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."
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. :)
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.
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....