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公开(公告)号:US08663013B2
公开(公告)日:2014-03-04
申请号:US12499620
申请日:2009-07-08
申请人: Eran B. Egozy , Daniel Teasdale , Brian Thomas Stephens , Daniel Schmidt , John R. Eskew , Rafael Baptista , Kasson Crooker
发明人: Eran B. Egozy , Daniel Teasdale , Brian Thomas Stephens , Daniel Schmidt , John R. Eskew , Rafael Baptista , Kasson Crooker
CPC分类号: A63F13/814 , A63F13/005 , A63F13/12 , A63F13/335 , A63F13/46 , A63F13/5375 , A63F2300/55 , A63F2300/8047
摘要: Described are methods, systems, apparatuses, computer program products embodied in a computer-readable storage medium and means for providing online challenges between bands in a musical video game. Typically the invention is executed on a game server in signal communication with a game platform and involves receiving, by the game server, musical game input data representing a musical performance of a band. Then, the game server calculates a composite score from the input data based on a gameplay challenge. Then the composite score is compared to a composite score of a second band's performance for the same gameplay challenge. In some embodiments, the comparison is displayed as a real-time representation of the two bands, even though score of the second band is based on a stored performance of the second band.
摘要翻译: 描述了体现在计算机可读存储介质中的方法,系统,设备,计算机程序产品以及用于在音乐视频游戏中的频带之间提供在线挑战的装置。 通常,本发明在与游戏平台进行信号通信的游戏服务器上执行,并且包括由游戏服务器接收表示乐队的演奏的音乐游戏输入数据。 然后,游戏服务器基于游戏挑战从输入数据计算综合得分。 然后将综合得分与相同游戏挑战的第二乐队表演的综合得分进行比较。 在一些实施例中,比较被显示为两个频带的实时表示,即使第二频带的分数是基于存储的第二频带的演奏。
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2.
公开(公告)号:US20160260441A1
公开(公告)日:2016-09-08
申请号:US14641174
申请日:2015-03-06
IPC分类号: G10L21/034 , G10L21/003 , G06F3/01 , G06T19/00 , G02B27/01
CPC分类号: G10L21/0202 , A63F13/215 , A63F13/54 , G02B27/017 , G02B27/0172 , G02B2027/0138 , G02B2027/014 , G02B2027/0178 , G06F3/011 , G06F3/012 , G06T17/05 , G06T19/006 , G10L21/003 , G10L21/02 , G10L21/034 , H04S7/304 , H04S2400/15 , H04S2420/01
摘要: A visualization system with audio capability includes one or more display devices, one or more microphones, one or more speakers, and audio processing circuitry. While a display device displays a holographic image to a user, a microphone inputs an utterance of the user, or a sound from the user's environment, and provides it to the audio processing circuitry. The audio processing circuitry processes the utterance (or other sound) in real-time to add an audio effect associated with the image to increase realism, and outputs the processed utterance (or other sound) to the user via the speaker in real-time, with very low latency.
摘要翻译: 具有音频功能的可视化系统包括一个或多个显示设备,一个或多个麦克风,一个或多个扬声器和音频处理电路。 当显示设备向用户显示全息图像时,麦克风输入用户的话语或来自用户环境的声音,并将其提供给音频处理电路。 音频处理电路实时地处理话音(或其他声音)以添加与图像相关联的音频效果以增加现实感,并且经由扬声器实时地将处理的话语(或其他声音)输出给用户, 具有非常低的延迟。
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公开(公告)号:US20100009750A1
公开(公告)日:2010-01-14
申请号:US12499620
申请日:2009-07-08
申请人: Eran B. Egozy , Daniel Teasdale , Brian Thomas Stephens , Daniel Schmidt , John R. Eskew , Rafael Baptista , Kasson Crooker
发明人: Eran B. Egozy , Daniel Teasdale , Brian Thomas Stephens , Daniel Schmidt , John R. Eskew , Rafael Baptista , Kasson Crooker
IPC分类号: A63F9/24
CPC分类号: A63F13/814 , A63F13/005 , A63F13/12 , A63F13/335 , A63F13/46 , A63F13/5375 , A63F2300/55 , A63F2300/8047
摘要: Described are methods, systems, apparatuses, computer program products embodied in a computer-readable storage medium and means for providing online challenges between bands in a musical video game. Typically the invention is executed on a game server in signal communication with a game platform and involves receiving, by the game server, musical game input data representing a musical performance of a band. Then, the game server calculates a composite score from the input data based on a gameplay challenge. Then the composite score is compared to a composite score of a second band's performance for the same gameplay challenge. In some embodiments, the comparison is displayed as a real-time representation of the two bands, even though score of the second band is based on a stored performance of the second band.
摘要翻译: 描述了体现在计算机可读存储介质中的方法,系统,设备,计算机程序产品以及用于在音乐视频游戏中的频带之间提供在线挑战的装置。 通常,本发明在与游戏平台进行信号通信的游戏服务器上执行,并且包括由游戏服务器接收表示乐队的演奏的音乐游戏输入数据。 然后,游戏服务器基于游戏挑战从输入数据计算综合得分。 然后将综合得分与相同游戏挑战的第二乐队表演的综合得分进行比较。 在一些实施例中,比较被显示为两个频带的实时表示,即使第二频带的分数是基于存储的第二频带的演奏。
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