CN114667174A - Intelligent violin, interaction method thereof and computer readable storage medium - Google Patents

Intelligent violin, interaction method thereof and computer readable storage medium Download PDF

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Publication number
CN114667174A
CN114667174A CN202280000801.0A CN202280000801A CN114667174A CN 114667174 A CN114667174 A CN 114667174A CN 202280000801 A CN202280000801 A CN 202280000801A CN 114667174 A CN114667174 A CN 114667174A
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Prior art keywords
violin
challenge
intelligent
smart
track
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CN202280000801.0A
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Chinese (zh)
Inventor
陈勇
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Magic Bean Technology Zhongshan Co ltd
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Magic Bean Technology Zhongshan Co ltd
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Priority claimed from CN202110290945.1A external-priority patent/CN112870689A/en
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Publication of CN114667174A publication Critical patent/CN114667174A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/814Musical performances, e.g. by evaluating the player's ability to follow a notation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/24Constructional details thereof, e.g. game controllers with detachable joystick handles

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Stringed Musical Instruments (AREA)

Abstract

The invention discloses an intelligent violin (1), an interaction method thereof and a computer readable storage medium, wherein the interaction method of the intelligent violin (1) comprises the following steps: establishing communication connection with another intelligent violin; if the confirmation information is fed back when the challenge information sent by the other intelligent violin is received, starting a challenge game; after the challenge game starts, issuing a challenge song meeting a preset challenge rule to another intelligent violin; receiving a playing song fed back by another intelligent violin based on the challenge song; and outputting a challenge result based on the matching degree of the playing tracks and the challenge tracks. According to the technical scheme, the intelligent violin (1) interaction method improves the interestingness and the interactivity of the intelligent violin.

Description

Intelligent violin, interaction method thereof and computer readable storage medium
Technical Field
The invention relates to the technical field of music playing, in particular to an intelligent violin, an interaction method thereof and a computer readable storage medium.
Background
The existing keyboard electronic musical instruments have large volume and are inconvenient to carry, and the musical instruments are characterized by more keys and inconvenient to carry, need to be played by two hands and have certain requirements on use environments.
In view of the above-mentioned drawbacks, an exemplary technique provides an intelligent violin, which is provided with five scale keys corresponding to five fingers of a human hand, and the intelligent violin can emit different scale sounds by pressing the five scale keys individually or in combination, so that a user can play songs through the intelligent violin. In addition, the intelligent violin can be held by one hand, so that the intelligent violin has the advantages of being easy to carry, take and use at will compared with the conventional key musical instrument.
An interaction method is provided for the intelligent violin so as to improve the interest and the interactivity of the intelligent violin.
Disclosure of Invention
The embodiment of the application provides an interaction method of the intelligent violin, and aims to improve the interestingness and the interactivity of the intelligent violin.
In order to achieve the above object, an embodiment of the present application provides an interaction method for an intelligent violin, including:
the intelligent violin comprises five scale keys which are in one-to-one correspondence with five fingers of a human body respectively, the scale keys are used for a user to key in different scales, and the intelligent violin can emit corresponding scale sounds according to the scales keyed in by the user, and is characterized in that the interaction method of the intelligent violin comprises the following steps:
establishing communication connection with another intelligent violin;
if the confirmation information is fed back when the challenge information sent by the other intelligent violin is received, starting a challenge game;
after the challenge game starts, issuing a challenge track meeting a preset challenge rule to the other intelligent violin;
receiving another playing track fed back by the intelligent violin based on the challenge track;
outputting a challenge result based on the matching degree of the playing track and the challenge track;
or the like, or, alternatively,
sending challenge information to another intelligent violin, and starting a challenge game if confirmation information fed back by the other intelligent violin based on the challenge information is received;
after the challenge game starts, acquiring a challenge track issued by the other intelligent violin;
receiving a scale entered by a user based on the challenge track;
generating a playing track based on the scale and sending the playing track to the other intelligent violin;
and outputting a challenge result based on the matching degree of the challenge track and the playing track.
In one embodiment, establishing a communication connection with another smart violin includes:
acquiring a first key instruction sent by the other intelligent violin;
and if a second key instruction consistent with the first key instruction is input by the user, establishing communication connection with the other intelligent violin.
In one embodiment, the smart violin further comprises five key indicator lamps in one-to-one correspondence with the five scale keys;
if the confirmation information is fed back when the challenge information sent by the other intelligent violin is received, the challenge of the other intelligent violin is accepted, and the method comprises the following steps:
when the challenge information is received, controlling a preset confirmation key indicator lamp to light up or flash;
and if the fact that the user triggers the scale key corresponding to the preset confirmation key indicating lamp is detected, feeding back confirmation information to the other intelligent violin.
