Game with hand motion control
Abstract
Problem to be solved.To provide a game having hand motion control. In various embodiments, wristband motion is used to control the game. The process of receiving the first wireless signal from the first device, the process of receiving the second wireless signal from the second device, the process of determining the first player identifier from the first wireless signal, and the process of determining the first player identifier. From the second wireless signal, the process of determining the second player identifier, the process of displaying a message requesting the player to identify himself, and the third player's identifier via the tactile input section. The step of receiving the instruction of the third player, the step of determining that the identifier of the third player matches the identifier of the first player, the step of receiving the third wireless signal from the first device, and the third step. Provided is a method including a step of interpreting a wireless signal as a command in a gambling game and a step of executing a command in the gambling game. [Selection diagram] Fig. 14b

Term
13.7 yearsto projected expiry
Projected expiry 1 June 2040, counted from filing; an application has no term until it is granted.
- Priority
- Filed
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10 claims: 2 independent, 8 dependent
- 1ループの形状で人間のプレーヤの腕に取り付けられた機器を制御する方法であって、前記人間に取り付けられた前記機器は、電源と、モーションセンサと、電磁受信機/送信機と、オーディオスピーカ及び/又は触覚トランスデューサの少なくとも1つと、プロセッサとを含んでおり、これら全ては、前記機器が取り付けられた前記人間のプレーヤの前記腕と統合した1つの運動を行うように結合され、当該方法は、 前記プロセッサが、前記電磁送信機に、前記機器に固有の識別子を符号化する信号をゲーム装置に送信するように指示するステップであって、前記ゲーム装置が前記信号を受信すると、前記ゲーム装置は人にメッセージを表示する、指示するステップと、 前記ゲーム装置での前記人による確認動作に応答して、前記プロセッサが、ゲーム制御信号を前記ゲーム装置に送信することによって該ゲーム装置でゲームを制御するように前記機器を構成するステップであって、前記ゲーム装置は、ゲーム制御信号を複数の装置から受信するように動作可能であり、前記機器の前記構成により、前記ゲーム装置は、前記機器から受信したゲーム制御信号にのみ反応する、構成するステップと、 前記プロセッサが、前記モーションセンサから信号を受信するステップであって、該信号は、前記機器の少なくとも1つの動きを示す、受信するステップと、 前記プロセッサが、前記受信したモーションセンサ信号を、ゲームの活動を制御するコマンドに変換するステップであって、前記ゲームは、前記ゲーム装置の前記人間のプレーヤに提供される、変換するステップと、 前記プロセッサが、前記コマンドを前記ゲーム装置に送信するように前記電磁送信機に指示するステップと、 前記プロセッサが、前記ゲーム装置から前記電磁受信機により無線で受信された命令を前記電磁受信機から受信するステップと、 前記命令に応答して、前記プロセッサが、前記オーディオスピーカ及び/又は触覚トランスデューサを駆動して、前記人間のプレーヤに情報を提供するステップと、を含む、 方法。
- 2前記機器は、該機器に取り付けられたスイッチをさらに含み、該スイッチは2つの安定した位置を有しており、当該方法は、 前記プロセッサが、前記スイッチの位置を検出し、且つ前記スイッチが前記2つの安定した位置のうちの第1の位置にある場合にのみ、信号を送信するように前記電磁送信機に指示するステップをさらに以下を含む、請求項1に記載の方法。
- 3前記機器は、腕時計及びリストバンドのうちの少なくとも1つを含む、請求項1に記載の方法。
- 4前記機器は、腕時計を含む、請求項1に記載の方法。
- 5前記機器は、リストバンドを含む、請求項1に記載の方法。
- 6電源と、モーションセンサと、電磁受信機/送信機と、オーディオスピーカ及び/又は触覚トランスデューサの少なくとも1つと、プロセッサとを含む、人間に取り付けられた機器であって、それら全ては、当該機器が取り付けられた前記人間のプレーヤの腕と統合した1つの運動を行うように結合されており、当該機器には、前記プロセッサが、 前記電磁送信機に、当該機器に固有の識別子を符号化する信号をゲーム装置に送信するように指示することであって、前記ゲーム装置が前記信号を受信すると、前記ゲーム装置は人にメッセージを表示する、指示すること、 前記ゲーム装置での前記人による確認動作に応答して、ゲーム制御信号をゲーム装置に送信することによって該ゲーム装置でゲームを制御するように当該機器を構成することであって、前記ゲーム装置は、ゲーム制御信号を複数の装置から受信するように動作可能であり、当該機器の前記構成により、前記ゲーム装置は、当該機器から受信したゲーム制御信号にのみ反応する、構成することと、 前記モーションセンサから信号を受信することであって、該信号は当該機器の少なくとも1つの動きを示す、受信することと、 前記受信したモーションセンサ信号を、ゲームの活動を制御するコマンドに変換することであって、前記ゲームは、前記ゲーム装置の前記人間のプレーヤに提供される、変換することと、 前記コマンドを前記ゲーム装置に送信するように前記電磁送信機に指示することと、 前記ゲーム装置から前記電磁受信機により無線で受信された命令を前記電磁受信機から受信することと、 前記命令に応じて、前記オーディオスピーカ及び/又は触覚トランスデューサを駆動して、前記人間のプレーヤに情報を提供することと、を実行する命令が含まれる、 機器。
- 7当該機器は、当該機器に取り付けられたスイッチをさらに含み、該スイッチは2つの安定した位置を有しており、前記プロセッサは、 前記スイッチの位置を検出し、前記スイッチが2つの安定した位置のうちの第1の位置にある場合にのみ、信号を送信するように前記電磁送信機にさらに指示する、請求項6に記載の機器。
- 8当該機器は、腕時計及びリストバンドのうちの少なくとも1つを含む、請求項6に記載の機器。
- 9当該機器は、腕時計を含む、請求項6に記載の機器。
- 10当該機器は、リストバンドを含む、請求項6に記載の機器。
Independent claims10
740 paragraphs, as filed
This application claims the priority benefit of US Patent Application No. 11 / 754,944, filed May 29, 2007, entitled "Game With Hand Motion Control." The entire application described above is incorporated herein by reference. The present application relates to a game having hand motion control.
The present application relates to a game having hand motion control.
<p> In the present invention, a first player identifier is obtained from a step of receiving a first wireless signal from a first device, a step of receiving a second wireless signal from a second device, and the first wireless signal. Through the process of determining, the process of determining the second player identifier from the second wireless signal, the process of displaying a message requesting the player to identify himself, and the tactile input unit. The step of receiving the instruction of the identifier of the third player, the step of determining that the identifier of the third player matches the identifier of the first player, and the third wireless signal from the first device. Is provided, a method including a step of interpreting the third wireless signal as a command in the gambling game, and a step of executing the command in the gambling game are provided.</p>
<figref num="1">FIG. 1 shows a game system according to some embodiments.</figref><figref num="2">FIG. 2 shows a communication network according to some embodiments.</figref><figref num="3">FIG. 3 shows a game service provider that communicates with the game communication device according to some embodiments.</figref><figref num="4">FIG. 4 shows a game network according to some embodiments.</figref><figref num="5">FIG. 5 shows a game system according to some embodiments.</figref><figref num="6">FIG. 6 shows a wireless game system according to some embodiments.</figref><figref num="7">FIG. 7 shows a portable game device having promotional content according to some embodiments.</figref><figref num="8">FIG. 8 is a block diagram of a game system according to some embodiments.</figref><figref num="9">FIG. 9 is a block diagram of a payment system that forms part of the game system shown in FIG. 8 according to some embodiments.</figref><figref num="10">FIG. 10 is a schematic diagram of a portable game device of the game system shown in FIG. 8 according to some embodiments.</figref><figref num="11a">FIG. 11A is a flow chart of how the player uses the portable game device according to some embodiments.</figref><figref num="11b">FIG. 11B is a flow chart of a specific usage of the portable game device by the player according to some embodiments.</figref><figref num="12">FIG. 12 is a flow chart of how the portable game device is used by the game service operator according to some embodiments.</figref><figref num="13">FIG. 13 is a flow chart of how to use the portable game device according to some embodiments.</figref><figref num="14a">Some one-camera-based embodiments are shown.</figref><figref num="14b">Some embodiments of 3-D (three-dimensional) detection are shown.</figref><figref num="14c">Two Cameras Some embodiments with a "binoculars" stereo camera are shown.</figref><figref num="14d">Some steps are shown according to some embodiments.</figref><figref num="14e">The process for color mapping according to some embodiments is shown.</figref><figref num="15">The hardware components of an implementation of a multi-camera control system according to some embodiments and their physical layout are shown.</figref><figref num="16A">The geometric relationships between the camera and the various image areas of FIG. 15 are shown according to some embodiments.</figref><figref num="16B">FIG. 15 shows an image captured by one of the cameras, according to some embodiments.</figref><figref num="17">FIG. 5 is a flow diagram illustrating a process performed within a microcomputer program associated with a multi-camera control system according to some embodiments.</figref><figref num="18">A flow diagram showing in more detail a portion of the process shown in FIG. 17, particularly the process involved in detecting and extracting an object from an image signal captured by a camera, according to some embodiments. is there.</figref><figref num="19A">Shown is sample image data presented as a grayscale bitmap image acquired by a camera and generated by part of the process shown in FIG. 18, according to some embodiments.</figref><figref num="19B">Shown is sample image data presented as a grayscale bitmap image generated by part of the process shown in FIG. 18, according to some embodiments.</figref><figref num="19C">Shown is sample image data presented as a grayscale bitmap image generated by part of the process shown in FIG. 18, according to some embodiments.</figref><figref num="19D">Shown is sample image data presented as a grayscale bitmap image generated by part of the process shown in FIG. 18, according to some embodiments.</figref><figref num="19E">Sample data presented as a binary bitmap image that identifies pixels that are likely to belong to the tracked object in the sample, generated by part of the process shown in FIG. 18, according to some embodiments. Is shown.</figref><figref num="20">Given a map of pixels identified as likely to belong to a part of the process described in FIG. 18, particularly the object being tracked, according to some embodiments, for example the data shown in FIG. 19E. Given, is a flow diagram showing in more detail the processes involved in classifying and identifying the object.</figref><figref num="21A">Following some embodiments, the process shown in FIG. 20 shows the sample data presented as a binary bitmap image presented in FIG. 19E, along with the identification of the data sample selected as belonging to an object in this sample. ..</figref><figref num="21B">Following some embodiments, the process outlined in FIG. 20 shows the sample data presented in FIG. 19E presented as a bar graph, along with the identification of the data samples selected as belonging to the object. A specific point in the graph has been identified.</figref><figref num="21C">A different set of samples presented as a binary bitmap image, along with identification of the object and the data sample selected by the process shown in FIG. 20 as belonging to a key part of the object in this sample, according to some embodiments. Show the data.</figref><figref num="22">FIG. 5 is a flow diagram showing in more detail some of the processes shown in FIG. 18, according to some embodiments, in particular the processes involved in generating and maintaining a description of the background area that the object is blocking.</figref><figref num="23A">According to some embodiments, Equation 3 indicates the underlying arrangement, that is, the angle that defines the position of the object in the field of view of the camera given the position on the image plane where the object was detected.</figref><figref num="23B">According to some embodiments, equations 4, 5 and 6 show the underlying arrangement, i.e. the relationship between the position of the camera and the object being tracked.</figref><figref num="24">According to some embodiments, Equation 8 is a graph showing the amount of attenuation that may be applied to the coordinates given a change in the position of the object in order to refine the position.</figref><figref num="25A">It is an example of an application program in which the object of interest is controlled by a system that controls the screen pointer in two dimensions, according to some embodiments.</figref><figref num="25B">A mapping between real-world coordinates and screen coordinates used by the application program in Figure 25A is shown according to some embodiments.</figref><figref num="26A">It is an example of an application program controlled by a multi-camera control system in which an object of interest controls a screen pointer in a three-dimensional virtual reality environment, according to some embodiments.</figref><figref num="26B">It is an example of an application program controlled by a multi-camera control system in which an object of interest controls a screen pointer in a three-dimensional virtual reality environment, according to some embodiments.</figref><figref num="27A">Demonstrates the division of the region into detection surfaces used by gesture detection methods to identify gestures that may be associated with the intent to activate, according to some embodiments.</figref><figref num="27B">Demonstrates the division of the region of interest according to some embodiments into the detection box used by the gesture detection method for identifying gestures that may be associated with selecting the cursor direction.</figref><figref num="27C">Demonstrates an alternative division of the region into a direction detection box used by gesture detection to identify gestures that may be associated with selecting a cursor direction, according to some embodiments.</figref><figref num="27D">The relationship between adjacent compartments in FIG. 27C, according to some embodiments, is shown in more detail.</figref><figref num="28">The appearance of the device according to some embodiments with the device in the neutral position is shown.</figref><figref num="29">An example of the internal structure of the implementation of FIG. 28 is shown according to some embodiments.</figref><figref num="30">It is a flow diagram which shows the method which concerns on another exemplary implementation according to some embodiments.</figref><figref num="31A">FIG. 31A shows an example of a tilted region defined around a neutral axis, according to some embodiments.</figref><figref num="31B">FIG. 31B shows an example of a tilted region defined around a neutral axis, according to some embodiments.</figref><figref num="31C">FIG. 31C shows an example of a tilted region defined around a neutral axis, according to some embodiments.</figref><figref num="31D">FIG. 31D shows an example of a tilted region defined around a neutral axis, according to some embodiments.</figref><figref num="32">An outer top view of an exemplary device according to another exemplary implementation according to some embodiments is shown.</figref><figref num="33A">FIG. 33A shows an exemplary indicator according to some embodiments.</figref><figref num="33B">FIG. 33B shows an exemplary indicator according to some embodiments.</figref><figref num="33C">FIG. 33C shows an exemplary indicator according to some embodiments.</figref><figref num="33D">FIG. 33D shows an exemplary indicator according to some embodiments.</figref><figref num="33E">FIG. 33E shows an exemplary indicator according to some embodiments.</figref><figref num="34A">FIG. 34A shows a front view and a side view of the device of FIG. 32 shown in the neutral position, respectively, according to several embodiments.</figref><figref num="34B">FIG. 34B shows a front view and a side view of the device of FIG. 32 shown in the neutral position, respectively, according to some embodiments.</figref><figref num="35A">FIG. 35A shows a front view of the apparatus of FIG. 32 in which the apparatus of FIG. 32 is operated in negative roll orientation and positive roll orientation, respectively, according to some embodiments.</figref><figref num="35B">FIG. 35B shows a front view of the apparatus of FIG. 32 in which the apparatus of FIG. 32 is operated in negative roll orientation and positive roll orientation, respectively, according to some embodiments.</figref><figref num="36A">FIG. 36A shows a side view of the apparatus of FIG. 32 in which the apparatus of FIG. 32 is operated in positive pitch orientation and negative pitch orientation, respectively, according to some embodiments.</figref><figref num="36B">FIG. 36B shows a side view of the apparatus of FIG. 32 in which the apparatus of FIG. 32 is operated in positive pitch orientation and negative pitch orientation, respectively, according to some embodiments.</figref><figref num="37">According to some embodiments, it is a table showing one possible mapping of device orientation used to output the signal corresponding to the character and case which is the output when the control is selected.</figref><figref num="38A">FIG. 38A shows a menu of symbols displayed according to another exemplary implementation, according to some embodiments.</figref><figref num="38B">FIG. 38B shows a menu of symbols displayed according to another exemplary implementation, according to some embodiments.</figref><figref num="39">FIG. 5 is an external view showing a game system F1 according to some embodiments.</figref><figref num="40">It is a functional block diagram of the game apparatus F3 shown in FIG. 39.</figref><figref num="41">It is a perspective view which shows the appearance of the controller F7 shown in FIG. 39.</figref><figref num="42">FIG. 5 is a perspective view showing the state of the connection cable F79 of the controller F7 shown in FIG. 41 which is about to be connected to or disconnected from the core unit F70.</figref><figref num="43">It is a perspective view of the core unit F70 shown in FIG. 41 seen from the upper rear side.</figref><figref num="44">It is a perspective view of the core unit F70 shown in FIG. 41 seen from the front side of the bottom surface.</figref><figref num="45">It is a perspective view which shows the state which the upper casing of the core unit F70 shown in FIG. 41 is removed.</figref><figref num="46">It is a perspective view which shows the state which the lower casing of the core unit F70 shown in FIG. 41 is removed.</figref><figref num="47">It is a perspective view which shows the 1st example of subunit F76 shown in FIG. 41.</figref><figref num="48">It is a perspective view of the state in which the upper casing of the subunit F76 shown in FIG. 47 is removed.</figref><figref num="49A">FIG. 49A is a top view of the second example of subunit F76 shown in FIG.</figref><figref num="49B">FIG. 49B is a bottom view of the second example of subunit F76 shown in FIG.</figref><figref num="49C">FIG. 49C is a left side view of the second example of subunit F76 shown in FIG.</figref><figref num="50">It is a perspective view of the subunit F76 shown in FIG. 41 as seen from the upper front side.</figref><figref num="51">It is a top view which shows an example of the 1st modification of the subunit F76 shown in FIG. 41.</figref><figref num="52">It is a top view which shows an example of the 2nd modification of the subunit F76 shown in FIG. 41.</figref><figref num="53">It is a top view which shows an example of the 3rd modification of the subunit F76 shown in FIG. 41.</figref><figref num="54">It is a top view which shows an example of the 4th modification of the subunit F76 shown in FIG. 41.</figref><figref num="55">It is a block diagram which shows the structure of the controller F7 shown in FIG. 41.</figref><figref num="56">It is a schematic diagram which shows the state of the game controlled by using the controller F7 shown in FIG. 41.</figref><figref num="57">An exemplary state of a player holding the core unit F70 with his right hand when viewed from the front side of the core unit F70 is shown.</figref><figref num="58">An exemplary state of a player holding the core unit F70 with his right hand when viewed from the left side of the core unit F70 is shown.</figref><figref num="59">It is a schematic diagram which shows the viewing angle of the LED module F8L, the viewing angle of the LED module F8R, and the viewing angle of the image pickup element F743.</figref><figref num="60">An exemplary state of the player holding the subunit F76 with his left hand when viewed from the right side of the subunit F76 is shown.</figref><figref num="61">Shown is an exemplary game image displayed on monitor F2 when game device F3 is running a shooting game.</figref>
In various embodiments, the player may use motion as input to a game played on a portable gaming device. This game may be a gambling game such as a raw data game, a slot machine game, a roulette game, a claps game, or any other gambling game. Players may bet on the game and may be in a position to make money depending on the outcome of the game. Players may be likely to lose money in the game.
The motion used as an input may include the motion of the portable game device itself. Therefore, the player may tilt, shake, move, rotate, or otherwise move the portable gaming device. Such movement of the portable gaming device may be interpreted by hardware sensors and / or software as commands or instructions for playing the game. Therefore, one motion may be viewed as a start signal for the game or as a signal for a cash refund.
In various embodiments, the player may be provided with audio feedback. This audio feedback may be given according to the motion performed by the player or according to the motion recognized by the portable gaming device. Audio feedback may be given during the motion being made by the player. This audio feedback gives the player a gaming experience by providing the player with audio that they will hear while playing the game on a stand-alone gaming device such as a real game console or slot machine. It may be promoted. Voice feedback may provide information to the player. The voice feedback may inform the player that the motion performed by the player was recognized as a command, or that the motion performed by the player was not recognized as a command.
In various embodiments, the player may be provided with force feedback or tactile feedback. Portable gaming devices may create motion, pressure, heat, or other palpable or other sensations. Springes, motors, resistors, or other devices may be used to create tactile sensations. .. Tactile feedback may give the player the sensation of shaking the mobile gaming device in the player's hands, for example, rolling the dice.
In various embodiments, the player may have a wristband. The wristband may include a motion sensor such as an accelerometer for detecting motion. The player may move the hand wearing the wristband in a specific way in order to issue a command into the game. In various embodiments, the wristband may provide tactile feedback.
(Wristband / Bracelet) In various embodiments, the player may wear a bracelet, wristwatch, wristband or other device around the player's wrist. This wristband may include one or more of the following: (a) processor (eg semiconductor processor); (b) power supply (eg battery); (c) motion sensor (eg accelerometer; For example, a gyroscope; for example, a camera for measuring motion based on a changing visual image); (d) a transmitter (eg, an antenna); (e) a receiver (eg, an antenna); (f) Memory (eg, semiconductor memory); (g) Display device (eg, liquid crystal display screen); (h) Speaker (eg, for transmitting audio output); (i) Tactile output device.
(The wristband records the motion) In various embodiments, the wristband may track the motion performed by the player wearing the wristband. For example, a motion sensor in the wristband may detect acceleration, position changes, orientation changes, angular displacements, paths, trajectories, or any other component of motion. The wristband may track the motion of the hand or wrist on which the wristband is worn. This wristband may store data representing motion. Such data may be stored, for example, in memory in the wristband. The wristband may transmit the motion instructions made to another device, such as a portable gaming device, a fixed gaming device, or a casino server.
In various embodiments, the wristband may store or transfer raw data, such as data indicating any reading received from the motion sensor. In various embodiments, the wristband may translate this raw data into more condensed or more sophisticated data. For example, a series of reads from a motion sensor in a bracelet may be translated into commands. That is, the player wearing the wristband may make a motion to give a command. The wristband may then store its command rather than the exact position of the wristband as a function of time. The wristband may send commands to another device, for example via a transmitter on the wristband.
(Motion constitutes a command in the game) In various embodiments, the motion of the wristband may be interpreted as a command in the game. The player may move the player's hand up and down, for example, to start spinning the reels in a slot machine game. Players also (a) settle; (b) hold cards in video poker; (c) discard cards in video poker; (d) double down with blackjack; (e) some bonus times Choose one of the options; (f) make a bet of a certain size; (g) see a list of game commands; (h) start bonus times; (i) payline to play You may move your hand in such a way as to represent a command to select, or to execute any other command in the game, or any other command. This wristband may store a table that associates a particular motion with a particular game command. Upon receiving a sensor reading indicating a particular motion, the wristband may look up the motion corresponding to that command in its table. The wristband may then send the command to a portable gaming device, a fixed gaming device, or another device, such as a casino server. The casino server may relay the command to another device, such as a fixed gaming device, or a portable gaming device. In various embodiments, the command may then be executed or followed in the game.
(The wristband communicates with the portable gaming device) In various embodiments, the wristband may communicate with the portable gaming device. The wristband may have an antenna and a receiver for this purpose. This portable game device may also have an antenna and a receiver for communicating with other devices. The portable gaming device and wristband may communicate via various protocols such as Bluetooth (Bluetooth), Wi-Fi, or any other protocol.
(The wristband controls other devices) The wristband may communicate with a portable gaming device, a fixed gaming device, or any other device. The wristband may detect player motion, such as player hand motion. The wristband may interpret this motion as a command for the device with which the wristband is communicating. The wristband may send a command to that device, which the other device may follow. In some embodiments, the wristband captures raw data such as a series of positions on the player's wrist as a function of time. This raw data is sent to another device. Other devices then interpret this raw data as a command.
(Communicating with Multiple Devices Simultaneously) In various embodiments, the wristband may communicate with more than one device. This wristband may be communicating with two or more devices at the same time. The wristband may transmit a single signal that may be received by both the first and second devices. For example, commands sent by the wristband may be received on the first slot machine and the second slot machine. In some embodiments, the first and second devices may emit signals at about the same time. The wristband may receive both signals.
In some embodiments, the player may have two or more devices, such as two or more fixed gaming devices, identify themselves. The player has some proof of identity such as a player tracking card, biometric, or device (such as a wristband). The identity) may be given an identifier that can be associated with the player (eg, a unique identifier). The player may allow or allow communication between the player's wristband and the two or more devices. As part of the permit, the player may agree to play the game on each of these two or more devices. Therefore, in some embodiments, the player may allow two or more devices to interpret the signal coming from the player's wristband as a command signal to be used in the game. In some embodiments, the player may present his wristband to more than one device. For example, the player may carry the player's wristband within a few inches of the RFID reader on the slot machine. This slot machine may receive a signal from an RFID tag on the wristband. The device may then recognize commands received from the presented wristband, but may not recognize commands received from other wristbands. Therefore, the device may accept commands from the wristband for some time. In various embodiments, specific until some stop command is received, no further commands are detected (eg, the wristband is switched off or taken out of the device's range). The command may be accepted until the time elapses, or until some other outage situation occurs. To resume providing motion-based commands to the device, the player may allow reception from the player's wristband and use of the command again. For example, the player may present his wristband.
In various embodiments, the player may be involved in playing on two or more gaming devices at the same time. The player may make a motion, and an instruction of such a motion (for example, a command derived from such a motion) may be transmitted to two or more game devices. Each of the two or more gaming devices may execute the command. Therefore, in some embodiments, the player can conveniently play two or more games at the same time while avoiding repeated commands for each of the individual games. For example, a player may start a game on each of two slot machines using a single wrist swing.
In some embodiments, the first device may receive data (eg, motion data) from the wristband. This first device may interpret this data as a command and play a game based on this command. The second device may receive the same data from the wristband. The second device may transmit the data (or interpretation of the data) to a player's friends or other group, which allows the other group to follow what the player is doing. The second device may transmit game result instructions, refunds and other occurrences related to the game played by the player to the player's friends or other groups. In some embodiments, the player may play several games simultaneously using motion from his wristband. Data from those games (such as results) may be sent to the casino server or another device. Data is generated by other groups, such as by a player's friends, or by others who will play their own game using random occurrences that occurred in the player's game (eg, others in the player's game). It may be used to be viewed by (may bet based on the results).
In various embodiments, the player may play on two gaming devices at the same time. However, each command generated by the player (eg, through motion) may be applied to only one gaming device at a time. For example, the player may generate a first command that applies only to the first game of the first game device. This player may then generate a second command that applies only to the second game of the second game device. The player may then generate a third command that applies only to the first game of the first game device. In various embodiments, the two gaming devices may be controllable by their own set of motion commands, with little or no overlap between the motions used for the commands. Therefore, for example, the motion generated by the player may correspond to a valid command in one of the game devices, but may not correspond to a valid command in the other game device. Different motions may not correspond to valid commands in the first game device, but may correspond to valid commands in the second game device.
(Time when the data stream from the wristband is not received) In various embodiments, the device may be within range of the wristband transmitting the data, but the device may not be able to receive the data, or the device may not be able to interpret the data. Alternatively, the device may not be able to use the data. The device may be a portable game device or a fixed game device such as a slot machine. The device may not be able to use data from the wristband if one or more of the following are valid: (a) the player wearing the wristband does not allow the device to identify itself; (b) list The player wearing the band has not presented the identification to the device; (c) the wristband is sending commands that the device does not understand; (d) the player wearing the wristband is at least with the device The player has not made some physical contact (eg, pressing a button on the device); (e) the player informs the device that the device should anticipate a motion command from the wristband. Not; (f) The device is currently accepting motion commands from different wristbands; (g) The player does not have a sufficiently high credit balance to play the game on that device (eg, The player has a credit balance of zero); (h) The player has not made physical contact with the device for a given amount of time (eg, the player has physically pressed a button on the game device for the last 10 minutes. Not); or if any other situation applies.
(Biometrics as Game Input) In various embodiments, the wristband is a pulse from the player, temperature, skin conductivity, water level, electric field (eg, from a nerve pulse), muscle tonicity, or any It may sense other biometric signals. This signal may be translated into numbers. For example, a numerical temperature reading in Fahrenheit may be used as a seed for a random number generator, which is then used to generate results in the game.
In various embodiments, the biometric reading received on the wristband may indicate that the wristband is still worn. If the wristband detects a pulse, for example, the wristband or another device may infer that the wristband has been worn by the player and has not yet been removed. In various embodiments, the portable gaming device, fixed gaming device, or other device is believed to be worn based on the biometric signal that the wristband is currently worn (or received from the wristband). ) Only in case may the action be taken based on the signal received from the wristband. In some embodiments, if the biometric signal received by the wristband is interrupted (eg, the wristband no longer detects the pulse), the wristband is sent to the casino server or some other device. You may send a signal to. This signal may indicate that the biometric signal detected on the wristband was interrupted. Accordingly, the casino server may instruct other devices not to follow commands or signals received from the wristband until the wristband is reestablished by the player. In some embodiments, the wristband is on the player in the presence of the casino representative or with the help of the casino representative, before the signal from the wristband is honored by another device. Must be reestablished at. In some embodiments, the wristband may transmit a signal calling medical personnel if there is an interruption in the biometric signal detected by the wristband. For example, the wristband may send a signal to the casino server indicating that the pulse is no longer detected.
(The wristband broadcasts data that identifies the user) In various embodiments, the wristband may transmit or broadcast data that identifies the player wearing the wristband. This wristband may be the card number that tracks the player, the player's name, the player's alias, the player's room number, the player's credit card number, or any other about the player that may be used to identify the player. Information may be broadcast. In some embodiments, the wristband may transmit a signal derived from a biometric reading. For example, the wristband may broadcast a signal derived from a pulse or electrocardiogram reading obtained from the player. This biometric reading may serve to uniquely identify the player.
In various embodiments, the signal broadcast from the wristband and identifying the player may give the player wearing the wristband certain privileges. The player's hotel room door may be unlocked remotely (eg, the door may be unlocked from a key or other device without the need for physical contact). When the hotel room door receives a signal from the player's wristband that identifies the player, the hotel room door may be unlocked. This player may be allowed to gamble on a particular gaming device. This player may be allowed to enter a particular area of the casino based on the identity provided by the player's wristband. In various embodiments, the wristband may provide the player with an identifier that allows the player to gain access to a balance of funds or another financial account. The player may use the funds, for example, to gamble or shop. For example, the player may approach the game device. This player may have an account with a positive cash balance stored on the casino server. When a player's wristband sends a player identifier to a slot machine, the slot machine may receive the identifier and send instructions for that identifier to the casino server. The casino server may then allow the player to access the player's funds. Some or all of the player's funds may then be made available to the gaming device (eg, in the form of a credit balance). This player may then use the money to play the game.
In various embodiments, the wristband may have power limitations due to the small available volume within the wristband that includes the battery or other power source. This wristband may take various steps to store power. In some embodiments, the wristband may periodically send a signal to another device, such as a portable gaming device or a fixed gaming device. For example, a wristband may send a signal consisting of a series of bits to a mobile gaming device every 50 milliseconds. This signal may contain data or information that describes the motion produced by the wristband since the last signal transmission. In various embodiments, the time between signal transmissions may vary depending on what data or information needs to be transmitted by the wristband. For example, if the wristband is motionless all the time, the time between signal transmissions may be extended to 200 milliseconds. When the wristband starts moving again, the time between signal transmissions may be shortened again to 50 milliseconds. Thus, in various embodiments, the time between times when a signal is transmitted by the wristband may vary based on the motion of the wristband and / or the motion detected by the wristband. Good. In various embodiments, the time between times when a signal is transmitted by the wristband may vary based on the amount of information the wristband must communicate with another device. For example, if the player is actively involved in the game, the wristband may send signals frequently. If the player is not actively involved in the game (eg, the player has not started playing the game on a fixed or portable game device; For example, the wristband may transmit signals relatively infrequently (if the player is not in an area where the game is allowed). In various embodiments, when the wristband is not moving, the wristband may periodically send a short brief signal indicating that the wristband is still in operation or ready for use. However, this signal may indicate that the wristband is not currently in use or is not in use for the game.
In various embodiments, the wristband may derive power or energy from the motion of the wearer's arm or from other motions of the wearer. The wristband may derive energy from its own motion, and the motion of the wristband itself may be triggered by the motion of the arm to which the wristband is attached. Devices for utilizing electrical energy from motion include piezoelectric devices or mechanical rotary magnetic generators. Power supplies such as those used in Fossil kinetic watches or Ventura kinetic watches may also be used.
In various embodiments, the wristband may detect relative motion between it and another device. For example, the player may wear two wristbands. One wristband may transmit a signal of constant intensity to the other wristband. Based on the distance between the wristbands, the signal appears relatively strong (eg, when those wristbands are close) or relatively weak (eg, when those wristbands are far) at the receiving wristband. In this way, how close these wristbands are to each other may be measured. The relative motion of the wristband may be measured for any suitable device. Players may wear the device elsewhere in their body, such as a belt buckle capable of transmitting or receiving signals. The wristband may send or receive signals to, or receive signals from, a receiver attached to any fixed device outside the individual, such as a wall, ceiling, floor, or gaming device. Good.
In various embodiments, the wristband may detect a drinking motion. The wristband may detect wrist rotation via an orientation sensor within the wristband. If there is a large rotation of the wrist, it may be inferred that the player has almost finished drinking the drink and therefore the player needs to tilt the drink significantly. Accordingly, casino representatives may be instructed to serve new drinks to players and / or players may be asked if they would like another drink.
(Technologies for collecting energy for wristbands) Various techniques for collecting energy from the environment or from ambient conditions are described in the paper "Energy Scavenging for Mobile and Wireless Electronics" by Joseph A. Paradiso and Thad Starner. Has been done. As of May 11, 2007, this paper was available at http://www.media.mit.edu/resenv/pubs/papers/2005-02-E-HarvestingPervasivePprnt.pdf.
Radio frequency identification systems allow tags to derive energy from remote or non-adjacent sources (eg, tag readers). This tag receives radio frequency energy from the tag reader inductively, capacitively, or dissipating heat.
Solar cells may allow portable devices such as wristbands to derive energy from ambient light. An exemplary technique is a crystalline silicon solar cell.
A thermoelectric generator may allow the induction of energy from heat transfer. These generators utilize temperature gradients, such as the difference between a person's body temperature and the temperature of the surrounding air. The Seiko Thermal watch uses a thermoelectric generator to power its mechanical watch components. One thermoelectric technology is Thermo Life from Applied Digital Solutions.
Various techniques make it possible to collect energy from vibration or motion. Motion may be used to move the mass in a preferred or biased direction. The movement of the mass may be spring-wound. The energy of the spring may then be used to generate direct mechanical energy (eg, move the hands of a wristwatch), or a magnet, coil, or other generator of a power generator to produce electricity. You may move the components. Illustrative techniques for collecting energy from mechanical motion include ETA Autoquartz, Seiko AGS (automatic power generation system), and Harvester from Ferro Solutions. Piezoelectric materials may be deformed in the presence of motion or vibration to generate electricity. For example, Ocean Power Technologies has developed a harvester that is immersed in turbulent water and deformed by the water stream to generate electricity. Some generators include capacitors with movable plates. On a charged capacitor, the induced motion of one of the plates can generate an electric current. Piezoelectric generators and capacitive generators may be used, for example, to collect energy from shoes while walking.
Some generators include turbines that can be driven by ambient airflow.
(Game Device as Antenna Row) In various embodiments, each of the two or more fixed game devices may include components of the antenna row. When working together, those gaming devices may detect and interpret signals from portable gaming devices or from wristbands. For example, each of the two or more fixed game devices may have an antenna. Each gaming device may receive a signal transmitted by a portable gaming device or wristband. The signal received by each of the antennas of the two or more gaming devices may then increase, perhaps with some time delay or phase shift applied by the one or more gaming devices. Increasing the signal received by two or more antennas may reduce the signal-to-noise ratio, so the signal from the portable gaming device or wristband is read with higher accuracy or at greater distances. It may be possible, or thus the portable gaming device may allow the wristband to transmit with less power and thus benefit from extended battery life.
(New battery at the end of each shift) In various embodiments, the battery or power supply in the wristband may be routinely replaced on a regular basis. The battery is (a) once a day (eg at the end of the day); (b) once per shift (eg at the end of the casino participant's shift; for example at the beginning of the casino participant's shift); (c) Once an hour; or may be replaced by any other criterion. In various embodiments, the wristband may include an indicator light or some other output device to indicate a low power level of its battery or power supply. The battery may be replaced or recharged when the indicator light is on.
(Wristbands provide location information to the player) In various embodiments, the wristband may broadcast a signal. This signal may include a player identifier such as a name or a card number that tracks the player. This signal may include information about the position of the player. For example, a wristband may collect position information from a beacon or satellite, calculate its position, and send the position information to a gaming device or any receiver.
In some embodiments, the wristband measures a change in its position, but it is not an absolute position. The receiver that receives the signal from the wristband may be able to measure the direction of the wristband from the receiver, but may not be able to measure the distance of the wristband. The player wearing the wristband may then walk some distance and the position of the wristband may change accordingly. The wristband may include an accelerometer or other motion detector that can be used to measure changes in position (not necessarily absolute position). The wristband may also include a sensor for measuring orientation, such as a compass. The wristband may therefore measure a change in position (eg, measured in feet or meters) and broadcast this change to the receiver. The wristband may further measure the direction in which the position change occurs and broadcast this direction to the receiver. Again, the receiver may be able to measure the orientation of the wristband from the receiver at the new position of the wristband, but may not be able to measure its distance from the receiver. The absolute position of the wristband is determined based on these two measurements of the direction of the wristband from the receiver, based on the distance the wristband has moved, and based on the direction the wristband has moved. You may. This is because in the triangle formed by the receiver, the initial position of the wristband, the final position of the wristband, one side and two adjacent angles will be known. This side is the path the wristband traveled (assuming it took the shortest path), and these angles are based on the direction in which the receiver detected the wristband in its initial and final positions. And can be found based on how the wristband itself moved.
(Wristband used to control a portable game device) In various embodiments, a wristband may be used to control a portable game device. Wristbands may send signals to portable gaming devices, where they provide instructions or commands as to how such signals should proceed in the game. Such orders include an order to start playing a game, an order to hold a particular card, an order to hit or stand (eg in blackjack), an order to bet on a particular payline. , Or any other instruction. The wristband may also send a signal to the fixed gaming device, where it provides instructions or commands to the fixed gaming device as to how such a signal should proceed in the game. ..
The wristband may measure its own motion via a motion sensor (via an accelerometer, etc.). The wristband may interpret such motion as a command to be used in the game. To control a portable gaming device or a fixed gaming device, the wristband may send such a command to such a device. In some embodiments, the wristband may record motion data such as distance traveled, acceleration, trajectory, velocity, or any other motion data. The motion data may be transmitted to a portable game device or a fixed game device. In portable game devices or fixed game devices, motion may be translated into game commands. In various embodiments, the wristband may send either motion data or game commands to the casino server. The casino server may then send motion data or game commands to the portable gaming device or the fixed gaming device to control it.
In various embodiments, the wristband may be used to control any device or issue a command to any device. Such devices may include point-of-sale information management terminals, vending machines, kiosks, automated teller machines (ATMs), or any other device. For example, the player may use the player's hands to create a series of motions. This motion may be received by the player's wristband. This wristband may interpret the motion as an instruction to the ATM. The wristband may send the instruction to the ATM. The ATM may then act according to the order, for example by paying the player cash.
(Wristband for 2D Control) In various embodiments, the player may move the player's hand or arm in one plane. Such a motion may guide the cursor to move on the screen as well. For example, if a player first moves his hand in one direction and then in the opposite direction, the cursor will also move in one direction first and then in the opposite direction. Players may rest their arms on a flat surface, such as the surface of a table. Players may rotate their hands on the surface of the table, thereby moving their hands in two dimensions. Therefore, the wristband may be used to control the position of the cursor on a screen such as the screen of a fixed game device, a portable game device, or another device.
(Strings provide force feedback) In various embodiments, the fixed gaming device may include strings, cables, wires, or other similar components. The string may be wound around a wheel, mandrel, spindle, shaft, or other device. The gaming device may include a motor for rotating the wheels. The rotation of this wheel in one direction releases more laces, while the rotation of this wheel in the other direction pulls in the laces.
In various embodiments, the player may attach the end of the string to the wristband. Depending on what happens in the game, the gaming device may either pull in the strings or untie more strings. This may have the effect of pulling and releasing the player's wrist. This may provide palpable feedback to the player. In some embodiments, the player may deliberately pull the string to generate a command in the game. For example, the player may pull the string outwards to rotate the reels of the slot machine game. The faster or harder the player pulls the string, the faster the reel may rotate.
(Distinguishing a signal from a plurality of wristbands) In various embodiments, the game device may detect a signal from the wristband. The wristband may send an identifier to the player so that the gaming device can recognize the identity of the player. In various embodiments, when one gaming device detects a signal from the wristband, other gaming devices may also detect the same signal. Therefore, in various embodiments, the gaming device may determine whether it was the player's intention to communicate with it, or whether it was the player's intention to communicate with a different gaming device.
In various embodiments, the gaming device may recognize that someone is playing the gaming device. For example, the gaming device may detect an actual button press, a card that tracks the player may be inserted, a currency may be inserted, and so on. At the same time, the gaming device may detect a signal from the wristband. The gaming device may display a message or otherwise ask the player currently playing the machine whether the player is the very person who received the wristband signal. .. The gaming device may recognize the identity of the player from the wristband signal and therefore may display the player's name on the player physically present in the gaming device. When a physically present player recognizes his or her own name, the player may confirm that the gaming device is actually receiving a wristband signal from that player. The game device may then allow the player to use the motion control to advance the game.
In various embodiments, the gaming device may recognize that the wristband is nearby and that the gaming device is being played by a physically present player. Therefore, for example, the game may be easily started by physically pressing the button. The gaming device may then ask the physically present player if that player is the same player as indicated by the signal received from the wristband. If the physically present player answers affirmatively, the gaming device may ask that player if he or she wants to proceed using motion controls.
In various embodiments, the gaming device may distinguish a plurality of signals coming from different wristbands as follows. Each wristband may be associated with a unique identifier. Each wristband may broadcast its own unique identifier. The gaming device may ask the physically present player which identifier corresponds to the player's wristband. In some embodiments, the gaming device may ask the player to enter the identifier of the player's wristband. If this identifier matches the identifier of the signal received from one of the wristbands, then the gaming device may only react to the signal received from that wristband.
In various embodiments, the gaming device may ask the player to bring a wristband near the reader. The reader may be an optical reader, an RFID reader, a magnetic stripe reader, or any other reader. In this way, the signal physically belonging to the player in the game device may be the apparently strongest signal received by the game device. The gaming device may then allow the gaming device to physically allow the player to play using his or her wristband. The player may then use some motion controls, or the player may use command-by-command motion controls on the gaming device.
(Reference light for fixed game devices) In various embodiments, the fixed gaming device may include one or more lights, beacons, transmitters, audio speakers, or other light emitting devices. For example, a fixed gaming device may contain two bright lights placed on top of the gaming device. The light emitting device may serve as a reference point for the portable game device and / or the wristband. The wristband may detect, for example, light or other signals from two light emitting devices on the gaming device. The bracelet may use the two light emitting devices as a fixed reference frame for measuring its orientation. For example, when the two light emitting devices appear side by side from the viewpoint of the wristband, the wristband may determine that its orientation is normal. However, if the two light emitters appear on top of one, the wristband may assume that it has rotated 90 °. In various embodiments, the light emitting device may output the same type of signal, eg, light of the same wavelength and amplitude. In some embodiments, different light emitting devices may output different signals. This may allow a wristband or portable gaming device to distinguish one light emitting device from another light emitting device in all orientations, thereby making its own orientation even more accurate. In various embodiments, the fixed gaming device may have more than two light emitting devices. For example, a fixed gaming device may have three, four, or five light emitting devices. In various embodiments, the light emitting device may be placed elsewhere than just above the fixed gaming device. For example, the light emitting device may be placed on the ceiling or wall.
In various embodiments, the light emitting device may emit light at a particular frequency. The light emitting device may emit red light, green light, infrared light, or some other frequency light. The light emitting device may emit light having a plurality of frequencies. For example, the light emitting device may emit white light. The light emitting device may emit sound.
Wristbands and / or portable gaming devices may include sensors, cameras, microphones, or other detectors for detecting the output of the light emitting device. For example, the wristband may include a camera. The camera may detect light from a light emitting device on the game device. The wristband may determine its orientation based on the position of the light emitting device in the image captured by the wristband's camera.
In various embodiments, the gaming device does not necessarily have a wristband or a dedicated light emitting device for detection by the portable gaming device. However, the wristband or portable gaming device may detect features specific to the gaming device. For example, the gaming device has a candle on top that is intended to light up when a casino participant is called into the gaming device (for example, when a player of the gaming device wins a reserve stake). You may be. A sensor in a wristband or portable gaming device may recognize the image of the candle. For example, the wristband may include a camera. The camera may attempt to capture an image and match a portion of the image with a pre-stored image of the candle on the gaming device. The wristband may determine its own orientation based on the orientation of the candle from the captured image relative to the orientation of the candle in the stored reference image. For example, if the captured image appears to be a version of the reference image rotated 90 °, the wristband may assume it is rotated 90 °.
In various embodiments, the sensor in the portable gaming device or wristband may detect other features of the fixed gaming device. The sensor may detect a paytable, screen, handle, bet button, coin tray, image on the gaming device housing, reserve stake meter, or any other feature of the gaming device. For any feature, the wristband or portable gaming device may store a reference image or reference signal. To detect or interpret a feature, the wristband or portable gaming device may attempt to capture an image and match a portion of the image with one or more reference images. In the matching process, the wristband or portable gaming device may manipulate the captured image to adjust the size or orientation of the captured image in an attempt to better match the reference image. If there is a match (eg, a portion of the captured image matches the reference image in the coin tray), the wristband or portable gaming device determines the degree of rotation of the captured image that needed to be matched. You may. The degree of this rotation may then indicate the amount of rotation of the wristband or portable gaming device.
In various embodiments, the gaming device may track the motion of a wristband or portable gaming device. The wristband may include a beacon or light emitting device such as an infrared light emitting device, a light emitting diode, or a voice speaker. This wristband may include two or more light emitting devices. The gaming device may include a detector such as a camera, microphone, or antenna. The game device may determine the position or relative position of the light emitting device on the wristband. For example, in a vertically upright position, the two light emitting devices on the wristband may appear side by side. When the wristband is rotated 90 °, one light emitting device may appear above the other. Therefore, the game device may be able to confirm the orientation of the wristband based on the relative position of the two light emitting devices on the wristband. Also, the apparent distance between the two light emitting devices on the wristband may provide an indication of the distance of the wristband itself from the gaming device. For example, if two light emitting devices on the wristband appear close to each other, it may be assumed that the wristbands are far apart. On the other hand, if the two light emitting devices on the wristband appear apart from each other (at least relatively), the wristbands may be assumed to be close together. By tracking the motion of a wristband or portable gaming device, the gaming device (eg, a slot machine; eg, a video poker machine) may confirm the command intended by the player. The gaming device may execute those commands in the game it plays. The gaming device may also send those commands to another device, such as another fixed gaming device, or, for example, a portable gaming device.
(Screen guidance for motion control) In various embodiments, gaming devices, such as fixed gaming devices, may provide players with instructions on how to use motion controls. The description may indicate one or more available commands that the player can give. For example, the game device may list commands for: (a) start the game; (b) make a selection at bonus times; (c) select a card to discard in a video poker game That; (d) choose whether to hit or stand in the game of blackjack; (e) choose the payline to bet on; or take any other action in the game or otherwise. The game device may also provide an explanation of how to issue a command. The gaming device may indicate which motion is required to issue a command. The gaming device may use the hands to show a simple video or animation of the person making the motion. Therefore, the player may watch a brief video clip of the person moving the player's arm in a particular way, following the potential command. The video clip may be repeated constantly or may be streamed on demand (eg, upon contact of the player). The motion to be made to issue a command may be spelled out in text format, such as "Twice your hand to the right and then once up." Instructions on how to use the motion control may be presented in many different formats.
In some embodiments, one may be guided by instructions or may have the opportunity to practice making motions. For example, the instructions for making the motion corresponding to the "Start Game" command may be performed in the form of a video clip. In other words, an animation of a person making a particular motion may be shown on the display screen of the game device. The player may be instructed to repeat the motion with his own wristband. The player may be instructed to follow the video of the motion being performed. If the game device recognizes the motion, the game device may then ask the player to make a motion for the next instruction. If the game device does not recognize the motion made by the player (for example, if the player makes the wrong motion), the game device will make the player make a motion until the player has acquired the correct motion. You may ask to repeat.
In various embodiments, the gaming device is when the player is playing a game on the gaming device (eg, on a slot machine) and when the player is making a motion to issue a command. , May provide feedback on how the game device interprets the player's motion. For example, the gaming device may display a text message, "You have made a motion to start a new game."
(Time window for making motion) In various embodiments, there may be a finite time window when the gaming device (eg, fixed gaming device) will accept motion commands. For example, there may be a 10 second window in which the gaming device will accept motion commands. During other times, the player may make motions, but they will not necessarily be registered as commands. This may give the player some freedom to make non-game related motions (eg, hand gestures in conversation) during times other than the window in which the command may be registered. The time window for issuing motion commands may be opened and closed periodically. For example, the window may open for 10 seconds, then close for 20 seconds, then open for another 10 seconds, and so on. This time window may be extended if a person makes a first motion command during the time window. For example, extending the time window may allow the person to complete the entire game before the window for issuing motion commands closes. In some embodiments, the time window for issuing motion commands may continue as long as the game is in progress. In some embodiments, the time window for issuing a motion command may continue for a predetermined time after the last motion command generated by the player. This may allow the player to continue issuing motion commands as long as the player desires. In some embodiments, gaming devices (eg, fixed gaming devices; For example, there may be a warning or other indicator that the portable gaming device) accepts motion commands. For example, the indicator light on the gaming device may be on, or the indicator light may change from one color to another. Thus, for example, the light may be blue when the game device accepts motion commands, and may be red when the game device does not accept motion commands. In some embodiments, the player may turn motion control on or off. For example, the player may instruct the game device to be ready to accept the motion command, or may instruct the game device to ignore the motion command. The player may need to physically touch the gaming device to switch the motion command on or off. In some embodiments, when the gaming device does not accept a motion command, the gaming device may still respond to a motion command instructing the gaming device to accept another motion command again. For example, the game device may then accept motion commands again.
