Patent application number | Description | Published |
20090075711 | SYSTEMS AND METHODS FOR PROVIDING A VOCAL EXPERIENCE FOR A PLAYER OF A RHYTHM ACTION GAME - A method for combining vocal cues and percussion cues for a player of a rhythm action game during a song comprises: displaying, in a rhythm action game, a lane comprising cues corresponding to a vocal track of a song; displaying, on the lane during the song, at least one cue corresponding to a percussion element of the song; evaluating, with a first gameplay mechanic, a player's performance with respect to the cues corresponding to a vocal elements; and evaluating, with a second gameplay mechanic, the player's performance with respect to the cues corresponding to the percussion element. Such a method may be used to keep a vocalist engaged during portions of a song with no vocals. | 03-19-2009 |
20090088249 | SYSTEMS AND METHODS FOR ALTERING A VIDEO GAME EXPERIENCE BASED ON A CONTROLLER TYPE - A rhythm-action game for a home gaming platform provides a plurality of different gaming experiences depending on what type of controller is plugged into the game. The different experience may comprise a different set or ordering of songs, a different gameplay mechanism, and/or a different sets level data. For example, a game may vary the song list depending on whether the player has plugged in a simulated drum set or a simulated guitar to the game platform. Or, for example, a player may plug in a microphone to experience the game as a vocalist and be measured based on pitch matching, and then plug in a simulated drum set to experience the game as a drummer and be measured based on timing of drum pad strikes. In this way, a single game can be sold that allows users to select among a plurality of unique instrumental experiences. | 04-02-2009 |
20090104956 | SYSTEMS AND METHODS FOR SIMULATING A ROCK BAND EXPERIENCE - Systems and methods for indicating the performance of a plurality of players playing a video game simulating a rock band experience may include: calculating a player score for each player playing a rhythm action game within a band, each player score representing the performance level of a particular player; calculating a composite score for the band playing a rhythm action game, the composite score based in part on a performance level associated with each player within the band; displaying the composite score on a performance meter as a performance level; and displaying each player score on the performance meter as a graphical indication positioned on the meter at a position corresponding to the calculated player score. | 04-23-2009 |
20100041477 | Systems and Methods for Indicating Input Actions in a Rhythm-Action Game - Systems and methods for displaying cues indicating input actions in a rhythm-action game may include: displaying, to a player of a rhythm-action game, a lane divided into at least two sub-lanes, each sub-lane containing cues indicating a drum input element; and displaying, to the player, an additional cue spanning a plurality of the sub-lanes, the additional cue indicating a foot pedal action. In some embodiments, the additional cue may span all the sub-lanes. In some embodiments, each sub-lane may contain cues indicating a drum input element of a set of linearly arranged drum input elements. In other embodiments, each sub-lanes may correspond to a fret button of a simulated guitar and the additional cue may correspond to an open strum. | 02-18-2010 |
20120169887 | Method and system for head tracking and pose estimation - Techniques for performing accurate and automatic head pose estimation are disclosed. According to one aspect of the techniques, head pose estimation is integrated with a scale-invariant head tracking method along with facial features detected from a located head in images. Thus the head pose estimation works efficiently even when there are large translational movements resulting from the head motion. Various computation techniques are used to optimize the process of estimation so that the head pose estimation can be applied to control one or more objects in a virtual environment and virtual character gaze control. | 07-05-2012 |
20120256835 | Motion control used as controlling device - Techniques for using a motion sensitive device as a controller are disclosed. A motion controller as an input/control device is used to control an existing electronic device (a.k.a., controlled device) previously configured for taking inputs from a pre-defined controlling device. The signals from the input device are in a different form from the pre-defined controlling device. According to one aspect of the present invention, the controlled device was designed to respond to signals from a pre-defined controlling device (e.g., a touch-screen device). The inputs from the motion controller are converted into touch-screen like signals that are then sent to the controlled device or programs being executed in the controlled device to cause the behavior of the controlled device to change or respond thereto, without reconfiguration of the applications running on the controlled device. | 10-11-2012 |
20140320691 | Method and system for head tracking and pose estimation - Techniques for performing accurate and automatic head pose estimation are disclosed. According to one aspect of the techniques, head pose estimation is integrated with a scale-invariant head tracking method along with facial features detected from a located head in images. Thus the head pose estimation works efficiently even when there are large translational movements resulting from the head motion. Various computation techniques are used to optimize the process of estimation so that the head pose estimation can be applied to control one or more objects in a virtual environment and virtual character gaze control. | 10-30-2014 |
20140342830 | Method and system for providing backward compatibility - Techniques for providing compatibility between two different game controllers are disclosed. When a new or more advanced controller is introduced, it is important that such a new controller works with a system originally configured for an existing or old controller. The new controller may provide more functionalities than the old one does. In some cases, the new controller provides more sensing signals than the old one does. The new controller is configured to work with the system to transform the sensing signals therefrom to masquerade as though they were coming from the old controller. The transforming of the sensing signals comprises: replicating operational characteristics of the old controller, and relocating virtually the sensing signals to appear as though the sensing signals were generated from inertial sensors located in a certain location in the new controller responsive to a certain location of the inertial sensors in the old controller. | 11-20-2014 |
Patent application number | Description | Published |
20080311969 | SYSTEMS AND METHODS FOR INDICATING INPUT ACTIONS IN A RHYTHM-ACTION GAME - Systems and methods for displaying cues indicating input actions in a rhythm-action game may include: displaying, to a player of a rhythm-action game, a lane divided into at least two sub-lanes, each sub-lane containing cues indicating a drum input element; and displaying, to the player, an additional cue spanning a plurality of the sub-lanes, the additional cue indicating a foot pedal action. In some embodiments, the additional cue may span all the sub-lanes. In some embodiments, each sub-lane may contain cues indicating a drum input element of a set of linearly arranged drum input elements. In other embodiments, each sub-lanes may correspond to a fret button of a simulated guitar and the additional cue may correspond to an open strum. | 12-18-2008 |
20080311970 | SYSTEMS AND METHODS FOR REINSTATING A PLAYER WITHIN A RHYTHM-ACTION GAME - Band members use their own performance during a song to reinstate a band member who has failed during the course of the song. Once a band member has failed, options are given to other members of the band who have achieved a predetermined bonus or performance level to save the fallen band member. Once saved, the failed member returns to normal play of the song. In this manner, failure still has the consequence of removing a player from a song at least temporarily, and perhaps permanently if bandmates are unable or unwilling to save the fallen member. However, by providing the option of reinstatement, band members can prevent their friends from long stretches of inactivity following a failure. This may have the added benefit of encouraging band members to perform strongly in order to be able to save their friends. | 12-18-2008 |