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intelligent musicware ™

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While there may be any number of potential markets for us to explore, our primary focus at this stage is on developing musically gifted applications for toys, mobile, and videogames.

We can put a toddler at a toy piano and have them compose their own lullabies or nursery rhymes with such composers as Strauss or Mozart. 

In mobile, we could convert your text message into lyrics, instantly compose music to fit the mood, and allow you to send a unique, personalized musical text message to your friends (or blast musical Tweets to your Twitter followers). We could also enable you and your friends to create a virtual collaboration, essentially air guitar-ing (or bass, or keyboards, or all of them simutaneously) new works of music, by simply tapping or strumming your respective iPhone screens. The software would interpret the tactile input as rhythm or syncopation data, and use genomic patterns to connect the dots. Like a safety net, you and your friends could create new music out of thin air, whether you have any underlying talent or not. No practice required.

Videogames may come to adopt non-repeating soundtracks, replaced with technologies that composed scene-appropriate music in realtime, as the game was being played. 

Lifestyle activities like Karaoke and videogames like RockBand, Guitar Hero, and Wii Music have long revealed the public's deep desire to perform vicariously in emulating legendary music artists. The next iterations of these games can and should evolve to enable user improvisation, allowing the player to create new works of music through the invisible hands of their musical heros.

We believe the popularity of these 'vicarious experience' activities are proof as to the profound economic opportunity in developing comprehensive solutions for reselling/recapitalizing legacy artist, song, and album catalogs into new formats and applications. As such, we anticipate the eventuality of serving the broader recorded music industry, as we represent a means by which they could repackage and continuously resell the compositional patterns inherent in popular music. 

We also see opportunity in the social networking implications of our software, as it stands to attract and drive web traffic. Imagine MySpace, Facebook, Second Life, or World of Warcraft, with the added functionality of users (and avatars) creating and conjuring their own unique music through the helpful hands of their favorite artists, manipulating the algorithms through simple interfaces, then posting the music, uploading the music, socialcasting, sharing it with friends, turning it into ringtones, ringbacks, etc etc.

Intelligent music genomes inside cellphones, gaming consoles, social networks, childrens toys, etc would serve to effect more dynamic, more intuitive, more immersive, more interactive, and thus more personal consumer experiences, as if we had added another dimension of functionality to these familiar brands and devices. It also begs strong consideration what our technologies would mean across much of Asia, where the entertainment cultures are almost religiously based on emulating musical heroes, and where the populations are notorious early adopters of new technology.

Literally everywhere music exists, our technologies can elevate the consumer experience, and create new and lasting revenue for the entire creative community.

 

 

 

 




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