flat mode of each note, and indicate the duration that a key is depressed by elongating the note on the screen.
- a metronome unit is used with the micro-processor to provide a visual beat marker on the screen that sequentially moves across the screen.
- a movable frame connects the CRT device to the piano.
- U.S. Patent No. 5,864,868 to Contois discloses a computer system and method for controlling a media playing device.
- the system provides a user interface for allowing a user access to media pieces stored in a media database.
- the interface is also for controlling a media playing device, like a player piano or movie playing video device, that is coupled to the computer to play the accessed or selected piece of media.
- a media playing device like a player piano or movie playing video device
- there is a computer interface that allows a user to display only music that relates to a selected category, like jazz or classical music.
- Another embodiment allows the user to direct the media playing device to automatically play selected music pieces that are related to a selected music category.
- Another embodiment allows a user to direct the media playing device to automatically play selected music pieces that are related to the selected music composer or artist.
- U.S. Patent No. 6,204,441 to Asahi et al. discloses techniques for displaying musical information and particularly for visually displaying musical notes, beats and tempos using personal computers or game devices that run musical software programs.
- the disclosure teaches the use of different colors and different brightnesses to distinguish certain types of musical notation. It has a display screen which shows both base and treble clefs as well as the keyboard and timing indication.
- U.S. Patent No. 6,388,181 to Moe shows computer graphics animation, used with a live video interactive method for playing keyboard music while the user guides his fingers to the keys targeted by the animation with each key to be struck within one beat of time is designated by a colored "sprite".
- U.S. Patent No. 6,066,791 to Renard et al. shows a system for instructing the playing of a musical instrument, displaying an image on the display device, and instructing the student to focus on the image while preferably using a musical instrument to play the notes on the staff.
- U.S. Patent No. 5,540,132 to Hale shows techniques for teaching musical notation to children. Each note is associated with the distinctly identifiable color which is then associated with an object which naturally occurs in this color. They utilize cartoon characters wliich apparently enhances association within the mind ofthe child.
- U.S. Patent No. 6,337,433 to Nishimoto et al. shows an electronic musical instrument having performance guidance function, performance guidance method, and storage medium storing a program therefore with a plurality of display devices arranged in association with the performance operating elements, respectively, each comprising a pair of display elements corresponding to left and right hands ofthe player, respectively.
- U.S. Patent No. 6,284,961 to Kimmel, Jr. shows a system of musical notes with the notes being associated with a color and utilizes stickers for application to the keys of the musical instrument to correspond to the colors ofthe note which it plays.
- the invention is related to a hand-eye coordination game which has the purpose of teaching one how to read musical notation and how to play a musical instrument such as the piano.
- the invention simplifies musical notation into a grid, with pitch moving left (lower) to right (higher), parallel with the piano keyboard layout, and the dimension of time moving vertically.
- the player in the begimiing phases of the game, the player will see game objects, representing notes of a song, rising from near the bottom of the screen toward the virtual piano keyboard, and their vertical relationship to each other shall be a representation of relative musical time.
- game objects representing notes of a song
- their vertical relationship to each other shall be a representation of relative musical time.
- the corresponding piano key along that path is visually obvious, and the objective ofthe player is to hit the corresponding key on a musical keyboard at precisely the time the game object is located within a predefined hit window vis a vis the virtual keyboard. If the player strikes the correct key at the correct time, audio and visual feedback will reward the player.
- the player's main task in the invention is to hit the corresponding piano key for as of the many moving objects as possible at the right time, repeating the challenge until they have reached a certain percentage of correctness and move up to the next level of complexity, and in doing so, subconsciously leam to play a song, and in the later levels, to recognize and read the sheet music.
- Figure 1 is a block diagram of a hardware architecture for carrying out some aspects of the invention.
- Figure 2 is a diagram showing a virtual keyboard, game object trajectories and an exemplary relationship of those to a treble clef of a standard musical notation.
- Figure 3 shows a block diagram of exemplary hardware and software modules for carrying out the invention.
- Figure 4 illustrates the format of a MIDI file.
- Figure 5 illustrates the format of a header chunk of a MIDI file.
- Figure 6 illustrates the format of a track chunk of a MIDI file.
- Figure 7 illustrates the format of META events from a MIDI file.
- Figure 8 is an example of a portion of a MTrk chunk of MLDI data together with exemplary semantics.
- Figure 9 illustrates an exemplary flow of data illustrating MLDI messages for the sequential playing of three notes.
- Figure 10 is a flow chart of an exemplary process for inte ⁇ reting the MIDI data stream of Figure 5 for generating game objects for display.
- FIG 11 is a block diagram showing an exemplary arrangement of game modules in accordance with one aspect ofthe invention.
- Figure 12 is a block diagram of an exemplary computer that can be used to implement various aspects ofthe invention.
- Figure 1 is a block diagram of a hardware architecture for carrying out some aspects of the invention.
- Figure 1 illustrates a computer 100 comprising a processing element (CPU) and a display.
- CPU processing element
- a typical implementation would be a personal computer commercially available from a number of sources. Details of the internals of computer 100 and its use in a network environment in Figure 12.
- a piano keyboard, 150 preferably having the capability of generating controlling data in accordance with the MTDI standard is connected to the computer through the user standard MLDI interface.
- FIG. 2 is a diagram showing an exemplary virtual piano keyboard, game object trajectories and an exemplary relationship of those to a treble clef of standard musical notation.
- a virtual keyboard is an object that is shown on the screen ofthe computer's display as part of a graphical user interface.
- the virtual keyboard will comprise a plurality of individual keys 200i corresponding to the white keys of a piano and a plurality of keys 200j corresponding to the black keys ofthe piano.
- the virtual keyboard represents the standard arrangement of keys on a keyboard such as a piano.
- a trajectory 210i corresponding, in this example, to only the white keys ofthe piano keyboard.
- One ofthe white keys and an associated trajectory correspond to each ofthe notes of an octave of musical notation, in this case, starting with middle C on the left and progressing up the musical scale until reaching the C above middle C. Trajectories shown in bold correspond to those note found on a line ofthe treble clef in this example. From this view, it is clear that pitch increases as one progresses up the musical scale from left to right as shown in this view. However, in standard musical notation, middle C begins on the line below fhe first line of the standard treble clef shown in Figure 2 and the C above middle C is shown in the top most space of the standard treble clef.
- game objects are introduced at a location opposite the virtual keyboard along the trajectories 210i. Game objects then progress in animated fashion along the trajectory from near the bottom to the point where the game object encounters the key ofthe virtual keyboard 200L There is associated with each ofthe trajectories a traversal time so that if three notes were introduced sequentially one after the other, they would become visible at the bottom of the trajectories appearing in a sequence, and progressing for the duration of the traversal time from bottom to top where they intersect their respective keys at respective instants of time displaced from one another.
- One object of the interactive game is for a student to press the key of a (preferably MIDI) keyboard substantially at the same instants that the game objects intersects they key of the virtual keyboard on the graphical user interface.