In various embodiments, the first set of motions may correspond to moving a cursor, mouse pointer, or other indicator. The second set of motions may correspond to selection. For example, when the cursor is hovering over an image of a card or button, the motion of the second set of motions is to select that card (for example, select to discard that card). Alternatively, it may correspond to pressing the button. Motions from the second set of motions are used, for example, to select the amount to bet, to select a payline, to select a decision from the decision menu, or to make any other choice. May be good. Motions from the first set of motions may place the cursor for later selection, but may not yet pass the player to an action on a course. In some embodiments, forward and reverse motions (eg, as seen by the player) may correspond to a second set of motions, eg selections. Motions in other directions (eg, up, down, left, right) may correspond to motions from the first set of motions, such as placing the cursor.
In various embodiments, the player may receive visual feedback as he makes a motion. The cursor may follow the trajectory created by the player's wristband on the screen of a gaming device (eg, a fixed gaming device; eg, a portable gaming device) as the player's hand moves. To make a particular command, the player may need to keep the cursor within a particular boundary. For example, a boundary consisting of two concentric circles may be displayed on the display screen of the game device. The player may need to create a circle with the cursor while keeping the cursor outside the inner circle but inside the outer circle (ie, between the two circles). In some embodiments, dots or dots may be present on the screen. The player may need to make a motion so that the cursor on the screen is moved between the two dots. In some embodiments, there may be some dot pairs. The player must move the cursor between various dot pairs in some particular order in order to issue a command. Different commands may require moving the cursor between different pairs of dots in different orders.
In various embodiments, the player may issue motion commands to place the cursor over the button. The player may issue additional motion commands to select the button. Various buttons may correspond to different commands or actions in the game. Therefore, the player may issue the desired command in the game by making a motion to place the cursor over the appropriate button.
(The wristband senses wrist muscle tension in the form of a grabbing motion.) In various embodiments, the player wristband may include a strain gauge. The wristband may be made from a flexible material such as rubber. The wristband can fit snugly on the player's wrist. If a player closes his fist, that player can strain certain wrist muscles. This allows the wristband to be further loaded as the perimeter of the player's wrist increases. The strain gauge can detect this further strain on the wristband. The strain gauge can signal a wristband processor that indicates the strain being detected. The strain gauge can also send a signal through an antenna or other transmitter to another device, such as a portable gaming device, a fixed gaming device, or a casino server.
In various embodiments, the wristband may have one or more pressure sensors on its inner surface, eg, the surface that contacts the player's wrist. The pressure sensor can sense pressure from the player's wrist and indicate possible wrist tension or wrist muscle flexion.
In various embodiments, the wristband may have a temperature sensor. The sensor can detect an increase in temperature in the wrist due to increased blood flow and / or faster burning of energy in the wrist muscles. The reading of these sensors can respond to the tension of the player's own wrist, such as when the player performs a grab motion.
In various embodiments, the electrical activity of nerves or muscles in the wrist can vary depending on whether the muscles are tense or relaxed. A sensor in a wristband, such as an antenna, can sense the electrical activity in the wrist and can interpret the electrical activity as an indication of whether the wrist muscles are tense or not.
In various embodiments, wrist muscle tension may be interpreted as a command in the game. In various embodiments, wrist muscle tension may be interpreted as a button selection or a selection from a plurality of options. In various embodiments, wrist muscle tension may correspond to grabbing something substantially in the game. For example, in a bonus round, a game character can grab the knob of one of the three doors to open the knob. Wrist muscle tension can be caused by actually making the motion that the player grabs (for example, in the real world), so that player has the intuition to choose something or grab something in the game. You can use the grabbing motion as a practical method. Thus, for example, the player can move the cursor by linear displacement of the hand and can select any cursor by making a grabbing motion.
In various embodiments, the sensor or detector can detect a grabbing motion or other hand or wrist motion, even when such a sensor is not in the wristband. For example, the camera may capture the motion of the player's hand. Image processing algorithms may be used to recognize that the motion is being done by the player's hand. These motions may be converted into commands in the game.
Thad Starner, Joshua Weaver and Alex Pentland of the Massachusetts Institute of Technology have developed a camera-based system for recognizing American sign language. The system is described in a treatise entitled "Real-Time American Sign Language Recognition Using Desk and Wearable Computer Based Video."
(Receiver of Slot Machine) In various embodiments, a game device such as a slot machine may include a Bluetooth transmitter / receiver. The transmitter / receiver may be incorporated into the device. The transmitter / receiver may also take the form of a Bluetooth dongle that can be connected to the universal serial bus (USB) port of the gaming device. In various embodiments, the gaming device may include a Wi-Fi transmitter / receiver. The gaming device may send a message to the wristband or portable gaming device and receive it from the wristband or portable gaming device using Bluetooth, Wi-Fi, or any other communication protocol.
(Component of message from wristband) The data content of the signal from the wristband may include one or more components. It can be understood that the signal always contains those components in a particular order, for example. For example, the first 3-bit signal may signal the start of a new message. The next 4 bits may indicate the type of device giving transmission (eg, wristband; eg, portable gaming device). The next 30 bits may give an identifier for the wristband. The next 100-bit signal may be given a player name. The next 20 bits may give commands. The next 10 bits may indicate that the signal has ended. In some embodiments, the signal may include one or more of the following parts or regions: (a) the region indicating the start of the signal; (b) indicating the type of device transmitting the signal. Areas; (c) Areas indicating the intended reception of signals (eg, unique identifiers for game devices; eg, identifiers for casino servers); (d) Areas indicating player identifiers; (e) Device identifiers Area indicating the end of the signal (eg, a unique identifier for a particular device transmitting the signal); (f) Area indicating the end of the signal; (g) Area indicating the player name; (h) Used in the game Areas that point to commands; (i) Areas that point to name identifiers (identifiers about the game to which the command applies); (j) Areas that contain one or more error checks; and any other area.
(Confirmation of Player Presence and Identification in Fixed Game Devices) In various embodiments, wristbands can transmit signals. The signal may be received by a fixed gaming device. The signal may include an identifier for the wristband. The game device can transmit the wristband identifier to the casino server. The casino server can look up the name of the player signing the wristband (eg, the player currently using the wristband). The casino server can send the player's name to the game console. In some embodiments, the signal from the wristband may include a player identifier. The game device can transmit the player identifier to the casino server. The casino server can then send the player's name back to the gaming device. At any event, the gaming device may determine the name of the player. The game device can display a message instructing the player's name. The message may be a greeting. For example, the message is "Hello Sara Jones! " The message may also ask the player to confirm his or her identity. By answering secret questions, by giving biometrics (eg fingerprints), by inserting a player tracking card, by inserting a credit card, by inserting a bank card, His or her identification can be confirmed by inserting a driver's license, by flashing any of the aforementioned cards in front of the camera, or by any other form. In various embodiments, the player can confirm his or her identification through physical contact with the gaming device. For example, a player can answer a secret question by physically touching a letter on the touch screen of a gaming device and writing the answer that way. When a player confirms his or her identity through physical contact with a gaming device, the gaming device is based on motion from someone other than the person sitting on the gaming device, or by other wireless command. The gaming device can fully guarantee that it is not controlled.
(Prominent screen for playing with motion control only) In various embodiments, the casino or other site may be equipped with a large display screen. The screen can display the game. The screen may show the progress and action of a game, such as a slot machine game or a video poker game. Electrical or other equipment associated with the screen can cause the screen to receive motion input for playing the game. For example, there may be an antenna for receiving signals from the player's wristband, or a camera for reading the player's motion commands. A processor or other device may calculate or determine a game event or game result. Players can give a value or currency for gambling by inserting a cashless game ticket. Therefore, what is attached to the screen may be a device for taking in and out a ticket for receiving and distributing a cashless game slip (game ticket).
Players can play the game on a large display screen. Players can use motion controls to issue commands in the game. For example, a player's wristband can detect motions made by the player's hands. Motion instructions may be transmitted to a large display screen. The large display screen can then advance the course of the game as directed by the player's commands.
In various embodiments, the game, which uses a large display screen and is controlled by motion, may be placed at each end of two or more rows of slot machines. For example, at the end of each row of slot machines or other gaming devices, there may be a large display screen that uses motion controls to characterize the game. Such games can be seen by everyone in a row of slot machines. In this way, people who play slot machines can see the game played on the big screen and try the motion control itself.
(Watch toggle button to activate or deactivate the function) In various embodiments, the wristband may include switches, buttons, toggles, or other devices for selecting from two or more states. The switch may be used to enable or disable motion control. Thus, when the switch is in place, the player wearing the wristband can use motion controls to control actions in the game. If the switch is in a different position, the player cannot use motion controls to control actions in the game. If the player does not want to play the game for a short time, the player can press the switch and the motion is disabled. The player will then be able to make a wrist gesture without worrying that the gesture will affect the outcome of the game. If a player wants to play the game again and use the motion control of the game, the player can press the switch to enable motion control again.
In various embodiments, the player may use a switch or other device to activate or deactivate other features of the wristband. The player can activate or stop the tactile feedback. For example, using a switch at a position, the wristband can provide force feedback or tactile feedback to the player. If the switch is in a different position, the wristband cannot give such feedback. The player may wish to stop tactile feedback, for example, to save battery power in the wristband. In some embodiments, the player may turn on or off the sound. For example, the wristband may emit an audio signal in at least one state. The audio signal may be related to the game (eg, if the player wins, the winning music may come from the wristband). The audio signal may be related to the position of the player. For example, the wristband may emit an audio signal when the player enters a restricted area where the game is not allowed. The audio signal may be related to the account balance. For example, the wristband may emit an audio signal when the player's account balance becomes zero. There may be other reasons for the audio signal emitted by the wristband.
In various embodiments, the wristband may include one or more buttons, one or more sensors, one or more piezoelectric sensors, a batter, a transmitter, a receiver, and an onboard processor. The button allows the player to change the environment or state of the wristband (eg, turn it on or off). The button allows the player to be given commands about the game, such commands need not be motion-based. The sensor may include a motion sensor such as an accelerometer or a gyroscope. The sensor may include a position sensor such as a GPS sensor. The sensor may include a temperature sensor, a pressure sensor, a strain gauge, a microphone, an optical sensor, or any other sensor. The sensor can perform various functions. Since the sensor can detect motion, such motion can be converted into a command. Since the sensor can sense the position of the player, it can tell if the player is in the allowed game area. Sensors may be used to sense the tension or electrical activity of a player's muscles, for example to drive motion commands. The transmitter may be used to communicate with another device, such as a fixed gaming device, a portable gaming device, or a casino server. The receiver may receive communications from another device, such as a portable gaming device, a fixed gaming device, or a casino server. The communication received on the wristband may be reprogrammed on the wristband. Such communication can, for example, give commands to the wristband. For example, the communication received by the wristband may instruct the wristband to stop when the player's account balance becomes zero.
(Holding hands) In various embodiments, the wristbands of two players may interact. The interaction may occur when the wristbands are close to each other. For example, if two players shake hands with their wristbands, the two wristbands can interact.
In various embodiments, during the interaction, the wristband of the first player can receive information from the wristband of the second player. The wristband of the second player can receive information from the wristband of the first player.
In various embodiments, the second player's mobile gaming device can receive information from the first player's wristband. In various embodiments, the mobile game device of the first player can receive information from the wristband of the second player.
In various embodiments, betting can be made or determined by holding a hand between two players. Technically, in some embodiments, the bet is such that the wristbands of two players are placed at a predetermined distance (eg, 5 inches (eg, 5 seconds)) from each other for a predetermined time (eg, 5 seconds). Can be done if it is within 7 cm)). In some embodiments, the bet can be made when the wristbands are within a predetermined distance from each other for a predetermined time and when there is a motion to grip one or both of the wristbands. The gripping motion corresponds to holding a hand. If the wristbands are holding hands, they may send information to each other about the timing of the holding motions to ensure that the wristbands are holding at the same time. In various embodiments, the first player may use a fixed game device or other device to predetermine the betting time. For example, the first player can place a bet, so the first player wins $ 1 from the second player if the roulette wheel spins to black, but the second player wins the roulette wheel. If his spin stays red, he wins $ 1 from the first player. Once a bet is assigned, the first player needs to find only the second player who holds his hand to determine the bet. In various embodiments, the first player allows the second player to mischaracterize the duration of the bet. Thus, in various embodiments, the first player may be able to predetermine only fair bets (eg, bets on which both sides have equal chances of winning and / or both sides. Bets with wins expected to be equal and / or bets on both sides expected to have zero wins and losses). In various embodiments, when the player holds his hand to place a bet, the duration of the bet may be displayed on one or both of the player's mobile gaming devices. Each player may have a window of time (eg, 30 seconds) to cancel the bet. To cancel the bet, the player can press, for example, the "Cancel" button on his mobile gaming device. Any player can bet
In various embodiments, the first wristband can detect the approach of another wristband. The wristband may be Bluetooth so that it can detect the proximity of another wristband transmitted by the Bluetooth protocol. In various embodiments, the wristband may be programmed or configured to send and receive signals from other protocols such as Wi-Fi.
In various embodiments, two or more players may hold hands to bet on each other. The winning player may depend on the outcome of some game, such as a game run or simulated by a gaming device. In some embodiments, the two players must be in close proximity to a gaming device, such as a fixed gaming device, in order to determine a bet. For example, two players must be standing in front of a slot machine in order to proceed with a bet. The player may be required to be within a predetermined distance of a particular gaming device, such as within 2 feet. A wristband of one or two players may communicate with a gaming device indicating that the player has agreed to bet. One or both wristbands can communicate with the gaming device for the duration of the bet, such as a game on which the bet depends. The gaming device can then play the appropriate game to fill the bet. For example, if the bet is a video poker game, the gaming device can play the video poker game. If the bet is a blackjack game, the gaming device can play the blackjack game. In various embodiments, the wristband can communicate with the gaming device on which the player wins under either situation. For example, a wristband would say "Joe Smith" wins if House wins a game of blackjack, while "Jane" wins if a player wins a game of blackjack. "Smith" wins, can communicate with the game device. In this case, the player can be said to be a virtual player simulated by the game device. The gaming device can play the basic strategy or the optimal strategy instead of the virtual player. In some embodiments, two players betting on a game can play the game against each other using one or more gaming devices. The player can instruct the strategy decision on the game device. For example, if two players bet on a blackjack game, the players can efficiently agree to play the blackjack game with each other. Two players can play on a particular gaming device. During the course of the game, the player can give decisions about the game. The player can give a decision by physically pressing a button on the gaming device or by physically interacting with the gaming device. Players can also make decisions by using motion controls, such as by using the player's wristband.
(Incentives for holding hands) In various embodiments, holding hands with people may have incentives. A person's wristband can track the number of times a person holds a hand with someone else and / or the number of people a person holds a hand. In some embodiments, after shaking hands with each other, the player's wristband may send a handshake record or other instruction to the casino server. The wristband can transmit an identifier for another player or another wristband that the player has come into contact with. The casino server and / or the player's wristband can track the number of times a player holds a hand with another player. The casino server and / or the player's wristband can also track the name or identification of the other player with whom the player holds his hand. In various embodiments, the player who holds the most hands with other players for some period of time (eg, one day) may win a prize, such as $ 1000.
In some embodiments, the mixer may be held at a casino or related estate or any other site. The mixer may be an opportunity for a single person to meet, an opportunity for business people to come into contact, an opportunity for scientists to exchange ideas with colleagues, or any other type of mixer. During the mixer, people may hold hands with each other. People's wristbands may be name, contact information, e-mail address, phone number, biographical information, photo, credit certificate, place of residence, age, gender, marriage history, or any other information or optional that may be suitable for the situation. Information may be exchanged automatically, including other information.
Wristbands of people participating in the mixer can be sent to the casino server or other device information about people holding or contacting. A person who was in the mixer can later take a record on the website to see a summary list of the people he met. Websites may contain contact information about people. In some embodiments, no contact information is given. Rather, one has to choose who he / she wants to contact. If a person chooses another person, and if another person chooses him / her, the website may later give both of them contact information with each other.
In some embodiments, during a handshake, a person's wristband refers to a person's information (eg, a mobile game device; eg, a personal digital assistant; eg, a mobile phone) to another person. For example, contact information) can be sent. Thus, at the end of the mixer, a person can store information about the other people he meets during the mixer in the portable device information.
In various embodiments, at the end of the mixer, one can see images of the people he / she met in the mixer. By looking at the images, one can evoke that person's memory about the people he / she met. The person can select people who are interested in his / her further contact. The person can then be given their contact information. In some embodiments, the person may only be given information on their contact if they are also interested in expecting further contact with the person.
In various embodiments, the mixer is held in a bar, restaurant, lounge, gym, swimming pool, gambling floor, or any other lounge.
(Payment by holding a hand) In various embodiments, the player can pay by holding a hand. Players can pay for drinks, foot items, retail products, or any other item by shaking hands. In some embodiments, casino employees or retail store employees may own wristbands. When an employee holds a hand with a person (eg, a guest; eg, a player), the employee's wristband can receive communications from the player's wristband. The communication may include information about the player, such as a name, identifier, credit card identifier, financial account identifier, or any other information about the player. The employee's wristband can communicate the player's financial account identifier and other identifying information about the player to a dedicated sales floor terminal, retail store server, casino server, or any other device. Players can then charge for purchases via credit card networks or other financial networks.
By holding hands with casino employees, retail store employees, salespeople, or others, players may have a limited amount of time to evaluate and cancel a commercial transaction. For example, a player's wristband may also store transaction details after shaking hands with a salesperson. The details of the commercial transaction may include the purchase price, the product, the delivery method, and the like. Players can bring their wristbands closer to portable or fixed gaming devices. The wristband can transfer the details of the transaction to a portable gaming device or a fixed gaming device. The mobile or fixed gaming device can then display the details of the commerce for the player. The player can evaluate them and decide whether to cancel. If the player wishes to cancel, in some embodiments, the player may press a button or screen area on the portable or fixed gaming device. A player may also be required to return to the place where the player buys the product and returns the product.
In various embodiments, the player can bring his wristband closer to the leader as a way to pay for commerce. The player may touch the pad with a wristband. For example, the player may place his hand on the pad to pay for a drink. The pad may include an antenna or other type of receiver to detect the signal from the wristband. The detected signal may include a financial account identifier.
In various embodiments, the player may use the balance of game credits to make purchases or pay for other commercial transactions. Players may have an account of game credits stored and tracked on the casino server. If a player holds his wristband near a pad or reader to make a purchase, the reader verifies with the casino server whether the player has sufficient account balance to complete the purchase. be able to. In various embodiments, the pad or reader may give a first instruction if the player has sufficient account balance, and may give a second instruction if the player does not have sufficient account balance. Good. The first instruction may be, for example, green light. The second instruction may be, for example, red light.
(The wristband is in the unclasped state) In various embodiments, an alert is sent to the casino server when the wristband leaves the player (for example, when the wristband is in the unclasped state). Can be done. The alert may indicate to the casino server that the wristband no longer surrounds the player's wrist. In various embodiments, once the wristband is removed, the wristband may cease to function for gaming purposes. For example, wristbands can no longer be motion controlled. Wristbands can also stop transmitting player identifiers to mobile gaming devices. Therefore, the player's mobile gaming device can no longer engage the player in gambling activities. Various other functions of the wristband can also be stopped once the wristband is removed.
In various embodiments, if the player wants to restore various functions of the wristband, the player may visit a special service area of the casino, such as a casino desk. There, the casino employee can return the wristband to the player. Casino employees may send a special code to the wristband to reactivate the wristband. Casino employees may also check player identity, for example by asking for a fingerprint or driver's license, before reapplying the wristband.
In various embodiments, the wristband is one or more to determine if the wristband has left the player, if the clasp has been removed, and if otherwise it has been tampered with or removed. Equipped with a sensor. For example, the sensor may include an electrical circuit that surrounds the wristband. If the wristband comes off, the circuit can break.
In various embodiments, the wristband or portable gaming device may rely on continuous or periodic contact with the casino server to function. If wristbands or portable gaming devices lose contact with the casino server, they may cease to function. In various embodiments, the wristband may communicate with the server on a regular basis. The input that the wristband receives from the player cannot be executed until the next communication is received from the server. For example, if the player moves his hand to create a command, the wristband may save a record of the motion and / or the command corresponding to the motion. However, the wristband may not send the command to another device, eg, a portable gaming device or gaming device that the player may be playing. Rather, the wristband may store its command until the wristband receives the communication signal from the server again. In this way, the wristband can ensure that no command or game command is executed while the wristband cannot contact the casino server. In some embodiments, the wristband may accumulate the input received from the player. However, if the wristband does not receive communication from the casino server within a predetermined period of time it receives the input, the wristband may discard the input. In this way, the player cannot be surprised later when many saved or saved commands are executed simultaneously. In various embodiments, the player entering the elevator may not be able to play for some time as the communication between his bracelet and the casino server may be cut off.
In various embodiments, instead of a wristband that stops functioning when opened or unclasped, the wristband continues to broadcast to the server "I am open" until the server confirms. It can also be. There can be a period of time after the wristband is opened before it tries to tell the server that it is open. Second, there may be a period of time after it receives confirmation from the server to stop broadcasting. After the wristband is opened, it can no longer allow some features (eg, payments to be made using the wristband), but other features (eg, motion control) can still be allowed. That is, in various embodiments, some features do not work when the clasp is released or otherwise when the wristband is removed.
(Wristbands and portable gaming devices can reproduce each other's functions) In various embodiments, any motion command that can be created with a wristband can be created with a portable gaming device. For example, just as a wristband can be equipped with sensors that detect acceleration, change of direction, displacement, and any other motion, so can a mobile gaming device. Like wristbands, mobile gaming devices provide processors for reading signals from motion sensors in mobile gaming devices and interpreting such motion as commands to be used in the game, or as any other command. Can be prepared. In various embodiments, any command that can be created via a portable gaming device can also be created using a list. In various embodiments, the wristband may detect the motion created by the player and send instructions for that motion to the portable gaming device. The portable gaming device may interpret the motion as a command in the game or as any other command. In various embodiments, the mobile gaming device may detect the motion and transmit the motion to the wristband. The wristband can interpret the motion as, for example, a command in a game. The wristband may then send instructions for that command to a fixed gaming device. In various embodiments, any signal or alert broadcast by the portable gaming device based on the location of the portable gaming device can be similar to that broadcast by the wristband based on the position of the wristband. For example, if a player gets lost out of the statutory gaming area, the mobile gaming device or wristband may detect the position of the player and issue a voice alert for the player. In various embodiments, any tactile feedback that can be provided by a wristband can also be provided by a portable gaming device. In various embodiments, any tactile feedback that can be provided by a portable gaming device can also be provided by a wristband.
The following is an embodiment, not the scope of claims. Various embodiments include: A. Methods including: Receiving a first radio signal from a first device; Receiving a second radio signal from a second device That; determine the first player identifier from the first radio signal; determine the second player identifier from the second radio signal; display a message asking the player to identify himself; Receiving instructions for a third player identifier via haptic input; determining that the third player identifier matches the first player identifier; receiving a third radio signal from the first device thing; Interpreting the third radio signal as a command in a gambling game; and executing the command in a gambling game. Executing a command can include fulfilling the command, following the command, acting in response to the command, and / or acting in accordance with the command. B. The method of embodiment A, wherein the first device is one of (a) a wristband; (b) a watch; (c) a bracelet; (d) an armband; and (e) a portable gaming device. .. C. The method of embodiment A, wherein determining the first player identifier from the first radio signal comprises determining the name of the first player from the first radio signal. For example, the first radio signal may encode the player name. In some embodiments, the player name can be found in a database that associates the player with another player identifier having the player name (eg, a player tracking card number). D. The method of embodiment A, wherein the first player identifier and the second player identifier correspond to different players. E. The method of embodiment A, wherein receiving an instruction for a third player identifier via tactile input comprises receiving an instruction for a third player identifier being entered using a button. For example, someone could enter a third player identifier by physically pressing a button (eg, a character key) on the game console. F. The method of embodiment A, wherein receiving the instruction of the third player identifier via the tactile input comprises receiving the instruction of the third player identifier being input using the joystick. G. The method of embodiment A, wherein receiving the instruction of the third player identifier via tactile input comprises receiving the instruction of the third player identifier being input using the touch screen. H. The method of embodiment A, wherein receiving the instruction of the third player identifier via the tactile input comprises receiving the instruction of the third player identifier being input using a trackball. I. The method of embodiment A, wherein the third radio signal encodes a set of motions created by the first device. For example, the third radio signal may include a set of numbers representing position, velocity, acceleration, displacement, angular displacement, or other motion component. The number can be understood to represent degrees, centimeters, or other unit of measure. In some embodiments, the third radio signal may include an identifier for one of a set of recognized motions (eg, "motion F"; eg, "zigzag motion"). J. Interpreting the third radio signal is the method of embodiment A, which comprises interpreting the third radio signal as a command to discard a card in a video poker game. K. The method of embodiment A, wherein interpreting the third radio signal comprises interpreting the third radio signal as a command to start a slot machine game. L. Equipment including: Ring-shaped band; Band-mounted power supply; Band-mounted motion sensor; Band-mounted electromagnetic transmitter; Band-mounted audio speaker; Band-mounted tactile transducers; band-mounted processors; and band-mounted electromagnetic receivers. The band can be a metal band, a rubber band, a chain band, a cloth band, a leather band, or any other type of band. In some embodiments, the band can be created in a ring by fastening its two ends together. In some embodiments, the band is always in a ring shape except for unintentional tearing or tearing. M. The tactile transducer is the device of embodiment L, which can be operated to generate vibration in response to an electrical signal from the processor. For example, the processor may instruct the tactile transducer to vibrate when a jackpot is acquired in a game being played by the wearer of the device. N. The device of embodiment L in which the motion sensor is an accelerometer. O. Device of Embodiment L in which the processor can be operated as follows: Receives the first electrical signal from the motion sensor; determines the first command for the first gambling game based on the first electrical signal. To; Send the first command to the electromagnetic transmitter; instruct the electromagnetic transmitter to send the first command to the first game device. Thus, in various embodiments, the device may detect a player's motion and interpret that motion as a command in a gambling game such as a slot machine game, a video poker game, a blackjack game, or any other game. .. The device then sends a command to a gaming device, such as a slot machine or portable gaming device, so that the command can be executed in the game. P. Equipment of Embodiment L in which the processor can be operated as follows: Receives instructions received wirelessly by the electromagnetic receiver from the electromagnetic receiver; receives a second electrical signal from the motion sensor; second Follow the instructions to determine the second command for the second gambling game based on the electrical signal of Send the second command to the electromagnetic transmitter; and instruct the electromagnetic transmitter to send the second command to the game console. Q. Including the switch mounted in the band, the switch has two stable positions, and the processor detects the position of the switch, and on the electromagnetic transmitter, the switch is the first of the two stable positions. The device of embodiment L, which can be operated to instruct to transmit a signal only if it is in position 1. In various embodiments, the player may switch some or all aspects of the wristband on or off. The player may do this with a switch, button, or other switching device, or other device. In one state of the switch, the wristband may send motions or commands that should be used in the game. In another state of the switch, no such motion or command can be sent. For example, a player may want to create a motion without worrying that such motion may be counted in the game. The device of embodiment L further comprising a piezoelectric sensor attached to the R. band. Piezoelectric sensors can detect flexion of the player's wrist muscles, for example, through the pressure the muscles exert on the wristband. S. Equipment including: Housing with top surface parallel to the ground; Coin hopper placed inside the housing; Banknote acceptors mounted inside the housing; Display screen mounted inside the housing; Processor placed inside the housing; Housing Radio receiver mounted on; Housing mounted radio transmitter; A first light source mounted on the top of the housing that can be manipulated to emit light of the first frequency; and configured to emit light of a second frequency different from the first frequency, A second light source mounted on the top of the housing at least one foot away from the first light source. The device can represent a game device. The two light sources may provide a fixed reference point to which the wristband or portable gaming device may determine its own position or orientation. For example, the first light source can be green light, and the second light source can be red light. A wristband, for example, captures an image containing a light source, determines the apparent distance of the light source in the image, and determines the distance from its own light source based on the known distance between the two light sources. Can detect two light sources. T. Equipment of Embodiment S in which the processor can be operated as follows: Play a gambling game; and change the course of the gambling game based on the radio signal received by the radio receiver. In various embodiments, changing the course of a gambling game is like selecting one or more possible cards to keep in a gambling game, or of two or more possible stakes. It can involve taking one of two or more possible actions, such as choosing one of them.
(Several tactile technologies) Immersion Impulse sticks are joysticks that provide force feedback and are commercially available for use in harsh environments such as arcades.
Immersion's VibeTonz® system is a system that can give a tactile sensation to a mobile phone. Such a sensation may provide a feel from the reproduction of a machine gun, a feel from the impact and damping of an explosion, or a feel from the impact of a foot kicking a ball.
A "tactile interface device" provides a tactile sensation (tactile display) to a user of a sensory interface device in response to the user's interaction with the environment to which the tactile interface device is associated. "Tactile" represents the sensation of touch: Therefore, the tactile interface display device has a sensation of touch, such as texture, force (eg, frictional force, magnetic force repulsion, or magnetic force attraction), vibration, mass, density, viscosity. Generates sensations associated with, temperature, humidity, or any combination of such sensations. Tactile interface devices can be embodied in a wide variety of devices, such as devices for transmitting force and / or vibrating tactile sensations (eg, stylus, movable arms, wheels, dials, rollers, sliders, etc. Or a vibrating surface), a device for transmitting a thermal sensation (eg, a thermally controlled surface or air volume), and a device for transmitting a humidity sensation (eg, a humidity controlled surface or air volume). Can be mentioned. Tactile interface devices can be used in a wide variety of applications. For example, some joysticks and mice used with computers incorporate force feedback to provide a tactile display to the joystick and mouse user. Some paging devices are adapted to vibrate when a paging signal is received. Some toys generate vibrations as part of the toy's interaction. These examples suggest a range of applications in which tactile interface devices can be used.
In a conventional tactile interface device, the characteristics of the tactile display experienced by the user are determined by a tactile model that associates the state of one or more aspects of the environment with the tactile sensation given to the user. The user interacts with the environment through the environmental interaction model (directly or through a tactile model) using an environmental interaction control device. The tactile model "interprets" the user interaction with the environment (based on information about the user interaction obtained from either the environmental interaction model or the environment) and produces a tactile display corresponding to the tactile display device. .. The environmental interaction model can also generate non-tactile displays (eg, visual and / or audio) on non-tactile display devices. However, non-tactile display is not always required.
The magnitude of the change in tactile sensation per unit change in the state of one or more aspects of the environment is expressed herein as the "resolution" of the tactile display. For example, in a tactile interface device used for video browsing and / or video editing, a knob can be rotated to advance a frame of video recording, from one video frame to the next in video recording. A force is applied in the opposite direction of the knob rotation to simulate a detent with a given transition. The resolution of the tactile display in the tactile interface device can be the frequency of occurrence of detents in video recording (eg, the number of video frames between each detent). It is also possible to specify the resolution of the tactile display of such a tactile interface device with respect to the frequency of detents per unit duration from which the image was obtained, as illustrated by the examples further discussed below. It is possible.)
The output generated by the tactile display device may be, for example, texture, force (eg, frictional force, repulsion of magnetic force, or attractive force of magnetic force), vibration, mass, density, viscosity, temperature, sensation of humidity, or such. Some combination of sensations can be mentioned. When the environment is a visual and / or audio recording, for example, a force can be applied in opposition to the movement of the device that embodies the environmental interaction control device, a tactile display device that simulates detent as a transition. Is created from one video frame (or other set of related visually recorded data) to the next. In addition, the tactile model can reproduce various features of the tactile sensation, such as inertia, damping, and / or compliance. The tactile display device can utilize various devices to generate the tactile display. For example, if appropriate for the desired tactile display, devices for generating force and / or vibrating tactile sensations can be used, such as DC servomotors, voice coil motors, linear. Actuators, hydraulic actuators, pneumatic actuators, shape memory alloys (SMA) and piezoelectric converters. Where appropriate for the desired tactile display, thermal devices can be used in addition or alternatives, such devices include, for example, thermoelectric modules, or combinations of heaters and fans. Humidity devices and / or humidity materials can be used in addition or alternatives where appropriate for the desired tactile display, such as capacitors, sprayers, moisture permeable barriers, and anhydrous. Materials can be mentioned.
The tactile display device can be embodied, for example, by a force-operated wheel, knob, handle, or arm, heat source device and / or radiator, or humidifier and / or hygroscopic device.
Various devices actively respond to user input by providing tactile cues or responses to the user. A mobile phone vibrator or pager is a good example. Other examples are input keys that provide a click when moved; keys or touch screens that suddenly move or vibrate in the opposite direction of the input; and the direction of the input depending on the converter mounted in the device housing. There are keys that suddenly move or vibrate vertically.
Input mechanisms such as display devices and / or keys may be configured to provide active tactile feedback. Electromechanical converters such as voice coil-based linear vibration motors, piezoelectric actuators, or piezoelectric vibrators are mechanically connected directly to the display, and electromechanical converters such as vibrators are mechanically directly to the key. It is connected.
In various embodiments, the haptic interface module is configured to output pulses of predetermined or user-defined amplitude and duration in response to receiving a trigger signal from the telephone processor. Alternatively, other interface logic (eg, address decoding logic) is included between the digital signal bus and the tactile interface module. The telephone processor is programmed to trigger the haptic interface module in response to a predetermined state as determined by intelligent operation within the telephone processor. Optionally, triggering the haptic interface module can be selectively enabled or disabled according to user-editable configuration settings. The haptic interface module is connected to the electromechanical transducer. The electromechanical transducer is driven by the output of the tactile interface module.
More generally, electromechanical transducers are preferably driven by a signal containing at least one approximation of the step function. (Note that the step function is a mathematical ideal that a real-world circuit cannot achieve.) The step function includes a wide range of frequencies. By using a drive signal that includes an approximation of the step function, the electromechanical transducer is made to emit an impulse of mechanical energy propagating to the tactile point and is perceived by the user operating the mobile phone. In various embodiments, the electromechanical transducer is driven by a signal containing one or more pulses. A pulse, eg, a single pulse or decoding waveform, is generated in response to each detected state, where the state represents a particular situation identified by the telephone processor. Using known pulses is advantageous in that known pulses generate impulses of mechanical energy that create tactile sensations that simulate the sensations of the previous state that the user would be familiar with. ..
Transceiver modules, telephone processors, A / Ds, input decoders, D / A 510s, tactile interface modules, display drivers, memory, and display drivers are preferably part of the electrical circuit embodied in the circuit components. , And interconnected to the wiring of the circuit board.
Alternatively, instead of using a telephone processor, a different electrical circuit may be used to drive the electromechanical transducer to generate tactile feedback at the tactile point.
The haptic interface module can also be a pulse generator that generates digital pulses of various widths, heights, and / or frequencies based on instructions from the telephone processor. Impedance matching for electromechanical transducers and current procurement / sink capabilities may require amplifiers. Alternatively, the haptic interface module can simply be a current amplifier and the pulses can be generated by the telephone processor itself. Another possibility is to apply an analog signal in case the haptic interface module contains multiple DACs, which in turn contains additional audio channels.
Various situations can drive different tactile responses. For example, in a pager or mobile phone, a message or call from a spouse may vibrate all tactile points, or a message or call from a boss should circle the tactile points around an electronic device. It may vibrate, or a message or call from another person may repeatedly vibrate the tactile point to one side of the electronic device. The use of consecutive adjacent multiple vibrators as described creates the illusion of movement (known as a rabbit on the skin).
This motion illusion can be used to provide directional information for movement. Along one side, around the electronic device, back and forth movements can also be used to convey information such as information to attract attention, information to emphasize, and general non-verbal information. The electronics can also relay information about their status, such as out-of-service, low battery, and busy signals. Such information can be useful while the user holds the electronics in the position of his / her ears and cannot easily see the information on the screen.
Multiple localization force feedback can also be used for sensory transmission. Instead of sending a voice or text message, or a file of pictures or data, a particular tactile pattern can be sent to another user. The pattern can represent a reminder, a particular mood (eg, think of you, love you, miss you, etc.), a particular emotion, or any other user-defined content.
Computer devices are widely used for entertainment activities such as playing games. Currently popular gaming computer devices include home TVs such as Nintendo® 64 from Nintendo Corp., Playstation® from Sony Corp. and Dreamcast® from Sega Corp. A game machine connected to. Gaming computer devices also include personal computers such as Windows PCs and Macintosh computers. Portable computer devices shall also be used for personal digital assistants such as Game Boy® from Nintendo, PalmPilot® from Palm Computing, and recreational purposes such as laptop computers. There are many.
Users of these computer devices typically interact with games or other application programs that use interface devices connected to a host computer (eg, a game console). Such interface devices may include joysticks, gamepads, mice, trackballs, styli, handles, or other devices. The user moves a user-operable object (manipulative) such as a joystick, wheel, mouse, button, dial, or other object, which is perceived by the host computer and manipulates the graphic environment displayed by the host computer. Used to do. Recently, haptic feedback in the interface device has become available as well, where the host computer and / or the microprocessor on the interface device controls one or more motors that output power to the user. These forces are associated with events or objects in the graphic environment to further immerse the user in the gaming experience or interface tasks. Here, the term "tactile feedback" includes both tactile (or vibrating tactile) feedback (force transmitted to the user's skin surface) and kinesthetic (force provided in the freedom of motion of the manipulator) feedback. Is intended.
The current power feedback "gamepad" controller (or add-on hardware for gamepad controllers) used to interface with games running on game consoles is Sony Corp.'s Dual Shock . ), Rumble Pak from Nintendo Corp., Jump Pack from Sega Corp, and Mad Catz Dual Force Racing Other types of handheld controllers such as Wheel can be mentioned. These devices are inertial tactile feedback controllers, which utilize one or more motors to vibrate the controller housing and therefore output forces such as vibrations to the user associated with gaming events and interactions. I will provide a. Typically, an eccentric rotational mass (ERM) motor, or pager motor, is used to generate vibrations on the controller and thus to the user. The motor is tightly connected to the controller housing, adding mass to the rotating shaft offset from the rotation of the shaft so that when the shaft is rotated, the inertial force from the moving mass rocks the motor and gamepad housing back and forth. give away.
To reproduce the texture, the force feedback device is preferably used to make the user feel the touch of a computer-generated object. The sensation of touch is preferably simulated using a tactile (sensory / touch) interface. A tactile interface is a force-reflecting device that allows a user to touch, feel, manipulate, create, and / or modify a simulated 3D object in a virtual environment. There are various known tactile interface objects, such as planar domain interfaces, joysticks, gloves, thimbles, sticks or pens, exoskeleton structures, treadmills, fans, magnets. The hardware used is a DC brushless motor, potentiometer, and Silicon Graphics, Inc. IRIS. Indigo computer, V25 board computer, 8086 compatible microprocessor, CRT display, stereoscopic imaging device, magnetic and electromagnetic components, pulleys, steel belt drive train, VMEbus, decoder, potentiometer, motor controller, decoding Examples include a device and a cable reducer. The software required can be any of a variety of programming languages (eg, C, C ++) that can work with visual modeling programs.
Currently, there is no agreement between experts on the "best" type of interface. However, an example of a known tactile interface is the "Phantom Haptic Interface" developed at MIT's Artificial Intelligence Laboratory. Its "Phantom Haptic Interface" delivers accurate tactile stimuli to humans at a faithful and convenient level that was previously unattainable. The device is designed to deliver a force that produces a "point contact" that gives the sensation of a fingertip interacting with a wide variety of objects. To achieve this, only three motors and three sensors are required, and the device provides a computationally and mechanically manageable way to enable tactile interactions with complex virtual objects. ..
The tactile interface allows the user to touch and interact with virtual computer-created objects in a way that evokes a "real" tactile sensation. This technology allows a user in front of a computer terminal to touch an object that exists only in the "brain" of the computer. By transmitting the correct digital signal to the master tactile interface device at a remote user location, the master device can be used to make the user feel as if they were performing a real task. In reality, the user may simply be interacting through a motor with a computer program.
Various embodiments are optically based and generally use discreet special data that is on or is embedded in an object whose 3D position and / or orientation is desired to be input to the computer. Typically, such data is viewed on one TV camera or two TV cameras forming a stereo pair. The position of the camera can be near a computer display that looks out from it, or near a human work area or play area.
Beads of back-reflective glass bead tape, or such as Scotchlite 7615 made by 3M co., Provide data on points, lines, or other desired shapes that can be easily attached to any desired object. And when illuminated by incident light along the visual axis, such as the optical axis of a TV camera, it provides high brightness and high contrast to surrounding objects such as people, cloth, and rooms. Have. This also allows the camera to have a fast integration time that can be used in a normal environment and capture the desired general motion, and makes the data easily distinguishable, which is the processing time of the computer. And significantly reduce processing costs.
FIG. 14a FIG. 14a illustrates an exemplary camera based on an embodiment. In this case, user C5 electronically on screen C7 to activate the object or generate a signal on display C7 to move it (eg, subsequent finger motion or otherwise). It refers to the object C6 represented by the object, and wants to register the pointing action in the software included in the computer C8 with respect to the object (virtual object). He is placed on the screen as typically shown, or laterally (as in C11) to determine the position of his fingertip C12 and / or the pointing direction C13 of his finger in space. This is achieved using a single TV camera C10 located in.
A back-reflective material on the finger (eg, temporarily attached to the finger as jewelry, or painted on the finger using a back-reflective coating "manicure", or like an adhesive tape with a back-reflective coating In some cases it may be desirable to use a nail polish (either one that sticks to your finger). Such coatings include Scotch-lite 7615 and its equivalents, which have specific reflectivity for easy identification and have good contrast with those around them. The brightness of the reflection enables dynamic target capture and target tracking at the lowest cost.
The use of back-reflection and / or highly distinctive targets (eg, glowing orange triangles) allows for reliable capture of the target in common situations, and on desktop applications under controlled lighting. The device is not limited to pointing. Active (self-luminous) targets such as LEDs can also allow such capture.
If we consider the camera system C10, which is on the screen C7 and looks at the user, more specifically the user's hand, the usual Internet phone has a relatively large field of view so that the user's face can also be seen. is there. This same field of view can be used in various embodiments, but it describes a relatively large amount. For higher accuracy, add-on lenses or zoom lenses on the camera can be used to increase the resolution.
Alternatively, in various embodiments, it is possible to have multiple cameras, one for the Internet and the other for the input applications described herein. Indeed, due to the ever-declining price, the price of a real camera with a plastic lens on a CMOS chip is very low, and it is probably possible to have a large number of fixed magnification cameras, each with a separate chip!
These can be easily daisy-chained via either Fire Wire or USB, so that they are actually electronically selected either by different magnifications or by pointing in the desired direction. Can be done.
Returning to the problem of determining the position or orientation of a human part, typically a hand or finger, in this case a finger. In various embodiments, low cost lighting can be used. Power for lighting, such as LEDs, can generally be sent in any way via a USB or 1394 bus.
The user can also point and signal with an object such as C15 that has data C16 such as back reflection point C16 or line target C17 on it.
Sensing the 2D position described above can be extended to 3, 4, 5 and 6 dimensions (x, y, + z, pitch, yaw, roll). Two of the many possibilities are described herein in various embodiments. 1. The first, the possibility illustrated in Figures 14a and 14b, utilizes a single camera, but with a number of distinct features or other targets on an object that can provide a multi-degree-of-freedom solution. To use. In one example, the target spacing on an object is known in advance and is either manually or automatically entered into the computer by the software that contains the data about the object, or is determined through a taught decision process. Can be done. 2. The second possibility is a solution using two cameras shown in Figures 14c and 14d, which does not require prior knowledge of the target and is actually the 3D position of one target on its own. It can be found and is useful, for example, to determine the position of the fingertips. For six degrees of freedom of information, even a line target requires at least three points, and line-to-point combinations can also be used.
FIG. 14b illustrates a 3-D (three-dimensional) sensing embodiment utilizing a single stereo camera with three or more data on the perceived object or, in another example, on the user's wrist. ..
As shown, the user has an object C30 in his right hand C29, which has at least three visible data C32, C33, and C34, which also control the signal projection display device C42. Seen by TV camera C40 processed by computer C41. The TV camera C40 also has three other data on the user's left wrist C48 to determine the pointing and approximate orientation of the left hand C51, or that direction with respect to the object C30, or any other data. Look at C45, C46, and C47, or any other data (eg, data relative to the screen position, or other position with respect to the TV camera mounting position), or the user's head if seen, or anything else. The positions and orientations of the objects and hands are three points in the camera image using known photogrammetric equations (see Pinckney, US Pat. No. 4,219,847 and other references in the referenced literature). Can be determined from.
Alternatively, for three distinct point targets, a colored triangular target can be used, for example, where the intersecting points of the lines fitted on either side of it can be described below. Define the target data.
It is also possible to use the camera C40 to see other objects as well. The direction of pointing to the user's object C55 represented on the display device C42 is determined, for example, by the data C50 on the finger C52 of the user's left hand C51 (the position and tilt of its wrist can also be determined).
Alternatively, the finger can also be detected only from its general gray level image and can be easily identified with respect to the targeted wrist position (especially as shown by the user). If you are clasping his other finger and as a result only finger C52 is extended with that hand).
Computers process gray-level images with known techniques, such as BLOBs and other algorithms onboard the Matrox brand Genesis image processing board for PCs, and use wrist knowledge obtained from the data. The pointing direction of the finger can be determined. This allows the finger C50 of the left hand to alternately point (or touch) a point to be determined on the object C30, which is also held by the right hand.
FIG. 14c FIG. 14c illustrates another version of the embodiments of FIGS. 14a and 14b, where C65 is an artificial target (in this case a triangle, see also FIG. 2) at the end of pencil C66. Two cameras "binocular" processed by the computer C64 to image and optionally, optionally, improve the pointing resolution of the target C67 at the end of the pencil, typically at a small distance known from the tip. Stereo cameras C60 and C61 are used (for clarity, the user and the user's hand holding the pencil are not shown). This imaging makes it possible to track the tip position of the pencil to determine where it is in contact on the paper (or TV screen in the case of a touch screen).
It may be desirable to have nearly coaxial light sources C62 and C632 controlled by the indicated computer C64 and independently controllable in order to provide illumination for the back-reflective target independently for each camera. This is because the back reflectors reflect differently at different approach angles, and the cameras are often angularly spaced (eg, due to a non-zero angle A) so they see the same target. Because there is nothing.
Numerous other camera placements, processes, calculations, and other issues use the stereoscopic system of two or more cameras in the SFEI Hakim article referenced above and the other references referred to therein. It is generally discussed in relation to the exact determination of the position of an object.
The computer can also acquire stereoscopic images of the target on paper and at the four corners C71-C74. The solution of the photogrammetric equation allows the position of the paper with respect to the camera in space to be determined, and therefore the position of the pencil with respect to the paper, in particular the position of its tip, which is the display means C75. Or it is passed on to other computer programs. Even if there is no target at the end, the pointing direction can be determined by knowing the length of the target C65 and the calculated tip position of the pencil.
The line target C76 can be useful on the pencil, or a plurality of line targets spaced in the circumferential direction can also be useful in defining the pointing direction of the pencil from the stereoscopic image pair.
The range of motion of the measurement system is shown by the dotted line C79, which is the area on and above the desktop where the sensor system can operate effectively in this case. Typically, this is quite satisfactory for the task at hand. Note that due to the camera's possible decoding tilt and other geometric considerations, the effective range of motion for any accuracy or resolution reference does not necessarily have parallel edges.
Note that the two (stereo pair) camera systems in Figure 14 have been extensively tested and can provide highly accurate position and orientation information with up to 6 degrees of freedom. One particular version that uses a commercially available CCD black and white camera, and a Matrox "Genesis" frame grabber board, and image processing board, and suitable stereoscopic photogrammetry software that runs on an Intel Pentium 300MHZ-based computer, for example, a large desktop. It has features that are well suited for input from a CAD station. This is 0.5 meters in x and y, all with an accuracy of 0.1 mm or better, for example, when using clearly visible round backreflection (scotchlite 7615 based) data with a diameter of about 5-15 mm on the object. 6 axes (xyz roll) over a range of motion of x0.5 meters (desktop where the camera points directly to the desk from overhead) and 0.35 meters at z on the desk Provides a 30Hz update of pitch and yaw) data. This can be accurate enough for precise tasks such as designing objects in a 3D CAD system.
The camera in this example is mounted overhead. When mounted sideways or forward, or at an angle such as 45 degrees to the desktop, the z-axis is outward from the camera.
FIG. 14c further illustrates the stereoscopic arrangement of the two cameras used in this case to determine the position and orientation of the object with the line target and the data above some of the users. Here, the camera C60 and the camera C61 are arranged in this case to see the back-reflecting line target C80 running on a portion of the length of the toy blade C81. The line target in this case is made as part of a plastic sword and has the shape of a box-shaped reflector shaped in a corner similar to that of a car taillight reflector. It can also be created to have a unique color for the rest of the sword, and the combination of the two gives unmistakable instructions.
Typically, there are no other bright lines in any typical image when viewed in a back-reflexive manner. It can also be used to identify unwanted other brilliance and reflections where the shape of the target (eg, a line) can contain some bright pixels that are valuable in the image. Is illustrated. Note that a line-type target can be cylindrical in shape when wrapped around a cylindrical object, so that it can be viewed from multiple angles.
The alignment of the two camera images and the solution of the photogrammetric equation give the pointing direction of the line target. A full 6-DOF solution of the sword is available when additional points such as C82 are used. Also presented here is yet another point, C83, which serves two purposes, which allows for an improved photogrammetric solution, which may be due to ambiguity, erasure, or other reasons. Useful as a surplus target when C82 is not seen.
This data is calculated on computer C64 and used to change the display as desired.