In an embodiment, if the confirmation information is fed back when the challenge information sent by the another smart violin is received, the method for accepting the challenge of the another smart violin further includes:
and when the challenge information is received and the receiving of the challenge is confirmed, controlling a loudspeaker of the intelligent violin to play preset voice information.
In an embodiment, issuing a challenge track meeting a preset challenge rule to the other smart violin includes:
receiving any scale input by a user based on a preset challenge rule;
and sending the arbitrary scale to the other intelligent violin in real time based on the sequence of the arbitrary scale input by the user to issue the challenge track.
In an embodiment, the preset challenge rule includes at least one of the following rules:
the number of scales in the challenge tracks is not more than the preset number, and the challenge times are not more than the preset times.
In one embodiment, sending challenge information to another smart violin includes:
after communication connection with another intelligent violin is established, if the fact that a user triggers a preset challenge key is detected, challenge information is sent to the other intelligent violin.
In one embodiment, the obtaining of the challenge track issued by another smart violin includes:
and when the challenge tracks are obtained, sequentially lighting the key indicator lamps corresponding to the scales in the challenge tracks based on the playing sequence control of the challenge tracks.
In order to achieve the above object, an embodiment of the present application further provides an intelligent violin, which includes a memory, a processor, and an interaction program of the intelligent violin, where the interaction program is stored in the memory and can be run on the processor, and the processor executes the interaction program of the intelligent violin to implement the interaction method of the intelligent violin as described above.
In order to achieve the above object, an embodiment of the present application further provides a computer-readable storage medium, where an interaction program of the smart violin is stored on the computer-readable storage medium, and when the interaction program of the smart violin is executed by a processor, the interaction method of the smart violin is implemented as any one of the above.
According to the control method of the intelligent violin, the challenge game can be carried out between the two intelligent violins which are in communication connection, in the challenge process, the challenge tracks can be issued through the intelligent violins as the player in combat, the challenge players can play the tracks based on the challenge track feedback, and then the intelligent violin can output the challenge result according to the matching degree of the playing tracks and the challenge tracks so as to publish success or failure of the challenge game. Therefore, the interaction method of the intelligent violin, which is disclosed by the technical scheme of the application, realizes game fighting between players based on the music played by the intelligent violin, so that the interactivity and the interestingness of the intelligent violin are increased.
Drawings
In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the embodiments or the prior art will be briefly described below, it is obvious that the drawings in the following description are only some embodiments of the present invention, and for those skilled in the art, other drawings can be obtained according to the structures shown in the drawings without creative efforts.
FIG. 1 is a block diagram of an embodiment of an intelligent violin according to the present invention;
FIG. 2 is a schematic structural diagram of another embodiment of the smart violin of the present invention;
FIG. 3 is a schematic flow chart of an embodiment of the interaction method of the smart violin according to the present invention;
FIG. 4 is a schematic flow chart diagram of another embodiment of the interactive method of the intelligent violin according to the present invention;
fig. 5 is a schematic flow chart of another embodiment of the interaction method of the smart violin according to the present invention;
fig. 6 is a schematic flow chart of another embodiment of the interaction method of the intelligent violin of the present invention;
fig. 7 is a block diagram of an embodiment of an interactive apparatus of an intelligent violin according to the present invention.
The implementation, functional features and advantages of the objects of the present invention will be further explained with reference to the accompanying drawings.
Detailed Description
It should be understood that the specific embodiments described herein are merely illustrative of the invention and are not intended to limit the invention.
In order to better understand the above technical solution, exemplary embodiments of the present disclosure will be described in more detail below with reference to the accompanying drawings. While exemplary embodiments of the present disclosure are shown in the drawings, it should be understood that the present disclosure may be embodied in various forms and should not be limited to the embodiments set forth herein. Rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the scope of the disclosure to those skilled in the art.
It should be noted that in the claims, any reference signs placed between parentheses shall not be construed as limiting the claim. The word "comprising" does not exclude the presence of elements or steps not listed in a claim. The word "a" or "an" preceding an element does not exclude the presence of a plurality of such elements. The invention may be implemented by means of hardware comprising several distinct elements, and by means of a suitably programmed computer. In the unit claims enumerating several means, several of these means may be embodied by one and the same item of hardware. The use of "first," "second," and "third," etc. do not denote any order, and such words are to be interpreted as names.
As shown in fig. 1, fig. 1 is a schematic structural diagram of an intelligent violin 1 in a hardware operating environment according to an embodiment of the present invention.
As shown in fig. 1, the smart violin 1 includes: memory 11, processor 12, and network interface 13.