- a (preferably MIDI) keyboard substantially at the same instants that the game objects intersects they key of the virtual keyboard on the graphical user interface.
- the user develops a certain facility for mapping the visual expression of the notes from a musical file which drive the generation ofthe game objects into actual fingering positions on a real keyboard which interfaces with a virtual keyboard.
- the game detects when the user presses the correct key at the proper moment.
- FIG. 3 shows a block diagram of exemplary hardware and software modules for carrying out various aspects of the invention.
- this particular embodiment of the invention is described with respect to the use of MTDI files and music formatted in accordance with a MTDI standard, other formats for music are well known and can be utilized in alternative embodiments ofthe invention.
- one or more files 300 formatted in a MIDI format are stored in, for example, a library, or downloaded in real time and fed to inte ⁇ reter 310 where the MIDI data file is inte ⁇ reted and translated in to commands which drive the game object generation module 320 which causes the display of game objects on the graphical user interface on the display screen and provides audio output 370 to the speakers of the computer.
- a graphics engine 350 and an audio engine 360 simplify the translation of game objects into audio and visual components driving the visual display and the audio output.
- the game object generator has access to a library of objects 330 and to a set of game control parameters 340. Each of these modules are described in more detail hereinafter.
- Figure 4 illustrates the format of a MIDI file.
- the MTDI file format is utilized for pu ⁇ oses of illustrating the invention, but the invention is not limited hereto.
- An example of another file suitable for carrying out the invention would be that of MPEG-4.
- MTDI files are structured into chunks. Each chunk consists of a 4-byte chunk type, a 4- byte indication of length indicating ofthe length ofthe bytes contained in the data field.
- header chunks which have a chunk type of "MThd” (410)
- track chunks which have a chunk type of "MTrk” (420).
- a MIDI file consists of a single header chunk followed by one or more track chunks.
- Figure 5 illustrates the format of a header chunk of a MTDI file.
- the header chunk comprises three fields, namely, chunk type, length and data.
- the chunk type is MThd.
- the length field contains the length in bytes of the chunk data part.
- the "format” portion of the data field includes the MIDI file format which can be only formats 0, 1 and 2.
- the "tracks” portion ofthe data field as a binary number indicating the number of track chunks contained in the MTDI file.
- the "division” portion ofthe data field ofthe header chunk defines the default unit of "delta-time" for the MTDI file.
- the remaining 15 bits indicate the number of "ticks per quarter note” to be utilized in representing and reproducing the music. If the most significant bit is a logical 1, then there are two components indicated by the remaining 15 bits. Bits 8-14 would indicate the number of frames per second (indicated as a negative number) and the least significant 8 bits represents the number of ticks per SMTPE frame.
- Format 0 contains a single track.
- Format 1 contains one or more tracks which are all played simultaneously.
- Format 2 contains one or more independent tracks which can be or are played independently ofthe others.
- Figure 6 represents the format of a track chunk of a MTDI file. It comprises a chunk type which, by definition is a MTrk type and a length field which mdicates the length of the data portion in the track chunk.
- the data portion of a track chunk comprises two elements,. The first is a “delta_time” portion and “event” portion. delta_time is the number of "ticks" from the previous event and is represented as a variable length quantity.
- a MTDI event has any MTDI channel message. These include channel voice messages and channel mode messages. Messages other than MTDI channel messages to be included in a MLDI file can utilize the SYSEX event.
- META events are used for things like track-names, lyrics and que points, which don't result in MTDI messages being sent, but are still useful components of a MLDI file.
- MIDI events have the general form shown in Figure 7.
- MTDI events are preceded with the hexidecimal notation FF followed by a type field, a length field and a data field.
- the type field is a single byte specifying a type of META event.
- the length field contains a number of bytes of data following that field.
- the data field includes 0 or more bytes of data.
- META events have been defined in the standard that make implementation ofthe invention easier. These include the following:
- a "sequence number" is an optional event which must occur only at the start of a track before any non-0 delta_time.
- a text event is utilized for annotating a track with arbitrary text.
- a Copyright notice event can be utilized where a Copyright notice is represented in ACSI text. It should be the first event on the first track of a MLDI file.
- a sequence/track name provides the name of a sequence or a track in the file.
- An instrument name provides the description of the instruments used on the track.
- a lyric event provides the lyrics for a song. Normally, each syllable will have its own lyric-event, which occurs at the time the lyric is to be sung.
- a marker event marks the significant point in the sequence such as the beginning of a verse.
- a que point is utilized to include queues for events happening on-stage, such as "curtain rises", “exit”, and the like.
- An end of track event must be utilized to give the track a clearly defined length. This is essential if the track is looped or concatenated with another track.
- a set tempo event sets the tempo in microseconds per quarter note. This means a change in the unit-length of the delta_time tick. The default tempo is a 120 beats per minute.
- a SMTPE offset event specifies the SMTPE time at which the track is to start.
- a time signature representing the standard time signature for a piece of music, such as 3/4 or 6/8 or 2/2.
- a key signature event can specify the number of sha ⁇ s or flats and a major or minor flag.
- a sequence-specific META event allows a manufacture to inco ⁇ orate sequencer specific directives into a MTDI file.
- Figure 7 illustrates the format of META events from a MTDI file.
- Figure 8 is an example of a portion of an MTrk chunk of MTDI data together with exemplary semantics.
- an MTrk chunk is introduced with an MTrk identifier 800 followed by a length field 810.
- the plurality of ordered pairs of delta_time and event fields 820-1 through 820-j then follow which represent the individual MLDI messages associated with the MTrk chunk.
- the MTDI protocol consists of messages which are designed to allow synthesizers and sequencers to communicate what-sound-to-play information.
- a typical MIDI message comprises three components. The first component begins with a hexidecimal 9 is followed by an identification of one of sixteen MIDI channels having a value of 0-F.
- the second component is a two byte sequence representing Hie key on the device that has been pressed. This corresponds to the notes of a keyboard that has been pressed in the case of a piano-type keyboard. The two byte value ranges from 00-7F.
- the third component of a MTDI message is the velocity component which specifies the velocity with which the key was pressed or released. It, too, ranges in value between 00 and 7F.
- the keyboard would send a "note-on" message comprising: 90 3C 40.
- the corresponding "note-off message would comprise: 80 3C 33.
- the key was released more slowly than it was pressed as indicated by the velocity indication 33 in the release message (compared with the attack velocity 40).
- MTDI messages may include a program (instrument) change, a pitch blend message, a control change message (e.g. pedal/switch foot change of state) and timing clock message.
- MTDI messages are all one way. There are no acknowledgement messages sent from the receiver back to the transmitter. If a MIDI device does not know what to do with a message, it will ignore it.
- MIDI messages which are specific to a MTDI channel are referred to as channel messages.
- MIDI messages which affect the entire MIDI system or an entire MIDI device are known as system messages. Chamiel and system messages are further divided into several classes.