In one embodiment, a Matrox Genesis frame processor card on an IBM 300MHZ PC was used to read both cameras and process information at a camera frame speed of 30HZ. Such line targets can be used for clothing sleeves, pointing glove seams, hat edges, and other decorative and practical purposes, such as holes or crevices, at the edges of objects or parts thereof. Very useful for edging objects.
Typically, cameras C60 and C61 have equal magnification and field of view, and the desired measurements overlap. The axes of the cameras can be parallel, but for operations in the range less than a few meters, a large baseline distance d is (less likely in the z range), especially to increase the overlap of their fields of view. When used to improve accuracy (although), they are tilted at an acute angle A with each other. For example, for CAD drafting applications, with a baseline of 0.5 to 1 meter, A can be 30 to 45 degrees. For a video game like the one in Figure 5, the range of z can be 5 meters or more, the angle A and the baseline are smaller, allowing for a larger range of activity.
The data on a database object has this data in relation to other points and other data of the object, by selling or otherwise providing the object designed with such knowledge to the user. It may be known by including a CD ROM disk or other computer interfaceable storage medium. Alternatively, the user or a person can teach the computer system this information. This is especially useful when the data is applied to any object by the user.
FIG. 14d Illustrated here is the process used in various embodiments relating to the detection of a single point for creating a command, in which case the position of the fingertip with the attached back-reflection target (or). In the simplest case, a change in position (ie, move) is such that only the bright target indication is viewed from the finger (and optionally, any object associated with it, such as the screen to be touched). Detected by a stereo pair of TV cameras that use a detection algorithm based on image thresholding.
If this is insufficient to unambiguously define the data on the finger, additional algorithms known in the art may be utilized (many of them are generally of Matrox Genesis). Image analysis frame mounted on the grabber board). The process can include: the process of detecting brightness relative to surroundings or very close (contrast); the process of detecting shapes, such as circles, rings, triangles, etc. The process of detecting a color, where a search for a specific color is performed; the process of moving, where only target candidates that have moved from their position in the previous TV image are seen.
Each step may process only those that have passed the previous step, or each may be performed independently, and the results will be compared later. The order of these steps can be changed, but the changes are made to further identify the valid instructions for the finger target.
The targeted finger position is then determined by comparing the finger target positions in the two camera images of the stereo pair. In this case, there is no alignment problem as a single target is used, and it only appears when points are found in each image.
After the image of the tip of the finger (or other tool) is found, its position is calculated with respect to the screen or paper, and this data is used to change it, eg, the position of the drawing line, the icon. Or it is input to the computer that controls the display to determine the vector of movement on the screen.
Motion detection The computer 8 can be used to analyze the input TV image-based signal to determine which points in the image are moving. This is useful for removing fixed background data, as it is often intended only for moving items, such as hands or objects. Moreover, the direction of movement is often the desired answer, or the fact that movement occurs at all.
A simple way to determine this is to subtract the image of the high-contrast back-reflective target from the first image, and simply determine which parts are different, which essentially represents the movement of the point. Small changes in lighting or other effects are not registered. Similarly, there are clearly more sophisticated algorithms.
Motion pre-processing is useful when the contrast of the target is not that high, as it removes irrelevant areas and concentrates all target recognition and measurement processing on the actual target item.
Such processing is also useful when a two-camera stereo is used, as only moving points are considered in image matching, and the problem is when there are many points in the field.
Can an object be considered moving? The answer is "yes" if it is a game or many other activities. However, there can be speed issues. Perhaps the frame-to-frame reference in games is 30Hz for a typical camera. However, in some cases, movement can be defined as slower, for example 3Hz for CAD system inputs that use the designer's careful motion.
Once the movement data is identified, the range can then be determined, and if the object is then tracked, even if it does not move forward from that point, the range measurement is just an object that uses more than two dimensions. Gives a good way to fix.
One can actually use the artificial movement of the target if it does not exist in nature. This can be done by vibrating it. If one or more LEDs are used as targets, they can be made to blink, which also appears in image subtraction (image with LED vs. image without LED). The same is true for color-changed targets, which also appears in the subtraction of color images.
Image subtraction or other computer processing operations can also be useful in other senses. It is also possible to subtract the background, activating back-reflected illumination light in the absence of a back-reflected target, and then subtracting them. Another idea is to simply take a picture of the room or other workspace and then capture the targeted object. Subtraction or something like that seems very easy. The end result is that any irrelevant, glowing features in space, such as glowing doorknobs, glass, etc., are removed from consideration.
This can also be done with colored targets by color-based image subtraction, which is especially useful when the desired color is known in advance (obtained through the instruction mode).
The flowchart shown in Figure 14d illustrates the following steps: A. Acquires an image of a stereo pair; B. Arbitrarily preprocesses the image to determine if motion is present. If it exists, it may move to the next step, otherwise it may not move to the next step or move (as desired); C. Threshold the image; D. Brightness If inadequate, change brightness collection parameters such as brightness or integration time; E. identify the target; F. if not, such as screening the color, shape, or size of the target, Add other steps; G. Determine the center of gravity or other features of the target point (in this case, the counterreflection point on the finger); H. Perform an auxiliary alignment step if necessary; I. Range of target positions Compare positions in stereo pairs to determine z, and x, y; J. Ancillary steps to determine the position of the target on the screen when the position of the screen is unknown to the compute program. Through the target on the screen, for example, determine what is projected onto the housing or screen; K. determine the position of the target with respect to the screen; L. determine the points in the indicated display program; M. display and program Is changed as desired.
FIG. 14e Below is a description of multi-degree-of-freedom image processing of a triangular color target (disclosed in some embodiments herein) using the computer-based method described below. It can be found optically using one or more cameras to obtain the three-dimensional position and orientation of the target. Advantageously, it uses a large number of pixels for color processing, as well as the highest resolution, typically from a large target, or the camera is close to the target, or the camera's field of view is very large. As such, it is best for targets defined by a large number of pixels in the image plane.
The method is simple, but 1) increases accuracy to varying degrees (at the expense of speed), 2) identifies tools or objects with one or more cameras (more cameras increase accuracy). It is unique in that it is applicable so that the combination of target colors and triangles (one or more) can be utilized. It utilizes triangular edges to obtain accurate subpixel accuracy. The method can still work well as long as the edges of the triangle have a gentle curve. Other geometries can sometimes be processed in the same way.
The method accurately defines the edges and then calculates the intersections of the curves at these ends to accurately determine the three vertices (F0, G0, F1, G1, F2, G2) of each triangle in the camera field of view. Based on finding. This is generally more accurate than finding 3 or 4 points in the area of the center of gravity. However, the choice of which to use often comes down to the question of which is more satisfying to the consumer or is durable and reliable in use.
In a preferred practice, one or more color cameras are used to capture a target composed of brightly colored right triangles on a rectangle of different brightly colored background material. The background color and the triangle color should be two colors that are easily distinguishable from the rest of the image. For the purposes of explanation, the present inventors describe the background color as bright orange and the triangle as light blue.
By using the difference between the background color and the color of the triangle, the vertices of this triangle can be found very accurately. If there are two or more triangles on the target, a weighted average of position and orientation information can be used to improve accuracy.
The method begins with the position of the pixel at the center of gravity of the triangle from the previous frame and begins searching for pixels with a background color or triangle color. When a pixel with the "light blue" color of a triangle is found, the program advances in four opposite directions, which detect the color that indicates the side where each advance divides the triangle and the "orange" background. Continue until. The method then extends this side and uses the least squares method to define the three sides of the triangle. The intersection of the three lines obtained is found, which serves as a rough estimate of the vertices of the triangle. These can serve as inputs for applications that do not require high precision.
If better accuracy is desired, then these tentative lines are used as a starting point for the subpixel refinement process. Each of these three lines is checked to see if it is mostly horizontal. If the line is mostly horizontal, a new line is determined by fitting the best fit of the curve across the pixels in each column that straddles the provisional line. If the lines are mostly vertical, the same process goes on the pixels in the row.
The color of each pixel that the line crosses is translated into the corresponding number. A completely light blue pixel would be given a value of 0, while a completely orange pixel would be given a value of 1. All other colors generate numbers 0 to 1 based on their relative quantities of light blue and orange. This numerical value, V, assigned to a pixel is a weighted average of the color components (R, G, B values, etc.) of that pixel. If the calibrated light blue components are AR, AG, AB, the orange components are OR, OG, OB, and the pixel components are PR, PG, PB, then the number V is: V = WR * CR In the + WG * CG + WB * CB expression, WR, WG, WB are weighting constants from 0 to 1, and CR is defined as: The same process can be used to define CG and CB. ..
This value V is compared to the ideal value U, which is equal to the orange percentage calculated assuming that the angle of the provisional line is the same as the angle of the ideal line. For example, a pixel that is crossed exactly in the middle by that line will have a U of 0.5 because it is 50% light blue and 50% orange. UV fitting in columns (or rows) near the provisional crossing provides a new estimate of the position of the true crossing. Finally, a set of these intersections can fit a line or gentle curve for each of the three sides, and the three vertices can be calculated from the intersections of these lines or curves.
These three exact vertices use the lens formula (in the present specification, we simply use the lens formula for convenience) to relate x and y of the target to F and G. It can be used on the camera surface (F0, G0, F1, G1, F2, G2) together with (let's decide). F = λX / Z; G = λY / Zλ is the focal length, and z is the vertical distance from the lens to the position of the target. The triangle above the target is initially defined as being parallel to the lens plane. In a preferred configuration, a right angle is defined by x0, y0, z0, one side (of length A) extending along the F axis of the camera and the other side (of length A) extending along the G axis of the camera. It has one right triangle with a length B). The orientation of the actual target is associated with this orientation using Euler angles φ, θ, ψ. The six derived data values (F0, G0, F1, G1, F2, G2) of the three vertices, along with the lens and Euler equations, define the six values of target position and orientation. Can be used. The position and orientation of the point of interest on any tool or object tightly attached to this target can be easily calculated from calibration data as well as normal translation and rotation transformations. The refinement that deals with lens distortion can be dealt with by forming a correction function with calibration data that corrects the position of the F and G data. Euler's equation is non-linear. We linearized the Euler equation, initially assuming that these angles have not changed much since the last video frame. So replace φ with φ (old) + U1, θ with θ (old) + U2, ψ with ψ (old) + U3, and z0 with z0 (old) + U4, ie: φ = φ + U1 θ = θ + U2 ψ = ψ + U3 z0 = z0 + U4. Substituting these into the Euler equations and applying the lens formula gives the matrix equation SU = R. This can be solved for U values using standard methods such as the Gauss Jordan routine. The angle and z0 can be updated iteratively until convergence is achieved. The coefficient of this matrix is s11 = -A (cos (φ) (F1 / λcos (ψ) + sin (ψ))-sin (φ) cos (θ) (F1 / λsin (ψ) -cos (ψ)) ) s12 = Asin (θ) cos (φ) (F1 / λsin (ψ) -cos (ψ) s13 = A (sin (φ) (F1 / λsin (ψ) -cos (ψ))-cos (φ) cos (-θ) (F1 / λcos (ψ) -sin (ψ))) s14 = (F0-F1) / λ s21 = A (G1 / λ (-cos (φ) * cos (ψ) + sin (φ)) sin (ψ) cos (θ)) + sin (θ) sin (φ)) s22 = Acos (φ) (G1 / λsin (θ) sin (ψ) -cos (θ)) s23 = G1 / λA (sin (sin) ψ) sin (φ) -cos (ψ) cos (θ) cos (φ)) s24 = (G0-G1) / λ s31 = 0 s32 = -B cos (θ) (F2 / λsin (ψ) -cos (ψ) )) s33 = -Bsin (θ) (F2 / λcos (ψ) + sin (ψ)) s34 = (F0-F2) / λ s41 = 0 s42 = -B (G2 / λsin (ψ) cos (θ) + sin (θ)) s43 = -BG2 / λ sin (θ) cos (ψ) s44 = (G0-G2) / λ, and the vector on the right side is r1 = (F1-F0) z0 / λ + A (F1 / λ (cos (ψ) sin (φ) + cos (θ) cos (φ) sin (ψ)) + sin (ψ) sin (ψ) -cos (θ) cos (φ) cos (-ψ) ) r2 = (G1-G0) z0 / λ + A (G1 / λ (cos (ψ) sin (φ) + cos (θ) cos (φ) sin (ψ)) + sin (θ) cos (φ)) r3 = (F2-F0) z0 / λ + Bsin (θ) (F2 / λsin (ψ) -cos (ψ)) r4 = (G2-G0) z0 / λ + B (G2 / λsin (θ) sin (ψ)) It is defined as -cos (θ)). After convergence, the remaining parameters x0 and y0 are defined by the equation: x0 = F0z0 / λ Y0 = G0z0 / λ.
Conspicuous color transitions can provide significantly more information than black-and-white transitions and are useful for the purpose of accurately calculating the position and orientation of an object. As color cameras and high-capacity processors become cheaper, the added information provided can be accessed at virtually no additional cost. And, very importantly, color transitions are often more comfortable for the user to see than plain black and white. In addition, the color can vary within the target to create additional opportunities to statistically increase the resolution at which the target can be found.
(Challenges in three-dimensional input to a computer) Today, input to a computer for three-dimensional (3D) information is often painstakingly done using a two-dimensional device such as a mouse or similar device. This technique is unnatural for both the person and the program and its interaction with the person, and CAD designers working with 3D design systems have the skills needed to design efficiently using the method. It requires many years of experience to master.
Similar situations exist for very common computer video games, where the content is much more three-dimensional and graphic-imaged, but with similar limitations. These games have also not been natural for players (s) so far.
"Virtual reality" also requires 3D input for head tracking, body movements, etc. This has led to the development of additional areas of sensor capability that have provided several solutions, but these are either cumbersome, expensive, or both for the user.
The limits of 3D computer input have also limited the use of natural situations such as medical lessons and simulations. It also limits infants, the elderly, and people with disabilities from the benefits of computer-backed life and work.
Another aspect is the digitization of object shapes. As a starting point for 3D design, you may want to pick up a plastic model or a real part.
We can give all of these controls and serve as a drafting pad, or enter a 3D shaped shape, or let the user use real clay and the user will actually We propose one single inexpensive device that even allows the computer to record new shapes as it is sculpted with clay.
Various embodiments relate physical activity and parts of the body to computer instructions. Inexperienced users can design a home with a set of purposeful models or "toy" doors, windows, walls, and so on. By touching the appropriate toy element and then moving or rotating the user's hand, the user can position the element in the appropriate position. The user can obtain his or her visual stimulus by either looking at the position of the toy on the desk or looking at the corresponding scale display on the computer display. Many other embodiments are also possible.
(Object Tracking) In one general aspect, a method of tracking an object of interest is disclosed. This method involves obtaining a first image and a second image representing different viewpoints of the object of interest, processing this first image into a first image dataset, and converting this second image into a first image dataset. Includes a step of processing into a second image dataset. The method further includes the steps of processing the first and second image datasets to generate background-related background datasets, as well as the first image dataset and background dataset. It involves generating a first difference map by measuring the difference between the two and a second difference map by measuring the difference between the second image data set and the background data set. This method also involves detecting the first relative position of the object of interest in the first difference map and the second relative position of the object of interest in the second difference map, and this first of the objects of interest. It includes the step of generating the absolute position of the object of interest from the first and second relative positions.
The process of processing this first image into a first image dataset and processing this second image into a second image dataset is a valid image region for each of the first and second images. It may include a step of determining (active image region) and a step of extracting an effective image data set from the first and second images included in this effective image region. The process of extracting a valid image dataset is a method of cropping the first and second images, a method of rotating the first and second images, or a method of shifting the first and second images. It may contain one or more of them.
In one embodiment, the step of extracting a valid image dataset may include arranging the valid image dataset into pixel rows of an image having rows and columns. The extraction step is further a step of identifying the maximum pixel value in each column of the image pixel sequence and a step of generating a data set having one row, and the identified maximum pixel value for each column is the same. It may include a step of representing a column.
The process of processing the first image into the first image dataset and the second image into the second image dataset may also include filtering the first and second images. Good. The filtering step may include a step of extracting edges in the first and second images. The filtering step further processes the first and second image datasets to emphasize the difference between the first and background datasets and the second image data. It may include a step of emphasizing the difference between the set and the background dataset.
Processing the first and second image data to generate a background dataset produces a first set of one or more background datasets associated with the first image dataset. And may include generating a second set of one or more background datasets associated with the second image dataset.
Generating a first set of one or more background datasets also includes generating a first background set that represents the maximum value of the data in the first image dataset that represents the background. Often, generating a second set of one or more background datasets produces a second background set that represents the maximum value of the data in the second image dataset that represents the background. Including. Generating is further contained within the first and second background sets set by a given value for the first and second background sets that represent the maximum value of the data that represents the background. It may include increasing the value.
Generating a first set of one or more background datasets also includes generating a first background set that represents the maximum value of the data in the first image dataset that represents the background. Often, generating a second set of one or more background datasets produces a second background set that represents the minimum value of the data in the second image dataset that represents the background. It may be included. Generating is further contained within the first and second background sets set by a given value for the first and second background sets that represent the minimum value of the data that represents the background. It may include lowering the value.
Generating a first set of background datasets may include sampling the first image dataset, and generating a second set of background datasets may include sampling a second image data. It may include sampling the set. Sampling may occur automatically at predetermined time intervals, where each sample may contain data that is not related to the background.
Generating a first set of one or more background datasets may include maintaining multiple samples of the first image dataset in each background dataset, one or more backgrounds. Generating a second set of ground datasets may include maintaining multiple samples of the second image data within each background dataset.
Generating each first background dataset may include selecting from a plurality of samples one value representing the background for each element in the first image dataset. Generating each second background dataset may include selecting from a plurality of samples one value representing the background for each element in the second image dataset. The selection may include selecting the median from all sample values in each of the background datasets.
In other practices, the generation is to compare the first image dataset with the subset of the background dataset, and to compare the second image dataset with the subset of the background dataset. May include.
In other practices, generating the first difference map may further include representing each element in the first image dataset as one of two states, the second difference map. Generating may further include representing each element in the second image dataset as one of two states, where the two states are values consistent with the background. Indicates whether or not.
In yet another practice, detection may include identifying clusters in each of the first and second difference maps, where each cluster has elements and elements in the associated difference map. The state of indicates that the element is inconsistent with the background.
Identifying the cluster may further include reducing the difference map to one row by counting the elements in the column that are inconsistent with the background. Identifying a cluster may further include identifying columns as being within a cluster and classifying adjacent columns as being within a cluster. Identifying a column as being in a cluster may also include identifying a central column.
Identifying a cluster may further include identifying a location associated with the cluster. Identifying the location associated with a cluster may include calculating a weighted average of the elements in the cluster.
Detection may further include classifying the cluster as the subject. Classification of a cluster may further include counting the elements within the cluster and, if the count exceeds a predetermined threshold, classifying the cluster as the subject only. Classification of clusters also counts the elements in the cluster and the number of all elements classified as inconsistent in the background in the difference map, and against the total number of elements. It may include classifying a cluster as an object only if the ratio of counts of elements in the cluster exceeds a predetermined threshold.
The step of detecting may further include identifying a subordinate cluster within the cluster that represents the pointing end of the subject, and identifying a portion of the subordinate cluster.
In the above implementation, the subject may be in the hands of the user, the method of which may include controlling an application program using the absolute portion of the subject.
The above-mentioned implementation further acquires a third image and a fourth image representing different viewpoints of the subject, the third image in the third image dataset, and the fourth image in the fourth image. It may include processing a third image data set and a fourth image data set in order to process the data set and generate a background data set related to the background. The method also generates a third difference map by determining the difference between the third image dataset and the background dataset, and the fourth image dataset and the background dataset. Generating a fourth difference map by determining the differences between, and the third relative position of the object in the third difference map, and the fourth relative position of the object in the fourth difference map. May include detecting. The absolute position of the object may be generated from the first, second, third, and fourth relative positions of the object.
As part of this implementation, the subject may be in the hands of the user or may include controlling an application program that uses the absolute position of the subject.
In another aspect, a method of tracking such an object controlled by a user associated with a computer is disclosed. The method differs between acquiring images from at least two viewpoints, processing the acquired images to generate an image dataset for each acquired image, and for each acquired image. Includes comparing each image dataset with one or more background datasets to generate a map. The method also detects the relative position of the object in each difference map, generates the absolute position of the object from the relative position of the object, and the absolute position because the user can interact with the computational application. Including using.
Further, the method may include mapping the absolute position of the object to the screen coordinates associated with the computer application, and using the mapped position to combine with the computer application. The method may also include recognizing gestures associated with the object by analyzing changes in the object in absolute position, and combining absolute positions and gestures to combine with a computer application.
In another aspect, a multi-camera tracking system that interacts with an application program running on a computer is disclosed. A multi-camera tracking system includes two or more video cameras configured to provide different perspectives in the area and can operate to produce a series of video images. The processor can operate to receive a series of video images and detect objects appearing in the area. The processor generates a background dataset from the video images, an image dataset for each received video image, and each image dataset to generate a difference map for each image dataset. Compares to background data sets, detects the relative position of the target in each difference map, generates the absolute position of the target from the relative position of the target, and maps the absolute position to the position indicator associated with the application program. Execute the process.
In the above implementation, the subject may be a human hand. In addition, the area may be defined in front of the video display associated with the computer. The processor can operate to map the absolute position of the object to the position indicator so that the position indicator on the video display is aligned with the object.
The area may be defined at any distance in front of the video display associated with the computer so that the processor aligns the position indicator on the video display with the position pointed to by the subject. It may be operational to map the absolute position of the object to its position indicator. Alternatively, the area may be defined at any distance in front of the video display associated with the computer so that the processor estimates the movement of the object to be greater than the position of the position indicator on the video display. , It may be possible to operate to map the absolute position of the object to the position indicator.
The processor may be configured to emulate the functionality of a computer mouse. This may include configuring the processor to emulate controlling the buttons of a computer mouse with gestures derived from the movement of the subject. The sustained position of the subject for a predetermined period of time may trigger a selection action within the application program.
The processor may be configured to emulate controlling the buttons of a computer mouse based on the sustained position of the subject for a predetermined period of time. Sustaining the position of the object within the range of the interactive display area for a predetermined period of time may trigger a selection action within the application program.
The processor may be configured to emulate controlling the buttons of a computer mouse based on the sustained position of the position indicator within the range of the interactive display area for a predetermined period of time.
In the above aspects, the background dataset may include data points that represent at least a portion of the static structure. In this practice, at least a portion of the static structure may include a patterned surface that is visible to the video camera. This static structure may be a window frame. Alternatively, this static structure may contain a piece of light.
In another aspect, a multi-camera tracking system for interacting with an application program running on a computer is disclosed. The system includes two video cameras configured to provide different perspectives in the area and can operate to produce a series of video cameras. The processor can operate to receive a series of video images and detect objects appearing in the area. The processor generates a background dataset from the video images, an image dataset for each received video image, and each image dataset to generate a difference map for each image dataset. Compares with the background data set, detects the relative position of the target in each difference map, generates the absolute position of the target from the relative position of the target, identifies the subregion indicated by the target, and identifies the target. When the target occupies the identified subregion, the act is associated with the identified subregion that has been started, and the process of applying the act that interacts with the application program is executed.
In the above implementation, the subject may be a human hand. In addition, the actions associated with the identified subregion may emulate the activation of keyboard keys associated with the application program. In a related practice, sustaining the subject's position in any subregion for a predetermined period of time may trigger the act.
Details of one or more practices are described in the accompanying drawings and in the description below.
FIG. 15 shows a multi-camera motion tracking and control system D100 that interacts with an image viewing system. In this practice, the two cameras D101 and D102 scan the area of the area D103. A controlled or known background D104 surrounds the area D103. The region D105 is tracked by the system if it enters the region D103. The object D105 is any general object inserted into the area D103, usually the hand or finger of the system user. The target D105 may also be a selection device such as a pointer.
A series of video images acquired from cameras D101 and D102 are transported to a computer or image processor D106. In this practice, the arithmetic unit is a general purpose computer running additional software that provides feedback to the user on the video display D107.
FIG. 16A shows the normal implementation of the multi-camera control system D100. The two cameras D101 and D102 are located outside the area D103. The camera is oriented so that the intersection D204 of the field of view (D205 of camera D101, D206 of camera D102) covers the region D103. The direction is such that the cameras D101, D102 are rotated on axes that are approximately parallel. In this example, the floor or window ledges and sidewalls provide a controlled background D104 with prominent edges. The corresponding field of view captured by camera D101 is shown in Figure 16B. Although not shown in the figure, the field of view captured by the camera D102 is an image symmetrical with the field of view captured by the camera D101. The controlled background D104 does not have to cover the entire field of view D205 of the camera. For each camera, it can be seen that the active image area D208 is entirely contained within the controlled background D104 and also includes the entire area D103. The background features of the background D104 can be modeled, and the target D105 is controlled so that the features are different from the background D104 in any part or all of the background features. When the target D105 appears in the area D103, the target 105 blocks a part of the controlled background D104 in the active image area D208 of each camera D101, D102. In its closed position, either in whole or in part, the blocked image is inconsistent with the model of controlled background D104 with respect to the selected features.
In summary, the subject D105 is identified and, if found, its position within the active image area D208 of both cameras is calculated. The position of the target D105 in the area D103 is calculated using the position data of each camera of D101 and D102, the position of the camera related to the area D103, and the parameters describing the camera.
The processing performed by the image processor D106 (FIG. 15), which may be performed through software processing or hardware, is illustrated in FIG. The camera images are simultaneously carried from the cameras D101 and D102 and transferred to the image buffers D306 and D307 (each) in the image processor D106 captured by the image acquisition modules D304 and D305 (each). The image detection modules D308 and D309 independently detect the target D105 in each image and determine its position in relation to its camera field of view. The relative position information D310 and D311 from the fields of view of both cameras are combined by the combination module D312 and fine-tuned by the position fine adjustment module D313 as necessary. presence) and the position of the subject D105 within the region D103. If desired, a particular gesture performed by the user may be detected in the gesture detection module D315. The results of the gesture detection process are delivered either on the same image processor D106 or on another processing device, and then to another processing or application D316. The process of gesture detection is described in more detail below.
The image detection modules D308 and D309 are identical in the processing they perform. Implementation of these image detection modules D308, D309 is shown in FIG. In block D402, the image processor D106 extracts the image data corresponding to the active image area D208 (FIG. 16B) from the captured image data stored in the image buffer D306 or D307. The image may be filtered by filtering D403 to emphasize or extract the appearance or features of the image, where the background D104 and the subject D105 are different, but otherwise within the background D104 over time. Is immutable. In some practices, the data representing the active image region may also be reduced by the scaling module D104 to reduce the amount of computation required in subsequent processing steps. Using the resulting data, background D104 is modeled in block D405 by one or more instances of background model processing and is represented as background model data 406 of controlled background D104. Generate a description of. Therefore, the background D104 is modeled with respect to the desired aspect or feature of the image. The background model D406 is transformed into a set of criteria in processing D407. In the D408 comparison process, filtered (from process D403) and / or reduced image data (from module D404) are compared against these criteria (from process D407) and the current data is backed up. Positions that are inconsistent with ground model data D406, that is, positions that do not meet the criteria, are stored in the image or variance map D409. In the detection module D410, the difference map D409 determines whether any such inconsistencies are suitable as possible indications for subject D105 and whether these criteria are met. For analysis, its position within the camera field of view (D205 or D206) is determined. The position of the subject 105 may be further fine-tuned (if necessary) in block D411 to generate a camera-related entity and a position output D310 or D311 associated with the subject D105 (described above in connection with FIG. 17). As you did).
In block D402 of FIG. 18, image processor D106 extracts image data corresponding to the active image region D208 (of FIG. 16B). The image data may be extracted by cutting, shearing, rotating, or deforming the captured image data. Crop extracts only a portion of the entire image within the active image area D208. A bound is defined, any pixel within the range is copied, unmodified and sent to a new buffer, while out-of-range pixels are ignored. The active image area D208 may have any shape. Shearing and rotation can sort the data into a more convenient order for further processing, such as a rectangle, so that it can be addressed in rows and columns of pixels.
Rotation makes the content of the image appear as if the image is rotating. The rotation rearranges the position from (x, y) to (x', y') according to the following equation: ". × (times).. × .. θ .. ×.. × .. θ. . × .. × .. θ .. × .. × .. θ .. Function. # # EQU00001 # #, where θ is the angle at which the image is rotated.
When the cameras D101 and D102 are properly mounted with respect to the area D103, the desired angle of rotation is usually small. If the desired angle of rotation is small, shear may be used to provide a simpler estimate than rotation in calculation. Shear distorts the shape of the image, so that the deformed shape appears to have rows and columns sliding up and down with each other. Shear repositions pixels according to the following equation: ".function .. × .. × .. ×.". Function .. ×. ## EQU00002 ##, where shx is in the image Represents the amount of horizontal shear and shy represents the amount of vertical shear in the image.
Implementation of the multi-camera control system D100 applies in situations where the subject D105 has either higher or lower brightness than the controlled background D104, either in whole or in parts thereof. For example, the background of the D104 may be illuminated to create this situation. The filtering block D403 passes the luminance information associated with the image data. A single background model D406 represents the expected brightness of this background D104. In practice, the brightness of the controlled background D104 may be variable within the active image area D208, so the background model D406 is expected for all pixels in this active image area D208. The brightness value may be saved. The comparison reference generation process D407 corrects each luminance value from the background model D406 to reduce signal noise (more than can be calculated in the background model) and slight variations in the controlled luminance of the background D104. It calculates and produces the lowest brightness value that can be classified as consistent with background model D406. For example, if the brightness of the controlled background D104 is higher than the brightness of the subject D105, then the processing block D407 is the brightness of each pixel by an amount greater than the expected magnitude of the signal noise and the variation in brightness. Reduce the value.
In some implementations of system D100, the region D103 is small enough that it may be modeled as a planar region. The plane orientation is parallel to the anterior and posterior surfaces of the cube of dots representing the region D103 in FIG. Two conditions: (1) if the target D105 is detected, block the background D104 in all rows and some columns of the active image area D208, (2) a single set in the background model D406. The active image area D208 may be reduced to a single row of pixels in the optional scaling model D404 if the value of is sufficient to characterize the entire column of pixels in its active image area 208. The first condition is usually satisfied when the active image region D208 is thinner than the subject D105. The second condition is satisfied by the implementation of blocks D403, D405, D406, and D407 described above. The application of the scaling module D404 reduces the complexity of the process that needs to be performed in the subsequent process, as well as the storage requirement of the background model D406.
The specific implementation of the scaling module D404 depends on the specifications of the processing blocks D403, D405, D406, and D407. If the brightness of the controlled background D104 is expected to be higher than the brightness of the subject D105, as described above, one implementation of the scaling module D404 will make each column by the highest brightness in that column. Represent. That is, for each column, the highest value in that column is copied to the new array. This process has the added benefit that the high-brightness portion of the controlled background D104 does not have to fill the entire controlled background D104.
The alternative implementation applies to situations where the controlled background D104 is static, i.e. does not include motion, but the brightness is not limited. A sample source image is included in Figure 19 as an example. In this case, the object may include or be close to a brightness value that can also be found in the controlled background D104, as perceived by the camera. In practice, the brightness variation of the controlled background D104 (eg, caused by the user moving in front of the device and thereby blocking some ambient light) is the controlled background D104 and the subject. It may be important in the magnitude associated with the difference from subject D105. Therefore, certain types of filters may be applied in the filtering process D403, producing invariant results or results that do not emphasize variability in overall brightness, while emphasizing part of the subject D105. .. A 3x3 Previt filter is commonly used in filtering D403. FIG. 19B shows the result of the 3 × 3 Previt filter on the image on FIG. 19A. In this practice, two background models D406 may be maintained, one representing each of the high and low values, and both representing the range of values expected for each filtered pixel. The comparison reference generation process D407 then reduces the low value and raises the high value by an amount greater than the expected magnitude and luminance variation of the signal noise. This result is a set of criteria, an example for low values is shown in Figure 19C and an example for high values is shown in Figure 19D. These modified images are passed through a comparison process D408, which has their values lower than the low value criteria (Figure 19C) or higher than the high value criteria (Figure 19D). Classify pixels that are inconsistent with the controlled background D104 if either is true. The result is a binary variance map D409, an example corresponding to Figure 19B.
Prior implementation allows the use of, for example, many existing surface walls, window frames, etc. as a controlled background D104, where those surfaces have any brightness, texture, edges, or their control. It may have a line of light fixed to the surface of the background D104 or the like. In addition, the above-mentioned implementation enables the use of, for example, a predetermined pattern or texture, a controlled background D104 including the pattern, and here, the above-mentioned step is an area in which the target D105 closes the controlled background D104. Detect the lack of patterns within.
The difference map D409 stores the positions of all pixels found to be inconsistent with the background D104 by the method described above. In this practice, the difference map D409 may be represented as a binary image, where each pixel may be in one of two states. These pixels, which are inconsistent with background D104, are identified or "tagged" by setting the pixels in the corresponding rows and columns of the difference map to one of their states. .. Alternatively, the corresponding pixel is set to the other state.
The implementation of the detection module D410 that detects the target D105 in the difference map D409 is shown in FIG. Another scaling module in block D603 provides additional opportunities, reduces the data to a single-dimensional array of data, and may be applied to the situation as needed, where the direction of subject D105 is , Has no significant effect on the entire range of subject D105 within the difference map D409. In practice, this applies in many situations, where the number of rows is less than or similar to the number of normal columns occupied by subject D105. When applied, the scaling module in block D603 reduces its variance map D409 to a one-row map, a single-dimensional array of values. In this implementation, the scaling module D603 may count the number of tagged pixels in each column of the difference map D409. As an example, the difference map D409 in FIG. 21A is reduced in this way and is shown as graph D709 in FIG. 21B. Applying this optional processing step reduces processing requirements and simplifies some of the subsequent calculations.
Continuing this implementation of this detection module D410, the pixels tagged in the difference map associated with subject D105 (D409 in the example of Figure 31A) roughly form cluster D701, but the clusters are not necessarily connected. It is observed that it is not. The cluster identification process D604 classifies a pixel as to whether it is a member of cluster D701 (or classifies columns if scaling module D603 is applied). Various methods of finding clusters of samples exist and may be applied, the subsequent methods being selected based on the simplicity of the process. Note that if the subject D105 is present, the count of accurately tagged pixels will be higher than the false positive number. Therefore, it is expected that the central position will be somewhere within the subject D105. Part of this implementation of cluster identification process D604 is applied to a map of one column (for example, if a scaling module is provided in block D603 or D404), as part of central column D702 and cluster D701. Calculate the tag columns of (if they are within a given distance D703 corresponding to the maximum number of columns allegedly occupied). Part of this implementation of cluster identification process D604 adds tagged pixels to cluster D703 (if they meet adjacent distance criteria) when applied to a multi-row map.
In this practice, a set of criteria is received by the cluster classification process D605 and then assigned to cluster D701 to verify that the cluster is eligible to be consistent with what is expected as subject D105. Therefore, process D605 determines whether cluster D701 should be classified as belonging to subject D105. Part of this implementation of the cluster classification process D605 calculates the count of tagged pixels in cluster D701 and calculates the count of all tagged pixels. The count in cluster D701 is compared to the threshold to eliminate false matches in clusters with a few tagged pixels that are supposed to be the subject D105. Also, the ratio of counts of pixels in cluster D701 associated with all counts is compared to the threshold to further reduce false matches.
If cluster D701 passes these criteria, the cluster description is fine-tuned in processing block D606 in processing D607 by calculating the center of gravity associated with cluster D701. The central position found by the scaling module D603 will be within the range defining the object D105, but it is not necessarily the center of the object. The weighted average D710, or center of gravity, provides a better measurement of cluster position and is calculated as needed within process D606 as subprocess D607. The weighted average D710 is calculated by the following equation:. × .. function .. × .. function. ## EQU00003 ##, where {overscore (x)} is the average, c is the number of columns, C [x] is the count of tagged pixels in column x.
The cluster range D704 may also be calculated within process D606 if desired and is shown as process D608. Cluster D703 may contain some false positive outliers, so as part of this practice, the range may be defined as containing a given percentage of tagged pixels, or a comparison. In situations where few pixels are expected to be tagged, those tagged that form a close subcluster, i.e. those tagged pixels (or columns) with untagged neighbors. Includes pixels (or columns if scaling module D603 is applied).
In addition to the intermediate and boundary coordinates, the orientation of the object D105 may be inferred by calculating the moment of the cluster, if desired. This calculation is represented by the cluster direction calculation process in the subordinate process D609 in the process D606.
In some applications of the system D100, the subject D105 is used as a pointer. In this case, if the "pointing edge" of the target D105 is desired, and if the region D103 contains a sufficient number of rows and that number of rows is not reduced, then the pointing edge calculation subprocess in process D606 It may be decided. An example is shown in Figure 21C. The subject D105 normally inputs or is restricted from inputting the active image area D208 from a known boundary of that area. The pointing end D705 of the subject D105 (eg, the user's fingertip) would be part of the furthest cluster D701 from the input area D706 to the active image area D208. Cluster D701 may contain some false positive outliers. Therefore, the pointing end D705 may contain multiple tagged pixels near the farthest border of cluster D701, or adjacent subclusters in situations where relatively few pixels are expected to be tagged. It may be defined as region D707 within cluster D701, which contains the furthest tagged pixels that form, i.e. those tagged pixels that have tagged neighbors. This subcluster is identified by subcluster pointing end processing D610 and the location of the subcluster is found in processing D611.
Continuing this practice, the process carried out by the smoothing module D612 may optionally be applied to any or all positions found in process D606. Smoothing is the process of combining previously resolved results with the results, and they move from frame to frame in a stable manner. The weighted mean coordinate D710 found by the gravity centering process D607 depends on many samples and is therefore inherently stable. The range D704 is found by the cluster boundary area determination process D608, and the pointing end D705 is found by D611, the coordinates depend on a relatively small number of clusters, and the state of a single pixel has a significant effect. May be good. Since the size of the region indicated by subject 105 is expected to remain relatively stable, smoothing is applied to the distance between the ranges D704 measured in relation to the weighted mean coordinate D710 of the cluster. May be good. Since the shape and orientation of the object D105 is expected to change more slowly than the overall position of the object D105, the smoothing is the pointing end D705 measured in relation to the weighted mean coordinate D710 of the cluster. May be applied to the distance of.
The process used in the center process of gravity is equation 1 as follows. s (t) = (a. × .r (t)) + ((1-a). × .s (t-1)) In equation 1, the smoothing value at time (s (t)) is , 1-Equal to the smoothed value at scale value (a) x time-1 (t-1). This quantity is added to the raw value at time t (r (t)) multiplied by the scalar (a) between 0 and 1.
With reference to FIG. 22, implementation of system D100 utilizes one or more background models D406 (FIG. 22), as described above. Implementation of the background model processor or element D405 that produces the background model data D406 is shown in FIG. This implementation of background model element D405 automatically and dynamically generates a background model, allowing unattended operation of the system.
Input data D802 is provided by the output of scaling model 404 for this implementation of background model element D405. The input is available for all frames and is sampled in sampling process D803. This sample may include subject D105 and occludes part of the controlled background D104. For each pixel, the range of values may better represent background D104 than a single value. By including this range of effects in the background model, the extensions in process D407 may be tighter. Contribution of multiple frames of data to the sample makes this range observable, but also if the target D105 is moving while frames are sampled, the back blocked by the target D105. Increase the portion of ground D104. The optimum number of frames to use depends on the expected movement of subject D105 for a particular application of the system. In fact, for a hand-tracking system, 10 frames, which represent about 0.33 seconds, cover a major part of the range without allowing the subject to move in order to block an unnecessary part of the background. Enough to observe. If a particular background model is compared in comparison process D408 as an upper range over values that are expected to match background D104, then the maximum value of each pixel observed in multiple frames is recorded as a sample value. You may. If a particular background model D406 is compared in processing D408 as a downward range on values that are expected to match background D104, then the minimum value of each pixel observed in multiple frames is recorded as a sample value. You may.
In this implementation of background model element D405, the samples from sampling process D803 are added to buffer D804, which has a storage location for storing n samples, where the oldest sample in history is replaced. This history therefore contains n sampled values for each pixel. Since the time span d represented in the buffer is rate dependent, a new sample is obtained and added to history r by equation 2 described by equation: ## EQU00004 ##.
In this practice, the central processing block D805 selects, for each pixel, a value determined by that block, which is specific to the background D104 controlled at the position represented by that pixel. One way to select values specific to the controlled background D104 in processing block D805 is to select the median of n for each pixel. For any pixel, n sampled values in buffer D804 may represent the subject D105. The period d is selected so that the subject D105 does not block any one pixel of the controlled background D104 during the accumulated period of d / 2 or longer within any time span of d. To. Therefore, for any pixel, the main part of the sample is specific to background D104, and therefore the center of the sampled values is the value specific to background D104.
Background model element D405 is adaptive and any changes to background D104 are reflected in the output of central processing block D805 once they are observed during the d / 2 time. The system does not need to be able to visualize the entire control background D104 once it is started, and the subject D105 may be shown at the start, however, for a period of d before the sample provides output. Need to be observed. If desired, restrictions may be applied and the subject D105 must be absent when the system is started, in which case the first observed sample value is n in buffer D804. It may be copied to all of the samples in the system so that the system can produce output faster.
The period during which any one pixel of the controlled background D104 is blocked by the subject D105, and therefore the period d, depends on the particular use of the system. The number of samples n can be estimated for the memory buffer and available processing power.
The preceding discussion represents one practice of acquiring the position of the subject D105 in and in relation to the image acquired by the cameras D101 and D102. Once the subject D105 is successfully detected and its coordinates are found in both camera fields of view D205 and D206 by the detection modules D308 and D309 of FIG. 17, then the combination of these coordinates is within the scope of the subject D103. Sufficient to restore the position of subject D105. In the implementation described in FIG. 17, the position of the subject D105 is calculated in the combination module D312.
Reference to FIGS. 23A and 23B shows the implementation of combination module D312. For each camera D101 and D102, the position D902 of p of the subject D105 on the camera image plane D904 is converted to the angle D905, which is referred to in this description as β (.β) and on the reference plane. Measured and its normal is defined by the axis of rotation of cameras D101, D102. (In practice, the axes are not exactly parallel and are not defined exactly on a single plane, however, the processing described herein tolerates that error). By estimating the cameras D101, D102 as an ideal pinhole model of the camera, the angle (.β) associated with the vector D906, which defines the direction of the camera, is estimated.
As shown in Figure 23A, equation 3 shows the following approximate calculation: .β. ×. ## EQU00005 ##. To estimate the angle β (.β), an inverse tangent is applied to the amount of focal length (f) divided by the position p on the image plane projected on the intersection of the reference plane and the image plane.
For maximum accuracy, the essential camera parameters (the position of the principal point and the scale of the image) and the radiative distortion caused by the lens are ideal for the distortion position (as represented by relative position information D310, D311). It should be corrected by converting to position. More specifically, the ideal position is the image on which the target D105 is projected if the cameras D101, D102 have the characteristics of an ideal pinhole camera (where Equality 3 produces the exact angle). It is the position on the plane D904. A set of correction equations is presented at Z.Zhang, A Flexible New Technique for Camera Calibration, Microsoft Research, http://research.microsoft.com/.about.zhang and is incorporated by reference. For many uses of this system, it is understood that the estimates provide sufficient accuracy without this correction mentioned above.
Continuing the description of the combination module D312, as shown in FIG. 23B, the reference vector D907 is defined so that it passes through both positions of cameras D101 and D102 on the reference plane, where the reference plane is: The axis of rotation of the camera is defined to define the normal of the reference plane. The angle D908 at which the camera is rotated is measured with respect to the reference vector D907.
The formula for measuring the angle is given in equation 4: .α. =. Β0 + .β. The measurement of angle α (.α.) Is equal to angle β_not (.β0) and angle β (.β.).
Equality 4 is applied to measure the angle D909 of the object D105 with respect to the reference vector D907. This angle is referred to herein by the α (.α.) Symbol. The lengths of the angles αD909 and the reference vector D907 with respect to each camera D101 and D102 are sufficient to find the position of the object D105 on the reference plane by equations 5 and 6.
Equation 5 is:. × .. × .. × .. × .. α .. × .. × .. × .. α.. × .. × .. × .. α .. × .. × ..α. ## EQU00006 ## Offset (y) is the tangent of the angle (.αA) with respect to the camera A101, the tangent of the angle (.αB) with respect to the camera B D102 multiplied by the vector length D907 (w). Equal to the tangent of the angle (.αA) with respect to the camera A D101 and the tangent of the angle (.αB) with respect to the camera B D102.
Equation 6 calculates the offset of the object (xA) as follows:. × .. × .. α. ## EQU00007 ##. In equation 6, the offset (xA) is measured by the offset from equation 5 (y) divided by the tangent of the angle (.αA) with respect to camera A D101.
The position of the object D105 on the axis orthogonal to the reference plane may be found by equation 7 (. × .. ×. ## EQU00008 ##), which equation of the object D105 from the camera. The distance is applied to the position in each image.
In Equation 7, the position (z) was projected onto the vector of the image plane orthogonal to its use in Equation 3 divided by the focal length (f) multiplied by the distance of the object D105 from the camera (l). Calculated as position (p) on the image plane.
These relationships provide the coordinates of the subject D105 with respect to the camera A D101. Once the position and size of the area D103 with respect to the camera A D101 is known, its coordinates may be transformed such that it is related to the area D103, D312 of FIG.
Smoothing may optionally be applied to these coordinates in the fine-tuning module D313 of the implementation of this system shown in FIG. Smoothing is the process of combining previously solved results with the results so that motion is stable from frame to frame. One method of smoothing for these particular coordinate values (xA, y, z found by combination module D312) is described in the present invention. The components of the coordinate values associated with the object D105, i.e. x, y and z, are independently and dynamically smoothed. The degree of dampening S is calculated by equation 8, where S is dynamically and automatically adjusted in response to changes in position and is calculated as:. × .. × ..ltoreq () .α .. × .. × ..α .. × .. × .. × .. × .. × .. α .. × .. ×. <<. ×. . × .gtoreq () .. × .. × .. Function .. Function. ## EQU00009 ##. In equation 8, s (t) is the smoothed value at time t, r (t) is the raw value at time t, DA and DB are the thresholds, and SA and SB are the degree of damping. To specify.
As shown in FIG. 24, the two distance thresholds DA and DB define three ranges of motion. Positional changes and movements that are less than DA are significantly dampened by SA (D1001), thereby switching back and forth between two adjacent values (a side effect of separate sampling of images). Reduce the tendency of values. Changes in position larger than DB are slightly suppressed by SB (D1002), or not. This reduces or eliminates the lag and vagueness introduced in some other smoothing procedures. The degree of damping varies between DA and DB, i.e. for the movement of the region indicated as D1003, and as a result, the transition from slight to significant damping is less noticeable. The scalar a applied to equation 1 is found by equation 9 as follows:. ×. ## EQU00010 ## In equation 9, scalar (a) is equal to or greater than 0, and Limited to less than or equal to 0, the damping value of S is found by equation 8, where e is the elapsed time from the previous frame.
When these coordinates D314 of the target D105 are found, they are usually carried to another process such as the user application program D316 to be used. If they are performed, they may be carried to another process, or to another computer, to perform on the same image processor D106, as in the calculations described above. The way data is delivered to application program D316 may include emulation of traditional user input devices (including mouse and keyboard), allowing the system to provide existing control functions within that application program D316. The coordinates D314 of the subject D105 may be calculated for all video frames captured by the camera, where one video frame is typically captured more than 30 times per second. As a result, there is almost no delay between the user's actions and the application's reaction.
In normal implementation of the system, the application program D316 provides feedback to the user by displaying a visual presentation of the indicator on the video display D107. The indicator is moved so that its position and movement mimic the movement of the object D105.
In one variant of this form of the user interface, an indicator such as a mouse pointer is shown in front of the other graphic, and its movement is mapped to a two-dimensional space defined by the screen surface. This form of control is similar to that provided by a computer mouse, such as those used with the Microsoft.RTM. Windows.RTM. Operating system. An exemplary feedback image of an application using this type of control is shown in D1102 in Figure 25A.
With reference to FIG. 25A (and a brief reference to FIG. 17), the image processor D106 also includes an optional coordinate remapping process D317 (FIG. 17). The coordinate remapping process D317 sets the existence and position coordinates D314 (related to the target D105) in global positioning as <.ltoreq () .. ltoreq ().> ## EQU00011 ##. , Equality 10 for the x coordinate and an equivalent of the equation for the y coordinate, which can be operated to remap to the overlaid position on the image D1102.
In equation 10, xh is the coordinate position D314 associated with target D105, xc is the on-screen cursor position mapped to 0-1 and bl and br are the left and right subregions within the region D103. The position of the range. As shown in FIG. 25B, the entire region of display D1102 is represented by the subregion D1103 contained within the region D103. Positions within the lower region D1103 (eg, A D1105) are linearly mapped to positions within display D1102 (eg, D1106). Positions outside of the sub-region D1103 but still within the region D103 (eg, position B D1107) are mapped to the closest positions on the boundaries of the display region D1102 (eg, D1108). This reduces the possibility of the user unintentionally removing the subject D105 from the subregion (usually the user's hand or pointing finger) while attempting to move the indicator D1101 near the boundaries of its display.
In the situation where the area D103 is immediately before the video display D107, the lower area D1103 may be specified to be adjusted to the video display D107 so that the indicator D1101 appears to be aligned with the subject D105. .. If the area D103 is relatively thin, for example less than 5 cm, and the lower area D1103 is defined in this way, then the system is not limited to the size of the video display D107 and Approximate for user interaction, or "touch screen," without requiring direct contact between the user and the surface of the video display D107 (eg, the video display and the user may be on either side of the window). As you can see, the system D100 can be used with various video display sizes, not only computer monitors (CRT or LCD type displays), but also rear projection TV monitors, large flat screen LCDs. It may also include a monitor and a forward projection presentation system.