The memory 11 includes at least one type of readable storage medium, which includes a flash memory, a hard disk, a multimedia card, a card type memory (e.g., SD or DX memory, etc.), a magnetic memory, a magnetic disk, an optical disk, and the like. The memory 11 may in some embodiments be an internal storage unit of the smart violin 1, for example a hard disk of the smart violin 1. The memory 11 may also be an external storage device of the Smart violin 1 in other embodiments, such as a plug-in hard disk provided on the Smart violin 1, a Smart Media Card (SMC), a Secure Digital (SD) Card, a Flash memory Card (Flash Card), and the like.
Further, the memory 11 may also include an internal storage unit of the smart violin 1, and may also include an external storage device. The memory 11 may be used not only to store application software installed in the smart violin 1 and various kinds of data, such as codes of the interactive program 10 of the smart violin, but also to temporarily store data that has been output or will be output.
The processor 12 may be a Central Processing Unit (CPU), a controller, a microcontroller, a microprocessor or other data Processing chip in some embodiments, and is used for executing program codes stored in the memory 11 or Processing data, such as executing the interactive program 10 of the smart handheld musical instrument.
The network interface 13 may optionally include a standard wired interface, a wireless interface (e.g., WI-FI interface), and is generally used for establishing a communication connection between the smart violin 1 and other electronic devices.
The network may be the internet, a cloud network, a wireless fidelity (Wi-Fi) network, a Personal Area Network (PAN), a Local Area Network (LAN), and/or a Metropolitan Area Network (MAN). Various devices in the network environment may be configured to connect to the communication network according to various wired and wireless communication protocols. Examples of such wired and wireless communication protocols may include, but are not limited to, at least one of: transmission control protocol and internet protocol (TCP/IP), User Datagram Protocol (UDP), hypertext transfer protocol (HTTP), File Transfer Protocol (FTP), ZigBee, EDGE, IEEE 802.11, optical fidelity (Li-Fi), 802.16, IEEE 802.11s, IEEE 802.11g, multi-hop communications, wireless Access Points (APs), device-to-device communications, cellular communication protocol, and/or bluetooth (Blue Tooth) communication protocol, or a combination thereof.
Optionally, the smart violin may further include a user interface, the user interface may include a Display (Display), an input unit such as a Keyboard (Keyboard), and the optional user interface may further include a standard wired interface, a wireless interface. Alternatively, in some embodiments, the display may be an LED display, a liquid crystal display, a touch-sensitive liquid crystal display, an OLED (Organic Light-Emitting Diode) touch device, or the like. The display, which may also be referred to as a display screen or display unit, is used for displaying information processed in the smart violin 1 and for displaying a visualized user interface.
Fig. 1 shows only the smart violin 1 having the components 11 to 13 and the interactive program 10 of the smart violin, and it will be understood by those skilled in the art that the structure shown in fig. 1 does not constitute a limitation of the smart violin 1, and may include fewer or more components than those shown, or some components may be combined, or a different arrangement of components.
As shown in fig. 2, the intelligent violin further includes five scale keys corresponding to five fingers of a human body one by one, the scale keys are used for a user to key in different scales, and the intelligent violin can emit corresponding scale sounds according to the scales keyed in by the user.
In this embodiment, the processor 12 may be configured to call the interactive program of the smart violin stored in the memory 11, and perform the following operations:
establishing communication connection with another intelligent violin;
if the confirmation information is fed back when the challenge information sent by the other intelligent violin is received, starting a challenge game;
after the challenge game starts, issuing a challenge song which accords with a preset challenge rule to the other intelligent violin;
receiving a playing song fed back by the other intelligent violin based on the challenge song;
outputting a challenge result based on the matching degree of the playing track and the challenge track;
or the like, or, alternatively,
sending challenge information to another intelligent violin, and starting a challenge game if confirmation information fed back by the other intelligent violin based on the challenge information is received;
after the challenge game starts, acquiring a challenge track issued by the other intelligent violin;
receiving a scale entered by a user based on the challenge track;
generating a performance track based on the scale, and transmitting the performance track to the other intelligent violin;
and outputting a challenge result based on the matching degree of the challenge track and the playing track.
In one embodiment, the processor 12 may be configured to call the interactive program of the smart violin stored in the memory 11, and perform the following operations:
establish communication connection with another intelligent violin, include:
acquiring a first key instruction sent by the other intelligent violin;
and if a second key instruction consistent with the first key instruction is input by the user, establishing communication connection with the other intelligent violin.
In one embodiment, the processor 12 may be configured to call the interactive program of the smart violin stored in the memory 11, and perform the following operations:
the intelligent violin further comprises five key indicator lamps which are in one-to-one correspondence with the five scale keys;
if the confirmation information is fed back when the challenge information sent by the other intelligent violin is received, the challenge of the other intelligent violin is accepted, and the method comprises the following steps:
when the challenge information is received, controlling a preset confirmation key indicator lamp to light up or flash;
and if the fact that the user triggers the scale key corresponding to the preset confirmation key indicating lamp is detected, feeding back confirmation information to the other intelligent violin.