- the channel voice messages are messages which start, alter or stop a sound or sounds being played. Channel mode messages effect the entire channel.
- System realtime messages are those used by sequencers to regulate and synchronize timing. They do not contain data bytes.
- System common messages include messages such as song position pointer, song select and the like.
- System exclusive messages are generally used for device specific extensions to a MTD
- MTDI messages are sent and inte ⁇ reted in realtime, it is desirable to reduce the volume of data that must be sent.
- For ordinary note-on and note-off messages it is quite common for several notes to be turned off and on more or less at the same time. In such cases, it is possible to send a single status command, such as note-on followed by a plurality of "note identifier, velocity" pairs without repeating the same status byte for each note that is turned on or off. This reduction in the transmission of status bytes is known as "running status" within MTDI messages. Only the data bytes that change are sent.
- Figure 9 illustrates an exemplary flow of data illustrating MTDI messages for the sequential playing of three notes.
- two MTDI messages are shown per line. Each is introduced with a delta_time field.
- the six messages shown in Figure 9 are preceded with delta ime increments of 00, 08, 10, 18, 20 and 28.
- the delta_time increments are followed by a MIDI command sequence.
- the sequence 92 indicates the situation where a note is to be turned on. Following each 92 message is a message with a command field of 82 which indicates that the note is to be turned off. Following each command is a note identifier. Which in the case ofthe first line indicates the note C is to be turned on and off. h the case of the second and third lines, the notes identified are the note E and the note G, respectively.
- the last component of each message is a velocity component. In the first line, the velocity 44 is a measure of how fast the key is pressed downwardly (e.g. attack velocity). In the following message, where the key is being released, the velocity 40 indicates that the key is released with a velocity 40.
- Figure 10 is a flow chart of an exemplary process for inte ⁇ reting the MTDI data stream of Figure 5 as part of generating game objects.
- a MTDI message is received representing a note on object of the form ⁇ delta_time> ⁇ Command> ⁇ Note> ⁇ Velocity> (1000) optionally followed by a MTDI message representing a note-off property of similar format (1010).
- ⁇ delta_time> less traversal time, an object is launched on ⁇ Note> trajectory with optional length property of ⁇ delta_time (off)> - ⁇ delta_tirne (on)> ticks (1020).
- steps 1000-1020 represent an inte ⁇ retation of the incoming MTDI messages followed by the generation of a game object. Messages are received and inte ⁇ reted on an ongoing basis in accordance with the steps 1000-1020. A window is defined within ⁇ units of time of impact with the virtual keyboard (1030).
- the object is moved along the trajectory towards the virtual keyboard with each N ticks ofthe MTDI clock (1040). If MTDI keyboard input is received during an open window and if the value ofthe MTDI keyboard input equals the MTDI note value ofthe object about to impact the virtual keyboard, video and audio reward presentation (routines) are activated (1060). Otherwise, a video and audio sequence representing a failure can be activated. This process is repeated for each tick ofthe MTDI clock in an iterative fashion as indicated by the arrow going back to the top of step 1040.
- item 330 represents a library of objects which allow the game to be modified by the substitution of various types of objects for corresponding different flavors of the game. Examples ofthe types of objects utilized are given hereinafter. Also shown in Figure 3 is a set of parameters 340 which allow a user to customize the performance ofthe game or the behavior ofthe game in certain instances.
- the audio engine 360 is preferably based on Microsoft® DirectSound 8 application programming interface.
- the audio engine generally has the ability to play short .WAV files through the PCM channels of a sound card.
- the sound engine is implemented as a class with constructors, destructors, loading of a .WAV file and playing of a .WAV file.
- the sound engine is used primarily for playing sound effects associated with menu buttons, clicks, switches and game play feedback sounds. However, the invention could also work with other software engines.
- the graphics engine 350 works in conjunction with the library of objects 330 and the game object generation module 320 to produce graphical objects on the screen that constitute respective implementations of the game objects utilized to play the game.
- the invention is capable of loading and playing three types of song files: MTDI, MTDI Karaoke, and .amm. The later is an internal song fonnat described more hereinafter. Standard MLDI files were described above.
- the MLDI Karaoke file is essentially a standard MTDI file with song lyrics built into one ofthe tracks according to a certain format.
- the invention supports the .KAR file format which is a prevailing file format in the shareware/public domain markets.
- An .amm file is very similar in structure to a standard type 1 MIDI file.
- the .amm format file will also hold annotations, highlighting and fingerings.
- Annotations are simple text notes that are stored on a song's timeline. These annotations can hold valuable information to a user and can be displayed during the game play along with other scrolling game objects. They may be stored as text in the internal file, but on the screen these are shown in the form as speech balloons with or without arrows pointing to other game objects.
- Some notes in an .amm file can be highlighted. This is essentially a flag that tells the system that a note should be displayed with an enhanced video effect such as a halo effect around it. Fingerings are little clues to a user as to which finger should be used to play a note on a piano keyboard. Fingerings are assigned to individual notes and hold a number in a range from 1 to 5. During game play, game objects that have fingerings assigned will scroll along with the number placed on them.
- FIG 11 is a block diagram showing an exemplary arrangement of game modules in accordance with one aspect ofthe invention.
- a splash screen 1100 is displayed. This is centered on the desktop and enables the user to click on icons or links that would take them to the sponsoring company's website where they can download new songs for the game. Also, there may be a link to HTML documentation for the game.
- the Welcome Screen 1110 allows four options. First, it allows selection of a main menu which is described hereinafter. Second, it allows access to an instant play mode of operation, described in conjunction with item 1140 hereinafter, which assumes all previously set up configurations ofthe last song played in the game. A third option from the main menu takes one to the credits screen where game credits are revealed in a visual way. Finally, the main menu 1120 has an option to exit the game and return to the operating system.
- a quick play option is selected, the user goes directly to the quick play mode described in conjunction with 1140 where the user can freely load any song, select a number of options and commence the practice. No profile needs to be selected or created, hi the second main menu option, the career mode, a user will create a profile and will face a number of challenges, predefined within a number of levels and in a number of different piano methods. These are discussed in detail hereinafter in conjunction with career mode 1150.
- a game set up 1130 may be selected.
- game set up a number of game objects can be configured as described more hereinafter.
- Instant play 1140 allows the user to play Hie game without the hassle of going through start up options. While previous starting option parameters are assumed, including the last song played if the game was initially installed and no songs have been played yet, a default song is assumed. Instant play has no menu, it is just a short cut to the game play.
- Figure 12 is a block diagram showing details of an exemplary computer that can be used to implement various aspects of the invention.
- the description of the invention which follows is exemplary. However, it should be clearly understood that the present invention may be practiced without the specific details described herein. Well known structures and devices are shown in block diagram form in order to avoid unnecessarily obscuring the present invention. At least portions of the invention are intended to be implemented on or over a network such as the Internet. An example of such a network is also described in Figure 12.
