KR101777299B1 - Appratus and method for operating music puzzle game and Recording medium for recording program thereof - Google Patents

Appratus and method for operating music puzzle game and Recording medium for recording program thereof Download PDF

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KR101777299B1
KR101777299B1 KR1020160015645A KR20160015645A KR101777299B1 KR 101777299 B1 KR101777299 B1 KR 101777299B1 KR 1020160015645 A KR1020160015645 A KR 1020160015645A KR 20160015645 A KR20160015645 A KR 20160015645A KR 101777299 B1 KR101777299 B1 KR 101777299B1
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sound
tile
music
current
note
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KR1020160015645A
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Korean (ko)
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KR20170094635A (en
Inventor
안상현
박현도
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아주대학교산학협력단
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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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/424Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving acoustic input signals, e.g. by using the results of pitch or rhythm extraction or voice recognition
    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/06Patience; Other games for self-amusement
    • A63F9/10Two-dimensional jig-saw puzzles
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/06Patience; Other games for self-amusement
    • A63F9/12Three-dimensional jig-saw puzzles

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Acoustics & Sound (AREA)
  • Human Computer Interaction (AREA)
  • Electrophonic Musical Instruments (AREA)

Abstract

The present invention relates to a music puzzle game providing method. The music puzzle game providing method of the present invention includes displaying at least one selectable tile according to a music selected by a user, displaying a character on a tile selected by a user, displaying a color of a tile selected by the user, And outputting a preset sound corresponding to the tile selected by the user, and determining that the mission is successful if the preset sound corresponding to the color and height of the tile selected by the user coincides with the progress sound of the selected music.

Description

BACKGROUND OF THE INVENTION 1. Field of the Invention The present invention relates to a device and method for providing a music puzzle game, and a recording medium on which a program for the same is recorded.

The present invention relates to an apparatus and a method for providing a music puzzle game in which a sense of pitch and musical concept can be improved through a game, and a recording medium on which a program for the same is recorded.

Recently, many people use the Internet due to the development of information communication, and as the number of Internet users increases, many online contents services are provided.

As interest and technology of game contents in online contents service are rapidly developed, game contents service is actively provided, and interest in music game among online game service is increasing.

Generally, in an online music game, when a music player selects a music to be played, a selected music is outputted and a series of note patterns are displayed in a note area on the display screen. The gamer reaches a hit area And the music was played by accurately hitting the note pattern.

Such conventional music games can recognize the rhythm of the music, but it is insufficient to recognize the length, beat, and height of the sound. Therefore, a music game for education that can improve the musical learning effect is required by recognizing the sound length, beat, and height visually and audibly.

Korean public patent 2010-0006135 (Published on January 18, 2010)

The present invention provides an apparatus and method for providing a music puzzle game that can improve understanding of musical concepts by providing a tile to be displayed by visualizing the progress sound on musical score, thereby providing a recording medium on which a program for the same is recorded do.

According to another aspect of the present invention, there is provided a music puzzle providing method comprising: displaying at least one selectable tile according to music selected by a user; A step of outputting a preset tone corresponding to a color and a height of a tile selected by a user, and a step of outputting a preset tone corresponding to a color and a height of a tile selected by the user, , It may be determined that the mission is successful.

In addition, the step of displaying the at least one selectable tile may determine the number of selectable tiles according to the length of the currently played sound on the score corresponding to the selected music.

In addition, the tiles may be visualized and matched in different colors and heights according to tone levels, and may have different saturation and brightness depending on the octave level.

In addition, the tile may be composed of a scales region that is visualized and different in color and height according to scales, and an octave region to which heights are differently applied according to the octave level.

Also,

The step of displaying the at least one selectable tile may display the selectable tiles in at least one of a straight line or a diagonal line around the tile matched to the current progressed tune.

In addition, the step of displaying the at least one selectable tile may include the steps of setting a maximum number of movement paths (B: 3 or more odd numbers) to which the character can move and a reference note,

Figure 112016013478510-pat00001
Calculating a number M of movement paths of the reference notes and calculating a number of the selectable tiles based on the number of movement paths of the reference notes in accordance with a difference in sound length between the reference note and the current progression sound, And a step of determining the number

If the number of the maximum movement paths is set to 3, if the current progressed sound is shorter than the reference note, one of the selectable tiles is selected. If the current progressed sound is equal to the reference note, , And if the current progressed sound is a sound longer than the reference note, the three selectable tiles can be determined.