In one embodiment, the processor 12 may be configured to call the interactive program of the smart violin stored in the memory 11, and perform the following operations:
if the confirmation information is fed back when the challenge information sent by the other intelligent violin is received, the challenge of the other intelligent violin is accepted, and the method further comprises the following steps:
and when the challenge information is received and the receiving of the challenge is confirmed, controlling a loudspeaker of the intelligent violin to play preset voice information.
In one embodiment, the processor 12 may be configured to call the interactive program of the smart violin stored in the memory 11, and perform the following operations:
issue to another intelligence violin the challenge song that accords with preset challenge rule, include:
receiving any scale input by a user based on a preset challenge rule;
and sending the arbitrary scale to the other intelligent violin in real time based on the sequence of the arbitrary scale input by the user to issue the challenge track.
In one embodiment, the processor 12 may be configured to call the interactive program of the smart violin stored in the memory 11, and perform the following operations:
the preset challenge rule includes at least one of the following rules:
the number of scales in the challenge tracks is not more than the preset number, and the challenge times are not more than the preset times.
In one embodiment, the processor 12 may be configured to call the interactive program of the smart violin stored in the memory 11, and perform the following operations:
sending challenge information to another intelligent violin, comprising:
after communication connection with another intelligent violin is established, if the fact that a user triggers a preset challenge key is detected, challenge information is sent to the other intelligent violin.
In one embodiment, the processor 12 may be configured to call the interactive program of the smart violin stored in the memory 11, and perform the following operations:
obtain the challenge song that another intelligence violin was published, include:
and when the challenge tracks are obtained, sequentially lighting the key indicator lamps corresponding to the scales in the challenge tracks based on the playing sequence control of the challenge tracks.
Based on the hardware framework of the intelligent violin, the embodiment of the interaction method of the intelligent violin is provided. The invention discloses an interaction method of an intelligent violin, and aims to improve the interestingness of the intelligent violin.
Referring to fig. 3, fig. 3 is a diagram of an embodiment of an interaction method of an intelligent violin according to the present invention, where the interaction method of the intelligent violin includes the following steps:
and S10, establishing communication connection with another intelligent violin.
The other intelligent violin is an intelligent violin which other users hold and has the same specification.
Specifically, the two intelligent harmonicas can be connected in a Radio frequency (Radio frequency) mode, and can also be in communication connection in a wireless communication mode such as a bluetooth protocol, a WiFi protocol, infrared communication, and an NFC protocol. Of course, the two intelligent harmonicas can be in communication connection in a wired mode.
And S20, if the confirmation information is fed back when the challenge information sent by the other intelligent violin is received, starting the challenge game.
After the communication connection with the other intelligent violin is established, if the challenge information from the other intelligent violin is received, the confirmation information can be fed back based on the challenge information, at this time, the challenge from the other intelligent violin is considered to be accepted, and the challenge game can be established between the two intelligent violins.
Specifically, after the two smart harps are in communication connection, one of the smart harps can send challenge information to the other smart harp, if the smart harp player receiving the challenge information feeds back confirmation information, a challenge game is established between the two smart harps, and at the moment, a challenge can be performed between the two players. Specifically, the smart violin player who transmits the challenge information will be identified as the challenger, and the smart violin player who receives the challenge will be identified as the player to be challenged.
And S30, after the challenge game is started, issuing a challenge track meeting the preset challenge rule to the other intelligent violin.
The preset challenge rule refers to a pre-specified challenge rule, which may be fixed or adaptively designed according to the different abilities of the players. In some embodiments, the predetermined challenge rule may be specified by both challenges.
Specifically, after receiving the challenge, the player as a responder may issue a challenge track to the challenge play based on the preset challenge rule.
And S40, receiving another playing song based on the challenge song feedback by the intelligent violin.
Specifically, in the challenge process, after the player to be challenged issues the playing program, the challenge player needs to play the challenge track again through the smart violin, and the track played by the challenge player based on the challenge track is the playing track. Wherein, in the process of playing by the challenge player, the challenger intelligent violin can transmit the song played by the challenge player to the comburer intelligent violin in real time. Or after the challenge player finishes playing, the challenger intelligent violin sends the whole initial playing music to the responder intelligent violin.
And S50, outputting a challenge result based on the matching degree of the playing tracks and the challenge tracks.
The matching degree includes consistency of scales and rhythms of the playing tracks and the challenge tracks, wherein the consistency of the rhythms is mainly represented by duration of each scale.
Specifically, after receiving the playing track of the challenger, the control system of the smart violin of the challenger outputs a challenge result based on the matching degree of the playing track and the challenged track, wherein the challenge result comprises two types of challenge success and challenge loss.