- FIG 12 is a block diagram that illustrates a computer system 100 upon which an embodiment ofthe invention may be implemented.
- Computer system 100 includes a bus 102 or other communication mechanism for communicating information, and a processor 104 coupled with bus 102 for processing information.
- Computer system 100 also includes a main memory 106, such as a random access memory (RAM) or other dynamic storage device, coupled to bus 102 for storing information and instructions to be executed by processor 104.
- Main memory 106 also may be used for storing temporary variables or other intermediate information during execution of instructions to be executed by processor 104.
- Computer system 100 further includes a read only memory (ROM) 108 or other static storage device coupled to bus 102 for storing static information and instructions for processor 104.
- ROM read only memory
- a storage device 110 such as a magnetic disk or optical disk, is provided and coupled to bus 102 for storing information and instructions.
- Computer system 100 may be coupled via bus 102 to a display 112, such as a cathode ray tube (CRT), for displaying information to a computer user.
- An input device 114 is coupled to bus 102 for communicating information and command selections to processor 104.
- cursor control 116 is Another type of user input device, such as a mouse, a trackball, or cursor direction keys for cornmunicating direction information and command selections to processor 104 and for controlling cursor movement on display 112.
- This input device typically has two degrees of freedom in two axes, a first axis (e.g., x) and a second axis (e.g., y), that allows the device to specify positions in a plane.
- Computer system 100 operates in response to processor 104 executing one or more sequences of one or more instructions contained in main memory 106. Such instructions may be read into main memory 106 from another computer-readable medium, such as storage device 110. Execution of the sequences of instructions contained in main memory 106 causes processor 104 to perform the' process steps described herein. In alternative embodiments, hard-wired circuitry may be used in place of or in combination with software instructions to implement the invention. Thus, embodiments ofthe invention are not limited to any specific combination of hardware circuitry and software.
- Non-volatile media includes, for example, optical or magnetic disks, such as storage device 110.
- Volatile media includes dynamic memory, such as main memory 106.
- Transmission media includes coaxial cables, copper wire and fiber optics, including the wires that comprise bus 102. Transmission media can also take the form of acoustic or light waves, such as those generated during radio-wave and infra-red data communications.
- Computer-readable media include, for example, a floppy disk, a flexible disk, hard disk, magnetic tape, or any other magnetic medium, a CD-ROM, any other optical medium, punchcards, papertape, any other physical medium with patterns of holes, a RAM, a PROM, and EPROM, a FLASH-EPROM, any other memory chip or cartridge, a carrier wave as described hereinafter, or any other medium from which a computer can read.
- Various forms of computer readable media may be involved in carrying one or more sequences of one or more instructions to processor 104 for execution.
- the instructions may initially be carried on a magnetic disk of a remote computer.
- the remote computer can load the instructions into its dynamic memory and send the instructions over a telephone line using a modem.
- a modem local to computer system 100 can receive the data on the telephone line and use an infra-red transmitter to convert the data to an infra-red signal.
- An infra-red detector can receive the data carried in the infra-red signal and appropriate circuitry can place the data on bus 102.
- Bus 102 carries the data to main memory 106, from which processor 104 retrieves and executes the instructions.
- the instructions received by main memory 106 may optionally be stored on storage device 110 either before or after execution by processor 104.
- Computer system 100 also includes a communication interface 118 coupled to bus 102.
- Communication interface 118 provides a two-way data communication coupling to a network link 120 that is connected to a local network 122.
- communication interface 118 may be an integrated services digital network (ISDN) card or a modem to provide a data communication connection to a corresponding type of telephone line.
- ISDN integrated services digital network
- communication interface 118 may be a local area network (LAN) card to provide a data communication connection to a compatible LAN.
- LAN local area network
- Wireless links may also be implemented, h any such implementation, communication interface 118 sends and receives electrical, electromagnetic or optical signals that carry digital data streams representing various types of information.
- Network link 120 typically provides data communication through one or more networks to other data devices.
- network link 120 may provide a connection through local network 122 to a host computer 124 or to data equipment operated by an Internet Service Provider (ISP) 126.
- ISP 126 in turn provides data communication services through the world wide packet data communication network now commonly referred to as the "Internet” 128.
- Internet 128 uses electrical, electromagnetic or optical signals that carry digital data streams.
- the signals through the various networks and the signals on network link 120 and through communication interface 118, which carry the digital data to and from computer system 100, are exemplary forms of carrier waves transporting the information.
- Computer system 100 can send messages and receive data, including program code, through the network(s), network link 120 and communication interface 118.
- a server 130 might transmit a requested code for an application program through internet 128, ISP 126, local network 122 and communication interface 118.
- the received code may be executed by processor 104 as it is received, and/or stored in storage device 110, or other non- volatile storage for later execution. In this manner, computer system 100 may obtain application code in the form of a carrier wave.
- Quick play allows playing the game without going through the challenges of the career Mode (section 0). It allows for loading song files and playing them freely. Within the quick play a player can select either Training or Dynamic mode.
- Training Mode allows a user to practice the game on any song that can be loaded into the game.
- Dynamic Mode is similar to a Training mode with the exception that there is a number of different dynamics that can be switched on and off. These dynamics pose an additional challenge.
- Each dynamic has a number of variables that can be adjusted and will gradually change on a player as the game is progressing. The following is an exemplary list of dynamics: o Gradual Tempo Adjustment: On
- Load Song is a part of the game that involves loading a song stored locally on the computer's hard drive. Users are able to browse for a specific song on their hard drive through a file search or simplified song browser.
- the invention will not be capable of loading songs directly off a Website into the game, it will feature a link that will open a web browser (e.g. Internet Explorer, or Netscape) to a section of the web site where more songs can be downloaded from. Users are able to download songs manually from a website and then open them from within the game. The link is provided on the splash screen.
- a web browser e.g. Internet Explorer, or Netscape
- Levels have a predefined number of Challenges specified and available (section 0). One can apply any challenge from within the level to any song from within the level. The level is completed when the level requirements are met. The level requirements can be, for instance, to complete a mimmuin of 7 out of 10 songs, and apply a minimum of 3 out of 5 challenges for each song played. Once the level requirements are met, the next level is unlocked. Higher level scores can be achieved by doing more than a minimum requirement. Additional effort is rewarded with more points, and unlocking of additional graphic themes.
- Profiles are required to play the game in the career mode. Profiles keep track of the overall game progress in the career mode separately for each game user.
- One of the first things a user must do, before he can start playing in the career mode, is to create a profile. Users are able to select an icon from a pool of available icons and assign it to their name, similar to the way users on Windows XP operating system can before they can start using the system. Then, the game will prompt for their name, and what mode they would like to start playing the game in, i.e. beginner, Student, or Teacher. All the above information is saved onto the computer hard drive and kept there along with the entire game progress for that user.
- Level selection screen Users are able to select a level from within a piano method. Higher levels are unlocked by completing previous levels.