Further, when the maximum number of movement paths is set to 5 or more,

Figure 112016013478510-pat00002
Figure 112016013478510-pat00003
Figure 112016013478510-pat00004

Figure 112016013478510-pat00005
Figure 112016013478510-pat00006
Figure 112016013478510-pat00007

Figure 112016013478510-pat00008
Figure 112016013478510-pat00009
Figure 112016013478510-pat00010

Figure 112016013478510-pat00011
Figure 112016013478510-pat00012
Figure 112016013478510-pat00013

(A is the length of the reference note, M is the number of movement paths of the reference note, K is the sound length of the current progress sound, B is the maximum number of movement paths, and α is an integer) (k (x)).

In addition, a computer-readable recording medium having recorded thereon a program according to an embodiment of the present invention can record a program for realizing the method.

Meanwhile, an apparatus for providing a music puzzle game according to an embodiment of the present invention includes a display unit displaying at least one selectable tile according to music selected by a user, and displaying a character on a tile selected by the user, A sound output unit for outputting a predetermined set tone corresponding to the color and height of the selected tile, and a sound output unit for outputting predetermined set tones corresponding to the color and height of the tile selected by the user, And a control unit for determining whether the received signal is a signal.

The controller may determine the number of selectable tiles according to the length of the currently played sound on the score corresponding to the selected music.

In addition, the tiles may be visualized and matched in different colors and heights according to tone levels, and may have different saturation and brightness depending on the octave level.

In addition, the tile may be composed of a scales region that is visualized and different in color and height according to scales, and an octave region to which heights are differently applied according to the octave level.

Also, the controller may display the selectable tile through at least one of a straight line or a diagonal line around the tile matched with the current progressed sound through the display unit.

Further, the control unit may set a maximum number of movement paths (B: 3 or more odd numbers) that the character can move and a reference note,

Figure 112016013478510-pat00014
The number of movement paths M of the reference notes is calculated and the number of selectable tiles can be determined based on the number of movement paths of the reference notes in accordance with the difference in sound length between the reference note and the current progression sound have.

If the current progressed note is shorter than the reference note, the control unit may select one of the selectable tiles and if the current progressed note is equal to the reference note, Two possible tiles, and if the current progressed sound is longer than the reference note, three selectable tiles can be determined.

In addition, when the maximum number of movement paths is set to 5 or more,

Figure 112016013478510-pat00015
Figure 112016013478510-pat00016
Figure 112016013478510-pat00017

Figure 112016013478510-pat00018
Figure 112016013478510-pat00019
Figure 112016013478510-pat00020

Figure 112016013478510-pat00021
Figure 112016013478510-pat00022
Figure 112016013478510-pat00023

Figure 112016013478510-pat00024
Figure 112016013478510-pat00025
Figure 112016013478510-pat00026

(A is the length of the reference note, M is the number of movement paths of the reference note, K is the sound length of the current progress sound, B is the maximum number of movement paths, and α is an integer) (k (x)).

As described above, according to the present invention, a user completes a selected music through a music puzzle game through a visualized note (tile), thereby visually and audibly recognizing musical concepts such as length, The learning effect can be improved.

In addition, the interest of the user can be enhanced by the sense of achievement due to the performance of the mission.

1 is a functional block diagram illustrating a configuration of a music puzzle game providing apparatus according to an embodiment of the present invention.
2 is a view for explaining a scale according to an embodiment of the present invention.
3 is a view for explaining a scale according to another embodiment of the present invention.
4 is a view for explaining a scale according to another embodiment of the present invention.
5 is a view for explaining a music puzzle game providing method according to an embodiment of the present invention.
6 is a sheet music for explanation of Fig.
7 is a diagram for explaining the number of selectable paths according to an embodiment of the present invention.
8 is a diagram for explaining the number of selectable paths according to another embodiment of the present invention.
9 is a diagram for explaining the number of selectable paths according to another embodiment of the present invention.
FIG. 10 is a diagram for explaining a music puzzle game providing method according to FIG.
11 is a score sheet for explanation of Fig.
FIG. 12 is a flowchart illustrating a music puzzle game providing method according to an embodiment of the present invention.
13 is a flowchart for explaining step S230 of FIG.

