Interactive device with sound-based action synchronization
First Claim
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1. A method for interactive amusement comprising:
- playing a musical soundtrack continuously and uninterrupted in a first game iteration corresponding to a learning mode;
detecting a sequence of user input actions received during the learning mode;
storing into memory timestamps of each of the detected sequence of user input actions, each of the timestamps designating a time instant at which the respective user input action was detected relative to the playing of the musical soundtrack in the learning mode and corresponding to one of a plurality of time intervals uniformly segmented over an entire length of the musical soundtrack;
replaying the musical soundtrack continuously and uninterrupted in a second game iteration corresponding to a playback mode; and
generating in the playback mode an output audio signal on at least one interval of the received sequence of user input actions as designated by the recorded timestamps, the output audio signal being generated at substantially the same time instant relative to the replaying of the musical soundtrack in the playback mode as when the respective one of the user input actions was detected during the playing of the musical soundtrack in the learning mode as designated by the timestamp therefor.
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Abstract
An interactive amusement device and a method therefor are disclosed. The device plays a musical soundtrack in a first game iteration corresponding to a learning mode. A sequence of user input actions received during this learning mode is detected, and timestamps for each is stored into memory. In a second game iteration corresponding to a playback mode, the musical soundtrack is replayed. Additionally, an output signal is generated on at least one interval of the user input actions based on the stored timestamps, and is coordinated with the replaying of the musical soundtrack.
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Citations
37 Claims
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1. A method for interactive amusement comprising:
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playing a musical soundtrack continuously and uninterrupted in a first game iteration corresponding to a learning mode; detecting a sequence of user input actions received during the learning mode; storing into memory timestamps of each of the detected sequence of user input actions, each of the timestamps designating a time instant at which the respective user input action was detected relative to the playing of the musical soundtrack in the learning mode and corresponding to one of a plurality of time intervals uniformly segmented over an entire length of the musical soundtrack; replaying the musical soundtrack continuously and uninterrupted in a second game iteration corresponding to a playback mode; and generating in the playback mode an output audio signal on at least one interval of the received sequence of user input actions as designated by the recorded timestamps, the output audio signal being generated at substantially the same time instant relative to the replaying of the musical soundtrack in the playback mode as when the respective one of the user input actions was detected during the playing of the musical soundtrack in the learning mode as designated by the timestamp therefor. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14)
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15. A method for interactive amusement comprising:
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playing a background multimedia sequence continuously and uninterrupted in a first game iteration corresponding to a learning mode; detecting a sequence of sound-based user input actions received during the learning mode based upon external sound signals; deriving user input action types from the external sound signals for each of the sound-based user input actions based upon an evaluation of signal characteristics including at least one of signal length, signal frequency, and signal amplitude; storing into memory timestamps of each of the detected sequence of sound-based user input actions, each of the timestamps designating a time instant at which the respective sound-based user input action was detected relative to the playing of the background multimedia sequence in the learning mode and corresponding to one of a plurality of time intervals uniformly segmented over an entire length of the background multimedia sequence; replaying the background multimedia sequence continuously and uninterrupted in a second game iteration corresponding to a playback mode; and generating in the playback mode an output signal on at least one interval of the received sequence of sound-based user input actions as designated by the recorded timestamps, the output signal being generated at substantially the same time instant relative to the replaying of the background multimedia sequence in the playback mode as when the respective one of the sound-based user input actions was detected during the playing of the background multimedia sequence in the learning mode as designated by the timestamp therefor, the output signal being generated from a one of a plurality of predefined signals corresponding to a particular one of the derived user input action types. - View Dependent Claims (16, 17, 18, 19, 20, 21, 22, 23, 24, 25)
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26. A method for interactive amusement comprising:
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playing a graphical output continuously and uninterrupted in a first game iteration corresponding to a learning mode; detecting a sequence of user input actions received during the learning mode; storing into memory timestamps of each of the detected sequence of user input actions, each of the timestamps designating a time instant at which the respective user input action was detected relative to the playing of the graphical output in the learning mode and corresponding to one of a plurality of time intervals uniformly segmented over an entire length of the graphical output; replaying the graphical output in a second game iteration corresponding to a playback mode; and generating in the playback mode an output signal on at least one interval of the received sequence of user input actions based upon the recorded timestamps, the output signal being coordinated with the replaying of the graphical output, generating in the playback mode an output signal on at least one interval of the received sequence of user input actions as designated by the recorded timestamps, the output signal being generated at substantially the same time instant relative to the replaying of the graphical output in the playback mode as when the respective one of the user input actions was detected during the playing of the graphical output in the learning mode as designated by the timestamp therefor. - View Dependent Claims (27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37)
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Specification