- the layout of the level selection screen are similar to piano method selection screen.
- Each level selection on the list is displayed with a brief description, and an icon.
- a top players list will also be displayed for each level highlighted for selection.
- Statistics of the progress accomplished on a level will also be displayed once a level is highlighted on a list. Exemplary statistics will include: total time spent playing, and a number of challenges completed so far within a level.
- Each level has a predefined miminum number of songs and challenges that need to be completed in order to advance to the next level. Also, each level has a reward in form of a theme that can be unlocked when a level is completed.
- Songs are the last item in the hierarchy of Methods and Levels. A number of songs are available for each level. Songs that are available within the career mode are pre- configured, and for instance, track editing is not allowed. Playing these songs is on an as-is basis without the ability to alter the game environment, like it is possible in a Quick Play mode described in section 0.
- Songs that are available within piano methods can be in any file format that is supported by the invention. Songs available from within piano methods are irreplaceable from the operating system. In other words, users will not be able to replace these songs with ones that are less difficult, in order to score better in the game.
- the Game features a number of challenges for its users.
- the challenges are designed to assist in training in a variety of techniques.
- This invention will feature the following types of challenges:
- the hit window gradually closes to a challenge creator's predefined size.
- the starting size is a user definable parameter. Players need to stay within the accuracy parameter to continue playing. • Primary Beats
- the challenge is to stay within a predefined accuracy level hitting primary beats.
- Primary beats are defined by the challenge creator. There is no penalty for hitting other (than primary beats) notes within the hit window.
- Off-Beats Challenge requires to stay within a predefined accuracy level, hitting off-beats. There is no penalty for hitting other (than offbeats) notes within the hit window.
- the challenge is to hold down the piano keys for the correct duration of notes. Players need to stay within the accuracy parameter to continue playing, say 90%.
- the screen rotates from vertical to horizontal position. Players need to stay within the accuracy parameter to continue playing. As users master this challenge, they will leam the relationships between the keyboard and standard musical rotation.
- a series of visibility challenges are introduced to induce the player to memorize the piece of music that he/she is paying. For instance, a cloud could enter the game field and cover parts of the screen, making it difficult for a user to see the game objects. Visibility challenges are further defined during the development. • Loudness (velocity)
- Custom piano methods involves creating an empty method, naming it, creating levels within, and adding songs to levels.
- Custom piano methods do not include rewards, high-score lists or graphical themes. All challenges can be played on any song that is part ofthe custom piano method.
- Custom piano methods should be savable in a manner so that they can be copied and shared among users of the invention.
- Custom Piano methods are folders with files, and simple configuration files. All levels are unlocked and playable in custom piano methods. The idea of custom piano methods is to allow teachers for creating assignments for their students that are users ofthe invention.
- Starting Options are options that can be configured before a user starts playing the game.
- the number of available starting options depends on the game mode. In some modes some options are not available, and are grayed out, or left out. However, regardless of what mode the game was started in, in order to start playing, one will have to go through these options.
- One exception to this rule is an Instant Play which omits configuring the Starting Options, and assumes all default values for playing. Preferred availability of Starting Options in different game modes is included in the CD-ROM Appendix.
- This option specifies the orientation of the screen. Some users may prefer to start the game play in a Vertical mode, whereas some will prefer the Horizontal mode. It is also possible to start the game play in a mode where the screen will gradually start rotating from Vertical to Horizontal orientation. • Annotation: On
- This switch turns annotations on/off.
- Annotations are included in the .amm internal file fonnat and involve displaying a kind of "post-it" text notes on the game screen as annotated game objects scroll.
- fingerings are included in the .amm internal file format.
- game objects if marked so, will display a number from 1 to 5 serving as a guide to a user as to what fmger to use in order to target the game object correctly on the piano keyboard.
- This switch enables or disables the ability to access a Freeze Menu from within the Game Play, as discussed hereinafter.
- This option allows the user to select how many beats or measures are on the screen vertically during game play, allowing fast songs enough anticipation to prepare for the next note.
- Theme selection is a set of GUI elements that allow for selection of different game themes.
- Themes include backgrounds and different game objects. Different backgrounds can be combined with different game objects. However, themes that were not yet unlocked in the career Mode (section 0) are not available for selection.
- This switch turns on/off the color of the game objects as well as the color of the virtual piano keyboard on the screen. Basically, if toggled ON - all game objects and piano keys are displayed color-coded, otherwise, these objects are black & white.
- This section allows for a visual selection of the tracks in a loaded song file. Once a song is loaded, a list of available tracks are displayed, and a user will have the ability to select those tracks that he/she wishes to play in the game. Once a track is selected by a user, the program will automatically find the range of musical notes for it, and mark it on the piano keyboard displayed on the screen (i.e. C2 - B3). The range will always be calculated for all selected tracks. For instance, if two tracks are selected: trackl and track2 - the range is marked for both as if these were one track. Previewing the range is important because it allows a user to see if range of selected tracks fits onto the attached MIDI keyboard, i.e.
- This option allows merging together a number of selected tracks into one. This operation does not alter the content of the original file, instead it is performed in the computer's memory on the file loaded.
- Deletes selected track(s) from memory Deleted track(s) are not deleted from a song file.
- this option is enabled. Executing this option splits a single track into two tracks with musical content arranged separately for both hands. I.e. The first track holds musical notes to be played with a left hand, and the second track is to be played with a right hand.
- This option transposes selected track(s) by semitones either up or down.
- This section allows a user to configure MIDI output ports and channels for any track of the file loaded. For instance, a user might prefer to hear an accompaniment track #2 on the 11 th channel of a synthesizer located on the 3 rd MIDI port.
- This switch enables or disables the audible metronome heard during the game play.
- This section allows for selecting a challenge from all the challenges that are built into the game, and are part of the Career Mode, as discussed earlier. By allowing this, users can flexibly practice different challenges on any song they wish to.
- This option allows for a selection of a tempo that is used during the game play. Part of this option is a switch called "MLDI tempo: On
- This option allows for adjusting the height ofthe hit window ofthe game.
- Opacity values range from 0% to 100%.
- This switch enables or disables the visual measurement that scrolls along with the game objects.
- This switch turns on or off on-screen game statistics, score, etc.
- This option allows for selecting the size of the on-screen keyboard used in the game play. Users can select between 2-octave, 4-octave or 5-octave versions of keyboards. Automatic keyboard size selection is also available. The game will support three keyboard sizes: 2-, A-, and 5- octave.
- This option allows for selecting the starting key on the on-screen keyboard. This is very helpful in calibrating the physical MLDI keyboard with the on-screen keyboard if the two are of a different size.
- the selections are: CO, CI, C2 ... CI 1.
- Enabling this option will gradually increase or decrease the tempo ofthe game play to the tempo specified in a loaded song file. For instance, by starting the game play at a low tempo, users can practice a piece of music at a slowly, but constantly increasing tempo.