While the invention is susceptible to various modifications and alternative forms, specific embodiments thereof are shown by way of example in the drawings and will herein be described in detail. It should be understood, however, that the invention is not intended to be limited to the particular embodiments, but includes all modifications, equivalents, and alternatives falling within the spirit and scope of the invention.

Like reference numerals are used for like elements in describing each drawing. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS Hereinafter, the present invention will be described in detail with reference to the accompanying drawings.

The terms first, second, etc. may be used to describe various components, but the components should not be limited by the terms. The terms are used only for the purpose of distinguishing one component from another.

For example, without departing from the scope of the present invention, the first component may be referred to as a second component, and similarly, the second component may also be referred to as a first component.

And / or < / RTI > includes any combination of a plurality of related listed items or any of a plurality of related listed items.

It is to be understood that when an element is referred to as being "connected" or "connected" to another element, it may be directly connected or connected to the other element, .

On the other hand, when an element is referred to as being "directly connected" or "directly connected" to another element, it should be understood that there are no other elements in between.

The terminology used in this application is used only to describe a specific embodiment and is not intended to limit the invention.

The singular expressions include plural expressions unless the context clearly dictates otherwise. In the present application, the terms "comprises" or "having" and the like are used to specify that there is a feature, a number, a step, an operation, an element, a component or a combination thereof described in the specification, But do not preclude the presence or addition of one or more other features, integers, steps, operations, elements, components, or combinations thereof.

Unless defined otherwise, all terms used herein, including technical or scientific terms, have the same meaning as commonly understood by one of ordinary skill in the art to which this invention belongs.

Terms such as those defined in commonly used dictionaries are to be interpreted as having a meaning consistent with the contextual meaning of the related art and are to be interpreted as either ideal or overly formal in the sense of the present application Do not.

Hereinafter, a music puzzle game providing apparatus, a music puzzle game providing method, and a recording medium on which the program is recorded will be described with reference to the accompanying drawings 1 to 13, according to a preferred embodiment of the present invention. In the following description, for the sake of clarity of the present invention, a description of what has been conventionally known will be omitted or simplified.

1 is a functional block diagram illustrating a configuration of a music puzzle game providing apparatus according to an embodiment of the present invention. 1, a music puzzle game providing apparatus 100 according to an embodiment of the present invention includes a memory 110, an input unit 120, a control unit 130, a display unit 140, and a sound output unit 150 .

The music puzzle game providing apparatus 100 is a device for providing a music puzzle game by using a music puzzle game program and executes a music puzzle game program recorded on a computer-readable storage medium, And may be a terminal such as a PC, a notebook, or a smartphone capable of providing a music puzzle game.

Here, the recording medium may be a magnetic recording medium, an optical recording medium, a carrier wave medium, or the like. Meanwhile, the music puzzle game providing apparatus 100 of the present invention receives and installs a music puzzle game program in the form of an app from a server (not shown), thereby providing a configuration for performing a communication function .

The music puzzle game program may be stored in the memory 110 or may be received from a server (not shown) that provides an external recording medium (not shown) or a music puzzle game program .

The input unit 120 may be a UI for receiving commands according to user operations. At this time, the command according to the user's operation may be an execution / termination command of a music puzzle game, a setting command and a selection command required when a music puzzle game is executed.

The control unit 130 can provide a music puzzle game by driving the music puzzle game program stored in the memory 110 when the music puzzle game is requested to be executed through the input unit 120. [ The control unit 130 reads a command according to a user's operation input through the input unit 120 to provide a music puzzle game, and controls each configuration as a whole.

The control unit 120 drives the music puzzle game program to provide a music list through the display unit 140. When one music is selected from the user, the control unit 120 visualizes the progress sound on the music score corresponding to the music, .

