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Guitar Hero, On a Real Guitar, To Hit Shelves In 2009

An anonymous reader writes "The Minneapolis Star Tribune features an article (with photos) about a prototype electric guitar that doubles as a Guitar Hero controller. It is not just another guitar-shaped controller with buttons: it is an actual, playable guitar, shown in-action. The startup company, Zivix, LLC, intends to bring the product to store shelves in 2009. Web searches indicate that the company may have raised around $800K for the venture. The company is also working on technology that enables finger sensing on a real guitar that would allow your computer to teach you how to play chords or evolve into a future guitar synthesizer."

11 of 120 comments (clear)

  1. It's cool, but... by Jabbrwokk · · Score: 3, Insightful

    It's cool, but I highly doubt it will convince many people to really learn the guitar. Guitar Hero is a game. You can pretend to be Slash or Jimmy Page with minimal effort. That's why people play it.

    I smell Christmas cash-in on parents who worry little Johnny and Susie are wasting too much time on a video game. "Now they can REALLY learn music... the FUN® way!"

    People would be better off putting that money into a month's worth of guitar lessons at the music shop down the street. That's about the amount of time it would take for someone to decide they're serious about learning to play, and also about the amount of time it would take to get sick of playing this "Headliner."

    1. Re:It's cool, but... by Kelbear · · Score: 4, Interesting

      I think it can be done. One of the driving forces behind Guitar hero aside from accessibility is the fact that it scores you.

      We can tell when we hit the wrong note of course, but mistakes weigh heavily in the mind of a new player, and frustration can easily kick in before fascination. That's how so many new players just end up quitting.

      With scores, you can see progress with a concrete metric. You may have only managed 1 more note correctly, or ran your scale .5 seconds faster, but it's an improvement you can see that you might not have noticed. This can give them the encouragement to give it one more go to see if they can do better.

      And the fact that they're fretting actual strings instead of buttons goes a long way in teaching them to successfully work their way around a guitar.

      You could even modify the game to teach real guitar concepts. Add scale time-trials, at harder levels, remove the note indicators so they have to memorize it, then transfer between scales midway through...the player could pick up quite a bit.

      You can have the game accept different variations of notes as correct inputs. Like instead of a vanilla D, let them play a Dsus4 and recognize that as a successful note as well. Everybody in Guitar Hero plays the same song by default, they can try their own combinations and impress their friends.

      It's an idea with a lot of potential, and also an idea that's been around for a long time. The devil's in the details and the successful will all pivot on how well they execute this product. (My bet is that they will fail completely and fade into obscurity).

    2. Re:It's cool, but... by GMFTatsujin · · Score: 3, Insightful

      Getting "serious" about learning to play foists a lot of your hopes and dreams onto a kid who probably just wants to have a good time with tunes. "Serious" is where you live. "I'm interested enough to play with it" is where the kid lives. I say if a little extra expense might open some real doors for the kid, go for it.

      Speaking from experience, the best way to kill little Johnny's musical enthusiasm is to stick him into a cramped room with some old bastard who -- right or wrong -- makes you play scales instead of have fun with the music. "Serious" kills in the creative realm, at least until comfort, experimentation, and dedication settle in. And yeah, they're all different qualities from "serious."

      In my younger days I walked away from the viola because I hated my music teachers and the expectations that my parents shoveled onto me. I wish I'd had the sense to keep it up in my own time, but the teenage years: you know they're all about rebellion. Now I'm thirty-five and wishing I could play now like I used to. If there was a Viola Hero with a real viola, I'd zip out and get one in a moment.

    3. Re:It's cool, but... by dunkelfalke · · Score: 3, Informative

      actually most new players quit is because they bought a guitar thinking "now i'll buy a cheap guitar and try whether all this guitar playing stuff is fun or not". cheap guitars are difficult and painful to play, though, so the fun is over fast.

      --
      "It's such a fine line between stupid and clever" -- David St. Hubbins, Spinal Tap
  2. Re:Long time coming by Colourspace · · Score: 3, Interesting

    Yes, it was, but the signal processing technology wasn't up to it the time, nor the mechanics of the crappy (Yamaha I think at the time GS20????) Guitar itself. Seeing this post on /. has me slapping my forehead in a 'why didn't I see this coming' way, but now it seems likely that perhaps the future of guitar lessons will be through thePS3/Xbox360/Wii instead of the weekly trek to the tutors. Or maybe the tutorage will still be home based, but a little bit less air axe based...

  3. Lends a whole new meaning to "Electric" guitar! by richardkelleher · · Score: 5, Funny

    Just imagine a guitar teaching you how to place your fingers on the strings. A little negative feedback for misplaced fingers maybe? As long as the current is limited, it shouldn't kill anyone. :)

  4. According to South Park... by VampireByte · · Score: 4, Funny

    Real guitars are lame

    --

    Run and catch, run and catch, the lamb is caught in the blackberry patch.