- Enabling this option will gradually decrease the height of the hit window during the game play. For instance, by starting the game play at a hit window wide open, users can practice a piece of music with a slowly, but constantly increasing precision.
- lyrics will appear on the screen.
- This option enables or disables auto-saving of all alternations to a currently loaded song. If auto save song is enabled, a user is prompted for a new file name for a song. Songs are saved into an .amm internal song file format.
- a user chooses the clefs (tracks) to be merged.
- This option is merely separating out the text into measures, for someone to sing along without the notation being on the same sheet.
- “Fake” books are collections of popular songs with the lyrics and the chord names (Gm7) for jazz players, and maybe the lead melody, and they would improvise the rhythm and harmomc parts, using the melody and chord structure as a skeleton.
- MidiNotate software extracts the lyrics, lead melody, and chord names from a midi file, and allows for printing it in this manner. • Transcribe Chord Names
- Chord names have multiple ways of being described. An example might be A Major. It could be written simply A or it might be written as A maj.
- Game play is the actual game.
- tempo adjustment is not available during the game play in tempo challenge.
- a mark is placed onto the game field. Users are able to scroll up and down the entire song from within the freeze menu and see where they have missed.
- the invention is capable of transforming MLDI files into a musical notation to be displayed on the screen during the game play.
- Examples of software suitable for implementing this function can be found at: • Notation Technologies http://www.notationtechnologies.com/
- the invention features a number of game objects, also known as Sprites. All game objects will feature 32-bit color and alpha-blending support.
- the game objects are two dimensional, but drawn on the screen using 3D techniques in order to take advantage of hardware accelerated 3D drawing. This will allow for an easy scaling, rotating and alpha- blending.
- the on-screen piano keyboard comes in three different sizes: 2-, A-, and 5-octave. Depending on the keyboard size selected, size of the game object will change accordingly to keep the width proportional to the width ofthe on-screen keyboard keys.
- the game rewards users with points for correctly hit musical notes, playing with different dynamic options enabled, and for playing different challenges, and so on.
- Freeze Menu can be invoked from within the game play only. It will allow for alternation of some of the game parameters, making annotations on the screen and saving a currently played song into an internal file format along with all annotations, highlighting and fingering information.
- the freeze menu is invoked by pressing an ESC key on the keyboard from within the game play. Once ESC is pressed the following happens: the entire game freezes, vertical scrollbar appears on the screen to allow scrolling through the entire song both, back to the parts already played, and ahead. Note that scrolling, annotating, highlighting or fingering is not available when the game screen is in the middle of a rotation. Once the game is frozen, a translucent help box is displayed with directions as to what can be done on the screen. For instance, a typical text would read: "To create an annotation on the game screen, click on an empty space".
- Annotations are placed on the screen in a form of speech balloons. There are a number of balloon shapes to choose from, hi order to add an annotation to the game screen, a user would click on an empty space on the screen. Once clicked, a popup menu will appear allowing for selecting the shape of the speech balloon and the direction of its arrow-pointer. The text would be entered then through a text edit box. Annotations can be removed from the game screen.
- freeze menu options are dependent on the game mode. For a preferred availability of freeze menu options in different game modes please see Attachment B. Freeze menu options are listed below. It is worth noting that a significant number of these options are a subset of Starting Options, which have been defined in section C above. Definitions of already defined options are omitted here.
- Prompts for a file name saves a current song into an .amm file.
- Game setup can be invoked from the main menu.
- This menu option allows selecting between two different sets of menu options in the game.
- Advanced set is designed for users who want to take the game to the fullest and require maximum flexibility, whereas beginner set eliminates a number of menu options that are simply too complex for an average user, or a child.
- This option allows adjusting the gamma value ofthe screen.
- This menu option allows for selection ofthe MIDI input port for the game.
- the game will enumerate all possible MIDI ports on the system and make them available for selection. • Midi Out Select
- This menu option allows for selection of the MIDI output port for the game.
- the game will enumerate all possible MIDI ports on the system and make them available for selection.
- Game detail level enables and disables some of the CPU intensive game visual effects. Small level of detail will make it possible to run the game on a low-end computer at the price of visual effects and overall eye-candy.
- SFX Volume option allows for an adjustment of the overall volume level of all .wav sounds played in the game (PCM channels ofthe sound card), whereas Music Volume allows for an adjustment of the overall volume level of the internal sound card synthesizer. Both sliders can be assigned values from 0% to 100%.
- This option will allow one to test a user's MIDI keyboard to determine whether it is velocity sensitive or not. A user is asked to strike a key on the MIDI keyboard twice, first gently, and hard the second time. Based on the difference in value of the received MIDI velocity message, the program will determine if a user has a touch-sensitive keyboard.
- the CD-ROM contains a plurality of directories and files as shown in the following printout of directories from the CD-ROM.
- the file extension description of most files adequately specifies to one skilled in the are how to open them.
- the files can be opened using Microsoft Word, Microsoft Excel, or an adobe Acrobat Reader.
- the .vsd file can be read using Visio.