Referring to fig. 4, fig. 4 is another embodiment of the interaction method of the smart violin according to the present invention, and the interaction method of the smart violin includes the following steps:
and S110, establishing communication connection with another intelligent violin.
The other intelligent violin is an intelligent violin which other users hold and has the same specification.
Specifically, the two intelligent harmonicas can be connected in a Radio frequency (Radio frequency) mode, and can also be in communication connection in a wireless communication mode such as a bluetooth protocol, a WiFi protocol, infrared communication, and an NFC protocol. Of course, the two intelligent violins can be in communication connection in a wired mode.
And S120, sending challenge information to the other intelligent violin, and starting a challenge game if confirmation information fed back by the other intelligent violin based on the challenge information is received.
After the communication connection with the other intelligent violin is established, if a player challenges the other player, the player can send challenge information to the intelligent violin of the other player through the intelligent violin in hand, after the challenge information is sent out, if the intelligent violin hand of the player receives confirmation information fed back by the other intelligent violin based on the challenge information, the player can start to challenge the other intelligent violin, and at the moment, a challenge game can be established between the two intelligent violins.
Specifically, after the two smart harps are in communication connection, one of the smart harps can send challenge information to the other smart harp, if the smart harp player receiving the challenge information feeds back confirmation information, a challenge game is established between the two smart harps, and at the moment, a challenge can be performed between the two players. Specifically, the smart violin player who transmits the challenge information will be identified as the challenger, and the smart violin player who receives the challenge will be identified as the player to be challenged.
And S130, after the challenge game is started, acquiring a challenge song issued by the other intelligent violin.
Specifically, after the challenge is initiated and the player to be challenged receives the challenge, the player to be challenged may issue a challenge track to the challenge player based on the preset challenge rule, and the challenge player receives the challenge track.
And S140, receiving the scale input by the user based on the challenge track.
Specifically, after receiving the challenge track, the challenge player performs playing based on the challenge track, and the musical scale entered by the challenge player when playing the fighting track is the musical scale entered by the user (player) based on the challenge track.
S150, generating a playing track based on the musical scale, and sending the playing track to the other intelligent violin.
Specifically, the smart violin of the challenge player may generate a performance track based on a scale entered when the challenge player performs the challenge track, and transmit the performance track to the smart violin of the player in charge. The playing tracks can be sent to the intelligent violin of the player to be battled in real time, and can also be sent to the intelligent violin of the player to be battled in whole after the challenging player finishes playing.
And S160, outputting a challenge result based on the matching degree of the challenge track and the playing track.
The matching degree includes consistency of scales and rhythms of the playing tracks and the challenge tracks, wherein the consistency of the rhythms is mainly represented by duration of each scale.
Specifically, after the playing track is sent to the challenge player, the smart violin of the challenge player outputs a challenge result based on the matching degree of the playing track and the challenge track, wherein the challenge result comprises two types of challenge success and challenge loss.
It can be understood that the control method of the intelligent violin in the technical scheme of the application can enable challenge games to be carried out between two intelligent violins which are in communication connection, in the challenge process, a player in combat can issue challenge tracks through the intelligent violin, the challenge player can play the tracks based on the feedback of the challenge tracks, and then the intelligent violin can output challenge results according to the matching degree of the play tracks and the challenge tracks so as to publish success or failure of the challenge games. Therefore, the interaction method of the intelligent violin, which is disclosed by the technical scheme of the application, realizes game fighting between players based on the music played by the intelligent violin, so that the interactivity and the interestingness of the intelligent violin are increased.
As shown in fig. 4, in an embodiment, the establishing a communication connection with another smart violin includes:
s210, a first key instruction sent by the other intelligent violin is obtained.
The key instruction refers to an instruction input by a player of the intelligent violin through keys on the intelligent violin, and the keys are scale keys, volume adjusting keys, switch keys or a combination of at least two of the keys.
Specifically, when the communication connection is established, the intelligent violin receives a first key instruction from another intelligent violin, and the first key instruction can be regarded as a pairing password.
And S220, if a second key instruction consistent with the first key instruction is input by the user, establishing communication connection with the other intelligent violin.
The second key instruction is consistent with the first key instruction, namely that two players of the intelligent violin respectively trigger the same key or the same key combination on the two intelligent violins.
Specifically, when the player types a second key instruction which is the same as the first key instruction in the current intelligent violin, communication connection is established between the two intelligent violins.
For example, a little-finger scale key (namely, a scale key corresponding to a little finger) is taken as a key instruction, and during pairing, if two players of the intelligent harmonica press the scale key corresponding to the little finger at the same time, communication connection is established between the two intelligent harmonicas. It should be noted that "simultaneously" here means that the time difference between the two players triggering the scale key is less than a preset time period, such as less than 0.5 second.
