Musical performance apparatus that emits musical performance tones and control tones for controlling an apparatus
US-9514728-B2 · Dec 6, 2016 · US
US2016357498A1 · US · A1
| Field | Value |
|---|---|
| Publication number | US-2016357498-A1 |
| Application number | US-201514729125-A |
| Country | US |
| Kind code | A1 |
| Filing date | Jun 3, 2015 |
| Priority date | Jun 3, 2015 |
| Publication date | Dec 8, 2016 |
| Grant date | — |
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Example apparatus and methods provide a gamified adaptive digital disc jockey (DDJ) that optimizes a media presentation based on an audience response according to a gamification process. The DDJ receives data about audience members and determines a state and dynamic of the audience in response to a portion of the media presentation or the dynamics of the media presentation. The DDJ identifies audience leaders or laggards from gamification data or patterns about audience members. The gamification scores may be computed from the reactions or behaviors of audience members. The DDJ automatically adapts the media presentation based on the state and dynamic of the audience in general and/or based on the reactions of people with certain gamification scores. Data relating states, dynamics, gamification scores, and tracks or sequences of tracks from previous presentations may help plan and optimize the presentation and may be stored for planning future presentations.
Opening claim text (preview).
What is claimed is: 1 . A gamified adaptive digital disc jockey apparatus, comprising: a processor; a memory that stores data describing a music presentation to be made to an audience, where the music presentation comprises a mix of audio tracks; a set of logics that control the music presentation; and a hardware interface to connect the processor, the memory, and the set of logics; the set of logics comprising: a first logic that determines, while an audio track in the mix is playing, a state of the audience and a dynamic of the audience, where the state of the audience and the dynamic of the audience are determined based, at least in part, on electronic data received from a plurality of sensors while the audio track is playing; a second logic that determines one or more gamification scores for one or more members of the audience, where the one or more gamification scores are determined while the audio track is playing, based, at least in part, on electronic data received from one or more members of the plurality of sensors while the audio track is playing; and a third logic that automatically selectively manipulates the music presentation based, at least in part, on the state of the audience, on the dynamic of the audience, and on the one or more gamification scores for one or more members of the audience. 2 . The apparatus of claim 1 , where the memory stores a desired audience trajectory for the music presentation, where the desired audience trajectory describes a series of audience states and audience dynamics desired at different times during the music presentation, and where the third logic automatically selectively manipulates the music presentation, in-real-time, based, at least in part, on the state of the audience, on the dynamic of the audience, on a gamification score for one or more members of the audience, and on the desired audience trajectory. 3 . The apparatus of claim 2 , where the third logic selectively manipulates the music presentation based, at least in part, on data from a repository of mix data, where the repository of mix data stores data acquired during one or more previous music presentations, and where the repository of mix data stores data describing a relationship between a track and a state of an audience, data describing a relationship between a track and a dynamic of an audience, data describing a relationship between a track and a gamification score, data describing a relationship between a sequence of tracks and a state of an audience, data describing a relationship between a sequence of tracks and a dynamic of an audience, or data describing a relationship between a sequence of tracks and certain levels of gamification scores. 4 . The apparatus of claim 2 , where the state of the audience includes a number of people dancing, a percentage of people dancing, a demographic of people dancing, a number of people sitting, a percentage of people sitting, a demographic of people sitting, a number of people standing alone, a percentage of people standing alone, a demographic of people standing alone, a number of people standing in groups, a percentage of people standing in groups, a demographic of people standing in groups, dance energy, a dance pattern, a number of people dancing individually, a percentage of people dancing individually, a demographic of people dancing individually, a number of people dancing in couples, a percentage of people dancing in couples, a demographic of people dancing in couples, a number of people dancing in a group, a percentage of people dancing in a group, or a demographic of people dancing in a group. 5 . The apparatus of claim 2 , where the dynamic of the audience includes a change in a number of people dancing, a change in a percentage of people dancing, a change in a demographic of people dancing, a change in a number of people sitting, a change in a percentage of people sitting, a change in a demographic of people sitting, a change in a number of people standing alone, a change in a percentage of people standing alone, a change in a demographic of people standing alone, a change in a number of people standing in groups, a change in a percentage of people standing in groups, a change in a demographic of people standing in groups, a change in a dance energy, a change in a dance pattern, a change in a number of people dancing individually, a change in a percentage of people dancing individually, a change in a demographic of people dancing individually, a change in a number of people dancing in couples, a change in a percentage of people dancing in couples, a change in a demographic of people dancing in couples, a change in a number of people dancing in a group, a change in a percentage of people dancing in a group, a change in a demographic of people dancing in a group, a change in dancing patterns or numbers across demographics of the audience. 6 . The apparatus of claim 2 , where the plurality of sensors includes two or more of: a gesture sensor that identifies a first level of audience approval based on one or more gestures from one or more members of the audience, where the one or more gestures include single gestures, collective gestures, appropriate gestures, inappropriate gestures, gestures that indicate approval, or gestures that indicate disapproval; a sound sensor that identifies a second level of audience approval based on one or more sounds from one or more members of the audience, where the one or more sounds include sounds of approval, sounds of disapproval, singing along, chanting, appropriate participatory interjections, or inappropriate participatory interjections; a concurrency pattern sensor that identifies a third level of audience approval based on dance patterns in the audience, where the dance patterns include line dancing, conga line dancing, partner dancing, choreographed dancing, individual dancing or a custom dancing pattern; a facial pattern sensor that identifies a fourth level of audience approval based on one or more facial expressions from one or more members of the audience, where the one or more facial expressions include facial expressions of approval, facial expressions of disapproval, facial expressions of surprise, or facial expressions of excitement, or a motion pattern detection sensor that identifies a fifth level of audience approval from data submitted by sensors carried by members of the audience. 7 . The apparatus of claim 6 , where the first logic determines the state of the audience based, at least in part, on at least two members of the group including the first level of audience approval, the second level of audience approval, the third level of audience approval, the fourth level of audience approval, and the fifth level of audience approval. 8 . The apparatus of claim 2 , where the one or more gamification scores for a particular member of the audience are computed based, at least in part, on how much the particular audience member is dancing, how much the particular audience member is talking, how well the particular audience member is dancing, how energetically the particular audience member is dancing, how elegantly the particular audience member is dancing, how appropriately the particular audience member is dancing, the heterogeneity of the partners with whom the particular audience member is dancing, the heterogeneity of the partners with whom the particular audience member is talking, the popularity of the partners with whom the particular audience member is dancing, or the popularity of the partners with whom the particular audience member is talking. 9 . The apparatus of claim 8 , where the second logic identifies one or more game leaders or one or more game laggards based, at least in part, on the o
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