Landscapes
- Engineering & Computer Science (AREA)
- Business, Economics & Management (AREA)
- Physics & Mathematics (AREA)
- Educational Administration (AREA)
- Educational Technology (AREA)
- General Physics & Mathematics (AREA)
- Theoretical Computer Science (AREA)
- Multimedia (AREA)
- Electrophonic Musical Instruments (AREA)
- Auxiliary Devices For Music (AREA)
Abstract
Description
Claims
Priority Applications (4)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
EP02773794A EP1449184A4 (en) | 2001-10-20 | 2002-10-18 | An interactive game providing instruction in musical notation and in learning an instrument |
CA002462974A CA2462974A1 (en) | 2001-10-20 | 2002-10-18 | An interactive game providing instruction in musical notation and in learning an instrument |
KR1020047005850A KR100856928B1 (en) | 2001-10-20 | 2002-10-18 | An interactive game providing instruction in musical notation and in learning an instrument |
JP2003539000A JP2005507095A (en) | 2001-10-20 | 2002-10-18 | An interactive game that provides guidance on notation and instrument acquisition |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US34755401P | 2001-10-20 | 2001-10-20 | |
US60/347,554 | 2001-10-20 |
Publications (1)
Publication Number | Publication Date |
---|---|
WO2003036587A1 true WO2003036587A1 (en) | 2003-05-01 |
Family
ID=23364212
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/US2002/033235 WO2003036587A1 (en) | 2001-10-20 | 2002-10-18 | An interactive game providing instruction in musical notation and in learning an instrument |
Country Status (6)
Country | Link |
---|---|
EP (1) | EP1449184A4 (en) |
JP (1) | JP2005507095A (en) |
KR (1) | KR100856928B1 (en) |
CN (2) | CN101556742A (en) |
CA (1) | CA2462974A1 (en) |
WO (1) | WO2003036587A1 (en) |
Families Citing this family (27)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2007108292A (en) * | 2005-10-12 | 2007-04-26 | Kawai Musical Instr Mfg Co Ltd | Musical score editing device and editing program |
CN1953044B (en) * | 2006-09-26 | 2011-04-27 | 中山大学 | Present and detection system and method of instrument performance based on MIDI file |
JP2008116814A (en) * | 2006-11-07 | 2008-05-22 | Yamaha Corp | Keyboard instrument |
KR100949931B1 (en) * | 2008-06-04 | 2010-03-30 | 주식회사 에이앤비소프트 | Rhythm action game method using a user equipment with key-pad and recording medium storing program implementing the same |
EP2517192A1 (en) * | 2009-12-21 | 2012-10-31 | Miso Media, Inc. | Educational string instrument touchscreen simulation |
US8939835B2 (en) * | 2010-01-12 | 2015-01-27 | Razer (Asia-Pacific) Pte. Ltd. | System and method for visually indicating actions per minute information using illumination |
JP4885291B2 (en) * | 2010-04-28 | 2012-02-29 | 株式会社コナミデジタルエンタテインメント | GAME SYSTEM, DATA GENERATION SYSTEM, DATA GENERATION METHOD USED FOR THE SAME, AND COMPUTER PROGRAM |
US8371923B1 (en) * | 2011-12-14 | 2013-02-12 | Bally Gaming, Inc. | Gaming machine having a simulated musical interface |
US9767704B2 (en) | 2012-10-08 | 2017-09-19 | The Johns Hopkins University | Method and device for training a user to sight read music |
CN103151029A (en) * | 2013-02-28 | 2013-06-12 | 上海罗兰数字音乐文化投资有限公司 | Method and system for processing electronic musical instrument signals |
CN104346147A (en) * | 2013-07-29 | 2015-02-11 | 人人游戏网络科技发展(上海)有限公司 | Method and device for editing rhythm points of music games |
CN104754372A (en) * | 2014-02-26 | 2015-07-01 | 苏州乐聚一堂电子科技有限公司 | Beat-synchronized special effect system and beat-synchronized special effect handling method |
JP6260783B2 (en) * | 2014-06-05 | 2018-01-17 | 株式会社コナミデジタルエンタテインメント | GAME SYSTEM AND CONTROL METHOD USED FOR THE SAME |
KR101821733B1 (en) * | 2014-10-27 | 2018-01-24 | 한송이 | Device and method for providing education informaion for learning music |
CN104548587A (en) * | 2014-12-12 | 2015-04-29 | 天津理工大学 | Beat game system and working method thereof |
WO2017034471A1 (en) * | 2015-08-21 | 2017-03-02 | Razer (Asia-Pacific) Pte. Ltd. | Information distribution methods, computer readable media, and information distribution servers |
CN106373552A (en) * | 2016-08-31 | 2017-02-01 | 吴永升 | Teaching piano with electronic screen and graphical piano playing information processing method |
CN107025901A (en) * | 2017-04-05 | 2017-08-08 | 宁多夫(上海)教育科技有限公司 | A kind of virtual piano |
US11355093B2 (en) * | 2018-01-10 | 2022-06-07 | Qrs Music Technologies, Inc. | Technologies for tracking and analyzing musical activity |
TWI684477B (en) * | 2018-05-17 | 2020-02-11 | 國立臺灣大學 | Method for processing customized operation of music game, non-transitory computer readable medium, computer program product and system of music game |
TWI683691B (en) * | 2018-05-17 | 2020-02-01 | 國立臺灣大學 | Method for generating customized hit-timing list of music game automatically, non-transitory computer readable medium, computer program product and system of music game |
SE542890C2 (en) * | 2018-09-25 | 2020-08-18 | Gestrument Ab | Instrument and method for real-time music generation |
CN109191995A (en) * | 2018-10-29 | 2019-01-11 | 程建玲 | A kind of piano practice system |
CN110544411B (en) * | 2019-09-03 | 2020-10-02 | 玖月音乐科技(北京)有限公司 | Staff fingering quick marking method and system |
CN111185006A (en) * | 2019-12-23 | 2020-05-22 | 网易(杭州)网络有限公司 | Information processing method and device in game, storage medium and electronic equipment |
CN112435644B (en) * | 2020-10-30 | 2022-08-05 | 天津亚克互动科技有限公司 | Audio signal output method and device, storage medium and computer equipment |
CN112870689A (en) * | 2021-03-18 | 2021-06-01 | 魔豆科技(中山)有限公司 | Intelligent violin, interaction method thereof and computer readable storage medium |
Citations (6)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US5219291A (en) | 1987-10-28 | 1993-06-15 | Video Technology Industries, Inc. | Electronic educational video system apparatus |
US6066791A (en) * | 1998-01-28 | 2000-05-23 | Renarco, Inc. | System for instructing the playing of a musical instrument |
US6204441B1 (en) * | 1998-04-09 | 2001-03-20 | Yamaha Corporation | Method and apparatus for effectively displaying musical information with visual display |
US6252153B1 (en) * | 1999-09-03 | 2001-06-26 | Konami Corporation | Song accompaniment system |
US6388181B2 (en) * | 1999-12-06 | 2002-05-14 | Michael K. Moe | Computer graphic animation, live video interactive method for playing keyboard music |
US6414229B1 (en) * | 2000-12-14 | 2002-07-02 | Samgo Innovations Inc. | Portable electronic ear-training apparatus and method therefor |
Family Cites Families (18)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US5219921A (en) * | 1989-07-07 | 1993-06-15 | Shin-Etsu Chemical Company, Ltd. | Electrically insulating paint composition and cured product thereof |
JP3058051B2 (en) * | 1995-04-27 | 2000-07-04 | ヤマハ株式会社 | Musical amusement system |
JP3120732B2 (en) * | 1996-05-17 | 2000-12-25 | ヤマハ株式会社 | Performance instruction device |
CN1068948C (en) * | 1997-07-11 | 2001-07-25 | 财团法人工业技术研究院 | Interactive musical accompaniment method and equipment |
JP3031676B1 (en) * | 1998-07-14 | 2000-04-10 | コナミ株式会社 | Game system and computer readable storage medium |