It can be understood that the communication connection between the two intelligent violins is established in a key instruction mode, so that other players can be prevented from accessing the challenge game, and the fairness of the challenge can be guaranteed. In addition, the design can also reduce the quantity of the intelligent violin of connection, improves the stability of connection between two intelligent violins.
Optionally, in order to reduce the difficulty in learning the connection between the two smartphones, in other embodiments, the first key instruction and the second key instruction may be preset key instructions.
In an embodiment, the smart violin further includes five key indicators (not labeled) corresponding to the five scale keys one to one.
As shown in fig. 5, on the basis of the above embodiment, if the confirmation information is fed back when the challenge information sent by the another smart violin is received, the accepting the challenge of the another smart violin includes:
and S21, controlling a preset confirmation key indicator lamp to light up or flash when the challenge information is received.
The preset confirmation key indicator light is a preset indicator light for indicating the player to determine to receive the challenge, and the preset confirmation key indicator light can intuitively remind the player of receiving the confirmation key of the challenge.
Specifically, after challenge information sent by another intelligent violin is received, the intelligent violin receiving the challenge information can send control preset confirmation key indicating lamps to be normally on or twinkle at a certain frequency.
And S22, if the fact that the user triggers the scale key corresponding to the preset confirmation key indicating lamp is detected, feeding back confirmation information to the other intelligent violin.
If the scale corresponding to the preset confirmation key indicator lamp is received, the user can be considered to be detected to trigger the scale key corresponding to the preset confirmation key indicator lamp.
Specifically, after it is detected that the user triggers the scale key corresponding to the preset confirmation key indicator lamp, the player receiving the challenge can be considered to accept the challenge, and at this time, confirmation information can be fed back to the intelligent violin of the player initiating the challenge.
For example, if the minor scale key is used as the confirmation key for receiving the challenge, the key indicator lamp corresponding to the minor scale key may light up or flash when the challenge is received.
It can be understood that the player can be intuitively prompted to accept the challenging confirmation key through the key indicating lamp, so that the learning cost of the player is reduced, and the use experience of the player is improved.
In an embodiment, if the confirmation information is fed back when the challenge information sent by the another smart violin is received, the accepting the challenge of the another smart violin further includes:
and controlling a loudspeaker of the intelligent violin to play preset voice information when the challenge information is received and the reception of the fighting is confirmed.
Wherein, confirming the receiving challenge means that the user triggers a confirmation key; the preset voice message may be different according to different scenes, for example, when the challenge message is received, the preset voice message may be "please confirm", and when the challenge is confirmed, the preset voice message may be "accept challenge".
Optionally, for the player who initiates the challenge, the intelligent violin plays preset voice information when the player initiates the challenge, such as "i want to challenge".
Specifically, after the two intelligent violins establish communication connection, the challenge player can send challenge information to the player to be combated, at this time, the intelligent violin of the challenge player plays a prompt tone of "i want to challenge", and the intelligent violin of the player to be combated plays a prompt tone of "please confirm". When the player to be combated confirms to receive the fighting, the intelligent violin of the player to be combated plays a prompt tone of receiving the challenge.
As can be appreciated, the addition of the voice prompt before the battle increases the prompting factors for the player, thereby being beneficial to reminding the player to carry out the challenge. In addition, the addition of the prompt tone enables the use of the intelligent violin to be more humanized, and the use experience of a user is promoted.
In an embodiment, the issuing, to the another smart violin, a challenge track meeting a preset challenge rule includes:
and S31, receiving any musical scale typed by the user based on the preset challenge rule.
Specifically, after the challenge starts, the player to be combated can play any song through the intelligent violin based on the preset challenge rule, and the song can be an existing song or a song created by the player to be combated. While the player plays the music, the smart violin records the scales of the music played by the player, namely receives any scale input by the player (user) based on the preset challenge rule.
And S32, sending the arbitrary musical scale to the other intelligent violin in real time based on the sequence of the arbitrary musical scale typed by the user so as to issue the challenge track.
Specifically, after the player types a combination of arbitrary scales, the received arbitrary scales may be transmitted to another intelligent violin in real time based on the order in which the player types the scales. After the player to be combated plays, the challenge player can synchronously receive the song played by the player to be combated, and the song is the challenge song.
It can be understood that, by the way of the embodiment, the challenge track can be played by the player to be challenged freely, so that on one hand, the creative performance of the player to be challenged can be facilitated, on the other hand, the difficulty of challenge is increased, and the playability and the interestingness of the challenge game can be increased.
It should be noted that the design of the present application is not limited to this, and in other embodiments, the entire song played by the player to be battled may be sent to the smart violin of the challenge player at one time after the player to be battled plays.
In an embodiment, the preset challenge rule comprises at least one of the following rules:
the number of scales in the challenge tracks is not more than the preset number, and the challenge times are not more than the preset times.