  5. Re:Long time coming by caffeinemessiah · · Score: 4, Informative

    Wasn't this idea thrown around when the MIDI interface was created, 20+ years ago?

    But of course...we're now coming full circle when people realize that they can do this Guitar Hero stuff on real guitars, and without the buttons either. Turns out, guitars actually make music all by themselves (with possibly just an amp)!!! But I digress--for those interested in music, here are the relevant things that precede this in time and in awesomeness:

    Yamaha MIDI pickup for guitars -- turns the note you're playing into a MIDI note that can then control a synth on your computer. And I don't mean the 80's era crappy "synth" sounds, modern sound synthesis engines are INCREDIBLY realistic.

    Alternatively, you could skip Guitar Hero completely and do the following:

    1. buy yourself a real guitar
    2. Get Guitar Pro 5 with it's "Realistic Sound Engine" or use TuxGuitar on Linux.
    3. Download a Guitar Pro file of your favorite song / use TuxGuitar to import a MIDI file -- the modern software synthesizer sounds nothing like what you might remember from the 80s. Bass and drums are very realistic.
    4. Mute the guitar track in Guitar Pro/TuxGuitar, and play along with full drum/bass accompaniment. The software even scrolls as you play along.
    5. If you like eye candy, route your sound card's output into Winamp and run a visualization.

    This is the method I use and it's incredibly satisfying if you don't happen to have a band lying around. Plus it also lets you choose which part you want to play along with, speed up/slow down the song. Sure there aren't any vocals, but it's still mucho fun and way better for impressing people with.

    --
    An old-timer with old-timey ideas.
  6. Re:Long time coming by Anonymous Coward · · Score: 5, Interesting

    Having worked on a similar project, I can say this .. encoding analog signals created by guitar strings is tricky. Especially if you're modifying your standard electric guitar.

    It doesn't seem like that difficult a problem (just make a ADC, right?), except you run into interesting problems such as: for low E, if you wait for the full cycle of the vibration to finish, it's already too long to create a satisfying user experience (i.e. even with no processor overhead, by the time you conclude the wavelength matches, there will be noticeable delay to actual sound); the string affect each other; the amplitudes can vary wildly (which can force a large encoding size; strumming looks very different from plucking, etc.

    By the time you can throw enough processing power at the problem, you have a very expensive device on your hands. The keyboard, on the other hand is a much more precise instrument, and you can map any sound onto it, making it much more prevalent than guitars in the MIDI world.

    Thus, for a long time, there just wasn't much demand for MIDI guitars. However, with the advent of guitar hero/rock band, it turns out many people have collectively slapped their foreheads and realized the potential. I know of at least 3-4 other companies working on this problem.

    Whoever can create first a low-cost MIDI interface with a compelling game will reap in large sums of cash.

    There are, however, a few important factors involved. For example, does it make sense to create a device for gaming only, or do you want it also to be able to do studio quality work.

    On one side of the equation, you have a cheap device that doesn't track the player's notes 100% of the time, and is somewhat lossy in general. However, in a game-scenario, you know what notes are coming your way, so you can implement a few intelligent algorithms that can decide which note you most likely meant to play. Additionally, even if you have delays in your system, you can retroactively score the player's performance.

    On the other side of the equation, you have no idea what note should be next (actually, this isn't entirely true .. it's a problem not entirely disimiliar to the iPhones adaptive keyboard). You also need want to be able to reproduce as many of the attributes of the vibrating string as possible. This can be a complex issue, especially considering that the strings will vibrate differently if you strum up or down. Again, you might be able to guess what note the player meant to play (think auto-tuning), but it's still no easy feat.

    So, the first choice is easy, cheap and lossy. The second choice is hard, expensive, but useful outside of the game world. If it's really only games fueling this endeavor, it's more about coming up with creative hacks than trying to make a MIDI guitar.

  7. Re:Long time coming by tackledingleberry · · Score: 3, Insightful

    But does it tell you that YOU ROCK! if you get most of the notes right?

  8. Zivix guitar, explained by zivix · · Score: 5, Informative

    I work at Zivix. The comments here (both positive and negative) are helpful for us to figure out hw best to explain what we've developed. Here's a few points: - Our core technology is proximity-based fingertip sensors that can be installed in a fretboard. The Headliner just has 12 on the first string, but other models can populate up to a full guitar - The challenge with Guitar Rising and other methods that work with a normal guitar is to analyze the signal, possible with one string, really really difficult with more than 1 string at the same time, which is why Midi guitars have separate pickups. Delay is a big issue, since analysis is always done after the fact - Guitars only allow 1 note per string. Playing the game across more than 1 string would be pretty hard, our guitar allows "chords" on one string, just like the plastic controller - On the Headliner, you don't really learn to play guitar, but you do learn to fret and pick a string, and end up with a real guitar when the game is over. Bundled software will let you trigger loop combinations interactively to play on top of, makes practicing a lot more fun. - On our other products coming out, you can learn to chord, and view the result on the screen, chords can be seen before picking a note, so delays are minimal - hope this helps....