In a situation where the area D103 is not immediately in front of the large video display D107, the active image area D208 is deep enough, and the direction of the object is found in the direction calculation process D609, the vector is the video display that the user "points" to. It may extend from the position of interest to the video display D107 using a directional angle to detect the upper position.
However, the active image region D208 is often not deep enough in processing block D609 to accurately calculate the orientation. In these situations, if the region D103 is not immediately in front of the large video display D107 and its orientation is not calculated, then equation 10 may be applied, where the subregion D1103 is smaller than the video display. The processor then maps the absolute position of the subject D105 to the position indicator, so that the movement of the subject D105 is estimated to be a large movement of the position indicator's position on the video display, thereby the video display. The entire area is easily accessible to the user (eg, the sub-area D1103 may be specified to be at most 750 mm wide and correspondingly high, and easily accessible by many users). .. When set up this way, the system still provides the user with a "pointing to the screen" sensation.
In another variant of this form of the user interface, the user moves the display of the indicator within the display of the 3D virtual environment (examples shown in Figures 26A and 26B). Since the virtual environment may be generated using a projection transform, the depth of the virtual environment is indicated by the image shown on video display D107. Technologies for creating this type of virtual environment include OpenGL. Equation 10 is used to remap the x, y and z coordinates (subregion 1103 becomes, for example, a cube).
Applications controlled by moving objects on screen indicators (eg, FIGS. 25A, 26A and 26B) have described their control above, but generally show a graphic representation of data or interactive elements (eg button D1109). Or object display D1202). The user is supposed to place the indicator D1101 on one of these objects, but when presented with a 3D virtual environment, he touches and interacts with the objects. For 2D interfaces, this condition may be detected by comparing the remapped indicator position D1106 to the boundaries of the object's graphic display (eg D1110), if the indicator position is within the object boundaries. This state is true. For 3D interfaces, this condition is detected by comparing the boundary D1203 of the entire indicator D1101 or, if finer control is required, a portion of the indicator with the boundary D1204 of object D1202. You may. The user optionally receives feedback indicating that the cursor is over the object. Feedback can be in various forms, including changes in voice cues and / or graphic display of one or both cursors and objects. The user may then activate, manipulate, or move the object under the cursor. By performing gestures, the user is supposed to show his or her intention to activate, manipulate, or move the object.
Optionally, the motion of object D105 may be interpreted and classified by gesture detection module D315, as described above with respect to FIG. Gesture detection process D315 may utilize data formed from any component of the system. The final coordinates D314, the image coordinates D310 and D311 or a combination of these D310, D311 and D314 may be sampled over time and may be provided as input to the gesture detection process D315. By using this data as input to the gesture detection process D315, various gestures (eg, "hovering" and "poking") were successfully detected.
In a scenario where the state of the application (ie whether indicator D1101 is above button D1109) is known and that state is propagated to gesture detection module D315, the object under cursor D1101 (eg screen object). One gesture that the user performs to indicate the intent to activate D1109, D1202) is to hover the cursor over an object (eg, D1109, D1202) longer than a given duration. If the state of the application does not change over a predetermined duration, this gesture performed by the user is detected by monitoring the state of the application and triggering the gesture. There is no need to develop an application specifically for the multi-camera control system D100. This is because it monitors the state of the application inconspicuously (by setting a "hook" using the Windows SDK function "SetWindowsHookEx" in the Windows operating system) and emulates a "click" of the mouse (Windows operating system). This is because there is a technology that can use the Windows SDK function "Send Input" in the system.
In some scenarios, the state of the application may not be available and may not be monitored. In this case, some exemplary gestures that indicate the intent of activating the object under the cursor D1101 (eg screen objects D1109, D1202) are to keep the hand stationary ("hovering"), or to move the hand. Poking quickly back and forth.
The method of detecting "hovering" is done by keeping a history of the position of object D105, which history includes all records of position and state over a predetermined duration and ends with the latest sample. Its duration represents the minimum duration that the user must keep his hand stationary. Separate minimum and maximum positions in each of the three dimensions (x, y, z) are found in the history. A "hovering" gesture if the target object D105 is in the target area D103 in all samples of history and the distance between the minimum and maximum is within each predetermined threshold in three dimensions. Is reported. These distance thresholds represent the maximum amount of change (or "jitter") that the various components of the system are supposed to introduce to the hand position, in addition to the maximum amount that object D105 can move. .. If the system emulates a mouse as described above, a common way for this gesture to be reported is to emulate a "click" on the mouse. Gestures representing further mouse operations "double-click" and "drag" were also detected and these operations were emulated.
Optionally, in addition, gestures that are independent of the position of the indicator with respect to the object may be detected and meaningful by the application, which may or may not depend on the state of the application. Applications that use this style of dialogue generally do not explicitly use or display position D317 or any other position on the target object. These applications can be controlled entirely or primarily by the interpretation of the location performed by this system. These applications also do not need to be developed specifically for this system. This is because the interpretations made by the system can be used to simulate actions that can be performed on traditional user input devices (such as keyboards or joysticks).
Many useful interpretations directly depend on the absolute position of the target object D105 in the target area D103 (or the indicator position D1105 in the sub-region D1103 may be used in an equivalent manner). One way to make these interpretations is to define a box, plane or other shape. The position of the target object D105 (for example, the position defined by block D314 or the position defined by the coordinates remapped from the remapping process D317) is inside the first box (or at the boundary defined by the first plane). If it is found to be (beyond) and not found in the previous observation (because it was elsewhere in the area of interest D103 or was not detected), the state is triggered on. This state is maintained until the hand position is no longer found in the second box (or beyond the boundary defined by the second plane), at which point this state is triggered off. .. The second box must contain the entire first box and is generally larger. Accidentally triggers on and off when it is detected that the object D105 is near the border of the box, and a slight noise in a very small motion or image signal puts position D317 inside and outside the box. The occurrence of drifting conditions is reduced by using larger boxes. Depending on the intended use of the gesture, one of three methods of interpreting this condition is commonly used. In one way, gestures directly reflect the state by triggering on and off. The keyboard key or joystick fire button, when emulated, is "pressed" when the state is triggered on and "released" when the state is triggered off. Alternatively, the gesture is triggered only by the state transitioning from off to on. Emulate keyboard keys or joystick buttons If you want to, the key is "clicked". The duration and off state are not reported to the application, but are maintained so that the gesture is not repeated until the state is triggered off. As a result, each instance of the gesture requires an intent that is clearly defined by the user. The third method is to trigger the gesture by transitioning the state from on to off, and periodically retrigger the gesture at regular intervals as long as the state is on. This emulation is done by holding down the keyboard and repeating the characters in some applications.
One way a box or plane can be defined within the area of interest D103 for the above techniques is as follows. By defining a first plane (D1501 in FIG. 27A) and a second plane D1502 that divide the target area into a "launch" area D1503 and a "neutral" area D1504 (as described above, the target object D105 is between planes. The gesture reported when in area D1505 depends on the previous position of the object), the above technique can detect the object D105 (generally a hand) to "push" forward, this A gesture is a gesture (eg, firing a weapon in a video game) to emulate a launch button on a joystick or to make an application react in general in relation to pressing a joystick button.
Another technique for defining a box or plane within target area D103 for the above techniques is as follows. As illustrated in FIG. 27B, the left, right, top and bottom parts of the partially overlapping target area D103 in the corner area are separated to define the first type of planes D1506, D1507, D1508 and D1509. To. The second type of plane is labeled D1510, D1511, D1512, D1513. Each pair of first and second planes is processed independently. This combination of planes emulates four directional cursor keys. Here, the hand in the corner triggers two keys that are commonly interpreted by many applications as four secondary 45 degree (diagonal) directions. By emulating a keyboard cursor in this way, various existing applications can be controlled by the system D100. Applications (including Microsoft® PowerPoint®) respond to emulated cursor keys (eg, up and down arrow keys), for example by advancing to the next or previous slide in a presentation sequence. To do.
Another way to emulate discreet directional control applies to applications that expect four 45-degree directional states to be explicitly represented. Boxes D1514, D1515, D1516, D1517 are defined for each of the four main (horizontal and vertical) directions, as illustrated in Figure 27C, and each of the secondary 45 degree (diagonal) directions. Further boxes D1518, D1519, D1520, D1521 are defined for. For clarity, only the first type of box is shown. A gap is placed between these boxes. Figure 27D illustrates how to define adjacent boxes. The gap between the first type boxes D1522 and D1523 ensures that the user intentionally puts the target object D105 in the box, while the gap D1524 partially parts the second type boxes D1525, D1526. It is filled by overlapping the targets. As a result, the system reports previous gestures until the user explicitly intends to move the target object D105 to an adjacent box or central neutral area. This combination of buttons can be used to emulate an eight-way joystick pad.
A wider range of gesture types depends on motion instead of or in addition to position. One example is the gesture of "swipe your hand to the left." This is a gesture that tells the application to return to the previous page or state. Throughout keyboard and mouse emulation, this gesture may be used to control information presentation software, especially Microsoft® PowerPoint®, to go to the previous page of the presentation sequence. Throughout keyboard and mouse emulation, this gesture causes a web browser to perform actions related to the "back" button. Similarly, a "swipe hand to the right" gesture is a gesture that tells the application that the user wants to go to the next page or state. For example, this gesture causes the presentation software to advance to the next slide in the presentation sequence and the browser software to advance to the next page.
One way to detect "swipe your hand to the left" is: The thin stripe along the leftmost part of the area of interest D103 is defined as the leftmost area. The position of the target object D105 (eg, the position defined by block D314 or the position defined by the remapped coordinates from the remapping process D317) is represented in the following three states: 1. The target object exists and is not inside the leftmost area. 2. The target object exists and is inside the leftmost area. 3. The target object does not exist in the detection area of the hand.
By the above transition from state 1 to state 2, the gesture detection module D315 enters a state in which the timer is started and waits for the next transition. If a transition to state 3 is observed within a predetermined duration, it is reported that a "swipe left hand" gesture has been performed. This technique is commonly reproduced for the right, upper and lower edges, and since the position of the hand is found in three dimensions, it is also reproduced for "pulling the hand back".
Various gesture detection techniques have been described. Yet other gesture detection techniques (eg, Hidden Markov Layers) have been described in the research literature and may be applied in various implementations of the system D100 described herein.
Another embodiment of the multi-camera control system D100 will be described in more detail with reference to FIGS. 15 and 17 again. Although Figure 15 shows two camera systems, the image processor D106 can be configured to receive input from more than two cameras, with four or more video cameras for a particular application. It should be understood that it can be included. In a four-camera embodiment, the components D304 to D311 of FIG. 17 are reproduced to support two additional cameras. In addition, the combination module D312 is configured to receive presence and location information (similar to data D310 and D311) associated with the four sets of cameras associated with the tracked object D105. The techniques and equations described above (particularly Equations 5 and 6) can be applied to additional camera pairs. Here, the output of the combination module D312 is the average of all positions from each of the camera pairs. Gesture detection module D315 is from two additional detection modules (similar to D308, D309) that are substantially similar to detection modules D310 and D311 to four sets of camera-related presence and location information D310, D311. Is similarly reconfigured to receive.
The output from the image processor 106, which in this case includes the processed object position coordinates and gesture information associated with the four cameras, can be used by another process or user application program 316. The formulas and geometries (above) used to calculate the coordinate information associated with the object object 105 from the two additional cameras are also used.
In one embodiment using four cameras, two additional cameras are located in the bottom two corners within the controlled background D104, with the area of interest D103 within the field of view D205 of each camera. It is oriented in this way. The advantage of the four-camera system is that it can track the position of object D105 with greater accuracy. Therefore, the application program may include more screen objects at a higher density on the video display D107. This is because, if the tracking accuracy is improved, objects that are extremely close to each other can be correctly selected by a small movement of the target object D105. In addition, the two additional cameras reduce the error in tracking the target object D105 when part of the target object D105 is blocked in the field of view D205 associated with one or more other cameras.
(Neutral position of the device) According to one general aspect, the method is disclosed. The method includes a step of determining the neutral position of the device with respect to at least the first axis and a step of measuring the angular displacement of the device with respect to at least the first axis, wherein the device relates to at least the first plurality of output signals. 1 Including control. The method also includes a step of receiving the selection of the first control and a step of outputting at least one of the first plurality of output signals based on the selection and the angular displacement.
Embodiments may include one or more of the following features: For example, the neutral position of the device may be determined at least with respect to the second axis (orthogonal to the first axis). Here, the angular displacement may include a first axis component and a second axis component. Further, the neutral position of the device may be determined at least with respect to the third axis (orthogonal to the first and second axes). Here, the angular displacement may include a third axis component. The first, second and / or third axes may intersect in the device.
The first control may be associated with at least three output signals, or at least nine output signals. Here, each of the plurality of output signals may correspond to characters such as alphanumeric characters. The method may further include a step of displaying an output signal and / or a step of displaying an instruction of angular displacement. The method may further include defining a plurality of tilted regions with respect to the first axis. Here, one of the first plurality of output signals is also an output based on a plurality of inclined regions. The angular displacement of the device with respect to the first axis may be measured as 0 degrees and the first tilt region includes an angular displacement of 0 degrees. Alternatively, the first tilt region may be defined as a region containing about -30 degrees to 0 degrees with respect to the first axis, and the second tilt region may be defined as a region containing about 0 degrees to +30 degrees with respect to the first axis. Defined. In a further embodiment, the first output signal may be output if the angular displacement is within the first tilt region when the selection is received. Here, if the angular displacement is within the second tilt region when the selection is received, a second output signal may be output. A third or fourth output signal may be output if the angular displacements are within the third or fourth tilt region, respectively, when the selection is received.
The method may also define a plurality of first axis tilt regions for the first axis and a plurality of second axis tilt regions for the second axis. Here, one of the first plurality of output signals may also be output based on the plurality of first axis tilt regions and / or the plurality of second axis tilt regions. If the first axis component is in the first first axis tilt region and the second axis component is in the first second axis tilt region when the selection is received, then the first 1 Output signal may be output. If the 1st axis component is in the 2nd 1st axis tilt area and the 2nd axis component is in the 1st 2nd axis tilt area, even if the 2nd output signal is output. Good. If the 1st axis component is in the 2nd 1st axis tilt area and the 2nd axis component is in the 2nd 2nd axis tilt area, even if the 3rd output signal is output. Good. And / or if the 1st axis component is in the 2nd 1st axis tilt area and the 2nd axis component is in the 2nd 2nd axis tilt area, then the 4th output signal It may be output.
Alternatively, in another embodiment, when the selection is received, the first component is in the first first axis tilt region and the second axis component is in the first second axis tilt region. If it is inside, the first output signal may be output. A second output signal may be output if the first component is in the first axis tilt region and the second axis component is in the second second axis tilt region. .. If the first component is in the first axis tilt region and the second axis component is in the third second axis tilt region, a third output signal may be output. .. If the first component is in the second first axis tilt region and the second axis component is in the first second axis tilt region, a fourth output signal may be output. .. A fifth output signal may be output if the first component is in the second first axis tilt region and the second axis component is in the second second axis tilt region. .. A sixth output signal may be output if the first component is in the second first axis tilt region and the second axis component is in the third second axis tilt region. .. A seventh output signal may be output if the first component is in the third first axis tilt region and the second axis component is in the first second axis tilt region. .. An eighth output signal may be output if the first component is in the third first axis tilt region and the second axis component is in the second second axis tilt region. .. And / or, if the first component is in the third first axis tilt region and the second axis component is in the third second axis tilt region, the ninth output signal is output. May be done.
According to another general aspect, the device is disclosed. The device includes a tilt sensor configured to determine the neutral position of the device with respect to at least the first axis and further configured to measure the angular displacement of the device with respect to at least the first axis. The device also includes at least a first control associated with a first plurality of output signals and a processor, the processor being configured to receive a selection of the first control, and at least based on the selection and angular displacement. It is further configured to output one of the first multiple output signals.
Embodiments may include one or more of the following features: For example, the first and second axes may intersect at the center of the device or at the periphery of the device. The device may further include at least a second to tenth control associated with each of the second to tenth output signals. The first control may be a button and / or the device may be a telephone. The displacement signal may be measured using a tilt sensor, and the tilt sensor may be a gyroscope. The device may further include a display configured to display an output signal and / or a display configured to display angular displacement instructions, the device being configured to enter a selection. Keyboard may be further included.
According to another general aspect, a computer program product clearly stored on a computer readable medium is disclosed. The computer program product can be operated to cause the computer to perform operations including determining the neutral position of the device with respect to at least the first axis and measuring the angular displacement of the device with respect to at least the first axis. The device includes at least a first control associated with the first plurality of output signals. The computer program product also causes the computer to perform an operation including receiving a selection of the first control and outputting at least one of the first plurality of output signals based on the selection and the angular displacement. It can be operated like this.
According to another general aspect, the telephone device is disclosed. The telephone device includes a tilt sensor configured to determine the neutral position of the telephone device at least with respect to the rolling axis, and further configured to measure the angular displacement of the telephone device with respect to at least the rolling axis. The telephone device also includes at least first to eighth buttons associated with at least four alphanumeric characters, respectively. Further, the telephone device includes a processor, which is configured to receive a selection of the first button and output at least one of four alphanumeric characters based on the selection and angular displacement. Further configured.
Details of one or more embodiments are given in the accompanying drawings and the description below. Other features will become apparent from the description and drawings as well as the claims.
FIG. 28 shows the appearance of the device according to one exemplary embodiment, with the device in the neutral position. The hardware environment of device E100 includes a keypad containing at least a first control E102 for inputting text data and user commands to device E100, a display E105 for displaying text and images to the user, and at least one. Includes an indicator (eg, tilt indicator E106) for displaying angular displacement or tilt orientation instructions with respect to one axis.
The display E105 includes a user interface for the software application used by this embodiment to display graphics, images and text, as well as the operating system program required to operate the device E100. The user of device E100 uses the first control E102, which inputs commands and data for operating and controlling operating system programs and application programs.
The display E105 is configured to display a GUI to the user of the device E100. A speaker may be present, which may be provided by voice and voice data received from an application program running on device E100 (eg, voice from another user generated by the telephone application program), or by a ringing application program. You may generate the ringing sound that is generated. The microphone may be used, for example, to capture voice data generated by the user when the user is talking to another user via the device E100. Further, the tilt indicator E106 is configured to indicate the angular displacement or tilt orientation of the device E100, provide visual feedback to the user of the device E100, and inform the user of the tilt orientation used to interpret the control selection. ..
The operation of the device E100 is based on the orientation of the device in two states. That is, a "neutral" position and a "selection" position corresponding to the position of the device before, at the same time, or after the selection of the first control E102. More specifically, as fully described below, the output of the output signal by device E100 depends on the angular displacement between the neutral position and the selected position with respect to at least one axis. Here, the angular displacement has an angular displacement component for each target axis.
FIG. 28 shows, for example, the device E100 in one possible 3-axis neutral position. In particular, the orthogonal X-axis, Y-axis and Z-axis intersect at the center of device E100. Here the X-axis extends parallel to the longitudinal direction of device E100. According to this exemplary neutral position, rotation around the X-axis achieves rolling motion, rotation around the Y-axis achieves pitching motion, and rotation around the Z-axis achieves yawing motion. .. These rolling, pitching and yawing motions are commonly referred to herein as "tilting" motions.
The determination of the number of axes of interest, and the position and orientation of the axes with respect to the device E100, are device-specific and application-specific decisions, and the limitations of these features are not inferred in the description below. For example, if it is not desirable or impossible to operate the device in yawing motion, or if motion centered on one or two axes can be used to effectively control the number of output signals. Neutral position can be determined for only one or two of these axes. Further, at least one axis may not intersect the device E100, or at least one axis may extend along a perimeter or edge portion of the device E100. In addition, one of the axes may extend parallel to the longitudinal direction of the device E100 or at an angle to the longitudinal direction of the device E100. In any case, the neutral position uses an axis relative to the Earth (eg, a magnetic or true north axis, or an axis that points to the center or horizon of the Earth), or an axis relative to the user, device, or other axis. Is aligned.
For telephone communications, if angular displacement is measured with respect to rolling rotation around the X axis, a 1-axis neutral position is provided and angular displacement with respect to rolling and pitching rotation about the X and Y axes, respectively. When measured, a 2-axis neutral position is provided. In any case, the X and Y axes intersect at the center of the device and the X axis extends in the longitudinal direction parallel to the longitudinal direction of the device. Orientation of other neutral positions is also conceivable.
When entering characters into a device such as a telephone, the user generally holds the device at a positive (upward) pitch angle while looking at the display. In that regard, the phone's X-axis in neutral position may be defined as a similar upward angle, and as a result, flattening the phone's angle with respect to the ground is registered as a pitched forward tilt motion. obtain. In other cases, of course, the X-axis parallel to the ground is the "neutral" X-axis position.
In FIG. 28, the device E100 is illustrated as a mobile phone, but in a further embodiment, the device E100 is a desktop PC, laptop, workstation, midrange computer, mainframe computer, handheld computer, tablet computer, personal digital assistant. ("PDA"), or another type of embedded system (eg, computer keyboard or remote control) may be included.
FIG. 29 shows an example of the internal architecture of the embodiment of FIG. 28. The computing environment includes a processor E200 that processes computer instructions, including an operating system or application, and a display interface E202 that provides a communication interface and processing capabilities to generate graphics, images and text on the display E105. A keypad interface E204 that provides a communication interface to the keypad that includes the first control E102, a tilt sensor E206 to measure the angular displacement of the device E100 with respect to at least the first axis, and a communication interface to the indicator that includes the tilt indicator E106. An indicator interface E208 provided, a random access memory ("RAM") E210 in which computer instructions and data for processing by the processor E200 are stored in a volatile memory device, and a constant low for basic system functions. Read-only memory ("ROM") where the level system code or data (for example, basic input / output ("I / O"), startup, or receiving keystrokes from a keypad) is stored in a non-volatile memory device. ) E211 and optionally memory that stores files including the operating system E230, application program E240, and data file E246 E220 or other suitable type of memory (eg, random access memory ("RAM"), read-only memory. ("ROM"), programmable read-only memory ("PROM"), erasable PROM ("EPROM"), electrically erasable PROM ("EEPROM"), magnetic disk, optical disk, floppy disk, hard disk, removable cartridge, flash Drive) and includes. The component devices and processor E200 communicate with each other via bus E250.
The RAM E210 interfaces with the bus E250 to provide rapid RAM storage for the processor 200 during the execution of software programs such as operating systems, application programs and device drivers. More specifically, in order to execute a software program, the processor E200 loads a computer-executable process from a memory medium into a field of RAM E210. The data is stored in RAM E210 and is accessed during execution by processor E200.
As further shown in FIG. 29, the storage device E220 is an operating system E230, an application program E240 (eg, a word processor, spreadsheet, presentation, graphics, image interpretation training, game or other application), and a data file E246. Stores computer-executable code for. Although it is possible to use the above embodiments, the features according to the present disclosure can be used as dynamic link libraries ("DLLs") or other application programs (eg, Internet web browsers (eg, MICROSOFT® Internet Explorer web browsers). )) Can also be implemented as a plug-in.
The processor E200 is one of many high performance computer processors and is an INTEL® or AMD® processor, POWER PC (Registered Trademark) processor for computers or embedded systems without departing from the scope of this disclosure. Registered Trademarks Processors, MIPS® Reduction Instruction Set Computer ("RISC") Processors, SPARC® Processors, HP ALPHASERVER® Processors, ACORN® RISC Machines ("ARM®"") Includes architecture processors, or computer processors that can claim ownership. In an additional device, the processor E200 of device E100 is a plurality of processing devices, including multiple CPU configurations found in high performance workstations and servers, or multiple scalable processing devices found in mainframes.
The operating system E230 is a MICROSOFT (registered trademark) WINDOWS NT (registered trademark) / WINDOWS (registered trademark) 2000 / WINDOWS (registered trademark) XP workstation, WINDOWS NT (registered trademark) / WINDOWS (registered trademark) 2000 / WINDOWS (registered trademark). XP Servers, Various UNIX® Operating Systems (AIX® for IBM® Workstations and Servers, SUN® for SUN® Workstations and Servers SUNOS® Trademarks, INTEL® LINUX® for CPU-based workstations and servers, HP UX WORKLOAD MANAGER® for HP® workstations and servers, SGI® IRIX® for workstations and servers, Digital Equipment Corporation (Digital Equipment) Corporation) VAX / VMS for computers, OPENVMS for HP® ALPHASERVER-based computers, MAC OS® for POWERPC®-based workstations and servers Includes), SYMBIAN OS® for mobile devices, WINDOWS MOBILE® or WINDOWS CE®, PALM®, NOKIA® OS ("NOS"), OSE (Registered) It may be a trademark) or OpenVMS®, or an operating system that can claim ownership for a computer or embedded system. The application development platform or framework for the operating system E230 is BINARY RUNTIME ENVIRONMENT FOR WIRELESS® ("BREW®"), Java Platform Micro Edition ("Java ME") or Java 2 Platform Micro. It may be Edition ("J2ME®"), PYTHON®, FLASH LITE®, or MICROSOFT® NET Compact.
The tilt sensor E206 detects the orientation of the device E100, as described below, and is a gyroscope, optical sensor and / or other type of tilt sensor. The optical sensor may be used, for example, to detect the orientation of the device E100 and determine the motion and orientation of the device E100 using an optical flow of a series of images from a camera built into the device E100. Optical flow shows the apparent relative velocity of features within a range of images. Since optical flow is camera-related, the motion of the camera gives a clear velocity of the feature within the field of view of the camera. The motion of the camera is calculated from the apparent velocity of the feature within the field of view of the camera. Position or orientation is also calculated in relation to the neutral position over time. The tilt sensor E206 has been described as an optical sensor that uses an optical flow method to track the tilt or gradient of device E100 using a camera, but in other embodiments, the tilt or gradient of device E100 refers to the optical flow method. It is tracked without use, for example, using an accelerometer.
The computer-readable memory medium stores information within the device E100 and is volatile or non-volatile. The memory may be capable of providing large capacity storage to device E100. In various different embodiments, the memory may be a floppy disk device, a hard disk device, an optical disk device or a tape device. 28 and 29 illustrate one possible embodiment of a computing system that performs program code or program steps or process steps, but other types of computers or devices may be used.
FIG. 30 is a flowchart illustrating a method according to another exemplary embodiment. Briefly, the method comprises at least determining the neutral position of the device with respect to the first axis and measuring the angular displacement of the device with respect to at least the first axis, the device comprising at least a first plurality of outputs. Includes first control related to the signal. The method also includes a step of receiving the selection of the first control and a step of outputting at least one of the first plurality of output signals based on the selection and the angular displacement.
More specifically, method E300 is initiated (step ES301) and multiple tilt regions are defined for the first axis (step ES302). As described in more detail below, the output of the output signal is at least based on the angular displacement of the device when the first control is selected. According to one aspect, the tilt "region" is defined so that when the control is selected, the output associated with the tilt region is output if the angular displacement is within a particular tilt region or band of the angle. ..
Figures 31A-31D illustrate some exemplary tilt regions for the hypothetical neutral axis labeled "n-axis", where neutral is the neutral X-axis, Y-axis and /. Or represents the Z axis. Each of the X-axis, Y-axis or Z-axis can have individually determined tilt regions. A common tilt region definition can be applied to multiple axes. Alternatively, the axis cannot have a defined tilt area.
FIG. 31A illustrates an example of two tilt regions defined with respect to the neutral axis. An angular displacement of about -90 to 0 degrees with respect to the neutral axis is in region E401, and an angular displacement of about 0 to about 90 degrees with respect to the neutral example is in region E402. An angular displacement of approximately 91 degrees to -91 degrees (indicating that the device is upside down) does not correspond to any region, and an exact 0 degree angular displacement is either region E401 or region E402. It is in.
If the neutral axis represents the X-axis, the angular displacement in region E401 may be due to rolling (to the left) to the negative side of the device, and the angular displacement in region E402 to the positive side of the device (to the positive side). May be due to rolling (to the right). If the neutral axis represents the Y-axis, the angular displacement in region E401 may be due to pitching to the negative side (forward) of the device, and the angular displacement in region E402 to the positive side of the device ( May be due to pitching (backward). If the neutral axis represents the Z axis, the angular displacement in region E401 may be due to yawing to the negative side (counterclockwise) and the angular displacement in region E402 to the positive side (clockwise). ) May be caused by yawing. Two tilt regions are shown, but any number of tilt regions depends largely on the sensitivity of the tilt sensor, the number of output signals associated with each control, and the user's ability to distinguish small angles when operating the device. May be defined.
In any case, the signal output by the device depends on the angular displacement and tilt regions. For example, the device outputs the first of a plurality of signals when the angular displacement of the device is in the first region, and multiple signals when the angular displacement of the device is in the second region. Outputs the second of them, even if the same control is selected in both situations. FIG. 28 illustrates that region E401 and region E402 include a band of ± 90 degrees, but in a similar embodiment, tilt region E401 defines a region that includes approximately -30 degrees to 0 degrees with respect to the neutral axis. However, the tilt region E402 defines a region including about 0 to +30 degrees with respect to the neutral axis.
FIG. 31B shows four tilted regions defined around the neutral axis with a dead space between regions of 0 degrees around the neutral axis. It is often desirable to define a dead space between two separate adjacent areas because the tilt sensor is insensitive and therefore indistinguishable to the user or for other reasons. If the neutral axis represents the Y axis, an angular deviation between about 91 degrees and -91 degrees (meaning an upside down device) or an angle deviation of about 0 degrees does not correspond to the tilt region. If the control is selected when the device is not directed to the tilted area, the default output is printed, the last output is printed, no output is made, and the output associated with the nearest tilted region or complementary tilted region. Is output, or another type of output is output.
The angular deviation in region E404 is due to the strong negative gradient of the device, whereas the angular deviation in region E405 is also due to a negative gradient that is less than the negative gradient in region E404. The tilt deviation in region 407 derives from a strong positive gradient, while the angular deviation in region E406 also derives from a positive gradient that is less than the negative gradient in region E407.
FIG. 31C shows an example of two tilted regions defined around the neutral axis, where the region of about 0 degrees around the neutral axis is substantially the first region. In particular, if the neutral axis represents the X axis, the device remains in region E409 if it is rotated negatively, does not move from its neutral position, or is gently rotated in the positive direction. A strong positive rotation must occur in order for the device to be directed to region E410. The tilted region shown in Figure 31C is desirable, for example, where region E409 represents the default desired output, and aggressive, high-amplitude operation of the device is required to place this device in area E410. As a result, the default desired output is disabled. In the example of FIG. 31C, the tilt region E409 includes an angular deviation of 0 degrees, where the angular deviation of this device is the tilt region E409 when the angular deviation around the first axis is measured by 0 degrees. Inside.
FIG. 31D shows an example of two tilted regions defined around the neutral axis, where a single region occupies a band of angular deviation on either side of the neutral axis. More specifically, region E412 is defined by a region surrounding 0 degrees around the neutral axis, and region E411 occupies a band of symmetrical angles in the positive and negative angular directions. When the neutral axis represents the Z axis, the angular deviation in region E411 comes from a high amplitude positive or negative yaw. The angular shift in region E412 results from a more gradual positive or negative sway, or from the direction of the device in the neutral position.
In any of the above examples, the neutral axis may represent the X, Y, and / or Z axes, thus effectively increasing the total number of tilt regions available. For example, if the neutral axis in FIG. 31A represents the X axis and the neutral axis in FIG. 31B represents the Y axis, a total of eight tilt regions are available, for the four gradient tilt regions in FIG. 31B. This is because each is divided into two rotation tilt regions in the example of FIG. 31A. Assuming that each axis has an equal number of n tilt regions, the total number of tilt regions for the two-axis configuration is n2, and the total number of tilt regions for the three-axis configuration is n3.
Finally, in some examples, the angle shift itself, rather than the tilt region, determines the output signal and therefore does not need to define the tilt region. In addition, the tilt region is also potentially if the range of motion around the desired axis is equally divided by the number of output signals (where each output signal corresponds to a range of mathematically determined angles). Is stipulated in.
Returning to FIG. 30, the neutral position of the device is determined in relation to at least the first axis, and the device includes at least the first control associated with the first plurality of output signals (step ES304).
FIG. 32 shows an upper and outer view of an example device according to another exemplary practice. The device E500, or mobile phone, has a keypad that includes at least a first control E502 associated with the first plurality of output signals. In the example shown, the first control E502 is a key or button on the keypad or keyboard of device E500, each individual control representing a variety of alphanumeric characters or symbols. In particular, the first control E502 is labeled "9" and corresponds to four output signals indicating the letters "W", "X", "Y", and "Z", or is case sensitive. The letters "W", "X", "Y", "Z", "w", "x", "y", "z", and the symbols ",", ".", "/", And 12 output signals indicating "'". There is no limit to the number of output signals or characters that a single control can accommodate. In certain embodiments, the first control E502 is associated with a plurality of output signals, for example three output signals or nine output signals. Each of the plurality of output signals may correspond to a character such as an alphanumeric character or a symbol.
The neutral position of the device E500 is determined, for example, before or after the selection of the first control, or when the device E500 is powered on at the place of operation. In one embodiment, the memory buffer stores the output data of the tilt sensor and the neutral position of the device E500 is reconstructed from the direction and output data of the device E500 when the control is selected. In another aspect, the neutral position is defined as, for example, the neutral X-axis extending at right angles to the center of the earth, and the angular deviation is when the device E500 is oriented in any direction other than above. It is a preset state at the time of shipment from the factory, such as when it is measured. In a further embodiment, the processor, tilt sensor, and memory communicate to determine a common neutral position based on the average position of device E500 whenever the control is selected normally. Furthermore, in a further aspect, the neutral position is user selectable. In any respect, the neutral position works effectively to reset the tilt sensor to 0 degrees across each axis in question, where any movement of the device E500 away from the neutral position registers an angular shift. Helps to do. The neutral position is a flat position, a vertical position, or an oblique or tilted position with respect to the user of the device E500 or the earth.
In a further embodiment, the neutral position of the device E500 is determined orthogonally to the first axis with respect to at least the second axis, where the angular deviation is the first axis component and the second axis component. Including. In a further embodiment, the neutral position of the device E500 is determined orthogonally to the first and second axes with respect to at least the third axis, where the angular deviation comprises a third axis component. .. The first, second, and / or third axes intersect within device E500, outside device E500, along peripheral positions, or at the ends of device E500.
The device E500 includes a tilt sensor that detects the direction of the device, making it easy to enter text into the device. For example, a tilt sensor detects the degree to which the device is rotated to the left, to the right, or tilted up and down, where the tilt direction or angle of the device around the axis in question. The deviation indicates how the selection of control E502 is interpreted and output. For example, if the control E502 corresponds to a large number of characters, the orientation of the device E502 identifies which of the large number of characters was output when the control E502 was selected, or the appropriate character Identifies when it is output.
By using the device orientation to identify the characters that are output, the characters can be output each time a single control is selected, reducing the number of control selections that require text to be entered. By doing so, the speed of text input is increased. Since a fixed number of control selections represents a character input, the user may identify the next character immediately after the current character is identified, a predetermined number of times before identifying the next character. Eliminates the need to wait and speeds up text entry.
As shown above, the neutral position of the device is the reference direction in which the angular deviation is measured around at least one axis with respect to the selected position, which is a control such as, for example, a first control. Corresponds to the position of the device at that time or thereafter prior to the selection of. In one embodiment, the neutral position of the device is determined in relation to one axis, the neutral position is determined as a "flat" position, where one axis is parallel to the ground. In another embodiment, the neutral position of the device is determined in relation to the two axes, and the neutral position is ergonomically determined as the orientation of the device when it is normally held by the user of the device. In a further embodiment, the neutral position of the device is determined in relation to the three axes, where one axis is determined to be parallel to the magnetic north magnetic south axis and one axis is determined to be parallel to the east-west axis. , The third axis is determined to face or away from the center of the earth.
Returning to FIG. 30, the deviation of the device angle is measured at least around the first axis (step ES305). In particular, tilt sensors such as the tilt sensor E206 measure the deviation of the angle between the current position of the device and the neutral position, where the deviation includes the components of each axis in question. In one embodiment, the tilt sensor E206 measures the angular deviation of the device when the control is selected. The choice of the control itself may affect the orientation of the device, and in another aspect, the tilt sensor measures the angular deviation of the device before or after the control is selected.
The tilt sensor detects the direction of the device. For example, a tilt sensor detects the degree to which the device is rotated left or right, tilted up and down, or swayed clockwise or counterclockwise. In one embodiment, the tilt sensor measures at least two separate levels of rotational tilt around the X axis, in which case the device is rotated to the left, to the right, or to the left. It does not have to be rotated either to the right or to the right. In addition, the tilt sensor measures at least two separate levels of slope tilt around the Y-axis in the anteroposterior direction, in which case the device does not raise, lower, or raise or lower the slope. May be good. In addition, the tilt sensor measures the tilt of at least two separate levels of sway around the Z axis, in which case the device may or may not sway clockwise or counterclockwise. May be good. In such an implementation, when the device is rotated 1.5 to 4.5 degrees to the left, the tilt sensor indicates that the device has been rotated to the left. As another example, if the device slopes forward less than 1.5 degrees and slopes backward less than 1.5 degrees, the tilt sensor indicates that the device is not sloped back and forth. In another embodiment, the tilt sensor may indicate four or more tilt levels in each of the left-to-right and front-to-back directions. In such an implementation, each of the tilt levels in a particular direction corresponds to a range of angles at which the device is tilted.
An indication of the angle deviation is displayed (step ES306). As mentioned above, the direction of the neutral position does not have to be indicated to the user. Further, each axis may have two or more tilted regions in each direction around each axis. For these and other reasons, the indicator is provided to display either an angle shift display, or a display of the tilted region to which the angle shift corresponds in real time or near real time. If the angular deviation is measured before or after the control is selected, the indicator estimates the indication of the appropriate angular deviation or tilt area based on all available information. If the neutral position is defined in relation to more than one axis, the user can determine which axis the indicator displays and the indicator can have the default or preset axis in question. Alternatively, the decision may be context sensitive.
Figures 33A-33B illustrate examples of indicators according to one exemplary embodiment. In FIG. 33A, indicator E600 indicates the orientation of the device on the display. Indicators provide visual feedback so that the user is aware of the orientation of the device used to interpret the control selection.
Indicator E600 includes a forward tilt indicator E601 and a negative tilt indicator E604 pointing in the negative (left) and positive (right) directions, respectively. In addition, the indicator E600 is from the forward tilt indicator E601 and the negative tilt indicator E604 when the device is not tilted, for example when the device is in a neutral position or a position not registered by the tilt sensor (eg upside down). Includes a visually distinguishable central indicator E602. When the device is tilted in the indicated direction, one of the tilt indicators is illuminated or otherwise visually distinguished from the other tilt and center indicators E602. Furthermore, when the device is not rocked to the left or right, the center indicator E602 is visually distinguished from the forward tilt indicator E601 and the negative tilt indicator E604 when illuminated or otherwise. The center indicator is illuminated, for example, when the device is oriented as illustrated in FIG. 28. The forward tilt indicator E601 is illuminated when the device is oriented as illustrated in region E402 of FIG. 31A. The negative tilt indicator E604 is then illuminated when the device is oriented as illustrated in region E401 of FIG. 31A.
In another embodiment illustrated in FIGS. 33B and 33C, the indicator E605 also includes two partial tilt indicators E606 and E607, which also point in the negative and positive directions, respectively. Each of the partial tilt indicators is located between the center tilt indicator E604 and either the negative tilt indicator E604 or the forward tilt indicator E601. The partial tilt indicator is illuminated or otherwise visually distinguished from the other components of the indicator E605 when the device is partially tilted in the indicated direction. In one embodiment, both the partial tilt indicator and the center indicator are illuminated when the device is partially tilted in the corresponding direction. For example, the negative tilt indicator E604 is illuminated when the device is oriented in the tilt region E404 of FIG. 31B. The partial negative tilt indicator E606 and center indicator E602 are illuminated when the device is oriented in the tilt region E405 of FIG. 31B. The center indicator 602 is illuminated when the device is oriented in the neutral position as illustrated in FIG. The partial forward tilt indicator E607 and center indicator 602 are illuminated when the device is oriented in the tilt region E406 of FIG. 31B. The forward tilt indicator E601 is then illuminated when the device is oriented in the tilt region E407 of FIG. 31B. Any number of tilt indicators or partial tilt indicators are considered for each axis. For axes having dozens of related tilt regions, for example, the same number, more, or fewer tilt indicators may be used to provide visual feedback.
FIG. 33D illustrates a two-axis tilt indicator that may be presented on the display. Although the axes mentioned in relation to Figure 33D are called pitch (front and back) and roll (left and right), these designations are arbitrary, and one set of indicators can also be yaw axes or other axes. It is also possible. Indicator E609 behaves like indicator E605 for one axis. However, the indicator E609 also has a negative pitch indicator E610, a partial negative pitch indicator E611, and a partial positive pitch indicator, as opposed to the previously mentioned 1-axis indicator E605 (which was described as a roll indicator). Integrate a pitch tilt indicator consisting of an E612 and a positive pitch indicator E614. In another aspect illustrated in FIG. 33E, the indicator comprises a single form E615 indicating the importance of device orientation. For example, a single feature indicator indicates whether a number may be output for measuring the angular displacement of the device.
In one embodiment, the indicator is incorporated into a display (eg, display E105), or the indicator is via audio, even though the indicator is represented in FIGS. 28 and 33 as a series of arrows or intuitive lighting. A speaker that produces a sound or sound file that represents the tilt of the device to the user. In yet another aspect, the angular displacement or tilt region is not visible or otherwise does not occur.
Returning to FIG. 30, the selection of the first control is received (step ES307). In one aspect, the control is a keypad button, and selection occurs when the user presses the button. This allows a signal to indicate that a keypad button selection has occurred to be sent to the processor. In another aspect, the control is not a physical control, but rather an icon on the touch screen. In this embodiment, the selection occurs when the user touches the area of the touch screen associated with the icon. Here, the touch screen application reads the coordinates of the touch, associates the coordinates with the position of the icon, and sends a signal indicating that the control has been selected. The choice of other types of controls is also considered.
According to the embodiment of FIG. 32, the device E500 includes a grouping of keypads or controls. The user can then enter text to interact with the GUI presented on the display E505. Each control corresponds to a multiple output signal (each output signal associated with a character). In one aspect, the keypad comprises eight controls with "2" to "9", each corresponding to multiple letters and numbers. For example, controls with a "2" correspond to the letters "A", "B" and "C". In addition, other controls contained on the keypad perform other text input functions. For example, controls marked with "*" are used to change the case for the next character that is output. Controls with a "0" are used to characterize the current character and then move on to the next character, and controls with a "#" are used to insert the character "space". ..
One of the first plurality of output signals is output at least to selection and angular displacement (step ES309), or based on at least selection, angular displacement and multiple tilt regions. Since the first control is associated with the first plurality of output signals, the angular displacement or angular displacement and the plurality of tilts determine which one of the first plurality of output signals is output. Used to do. In one aspect, the neutral position of the device is determined with respect to one axis. Here, three tilt areas are defined around that one axis, and the first control is associated with the three tilt areas. In this case, if the angular displacement is in the first tilt region, the first output signal is output. If the angular displacement is in the second tilt region, a second output signal is output, and if the angular displacement is in the third tilt region, a third output signal is output. In another aspect, the output signal is output based on the angular displacement and the number of the output signal associated with the first control based on a formula or algorithm.
The various views represent front and side views of the device operations of FIG. 32 in separate states. In particular, FIGS. 34A and 34B illustrate the front and side views of the device E500 in the neutral position, respectively. FIG. 35A illustrates a front view of a device operated in a negative roll around the X axis. Then, FIG. 35B illustrates a front view of the device operated in a positive roll around the X axis. Similarly, FIG. 36A illustrates a side view of a device operated at a positive pitch around the Y axis. Then, FIG. 36B illustrates a side view of the device operated at a negative pitch around the Y axis. In Figures 35 and 36, the device is tilted approximately + -30 degrees around each axis from the neutral position shown in Figure 34.
The orientation of the device affects the output signal output by the device when a keypad control is selected, as indicated by the angular displacement measured by the tilt sensor, eg, generated by the control selection. Affects characters. Each of the multiple letters or output signals represented by a single control on the keypad corresponds to a different orientation of the device. When one of the keypad controls is selected, the device identifies the multiple letters corresponding to the selected control and the orientation of the device as indicated by the tilt sensor. Cases for one of the multiple characters and the character are identified based on the identified direction, and the identified character is output.
The degree to which the device is rolled to the left or right when the control is selected affects which one of the multiple characters represented by the control is output. In one embodiment, a control that represents multiple characters represents three characters. Then, the characters represented by the control are arranged side by side on the control. The device is configured to indicate that the device is rolled to the left, to the right, or not to the left or right. In one such embodiment, rolling the device to the left when the control is selected indicates that the leftmost aligned characters must be output. Similarly, rolling the device to the right when the control is selected indicates that the rightmost aligned characters should be output. Finally, holding the device in the neutral position when the control is selected indicates that the middle letter should be output.
In another embodiment, rolling the device to the left when the control is selected indicates that the rightmost aligned characters must be output. Rolling the device to the right when the control is selected indicates that the leftmost aligned characters should be output. Holding the device in the neutral position when the control is selected indicates that the middle letter should be output. For example, rolling the device to the left makes the rightmost characters look up and more prominent than the other characters, and rolling the device to the right makes the leftmost characters appear. This type of embodiment may be used because the letters given appear above and more prominently than the other letters.
In another embodiment, the keypad control represents more than three letters (eg, three letters and numbers, or four letters and numbers). For example, a control with a "7" in a traditional telephone corresponds to the letters "P", "Q", "R" and "S" and the number "7". In this case, the tilt sensor has three or more separate left and right so that one of the three or more characters represented by the selected control can be identified based solely on the roll orientation of the device. It is configured to identify the roll position to. Each of the separate roll positions corresponds to one of the characters represented by the selected control. For example, if the selected control is a key with a "7", the rolling device as shown in area E404 of FIG. 31B indicates that the letter "P" must be output. A device rolling as shown in area E405 of Figure 31B indicates that the letter "Q" must be output. A device rolling as shown in area E406 of Figure 31B indicates that the letter "R" must be output. A device rolling as shown in area E407 of Figure 31B indicates that the letter "S" must be output. A device oriented in the neutral position as illustrated in FIG. 28 then indicates that the number "7" must be output.
The roll direction of the device is used to identify the output character, while the pitch direction of the device is used to identify the case for that character. In one embodiment, the device pitching (or tilting) forward when the control is selected causes the letters identified by the roll (left and right tilting) direction of the device to be output in uppercase. Similarly, devices that are not pitched forward or backward (in a neutral pitch position) when the control is selected will output the letters identified by the device's roll (left and right tilt) direction in lowercase.
In some embodiments, the device pitching (or tilting) backwards may output the symbol. This symbol may be the symbol corresponding to the number represented by the selected control on a conventional computer keyboard. For example, if a control representing the number "1" is selected when the device is tilted backwards, the symbol "!" May be output. This is because the symbol "!" Corresponds to the number "1" on a conventional computer keyboard (for example, pressing "shift" and "1" on a computer keyboard outputs the letter "!").
The tilt sensor is capable of detecting tilt positions in more pitch directions than is required to indicate the case of the output character. As described above, the pitch position not used to indicate the case of the character may be used to select the character. For example, a control may represent three letters and numbers, and three roll positions may be used to select among the three letters. The two pitch positions may select the case for the letter, and the third pitch tilt position may select the number represented by the key.
In addition, the tilt sensor independently indicates whether the device has been rolled to the left, neutral, or right, or whether the device has been pitched forward, neutral, or backward. This allows the tilt sensor to indicate if the device is in one of nine directions. Each of the nine directions may correspond to a letter and a case for a letter.
Figure 37 is a table showing one possible mapping of device orientation to the output signal corresponding to the letters and cases that may be output when the control with a "2" on the keypad is selected. is there. In the mapping shown, devices rolled to the left and pitched forward produce an uppercase "A". Devices that are not rolled or pitched in either direction will output a lowercase "b". Then, the device pitched backward outputs the number "2". In other embodiments where the tilt sensor can identify three or more roll positions or three or more pitch positions, more orientations that can be positioned on the letters and cases are available.
The output signal corresponding to the letter is described as being selected based on the angular displacement or tilt position of the first axis of the device. The output signal corresponding to the uppercase or lowercase letters is then described as being entirely selected based on the angular displacement or position of the second axis of the device. In other embodiments, the angular displacements of the separate axes may achieve the output of the character or the signal corresponding to the case of the character. In general, any orientation of the device may be positioned for any character and case for any character, regardless of which axis was used to select the character or case.
In addition to outputting a signal corresponding to the characters output in response to the control's selection, the device orientation may be used to indicate the menu option to be selected. For example, selecting a control that does not correspond to any letter (eg, the "1" key on the phone) causes the phone display to present a menu (each option in the menu corresponds to a different direction on the phone). When a control (for example, OK, Enter, or 1) is selected to indicate that a selection must be made from the menu, the device orientation is a menu option. May indicate which of the above is selected. In one embodiment, when the "1" key is selected, a menu of symbols similar to those illustrated in FIGS. 38A and 38B is displayed. Tilt the device and select the "1" key as before may output the corresponding symbol. After the symbol is output, letters and numbers may be output as described above until the "1" key is selected to display the symbol menu as before. Turning the device completely upside down, rocking the device, or moving the device in a way that would otherwise not be interpreted as tilting the device produces other menus.
If the angular displacement is within the first tilt region when the selection is received, the first output signal is output. On the other hand, if the angular displacement is within the second tilt region when the selection is received, a second output signal is output. Furthermore, when the selection is received, if the angular displacement is within the third or fourth tilt region, the third or fourth output signal is forced, respectively.