At this time, the controller 130 visualizes and matches the tones having different hues and heights according to the tone pitch of the progressive notes on the scoreboard, and selects a tile that can be selected by the user The number of paths, that is, the number of paths. At this time, the tiles can be arranged two-dimensionally or three-dimensionally. At this time, the shape of the tile is not limited, and may be polygonal or polygonal.

Referring to FIG. 2, the tile T may be composed of an octave region (a) representing an octave and a scales region (b) representing a scales. At this time, the octave region (a) visually expresses the elevation of the octave according to the heights (d1, d2), and the scales region (b) visually expresses the seventh scale by applying different heights and colors. At this time, the color can be a color value of a predetermined interval. Alternatively, it may be implemented in a rainbow color.

Alternatively, octaves and scales may be visually implemented as shown in FIGS. 3 and 4. In this case, the implementation of the scale is the same as in Fig. 2, but the octave can be visualized using the saturation and brightness. That is, although FIGS. 3 and 4 are shown two-dimensionally, the height of the scale region b for each scale of FIG. 2 is the same, and the saturation and brightness of the scale are used instead of the octave region (a) You can further visualize the octave region by applying it.

In the case of FIG. 3, the color H is implemented in a rainbow color, and the saturation S and the brightness B are adjusted by adjusting the saturation value or the brightness value based on the reference octave (S: 90, B: 90) . In the case of FIG. 4, the scale is visualized by the color value of the preset interval, and the elevation visualization of the octave is implemented in the same manner as in FIG.

The display unit 140 may display at least one tile that can be selected according to the music selected by the user under the control of the controller 130 and display the character on the tile selected by the user. Thus, the character moves according to the user's selection of the tile. At this time, the shape of the character is not limited, and it can be implemented as a polygon or a polygon.

Fig. 5 is a screen 1000 provided by the display unit 140, Fig. 6 is a musical score corresponding to the music selected by the user, and is not provided on the screen 1000, Respectively.

5 and 6, when one piece of music is selected by the user from the provided music list, the controller 130 selects at least one of the music pieces corresponding to the music according to the progressive sound length on the music sheet corresponding to the music One tile is displayed to allow the user to select.

The control unit 140 sets the maximum number of movement paths for the current progress sound on the scoreboard and can determine the number of movement paths for the current progression sound according to the set maximum movement score and the reference note. At this time, it is preferable that the maximum number of movement paths B is an odd number of 1 or more. Further, the reference note may be determined according to a quarter note (♩) or a reference note on the score. That is, when the reference beat is 4/4, the reference note becomes a quarter note (♩). When the reference beat is 6/8, the reference note becomes an eighth note (♪).

The control unit 140 determines the number of movement paths for the current progressive sound by dividing the maximum number of movement paths by three and the case where the number of the maximum movement paths is five or more, and provides the user through the display unit 140 by selecting the number of movement paths.

The control unit 140 can determine the number of movement paths for the current progressive sound based on the length of the reference note. In addition, the movement path through which the character 1 can move can be at least one of a straight line direction or a diagonal line direction with respect to the tile for the current progress sound. However, the movement path is set so that it can not go back to the previous progress sound, that is, the previous tile to which the character has been moved.

In addition, the movement path includes a tile corresponding to a sound to be proceeded, and tiles displayed on other paths can be provided by visualizing the HSB and the height at random. Here, the movement path is a path through which the character moves, and the number of movement paths is equal to the number of tiles disposed around the tile with respect to the current progress sound.

Further, when the maximum number of movement paths is B (where B is an odd number of 3 or more), the number of movement paths M for reference notes is

Figure 112016013478510-pat00027
. That is, the number of movement paths for the reference note may be an intermediate number of the maximum movement number.

 Referring to FIG. 7, when the maximum number of movement paths B is 3, the number of movement paths for the current progress sound can be calculated. At this time, a case where the reference note is set as a quarter note can be described as an example.

The control unit 130 sets the number of intermediate paths of the maximum number of movement paths B as the number of movement paths of the reference notes and compares the current progressed sound with the note lengths of the reference notes, In other words, if the current progressed note is a quarter note, the number of movement paths for the current progressed note is set to two. The controller 130 arranges two tiles at a straight line or a diagonal position of the tile corresponding to the current progress sound and one of the tiles may be visualized 1000b so as to have the HSB and height corresponding to the planned sound .