Specifically, the preset challenge rule limits the number of scales in the challenge track. Optionally, the preset number is 16, that is, the number of scales in the challenge track is not greater than 16. Of course, the predetermined number may also be 5, 10, 15, 20, 30, 35, 40, 45, 50, 100, etc.
Specifically, the number of challenges refers to the total number of times that the challenger can challenge the player to be combated in a challenge game, and the preset number defines the total number of challenges. Optionally, the preset number of times is 10 times, that is, in a challenge game, a challenge player may challenge a contending player 10 times, each challenge is one time, the contending player needs to issue a challenge track, and the challenge tracks for each challenge may be the same or different. Of course, the predetermined number of times may be 1 time, 2 times, 3 times, 4 times, 5 times, 6 times, 7 times, 8 times, 9 times, 15 times, 20 times, or the like. It can be understood that limiting the number of scales and the number of challenges in the challenge track is beneficial to reduce the difficulty of the challenges on the one hand and shorten the duration of the challenges on the other hand, so that the players can challenge the game with fragmented time.
In one embodiment, sending challenge information to another smart violin includes:
after communication connection with another intelligent violin is established, if the fact that a user triggers a preset challenge key is detected, challenge information is sent to the other intelligent violin.
The preset challenge key is a preset key for the player to initiate a challenge.
Specifically, after establishing a communication connection with another smart violin, if a player wants to initiate a challenge, the preset challenge key may be triggered to send challenge information to the smart violin of another player.
For example, if a small-scale key is used as a preset challenge key for initiating a challenge, then after establishing a communication connection, the challenge player may trigger the small-scale key to initiate the challenge.
It can be understood that the challenge is initiated by triggering the challenge key, so that the challenge player can receive physical feedback, thereby being beneficial to improving the use experience of the player.
In one embodiment, the obtaining of the challenge track issued by another smart violin includes:
and when the challenge tracks are obtained, sequentially lighting the key indicator lamps corresponding to the scales in the challenge tracks based on the playing sequence control of the challenge tracks.
Specifically, when the player who answers the battle is playing the challenge song, the intelligent violin of the challenge player can receive the information of each scale in the challenge song in real time, and at the moment, the intelligent violin of the challenge player can control the key indicator lamp which is drunk with the corresponding scale to be sequentially lightened.
The design can enable the challenge player to more intuitively know and memorize the challenge tracks issued by the combatant, thereby reducing the challenge difficulty and being beneficial to improving the game experience of the player.
In addition, the embodiment of the present invention further provides a computer-readable storage medium, which may be any one of or any combination of a hard disk, a multimedia card, an SD card, a flash memory card, an SMC, a Read Only Memory (ROM), an Erasable Programmable Read Only Memory (EPROM), a portable compact disc read only memory (CD-ROM), a USB memory, and the like. The computer readable storage medium includes an interactive program 10 of the smart violin, and the specific implementation of the computer readable storage medium of the present invention is substantially the same as the above-mentioned interactive method of the smart violin and the specific implementation of the smart violin 1, and will not be described herein again.
As will be appreciated by one skilled in the art, embodiments of the present invention may be provided as a method, system, or computer program product. Accordingly, the present invention may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, the present invention may take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, and the like) having computer-usable program code embodied therein.
The present invention is described with reference to flowchart illustrations and/or block diagrams of methods, apparatus (systems), and computer program products according to embodiments of the invention. It will be understood that each flow and/or block of the flow diagrams and/or block diagrams, and combinations of flows and/or blocks in the flow diagrams and/or block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, embedded processor, or other programmable data processing apparatus to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing apparatus, create means for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing apparatus to function in a particular manner, such that the instructions stored in the computer-readable memory produce an article of manufacture including instruction means which implement the function specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be loaded onto a computer or other programmable data processing apparatus to cause a series of operational steps to be performed on the computer or other programmable apparatus to produce a computer implemented process such that the instructions which execute on the computer or other programmable apparatus provide steps for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
While preferred embodiments of the present invention have been described, additional variations and modifications in those embodiments may occur to those skilled in the art once they learn of the basic inventive concepts. Therefore, it is intended that the appended claims be interpreted as including preferred embodiments and all such alterations and modifications as fall within the scope of the invention.
It will be apparent to those skilled in the art that various changes and modifications may be made in the present invention without departing from the spirit and scope of the invention. Thus, if such modifications and variations of the present invention fall within the scope of the claims of the present invention and their equivalents, the present invention is also intended to include such modifications and variations.