If multiple tilt regions of the first axis are defined around the first axis and multiple tilt regions of the second axis are defined around the second axis, then the first plurality of output signals. One of them may be output based on the plurality of tilted regions of the first axis and / or the plurality of tilted regions of the second axis. If the component of the first axis is in the tilted region of the first axis and the component of the second axis is in the tilted region of the first second axis when the selection is received. The first output signal may be output. If the component of the 1st axis is in the tilted region of the 2nd 1st axis, and the component of the 2nd axis is in the tilted region of the 1st 2nd axis, the second output signal is output. You may. If the component of the 1st axis is in the tilted region of the 2nd 1st axis, and the component of the 2nd axis is in the tilted region of the 2nd 2nd axis, the 3rd output signal is output. You may. And / or if the component of the first axis is in the tilted region of the second first axis, and the component of the second axis is in the tilted region of the second second axis, the fourth output A signal may be output.
Alternatively, in another embodiment, when the selection is received, the first component is in the tilt region of the first first axis, and the component of the second axis is the tilt of the first second axis. If it is in the area, the first output signal may be output. If the first component is in the tilted region of the first axis and the component of the second axis is in the tilted region of the second second axis, then the second output signal is output. May be good. If the first component is in the tilted region of the first axis and the component of the second axis is in the tilted region of the third second axis, then a third output signal is output. May be good. If the first component is in the tilted region of the second first axis, and the component of the second axis is in the tilted region of the first second axis, then a fourth output signal is output. May be good. If the first component is in the tilted region of the second first axis, and the component of the second axis is in the tilted region of the second second axis, the fifth output signal is output. May be good. If the first component is in the tilted region of the second first axis, and the component of the second axis is in the tilted region of the third second axis, then the sixth output signal is output. May be good. If the first component is in the tilted region of the third first axis, and the component of the second axis is in the tilted region of the first second axis, the seventh output signal is output. May be good. If the first component is in the tilted region of the third first axis, and the component of the second axis is in the tilted region of the second second axis, then the eighth output signal is output. May be good. And / or if the first component is in the tilted region of the third axis 1 and the component of the second axis is in the tilted region of the third second axis, the ninth output signal May be output.
The output signal is displayed (step ES310), and method E300 ends (step ES311). The output signal is displayed on a display such as the display E105. In an alternative embodiment, the output signal is not displayed.
In the embodiment of FIG. 32, the device E500 also includes a display E505. It is then used to present a graphical user interface ("GUI") to the user of device E500. The GUI allows the user of the device E500 to perform a function that requires the user to enter text on the device E500. For example, the user may identify an entry for a person within the phone book stored on the device E500 by entering the person's name. As another example, a user adds an entry for a person to the phone book by entering information that describes the person (eg, the person's name and one or more phone numbers used by that person). You may. Furthermore, the GUI allows the user to identify text messages to be sent from device E500 or other text memos to be stored on device E500. The device E500 also displays a GUI that allows the user to identify text messages.
Interpreting the control selection based on the device orientation when the control selection is made increases the number of operations that may be performed by a single control selection. For example, the choice of each control may be interpreted in many ways equal to the number of devices that may be detected in different directions. Furthermore, the orientation of the device may indicate how the choice of control that does not correspond to any character may be interpreted. Therefore, the user may be able to quickly perform relatively complex operations by simply tilting the device to select a control. For example, selecting the "*" key at the same time the device is rolled to the left is used for text entry until the next time the "*" key is selected when the device is rolled to the left. You may want to give rise to a specific mode of text entry (eg, only numbers, all uppercase). In another embodiment, the tilt sensor achieves tilt scrolling. Then, upon receiving the control selection, the user interface scrolls in the direction of tilt. For example, the forward pitch that occurs when a control is selected results in the user interface or scrolling up menu items on the user interface.
According to other general aspects, computer program products that are clearly stored on a computer-readable medium are detailed. The computer program product determines the neutral position of the device, including the first control associated with at least the first plurality of output signals, with respect to at least the first axis, and at least around the first axis of the device. It can be manipulated to cause the computer to perform operations, including measuring angular displacement. Computer program products also perform operations on the computer, including receiving a selection of a first control and outputting at least one of a first plurality of output signals based on that selection and angular displacement. It can be operated to execute.
Finally, although many examples have been described or illustrated as telephone devices, the concepts relevant herein are by no means limited to telephones and are controlled for device design and layout regulation. It is believed that it can be applied in fact to a wide variety of devices, including any device in which the number of devices is minimized. Sample devices include computer keyboards, remote controls, watches, joysticks or game controllers, or other computer inputs or consumer electronic devices.
Therefore, many examples have been described. Nevertheless, it is understood that various changes may be made. For example, the elements of separate embodiments may be combined, supplemented, or removed to produce other embodiments. In addition, various techniques may be used, combined, and modified to produce examples. This type of technology includes, for example, various digital electronic circuits, hardware, software, firmware, integrated components, individual components, processing devices, memory storage devices, communication devices, lenses, filters, display devices, and projection devices.
(Game System) With reference to FIG. 39, a game system 39 according to some embodiments is described. FIG. 39 is an external view illustrating the game system 39. In the following description, the gaming system 39 according to some embodiments includes a fixed gaming device.
As shown in FIG. 39, the game system F1 includes a fixed game device (hereinafter, simply referred to as "game device") F3. Then, it is connected to a display (hereinafter referred to as "monitor") F2 such as a home television receiver having a speaker F2a via a connection cord, and to a controller F7 for giving operation information to the game device F3. .. The game device F3 is connected to the receiving unit F6 via the connection terminal. The receiving unit F6 receives the transmission data transmitted wirelessly from the controller F7. The controller F7 and the game device F3 are connected to each other by wireless communication. An optical disk F4 as an example of an interchangeable information storage medium is detachably mounted on the game device F3. The gaming device F3 includes a power on / off switch, a game process reset switch, and an open switch for opening the top lid of the gaming device F3 on the top main surface of the gaming device F3. The lid is opened when the player presses the open switch. As a result, the optical disc F4 can be mounted or removed.
Further, an external memory card F5 is detachably mounted on the game device F3 as needed. The external memory card F5 has a built-in backup memory or the like for fixing and storing stored data or the like. The game device F3 executes a game program stored in the optical disk F4 and displays the result on the monitor F2 as a game image. The game device F3 can also use the stored data stored in the external memory card F5 to reproduce the state of the game played in the past, and can also display the game image on the monitor F2. A player playing on the game device F3 can enjoy the game by operating the controller F7 while viewing the game image displayed on the monitor F2.
The controller F7 wirelessly transmits transmission data from the communication unit F75 included inside (described later) to the game device F3 connected to the reception unit F6, for example, using the technology of Bluetooth (registered trademark). The controller F7 has two control units, a core unit F70 and a subunit F76 that are interconnected by a flexible connection cable F79. The controller F7 is an operation means for operating a player object mainly appearing in the game space displayed on the monitor F2. Each of the core unit F70 and the subunit F76 includes an operation unit (for example, a plurality of operation buttons, keys, sticks, etc.). As will be described in detail later, the core unit F70 includes an imaging information calculation unit F74 for taking an image viewed from the core unit F70. As an example of the imaging target of the imaging information calculation unit F74, two LED modules F8L and F8R are provided near the display screen of the monitor F2. The LED modules F8L and F8R each output infrared light forward from monitor F2. In this embodiment, although the core unit F70 and the subunit F76 are connected to each other by a flexible cable, the subunit F76 may have a wireless unit, thereby removing the connecting cable F79. For example, subunit F76 has a Bluetooth® unit as a wireless unit. This allows subunit F76 to send operational data to core unit F70.
Next, with reference to FIG. 40, the structure of the game device F3 is described. FIG. 40 is a functional block diagram of the game device F3.
As shown in FIG. 40, the game device F3 includes, for example, a RISC CPU (Central Processing Unit) F30 for executing various types of programs. The CPUF30, for example, executes a boot program stored in a boot ROM (not shown) to initialize the main including the main memory F33, and then performs a game process according to the game program. Execute the game program stored in the optical disk F4. The CPU F30 is connected to the GPU (graphic processing unit) F32, the main memory F33, the DSP (digital signal processor) F34, and the ARAM (audio RAM) F35 via the memory controller F31. Memory controller F31 connects to controller I / F (interface) F36, video I / F F37, external memory I / F F38, audio I / F F39, and disk I / F F41 via a predetermined bus. Be connected. Controller I / F F36, Video I / F F37, External Memory I / F F38, Audio I / F F39, and Disk I / F The F41 is connected to the receiving unit F6, the monitor F2, the external memory card F5, the speaker F2a, and the disk drive F40, respectively.
The GPU F32 executes image processing based on instructions from the CPU F30. The GPU F32 includes, for example, a semiconductor chip for performing the calculation process required to display a 3D image. The GPU F32 executes an image process that uses a memory dedicated to the image process (not shown) and a portion of the storage area of the main memory F33. The GPU F32 uses this type of memory to generate game image data and movies to be displayed on monitor F2 and, if necessary, the generated data or movies to memory controller F31 and video I. Output to monitor F2 via / F F37.
The main memory F33 is a storage area used by the CPU F30, and stores game programs and the like necessary for processing executed by the CPU F30, if necessary. For example, the main memory F33 stores game programs such as various types of data read from the optical disk F4 by the CPU F30. Game programs such as various types of data stored in main memory F33 are executed by CPU F30.
The DSP F34 processes sound data generated by the CPU F30 during the execution of a game program. The DSP F34 is connected to the ARAM F35 for storing sound data and the like. The ARAM F35 is used when the DSP F34 performs a given process (eg, a game program or storage of already loaded sound data). The DSP F34 reads the sound data stored in the ARAM F35 and outputs the sound data to the speaker F2a included in the monitor F2 via the memory controller F31 and the audio I / F F39.
The memory controller F31 comprehensively controls data transmission and is connected to the various I / Fs described above. The controller I / F F36 includes, for example, four controllers I / F F36a, F36b, F36c and F36d and to an external device that can be engaged via the connectors of the controllers I / F F36a, F36b, F36c and F36d. Connect the game controller F3 so that it can be transmitted. For example, the receiving unit F6 engages with this type of connector and is connected to the gaming device F3 via the controller I / F F36. As described above, the receiving unit F6 receives the transmission data from the controller F7 and outputs the transmission data to the CPU F30 via the controller I / F F36. Video I / F F37 is connected to monitor F2. The external memory I / F F38 is connected to the external memory card F5 and can access the backup memory and the like provided in the external memory card F5. Audio I / F F39 from ARAM F35 to DSP The sound data read by the F34 or the sound data directly output from the disk drive F40 is connected to the speaker F2a built into the monitor F2 so that it can be output from the speaker F2a. Disk I / F F41 is connected to disk drive F40. The disk drive F40 reads the data stored in the predetermined reading position of the optical disk F4 and outputs the data to the bus or the audio I / F F39 of the game device F3.
The controller F7 is then described with reference to FIGS. 41 and 42. FIG. 41 is a perspective view illustrating the appearance of the controller F7. FIG. 42 is a perspective view illustrating the state of the connection cable F79 of the controller F7 shown in FIG. 41 which is connected to or separated from the core unit F70.
As shown in FIG. 41, the controller F7 includes a core unit F70 and a subunit F76 that are interconnected by a connecting cable F79. The core unit F70 has a housing F71 including a plurality of operation units F72. The subunit F73 has a housing F77 that includes a plurality of operation units F78. The core unit F70 and subunit F76 are connected to each other by a connection cable F79.
As shown in FIG. 42, the connection cable F79 has a connector F791 that is detachably connected to the connector F73 of the core unit F70 at one end thereof. Then, the connection cable F79 is fixedly connected to the subunit F76 at the other end. The connector F791 of the connecting cable F79 engages the connector F73 provided on the rear surface of the core unit F70 in order to connect the core unit F70 and the subunit F76 to each other by the connecting cable F79.
The core unit F70 is described with reference to FIGS. 43 and 44. FIG. 43 is a perspective view of the core unit F70 as viewed from above and behind. FIG. 44 is a perspective view of the core unit F70 as viewed from below and from the front.
As shown in FIGS. 43 and 44, the core unit F70 includes a housing F71 formed by plastic molding or the like. The housing F71 has a generally parallelepiped shape extending longitudinally from the front to the rear. The overall size of the housing F71 is small enough to be held by one hand, even for adults or children.
A cross key F72a is provided in the center of the front surface of the upper surface of the housing F71. The cross key F72a is a cross-shaped 4-way push switch. The cross key F72a includes operation units corresponding to four directions (forward, backward, right, and left) represented by arrows. It is then positioned on each of the cross-shaped protrusions arranged at 90 degree intervals. The player selects one of the front, rear, right, and left by pressing one of the operation units of the cross key F72a. Through the operation of the cross key F72a, the player can instruct, for example, the direction in which the player's role appearing in the virtual game world moves, or the direction in which the cursor moves.
Although the cross key F72a is an operation unit for outputting an operation signal according to the above-mentioned direction input operation performed by the player, this type of operation unit may be provided in other forms. For example, the cross key F72a may be replaced with a push switch including an annular four-way operation unit and a composite switch including a center switch provided at the center thereof. Alternatively, the cross key F72a may be replaced with an operation unit that includes a tiltable stick protruding from the top surface of the housing F71 and outputs an operation signal that follows the tilt direction of the stick. Alternatively, the cross-shaped key F72a may be replaced with an operation unit that includes a horizontally slidable disc-shaped member and outputs an operation signal that follows the sliding direction of the disc-shaped member. Alternatively, the cross key F72a may be replaced with a touchpad. Alternatively, the cross key F72a is replaced by an operations unit that includes a switch that represents at least four directions (forward, backward, right, left) and that outputs an operation signal according to that switch pressed by the player. You may.
A plurality of operation buttons F72b, F72c, F72d, F72e, F72f and F72g are provided behind the cross key F72a on the upper surface of the housing F71. The operation buttons F72b, F72c, F72d, F72e, F72f and F72g respectively output the operation signals assigned to the operation buttons F72b, F72c, F72d, F72e, F72f and F72g when the player presses their head. It is the operation department of. For example, the operation buttons F72b, F72c and F72d are assigned the functions of the first button, the second button and the A button. Further, for example, the operation buttons F72e, F72f and F72g are assigned the functions of the minus button, the home button and the plus button. The operation buttons F72b, F72c, F72d, F72e, F72f and F72g are assigned functions according to the game program executed by the game device F3. In the exemplary device shown in FIG. 43, the operating buttons F72b, F72c and F72d are located at the anterior-posterior centerline on the top surface of the housing F71. The operation buttons F72e, F72f and F72g are arranged in a horizontal line between the operation buttons F72b and F72d on the upper surface of the housing F71. The upper surface of the operation button F72f is embedded in the upper surface of the housing F71 so that it is not inadvertently pressed by the player.
An operation button F72h is provided in front of the cross key F72a on the upper surface of the housing F71. The operation button F72h is a power switch for remotely controlling the power of the game device 3 to be turned on or off. The upper surface of the operation button F72h is also embedded in the upper surface of the housing F71 so that the player does not inadvertently press it.
A plurality of LEDs F702 are provided behind the operation button F72c on the upper surface of the housing F71. Controller F7 is assigned a controller type (number) because it can be distinguished from other controllers F7. For example, the LED F702 is used to inform the player of the controller type currently set on the controller F7 he or she is using . Specifically, when the core unit F70 transmits transmitted data to the receiving unit F6, one of the plurality of LEDs F702 corresponding to the controller type is illuminated.
On the upper surface of the housing F71, a sound hole for outputting the sound from the speaker F706 shown in FIG. 45 to the outside is provided between the operation buttons F72e, F72f and F72g and the operation button F72b as described below. ..
A concave portion is formed on the bottom surface of the housing F71. As will be described in detail later, the concave portion is formed at a position where the player's index finger or middle finger is positioned when the player holds the core unit F70. The operation button F72i is provided on the rearward inclined surface of the concave portion. The operation button F72i is an operation unit that acts as, for example, a B button. The operation button F72i is used, for example, as a trigger switch in a shooting game or for drawing the attention of a player object to a predetermined object.
An image pickup element F743 included in the imaging information calculation unit F74 is provided on the front surface of the housing F71. The imaging information calculation unit F74 is a system for analyzing image data taken by the core unit F70 and detecting it as the center of gravity, size, etc. of an area having high brightness in the image data. The imaging information calculator F74 has, for example, a maximum sampling interval of about 200 frames per second, and thus can even track and analyze relatively fast movements of the core unit F70. The imaging information calculation unit F74 will be described in detail later. The connector F73 is provided on the rear surface of the housing F71. The connector F73 is, for example, a 32-pin edge connector used to engage and connect the core unit F70 with the connector F791 of the connecting cable F79.
The internal structure of the core unit F70 is described with reference to FIGS. 45 and 46. FIG. 45 is a perspective view illustrating a state in which the upper casing (a part of the housing F71) of the core unit F70 is removed when viewed from the rear side of the core unit F70. FIG. 46 is a perspective view illustrating a state in which the lower casing (a part of the housing F71) of the core unit F70 is removed when viewed from the front side of the core unit F70. FIG. 46 is a perspective view illustrating the back side of the substrate F700 shown in FIG. 45.
As shown in FIG. 45, the substrate F700 is fixed inside the housing F71. On the upper main surface of the board F700, operation buttons F72a, F72b, F72c, F72d, F72e, F72f, F72g and F72h, accelerometer F701, LED F702, antenna F754, etc. are installed. These elements are connected to the microcomputer F751 (see FIGS. 46 and 55) and the like via a line (not shown) formed on the substrate F700 or the like. The wireless module F753 (see Figure 55) and antenna F754 (not shown) allow the core unit F70 to act as a wireless controller. A crystal oscillator F703 (not shown) provided in the housing F71 generates a reference clock for the microcomputer F751 described later. A speaker F706 and an amplifier F708 are provided on the upper main surface of the substrate F700. The acceleration sensor F701 is provided near the edge offset from the center of the substrate F700. Therefore, the change in the direction of the gravitational acceleration and the acceleration including the centrifugal force component can be detected based on the rotation of the core unit F70 in the longitudinal direction. As a result, the predetermined calculation is used to determine the rotation of the core unit F70 with favorable accuracy based on the detected acceleration data.
As shown in FIG. 46, the imaging information calculation unit F74 is provided at the front edge of the bottom main surface of the substrate F700. The imaging information calculation unit F74 includes an infrared filter F741, a lens F742, an image pickup element F743, and an image processing circuit F744 located in this order from the front surface of the core unit F70 on the bottom main surface of the substrate F700. The connector F73 is attached to the rear edge of the bottom main surface of the board F700. In addition, a sound IC F707 and a microprocessor F751 are provided on the bottom main surface of the substrate F700. Sound IC connected to the microprocessor F751 and amplifier F708 via a line formed on the board F700 etc. The F707 outputs an audio signal to the speaker F706 via the amplifier F708 based on the sound data transmitted from the game device F3. A vibrator F704 is provided on the bottom main surface of the substrate F700. The vibrator F704 is, for example, a vibration motor or solenoid. The core unit F70 vibrates due to the operation of the vibrator F704. Then, the vibration is transmitted to the hand of the player holding the core unit F70. Therefore, a so-called vibration feedback game is realized. The vibrator F704 is located slightly forward of the housing F71. Thereby, the housing F71 held by the player can vibrate strongly, and the player can easily detect the vibration.
The subunit F76 is described with reference to FIGS. 47-50. FIG. 47 is a perspective view illustrating a first embodiment of subunit F76. FIG. 48 is a perspective view illustrating a state in which the upper casing (a part of the housing F77) of the subunit F76 shown in FIG. 47 is removed. FIG. 49A is a top view illustrating a second embodiment of subunit F76. FIG. 49B is a bottom view illustrating a second embodiment of subunit F76. FIG. 49C is a left side view illustrating a second embodiment of subunit F76. FIG. 50 is a perspective view of the subunit F76 as viewed from the upper front side, illustrating a second embodiment.
As shown in FIG. 47, the subunit F76 includes, for example, a housing F77 formed by plastic molding. Housing F77 has a streamlined three-dimensional shape that extends longitudinally from front to rear and includes the head, which is the widest part of subunit F76. The overall size of subunit F76 is small enough to be held by one hand, even for adults or children.
A stick F78a is provided near the widest portion of the top surface of the housing F77. The stick F78a is an operation unit that includes a tiltable stick protruding from the upper surface of the housing F77 and outputs an operation signal that follows the tilt direction of the stick. For example, the player can arbitrarily indicate the direction and position by tilting the tip of the stick in any direction of 360 degrees. Thereby, the player can instruct the direction in which the player's role appearing in the virtual game world moves, or can instruct the direction in which the cursor moves.
A plurality of operation buttons F78d and F78e are provided in front of the housing F77 of the subunit F76. The operation buttons F78d and F78e are operation units for outputting the respective operation signals assigned to the operation buttons F78d and F78e when the player presses the head thereof, respectively. For example, the operation buttons F78d and F78e are assigned the functions of the X button and the Y button. The operation buttons F78d and F78e are assigned functions according to the game program executed by the game device F3. In the exemplary device shown in FIG. 47, the operating buttons F78d and F78e are aligned from top to bottom on the front surface of housing F77.
In FIG. 48, the substrate is fixed to housing F77. The stick F78a, the acceleration sensor F761, and the like are provided on the upper main surface of the substrate. The stick F78a, the acceleration sensor F761, and the like are connected to the connection cable F79 via a line (not shown) formed on the substrate or the like.
As shown in FIGS. 49A, 49B, 49C and 50, the subunit F76 of the second embodiment has the housing F77, the stick F78a, the operation buttons F78d and F78e as in the case of the subunit F76 of the first embodiment. Including. The subunit F76 of the second embodiment has operation buttons F78b and F78c on the upper surface of the housing F77.
Behind the stick F78a on the top surface of the housing F77, the subunit F76 of the second embodiment has a plurality of operation buttons F78b and F78c. The operation buttons F78b and F78c are operation units for outputting the respective operation signals assigned to the operation buttons F78b and F78c when the player presses the head thereof, respectively. The operation buttons F78b and F78c are assigned functions according to the game program executed by the game device F3. In the exemplary devices shown in FIGS. 49A, 49B, and 49C and 50, the operating buttons F78b and F78c are located at the left-right centerline of the top surface of the housing F77.
Although the stick F78a is an operation unit for outputting an operation signal according to the direction input operation performed by the player as described above, this kind of operation unit may be provided in other forms. Below, with reference to FIGS. 51-54, the first to fifth exemplary instances include the subunit F76 of the second embodiment, each having an operation unit for outputting an operation signal according to a directional input operation. The changes are described.
As a first exemplary modification, subunit F76 may include a cross key F78f similar to the cross key F72a of core unit F70 instead of stick F78a, as shown in FIG. As a second exemplary modification, as shown in FIG. 52, the subunit F76 includes a horizontally slidable disc-shaped member instead of the stick F78a, and the sliding direction of the disc-shaped member. A slide pad F78g that outputs an operation signal according to the above may be included. As a third exemplary modification, subunit F76 may include a touchpad F78h instead of stick F78a, as shown in FIG. As a fourth exemplary modification, subunit F76, instead of stick F78a, has buttons F78i, F78j that represent at least four directions (forward, backward, right, left), respectively, as shown in FIG. , F78k and F78l, and may include an operation unit that outputs an operation signal according to a button (F78i, F78j, F78k or F78l) pressed by the player. As a fifth exemplary modification, the subunit F76 may include, instead of the stick F78a, a composite switch, including a push switch having an annular four-way operating section and a central switch located in the center thereof.
Next, the internal structure of the controller F7 is described with reference to FIG. 55. FIG. 55 is a block diagram illustrating the structure of the controller F7.
As shown in FIG. 55, the core unit F70 includes a communication unit F75 in addition to the operation unit F72, the imaging information calculation unit F74, the acceleration sensor F701, the speaker F706, the sound IC F707, and the amplifier F708 as described above. Further, as described above, the subunit F76 having the operation unit F78 and the acceleration sensor F761 is connected to the microcomputer F751 via the connection cable F79 and the connectors F791 and F73.
The imaging information calculation unit F74 includes an infrared filter F741, a lens F742, an image pickup element F743, and an image processing circuit F744. The infrared filter F741 allows only infrared light to pass through the incident light on the front surface of the core unit F70. The lens F742 collects infrared light that has passed through the infrared filter F741 and outputs the infrared light to the image pickup element F743. The image pickup element F743 is a solid-state image sensor (for example, a CMOS sensor or a CCD). The image pickup element F743 takes an image of infrared light collected by the lens F742. Therefore, the image pickup element F743 takes an image of only infrared light that has passed through the infrared filter F741 and generates image data. The image data generated by the image pickup element F743 is processed by the image processing circuit F744. Specifically, the image processing circuit F744 processes the image data obtained from the image pickup element F743, identifies the spot having high brightness, and expresses the identified position coordinates and the size of the area. The process result data is output to the communication unit F75. The imaging information calculation unit F74 is fixed to the housing F71 of the core unit F70. The imaging direction of the imaging information calculation unit F74 can be changed by changing the direction of the housing F71. The housing F71 is connected to the subunit F76 by the flexible connection cable F79. Therefore, the imaging direction of the imaging information calculation unit F74 is not changed by changing the direction and position of the subunit F76. As will be described in detail later, the signal can be obtained according to the position and movement of the core unit F70 based on the process result data output by the imaging information calculation unit F74.
The core unit F70 preferably includes a 3-axis accelerometer F701. Further, the subunit F76 preferably includes a 3-axis accelerometer F761. The 3-axis accelerometers F701 and F761 each detect as linear acceleration in three directions (ie up / down, left / right, and front / back). Alternatively, a biaxial acceleration detector that detects only linear acceleration along each of the up / down and left / right directions (or a pair of other directions) depends on the type of control signal used in the game process. May be used in other embodiments. For example, the 3-axis accelerometers F701 and F761 or the 2-axis accelerometers F701 and F761 are available from Analog Devices, Inc. It may be of the type available from Inc.) or STMicroelectronics NV. Preferably, each of the accelerometers F701 and F761 is of the capacitance-coupling type based on MEMS (microelectromechanical system) technology machined by silicon micromachines. However, any other suitable acceleration detection technology currently in existence or later developed (eg, piezoelectric or piezoresistive type) provides the 3-axis accelerometers F701 and F761 or the 2-axis accelerometers F701 and F761. May be used for.
As those skilled in the art will understand, accelerometers can only detect as acceleration (linear acceleration) along a straight line corresponding to each axis of the accelerometer, as used in the accelerometers F701 and F761. .. In other words, each of the direct outputs of the accelerometers F701 and F761 is limited to signals that represent linear acceleration (static or dynamic) along each of its two or three axes. As a result, the accelerometers F701 and F761 cannot directly detect motion along a non-linear (eg arched) path, rotation, rotational motion, angular displacement, tilt, position, attitude or any other physical feature.
However, through the additional processing of the acceleration signals output from each of the accelerometers F701 and F761, additional information about the core unit F70 and subunit F76 is estimated, as will be readily appreciated by those skilled in the art from the description herein. Can be or can be calculated. For example, by detecting static acceleration (ie gravity), the output of the accelerometers F701 and F761 is associated with the gravity vector by associating the tilt angle with the detected acceleration (core unit F70 or subunit F76). ) Can be used to estimate the slope. In this way, the accelerometers F701 and F761 can be combined with the microcomputer F751 (or other processor) to determine the tilt, orientation or position of the core unit F70 and subunit F76. Similarly, the various movements and / or positions of the core unit F70 and subunit F76 contain the core unit F70 or accelerometer F761 that houses the accelerometer F701, as described herein. Subunit F76 can be calculated or estimated, for example, through the processing of acceleration signals generated by the accelerometers F701 and F761 when entrusted to dynamic acceleration by the hand of the user. In other embodiments, each of the acceleration sensors F701 and F761 performs any desired processing of the acceleration signal output from the acceleration detection means prior to outputting the signal to the embedded signal processor or microcomputer F751. May include other types of dedicated processors for. For example, when an accelerometer aims to detect static acceleration (ie, gravity), an embedded or dedicated processor can convert the detected acceleration signal to the corresponding tilt angle. The data representing the acceleration detected by each of the acceleration sensors F701 and F761 is output to the communication unit F75.
In other exemplary embodiments, at least one of the accelerometers F701 and F761 may be replaced, for example, with a gyro sensor of any suitable technique incorporating a rotating or vibrating element. An exemplary MEMS gyro sensor that may be used in this embodiment is available from Analog Devices. Unlike the accelerometers F701 and F761, the gyro sensor can directly detect rotation (or angular velocity) around at least one axis as defined by the gyroscope element within it. Therefore, due to the fundamental difference between gyro sensors and accelerometers, the corresponding changes are made to the output signal from these devices as they are selected for a particular application. It is necessary that the processing operation is performed.
More specifically, significant changes are needed when tilt or attitude is calculated using a gyro sensor instead of an accelerometer. Specifically, when using a gyro sensor, the tilt value is initialized at the start of detection. Then, the data about the angular velocity output from the gyro sensor is integrated. Next, the amount of change in slope from the initialized value of slope is calculated. In this case, the calculated tilt corresponds to the angle. In contrast, when the accelerometer calculates the slope, the slope is calculated by comparing the value of the gravitational acceleration of each axial component with a predetermined reference. Therefore, the calculated slope can be expressed as a vector. Therefore, without initialization, the absolute direction can be determined by the acceleration detecting means. The type of value calculated as the tilt is also very different between the gyro sensor and the accelerometer. That is, the value is an angle when a gyro sensor is used and a vector when an accelerometer is used. Therefore, when a gyro sensor is used instead of an accelerometer, or vice versa, tilt data is also processed by a predetermined transformation that takes into account the fundamental differences between these two devices. Need that. Due to the fact that the nature of the gyroscope is known to those of skill in the art, further details are not provided herein, as are the fundamental differences between accelerometers and gyroscopes. While gyro sensors have an advantage in that rotation can be detected directly, accelerometers are generally more cost effective when used in connection with the controllers described herein.
The communication unit F75 includes a microcomputer F751, a memory F752, a wireless module F753, and an antenna F754. The microcomputer F751 uses the memory F752 as a storage area during the process and controls the wireless module F753 for transmitting transmitted data wirelessly. Further, the microcomputer F751 controls the sound IC F707 and the vibrator F704 based on the data from the game device F3 received by the wireless module F753 via the antenna F754. The sound IC F707 processes sound data transmitted from the game device F3 via the communication unit F75 or the like.
The data from the core unit F70 including the operation signal (core key data) from the operation unit F72, the acceleration signal (core acceleration data) from the acceleration sensor F701, and the process result data from the imaging information calculation unit F74 are the microcomputer F751. Is output to. The operation signal (sub-key data) from the operation unit F78 of the sub-unit F76 and the acceleration signal (sub-acceleration data) from the acceleration sensor F761 are output to the microcomputer F751 via the connection cable F79. The microcomputer F751 temporarily stores the input data (core key data, subkey data, core acceleration data, subacceleration data, and process result data) in the memory F752 as transmission data to be transmitted to the receiving unit F6. To do. Wireless communication from the communication unit F75 to the reception unit F6 is periodically executed at predetermined time intervals. Since game processes typically run in 1/60 second cycles, data needs to be collected and transmitted in shorter time interval cycles. Specifically, the game processing unit is 16. It is 7ms (1/60 seconds), and the transmission interval of the communication unit F75 constructed using Bluetooth® technology is 5ms. At the transmission timing to the reception unit F6, the microcomputer F751 outputs the transmission data stored in the memory F752 as a series of operation information for the wireless module F753. The wireless module F753 uses Bluetooth® technology to modulate operational information over a carrier of a given frequency, for example, and emits a low power radio signal from antenna F754. Therefore, the core key data from the operation unit F72 included in the core unit F70, the subkey data from the operation unit F78 included in the sub unit F76, the core acceleration data from the acceleration sensor F701 included in the core unit F70, and the sub unit F76 The sub-acceleration data from the included acceleration sensor F761 and the process result data from the imaging information calculation unit F74 are modulated on the low power consumption radio signal by the wireless module F753 and radiated from the core unit F70. The receiving unit F6 of the game device F3 receives the low power consumption radio signal. Then, the game device F3 demodulates or decodes the low power consumption radio signal in order to obtain a series of operation information (core key data, subkey data, core acceleration data, subacceleration data, and process result data). Based on the obtained operation information and the game program, the CPU F30 of the game device F3 executes the game process. If the communication unit F75 is constructed using Bluetooth® technology, the communication unit F75 may have the ability to receive transmitted data transmitted wirelessly from other devices. The F30 runs the game process. If the communication unit F75 is constructed using Bluetooth® technology, the communication unit F75 may have the ability to receive transmitted data transmitted wirelessly from other devices. The F30 runs the game process. If the communication unit F75 is constructed using Bluetooth® technology, the communication unit F75 may have the ability to receive transmitted data transmitted wirelessly from other devices.
As shown in FIG. 56, in order to play a game using controller F7 of game system F1, the player holds the core unit F70 in one hand (eg right hand) (see FIGS. 57 and 58) and the other. Hold the subsystem F76 with your hand (eg left hand) (see Figure 60). The player holds the core unit F70 so that the front surface of the core unit F70 (that is, the side having the entrance where the light is incident on the imaging information calculation unit F74 that takes an image of the light) faces the monitor F2. On the one hand, the two LED modules F8L and F8R are located near the display screen of monitor F2. The LED modules F8L and F8R each output infrared light forward from monitor F2.
When the player holds the core unit F70 with its front surface facing the monitor F2, the infrared light output by the two LED modules F8L and F8R is incident on the imaging information calculation unit F74. The image pickup element F743 captures infrared light incident through the infrared filter F741 and the lens F742, and the image processing circuit F744 processes the captured image. The imaging information calculation unit F74 detects the infrared component output by the LED modules F8L and F8R in order to obtain the position and area information of the LED modules F8L and F8R. Specifically, the imaging information calculation unit F74 analyzes the image data taken by the image pickup element F743 and removes the image that does not represent the infrared light output from the area information by the LED modules F8L and F8R. , Identify points with high brightness as the positions of the LED modules F8L and F8R, respectively. The imaging information calculation unit F74 obtains the position coordinates, the coordinates of the center of gravity, and the like of the identified points having high brightness and the output similar to the method result data. When this type of process result data is sent to the game by device F3, the game device F3 will perform motion signals, attitudes, and imaging information for the LED modules F8L and F8R based on position and centroid coordinates. The position of the calculation unit F74, that is, the core unit F70, etc. can be obtained. Specifically, the position of the image obtained by the communication unit F75 having high brightness changes according to the movement of the core unit F70. Therefore, the direction input or the coordinate input is performed according to the position having the unusual high brightness. Thereby, the direction input or the coordinate input can be executed along the direction of motion of the core unit F70.
Therefore, the imaging information calculation unit F74 of the core unit F70 takes an image of the stationary indicator (infrared light from the two LED modules F8L and F8R in this embodiment), and therefore the game device F3 is in the game process. Process result data on the movement, posture, position, etc. of the core unit F70 can be used, which makes the operation input different from the input made by pressing the operation button or using the operation key more intuitive. Is executed. As described above, since the sign is provided near the display screen of the monitor F2, the movement, posture, position, etc. of the core unit F70 with respect to the display screen of the monitor F2 can be easily calculated based on the position from the sign. it can. That is, the process result data used to obtain the movement, posture, position, etc. of the core unit F70 can be used as an operation input immediately applied to the display screen of the monitor F2.
The state of the player holding the core unit F70 with one hand is described with reference to FIGS. 57 and 58. FIG. 57 shows an exemplary state of a player holding the core unit F70 with his right hand from the front surface side of the core unit F70. FIG. 58 shows an exemplary state of a player holding the core unit F70 in his right hand from the left side of the core unit F70.
As shown in FIGS. 57 and 58, the overall size of the core unit F70 is small enough to be held by one hand, even for adults or children. When the player places his thumb on the top surface of the core unit F70 (eg, near the cross key F72a) and his index finger on the concave portion of the bottom surface of the core unit F70 (eg, near the operation button F72i), the core unit. The light inlet of the imaging information calculation unit F74 on the front surface of the F70 is exposed to the player forward. It should be understood that if the player holds the core unit F70 with his left hand, the holding state is similar to that described for his right hand.
Therefore, the player can easily operate the operation unit F72 such as the cross key F72a or the operation button F72i while holding the core unit F70 with one hand. Further, when the player holds the core unit F70 with one hand, the light inlet of the imaging information calculation unit F74 on the front surface of the core unit F70 is exposed. Thereby, the light inlet can easily receive infrared light from the two LED modules F8L and F8R described above. That is, the player can hold the core unit F70 with one hand without interfering with the functioning of the imaging information calculation unit F74. That is, when the player moves his or her hand holding the core unit F70 with respect to the display screen, the core unit F70 provides an operational input that allows the player's hand movement to act directly on the display screen. You can do more.
As shown in FIG. 59, the LED modules F8L and F8R each have a viewing angle θ1. The image pickup element F743 has a viewing angle θ2. For example, the viewing angle θ1 of the LED modules F8L and F8R is 34 degrees (half-value angle), and the viewing angle θ2 of the image pickup element F743 is 41 degrees. When both the LED modules F8L and F8R have a viewing angle θ2 of the image pickup element F743 and the image pickup element F743 has a viewing angle θ1 of the LED modules F8L and F8R, the game device F3 has two LED modules F8L and The position of the core unit F70 is determined using the position information related to the high brightness point of the F8R.
The game when either the LED module F8L or the LED module F8R has a viewing angle θ2 of the image pickup element F743, or when the image pickup element F743 has a viewing angle θ1 of the LED module F8L or the viewing angle θ1 of the LED module F8R. The device F3 positions the core unit F70 using the position information associated with the high brightness points of the LED module F8L or LED module F8R.
As described above, the tilt, orientation or position of the core unit F70 can be determined based on the output (core acceleration data) from the acceleration sensor F701 of the core unit F70. That is, the core unit F70 serves as an operation input means for performing an operation according to the movement of the hand of the player holding the core unit F70 (for example, upward, downward, leftward, or rightward). Function.
Next, with reference to FIG. 60, the state of the player holding the subunit F76 with one hand is described. FIG. 60 shows an exemplary state of a player holding subunit F76 with his left hand from the right side of subunit F76.
As shown in FIG. 60, the overall size of subunit F76 is small enough to be held by one hand, even for adults or children. For example, the player may place his thumb on the top surface of subunit F76 (eg, near stick F78a) to hold subunit F76, and his index finger on the front surface of subunit F76 (eg, operation buttons F78d and). Can be placed (near F78e), and the middle, ring and little fingers can be placed on the bottom of subunit F76. It should be understood that when the player holds subunit F76 with his right hand, the holding state is similar to that described for his left hand. Therefore, the player can easily operate the operation unit F78 such as the stick F78a and the operation buttons F78d and F78e while holding the subunit F76 with one hand.
As described above, the tilt, attitude or position of the subunit F76 can be determined based on the output (sub-acceleration data) from the acceleration sensor F761 of the subunit F76. That is, the subunit F76 functions as an operation input means for the player to perform an operation according to the movement of the hand holding the subunit F76 (for example, upward, downward, left, right). ..
In this case, an exemplary game played using the controller F7 described above is described. As a first embodiment, a shooting game played using the controller F7 is described. FIG. 61 is a diagram illustrating an exemplary game image displayed on the monitor F2 when the game device F3 executes a shooting game.
As shown in FIG. 61, a part of the 3D virtual game space S is displayed on the display screen of the monitor F2. A part of the player object P and a part of the gun G held by the player object P are displayed on the display screen as game objects performed according to the operation of the controller F7. Further, the virtual game space S displayed on the display screen represents an image field in front of the player object P, and, for example, the enemy object E is displayed as the shooting target of FIG. The target indicating the position where the player object P shoots the gun G is displayed on the display screen as the target cursor T.
In a shooting game with this kind of game image displayed on monitor F2, the player operates the core unit F70 with one hand and the subunit with the other hand, as shown in FIG. 18 to play the game. Operate F76. For example, when the player tilts the stick F78a (see FIGS. 49A, 49B, 49C and 50) on the subunit F76, the player object P moves in the virtual game space S according to the tilting direction. Further, when the player moves his or her hand holding the core unit F70 with respect to the display screen, the target cursor T moves according to the movement, posture, position, etc. of the core unit F70 with respect to the LED modules F8L and F8R. When the player presses the control button F72i (shown in FIG. 44) on the core unit F70, the player object P aims at the target cursor T and shoots the gun G.
That is, the player uses the stick F78a on the subunit F76 to instruct the player object P to move, while the core unit F70 is as if the core unit F70 is a gun for a shooting game. Can be operated. It improves the enjoyment of playing shooting games. The player can operate the movement of the player object P and the movement of the target cursor T by using each unit held by different hands. Thereby, the player can perform each operation independently. For example, it is sometimes difficult to keep the target close to the position observed by the player in the virtual game space S because the virtual game space S displayed on the display screen changes according to the movement of the player object P. .. This is because, for example, the player may pay attention to the enemy object E that suddenly flies in the virtual game space S. However, the player moves the player object P with one hand (for example, the thumb of the left hand), and the arm (for example, the arm) that is not used for moving the player object P so that the front surface of the core unit F70 points to the observation position. You can control the movement of the right arm). This effectively improves the flexibility for operating the controller F7 and increases the reality of shooting games. In addition, the player moves the controller to move the target cursor T. However, the operation of moving the controller does not prevent the player from performing a turn signal operation for moving the player object P. This allows the player to perform two turn signal movements in a stable manner. That is, the controller F7 allows the player to freely use his or her left and right hands to perform new operations with increased flexibility. And that cannot be achieved using a single physical controller.
In the second embodiment, the player tilts the stick F78a in order to move the player object P in the virtual game space S according to the tilt direction as in the first embodiment. .. The player moves the hand holding the core unit F70 to move the viewpoint of the virtual camera according to the position of the core unit F70 with respect to the monitor F2 (LED modules F8L and F8R). By these operations, the player observes the position pointed by the core unit F70 in the virtual game space S while operating the stick F78a on the subunit F76 to instruct the player object P to move. Can be done.
In the above description, the controller F7 and the game device F3 are connected to each other by wireless communication. However, the controller F7 and the game device F3 may be electrically connected to each other by a cable. In this case, the cable connected to the core unit F70 is connected to the connection terminal of the game device F3.
Further, in the present embodiment, only the core unit F70 in the core unit F70 and the subunit F76 of the controller F7 have a communication unit F75. However, the subunit F76 may have a communication unit for wirelessly transmitting transmission data to the receiving unit F6. Further, both the core unit F70 and the subunit F76 may have their respective communication units. For example, each communication unit included in the core unit F70 and the subunit F76 may wirelessly transmit transmission data to the reception unit F6. Alternatively, the communication unit of subunit F76 may wirelessly transmit transmission data to communication unit F75 of core unit F70. Then, the communication unit F75 of the core unit F70 can wirelessly transmit the received transmission data from the subunit F76 and the transmission data of the core unit F70 to the reception unit F6. In these cases, the connection cable F79 for electrically connecting the core unit F70 and the subunit F76 can be removed.
In the above description, the receiving unit F6 connected to the connection terminal of the game device F3 is used as a receiving means for receiving the transmission data wirelessly transmitted from the controller F7. Alternatively, the receiving means may be a receiving module built in the game device F3. In this case, the transmission data received by the receiving module is output to the CPU F30 via a predetermined bus.
In the present embodiment, although the imaging information calculation unit F74 included in the core unit F70 is described as an example of a determination unit for outputting a signal (process result data) following the movement of the core unit F70 main body, The imaging information calculation unit F74 may be provided in other forms. For example, the core unit F70 may include an accelerometer F701 as described above, or may include a gyro sensor. Accelerometers or gyro sensors can be used to determine the movement or orientation of the core unit F70 and therefore use the detection signals for movement or orientation to signal following the movement of the core unit F70 body. It can be used as a determinant for output. In this case, the imaging information calculation unit F74 may be removed from the core unit F70, or the sensor and the imaging information calculation unit may be used together.
Further, in the present embodiment, although only the core unit F70 includes the imaging information calculation unit F74, the subunit F76 may also include the same imaging information calculation unit.
Further, when the controller F7 includes a plurality of units (each may have a plurality of operating means such as an imaging information calculator, an accelerometer, a gyro sensor, a stick, a cross key, and an operation button). , Various combinations of its operating means can realize various controllers. In this case, the operating means included in the core unit F70 and the subunit F76 are classified into the operating means A and the operating means B. The operating means A (for example, the imaging information calculation unit F74, the acceleration sensors F701 and F761, and the gyro sensor) outputs a signal that follows the movement of the unit body. The operating means B (eg, stick, cross key, operating button, touchpad) outputs a signal that the player follows pressing a button, tilting a component, or touching it.
When the core unit F70 contains the operating means A and the subunit F76 contains the operating means B, the player inputs with the finger of one hand holding the subunit F76, as in the case of a conventional controller. While doing, you can move the other hand holding the core unit F70. That is, the player can perform different operations with his right hand and his left hand. It enables new operations that cannot be performed by traditional controllers. In this case, according to various embodiments, the operation data output by the operation means A corresponds to the first operation data, and the operation data output by the operation means B corresponds to the second operation data. Corresponds to operation data. Further, the controller is configured such that subunit F76 may include operating means A, core unit F70 may include operating means A, and subunit F76 may include operating means A and operating means B. You may. In this way, the player can move both hands separately, thereby achieving increasingly improved operations. In this case, according to various embodiments, the operation data output by the operation means A of the subunit F76 corresponds to the third operation data.
Further, when the core unit F70 and the subunit F76 each include operating means A, the player can move one hand holding the subunit F76 to make an input and the core unit F70 player. You can move the other hand you are holding. That is, the player can move his right and left hands separately, thereby realizing new operations that cannot be performed by a conventional controller. In this case, according to various embodiments, the operation data output by the respective operation means A of the core unit F70 and the subunit F76 corresponds to the first operation data and the second operation data. Further, each of the core unit F70 and the subunit F76 may include both operating means A and operating means B. In this way, the player can perform the operation by moving both hands and using the fingers of both hands. As a result, new operations are realized. In this case, according to various embodiments, the operation data output by the operation means B of the core unit F70 corresponds to the first key operation data and is output by the operation means B of the subunit F76. The operation data corresponds to the second key operation data.
Further, when each of the core unit F70 and subunit F76 includes operating means A, one of the core unit F70 or subunit F76 may include various types of operating means A. As described above, when the operation means A includes the imaging information calculation unit, the direction, position, and the like of the unit with respect to the imaging target (marker) can be calculated. This allows operation based on the orientation and position of the unit with respect to monitor F2. On the other hand, when the operating means A includes an acceleration sensor or a gyro sensor, the inclination, posture, position, etc. of the unit itself can be calculated. This allows operation based on the attitude and position of the unit. Therefore, when the core unit F70 includes an imaging information calculator and one of an accelerometer or gyro sensor, and the subunit F76 includes an accelerometer or gyro sensor, the core unit F70 is described above. You can perform the two operations that you did. In this case, according to various embodiments, the operation data output by the imaging information calculation unit of the core unit F70 corresponds to the first data. The operation data output by the accelerometer or gyro sensor of subunit F76 corresponds to the second operation data. The operation data output by the acceleration sensor or gyro sensor of the core unit F70 corresponds to the third operation data.
In the present embodiment, the image data taken by the image pickup element F743 is analyzed in order to obtain the position coordinates of the image of the infrared light from the LED modules F8L and F8R. Then, the core unit F70 generates process result data from the obtained coordinates and the like, and transmits the process result data to the game device F3. However, the core unit F70 may transmit the data obtained in other process stages to the game device F3. For example, the core unit F70 transmits the image data taken by the image pickup element F743 to the game device F3. The CPU F30 may then perform the analysis described above to obtain process result data. In this case, the image processing circuit F744 can be removed from the core unit F70. Alternatively, the core unit F70 may transmit the image data that has been analyzed halfway to the game device F3. For example, the core unit F70 transmits data indicating brightness, position, area size, etc. obtained from image data to the game device F3. And CPU The F30 may perform the rest of the analysis to obtain process result data.
In the present embodiment, although the infrared light from the two LED modules F8L and F8R is used as the imaging target of the imaging information calculation unit F74 in the core unit F70, the imaging target is not limited thereto. .. For example, infrared light from one LED module provided near the monitor F2 or infrared light from at least three LED modules may be used as an imaging target of the imaging information calculation unit F74. Alternatively, the display screen of monitor F2 or another radiator (such as an interior light) can be used as an imaging target for the imaging information calculator F74. When the position of the core unit F70 with respect to the display screen is calculated based on the positional relationship between the imaging target and the display screen of the monitor F2, various radiators are used as the imaging target of the imaging information calculation unit F74. Can be
The above-mentioned shapes of core unit F70 and subunit F76 are merely examples. Further, the shapes, numbers, setting positions, etc. of the operation unit F72 of the core unit F70 and the operation unit F78 of the subunit F76 are merely examples. In various embodiments, the shapes, numbers, set positions, etc. of the core unit F70, subunit F76, operation unit F72, and operation unit F78 may be changed within the range of various embodiments and are further reduced. You may. Further, the imaging information calculation unit F74 (light inlet of the imaging information calculation unit F74) of the core unit F70 does not have to be arranged on the front surface of the housing F71. The imaging information calculation unit F74 may be provided on another surface that can receive light from the outside of the housing F71.
In addition, although the speaker F706, sound IC F707 and amplifier F708 are included in the core unit F70 as described above, any device that can output sound at hand is either subunit F76 or core unit F70. May be included in.