In addition, if the current progressed note is shorter than the reference note, the control unit 130 can visualize 1000a by setting the number of movement paths to one. That is, one movable tile can be arranged around the tile where the current character 1 is located.

Also, if the current progressed note is longer than the reference note, the control unit 130 can visualize (1000c) by setting the number of movement paths to 3. That is, three movable tiles can be arranged around the tile where the character 1 is currently located.

On the other hand, when the maximum number of movement paths B is set to 5 or more, the control unit 130 determines whether or not the current progressed sound is a current sound based on the length of the reference note, It is possible to calculate the number of movement paths k (x).

Figure 112016013478510-pat00028
Figure 112016013478510-pat00029
Figure 112016013478510-pat00030

Figure 112016013478510-pat00031
Figure 112016013478510-pat00032
Figure 112016013478510-pat00033

Figure 112016013478510-pat00034
Figure 112016013478510-pat00035
Figure 112016013478510-pat00036

Figure 112016013478510-pat00037
Figure 112016013478510-pat00038
Figure 112016013478510-pat00039

Here, A is the note length of the reference note, M is the number of movement paths of the reference note, K is the sound length of the current progressive sound, k (x) is the number of movement paths for K, B is the maximum number of movement paths, It can be an integer.

When the maximum number of movement paths is set to 7 and the reference note (reference note) is a quarter note, the number of paths by note length can be calculated as shown in Table 1 below.

Actual note length Reference sound / Sounds shorter than 4 Reference sound / 4 Reference sound / 2 Reference tone Reference tone * 2 Reference tone * 4 Reference sound * Longer than 4 Number of routes One 2 3 4 5 6 7 Note length formula Log 2 A-α (

Figure 112016013478510-pat00040
) Log 2 A-2 Log 2 A-1 A Log 2 Log 2 A + 1 Log 2 A + 2 Log 2 A + α (
Figure 112016013478510-pat00041
)
The level interval (n) (n < -2) -2 -One 0 One 2 (n > 2)

8, since the number of movement paths for the reference note (reference sound) is the middle position of the maximum number of movement paths (seven), four movement paths are set, and the screen 140 A tile is arranged at a position of at least one of a diagonal line and a straight line of the tile T corresponding to the current progress sound at which the character 1 is located. In addition, the number of movement paths for each note length may be calculated based on the reference note, and may be provided through the display unit 140 as screens 1000a to 1000g.

That is, the controller 130 compares the note length of the current progressive note with the length of the reference note, and if the maximum number of movement paths is 5 or more, the control unit 130 can determine the number of movement paths for the current progressive note according to the conditional expressions. In addition, the controller 130 arranges tiles as many as the determined number of movement paths around the current progressive sound, so that the user can select and play the game.

5 and 6, in order to calculate the number of movement paths for the tile 11 corresponding to the current progression sound 10 in which the character 1 is located, the reference note is a quarter note and the maximum number of movement paths is 3, the number of movement paths for the reference note is 2. In addition, since the current progressive note 10 is a quarter note and has the same length as the reference note, the number of movement paths to the current progressive note 10 is 2. Accordingly, the tiles 21 and 22 can be arranged in a linear direction of the tiles 11. [ At this time, it is preferable that one of the tiles 21 and 22 has the HSB and the height corresponding to the planned sound 20. When the note 30 on the score is a progressive note, the length of the note becomes shorter than the reference note.

On the other hand, when the reference note is a quarter note, the maximum number of movement paths is seven, and the note 40 on the score 2000 becomes progressive, the number of movement paths of the reference note is four. Also, the number of movement paths for the length of the progressive sound is Log2A + 1 (where, A is the reference note length, that is, 1/4) is 5 as in the above table. Thus, five tiles are disposed in the circumferential direction of the tile 41 corresponding to the note 40 on the music score.

While the above embodiments have described a two-dimensional tile placement, the embodiment of FIG. 9 is for a three-dimensional tile placement. The controller 130 may arrange the tiles according to the number of travel paths and the tiles for the progressive sound on the score in consideration of the three axes (x, y, z). At this time, the description of the number of movement paths by note length on the music score has been described above, and the following description will be omitted.