Claims (10)

1. The intelligent violin interaction method comprises five scale keys which are in one-to-one correspondence with human body five fingers respectively, the scale keys are used for a user to key in different scales, and the intelligent violin can emit corresponding scale sounds according to the scales keyed in by the user, and is characterized by comprising the following steps:
establishing communication connection with another intelligent violin;
if the confirmation information is fed back when the challenge information sent by the other intelligent violin is received, starting a challenge game;
after the challenge game starts, issuing a challenge song which accords with a preset challenge rule to the other intelligent violin;
receiving a playing song fed back by the other intelligent violin based on the challenge song;
outputting a challenge result based on the matching degree of the playing track and the challenge track;
or the like, or, alternatively,
challenge information is sent to the other intelligent violin, and if confirmation information fed back by the other intelligent violin based on the challenge information is received, a challenge game is started;
after the challenge game starts, acquiring a challenge track issued by the other intelligent violin;
receiving a scale entered by a user based on the challenge track;
generating a playing track based on the scale and sending the playing track to the other intelligent violin;
and outputting a challenge result based on the matching degree of the challenge track and the playing track.
2. The interactive method of the smart violin of claim 1, wherein establishing a communication link with another smart violin comprises:
acquiring a first key instruction sent by the other intelligent violin;
and if a second key instruction consistent with the first key instruction is input by the user, establishing communication connection with the other intelligent violin.
3. The interactive method of the intelligent violin as claimed in claim 1, wherein the intelligent violin further comprises five key indicator lamps corresponding to the five scale keys one to one;
if the confirmation information is fed back when the challenge information sent by the other intelligent violin is received, the challenge of the other intelligent violin is accepted, and the method comprises the following steps:
when the challenge information is received, controlling a preset confirmation key indicator lamp to light up or flash;
and if the fact that the user triggers the scale key corresponding to the preset confirmation key indicating lamp is detected, feeding back confirmation information to the other intelligent violin.
4. The interactive method of smart violin according to claim 3, wherein if the confirmation information is fed back when the challenge information sent by the another smart violin is received, the challenge of the another smart violin is accepted, further comprising:
and when the challenge information is received and the receiving of the challenge is confirmed, controlling a loudspeaker of the intelligent violin to play preset voice information.
5. The interactive method of the smart violin according to claim 1, wherein issuing a challenge track meeting a preset challenge rule to the another smart violin includes:
receiving any scale input by a user based on a preset challenge rule;
and sending the arbitrary scale to the other intelligent violin in real time based on the sequence of the arbitrary scale input by the user to issue the challenge track.
6. The interactive method of smart violin of claim 1, wherein the preset challenge rule comprises at least one of the following rules:
the number of scales in the challenge tracks is not more than the preset number, and the challenge times are not more than the preset times.
7. The interactive method of the smart violin of claim 1, wherein the step of sending the challenge information to another smart violin comprises:
after communication connection with another intelligent violin is established, if the fact that a user triggers a preset challenge key is detected, challenge information is sent to the other intelligent violin.
8. The interactive method of the smart violin as claimed in claim 1, wherein the step of obtaining the challenge track issued by another smart violin comprises:
and when the challenge tracks are obtained, sequentially lighting the key indicator lamps corresponding to the scales in the challenge tracks based on the playing sequence control of the challenge tracks.
9. An intelligent violin, which is characterized by comprising a memory, a processor and an interaction program of the intelligent violin, wherein the interaction program is stored in the memory and can run on the processor, and the processor realizes the interaction method of the intelligent violin as claimed in any one of claims 1 to 8 when executing the interaction program of the intelligent violin.
10. A computer-readable storage medium, wherein the computer-readable storage medium stores thereon an interaction program for a smart violin, and the interaction program for a smart violin, when executed by a processor, implements the interaction method for a smart violin according to any one of claims 1 to 8.
CN202280000801.0A 2021-03-18 2022-01-28 Intelligent violin, interaction method thereof and computer readable storage medium Pending CN114667174A (en)

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CN202110290945.1A CN112870689A (en) 2021-03-18 2021-03-18 Intelligent violin, interaction method thereof and computer readable storage medium
CN2021102909451 2021-03-18
PCT/CN2022/074458 WO2022193853A1 (en) 2021-03-18 2022-01-28 Intelligent handheld musical instrument and interaction method therefor, and computer-readable storage medium

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CN110781337A (en) * 2019-09-25 2020-02-11 厦门巨嗨科技有限公司 Singing competition method, singing competition medium, singing competition equipment and singing competition device
CN210131324U (en) * 2019-05-23 2020-03-10 深圳大森电器有限公司 Recovered electronic hand musical instrument

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CN101271492A (en) * 2008-04-07 2008-09-24 李德科 Anti-cheat method for entertainment and sports musical performance by real musical instrument on network
CN105096690A (en) * 2015-09-06 2015-11-25 广东小天才科技有限公司 Method and device for playing piano songs
CN105709419A (en) * 2016-01-18 2016-06-29 北京联联看科技有限公司 Communication method and system of piano game device
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