Therefore, the controller according to various embodiments allows the player to operate the core unit F70 and subunit F76 included therein in order to enjoy the game. For example, the core unit F70 has a function of outputting a signal according to the movement of the unit main body including the imaging information calculation unit F74 and the acceleration sensor F701. The subunit F76 then has the function of outputting a signal according to the directional input operation performed by the player. For example, when a controller with integrated core unit F70 and subunit F76 is used, the whole controller is moved to output a signal that follows the movement of the unit body. This has some effect on the directional input operation. Moreover, the integration of core unit F70 and subunit F76 substantially reduces the opposite effect, namely the flexibility achieved by the separation of core unit F70 and subunit F76. As another example, the core unit F70 may have the ability to output a signal that follows the movement of the unit body, including the imaging information calculator F74 and the accelerometer F701, and the subunit F76 may include the accelerometer F761. It may have a function of outputting a signal according to the movement of the unit body including the unit. Thus, the player can move both hands, each holding a separate unit for input. Therefore, the core unit F70 and subunit F76 can be separated into a right unit and a left unit as in the case of a conventional controller for a game device. And at the same time, the core unit F70 and subunit F76 allow the player to freely use his or her right and left hands. This provides the player with new operations that cannot be performed by the integrated controller. In addition, the controller can be operated with substantially improved flexibility. As a result, the increased reality
Game controllers and game systems according to various embodiments can realize operations with increased flexibility, and by a player holding two separate units, including two separate units. It is effective as a game controller to be operated and a game system including the game controller.
(Motion control for game devices) In some embodiments, a gaming device, such as a portable gaming device, receives input in the form of motion. For example, a person holding a portable gaming device can tilt the device, move the device in some direction, rotate the device, vibrate the device, hit the device against something, throw the device, Alternatively, commands may be issued or commands may be provided by input to the device based on any other motion. Motions can be translated into one or more commands or instructions used in the game. Motion can be translated into commands or commands or requests used for other purposes, for example, apart from gameplay. Commands, instructions, requests, and specifics include: (a) order to place a bet, (b) specify the size of the bet, (c) order to start the game, (d) order to proceed with a specific strategy in the game, (e) specific card in the game of video poker The command to hold, (f) the command to hit a specific card in a blackjack game, (g) the command to settle, (h) the command to switch games, (i) the specific type of game to play, ( j) Orders to make specific choices in bonus times, (k) Requests to order drinks, (l) Requests to order food, (m) Orders to call casino representatives, (n) Requests to redeem comp points, (o) a request to receive the benefits of Comp, (p) an order to open a communication line with another person (eg, with a friend who is also in the casino), (q) an order to withdraw from the account (eg, a bank account) (From), (r) Order to deposit to the account (for example, deposit game credits to the account the player has in the casino), (s) Request to make a purchase, (t) Request to purchase a ticket for the show , (U) Orders to make restaurant reservations, (v) Requests for information, (w) Requests for information about paytables (eg, for paytable refunds), (x) Requests for specific room locations, ( y) Request to check in to a hotel room, (z) Request to reserve a hotel room, (aa ) Requests to confirm show times, (ab) Requests to claim jackpots, (ac) Requests to make calls, (ad) Requests to access networks, (ae) Requests to access the Internet, (af) Web or Identifying URL addresses, (ag) requesting to receive information about another player, (ah) requesting to see information about another player's game results, (ai) requesting to see another player's game history, (aj) A request to receive information about one or more players, dealers, gaming devices, or game tables (eg, a request to see the latest results of any of the above), and any other request, command, command, or specific. The portable game device may include hardware and / or software for detecting motion. The portable game device may operate in conjunction with external hardware or software for detecting motion. The portable game device or another device may include software for translating the motion into instructions that can be used in the execution of the game or in any other form.
As used herein, "motion control" can include using motion as an input to a game, using motion as a command, and / or using motion as a command. The motion control uses the motion of the portable game device to provide an input to the game played on the portable game device, to select a game to play, to indicate the player's desire to settle, or to indicate the player's desire to settle. Various other orders or instructions can be included.
1. Technology. Various techniques can be used to enable motion control. Such techniques include motion sensing, including acceleration, velocity, angular motion, displacement, position, angular displacement, angular velocity, angular acceleration, information as an impact, and any other information that may accompany the motion. Technology can be mentioned. The technology can include sensors, including hardware sensors. The technology can also include software for translating the information received from the sensor into position, trajectory information, or other spatial information about the portable gaming device. For example, software can be used to translate acceleration information into position information, such as by double integration. Various techniques may or may not be described in the following references, each of which is incorporated herein by reference in the present specification. (1) U.S. Patent Application No. 20040046736, Invention Title "Novel man machine interfaces and applications", (2) U.S. Patent Application No. 20030100372, Invention Title "Modular entertainment and Gaming systems ", (3) US Pat. No. 7058204, Invention title" Multiple camera control system ", (4) US Pat. No. 5,534,917, Invention title" Video image based control system ", (5) US Patent Application No. 20060281453, invention name "ORIENTATION-SENSITIVE SIGNAL OUTPUT", (6) US patent application 20060098873, invention name "Multiple camera control system", (7) US patent 6850221, invention name "Trigger operated electronic" device ", (8) U.S. Patent Application No. 20070072680, Invention Title" Game controller and game system ", (9) U.S. Patent Application No. 20070066394, Invention Title" VIDEO GAME SYSTEM WITH WIRELESS MODULAR HANDHELD " CONTROLLER ", (10) US Patent Application No. 20070050597, Invention Name" Game controller and game system ", (11) US Patent Application No. 20070049374, Invention Name" Game system and storage medium having game program stored automobile ". (12) US Patent Application No. 2006139322 "Man-machine interface using a deformable device", (13) US Pat. No. 6667522 "Gaming system including portable game devices", (14) US Pat. No. 6846238 Book "Wireless game player", (15) US Pat. No. 6702672, Specification "Wireless interactive gaming system", (16) US Pat. No. 7,148,789, Specification "Handheld device having" "Multiple localized force feedback", (17) US Pat. No. 7,209,118 "Increasing force transmissibility for tactile feedback interface devices", (18) US Pat. No. 6,965,868 "System and method for promoting commerce, including sales agent assisted commerce" , "in a networked economy", and (19) US Pat. No. 7,058,204 "Multiple camera control system". 1.1. In-device camera. The camera on the portable game device can capture images. As the portable gaming device moves, different images will be captured by the camera as well. The fixed object appears to move the image roll captured within the continuous frame. The motion of the portable game device can be inferred from the apparent motion of the fixed object. 1.2. External camera. An external camera, such as a fixed wall-mounted camera, can photograph the player holding the portable game device and / or the portable game device. From the image of the portable game device, the motion of the portable game device can be estimated by an algorithm. 1.3. External reader (range finder, etc.). The external sensor or reader can detect the motion of the portable game device. For example, ultrasonic waves or lasers may be reflected from the portable game device. The motion of the portable game device can be inferred from the reflected sound or change in light. 1.4. Accelerometer. The portable game device can include a built-in accelerometer. It can detect velocity changes that can be used to infer other modes of motion, such as changes in position or velocity. 1.5. Gyroscope sensor. The portable game device can include a built-in gyroscope. It can detect the orientation of the portable game device. Information from the gyroscope can be used to infer other information such as angular displacement. 1.6. Built-in position detector (GPS). The portable game device can include a position detector such as a global positioning system or a local positioning system. The position is measured over time and can be used to infer other aspects of motion such as velocity or acceleration. 1.7. External position detector. The external detector can measure the position of the portable game device. For example, a portable game device may radiate signals in all directions. The position of the portable gaming device can be inferred based on the elapsed time of the signals arriving at various fixed receivers. 1.8. RFID. Detection based on the strength of RFID signal strength. The portable gaming device may include a radio frequency identification (RFID) tag or other radio frequency emitting device. Based on the reception of the signal from the RFID tag, information about the position of the portable game device can be inferred. For example, if the received signal is weak, it can be inferred that the portable game device is far from the fixed receiver. If the received signal is strong, it can be inferred that the portable game device is near the fixed receiver.
2. Switch for motion commands. Enable switch for motion commands. Press and hold the motion button, while the motion is enabled. The command can be activated by a fixed command or by switching on and off. If motion control mode is enabled, all motions can be executed. In various embodiments, the motion control can alternate between enabling and disabling. At some point, motion control may be in use, and at other times, motion control may not be in use. For example, at the first point in time, the motion control of the portable game device can make in-game decisions, and at the second point in time, the motion control of the portable game device does not have to affect the game at all. .. When motion control is enabled, the player is allowed to participate in convenient gameplay. When the motion control is off, the player may move the mobile game device without worrying about the motion affecting the game and without particular care. Therefore, there may be reasons at various times when motion control is enabled and at various times when motion control is disabled. 2.1. Switching on and off. In various embodiments, the player must provide continuous, nearly continuous, or continuous input for the purpose of maintaining the activation of motion control. Examples of continuous input include continuous pressing such as continuously pressing and holding a button. The continuous input includes continuously squeezing the button or the device (portable game device, etc.) itself. In some embodiments, continuous input includes, for example, repeatedly pressing a button such that each button press occurs within a predetermined time interval of the previous button press. In various embodiments, the continuous input includes continuous contact. For example, in order to keep motion control enabled, the player must keep his finger or other body part in constant contact with the touch-sensitive device (eg, on a portable gaming device). In various embodiments, the continuous input includes requiring the player to continuously supply heat, such as body temperature by contact. In various embodiments, the continuous input includes requiring the player to provide a continuous fingerprint, such as continuously touching the fingerprint reader with a finger. In various embodiments, the continuous input includes continuous noise or vocalization, such as continuous humming by the player.
As long as the player provides continuous input, the player may move the portable gaming device or other device for the purpose of controlling actions that provide commands, commands or other inputs in other ways. May be good. For example, in order to provide an input using motion, the player may press a button on the portable game device and move the portable game device around while the button is pressed. When the player releases the button, the movement of the portable game device is stopped from being used as an input. If the player then resumes pressing the button, the player can use the motion of the portable game device again as input. In various embodiments, continuous input may be provided to the mobile gaming device, for example, when the player holds a button on the portable gaming device.
In various embodiments, the player can provide continuous input to another device. For example, the player can keep pressing the foot pedal. The foot pedal may communicate with the portable gaming device either directly or indirectly, and the foot pedal may communicate with another device controlled by the motion of the portable gaming device. Therefore, it is possible to make a decision as to whether the motion of the portable game device is used to control the game or provide other inputs, based on whether the foot pedal is pressed.
In some embodiments, continuous input from the player is required to disable motion control. In the absence of continuous input (eg, if no button is pressed), the motion of the portable game device is used to control the game or to provide other instructions. 2.2. Constant command. In various embodiments, a single input, a series of inputs), or a series of inputs restricted in other ways, the motion control can be turned on and off. For example, the player can press a button to turn on motion control. The player can press a button to turn off motion control. As another example, the player can switch in one direction to turn on motion control and switch in the other direction to turn off motion control. As another example, the player can select an option from the menu to enable motion control. The player can later select another option from the menu to disable motion control.
Once motion control is enabled (eg, by pressing a button once), the motion of the portable game device can be used to control the game or provide other instructions. For example, no additional input may be required to enable motion control other than the first switch toggle or button press. 2.2.1. When disconnecting the motion control. In some embodiments, motion control can be automatically disabled under certain circumstances. For example, when a player selects the option to enable motion control from the menu, the motion control may remain enabled until some trigger condition that automatically disables the motion control occurs. it can. 2.2.1.1. There is no motion for a while. If there is no motion, no noticeable motion, no detectable motion, and / or no translatable motion in a coherent command during a period of time, the motion control may be automatically disconnected. Good. The motion control may be automatically disconnected after, for example, 30 seconds. 2.2.1.2. A device that has been lowered or pocketed. Motion control may be disabled if the portable gaming device is lowered. For example, it may be presumed that the player has placed the portable gaming device and is no longer playing the portable gaming device, and therefore motion control may be automatically disabled. Motion control may be automatically disabled when the portable gaming device is placed in the player's pocket. For example, motion control may be disabled if the sensors in the portable gaming device are not detecting light and / or nearby body temperature. 2.2.2. Keyboard lock to avoid accidental motion control on / off. In various embodiments, keys, switches, or other input devices may be operated (eg, pressed) for the purpose of enabling motion control. In some embodiments, the player may press a button or otherwise operate the input device without particular care in an attempt to enable motion control. In various embodiments, the keypad of the portable gaming device may be locked. For example, the player may press a key or key sequence that locks the keypad to temporarily disable the same input device that activates motion control. In various embodiments, only input devices that can be used to enable motion control are disabled. 2.3. In various embodiments, warnings are provided when motion control is enabled. For example, a portable gaming device may beep, buzzer, or dial tone when motion control is enabled. When motion control is enabled, text messages may be displayed, lights may flash, and other visual warnings may be output. In various embodiments, audio output can be used to alert the player to whom motion control is enabled.
In various embodiments, the warning may indicate that motion control has been disabled. The warning can be in the form of text, flashing light, voice, voice, buzzer, vibration, or any other form.
3. Use of very accurate or clear motion for important matters (when money is at risk) and less accurate motion for less important matters. This avoids accidental "maximum bets" and the like. Similarly, certain bets, such as "maximum bets," are not allowed when motion is on. In various embodiments, the nature or degree of motion required to provide an instruction may depend on the nature of the instruction itself. Some instructions may require motion that includes relatively small displacements, small accelerations, small angular changes, and / or other small changes. Other instructions may require motion that includes a relatively large displacement, a relatively large acceleration, a relatively large angular change, or a relatively large amount of other change. What constitutes a large displacement, acceleration, angular change, or other change can be defined in various ways, for example, by some threshold. For example, a displacement of 6 inches or more may be considered large, or at least large enough for one type of command. Some instructions may require motion with a large number of repetitive or long series of motions (eg, the device is moved up, then down, left and right, then up again). Some instructions may require motion with little repetition or with a small number of consecutive motions (eg, upwards, then downwards). 3.1. Bet size. The nature of the required motion may depend on the size of the bet placed. For a player who places a large bet (eg, a bet that exceeds a certain threshold amount), the player is required to use a motion that includes a large displacement, acceleration, angular change, or other large change. It may be. For smaller bets, the player may use motions that include smaller changes. In various embodiments, the degree of motion does not have to specify the size of the bet on its own. For example, making a motion that involves a large displacement does not have to specify itself and itself that the bet is $ 25. Bet identification may further require an accurate series of motions, such as one motion for each digit describing the bet, or one motion for each credit bet. However, large bets may require each of the motions used to be extended or emphasized beyond what is required for smaller bets. What constitutes a large bet may vary and may include any bet above any threshold, such as $ 10. In addition, there may be multiple thresholds for betting, each threshold requiring a more emphasized or more extended series of motions. 3.2. Potential refund size. The nature of the required motion may depend on the size of the potential refund. For example, a player can participate in a video poker game and receive an intermediate result containing five cards. If the intermediate result includes four cards of the Royal Flush, the player can have a large potential refund if he completes the Royal Flush. Therefore, when the player selects a card to hold and / or a card to discard, an extended or emphasized motion may be required. If the intermediate result does not result in a similar large refund, a less extended or emphasized motion may be required for the player to choose which card to discard. In various embodiments, the portable gaming device, casino server, or other device can determine whether a large refund and / or the possibility of a large refund is possible. The nature of the motion required to make an in-game decision may vary based on the size of the refund, the likelihood of the refund, and / or the likelihood of the refund. 3.3. Make the next best decision. In various embodiments, the motion required to make an optimal decision may be less than the motion required to make a suboptimal decision. For example, making a blackjack decision that maximizes a player's expected win may require a relatively small displacement, while making another decision may require a large displacement. .. In various embodiments, the portable gaming device, casino server, or other device maximizes the player's expected wins, maximizes the potential payout to the player, or does something to the player. You can decide on strategies that maximize other criteria. The mobile gaming device may accept relatively non-expandable motions that provide commands according to the best strategy, while the mobile gaming device may accept commands whose motion follows other strategies than the best strategy. In the case of corresponding to, a more extended motion may be sought. Make the next best decision. In various embodiments, the motion required to make an optimal decision may be less than the motion required to make a suboptimal decision. For example, making a blackjack decision that maximizes a player's expected win may require a relatively small displacement, while making another decision may require a large displacement. .. In various embodiments, the portable gaming device, casino server, or other device maximizes the player's expected wins, maximizes the potential payout to the player, or does something to the player. You can decide on strategies that maximize other criteria. The mobile gaming device may accept relatively non-expandable motions that provide commands according to the best strategy, while the mobile gaming device may accept commands whose motion follows other strategies than the best strategy. In the case of corresponding to, a more extended motion may be sought.
4. Calibration sequence, tutorial. Something that can be requested so that you cannot later claim that you did not intend to bet. In various embodiments, the player can experience the practice of calibrating the mobile gaming device in his own way of providing motion. Each player can be unique. For example, each player may have different lengths of arms, different sized hands, different physical mechanics, different muscle strengths, and other differences that can affect how the player moves the portable gaming device. Therefore, the player can experience the process of training the portable game device to recognize the motion of each player. In various embodiments, the portable gaming device can guide the player through a series of steps for the purpose of calibrating the portable gaming device. The portable game device can provide a usage instruction to the player, for example, by using the screen display of the portable game device or by using a voice prompt. 4.1. Do the motion x times. Now this is the betting method. In various embodiments, the portable gaming device can guide the player to perform a particular motion. Illustrative guidance includes the following. "Move the mobile game device upward", "Move the mobile game device upward 6 inches (about 15. 3cm) Move "," Move the mobile game device downward "," Move the mobile game device to the left "," Move the mobile game device to the right "," Tilt the mobile game device to the left "," Move the mobile game device to the left " "Tilt to the right", "Rotate the screen of the mobile game device toward you", "Shake the mobile game device", "Striking the mobile game device toward something". The portable game device can guide the player to perform a series of motions. Illustrative guidance includes the following. "Move the mobile game device upwards, then to the right", "Move the mobile game device upwards, then downwards, then again upwards", "Tilt the mobile game device to the left and move to the left". The portable game device can guide the player to perform a given motion more than once. For example, a portable game device can guide a player to perform a given motion five times. When the player performs multiple motions, the portable gaming device establishes an "average" motion or expected range of motions that will be used in response to a given instruction, more data. Can have. In various embodiments, the player may be required to repeat the same motion several times in a row. In various embodiments, the player may be required to perform a number of different motions, one motion being repeated, but not necessarily immediately after each other. Throughout the process by which the player makes a motion (eg, while holding the portable gaming device), the portable gaming device or another device can record data about the motion. For example, the portable gaming device can record the amount of displacement, the amount of acceleration, the velocity, the time taken to complete the motion, the amount of angular rotation, and / or any other aspect of the motion. In the future, portable gaming devices or other devices may associate similar data with the same motion. For example, if the player is asked to move the mobile game device in a particular way, and if data about how the player actually moved the mobile game device is recorded, similar data will be available in the future. When received, the player It can be inferred that the movement of the mobile game device was retried in the same specific manner. In various embodiments, certain motions from the player may not be accepted. For example, a portable gaming device can have software with built-in predictions about what the "upward" motion is. When the mobile game device requires the player to move the mobile game device "upward" and detects what the mobile game device interprets as a downward motion, the mobile game device takes various actions. be able to. The portable game device may ask the player to try again. The portable gaming device may inform the player that the player did not follow the instructions and that the portable gaming device should be moved upwards. 4.2. test. In various embodiments, the player may be required to perform a motion of his choice. The portable gaming device can then attempt to identify the motion. For example, a portable game device can indicate, for example, whether the motion was up, down, left, and so on. The portable game device can indicate an instruction in which the motion is interpreted. For example, the portable game device can indicate that the motion was a "discard the first card" command, or that the motion was a "rotate reel" motion. After the portable game device shows the interpretation of the motion, the player can confirm whether the portable game device was correct. For example, the player can press the "correct" or "wrong" button on the portable game device. If the portable gaming device inaccurately identifies one or more motions of the player, the player may be required to experience a training process, such as an additional training process. In various embodiments, the training is performed until the portable gaming device is able to successfully identify the motions of all players and / or the commands of all players (eg, the portable gaming device is correct in 50 consecutive trials). You may continue. 4.3. tutorial. In various embodiments, the training session or tutorial can be adapted to the player. A portable gaming device, another device, or a human being (eg, a casino representative) can indicate to the player which motion to use for various commands. For example, a portable game device can tell a player to tilt the portable game device to the left twice in order to discard the first card in a video poker game. The player may then be asked to try the motion more than once. At some point, the player may be tested for understanding which motion executes which command. The player may be required to make various matters regarding the start of the game, the decision of "double down" in blackjack, the settlement, etc., or any other matter. In various embodiments, the player may be required to repeat the tutorial and / or control the motion until he / she passes a test of his / her knowledge of which motion executes which command. You may not be able to play the game you are using. Passing includes, for example, providing accurate motion for all 10 items required to be performed. In some embodiments, the player may be required to take a game-specific tutorial and / or pass a game-specific test prior to playing a particular game. .. The game can request a particular motion, so it may be wise for the player to take a tutorial on such a motion. Players may be allowed to play other games without taking game-specific tests or tutorials. 4.4. Signing your experience with the tutorial or otherwise authenticating. In various embodiments, the player may be required to confirm or authenticate that the tutorial has been completed, such as a tutorial that guides the player about what motion to use for a particular command. The player can give some signature (eg, by signing the screen of his mobile game device with a stylus) by providing a biometric reading (eg, by touching his thumb on the touchpad). By doing so, it can be confirmed by recording the vocal manifestation for the result of completing the tutorial, or by providing any other confirmation. 4.5. Motion assistance can be turned on and off. For example, small arrows on the screen explain how to move the device to place various bets. However, as you get used to this, you can turn off the arrow. In various embodiments, the player may be given various aids or hints during the game, the aids communicating to the player how to provide a command. For example, the text displayed on the screen of the portable game device can convey to the player what the motion for "hit" is, what the motion for "stand" is, and the like. In a video poker game, a portable game device can emit sound to inform the player how to discard the first card, how to discard the second card, and the like. For example, the voice may say, "Tilt the device forward to discard the third card." In another example, an arrow can be represented to indicate to the player how to move the device to provide a particular command. For example, a left-pointing arrow superimposed on a card can tell the player to tilt the device to the left for the purpose of discarding the card. In various embodiments, the aid or hint can be turned on and off by the player. Inexperienced players may want to turn on assistance. However, in the end, the player may become familiar with motion control and may wish to turn off assistance. The portable gaming device then no longer needs to provide assistance or hints as to what the motion is to perform for the purpose of providing a particular instruction. In some embodiments, the hint or aid is automatic, such as when the player first starts playing a new type of game (eg, when the player first starts a video poker game, etc.). It may appear in or by default. In some embodiments, the default setting is to have no assistance. 4.6. Customize the motion. If you want to mean Y by X. This can be a complex instruction set. In various embodiments, the player can customize the motion corresponding to various commands. The mobile game device can help the player perform a calibration sequence, where the mobile game device asks the player what motion he or she wants to perform in response to a given command. In order to extract the basic parameters of the motion, the player performs several motions, such as a fixed number of times or a required number of times, for the purpose of establishing the consistency of the motion with respect to the mobile game device. You may be asked. The calibration sequence may proceed through one or more instructions until the player produces a corresponding motion. In various embodiments, each instruction can correspond to a default motion. The player may have the opportunity to change the default motion to another motion that better suits his or her taste. In various embodiments, the player may wish the motion to correspond to an instruction sequence, such as a long or complex instruction sequence. For example, the player may want a single motion to correspond to the next sequence. (1) Bet $ 5, (2) Start a video poker game, and (3) Automatically select discards according to your optimal strategy. The motion may be, for example, a motion in which the player shakes the portable game device twice. Therefore, in various embodiments, simple motions can be used to perform very long or complex instruction sequences. This allows the player to conveniently execute the desired sequence of actions. In various embodiments, the player can customize the motion corresponding to various commands. The mobile game device can help the player perform a calibration sequence, where the mobile game device asks the player what motion he or she wants to perform in response to a given command. In order to extract the basic parameters of the motion, the player performs several motions, such as a fixed number of times or a required number of times, for the purpose of establishing the consistency of the motion with respect to the mobile game device. You may be asked. The calibration sequence may proceed through one or more instructions until the player produces a corresponding motion. In various embodiments, each instruction can correspond to a default motion. The player may have the opportunity to change the default motion to another motion that better suits his or her taste. In various embodiments, the player may wish the motion to correspond to an instruction sequence, such as a long or complex instruction sequence. For example, the player may want a single motion to correspond to the next sequence. (1) Bet $ 5, (2) Start a video poker game, and (3) Automatically select discards according to your optimal strategy. The motion may be, for example, a motion in which the player shakes the portable game device twice. Therefore, in various embodiments, simple motions can be used to perform very long or complex instruction sequences. This allows the player to conveniently execute the desired sequence of actions. In various embodiments, the player can customize the motion corresponding to various commands. The mobile game device can help the player perform a calibration sequence, where the mobile game device asks the player what motion he or she wants to perform in response to a given command. In order to extract the basic parameters of the motion, the player performs several motions, such as a fixed number of times or a required number of times, for the purpose of establishing the consistency of the motion with respect to the mobile game device. You may be asked. The calibration sequence may proceed through one or more instructions until the player produces a corresponding motion. In various embodiments, each instruction can correspond to a default motion. The player may have the opportunity to change the default motion to another motion that better suits his or her taste. In various embodiments, the player may wish the motion to correspond to an instruction sequence, such as a long or complex instruction sequence. For example, the player may want a single motion to correspond to the next sequence. (1) Bet $ 5, (2) Start a video poker game, and (3) Automatically select discards according to your optimal strategy. The motion may be, for example, a motion in which the player shakes the portable game device twice. Therefore, in various embodiments, simple motions can be used to perform very long or complex instruction sequences. This allows the player to conveniently execute the desired sequence of actions. Can be done. The player may have the opportunity to change the default motion to another motion that better suits his or her taste. In various embodiments, the player may wish the motion to correspond to an instruction sequence, such as a long or complex instruction sequence. For example, the player may want a single motion to correspond to the next sequence. (1) Bet $ 5, (2) Start a video poker game, and (3) Automatically select discards according to your optimal strategy. The motion may be, for example, a motion in which the player shakes the portable game device twice. Therefore, in various embodiments, simple motions can be used to perform very long or complex instruction sequences. This allows the player to conveniently execute the desired sequence of actions. Can be done. The player may have the opportunity to change the default motion to another motion that better suits his or her taste. In various embodiments, the player may wish the motion to correspond to an instruction sequence, such as a long or complex instruction sequence. For example, the player may want a single motion to correspond to the next sequence. (1) Bet $ 5, (2) Start a video poker game, and (3) Automatically select discards according to your optimal strategy. The motion may be, for example, a motion in which the player shakes the portable game device twice. Therefore, in various embodiments, simple motions can be used to perform very long or complex instruction sequences. This allows the player to conveniently execute the desired sequence of actions.
5. Can be confirmed. The display may indicate "Bet 10 motion has been made". In various embodiments, it is possible to output a confirmation or interpretation of the player's motion following the motion performed by the player (eg, following the player moving the portable game device). A portable game device or another device can make such a confirmation. The portable game device can display a message on the display screen indicating how the player's motion is interpreted. For example, a portable game device can display a message indicating that the player has instructed that 10 bets be placed in the game. The portable game device can also output a message in the form of voice (eg, using synthetic voice). The player may have the opportunity to view the message and take action if his motion is considered to be misunderstood as a false command. For example, the portable game device may output a voice message using synthetic voice. The voice message may say, "I chose the stand. If it wasn't your intention, shake your mobile gaming device." The player may have some limited time to take action to prevent the portable gaming device from executing misinterpreted instructions. If the player takes no action, the instructions inferred by the portable gaming device can be executed. For example, the player also has the opportunity to confirm the interpretation of his motion, for example, which allows his command to be executed more quickly. For example, the player may swing the mobile game device once to confirm the interpretation of the previous player motion by the mobile game device, thereby allowing the mobile game device to execute the player's command. May be good. 5.1. Confirmation can be made. The individual must make another motion to complete the bet. In some embodiments, the player must confirm the interpretation of the motion before his command is executed. In some embodiments, the individual must repeat the motion one or more times before the instruction is executed (eg, the player must provide the same instruction more than once). In some embodiments, higher levels of certification are required for orders with large consequences, such as orders for large bets, or orders provided when a player has the potential to win a large refund. May be done. For example, a player may have 3 seconds to stop the portable gaming device from executing the interpretation of the $ 50 betting instruction, while the portable gaming device performs the interpretation of the $ 5 betting instruction. You can only have one second to stop doing.
6. Motion to authenticate player identification. For example, each player can move the device in a unique way. In various embodiments, the motion of the portable gaming device or other device can be used as biometrics or as a method of uniquely estimating and identifying an individual. For example, it can be inferred that the method of moving a portable game device is different for each person. Software within a portable gaming device or another device can capture motion data (eg, using an accelerometer, gyroscope, camera, etc.). The software can then determine prominent features or statistics about the motion. For example, the software can determine the degree of curvature or number of loops, maximum acceleration, maximum velocity, total displacement, presence of vibration, and / or any other property of the motion with respect to the motion. When a player attempts to identify and authenticate himself by giving an example of motion (eg, by moving a mobile gaming device), the software previously applies the newly given motion to the alleged player. It may be compared with the motion given to. If the motions match (eg, if the prominent features of the motions are the same within some confidence interval), the player can be presumed to be the self-reported principal. If identified and authenticated, the player may be given privileges such as the right to participate in game activities using a portable game device. 6.1. Enter the password using motion. Motion path sequence. In various embodiments, the player can enter a password using a series of motions. For example, a password can include a series of directional motions such as "up", "down", "left", and "right". The password may consist of, for example, seven such motions. The player can use such a motion, for example, for his own identification authentication. If the correct password is provided, the player may be given privileges, such as the right to participate in gaming activities using a portable gaming device.
7. Standard motion used across multiple games. In various embodiments, two or more games can receive similar commands. For example, two or more games can accept similar instructions as to how much a player wants to bet. In various embodiments, a given motion can have the same interpretation across multiple games (eg, it can convey the same command or set of commands). This may allow the player to play many games using the motion, although the player needs to learn to use the command only once. 7.1. In various embodiments, a set of standards can be developed, which indicates which motion corresponds to which instruction. Games that confirm such instructions can be given such a title. For example, a game that accepts a series of motions for a standard command in the game may be accompanied by a declaration saying "follow the Motion 5.0 standard" or some similar request. In various embodiments, there may be a number of different standards. A given game may be able to accept motions according to a number of different standards. In various embodiments, the player can select the standard he or she wants to use in the game. For example, the player may be proficient in using motion based on the first standard, and in his motion interpretation, the game uses the first standard as opposed to using the second standard. It may be shown that it should be. 7.2. Settlement. A command common to two or more games is a checkout command. Such commands can correspond to standard motions such as vibrating the portable game device up and down. 7.3. Cancellation of the game. A command common to two or more games is a command to stop the game. Such instructions can correspond to standard motion. 7.4. Launching the game. An instruction common to two or more games is an instruction to start or start a game. In a slot machine game, after such an instruction, for example, the reels may start spinning (or simulated spinning). In a video poker game, such an order may be followed, for example, by the first set of five cards. Such commands can correspond to standard motions, such as hitting a portable gaming device at something. 7.5. Make a bet. Common instructions in two or more games can include instructions that specify the size of the bet. One common order may be an order to increase the bet by one unit or one credit. Such an order would increase the bet, for example, from $ 3 to $ 4 or from $ 0.75 to $ 1.00. One common order may be an order to increase the bet by a fixed monetary value, such as quarters or dollars. Using the instruction to make the bet increase available, the player can specify the size of the bet by repeatedly increasing the bet until the desired size is reached. In various embodiments, bet reduction orders may also be available and may also be standardized. An exemplary instruction is an instruction to reduce the size of a bet by one credit. 7.5.1. Numbers. In various embodiments, the size of the bet can be specified numerically. Specific motion-based instructions may be used to identify numbers. For example, the first motion may correspond to the number "1", the second motion may correspond to the number "2", and so on. 7.6. Repeat the last action. The instruction can include an instruction that repeats a previous action, such as the last action performed. For example, if the player has just used the first motion instructing the portable game device to discard the first card in the hands of video poker, then this player is the last instruction (ie, the first). A second motion can be used to instruct the portable game device to apply the last command to the second card in the hand of video poker by repeating the command) instructed by the motion of. In various embodiments, the instructions may include instructions that repeat the previous game. This order can indicate that the bet amount and the number of paylines played from the previous game are repeated with the current game. The instructions to repeat the previous action, repeat the latest action, or repeat the game can be common to one or more games, and therefore standard motions may be associated. 7.7. Repeat the last action from the current situation. The command can include a command that repeats an action from a similar situation in the past. For example, if the player is playing a game of blackjack, the player has the same decisions made in the previous game where he had the same total points and the dealer was showing the same card. An order to make a decision can be provided. Such instructions may be associated with motion. Such motions may be standardized in more than one game. 7.8. Motion to generate random numbers. In some embodiments, motion is used to generate one or more random numbers used in the game. For example, as the mobile gaming device moves, reads from various sensors on the portable gaming device may be captured. Such reads may be converted to numbers (eg, using some algorithm). This number may then be used in an algorithm to generate game results. In some embodiments, the motion-generated numbers are used only as inputs to the algorithm to produce the results. In some embodiments, the number generated from the motion of the portable gaming device is with other numbers (eg, with random numbers generated by a separate internal algorithm of the portable gaming device; eg, for the purpose of generating game results; , With a number representing time). 7.8.1. The captured image is converted to random numbers. In some embodiments, the image captured from the camera of the portable gaming device can be converted into numbers. In some embodiments, it was stirred. The series of images captured during the motion of can be used as a combination for generating random numbers. For example, numbers representing pixel values can be combined to reach numbers such as random numbers using some function. 7.8.2. Positions are used as random numbers. In some embodiments, the various positions where the portable gaming device is moved (eg, 2D or 3D coordinates) are used to generate numbers such as random numbers. In some embodiments, acceleration, velocity, motion duration, path taken, angular variation, angular acceleration, and any other aspect of motion can be used to generate numbers. 7.9. Move the mobile game device to hold the reel rotation. When it stops moving, the reel stops. In some embodiments, the player can move the mobile gaming device to extend the game duration. For example, the reel of a slot machine game may continue to rotate as the player keeps moving the portable game device. The reel may stop rotating when the player stops the movement of the portable game device.
8. Placement of new game symbols for easy motion control. In various embodiments, the game markings, game controls, or other visuals used in the game are displayed on the display screen of the portable gaming device in a way that makes it intuitive for the player to interact with the visuals. Can be placed. For example, a player can (1) tilt the portable gaming device forward or away from himself, (2) tilt the device to the left, (3) tilt the device to the right, and (4) tilt the device backward or to himself. You can make four possible motions available to you: tilt towards. To make such motion intuitive, the visuals in the game may be clearly placed in one of the four areas of the display screen: above, below, to the left, and to the right. Therefore, the player is at the top of the screen with a forward tilt motion, at the left side of the screen with a left tilt motion, and at the right side of the screen with a right tilt motion. You can instantly interact with the visual and the visual at the bottom of the screen using a backward tilting motion. In various embodiments, the mark or other visual is a motion in which the direction of the area in the area on the display screen must be used by the player for the purpose of interacting with the mark from the center of the display screen. Displayed to correspond to the direction. 8.1. In video poker, cards are placed around the perimeter of the screen. By doing so, it is possible to tilt forward, right, backward, and left to more clearly indicate which card to hold. In some embodiments, the cards dealt in a video poker game can be displayed in four corners of the display screen on a portable gaming device, and the fifth card can be displayed, perhaps in the center of the screen. The player can indicate the desire to discard a particular card by tilting the portable gaming device toward a corner of the display screen on which the particular card is displayed. To discard the central card, the player may, for example, move the portable gaming device up and down. Therefore, intuitive motion control becomes easy by displaying the cards in an arrangement other than the linear arrangement. 8.1.1. Pentagon display. In various embodiments, the display may have a pentagonal shape. The pentagonal display can allow, for example, in a video poker game, each corner of the display to be occupied by a different card. The player can then tilt the mobile game device in one direction of the corner or otherwise do so for the purpose of holding or discarding the card displayed in that corner. In various embodiments, displays of other shapes can be used. The most convenient or intuitive way to select the shape of the display that corresponds to the game. In some embodiments, the hardware used for the display itself may maintain a standard shape, such as a rectangular shape. However, the display may mimic another display with a different shape. For example, a rectangular display can mimic a pentagonal display by illuminating only the pentagonal portion of the display screen. 8.2. Bet buttons can also be assigned around the perimeter of the screen. In various embodiments, the control button or control-related visual may be placed in a display screen area that interacts with the button using motion intuition. The control visuals may correspond to commands that can be used in the game. The control visual may include a rectangular display screen area labeled "Spin", "Maximum Bet", "1 Bet", "Settlement". The control visual may correspond to any other instruction. The control buttons can be clearly placed, for example, near the top, bottom, left side, or right side of the display screen. The player can then tilt the portable game device with respect to the center of the display screen in the same direction represented by the position of the control visual, for the purpose of transmitting a command directed by the control visual. For example, if a control visual labeled "Spin" is placed on the right side of the display screen, the player can play a mobile game for the purpose of spinning the reels of a slot machine game (eg, for the purpose of starting a new game). The device can be tilted. 8.3. A binary search setup for playing with motion. For example, this allows fine-grained decisions with limited inputs (eg, right, left, front, back only). In various embodiments, the player uses a limited set of possible motions (eg, using only two motions, such as a left motion and a right motion), or a range of possible commands or The instruction can be specified from the sequence. First, there can be arbitrary instructions. Each motion performed by the player allows the player to remove some of the instructions from consideration. For example, with each motion, the player can remove about half of the remaining possible instructions from consideration. Ultimately, only one instruction remains after the series of motions. This command can then be executed by the portable gaming device. In some embodiments, a series of possible instructions can be visually presented using a list on the display screen. The player may tilt the portable gaming device forward and select the upper half of the instructions remaining on the list, or tilt the portable gaming device backward and select the lower half of the instructions remaining on the list. You may. Remaining instructions may be highlighted, and instructions that have been removed from consideration may disappear. After a series of motions from the player, only a single command can remain and can be executed by a portable gaming device.
9. Devices that humans do not need to see are possible. Motion input eliminates the need to press a button. The device can notify with a buzzer that the game is over and perhaps how much the player has won. In various embodiments, the portable gaming device can include a device without a display screen. The device may include a speaker or other audio output device. In various embodiments, the portable gaming device may include a display device, which may not be in use. In various embodiments, the individual can play the game with motion control. The individual can be informed of the game result via voice from the portable game device. For example, the portable gaming device may broadcast a synthetic voice that tells the player that "the player has lost" or "the player has won $ 10." The player can also be informed of the result by other voice effects. For example, a chime sound may represent a win, while a buzzer sound may represent a loss. At that time, the player may play another game. In this way, the player can proceed with the game play one after another without even looking at the device. Therefore, the player can play, for example, in a dark room. The player can play while driving or while his field of view is occupied by others.
10. You can practice this device when you are in the casino, or even at home. In various embodiments, the player bets a practice mode, a learning mode, a free play mode, or a player's no financial risk or a player's reduced amount (eg, as compared to normal play). In other modes, you can use the motion controls on your mobile gaming device. The use of motion control in practice mode allows the player to learn how to use motion control and reduces the player's potential reluctance with respect to motion control. In various embodiments, switches, buttons, or other selection means may allow the player to switch from practice mode to actual mode and / or other existing ways. In some embodiments, the portable gaming device may automatically enter practice mode when it is outside the designated or legal gaming area, such as away from the casino floor. The portable game device may detect its own location using, for example, a position measurement technique such as GPS. 10.1. Use a video game controller like Wii®. In various embodiments, devices other than the portable game device may be used for the purpose of mimicking the use of the portable game device. For example, the device used for the console of a computer game may be used to simulate the use of a portable game device. An exemplary such device is a controller for the Nintendo Wii® system that captures the motion performed by the player using the controller as input. In various embodiments, for example, the Wii® console or any other computer console represents a casino game image, or an image that can appear on the display screen of a portable gaming device in other ways. The image may be displayed. The player can move the controller in the same way as moving an actual mobile game device. Then, the displayed image can be changed in the same manner as that on an actual mobile game device. Therefore, the player can imitate the experience of using the portable game device by the console of the computer game. For example, a player can benefit from previous practice when later using it on a real mobile gaming device at a casino. 11. Customize the gesture. Train the device on how intense your gestures are. Some people want to calm their gestures. Some people want to make emphasized gestures. In various embodiments, the individual can calibrate the portable gaming device to recognize or respond to gestures of varying degrees or types. Some perform large or wide-ranging motions as they are, while others prefer more suppressed motions. An individual may be required to make one or more motions while holding the portable gaming device, for example, via a prompt displayed on the portable gaming device. The portable gaming device can record various features of its motion based on sensor readings (eg, based on readings from an accelerometer stored in the portable gaming device). For example, a portable gaming device may have large or small motions made by an individual, fast or slow acceleration, long or short duration, and / or motions made by an individual as either of two alternative features. It may be recorded whether it has or has any of three or more alternative features. The portable gaming device, casino server, or another device may then store information about the nature of the individual's motion. In the future, when an individual provides a motion as a means of communicating a command, the motion should be registered or followed only if the motion matches what was provided during the calibration phase. Can be done. For example, if an individual uses a large open motion during calibration, the individual may not be able to provide instructions with a small suppressed motion.
12. Motion example. The following are some examples of instructions that can be provided in a game and / or to a portable gaming device. Used by the player to indicate that he wants to execute the command may be for, an exemplary motion device such as a portable gaming device, exemplary commands are related. 12.1. How to bet. The player may shake the portable gaming device to provide an instruction to bet one credit. The player may shake the portable gaming device again to add another credit. The player may shake the portable gaming device again to add another credit, and so on. 12.2. How to stand. The player may tilt the portable gaming device to the left to provide a command to stand in a blackjack game. The player may tilt the portable gaming device to the right to provide a hit command. To provide a split command, the player may move the portable gaming device down and then up. 12.3. How to choose a game. To select a game, the player may tilt the portable gaming device to the right. Different games may be highlighted from the game list each time the player tilts the portable gaming device to the right. When the player's desired game is highlighted, the player may hit the portable game device at something. 12.4. How to start the game. To start the game, the player may move the mobile game device clockwise in a plane parallel to the ground. 12.5. Selection method for bonus times. To make choices in bonus times, the player keeps tilting the portable gaming device to the right, allowing different choices (eg, different doors with hidden gifts behind them) to be highlighted in each tilt. You may. When the player's desired selection is highlighted, the player may tap the portable gaming device at something to make the selection. 12.6. Settlement method. For settlement, the player may rotate the portable game device up and down three times. The settlement can include transferring the credit balance locally stored on the portable game device to the balance stored centrally by a casino server or the like. Settlement can include having a portable game device or a nearby device (eg, a device with which the portable game device is in communication) print a ticket that can be redeemed for cash. 13. Use the motion of the portable game device to control a fixed game device or other device. In various embodiments, the motion of the portable gaming device can be used to control movement in a fixed gaming device or any other device. In various embodiments, the motion of the portable gaming device can be used to provide commands to the fixed gaming device or any other device. The portable gaming device is a fixed gaming device and either directly (eg, via a direct wireless connection) or indirectly (using, for example, a signal relayed through one or more intermediate devices such as a casino server). You may be in a communication state by either of. In various embodiments, the motion of the portable gaming device can provide a command to the fixed gaming device, which command is specified from several choices in betting, starting the game, paying off, and bonus times. Includes orders to make choices, bet specific amounts, discard specific cards, make specific decisions in blackjack, request jackpots, summon casino representatives, or take any other action. But it may be. In various embodiments, the motion of the portable gaming device may be translated in a direct or linear fashion with respect to the motion of the cursor or pointer on the screen of the fixed gaming device. For example, when the portable game device moves to the right, the cursor may move to the right of the screen, and when the portable game device moves to the left, the cursor may move to the left of the screen. The player may activate or operate the control in the fixed game device by moving the portable game device in such a way that the cursor on the fixed game device is positioned on the desired control. The player may then provide a final motion, such as shaking the portable game device, to activate its control. Thus, the player moves the portable gaming device to the right, for example, to move the cursor on the screen of the fixed gaming device to the right and position it on the "bet" button (eg, the representation of the "bet" button). Can be moved. The player may then shake the mobile gaming device to actually place a one-credit bet. Game A person may use a portable game device to control other similar devices such as ATM machines or vending machines. For example, a player may use a portable game device to select a vending machine product and then purchase the product. For example, vending machine merchandise may have an associated indicator light. When the player moves the portable game device, the indicator light associated with one product may be turned off and the indicator light associated with another product may be turned on. The second product may be in the same direction as the motion instruction of the portable game device from the first product. In some embodiments, the individual may use the motion of a portable device, such as a portable game device, to control the point-of-sale information management terminal.
14. Use of motion and other types of input. In various embodiments, the player does not need to use motion control alone for playing a game or performing other actions on a portable gaming device. For example, the player may specify the size of the bet by pressing the keypad, but may start the actual game by using a motion such as shaking a portable game device. In some embodiments, the player may have a choice of how to convey a given command. The same command may be transmitted via motion or via other means such as button press. Thus, the player may choose one or another way to provide the same instruction, depending on the player's preference.
The following is an embodiment, not the scope of claims. A. The process of detecting the first signal from the motion sensor, the first signal lasting over the first period, and the second signal over the first period. A step of determining whether or not to sustain over the first signal, a step of determining an instruction based on the first signal when the second signal persists over the entire first period, and a second of the above. A method comprising the step of executing an instruction in a gambling game if the signal of is sustained over the first period. B. In the method of the embodiment A, the step of detecting the first signal includes a step of detecting the first signal from the motion sensor included in the portable game device, and the first signal is the first signal. A method that lasts for the entire period of one. C. The method of embodiment B, wherein the motion sensor includes an accelerometer. D. The method of embodiment B, wherein the motion comprises a camera. E. The method of embodiment B, further comprising the step of detecting a second signal from a button on the portable game device, the second signal being generated via pressing the button. Method. F. In the method of embodiment E, in the step of determining whether the second signal persists over the first period, the continuous pressing over the first period is described above. A method that includes the step of determining whether a button has been added. G. The method of Embodiment E, the above-mentioned orders are (a) an order to bet, (b) an order to bet a specific amount, (c) an order to start a gambling game, and (d) an order to discard a card. , (E) Order to receive another card, (f) Order not to receive further cards, (g) Order to select options in bonus rounds, (h) Order to pay out, (i) Order to select payline, And (j) one of the instructions to start a bonus round, the method. H. The method of embodiment E, wherein the first signal is generated via motion of a portable game device. I. In the process of detecting the first signal from the motion sensor of the portable game device and in the process of interpreting the first signal as the specification of the first bet in the first game played in the portable game device. And the first bet above is displayed in a valueless currency, the process and The step of detecting the second signal from the motion sensor and the step of interpreting the second signal as the specifications of the second bet in the second game played in the portable game device. A method comprising a process in which two bets are displayed in a valuable currency and a process of determining the outcome of the second game only when the first game is completed. J. The method of Embodiment I, in which the above-valued currency is not exchangeable for US dollars, but the above-valued currency is exchangeable for US dollars. K. The method of Embodiment I, wherein the second signal has similar characteristics to the first signal. L. The method of the first embodiment further includes a step of displaying a message on the display screen of the portable game device prior to the step of detecting the first signal, and the message is the first of the above. A method of providing an instruction to move the portable game device in a specific way for identifying a bet. M. The method of Embodiment I, and further After the completion of the first game, the second authentication of the player's ID is prior to the step of requesting the player to provide the first authentication of the player's ID and the step of determining the result. A method comprising the step of requesting the player to provide the certification of the above and the step of verifying that the second certification matches the first certification. N. In the method of Embodiment M, the first authentication is the first fingerprint supplied to the portable game device, and the second authentication is the second fingerprint supplied to the portable game device. Is the way. O. The process of receiving a signal indicating a bet in a portable game device having a rectangular display screen, the process of determining five cards, and the first corner of the display screen, among the above five cards The process of displaying the first card, the process of displaying the second of the five cards in the second corner of the display screen, and the process of displaying the second of the five cards in the third corner of the display screen. The process of displaying the third card, and the process of displaying the fourth of the five cards in the fourth corner of the display screen. Of the above five cards, the process of determining the predetermined card to be discarded, the process of determining the sixth card, the process of exchanging the predetermined card for the sixth card, and the above six cards. A method that includes the process of determining payments based on the eye card and of the five cards that have not been discarded, and the process of adjusting the credit balance based on the above payments. P. The method of Embodiment O, further comprising the step of displaying the fifth of the five cards in the center of the display screen. Q. In the method of Embodiment O, the step of determining a predetermined card to be discarded from the above five cards is the step of detecting the motion of the portable game device and the above motion of the display screen. The process of determining that the first of the five cards is discarded when the portable game device is tilted with respect to the first corner, and the motion are the first of the display screens. The process of determining that the second card out of the above five cards is discarded when the portable game device is tilted with respect to the second corner. When the motion is the inclination of the portable game device with respect to the third corner of the display screen, the step of determining that the third card out of the five cards is discarded, and When the motion is the inclination of the portable game device with respect to the fourth corner of the display screen, the step of determining that the fourth card out of the five cards is discarded, and Including methods. R. In the method of embodiment O, the process of determining payment is based on the sixth card, on the non-discarded of the five cards, and on the rules of video poker. A method that includes the process of determining payment.
Sections I to X below provide guidance on the interpretation of this application.