9, the tile 70 corresponding to the previous progressed sound is moved to the tile corresponding to the current progressed sound, and the position of the character 1 is changed, and the movement path for the current progressed sound is shown three-dimensionally Can be confirmed.

10 and 11, it can be assumed that the reference note is a quarter note and the maximum number of movement paths is set to five. The control unit 130 can not display all musical notes on the musical score on one screen at the time of playing the music puzzle game, so that the music puzzle game can be provided on the continuous screen of the preset unit. The screen 1000 of Fig. 10 corresponds to the default setting unit 2 of the score 2000 of Fig.

The character 1 is positioned above the tile 61 corresponding to the current progress sound 60 on the score 2000 in Fig. 11 and the number of movement paths for the current progressed sound is calculated as 2 by the conditional expression, Respectively.

When a specific tile is selected from at least one tile provided for the current progressed sound, the control unit 130 outputs a preset sound corresponding to the color and height of the tile selected by the user through the sound output unit 150, It is possible to determine that the mission is successful if the preset tone corresponding to the color and height of the tile selected by the user matches the progress tone of the selected music.

Accordingly, the user can improve the musical learning effect by visually and audibly recognizing the length, beat, and height of the sound by completing the selected music through the game through the visualized musical note.

FIG. 12 is a flowchart illustrating a music puzzle game providing method according to an embodiment of the present invention. Referring to FIG. 12, a music puzzle game providing method according to an embodiment of the present invention may start a music puzzle game by starting a music puzzle game program when the user inputs a start command of the music puzzle game (S200 ).

When the music puzzle game is started, a pre-stored music list is provided (S210) and can be selected from the user. If one music is selected by the user (S220), at least one tile that the user can select according to the music score corresponding to the music can be displayed on the screen (S230). At this time, at least one tile may be arranged around the tile corresponding to the current progress sound on the music score so that the user can select the movement path.

In addition, the character is displayed on the tile selected by the user (S240) so that the current position to be moved can be confirmed.

Next, the preset sound corresponding to the color and height of the tile selected by the user is output through the sound output unit 150 (S250). Here, the set tone is a predetermined scale according to the color and height of the tile.

Next, if it is determined that the set sound output in step S250 is identical to the current progress sound on the score, that is, if it is the same sound, it is determined that the mission is successful (S270) May be displayed.

Next, it is determined whether the music has been completed (S290). If the music is not finished, steps S230 to S290 may be repeated.

Here, if it is determined that the current progress sound is a success of the last sound on the score, it can be determined that the music is ended.

13 is a flowchart for explaining step S230 of FIG. Referring to FIG. 13, the maximum number of movement paths and reference notes for progressive notes on the score corresponding to the music selected by the user are set (S231).

Next, the length of the progressive note on the score and the length of the reference note are compared (S232). Then, according to the condition for calculating the number of movement paths per note length within the maximum number of movement paths based on the length of the reference note, (S233).

Next, the selectable tiles corresponding to the calculated number of travel paths can be arranged around the current tile in which the character is located (S234).

It will be apparent to those skilled in the relevant art that various modifications, additions and substitutions are possible, without departing from the spirit and scope of the invention as defined by the appended claims. The appended claims are to be considered as falling within the scope of the following claims.

100: music puzzle game providing apparatus 110: memory
120: input unit 130:
140: Display unit 150: Sound output unit
1: Character T: Tile
a: Octave area b: Scale area

Claims (17)