JP3204652B2 (en) * | 1998-10-30 | 2001-09-04 | コナミ株式会社 | Rhythm game device and operation device |
JP3320381B2 (en) * | 1998-11-12 | 2002-09-03 | 株式会社プレイモア | Amusement equipment |
JP3017986B1 (en) * | 1998-11-26 | 2000-03-13 | コナミ株式会社 | Game system and computer-readable storage medium |
JP3053090B1 (en) * | 1999-02-26 | 2000-06-19 | コナミ株式会社 | Music game system, game control method suitable for the game system, and computer-readable storage medium |
JP2001009152A (en) * | 1999-06-30 | 2001-01-16 | Konami Co Ltd | Game system and storage medium readable by computer |
JP3320700B2 (en) * | 1999-09-08 | 2002-09-03 | コナミ株式会社 | Game system and computer-readable storage medium for realizing the game system |
JP3361084B2 (en) * | 1999-09-08 | 2003-01-07 | コナミ株式会社 | GAME SYSTEM AND COMPUTER-READABLE STORAGE MEDIUM FOR IMPLEMENTING THE SAME |
JP3718611B2 (en) * | 1999-11-11 | 2005-11-24 | コナミ株式会社 | Dance game equipment |
JP2001162031A (en) * | 1999-12-10 | 2001-06-19 | Namco Ltd | Music game device |
JP3329786B2 (en) * | 2000-02-29 | 2002-09-30 | コナミ株式会社 | Dance game equipment |
JP2001246167A (en) * | 2000-03-06 | 2001-09-11 | Namco Ltd | Game device and computer readable recording medium storing program for game |
JP3729019B2 (en) * | 2000-03-29 | 2005-12-21 | 松下電器産業株式会社 | Musical instrument education system |
JP2001276422A (en) * | 2000-03-31 | 2001-10-09 | Namco Ltd | Music playing game machine |
-
2002
- 2002-10-18 WO PCT/US2002/033235 patent/WO2003036587A1/en active Application Filing
- 2002-10-18 CA CA002462974A patent/CA2462974A1/en not_active Abandoned
- 2002-10-18 CN CNA2008101703297A patent/CN101556742A/en active Pending
- 2002-10-18 CN CNB028208358A patent/CN100437662C/en not_active Expired - Fee Related
- 2002-10-18 JP JP2003539000A patent/JP2005507095A/en active Pending
- 2002-10-18 KR KR1020047005850A patent/KR100856928B1/en not_active IP Right Cessation
- 2002-10-18 EP EP02773794A patent/EP1449184A4/en not_active Withdrawn
Patent Citations (6)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US5219291A (en) | 1987-10-28 | 1993-06-15 | Video Technology Industries, Inc. | Electronic educational video system apparatus |
US6066791A (en) * | 1998-01-28 | 2000-05-23 | Renarco, Inc. | System for instructing the playing of a musical instrument |
US6204441B1 (en) * | 1998-04-09 | 2001-03-20 | Yamaha Corporation | Method and apparatus for effectively displaying musical information with visual display |
US6252153B1 (en) * | 1999-09-03 | 2001-06-26 | Konami Corporation | Song accompaniment system |
US6388181B2 (en) * | 1999-12-06 | 2002-05-14 | Michael K. Moe | Computer graphic animation, live video interactive method for playing keyboard music |
US6414229B1 (en) * | 2000-12-14 | 2002-07-02 | Samgo Innovations Inc. | Portable electronic ear-training apparatus and method therefor |
Non-Patent Citations (1)
Title |
---|
See also references of EP1449184A4 |
Also Published As
Publication number | Publication date |
---|---|
EP1449184A4 (en) | 2006-01-04 |
CN1571985A (en) | 2005-01-26 |
EP1449184A1 (en) | 2004-08-25 |
CN101556742A (en) | 2009-10-14 |
JP2005507095A (en) | 2005-03-10 |
CA2462974A1 (en) | 2003-05-01 |
KR100856928B1 (en) | 2008-09-05 |
CN100437662C (en) | 2008-11-26 |
KR20040072621A (en) | 2004-08-18 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
US7739595B2 (en) | Interactive game providing instruction in musical notation and in learning an instrument | |
KR100856928B1 (en) | An interactive game providing instruction in musical notation and in learning an instrument | |
US20040137984A1 (en) | Interactive gamepad device and game providing means of learning musical pieces and songs | |
US5746605A (en) | Method and system for music training | |
JP4075565B2 (en) | Music score display control apparatus and music score display control program | |
US7754955B2 (en) | Virtual reality composer platform system | |
US6388181B2 (en) | Computer graphic animation, live video interactive method for playing keyboard music | |
JP3149574B2 (en) | Karaoke equipment | |
JP4111004B2 (en) | Performance practice device and performance practice program | |
US5690496A (en) | Multimedia product for use in a computer for music instruction and use | |
CN109345905B (en) | Interactive digital music teaching system | |
US20110191674A1 (en) | Virtual musical interface in a haptic virtual environment | |
Sussman et al. | Jazz composition and arranging in the digital age | |
Menzies et al. | A digital bagpipe chanter system to assist in one-to-one piping tuition | |
Fober et al. | Imutus-an interactive music tuition system | |
Jylhä et al. | Auditory feedback in an interactive rhythmic tutoring system | |
AU2002337891A1 (en) | An interactive game providing instruction in musical notation and in learning an instrument | |
Crow | Music-related ICT in education | |
Bowyer | A new approach to computer-assisted instruction in music theory for elementary and middle school children | |
WO2011060504A1 (en) | Music tuition or practice method and apparatus | |
GB2254954A (en) | Teaching device for musical intsruments | |
Smith | Virtuoso pianism from the QWERTY keyboard: The electronic realization of Liszt's scores | |
JP2020003721A (en) | Musical instrument performance practice device and program for musical instrument performance practice | |
Reyes | GLozart: A 3D Graphics Piano Aid | |
Karaseva | Learning the Modal and Rhythmic Patterns of Non-European Music: The New Opportunities from Mobile Applications |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
AK | Designated states |
Kind code of ref document: A1 Designated state(s): AE AG AL AM AT AU AZ BA BB BG BR BY BZ CA CH CN CO CR CU CZ DE DK DM DZ EC EE ES FI GB GD GE GH GM HR HU ID IL IN IS JP KE KG KP KR KZ LC LK LR LS LT LU LV MA MD MG MK MN MW MX MZ NO NZ OM PH PL PT RO RU SD SE SG SI SK SL TJ TM TN TR TT TZ UA UG US UZ VN YU ZA ZM ZW |
|
AL | Designated countries for regional patents |
Kind code of ref document: A1 Designated state(s): GH GM KE LS MW MZ SD SL SZ TZ UG ZM ZW AM AZ BY KG KZ MD RU TJ TM AT BE BG CH CY CZ DE DK EE ES FI FR GB GR IE IT LU MC NL PT SE SK TR BF BJ CF CG CI CM GA GN GQ GW ML MR NE SN TD TG |
|
121 | Ep: the epo has been informed by wipo that ep was designated in this application | ||
DFPE | Request for preliminary examination filed prior to expiration of 19th month from priority date (pct application filed before 20040101) | ||
WWE | Wipo information: entry into national phase |
Ref document number: 2462974 Country of ref document: CA Ref document number: 2002337891 Country of ref document: AU |
|
WWE | Wipo information: entry into national phase |
Ref document number: 2003539000 Country of ref document: JP |
|
WWE | Wipo information: entry into national phase |
Ref document number: 20028208358 Country of ref document: CN Ref document number: 1020047005850 Country of ref document: KR |
|
WWE | Wipo information: entry into national phase |
Ref document number: 2002773794 Country of ref document: EP |
|
WWP | Wipo information: published in national office |
Ref document number: 2002773794 Country of ref document: EP |