I. Decision The term "determine" and this grammatical variant (eg, determine a price, determine a value, determine an object that meets a norm, etc.) are used in a very broad sense. Since the term "determine" includes a wide range of actions, "determine" means to calculate, calculate, process, derive, investigate, examine (eg, a table, database or another data structure). Investigate), confirm, etc. can be included. Similarly, "determining" can include receiving (eg, receiving information), accessing (eg, accessing data in memory), and the like. Similarly, "determining" can include resolving, selecting, selecting, establishing, and the like.
Since the term "determine" does not include certainty or absolute accuracy, "determine" can include meanings such as trial calculation, estimation, prediction, guessing, and the like.
The term "determine" does not include that mathematical processing must be performed, that numerical methods must be used, and that no algorithm or processing is used.
The term "determine" does not imply that any particular device must be used. For example, a computer does not necessarily have to make a decision.
II. Writing style When the limitation of the first claim extends to one feature and one or more features (for example, the limitation such as "at least one small appliance" extends to one small appliance and one or more small appliances). And, in the second claim subordinate to the first claim, if the second claim uses the definite acronym "the" (eg, "the small instrument") to refer to this limitation. This does not include that the first claim covers only one feature, and this does not mean that the second claim covers only one feature (eg, "the small appliance"). Can extend to one small appliance and one or more small appliances).
Ordinal numbers (eg, "first", "second", "third", etc.) are used as adjectives before terms, and these ordinal numbers (unless otherwise stated) have specific characteristics. It is used only to indicate, for example, to distinguish that particular feature from another feature described by the same term or similar term. For example, the "first small instrument" may be named only to distinguish it from, for example, the "second small instrument". Therefore, simply using the ordinal numbers "first" and "second" before the term "small device" does not show any other relationship between the two small devices, as well. It does not show any features of either or both of the small appliances. For example, simply using the ordinal numbers "first" and "second" before the term "small utensil" is (1) in order or place, one small utensil before any other. It does not indicate that it will come after or after, (2) it does not indicate that any small device operates before or after anything else in time, and (3) in importance or quality, either. It does not show that the small device is ranked below more than any other. In addition, the mere use of ordinal numbers does not define numerical restrictions on the features identified using ordinal numbers. For example, simply using the ordinal numbers "first" and "second" before the term "small device" does not indicate that there should be no more than two small devices.
When a single device, article or other product is described herein, one or more devices / articles (whether or not they work together) are described as a single device. It may be used as an alternative to the device / article. Therefore, the functionality described as possessed by a device may be possessed by one or more devices / articles (whether or not they cooperate).
Similarly, if one or more devices, articles or other products are described herein (whether or not they work together), a single device / article is described. It may be used as an alternative to the above device or article. For example, a plurality of computer devices may be replaced with a single computer device. Thus, a single device / article may substitute for the various functionality described as possessed by one or more devices or articles.
The functionality and / or features of a single device described are by one or more other devices that are described but not explicitly stated to have such functionality and / or features. It may be embodied as an alternative. Thus, other embodiments need not include the devices themselves described, but rather include one or more other devices that, in those other embodiments, would have such functionality / features. Can be done.
III. Term The term "product" means any machine, manufacture and / or composition, unless otherwise stated.
The term "method" means any process, algorithm, method, etc., unless otherwise stated.
Each process (even by method, algorithm or other term) essentially contains one or more steps, so all references to a "step" or "step" of a process are "steps". It has an essentially preceding description in the mere enumeration of "process" or similar terms. Therefore, any reference to a "step" or "step" of a process has a sufficiently precedent description.
Terms such as "invention" mean "one or more inventions disclosed herein" unless otherwise stated.
"One embodiment", "Embodiment", "Embodiment (s)", "Embodiment", "Embodiment (s)", "One or more embodiments", "Several embodiments" , "One embodiment," "one embodiment," "another embodiment," and the like, unless otherwise stated, "one or more (but not all) of the disclosed embodiments of the invention. It means "form".
The term "variation" in the present invention means an embodiment of the present invention unless otherwise stated.
References to "another embodiment" in the description of an embodiment refer to an embodiment in which the referenced embodiment precedes another embodiment (eg, a referenced embodiment) unless otherwise stated. ) And does not mean that they are mutually exclusive.
"Preparing", "including" and variations thereof mean "including but not limiting" unless otherwise stated.
The terms "one (a)", "one (an)" and "the" mean "one or more" unless otherwise stated.
The term "plurality" means "two or more" unless otherwise stated.
The term "here in" means "including all that may be incorporated by reference in this application" unless otherwise stated.
The phrase "at least one" means any combination of one or more of these, unless otherwise stated, when the phrase modifies more than one (such as a list of enumerated ones). For example, the phrase "at least one of a widget, a car and a wheel" may be (i) a small device, (ii) a car, (iii) a wheel, (iv) a small device and a car, (v) a small device. And wheels, (vi) cars and wheels, or (vii) small appliances, cars and wheels. The phrase "at least one" does not mean "one of each" of the plurality of things when the phrase modifies more than one thing.
When the terms "one", "two" and other numbers are used as radix to indicate the quantity of something (eg, one small instrument, two small instruments), they are indicated by the term of the number. It means a quantity, but not at least the quantity indicated by the terminology of the number. For example, the term "one small device" does not mean "at least one small device", so the term "one small device" does not extend to, for example, "two small devices".
The phrase "based on" does not mean "based on only" unless otherwise stated. The phrase "based on" describes both "based on only" and "at least on the basis". The phrase "at least based" is equivalent to the phrase "at least partially based".
The term "represent" and similar terms are not exclusive unless otherwise stated. For example, the term "represent" does not mean "represent only" unless otherwise stated. In other words, the phrase "the data represents a credit card number" means "the data represents only a credit card number" and "the data represents a credit card number, and the data represents something else." Both are described.
The term "where by" is used herein only to precede a clause or other set of words that expresses only the consequences of the intended result, purpose or previously explicitly listed. Used for. The term "where by" means that in a claim, the clause or other word that the term "where by" modifies may otherwise be a particular further limitation of the claim. It also means that no restrictions on the meaning or scope of terms are established.
"Example (eg)" and similar terms mean "eg," and thus do not limit the terms or phrases they describe. For example, in the sentence "a computer sends data (eg, instructions, data structures) over the Internet", the term "example" means that the "instruction" may be sent by a computer over the Internet. It explains that it is an example of "data" and that "data structure" is an example of "data" that a computer may transmit over the Internet. However, both "instruction" and "data structure" are merely examples of "data", and anything other than "instruction" and "data structure" can be "data".
"Each" and similar terms mean "look individually." Thus, if two or more have "each" traits, then each of them has its own traits, and these traits can differ from each other, but it does not have to be. .. For example, the phrase "both two machines have their respective functions" means that the first machine has a function and the second machine has a function as well. The function of the first machine may or may not be the same as the function of the second machine.
"Ie" and similar terms mean "that is" and thus limit the terms or phrases it describes. For example, in the sentence "computers send data (ie, instructions) over the internet", the term "ie" explains that "instructions" are "data" that computers send over the internet. To do.
Any given numerical range shall include all or part of the number within that range. For example, the range "1 to 10" specifies integers from 1 to 10 (eg 1, 2, 3, 4, ... 9) and non-integers (eg 1.1, 1.2, ... 1.9). It shall be interpreted as including.
If two or more terms or phrases are synonyms (eg, because of an explicit statement that the term or phrase is a synonym), one example of the term / phrase is another term / phrase. Does not mean that the example of must have different meanings. For example, when a description expresses the meaning of "includes" as a synonym for "includes but does not limit", simply using the phrase "includes but does not limit" means that the term "includes" "includes". It does not mean anything other than "not limited".
IV. Disclosure examples and terminology are not limited. Neither the title of the invention (explained at the beginning of page 1 of this application) nor the abstract (explained at the end of this application) shall be construed as limiting the scope of the invention of the present disclosure in any way. .. The abstract is included herein simply because an abstract that does not exceed 150 words is a requirement of US Patent Enforcement Regulation 37CFR 1.72 (b).
The titles and chapter headings of the inventions provided in this application are for convenience only and should not be construed as limiting this disclosure in any way.
Numerous embodiments have been described in this application and are presented for explanatory purposes only. The embodiments described are not limiting in any way and are not intended thereof. The invention of the present disclosure is broadly applied to a number of embodiments, as is immediately apparent from the disclosure. Those skilled in the art will recognize that the disclosed invention may be implemented with various modifications and modifications such as structural, logical, software and electrical modifications. Specific features of the invention of the present disclosure may be described with reference to one or more particular embodiments and / or drawings, such features relating to those described unless otherwise stated. It should be understood that it is not limited to use in one or more embodiments or drawings.
No embodiment of the steps of the method or elements of the product described in this application constitutes the invention claimed in the present specification unless otherwise stated herein or in the claims. , It is not indispensable for the invention claimed in the present specification, and it is not in the same scope as the invention claimed in the present specification.
The preface to the scope of subsequent claims is merely a list of the purposes, benefits and possible uses of the claimed invention and does not limit the claimed invention.
The present disclosure does not describe all embodiments of the present invention verbatim. Similarly, the present disclosure does not list the features of the invention that must be present in all embodiments.
Devices described to communicate with each other need not continuously communicate with each other unless otherwise stated. On the contrary, such devices only need to transmit to each other when necessary or desired, and in fact may stop exchanging data most of the time. For example, a machine that communicates with another machine over the Internet does not have to send data to the other machine for long periods of time (eg, weeks at a time). In addition, the devices communicating with each other may communicate directly or indirectly through one or more intermediate means.
The description of an embodiment having various components or features does not imply that all or even any of the components or features is required. Conversely, a variety of optional components are described to illustrate the wide variety of possible embodiments of the present invention. Unless otherwise stated, no component / feature is essential or necessary.
Method steps, algorithms, etc. may be described or claimed in a particular order, but such methods may be configured to operate in a different order. In other words, any order or order of steps that may be explicitly stated or claimed does not necessarily indicate a requirement that those steps be performed in that order. The steps of the method described herein may be performed in any possible order. Further, several steps may be performed simultaneously, even though they are described or imply meant to occur non-simultaneously (eg, because one step is described after another). Moreover, the illustration of the illustrated method does not imply that the illustrated method is exclusive to other modifications and variations thereof, and the illustrated method or any step thereof is the present invention. Does not include the meaning that it is necessary, and does not include the meaning that the illustrated method is suitable.
The method may be described as comprising a plurality of steps, but does not imply that all or any of those steps are suitable, essential or necessary. Various other embodiments within the scope of the described invention include other methods excluding some or all of the described steps. No steps are essential or necessary unless otherwise stated.
The method may be described alone or without reference to another product or method, but in one embodiment the method may interact with another product or method. For example, such an interaction may include linking one business model to another. Such interactions may be provided to enhance the flexibility or desirability of the method.
A product may be described as containing a plurality of components, aspects, qualities, properties and / or features, but does not imply that all or any of the plurality of components are suitable, essential or necessary. Various other embodiments within the scope of the described invention include other products except for some or all of the described.
The list of listed items (which may or may not be numbered) does not imply that all or any of these items are mutually exclusive, unless otherwise stated. Similarly, the list of listed items (which may or may not be numbered) does not imply that all or any of those items cover any classification unless otherwise stated. For example, the enumerated list "Computer, Laptop, PDA" does not mean that all or any of the three items in the list are mutually exclusive, and all or any of the three items in the list. , Does not include any inclusive meaning.
The list of listed items (which may or may not be numbered) does not imply that all or any of those items are equivalent to each other or are immediately replaced with each other.
All embodiments are descriptive and do not imply that the present invention or any embodiment is, in some cases, manufactured or implemented.
V. Computing It is immediately apparent to those skilled in the art that the various methods described herein may be implemented, for example, in properly programmed general purpose computers, special purpose computers and computer computing units. Is. Typically, a processor (eg, one or more microprocessors, one or more microcontrollers, one or more digital signal processors) receives instructions (eg, from memory or a similar device) and executes those instructions. This implements one or more of the methods defined in the instruction. Instructions may be embodied in, for example, one or more computer programs, one or more scripts.
A "processor" is one or more micros, regardless of architecture (eg, chip-level multi-processing / multi-core, RISC, CISC, microprocessor without pipeline stage interlocking, pipeline configuration, simultaneous multi-threading, etc.). It means a processor, a central processing unit (CPU), a computer computing unit, a microprocessor, a digital signal processor, or a similar device, or any combination thereof.
Therefore, the description of the method is the same as the description of the device for carrying out the method. The device performing the method can include, for example, a processor suitable for carrying out the method and their input and output devices.
In addition, programs that implement such methods (as well as other types of data) may be stored and sent on various media (eg, computer-readable media) in a number of formats. In some embodiments, the circuit or custom hardware implemented by the hardware is used in place or in combination with some or all software instructions capable of implementing the methods of various embodiments. You may. Therefore, various combinations of software and hardware may be used in place of the software alone.
The term "computer-readable medium" refers to any medium, multiple identical objects, or a combination of different media that together provide data (eg, instructions, data structures) that may be read by a computer, processor, or similar device. Points to. Such media may take many forms, including, but not limited to, non-volatile media, volatile media, and transmission media. Non-volatile media include, for example, optical or magnetic disks and other persistent memories. Volatile media include dynamic random access memory (DRAM), which usually constitutes main memory. Transmission media include coaxial cables, copper and fiber optics, and include wired including system buses connected to processors. The transmission medium may include or transmit acoustic waves, light waves and electromagnetic radiation, such as those generated during radio frequency (RF) and infrared (IR) data communications. Common formats for computer-readable media include, for example, floppy disks , flexible disks, hard disks, magnetic tape, any other magnetic medium, CD-ROM, DVD, any other optical medium, punched cards, paper tape, etc. Any other physical medium with patterns or holes, RAM, PROM, EPROM, flash EEPROM, any other memory chip or cartridge, carriers described herein, or any other computer readable. The medium is mentioned.
Various forms of computer-readable media may be included in the transmission of data (eg, a series of instructions, etc.) to a processor. For example, data may be (i) carried from RAM to a processor, (ii) transmitted over a wireless transmission medium, (iii) Ethernet (or IEEE 802.3), SAP, ATP, Bluetooth (registration). Trademarks) and / or may be formatted and / or transmitted according to a number of formats, standards or protocols such as TCP / IP, TDMA, CDMA, and 3G, and / or (iv) various known to the art. It may be encrypted for privacy protection or fraud prevention in any of the ways.
Therefore, the description of the method is similar to the description of a computer-readable medium that stores a program for carrying out the method. A computer-readable medium can store program elements suitable for carrying out the method (in any suitable format).
Just as the description of the various steps in the method does not indicate that all the described steps are required, the embodiments of the device include some (but not necessarily all) of the described methods. Includes a computer / computer computer that can operate to perform.
Similarly, embodiments of a computer-readable medium for storing a program or data structure are described at run time, just as the description of the various steps in the method does not indicate that all described steps are required. Includes a computer-readable medium that contains a program that allows the processor to perform some (but not all) of these methods.
When a database is described, one of ordinary skill in the art may immediately use an alternative database for (i) the description, and (ii) immediately use a memory structure other than the database. to understand. Any illustration or description of the database as any example presented herein is an illustrated configuration to represent that the information has been stored. For example, any number of other configurations may be used in place of those presented in the drawings or in tables or the like shown elsewhere. Similarly, any illustrated input in the database represents only exemplary information, and one of ordinary skill in the art will appreciate that the number and content of the inputs may differ from those described herein. In addition, in spite of any representation of the database as a table, other formats (including relational databases, object-based models and / or distributed databases) can be used to store and manipulate the types of data described herein. You may use it. Similarly, objective methods or behaviors of the database can be used to implement various methods, such as those described herein. In addition, the database may be stored locally or remotely from a device that accesses the data in the database in a known format.
Various embodiments can be configured to operate in a network environment that includes a computer that is in communication with one or more devices (eg, via a communication network). Computers can be any wired or wireless medium (eg, internet, LAN, WAN or Ethernet, token ring, telephone line, cable line, radio channel, optical communication line, commercial online service provider, electronic bulletin board system, satellite communication link. , Directly or indirectly, via any combination described above). Each device may include itself a computer or other computer computing device, such as an Intel® Pentium® or Centrino® processor, which is connected to communicate with the computer. Any number and type of device may communicate with the computer.
In one embodiment, a server computer or centralized basis may not be necessary or desirable. For example, the invention of the present application may be performed in one embodiment on one or more devices without a central engine. In such embodiments, any function described herein when performed by a server computer, or data described as being stored on a server computer, is instead one or more such. It may be carried out by the device or stored in it.
Where a method is described, in one embodiment, the method may operate without the intervention of any user. In another embodiment, the method involves some human intervention (eg, the steps are performed with or with human assistance).
VI. Continuing Application The present disclosure provides those skilled in the art with a statement that makes various embodiments and / or inventions feasible. Some of these embodiments and / or inventions may not be claimed in this application, but may nevertheless be claimed in one or more continuing applications claiming the priority interests of this application. ..
Applicants are willing to apply for additional specification to continue the patent on the subject matter that meets the disclosure and enablement requirements but is not claimed in this application.
VII. U.S. Patent Law, Article 112, Paragraph 6. In the claims, the limitation of the claim including the phrase "means for doing" or "step to do" is, in contrast to the limitation, U.S. Patent Law, Article 112, It means applying 6 paragraphs.
In a claim, a limitation of a claim that does not include the phrase "means to do" or "step to do" enumerates the function without the action to perform the structure, material or its function. Regardless, it means that Article 112, paragraph 6 of the US Patent Act does not apply to such limitation. For example, in a claim, referring to one or more steps of a claim or another claim and simply using the phrase "step of" or "step of ..." is a matter of US Patent Law No. Article 112 It does not mean that paragraph 6 applies to the step.
With respect to the means or steps for performing a particular function according to Article 112, paragraph 6 of the U.S. Patent Act, the corresponding structure, material or operation described herein, and their equivalents, shall be that particular function. Similarly, additional functions may be implemented.
Computers, processors, computer computers, and similar products are structures capable of performing a wide variety of functions. Such a product operates to perform a particular function by executing one or more programs, such as a memory device of the product or a program stored in a memory device accessed by the product. Can be done. Unless otherwise stated, such programs need not be based on any particular algorithm, such as certain programs that may be disclosed in this application. It is well known to those skilled in the art that a particular function may be implemented through different algorithms and any number of different algorithms may be merely a design choice for the performance of a particular function. ..
For this reason, with respect to the means or steps for performing a particular function under Article 112, paragraph 6 of the U.S. Patent Act, any structure corresponding to that particular function is programmed to perform that particular function. Includes products of. Such structures include programmed products that perform the function, such as (i) disclosed algorithms for performing the function, (ii) disclosed algorithms. It does not matter whether they are programmed with similar algorithms or (iii) different algorithms to perform the function.
Where the means for performing a function that is a method is listed, one structure for performing this method is programmed and / or configured with appropriate hardware to perform that function. A computer device (for example, a computer for general purpose purposes) is provided. Similarly, a computer device programmed and / or configured with appropriate hardware to perform its function through other algorithms that one of ordinary skill in the art would understand (eg, for general purpose purposes). Computer) equipped.
VIII. Disclaimer Numerous references to a particular embodiment do not indicate a disclaimer or denial of additional different embodiments, as well as references to a description of an embodiment that includes all of the particular features. It does not represent a disclaimer or denial of embodiments that do not include specific features. The explicit disclaimer or denial in this application shall be prefaced by the phrase "not included" or by the phrase "not implemented".
IX. Reference Incorporation Any patent, patent application, or other document referenced herein is incorporated by reference in this patent application as part of this disclosure, which is 35 US patents. It is only for the description and enablement requirements in accordance with Article 112, paragraph 1 of the Act and should not be used to limit, prescribe or interpret any representation of this application. Without such reference, no ordinary meaning can be determined by one of ordinary skill in the art. Such one of ordinary skill in the art need not be limited in any way by any embodiment provided in the reference.
Incorporation by any reference does not imply any endorsement, approval or acquiescence of any declaration, opinion, argument or feature contained in any of the incorporated patents, patent applications or other documents, unless otherwise stated.
X. Progress of application Other patent applications that share a priority claim with this application, regardless of whether there are other patent applications that may be relevant to this application in the interpretation of this application (including claims). Those skilled in the art should refer to the filing history of this application, not the filing history of any other application or patent application.
XI. Some Embodiments In various embodiments, the decentralized gaming system allows participants to perform gaming activities from remote and / or mobile locations. Possible gaming activities include gambling provided by casinos and the like. Gambling activities include slot machines, video poker, table games (eg, claps, roulette, blackjack, pai gow poker, Caribbean stud poker, baccarat, etc.), the wheel of fortune) It can include any casino-type gambling, including, but not limited to, games, betting on sports, horse racing, dog or car competition, Jai alai, and any other gambling activities. Gambling activities can also include betting on any type of event. Examples of the event include a sporting event such as a horse or car race, and an athletic competition such as football, basketball, baseball, and golf. Events can also include things that normally do not include bets. Such events include, but are not limited to, political elections, entertainment industry awards, and movie ticket sales. Games can also include games and events without bets. The game can also include lottery or lottery-type activities, such as intra-state and interstate lottery. These can include lottery to choose all forms of numbers, "scratch" lottery, and other lottery competitions. The game system may be implemented via a communication network such as a mobile phone network or a personal wireless and / or wired network. Examples of the latter include WiFi® and WiMax® networks. In some embodiments, the communication network of the game system is totally independent of the Internet. In some embodiments, the operation of the gaming device minimizes the use of the internet, such as only information without any confidentiality issues being transmitted over the internet and / or the information being encrypted. In various embodiments, the communication network allows the player to participate in the game from a remote location (eg, outside the gaming area of the casino). Similarly, the system allows the player to move while participating in a game activity. In various embodiments, the system has the feature of authenticating or determining a location and operates to allow or reject games from remote locations, depending on whether the location meets one or more criteria. This criterion is, for example, that the place is the law
As shown in FIG. 1, for example, the game system 10 can include at least one user 12. The system may include additional users such that there are at least a first user 12 and a second user 14. A plurality of users may access the first game system 10, while other users access a second game system (not shown) that communicates with the first game system 10. Users 12 and 14 can access the system 10 via the game communication device 13. The game communication device 13 may include any suitable device for transmitting and receiving electronic communication. Examples of such a device include, but are not limited to, mobile phones, personal digital assistants (PDAs), computers, minicomputers, and the like. The game communication device 13 transmits and receives game information to and from the communication network 16. The game information is also transmitted between the network 16 and a computer 18 such as a server that may be installed within the domain of the game service provider 20. However, the location of the computer 18 may be arbitrary, and the computer 18 may be installed near or remotely from the domain of the game service provider 20. Various embodiments may not include a game service provider. The computer 18 and / or the game service provider 20 may be inside, near or remote from the game service provider (not shown in FIG. 1). The game service provider may be the manager of the actual game, such as a casino. As an example, the game service provider may be located on the land of the casino and the computer 18 may be physically within the geographical boundaries of the game service provider. However, as explained, there are other possibilities for remote locations of computer 18 and game service provider 20. The computer 18 may function as a game server. An additional computer (not shown), for example, a database management computer
In various embodiments, software is provided on both the game communication device 13 and the computer 18. The software provided in the game communication device 13 may operate to present the user with information corresponding to the game activity (including gambling and activities other than gambling described in the present specification). This information may include, but is not limited to, the image representation of the object associated with the activity and the presentation of options that the user can select in connection with the activity. The software of the game communication device may also operate to receive data from the computer and data input by the user. The software on the computer also exchanges data with the game communication device, accesses additional computers and data storage devices, and has all the functions described herein as well as functions common to known electronic game systems. It may be carried out.
The information transmitted over the network 16 can include any information in any format necessary or desirable for manipulating the gaming experience in which the user participates. The information may be transmitted in whole or in combination in any format according to any known or future transmission technology, including digital or analog, text or voice, eg wired or wireless. Good. Radio technology may include licensed or license exempted technology. Some specific methods that may be used include Code Division Multiple Access (CDMA), Pan-European Digital Mobile Telephone System (GSM), General Purpose Packet Radio System (GPRS), WiFi (802.11x), WiMax (802.16x). ), Public Switched Telephone Network (PSTN), Digital Subscriber Line (DSL), Integrated Services Digital Network (ISDN), or cable modem technology, but not limited to. These are examples only, and if you are one of ordinary skill in the art, other types of communication technology are also assumed. Further, it is understood that additional components may be used for information communication between the user and the game server. Such additional components include, but are not limited to, wireless communication lines, antennas, switches, cables, transmitters, receivers, computers, routers, servers, fiber optic transmitters, repeaters, amplifiers and the like.
In some embodiments, the communication of game information takes place without the involvement of the Internet. However, in some embodiments, some of the game information may be transmitted over the internet. Also, some or all of the game information may be partially transmitted via the Internet. In some embodiments, some information is communicated over the Internet in whole or in part, but this information is either non-game information or game information that does not require the maintenance of confidentiality. Is it? For example, the data that produces the image representation of a table game on a user's game communication device is transmitted, at least in part, over the Internet, while the betting information transmitted by the user is totally non-Internet. It may be communicated via the communication network of.
According to some embodiments shown in FIG. 2, for example, the communication network includes a mobile phone network 22. The mobile phone network 22 includes a plurality of base stations 23, each of which has a corresponding coverage area 25. The technology of the base station is generally known, and the base station may be of any kind found in ordinary mobile phone networks. The base station may have overlapping coverage areas. Further, the cover area may or may not be sectorized. The network may also include a mobile station 24, which acts as a game communication device used by the user to access the game system and participate in the activities available in the game system. The user is connected to the base station network via transmission and reception of radio signals. The communication network may also include at least one voice / data switch, which may be connected to the wireless portion of the network via a dedicated secure terrestrial line. The communication network may also include a game service provider, which may also be connected to a voice / data switch via a dedicated secure terrestrial line. The voice / data switch may be connected to the base station's wireless network via, for example, a mobile switching center (MSC), and a terrestrial line may be provided between the voice / data switch and the MSC.
The user accesses the game system by a mobile station that is in communication and is therefore part of the communication network. The mobile station may be any electronic communication device capable of communicating with a desired network. For example, in this particular embodiment, the mobile station may include a mobile phone.
In various embodiments, for example, in the case of mobile communication networks, the gaming system is activated through the use of private label carrier networks. Each base station is programmed by a mobile operator to send and receive private, confidential voice and / or data to and from the mobile station handset. The handset may be pre-programmed using both game software and software certified by the carrier. The base station communicates with the switch over a private T1 line. The game service provider leases a private T1 or T3 line, which is a callback path to the game service controlled by the game service provider. Encryption can be implemented on the phone if required by game regulators such as the Game Commission.
The mobile communication network may be a private, closed system. The mobile station communicates with the base station, which is connected to a central switch located within the game jurisdiction. In this switch, voice calls are forwarded either locally or over long distances. Game traffic from a particular service provider is forwarded from a central switch to a game server at a host location that may be a casino or other location.
When the booker launches a particular gaming application, the handset will only make calls to certain base stations, using cells or sectors designed to be fully within the game jurisdiction. For example, if the base station is close enough to receive or transmit signals to the normal line, it will not be able to communicate with the device. When the customer uses the device for a game, the system may prohibit making or receiving voice calls, if desired. If necessary, the entire voice can be erased. In addition, voice may not be allowed to "connect" to the Internet. This makes it possible to ensure at a high level that bets / bets that begin and end within the boundaries of the game jurisdiction and the "private" radio system cannot be diverted or bypassed. In some embodiments, some data and / or voice traffic may be at least partially via the Internet, but in other embodiments, the communication path does not include the Internet. Alternatively, in some embodiments, some non-gaming information may be transferred via a route that includes the Internet, while other information related to the gaming activity of the system is transferred via a route that does not include the Internet.
As shown in FIG. 3, the game communication device 32 is in a communication state with the game service provider via the network 34. A game service provider is preferably one or more services in which various games and other applications reside. As shown in Figure 3, some exemplary gaming applications include horse racing and other sports, financial transactions, casinos and / or other event transactions, and news and real-time entertainment. Each of these applications may be embodied within one or more software modules. The applications may be combined in any possible combination. In addition, it should be understood that these applications are not exhaustive and that there may be other applications that provide an environment for the user with any desired or potential activity.
In another embodiment, the communication network includes a private wireless network, for example as shown in FIG. Private wireless networks may include, for example, 802.11x (WiFi®) network technology to cover "game spots" or "entertainment spots." In FIG. 4, various WiFi® networks are shown as network 41. The network 41 may use other communication protocols that provide a private wireless network, including, but not limited to, 802.16x (WiMax®) technology. Further, the network 41 may be interconnected. The game system may also include the network combinations shown in FIG. For example, a combination of a private wireless network 16, a mobile communication network including a multi-channel access unit or a sectorized base station 42, and a satellite network including one or more satellites 46 is shown.
For private wireless networks, the technology can cover a small area and provide very fast throughput, so private wireless networks are especially useful for game service providers to authenticate the location and identification required for game authorization. It fits well. Game spots enabled by Network 41 include rooms and restaurants as found in the current casino area 48, new areas such as swimming pools, lakes or other recreational areas 49, casino 48 or hotels 46 and 47. Residential area 40 and other remote gaming areas 43. The overall configuration of the game system shown in FIG. 4 is intended as an example and may be modified to suit various embodiments.
In some embodiments, the system architecture for the gaming system includes: (1) 802.11x (WiFi®) and / or 802.11x (WiMax®) technology, robust security and authentication software, gaming software, mobile carrier-accepted Windows® or Symbian ( A wireless LAN (local access network) component that primarily includes a handset with a built-in Symbian® operating system, and (a) CDMA technology that guarantees wireless data protection, (b) at least two user authentications. Layers (provided by mobile carriers and game service providers), (c) forced tunnels to game services (fixed routing), (d) end-to-end at the application layer Encryption, and (e) state-of-the-art firewall and DMZ technology, (2) Point-to-point links for licensed and license-exempt, and MWAN (Urban Broadband Wireless Network) including point-to-multipoint technology for licensed and license-exempt, (3) Where wireless services do not reach Private MAN (Point-to-Multipoint Network) T1 and T3 lines that provide connectivity to, and (4) a redundant private line network that returns from a mobile switch to a game server. Each of the "game spot" and "entertainment spot" is preferably connected via MWAN / MAN back to a central redundant game service. To access a private wireless network, the gaming communication device may be a WiFi® or WiMax® capable PDA or small laptop and must be managed by a third party collaborator. Absent.
In various embodiments, the game system includes a location authentication feature, which can act to allow or ban games from a remote location depending on whether the location meets one or more criteria. The criterion may be, for example, whether the location is within a predetermined area where the game is permitted by law. As another example, the criterion may be whether the location is a non-gaming area such as a school. The location authentication technology used in this system may include, but is not limited to, "network system" and / or "satellite system" technology. Network technologies include, for example, multilateration, triangulation and geofence. Examples of satellite technology include Global Positioning System (GPS) technology.
As mentioned above, the portable scheme preferably includes the use of at least one mobile, mobile, voice and data network. In certain jurisdictions, such as Nevada, the technology uses triangulation, Global Positioning System (GPS) technology, and / or geofence to avoid betting or betting outside the Nevada boundaries. Can include. In some embodiments, the network does not cover all of the specific jurisdictions, such as Nevada. For example, the network does not cover areas where the range of mobile coverage for a particular base station spans state boundaries or boundaries of other jurisdictions. This is done to allow the use of location authentication to ensure that betting opportunities that occur or terminate outside the state are disabled. Triangulation is used as a way to prevent games in unauthorized locations. Triangulation may be accomplished, for example, by comparing the signal intensities from a single mobile station received at multiple base stations, each having GPS. This technique can be used to locate mobile stations. The location can then be compared to a map or other resource to determine if the mobile station user is in an unapproved area such as a school. Alternatively, GPS technology may be used for these purposes.
As shown in FIG. 5, the game system includes a plurality of game communication devices 54, 55, and 56. The device 54 is located outside the game jurisdiction 58. Devices 55 and 56 are both located within game jurisdiction 58. However, only device 56 is located inside the geo-fence 57 established by the coverage areas of multiple base stations 53. Therefore, the geo-fence can be used to enable games for devices 56, but disable games for devices 54 and 55. Some game communication devices inside the game jurisdiction 58, such as the game device 55, are outside the jurisdiction 58, such as device 54, by the geo-fence 57, even if access to the game system is not granted. Some non-gaming communication devices are granted access.
The geo-fence does not have to be located. Rather, you may want to make sure that the mobile station is within some boundaries. For example, geofences may be used to ensure that mobile stations across state boundaries do not access the gaming system. On the other hand, triangulation may identify pinpoints or locations close to pinpoints. For example, as shown in FIG. 5, a triangulation of the device 56 is performed between the three base stations 53 to determine the location of the device 56. Triangulation may be used to identify whether a device such as a mobile station is located at a particular point (eg, school, etc.) where gambling is not approved. Preferably, the location determination technique used in combination with the present invention meets the E911 requirements of the Federal Communications Commission (FCC) Phase 2. Mapping by the United States Geological Survey (GIS) is also available to compare the identification coordinates of game communication devices with GIS maps or components to determine if the device is in an area that is not certified for the game. May be good. Triangulation, geofence, Global Positioning System (GPS) technology or any other type that can be used to confirm or set to an acceptable level that a user is in an authenticated gaming area. Note that any type of location authentication, such as location determination technology, may be used.
In various embodiments, location authentication uses channel address verification or location authentication using some other identification number or fragment that indicates which network or network portion is being accessed by the gaming communication device. Is achieved using. When using identification numbers for this purpose, as an example, participants access the game system via a mobile phone according to one method of ascertaining location. The identification number of the mobile phone or the network component accessed by the mobile phone identifies the caller's connection to the mobile communication network. This number indicates the fact that the caller is in the identification area and is on a mobile communication network. The server application may reside on the mobile phone and communicate this information to the game service provider over the network. In some embodiments, the identification number or information is transferred from the first network provider to the second network provider. For example, the caller's home network is provided by a second provider, but the caller may roam on (and within the jurisdiction) the network provided by the first provider. The first provider transfers the identification information to the second provider so that the second provider can determine whether the defined area in which the caller is located allows or disallows the associated gaming activity. In various embodiments, the game service provider maintains and has access to a database that maps various possible global mobile communications networks that identify numerous geographic areas. Various embodiments envision any number or proxy indicating a network, network portion, bedwork component connected using a mobile phone. The identification number can indicate one or more base stations or a group of base stations, lines, channels, trunks, switches, routers, repeaters, and the like.
In various embodiments, when a user connects his or her mobile phone to a game server, the game server retrieves network identification information and communicates this information to the game service provider. Software resident in the game communication device may incorporate the ability to determine the user's location (at least partially based on identification information) and send a message to the game service provider at the time of user login or access. Good. The identification numbers or information used to determine the location may be country-specific, state-specific, town-specific, or some other identifiable boundary-specific.
In combination with any location determination method, the game system may periodically update the location determination information. This may be done, for example, to ensure that the game communication device moves to an unapproved area during play, not only at the time of login or first access, but also during a game session at predetermined time intervals.
Therefore, depending on the location determination method used, the decision to permit or prohibit game activity transfers information between the game communication device, the game server, or the game communication device and the game server (eg, a base station, etc.). It can be done with any of the components of the communication network used for this.
One aspect of a private wireless network related to banning games in unapproved areas is to place sensors such as radio frequency identification (RFID) sensors on the game communication device. The sensor triggers a warning when the user takes the device out of the authenticated gaming area. In addition, the device may be "tethered" to an immovable object. The user may simply log in to such a device using the ID and password.
In various embodiments, the gaming system includes the ability to locate a gaming communication device within a large facility such as a casino complex. This may enable certain functions that enable or disable the device based on the location of the device in the equipment. For example, government regulations may prohibit the use of equipment for gambling from guest rooms in casino complexes. Thus, certain embodiments may include the ability to determine the location of the device within the equipment and disable the gambling function from the guest room or other area of the device where gambling is prohibited. FIG. 6 is a diagram illustrating a wireless game system capable of determining the location of the game communication device 604 according to various embodiments.
As shown in FIG. 6, a wireless gaming system includes a wireless network covering at least a particular casino complex 600 in which one or more gaming communication devices can be used to participate in various gaming activities. The wireless network provides at least three signal detectors 602, but various embodiments may include less or more signal detection than three. As shown in FIG. 6, the wireless network includes four signal detectors 602, each located in one corner of the casino complex 600. In various embodiments, the three signal detectors may include a radio access point, a wireless router, a radio base station, a satellite, or any other suitable signal detector. Further, although the signal detector 602 is illustrated as being located on the boundary of the casino complex 600, the signal detector 602 may be operational to receive signals generated from game communication devices within the casino complex 600. For example, the signal detector may be placed anywhere inside or outside the casino complex 600. In various embodiments, the signal detection device 602 can also be used for signal transmission and reception to the game communication device 604.
In various embodiments, the casino complex 600 may be divided into one or more compartments 608 representing different areas of the casino complex, such as lottery, guest rooms, restaurants, shops, entertainment venues, and pool areas. For example, as shown in FIG. 6, compartment 608a corresponds to the casino lobby, compartment 608b corresponds to the guest room, compartment 608c corresponds to the restaurant, and compartment 608d corresponds to the casino game floor. Each compartment 608 may be further subdivided into one or more sub-compartments 606, each identifying a particular location within the compartment 608. The sub-compartments 606 may have the same size as the sub-compartments 606 and may be configured in a grid pattern. In some embodiments, each subsection may include 0.836 square meters (9 square feet) (ie, 0.915 meters (3 feet) x 0.915 meters (3 feet)). In some embodiments, each subsection may include 9.3 square meters (100 square feet) (ie, 3.05 meters (10 feet) x 3.05 meters (10 feet)). The choice of size of area covered by sub-compartments may depend on administrator preferences, wireless network technical limits, government standards, and other considerations.
In a particular embodiment, the casino complex 600 can be mapped to a plurality of compartments 608 and sub-compartments 606 to determine the location of the game communication device 604 within the complex. These embodiments can utilize the signal received by the signal detection device 602 from the game communication device 604 to determine the location of the device.
In various embodiments, the location of the game communication device 604 can be determined based on the strength of the signal received from the device 504 by the respective signal detection device 602. In various embodiments, this may be achieved using a received signal strength indicator (RSSI) value or any other suitable signal intensity indicator. In general, the closer the sub-compartment is to the signal detection device, the stronger the signal received by the signal detection device from the game communication device in the sub-compartment. Thus, when multiple signal strength readings are given from different locations within the casino complex (ie, signal detector 602), these different signal strengths can be used to determine the location of the device.
With this in mind, each sub-compartment 606 of the Casino Complex 600 is associated with a reference set of signal strengths received by the signal detector from the equipment in that particular sub-compartment. These values are usually generalized and periodically recalibrated by a reference read from a game communication device in that subsection. When each subsection is associated with a reference set of signal strengths, these reference signal strengths are compared to the signal strengths received from the game communication device. Since each subsection contains a unique set of signal strength, this comparison can be used to identify a particular section of the game communication device.
In various embodiments, the location of the game communication device 604 may be determined based on the elapsed time between the signal transmission from the device 604 and the signal reception by the respective signal detection device 602. In various embodiments, this elapsed time can be determined based on the arrival time difference (TDOA) or any other suitable technique. As in the case of signal strength described above, each sub-compartment 606 can be associated with a predetermined or reference elapsed time set from transmission for signal reception from the game communication device. This elapsed time set will be different for each sub-compartment of the casino, as the time it takes for a signal to reach each signal detector depends on the proximity of the sub-compartment to each base station. By comparing the time from transmission with the reception of the signal from the game communication device received by the signal detection device, the subsection in which the device is located can be determined.
When the location of the game communication device is determined, certain embodiments may enable and / or disable certain features of the device based on this decision. For example, as described above, certain embodiments may disable the gambling function of the game communication device from the user's guest room, while the user still has other device functions such as purchasing goods or services. It may be possible, or you may be able to purchase tickets for entertainment events. When the user leaves his / her room, the gambling function of the game communication device may be enabled. Similarly, certain embodiments may prevent the gaming communication device from being used to conduct financial transactions from the casino floor. This feature may be enabled when the user leaves the casino floor. Similarly, other functions of the game communication device may be enabled or disabled based on the location of the device according to various embodiments.
In various embodiments, various functions of the game communication device may be enabled or disabled based on compartment 608 where the device is located. In such an embodiment, each compartment 608 of the casino complex may be associated with a permitted set of activities. For example, the "lobby" compartment 608a of the casino complex may be permitted for all activities, while the "guest room" compartment 608b of the facility may be permitted for all activities except gambling. Depending on the location of the game communication device, the functionality of the game communication device may be limited to the set of activities allowed for the partition in which the device is located. Since the game communication device moves from partition to partition, the location of the device may be relocated and the functionality of the device may be updated to reflect the set of activities allowed for the partition in which the device is located.
Various embodiments can also use location determination to transmit location-specific information to the game communication device. For example, a reminder that an entertainment event for which the user has a ticket is about to begin may be sent to the user device, if the device is located in a different part of the casino complex. In another embodiment, if the user is in his / her room, the user may be informed that the user's favorite dealer is on the casino floor.
In various embodiments, the location of the game communication device can be used to deliver goods and services purchased or ordered by the device user. For example, in various embodiments, the user can purchase food and drink using the device. The location of the device may be used to deliver food and drink to the user, even if the user moves to another subsection after his or her order.
The location of the game communication device can also be used to guide the user to another part of the casino complex. For example, a user on the casino floor who wishes to go to a particular restaurant in the casino complex can be guided based on his or her location. This guidance may then be updated as the user progresses towards the desired location. If the user goes out of the way, the location determination is updated during the user's movement and can be used to warn the user that he is out of the way and to plan a new course to the desired destination.
It should be understood that the above description includes several mounting techniques that can be used according to various embodiments. Other techniques can be used and envisioned according to various embodiments. Various embodiments may be implemented using any suitable technique, either currently existing or still under development.
User Profile According to various embodiments, wireless gaming systems can incorporate user profile elements. For example, one or more user profiles may be generated, maintained, and modified on one or more servers in a gaming system. Generally, a user profile contains information related to each user. The information can be maintained in one or more databases. The information may be accessible to the game server and / or one or more mobile devices. Devices that can access the information include game devices or game management devices, according to certain embodiments. The game management device may include a wireless device used by casino staff to provide game services or game management services.
Various embodiments may include software and / or hardware that allows the preparation, modification, and maintenance of one or more user profiles. That is, one or more user profiles may each include a dataset maintained in a data storage device. The dataset for each individual user profile may reflect any number of parameters or fragments of information related to a particular user corresponding to the profile. Although not intended to be exhaustive, such information may include, for example, game activity preferences such as favorite games and / or game configurations, preferred screen configurations, betting preferences, game location preferences, meals and Other service preferences and the like can be mentioned. The information may also include electronic files such as names, addresses, hotel names and room numbers, telephone numbers, social security numbers, user codes, and fingerprints, voices, employees, retinal scans, or other biometric information. , User identification information may also be included. User profile information may also include information that is relevant to the user but not determined by the user or the user's activities. Such information may include information associated with or part of the profile. For example, an entity such as a casino may include certain rules governing the distribution or provision of advertisements to users as part of its profile. User profile information can include any code, account number, credit information, agreements, interfaces, applications, or any other information associated with the user. Therefore, the user profile information can include any specific information for a given user. For example, profile information can include where a particular user played, skill level, success level, type of game played, and betting style, and trends in information related to the user's activity.
In various embodiments, the user profile information may include concierge or other service information associated with the user. Concierge services include restaurant services, entertainment services, hotel services, money management services, or other suitable services that can be provided to users of gaming devices. For example, restaurant services include, but are not limited to, services that allow a user to order drinks, order meals, make reservations, or perform other restaurant-related actions. As another example, entertainment services, such as, but not limited to, a user purchases a ticket for a show, arranges a reservation or service, performs virtual shopping, arranges a move, or performs other entertainment-related actions. There are services that can be done. Hotel services include, for example, users can check in, check out, book hot springs, review messages, leave messages, list hotel rates, or perform other guest-related actions. Services can be mentioned. Money management services include, for example, services that allow users to move funds, pay fees, or perform other money management actions.
The game system may be configured to provide a new profile for any user who initially uses the game device. Alternatively, a new profile may be provided for previous users who have not played during the predetermined period. The game system may set a profile, monitor the user's activity, adjust the profile, and adjust the information (such as an image) displayed to the user. The game system may be configured to use profile information to modify game information for the user. For example, if a previous user returns to the game system, the system will refer to the profile for that user and that in a previous session of the game the user lost money in craps but won money in blackjack. You may find it. Based on this information, the system may adjust the default game screen to display a blackjack table to the user. As a further example. Profile information may indicate that the user's previous blackjack time was mostly spent at a table of at least $ 25. Following this, the system could make further adjustments to the gaming environment and present a $ 25 table to the blackjack table. In this sense, the gaming system activates personalized wireless games based on one or more criteria maintained in the user profile.
The user profile may be established, maintained and periodically updated as needed to provide the game provider with an enhanced, current and / or customized gaming experience. The update may be based on any suitable trigger, such as the occurrence of an event, the occurrence of user activity, or the passage of a predetermined period of time. Any or all of your profile information may be updated.
caveat In some embodiments, the gaming system may invoke one or more warnings to one or more users based on any number of criteria. For example, the warning may be based on the user's location. The system may also be configured to continue tracking parameters that are otherwise independent. The initiation of the warning may depend on the time parameter. Game alerts can also be based on this information and / or other information maintained in the user profile. The warning may take precedence over the display, and the content and display of the warning may be customized by the user or other entity. As a related concept, the system may be configured to provide guidance and / or maps. Another related concept incorporates the ability of a user to browse an activity or area remotely. Warnings may be generated in response to the presence of data in the user profile. In addition, the content and display of the warning may be determined based on the information in the user profile. Therefore, when a warning occurs and what the warning indicates is customized or adjusted according to the user's preferences (or any other information maintained about the user (eg, in the user profile)). can do.
In some embodiments, the warning may be presented or displayed to the user in a format that is at least partially determined by any parameter described or envisioned herein. For example, when the user is outdoors, this display may be automatically brightened for the purpose of making it easier for the user to view the warning. Warnings may be presented in any combination of text, visual, audio, or any other information exchange format. The warning presented to the user on the screen of the game communication device can be configured in any desired format, for example. Preferably, the information is displayed in a way that conveys a warning message and makes the most effective use of the actual assets on the screen. That is, different warnings of different types or with different priorities can be displayed separately on the game device. For example, more important warnings can be displayed as pop-ups, while a second warning can be scrolled down the screen. The player can register warnings and determine his or her preference for a particular warning configuration.
Guidance information may be provided to one or more users according to some embodiments. Guidance information may accompany the warning. The guidance information may be based on any of the parameters described herein. (For example, profiles, warnings, places, changes in play or other activities, etc.) Information is on activities, places, seats, tables, leisure spots, restaurants, currency exchange cages, information booths, casinos, hotels, sports venues, theaters, etc. It may be for. For example, the guidance may be for a particular table or game area, a casino other than where the user is currently or another user, a restaurant specified in the user profile, a casino sportsbook area, a hotel room, and the like.
Guidance can be presented as voice, text, and / or images (eg, as a map with zoom function). Examples where guidance is provided include that users prefer to play high-limit blackjack on Saturday nights, but do not have a particular casino preference. When the user enters one of the casinos in which the system can operate, the system provides the user with a warning inviting the player to the table of high blackjack and guidance information in the form of a visual route. To do. Another example involves depositing a casino sportsbook with the user and indicating that the user wants to play craps. The device guides the walk to the Claps table. Another example includes the case where the user wants a list of restaurants for dinner. At a given time (eg, 8:00 pm), the system presents the list to the user, allowing the user to make selections and reservations. The system then audibly provides the user with guidance from the user's current location to the selected restaurant. The system may also be configured to provide ancillary information that is at least partially based on warnings, profiles, or guidance information provided. For example, the system attempts the user to go if the user needs a taxi, a train, a jacket and tie, an umbrella, and so on. The user may be notified depending on the location and the route to be taken.
According to various embodiments, the system allows a user to remotely browse an activity or area. For example, a camera (or other browsing device) may be placed through the casino equipment (or other related area). At a kiosk or on a wireless gaming device, the user can "look into" one or more selected areas to view the activity of the selected area. For example, from the pool, the user can know if the Claps table has changed the limit or is filled with people. From the Claps table, users can see if the restaurant or bar is getting crowded.
According to various embodiments, the behavior of warning modules and warning methods is integrated into various techniques for managing user profile information. An example of this aspect is that the system can be configured to recognize that a user has a favorite dealer or caretaker when playing a casino game. When those dealers or caretakers are working, if the user is within an area or distance, invite the user to participate in gaming activities at the particular table where the dealer or caretaker is working. You can send a warning to.
Therefore, when user profile information indicates that one or more predetermined criteria are met, the system may send a warning to the corresponding user or another user. For example, the system can "remember" that the player is a fan of a sports team. The system monitors information about the arrival of an event that includes the team and, at a given point in time, confirms whether the user will place a bet on the event. If there is no input, the system invites the user to visit the sportsbook and place a bet. As another example, the system knows that users prefer a table of at least $ 10 and warns the user to start sitting at such a table. As another example, alerts can be triggered by information that is not directly related to or associated with a particular user (eg, information that does not identify a user). For example, the warning may be triggered by the occurrence of a time or event (eg, odds given to a sporting event that changes by a given amount).
Service application According to various embodiments, the game service can be provided as an add-on application to a pre-existing communication or data service. Therefore, the game service application can be made available for pre-existing communication or data services. For example, a particular radiotelephone or data service customer may be provided with any one or combination of the various gaming service applications described herein as an additional feature bundled with the telephone or data service. be able to. This document may refer to the communication service bundled with the provided game service application as including the pre-existing communication service, but the game service application may refer to the newly started communication service plan. Please be aware that it can be provided and received as part of the accompanying package. In yet other embodiments, the game service may be established first and the communication service may be added later.