Displaying at least one selectable tile according to the music selected by the user;
Displaying a character on top of a tile selected by a user;
Outputting a preset tone corresponding to the color and height of the tile selected by the user; And
And determining that the mission is successful if the preset tone corresponding to the color and height of the tile selected by the user matches the progress tone of the selected music.
The method according to claim 1,
Wherein the displaying the at least one selectable tile comprises:
And determining the number of selectable tiles according to a length of a currently played sound on a music score corresponding to the selected music.
The method according to claim 1,
Wherein the tiles are visualized and matched in different colors and heights according to musical tones, and chroma and brightness are differently applied according to the octave level.
The method according to claim 1,
Wherein the tiles are composed of a tone area matched by visualizing different colors and heights according to musical tones and an octave area different in height according to an octave level.
3. The method of claim 2,
Wherein the displaying the at least one selectable tile comprises:
And displaying the selectable tiles in at least one of a straight line or a diagonal line centered on the tiles matched to the current progress sound
3. The method of claim 2,
Wherein the displaying the at least one selectable tile comprises:
Setting a maximum number of movement paths (B: 3 or more odd numbers) that the character can move and a reference note;
Figure 112016013478510-pat00042
(M) of the reference note using the number of movement paths (M) of the reference note; And
And determining the number of selectable tiles based on the number of movement paths of the reference note in accordance with the difference in pitch between the reference note and the current progression sound.
The method according to claim 6,
And if the current movement path is set to 3, if the current progressed sound is shorter than the reference note, one of the selectable tiles is selected, and if the current progressed sound is equal to the reference note, And if the currently played sound is a sound longer than the reference note, then the three selectable tiles are determined.
The method according to claim 6,
If the maximum number of movement paths is set to 5 or more,
Figure 112017038169380-pat00043
Figure 112017038169380-pat00044
Figure 112017038169380-pat00045

Figure 112017038169380-pat00046
Figure 112017038169380-pat00047
Figure 112017038169380-pat00048

Figure 112017038169380-pat00049
Figure 112017038169380-pat00050
Figure 112017038169380-pat00051

Figure 112017038169380-pat00052
Figure 112017038169380-pat00053
Figure 112017038169380-pat00054

(A is the note length of the reference note, M is the number of movement paths of the reference note, K is the length of the sound of the current progressive sound, B is the number of maximum movement paths,
(K (x)) for the current progressed sound according to the number of movement paths (k (x)).
delete A display unit for displaying at least one selectable tile according to the music selected by the user and displaying a character on the tile selected by the user;
A sound output unit for outputting a preset sound corresponding to the color and height of the tile selected by the user; And
And a control unit for determining that the mission is successful when the preset tone corresponding to the color and height of the tile selected by the user coincides with the progress sound of the selected music.
11. The method of claim 10,
Wherein,
And determines the number of selectable tiles according to a length of a currently played sound on a music score corresponding to the selected music.
11. The method of claim 10,
Wherein the tiles are visualized and matched in different colors and heights according to musical tones, and chroma and brightness are differently applied according to the octave level.
11. The method of claim 10,
Wherein the tile comprises a gamut region that is visualized and matched with a different color and height according to a scale, and an octave region to which a height is differently applied according to an octave level.
12. The method of claim 11,
Wherein,
Wherein the display unit displays the selectable tile through at least one of a straight line or a diagonal line centered on the tile matched with the current progressed tune.
12. The method of claim 11,
Wherein,
Sets a maximum number of movement paths (B: 3 or more odd numbers) that the character can move and a reference note,
Figure 112016013478510-pat00055
And determines the number of selectable tiles based on the number of movement paths of the reference note in accordance with the difference in pitch between the reference note and the current progression sound Wherein the music puzzle game providing apparatus comprises:
16. The method of claim 15,
Wherein,
And if the current movement path is set to 3, if the current progressed sound is shorter than the reference note, one of the selectable tiles is selected, and if the current progressed sound is equal to the reference note, And determines the three selectable tiles if the current progressed sound is longer than the reference note.
16. The method of claim 15,
Wherein,
If the maximum number of movement paths is set to 5 or more,
Figure 112016013478510-pat00056
Figure 112016013478510-pat00057
Figure 112016013478510-pat00058

Figure 112016013478510-pat00059
Figure 112016013478510-pat00060
Figure 112016013478510-pat00061

Figure 112016013478510-pat00062
Figure 112016013478510-pat00063
Figure 112016013478510-pat00064

Figure 112016013478510-pat00065
Figure 112016013478510-pat00066
Figure 112016013478510-pat00067

(A is the note length of the reference note, M is the number of movement paths of the reference note, K is the length of the sound of the current progressive sound, B is the number of maximum movement paths,
(K (x)) of the current progress sound in accordance with the number of travel paths (k (x)).

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JP2013120387A (en) 2012-03-29 2013-06-17 Otojiro Sato Learning program for learning musical score symbols by sensation

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