Game service applications provided in combination with communication services in bundling or otherwise may be customized to meet the needs of customers, service providers, or both. For example, a service provider may choose to make a game service application available only to a subset of the service provider's customers. Therefore, not all customers associated with a service provider may be offered game services. As another example of a customized game service application, a communications service can provide a customer with many game service plans that provide different levels of service. For example, certain services, such as advertising services and / or advertising services, may be free to customers of communication services. The level of such service may be customer choice, provider choice, or both.
The customer may be billed individually for the add-on game service or in combination with the invoice already received by the customer for the pre-existing communication service. For example, in certain embodiments, the game service may be billed as an add-on in the same way that the caller ID service, call atmosphere service, and call message service are charged in addition to the basic charges associated with the communication service. Good.
Peer-to-peer wireless game According to various embodiments, gaming services enable peer-to-peer wireless gaming. Specifically, this system can allow a plurality of players to participate in the same game activity at the same time from dispersed places. This may be particularly desirable for certain games, such as, but not limited to, horse racing, poker, and blackjack. The system can also allow a single player to participate in multiple positions for a particular game. For example, a user may be allowed to play multiple hands of blackjack. Certain embodiments include features that provide assistance for the user in finding a particular activity. For example, a first player may want to play poker at a table of six. The gaming system may be used to identify a poker table that has a position available for the participation of the first player. In addition or alternatives, the first player may want to play poker at the same table as the second player, and the system may play games in which the second player is already participating. It may be configured to assist the first player in finding.
Location determination techniques may be incorporated to enable peer-to-peer games or related services. For example, a "buddy network" may be set up to track selected group members. For example, a group of friends may all be in a game jurisdiction, but in differently distributed locations within that jurisdiction. The gaming system allows peers to set up a private buddy network for this group of friends. The system allows one or more group members to track one or more other group members. In various embodiments, the system can also allow the exchange of messages with one or more group members. For example, the system also allows members to invite other members to participate in one wireless gaming activity. In addition or alternatives, the System may allow a Member to bet on the performance of another Member participating in a virtual or real game.
Location determination techniques can also be incorporated into the setting of "warning systems". The warning system can be used to invite certain types of players to participate in game activities. Criteria may then be used to identify users of gaming devices that meet the criteria. For example, a game participant may wish to initiate a game activity with other users of the gaming device who are qualified as "big winners" or "big money gamers." As another example, a celebrity user may wish to start a game activity with another celebrity, or an elderly civilian may wish to play a game activity with another senior civilian. In each example, the user may identify a criterion, which can then be used to identify other game participants who meet this criterion for the start of a peer-to-peer game event. ..
It should be understood that the above description includes several mounting techniques that can be used according to various embodiments. Other techniques can be used and envisioned according to various embodiments. Various embodiments may be implemented using any suitable technique, either currently existing or still under development.
Gaming and Wireless Systems Various embodiments include gaming systems that include handheld personal gaming devices. The gaming system can be adapted to present one or more games to one user of a handheld gaming device.
In various embodiments, the gaming system comprises a portable gaming device or interface. The portable game device has a display for displaying game information to the player and at least one input device for receiving input from the player, and can send and receive information to and from a remote device / location. The game system also includes a game server for generating game data, transmitting the game data to the portable game device, and receiving information such as player input from the portable game device. The game system further comprises a payment business server for authenticating payments and establishing qualifications for players playing games provided by the game server via a portable game device.
In various embodiments, the gaming system comprises one or more fixed gaming machines or other devices capable of printing ancillary tickets of value. The portable game device comprises a ticket reader that reads ticket information for use by a payment business server that authenticates ancillary values to allow the player to play the game.
In one or more embodiments, the portable game device communicates with another device (such as a game server) via a wireless communication channel. Appropriate relays and transceivers are provided to allow wireless communication.
In one or more embodiments, the portable gaming device comprises a plurality of interfaces for changing the configuration of the gaming device or interacting with one or more trading services. In some embodiments, a login interface is provided to receive login information about the device user. In various embodiments, the number of interfaces or other features that are allowed to be displayed or accessed is configured depending on the device user. If the game representative identifies himself, an interface can be provided that allows access to various control functions. If the player identifies himself, such control functions may not be accessible, but instead only consumer-related functions such as gameplay may be accessible.
In one or more embodiments, the game system comprises one or more business servers, such as a food transaction server. Using the interface of the portable gaming device, the player or other user may request a service derived from the food trading server. For example, the player may request food, drinks, restaurant reservations or other services.
One or more embodiments include a method of playing a game via a portable gaming device associated with a game network. In some embodiments, the player obtains a portable gaming device, such as by checking the device at a customer service station in a restaurant or at the front desk of a hotel / casino. The player provides the game operator with a value such as a credit card or cash payment. This value is associated with the server and the ticket number is matched against the player tracking number or other identifier.
The game device is configured for the player's play using a login interface. The act of logging in can be performed by a player or a game operator. The player then establishes a qualification to acquire services such as gameplay by demonstrating the existence of value. In some embodiments, the player scans his or her ticket with the ticket reader of the device. The scanned image is sent to the payment transaction server to authenticate the player for gameplay or other service acquisition. If the qualification is verified, the player is allowed to participate in the gameplay or service request.
When the player desires game play, the player gives an instruction by selecting a specific game using the game play interface or the like. Upon receiving the instruction, the game server generates game data and transmits the game data to an individual game device. The transmitted data can include audio and video data in presenting the game for the purpose of use by the personal game device. The player is allowed to participate in the game by inputting to the game server through an individual game device. The game server determines the outcome of the game. If the result is a winning result, a prize will be awarded. The prize may be the amount of cash associated with the player account on the payment transaction server. If the result is a losing result, the bet or bet placed by the player is lost and the amount is deducted from the player account on the trading server.
FIG. 8 is a block diagram of a game system according to various embodiments.
As shown in the figure, the game system B20 includes a plurality of game machines B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, and B22j. In some embodiments, these game consoles B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, B22j are fixed. Generally, game consoles B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, B22j are configured to present one or more games to a player. In various embodiments, the game requires betting or betting, and provides a player who receives a winning result with a prize, such as a monetary prize. These devices can include, for example, video poker and slot machines. In addition, the game system B20 comprises one or more handheld portable gaming devices (PGD) B24. PGD The B24 is also configured to present one or more games to the player and can be used as an access point for a variety of other services, as described below. The device referred to in the specification of the present application as an "individual game device" may be referred to by technical terms such as a portable game interface and an individual game unit, but these are referred to in the present specification regardless of the name of the device. It can have one or more of the features described in the document.
In addition, in various embodiments, the PGD B24 communicates with at least one game server B28. As will be described later, in various embodiments, one or more games presented to the player via the PGD B24 are provided by the game server B28.
The game consoles B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, B22j and their respective PGD B24 communicate with a payment system referred to herein as the "easy pay" system. This system includes a server B26 for sending and receiving information. Generally, the EasyPay system is used to accept payments from players for gameplay and acquisition of other goods and services and to win or pay a prize to the player.
In the illustrated embodiment, the game system B20 comprises other servers B30, B32 for transmitting and / or receiving other information. In some embodiments, one server B30 includes a prize trading server. Another server B32 includes a food trading server. In some embodiments, information can be transmitted between the PGD B24 and these servers B30, B32.
The Easy Pay system according to various embodiments will be described in more detail with reference to FIG. The Easy Pay system can be a component of the prize ticket system that distributes prize ticket vouchers instead of regular monetary prizes or redemptions when the player wins the game or desires a cash refund. .. This ticket may also be used by a gaming machine or other gaming device to provide value such as payment of goods or entry fees for bets or gameplay.
FIG. 9 is a diagram showing some embodiments of the system in a block diagram format. As shown, the first group of game consoles B22a, B22b, B22c, B22d, and B22e are shown to connect to the first office verification terminal (CVT) B34, and the game consoles B22f, B22g, B22h, A second group of B22i, and B22j is shown to connect to a second CVT B36. All game consoles print ticket vouchers that can be exchanged for cash or received as credits or stamps on other game consoles. When the CVTs B34 and B36 are not connected to each other, the ticket voucher from one game console can only be used as a seal on another game console in the game console group connected to the same CVT. For example, the award ticket printed from the game console B22a can be used as a credit for the seal on the game consoles B22b, B22c, B22d, and B22e connected to the shared CVT B34, but each is connected to the CVT B36. Not available for B22f, B22g, B22h, B22i, and B22j.
CVTs B34 and B36 store ticket voucher information corresponding to unprocessed ticket vouchers waiting for redemption. This information is used when the ticket is verified and a refund is made. The CVT B34 and B36 store information for the ticket voucher printed by the game machine connected to the CVT. For example, the CVT B34 stores ticket voucher information for ticket vouchers printed by game consoles B22a, B22b, B22c, B22d, and B22e. When the player wishes to have the ticket voucher refunded and the CVTs B34, B36 are not connected to each other, the player may redeem the voucher printed from a particular game console in the CVT associated with the game console. The ticket voucher is verified by comparing the information obtained from the ticket with the information stored in the CVT in order to refund the ticket voucher. After the ticket voucher has been refunded, the CVT marks the ticket as paid in the database to prevent multiple cashing of tickets with similar information.
Multiple groups of game consoles connected to the CVTs B34 and B36 can be connected together to the mutual verification network B38. A mutual verification network typically includes one or more concentrators B40 that accept input from two or more CVTs, allowing communication of two or more CVTs in both directions using one communication line. The concentrator B40 is connected to a front-end controller B42 capable of polling CVTs B34 and B36 for ticket voucher information. The front-end controller B42 is connected to the EasyPay server B26, which can provide a variety of information services for the prize ticket system, including the checkout unit B44 and the management unit B46.
With the mutual verification network, ticket vouchers generated by any game machine connected to the mutual verification network can be accepted by other game machines in the mutual verification network B38. In addition, the mutual verification network allows cash payment machines at cash payment stations B48, B50, B52 to verify any ticket voucher generated from other game consoles within the mutual verification network B38. To refund the ticket voucher, the player may present the ticket voucher to one of the cash payment stations B48, B50, B52. The information obtained from the ticket voucher is used to verify the ticket by comparing the information on the ticket with the information stored in one of the CVTs B34 and B36 connected to the mutual verification network B38. Be done. When the ticket is validated, this information may be sent to another computer, B54, which provides the audit service.
As mentioned above, the game system B20 can also include one or more handheld PGD B24s. In various embodiments, the PGD B24 is a portable device capable of transmitting and receiving information over a wireless communication link / network.
With reference to FIG. 8 again, the game system B20 comprises a printer B56, wireless communication relays B58 and B60, and wireless transceivers B62, B64, B66 and B68 connected to the remote trading servers B26, B28, B30 and B32. In various embodiments, the player may obtain PGD B24, be given appropriate certification, play one or more games, and / or obtain other services, including food or accommodation services. it can.
FIG. 10 is a diagram showing a block diagram of a PGD B24 and a game and a service system that can be implemented by the game system B20 illustrated in FIG. In various embodiments, the game and service system B100 comprises at least one PGD B24 and a large number of input / output devices. The PGD B24 generally comprises a display screen B102 capable of displaying a large number of game service interfaces B106. The game service interface B106 is generated on the display screen B102 by some kind of microprocessor (not shown) in the BGD B24. The handheld PGD B24, which is compatible with the game service interface B106 shown in FIG. 10, is manufactured, for example, by Symbol Technologies, Inc. of Hostsville, NY, USA. The interface or menu data may be stored in local memory and the data may be transmitted from a remote location (such as a data server) to the PGD B24. This reduces the memory requirements of the device.
The game service interface B106 can be used to provide a variety of game service transactions and game operation services, including presentations for play by one or more game users. The game service interface B106 includes a login interface B105, an input / output interface B108, a transaction arbitration interface B110, a ticket verification interface B115, a prize service interface B120, a food service interface B125, an accommodation service interface B130, and a game operation interface B135. , Gameplay interface B137, which can be accessed via a main menu having a number of submenus that allow a game service representative or player to access different display screens associated with a particular interface.
In one or more embodiments, some or all of the interfaces may be made available to users of PGD B24. For example, in one or more embodiments, the PGD B24 can have the dual purpose of being available to both by the player for gameplay and participation in other activities, providing service to the player. And can also be used by game operators for use in the implementation of management functions. In various embodiments, one PGD B24 may be specifically configured for player-only use and another PGD B24 may be specifically configured for game or other personnel-only use. In such cases, interface B106 may be specially programmed.
In one or more embodiments, only certain interface B106 may be displayed, depending on the state of the user of PGD B24. In some embodiments, the particular interface B106 that is displayed and accessible for use is determined by the user's context indicated through the login function. In various embodiments, when the PGD B24 is operational (such as when the power button is activated), the default state of the PGD B24 is the display of the login interface B105. When a PGD B24 user logs in, the PGD display state changes.
In one or more embodiments, the login interface B105 may allow a game service representative to enter some type of user identification and use a password to authenticate the user identification. When the display screen B102 is a touch screen, the user may use the input stylus B103 and / or one or more input buttons B104 to enter user / operator identification information on the screen including the m login interface B105. .. Using the menu on the display screen of the login interface, the user may select other display screens related to the login and registration process. For example, another display screen obtained through a menu on the display screen of the login interface allows the PGD B24 to scan the fingerprint of a game service representative or a game player for identification purposes. You may.
If the user identifies himself as a game operator or representative, the PGD B24 may be configured to display one or more other interfaces, as listed above and described in detail below. In one or more embodiments, the default situation or login may be a login in "player" mode.
In various embodiments, the login interface B105 allows the player to allow the player access to multiple player services, such as gameplay. You may be able to identify yourself to configure B24. In various embodiments, the login interface B105 includes a request for the user to identify himself as a "player" or "authorized personnel". If "authorized personnel" is selected, the user identification (including password) described above may be required. If "player" is selected, in various embodiments, the player is required to provide an easy pay ticket. As described in detail below, in various embodiments, a player wishing to play one or more games or obtain other goods or services uses an Easy Pay ticket to provide credit or payment for it. To do. The ticket may be obtained by playing a cash payer or another gaming device (devices B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, B22j, etc. in FIG. 8). The ticket may be authenticated through the EasyPay system described above.
In various embodiments, the PGD B24 comprises a ticket reader B145 and a card reader B140. In some embodiments, the ticket reader B145 may be of various types. In some embodiments, the reader comprises an optical scanner that reads the barcode. In this configuration, the user of PGD B24 may simply pass the ticket with the barcode in front of the barcode reader. In some embodiments, the card reader B140 includes a magnetic stripe card type reader for reading information associated with the magnetic stripe of a card such as a player tracking card.
After providing appropriate authorization, users of PGD B24 may be provided with access to one or more subsequent interfaces B106.
In one or more embodiments, the authorized user may be provided with access to the input / output interface B108. In various embodiments, such access is provided only to the operator of the game service, not to the player. In one or more embodiments, the input / output interface B108 is a device capable of inputting game service transaction information and outputting game service transaction information from a list of devices stored in memory on the PGD B24. Allow the user to make a choice. For example, the PGD B24 may communicate with the ticket reader B145. As another example, the PGD B24 may enter information from the card reader B140. Such an input may be useful, for example, when the operator of the game service wants to confirm the reliability of the player tracking card or the like.
The PGD B24 can output game and service transaction information to a number of devices. For example, the PGD B24 can output information to a printer B150 to print a receipt. In this game service transaction, the PGD B24 may send a request to printer B150 and receive a response from printer B150. The printer B150 may be a large device in some fixed location or a portable device carried by a game service representative. As another example, the output device may be a card reader B140 capable of storing information on a magnetic card or smart card. Other devices capable of inputting or outputting information from the PGD B24 are personal digital assistance, microphones, keyboards, storage devices, game consoles and remote trading services.
The PGD B24 can communicate with various input devices and output to the devices using wired and wireless communication interfaces. For example, the PGD B24 may be connected to the printer B150 by some kind of wired connection. However, the PGD B24 may communicate with the remote trading server B160 via a wireless communication interface that includes a spectral spread mobile communication network communication interface. An example of a spectrum-spreading mobile communication network communication interface is Spectrum 24, provided by Symbol Technologies, Inc. of Holtsville, NY, USA, which operates between approximately 2.4 and 2.5 GHz. Information communicated using the wireless communication interface may be encrypted to provide security for certain game service transactions, such as ticket authentication for cash refunds. Some devices may include multiple communication interfaces. Such a spread spectrum mobile communication network is only one possible communication method.
Another type of interface that may be stored in PGD B24 is the award ticket verification interface B115. In some embodiments, this interface is only available to authorized game service representatives, not players. Some embodiments of the award ticket verification interface B115 include an EasyPay ticket voucher system that can authenticate EasyPay tickets as described above. However, when other ticket voucher systems are used, the award ticket verification interface B115 may be designed to interface with other ticket voucher systems. Using the award ticket verification interface B115, the game service representative reads information from the ticket presented to the game service representative by the game player using the ticket reader, and then authenticates the award presented on the ticket. Refunds can be made.
In various embodiments, the award ticket includes game service transaction information that can be authenticated against the information stored on the remote transaction server B160. Authenticating this ticket may require a large number of game transactions. For example, after acquiring the game service transaction information from the award ticket, the PGD B24 sends a ticket authentication request to the remote transaction server B160 using the spread spectrum mobile communication network communication interface, and the remote transaction server B160 sends a ticket authentication response. Can be received. Specifically, the authentication response and authentication request may be for an EasyPay ticket. After the award ticket has been authenticated, the PGD B24 can send a transaction confirmation to the remote trading server B160. The details of the confirmation process of the game service transaction information will be described with reference to FIG. In various embodiments, the prize ticket interface authenticates the prize information from a smart card or some other portable information device, or directly from the game console. It may be configured.
When the game and service transaction is completed, the game and service transaction information is stored in the storage device B155. The storage device B155 may be a remote storage device or a portable storage device. The storage device B155 may be used as a backup for mediation purposes when the memory of the PGD B24 malfunctions, or may be removable from the PGD B24.
The type of game service interface stored in PGD B24 is prize service interface B120. Game players as awards on game consoles (ie, game consoles B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, B22j in FIG. 8) or while playing the game through PGD B24. May receive tickets (such as those issued by other machines) that can be redeemed for prizes, including bicycles, computers or travel bags, and directly (PGD) You may receive such awards (while playing on the B24 itself, etc.). Using the prize service interface B120, the game service representative or player may authenticate the prize service ticket and confirm the availability of a prize. For example, when the prize service ticket indicates that the player has won the bicycle, the game service representative may check if the prize is available in a nearby prize distribution center. Alternatively, the player may be allowed to do the same. In some embodiments, the player is awarded a prize of a particular level, which may include one or more particular commodities at that level. In such cases, the player may use interface B120 to determine what prizes are currently available at the level of the prize just awarded. PGD The B24 may verify the availability of a prize by authenticating the prize ticket and communicating with a remote prize server. In addition, the game service representative may have the prize shipped to the game player's home or may send a request to have the prize sent to the delivery location. Prize Certification Requests Game service transactions required to certify prize tickets, including prize certification responses for swimming, are placed within the prize interface to confirm the availability of prizes and order or ship products. It may be implemented using a screen. The different prize screens in the prize service interface B120 can be accessed using the menus arranged on the respective screens of the prize service interface. In some embodiments, the prize service interface B120 authenticates product information from a smart card or some other portable information device, or authenticates prize information directly from a game console. , May be configured.
The type of game service interface that can be stored in PGD B24 is the food service interface B125. As a prize for the game console or as compensation for a certain amount of gameplay, the game player may receive free food or drink. Using the food service interface B125, players can exchange food or drink prizes, and game service representatives can offer such prizes (eg, prizes that can be offered to players of game device B22a in the form of tickets). You can authenticate and check the availability of prizes. For example, when a game player receives a valid prize ticket for a free meal, the food service interface can be used to confirm the availability of a supper reservation and to make a supper reservation. .. Another example is PGD B24 can be used to order food or drink by the player. Such orders may be processed via remote food server B32 (see also Figure 8). Transactions required to certify a food ticket or award are placed within the food service interface B125 to request the food service and receive a response to the food service request to confirm the availability of the food service. It can be implemented using various display screens. These display screens can be accessed using the menus located on the respective screens of the food service interface. In some embodiments, the food service interface may be configured to authenticate food service information from a smart card or other portable information device.
PGD Another type of game service interface that can be stored in the B24 is the accommodation service interface B130. As a prize for gameplay, or as compensation for a particular amount of gameplay, the game player may receive room upgrades, free night stays or other accommodation prizes. Using the accommodation service interface B130, the player may confirm the availability of a certain accommodation prize. For example, when a game player receives a room upgrade, the accommodation service interface can be used to check room availability and to reserve a room. Regardless of whether the player wins the accommodation award, the player may use the accommodation service interface B130 to reserve a room (such as an additional night stay) or upgrade the room. In some embodiments, the game player is issued a ticket (such as by the stand-alone gaming devices B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, B22j in FIG. 8). The game representative may use the accommodation service interface B130 for the purpose of authenticating the player's prize ticket, confirming the availability of the prize, and setting the prize. As another example, the PGD B24 may be used to order a taxi or some other form of transportation from a gaming console user preparing to leave the gaming area. The game area may be a casino, a hotel, a restaurant, a bar or a store.
The PGD B24 may authenticate the accommodation service award and confirm the availability of a certain accommodation award by communicating with a remote accommodation server. Transactions required to authenticate accommodation tickets, confirm availability of accommodation services, request accommodation services, and receive responses to accommodation service requests are implemented using various display screens located within the accommodation service interface. May be done. This display screen can be accessed using the menus arranged on the respective screens of the accommodation service interface. In some embodiments, the accommodation service interface may be configured to authenticate food service information from a smart card or other portable information device.
Another type of game service interface that can be stored in PGD B24 is the game operation service interface B135. Using the game operation service interface B135, the game service representative can carry out a large number of game service transactions related to the game operation. For example, when a game player spills a drink in the game game area, the game service representative sends a request to maintenance to resolve the event and receives a response from maintenance regarding the request. May be good. The maintenance request and maintenance response may be sent and received via the display screen selected via the on-screen menu of the game operation service interface. As another example, when the game service representative discovers that there is a problem with the game machine, such as a lighting failure, the game service representative will say PGD. B24 may be used to send a maintenance request to the game console. In one or more embodiments, the player may be granted various options through the game service interface B135. For example, the player may be allowed to make a request to a game service representative or clerk using interface B135.
The type of game service interface that can be stored in PGD B24 is the transaction arbitration interface B110. In various embodiments, the PGD B24 includes memory for storing game service transaction information. The memory can record the type and time of a particular game service transaction when it is carried out. At some point, the records of game service transactions stored within the PGD B24 may be compared to the records stored at the alternative location. For example, for prize ticket authentication, a confirmation is sent to the remote server B160 at each time the prize ticket is authenticated and refunded. Therefore, the information about the award ticket that has been authenticated and refunded using PGD B24 must match the information about the PGD transaction stored by the remote server B160. The arbitration process involves using the arbitration interface B110 for comparison of this information. In various embodiments, only game service representatives (not players) are granted access to the transaction arbitration interface B110.
The type of game service interface that can be stored in PGD B24 is the voice interface B138. Using the spread spectrum portable system or other communication network incorporated in PGD, players and / or game service representatives can use PGD B24 as a voice communication device. The voice interface B138 may be used to assist some of the interfaces mentioned above. For example, when a game player spills a drink, a game service representative can use the voice interface B138 on the PGD B24 to send a maintenance request and receive a maintenance response. As another example, when a game player requests certification of a food service such as a free meal, the request uses the voice interface B138 on the PGD B24 to request the player or game in a restaurant or elsewhere. It can be done by the service representative. In some embodiments, the player enters another PGD, such as by entering a code number assigned to the PGD B24 wishing to communicate. Contact with B24 players may be permitted. This allows, for example, couples using two different PGD B24s to communicate with each other. The voice interface B138 also allows the player to contact the front desk of the hotel / casino, the operator of the switchboard at the game location, and the like.
Another type of game service interface that can be stored in the PGD B24D is the gameplay interface B137. In various embodiments, the player is granted access to the gameplay interface B137 for the purpose of selecting one or more games for play. Access to the gameplay interface B137 includes a menu listing one or more games that the player can play through the PGD B24. In various embodiments, gameplay is facilitated by game server B28 (see FIG. 8).
In one or more embodiments, the game control code resides on a secure remote server instead of the PGD B24. Referring to FIG. 8, gameplay data is transmitted from game server B28 to PGD B24 and from PGD B24 to game server B28. Preferably, the PGD B24 is adapted to receive and process data, such as by receiving video data and processing data for presenting information on the display B102. Similarly, the PGD B24 is configured to accept input and send the input or instruction to the game server B28. This configuration has the advantage that all aspects of gameplay in the vicinity can be monitored because the gameplay data needs to pass to or from a remote location. As a result, for example, storage of game software that may be tampered with, copied, etc. in PGD B24 is avoided.
In one or more embodiments, each PGD B24 has a unique identifier that is used to identify which PGD B24 data is transmitted and to which data is transmitted. In some embodiments, the game server B28 can then be used to present the same or different games to multiple players using different PGD B24s, a particular game played in a particular PGD B24. Game data about is directed to PGD B24 with a specific identifier.
PGD B24 can have a variety of configurations, as will be appreciated by those skilled in the art. As mentioned above, the PGD B24 can be used for the game system B20 where the game code is not directly stored in the PGD. In such embodiments, the PGD B24 may have a very limited amount of data memory. In some embodiments, the PGD B24 comprises a processor for executing control codes necessary for the operation of the display B102, the reception of input from the stylus B103, the input button B104, and the like. In addition, the PGD B24 preferably includes a buffer memory for receiving data transmitted from the game server B28. This data includes data for displaying game information such as video and audio content.
Various aspects of the use of PGD B24 described above are described herein. In one or more embodiments, the PGD B24 can be used directly by the player. In various embodiments, the player may use the PGD B24 to play one or more games and obtain goods and services such as food.
The usage of PGD B24 according to some embodiments is shown in FIGS. 11 (a) and 11 (b). In general, the player must first obtain the PGD B24. For example, the player may fully confirm the PGD B24 from the game operator. The player then establishes eligibility to use PGD B24. In some embodiments, the player must indicate the player's status on the login interface and obtain a valid ticket for the purpose of activating the PGD B24. Upon activation, the player uses interface B106 to play games, exchange prizes and prizes, order food and drink, issue reservations, find game operators, and various other prizes and services described in detail below. You are allowed to participate in various transactions such as searching for.
An example of how the player uses the PGD B24 will be described with reference to FIG. 11 (a). In the first step B400, the player first obtains the PGD B24. In some embodiments, the game operator may have a location, such as a hotel / casino front desk, a restaurant reception stand or other desired location where the player can obtain the PGD B24 from a game attendant. In some embodiments, the game operator actually allows the player to hold the PGD B24, such as by renting, selling, or providing the PGD B24.
In step B402, PGD B24 is activated. In some embodiments, this step involves activating PGD B24 (by power switch, etc.) and logging in. In some embodiments, the login interface B105 is automatically displayed when the PGD B24 is started. The login interface B105 may include "player" and "authorized personnel" buttons that can be selected using the stylus B103. The player can indicate the status of the "player" by selecting the player button using the stylus B103.
In some embodiments, the game operator may log in to the player. For example, when a player obtains a PGD B24 from a restaurant waiter, the waiter may log the player in player mode. In some embodiments, the game operator may have one PGD B24 for use by the player and another for use by the game personnel. In such a case, the PGD B24 configured for the player's situation may be automatically configured in player mode after activation.
At step B404, the player establishes a qualification to use PGD B24. In some embodiments, this step comprises providing the player with a valid ticket that can be authenticated using the easy pay portion of the game system B20. In some embodiments, the player may obtain a ticket through the play of a game machine such as the game machines B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, B22j of the game system B20. is there. In some embodiments, the player may be issued a ticket by a game service representative. For example, a player may provide credit (by credit card, cash, etc.) in a cash payment cage and be issued a ticket. The player may also pay cash or the like to the restaurant staff and issue a ticket.
If the player has a ticket, this ticket can be scanned using the PGD B24 ticket reader B145. For example, the player may pass the ticket in front of the ticket reader B145. Once the information is read by PGD B24, this data can be sent to EasyPay Server B26 for authentication. Preferably, this certification confirms that a particular ticket is approved, including the fact that it is unprocessed and has ancillary value.
In one or more embodiments, qualifications may be established by other forms. For example, in some embodiments, qualifications may be established using a player tracking or identification card that can be read using the PGD B24 ticket reader B145.
Establishing qualifications to use PGD B24 confirms that the player has the funds to pay for the services and goods available through the use of PGD B24. However, in one or more embodiments, this step may be deleted. For example, in some embodiments, the player may be allowed to use PGD B24 and then pay for goods or services in other forms. In some embodiments, the player may, for example, order food and then pay the server for the food using room charges or cash at the time the food is delivered. In some embodiments, the player may use a credit card to pay for gameplay or food, etc. In this case, the credit card may be read by the card reader B140 at the time the service or goods are provided or ordered by the player.
In step B406, the player is then allowed to select one or more selections from interface B106. As mentioned above, the player may not be granted access to all interfaces B106. In any case, the player can select a service from the group of interfaces B106 using a stylus B103 or the like. An example of participation in a specific activity using PGD B24 will be described later with reference to FIG. 11 (b).
When the player no longer wants to participate in all activities using the PGD B24, the PGD B24 use session ends at step B408 and, in one or more embodiments, the PGD B24 is returned to the game operator. In various embodiments, the player returns the PGD B24 to the game operator when the player no longer wants to use the PGD B24. At this point, the game operator can confirm that all transactions using the PGD B24 have been completed or completed and pay the player all wins. In some embodiments, the player B24 includes a player's credit (any payment made for the first use of the PGD B24 plus all wins plus all expenses minus all expenses). ) Is issued.
An example of how the PGD B24 is used in which the player selects a gameplay option using access to the gameplay interface B137 will be described in detail later with reference to FIG. 11 (b). At step B410 (which includes a particular embodiment of step B406 of FIG. 11 (a)), the player makes a selection of a "gameplay" event or service using the gameplay interface B137.
In some embodiments, when the player selects the gameplay interface B137, the player may be presented with a menu of one or more games that may allow the player to play. In some embodiments, when the player selects the gameplay interface B137, the PGD B24 sends a signal to the remote game server B28 instructing the game server B28 that the player wants to play the game. May be good. In response, the game server B28 may send the latest game menu for display to the PGD B24. In this configuration, the available game menus may be continually updated at one or more central locations (such as server B28) instead of each PGD B24.
If system B20 allows the player to select a game from the game menu, the method includes a step in which the player selects a particular game to play. When a game is selected, or if only a single game option is provided, game play begins. In some embodiments, the game server B28 transmits data to the PGD B24 for use by the PGD B24 in presenting games such as video and audio content.
In some embodiments, in step B412, the player is required to place a bet or entry fee to participate in the game. In some embodiments, the player can place this bet or entry fee using the EasyPay system. As mentioned above, the player preferably establishes a qualification or other qualification for using the PGD B24 with an Easy Pay ticket, which ticket is for the player to pay for goods and services. Clearly indicate that you have money or credit in an account that can be used for. These services include gameplay services.
In some embodiments, when the player qualifies to use the PGD B24, the value of the player's credit or money is given to the player so that the player visually recalls this amount. Is displayed. When the player begins playing the game, the player may enter a bet or entry fee that does not exceed the value of the credit or money the player has in his or her account. When a player places a bet or entry fee, this information is sent to EasyPay Server B26 and deducted from the player's account. The value of the new credit is then displayed on the player's PGD B24.
In various embodiments, the player may provide credits for bets or entry fees in other forms. For example, the player may pass a credit card through a card reader B140 for the purpose of providing the necessary credits for betting or entry fees.
At step B414, the player is then allowed to participate in the game. In some embodiments, gameplay involves executing the game code and transmitting information to the PGD B24 to present some aspect of the game to the player. When necessary, the player is allowed to provide input, which is transmitted from PGD B24 to game server B28.
As an example of a game, the game can include video poker. In this embodiment, the game server B28 executes code for randomly generating or selecting five cards. Data representing the video image of the card is sent to the PGD B24, and the images of the five cards distributed by this are displayed on the display screen B102.
A "draw" or "stay" instruction may be displayed to the user. At this point, the player may choose one or more cards to keep or exchange. If the player chooses to exchange any card, this instruction is then sent to the game server B28, which randomly generates or selects the exchange card. The data of the exchange card is sent to PGD B24, and the image of the exchange card is displayed.
If a five-card hand (including any exchange card) containing a predetermined winning hand is determined by the game server B28, the player may be paid the winning amount. Otherwise, the player loses his bet or entry fee. This step includes step B416 of the method, which determines the game result.
If the result is a winning result, the player can receive the winning payment by depositing money into the player's account through the EasyPay server B26. In this case, the value of the displayed player's credit is updated to reflect the player's win.
The player may then choose to resume gameplay, play a different game, or select one or more other services provided. In some embodiments, a button such as "return to main menu" that allows the player to return to a display that includes various interfaces B106 may be displayed to the player at all times.
In some embodiments, the player returns the PGD B24 to the game operator when the player completes the use of the PGD B24. For example, the player may return the PGD B24 to a cash payment cage or game service operator. In various embodiments, the game service operator or other party then issues a ticket to the player for any credit or value remaining in the player's account. The PGD B24 may then be shut down in preparation for use by another player. In some embodiments, the PGD B24 may be deactivated by powering down. In some embodiments, a "logout" interface or option may be provided that returns the PGD B24 to the default state that requires the player or user to log in.
PGD B24 may be used by a game service operator. Various examples of such usage will be described in detail later in combination with FIGS. 8 and 9.
When a game service representative contacts a game player looking for a game service in the gameplay area B70 (Fig. 8), the game service representative will refer to the PGD B24 display as described in FIG. Provide the game service required by the game player by using an appropriate game service interface on the screen. For example, when a game player requests authentication of an Easy Pay ticket, the game service representative uses the menu available on the display screen B102 to provide the Easy Pay ticket authentication interface to the PGD B24 display screen. Represented above. The game service representative then scans the EasyPay ticket with a ticket reader connected to the PGD B24 to obtain unique ticket information. The PGD B24 then uses the wireless communication interface to send an EasyPay ticket authentication request to the EasyPay server B26.
In various embodiments, the ticket authentication request consists of one or more information packets for which wireless communication standards are used. Using wireless link B72, one or more information packets containing a ticket authentication request are sent to transceiver B62 connected to the EasyPay server. Transceiver B62 is a communication format used by PGD and is designed to send and receive messages to and from one or more PGD B24s in gameplay area B70. Depending on the location of the PGD B24 in the gameplay area B70, the communication path for bidirectional information packets with the PGD B24 may be through one or more wireless communication relays, including the B58 and B60. For example, when the PGD B24 is located near the game console B22a, the communication path for the message from the PGD B24 to the EasyPay server B26 is from the PGD B24 to the relay B60, from the relay B60 to the relay B58, and from the relay B58 to the transceiver. It may be an easy pay server B26 from the B62 and the transceiver B62. As the location of PGD B24 changes in gameplay area B70, PGD The communication path between B24 and EasyPay Server B26 may change.
After receiving the EasyPay Ticket Authentication response from EasyPay Server B26, the EasyPay Ticket may be authenticated using the appropriate display screen on the PGD B24. After the ticket is refunded in cash, the game service representative may use PGD B24 to send a transaction confirmation to EasyPay Server B26. The transaction history for PGD B24 can be stored in PGD B24 and EasyPay Server B26. The receipt for the transaction may then be printed out. The receipt may be generated from a portable printer carried by a game service representative and connected to the PGD B24 in some way, or the receipt may be generated from a fixed location printer B56.
After providing a number of game services, including a number of game service transactions, to different game players using the PGD B24 in the gameplay area B70, the game service representative logs off the PGD B24 and places it for confidentiality. You may return this. For example, at the end of the shift time, the game service representative may not be assigned to a particular game service representative or another game service representative somewhere. You may check PGD B24. However, before PGD B24 is assigned to another game service representative, the transaction history stored in PGD B24 is arbitrated using a separate transaction history stored in a transaction server such as EasyPay Server B26. You may.
The allocation and deassignment of PGD B24 to game service representatives and the mediation of transactions are carried out for the purposes of confidentiality and auditing. Another security measure that may be used for the PGD B24 is a fixed connection time between the PGD B24 and the trading server. For example, after a PGD B24 is assigned to a Game Service Representative and this Game Service Representative logs in to the PGD B24, the PGD B24 is one or more trading servers, including EasyPay Server B26, Server B28, or Server B32. Can establish communication with. By connecting the trading server to the PGD B24, the PGD B24 can send information to the trading server and receive information from the trading server. The length of this connection may be fixed so that the connection between the PGD B24 and the trading server is automatically terminated after a certain length of time. The login and registration process must be repeated in PGD B24 in order to reconnect to the trading server.
The trading server may provide one or more game service transactions. However, the PGD B24 may connect to multiple trading servers to acquire different game service transactions. For example, server B30 may be a prize service transaction server that enables prize service transactions, and server B415 may be a food transaction server that enables service transactions. When the game service representative receives a prize service request from the game player, the PGD B24 uses the goods trading server B30 using a wireless communication link between the PGD B24 and the transceiver B64 connected to the goods trading server B30. May be used to connect to. Similarly, when a game service representative receives a food service request from a game player, the PGD B24 uses a wireless communication link between the PGD B24 and the transceiver B66 connected to the food trading server B32 to provide food. It may be used to connect to the trading server B32.
Different trading servers, including servers B26, B28, B30, B32, may be on separate networks or linked in some way. For example, server B32 is connected to network B74, server B26 is connected to network B38, server B30 is connected to network B76, and server B28 is connected to network B78. In this embodiment, there is a network link B80 between the network B76 and the network B38. Therefore, server B26 can communicate with server B30 via network link B80. Communication links between different servers allow servers to share game service transactions and allow different communication paths between the PGD and the transaction server. Similarly, network link B82 exists between networks B78 and B38, allowing the game server to communicate with EasyPay server B26.
FIG. 12 is a flow chart showing a method of providing a game service using a handheld type device. At step B500, the game service representative receives the PGD B24 and logs in to assign this device. The confirmation and allocation processes are for confidentiality and audit purposes. At step B505, the game service representative contacts a game player in the game area who requests some kind of game service. In step B510, the game service representative can use the menu on the PGD display screen B102 to provide the requested game service to the game service representative. Select the appropriate interface for B24. In step B515, the game service representative inputs the game service transaction information necessary for carrying out the game service transaction. For example, in order to authenticate the award ticket, the game service representative may use a ticket reader to read information from the ticket. As another example, in order to provide a food service that includes a colored reservation, the game service representative may enter the name of the game player to make the reservation.
In step B520, the transaction information acquired in step B515 is authenticated as necessary. For example, when a player attempts a cash refund of an award ticket, the information from this award is both fair (eg, the ticket may be fake) and not already authenticated. Authenticated to confirm. The authentication process requires a large number of information packet transfers between the PGD B24 and the trading server. Details of the authentication procedure for award ticket authentication are described with reference to FIG. When the transaction information is valid, the game service transaction is provided in step B522. For example, a room may be reserved for a player seeking an accommodation service. The confirmation of the game service representative may be sent to the pulling server for transaction arbitration in step B545. In one or more embodiments, the method may include the step of generating a receipt for a game service transaction.
In step B535, the game player may request another game service after the service is provided. When the game player requests additional game service, the game service representative returns to step B510 and selects the appropriate interface for the game service. When the game player does not request additional game service and it is not the end of the shift time in step B530, the game service representative returns to step B505 to contact the new game player. At step B540, at the end of the shift time, the game service representative may log out of the PGD B24 to check the device in a secure location so that the PGD can be assigned to a different game service representative. In step B545, before PGD B24 is assigned to a different game service representative, the transaction history stored in the PGD is with the transaction previously confirmed using the transaction history server during the game service representative's shift time. Transaction history arbitration is carried out to confirm that they match. PGD The transaction history on the B24 may be stored in the removable memory storage device of the PGD. That is, the memory can be removed for arbitration and replaced with new memory. That is, the device with the new memory can be assigned to the new service representative while the transaction history from the previous game service representative assigned to the device is arbitrated.
FIG. 13 is a flow chart showing a method of authenticating information for providing a game service for individuals. In the embodiment shown, the ticket is authenticated in a manner consistent with the EasyPay ticket system. Easy pay tickets are usually used for prize tickets. However, this system can be adapted to provide tickets for other services, including food services, prize services or accommodation services. In step B600, the request for the game service transaction information read from the ticket is sent to the appropriate transaction server via the wireless communication interface on the PGD B24, as described with reference to FIG. In step B605, the server identifies which business authentication tickets (CVT) B34, B36 own the ticket. When the CVT owns the ticket, the CVT is a CVT Stores information about the status of specific tickets issued by game consoles connected to B34 and B36. At step B610, the server sends a ticket payment request to the CVT identified as the ticket owner. Normally, this payment request indicates that the service on the ticket has been requested. For a cash payment ticket, a payment request means that a request has been made to settle the ticket. For a free meal, a payment request means that a request has been made to obtain the meal. At step B615, the CVT receives a payment request for the ticket and marks the ticket as undecided. While the ticket is undecided, any attempt to authenticate the ticket with similar information will be blocked by the CVT.
In step B620, the CVTs B34 and B36 return a response with contextual information to the server. As an example, the contextual information can be the time and place when the ticket was issued. The information from the CVT to the server can be transmitted as one or more data packets according to the communication standard method shared by the CVT and the server. At step B625, after receiving the authentication response from the CVT, the server marks the payment request as undecided and sends a payment order to the PGD B24. While the payment request is undecided, the server will not accept another ticket with the same information as the ticket for which the payment request is undecided to authenticate.
At step B630, the game service representative can choose to accept or reject the payment order from the server. When the game service representative accepts the payment order from the server in step B640, the PGD B24D sends a response to the transaction server to confirm that the transaction has been executed. The trading server marks the request as paid and prevents another ticket with the same information from being authenticated. At step B645, the server sends a confirmation to the CVT, which allows the CVT to mark the request from undecided to paid. When the game service representative rejects the payment order from the server in step B650, the PGD B24 sends a response to the server to mark the payment order from undecided to unpaid. When a ticket is marked as unpaid, it may be authenticated by another PGD B24 or other authentication device. At step B655, the server sends a response to the CVT marking the payment request from undecided to unpaid, which allows the ticket to be authenticated.
In one or more embodiments of the invention, the ticket may be used to provide credit / value for establishing a right to a service or goods, such as the right to play a game or obtain food. The PGD B24 may include a card reader B140. In such a configuration, the user of PGD B24 can use a credit card or other magnetic stripe card to provide credit / value. In various embodiments, the PGD B24 may include one or more other types of devices, such as smart card readers, for acquiring / receiving information. In such a configuration, the PGD B24 device may read information from a credit card, smart card or other device. These cards may include well-known credit or debit cards. This information may be used to provide credit / value. In the credit card example, the user's account information is read from the card and PGD It may be transmitted from B24 to the control unit B42. Credit card / credit credentials may be associated with a credit card server (not shown). This credit card server may be associated with a bank or casino or other entity remote from the location of use of PGD B24 and Control B42. A communication link may be provided between the control unit B42 and the remote server for transmitting credit card information over these.
In some embodiments, when a player uses a smart card or credit card, the amount of associated credit or value is sent to EasyPay Server B26 as if the credit / value was provided by a ticket. You can handle the credited amount accurately in the same way. When a player requests a cash refund, EasyPay Server B26 has a record of the initial amount credited and any prize, loss or payment amount, and then a ticket representing the entire user's credit. Can be issued to the player.
According to the present invention, a game system including one or more portable game devices is provided. The portable gaming device allows the player to play one or more games in various places such as a hotel room, a restaurant or other places. These locations may be remote from the traditional gaming area where free-standing, generally fixed game consoles are located.
In one or more embodiments, the player can use the portable gaming device not only for gameplay but also for obtaining other goods and services. In addition, in one or more embodiments, the portable game device can also be used by a game service representative to perform a variety of functions and provide a variety of services to the player.
It should be understood that the above description includes several mounting techniques that can be used according to various embodiments. Other techniques can be used and envisioned according to various embodiments. Various embodiments may be implemented using any suitable technique, either currently existing or still under development.
Wireless Dialogue System According to various embodiments, a wireless dialogue game system comprises one or more wireless devices, receivers and a central processor. The wireless dialogue game system can also include terminals that are in communication with the central processor.
In a game environment using a wireless dialogue game system, a player receives a wireless game device from a game facility or a game manager representing a "house". The wireless game device can receive bet information as information input by the player, and can transmit the received bet information together with the identification information to the receiver by wireless transmission.
The wireless dialogue game system can support a large number of wireless game devices in one game facility. The range of wireless transmission from the wireless gaming device can be within 30 meters (100 feet).
According to various embodiments, the player inputs information to the wireless game device by pressing a button or a key on the device. The wireless gaming device may include any number of buttons, eg 5-20, in a keypad-type configuration. The buttons may be marked with the numbers 0-9 and may also have "$ (dollar sign)" and "input" keys, which allows the player to easily enter betting information. In various embodiments, the wireless gaming device comprises at least eight player selection buttons (eg, numbers) and at least five special function buttons (eg, to determine the player's balance). In various embodiments, the player has something to do with the wireless gaming device by passing a smart card, including a mycloculator chip or a magnetic stripe with encoded information, through a smart card reader on the wireless gaming device. Alternatively, you can enter information for all bets.
In various embodiments, the wireless gaming device may include an identifier. The identifier may be, for example, a series of alphanumeric characters, a barcode, or a magnetic stripe attached to the device. In various embodiments, the identifier may be, for example, an electrically erasable programmable digital code stored in a secure memory such as a read-only memory (EEPROM). The identifier may then be directly readable by the game manager in the case of a series of alphanumeric characters, or may be automatically read by a barcode or magnetic stripe reader. In various embodiments, the identifier may be programmed into the EEPROM and read from the EEPROM through an RS-232C port that can be directly connected to an encoder and decoder circuit in the terminal.
The wireless game device may store the encryption key. The encryption key can be used to encrypt the information transmitted from the device to the receiver. Encryption of information transmitted to the receiver can limit tampering with wireless gaming devices and prevent unauthorized or counterfeit devices from being used in the system.
In various embodiments, the encryption key may be stored in EEPROM. EEPROM can have the advantage of being a memory device that is difficult to access without the availability of suitable coding circuits. Therefore, it is assumed that the coding circuit that downloads the encryption key to the device can be kept in a confidential state by the game manager.
Alternatively, the encryption key stored in the EEPROM receives the wireless game device by connecting the terminal directly to the coding and decoding circuit through the port when the wireless game device is supplied to the player. It may be updated and changed for the player. In addition, other digital information related to the game being played may be downloaded from the terminal to EEPROM through a direct connection to the wireless gaming device.
In various embodiments, the microprocessor controls the operation of the wireless gaming device. The microprocessor receives digital betting information entered by the player using the buttons or keys of the wireless gaming device. The microprocessor stores an identification code associated with the wireless gaming device, which is the digital equivalent of the wireless gaming device identifier. The microprocessor also runs a software application for encrypting the identification code and the player's bet information for transmission to the receiver. The software includes an algorithm that uses an encryption key to encrypt a data packet containing an identification code and betting information.
In various embodiments, the wireless gaming device has a unique address for communication with the receiver, i.e. an identification code, and stores a player identifier programmed into the device by a central processor. The wireless gaming device may include a bet amount register, which is maintained and updated using a key on the device. The amount stored in the bet amount register may be included in the transmission from the device to the central processor. The value of the bet register may default to a predetermined amount, for example $ 1, when the device is activated and can be adjusted by the player. The wireless gaming device may also include an account balance register, which is maintained within the device and periodically updated by a central processor. The value of the account balance register may default to $ 0 when the device is initialized.
The wireless game device may include a player function key. Player function keys can be used to accomplish the following functions: 1. Send a message to the receiver. 2. Request account balance information. 3. Adjust the condition of the device. 4. Set the data to be sent in the next message sent. 5. Increment the bet amount register by a predetermined amount, such as $ 10, $ 5, or $ 1. 6. Reset the bet register to a default value such as $ 1.
The firmware of the wireless game device may allow the press of one button or key only every 100 milliseconds. In various embodiments, key presses are not queued. That is, when a key-pressed message is queued for transmission, another player input is accepted after the queued message is transmitted.
The wireless game device may include a transmitter. The transmitter may receive encrypted digital information from the microprocessor and convert it into a signal for wireless transmission to the receiver. The transmitter wirelessly transmits a signal, for example using a radio frequency signal or an infrared signal. Communication between the receiver and the wireless gaming device may be synchronized at 2400 bits per second.
The wireless game device may include an identification circuit that drives the transmitter to periodically transmit an identification signal to the receiver. By using the identification circuit, the receiver and the central processor can confirm that the wireless gaming device is still in operation and is present and functioning in the gaming equipment. Therefore, when the wireless game device is moved from the game equipment, the receiver and the central processor no longer receive and detect the periodic identification signal transmitted by the identification circuit and the transmitter, and the game manager can use this wireless game device. Can be warned that has moved from the game equipment.
The wireless gaming device may include a real-time clock that allows the microprocessor to monitor the current time and date. This clock may consist of a timing circuit. The microprocessor can use the time and date information obtained from the clock to perform calculations and other functions based on the current time and date.
The wireless gaming device may also include tags such as electronic or magnetic components, which activate a warning as it passes through a detector installed at the entrance and / or exit of the gaming equipment. The activation of the warning by passing the tagged wireless game device through the detection device notifies the game manager that the wireless game device is about to be moved from the game equipment.
The wireless gaming device can be powered by a battery source built into the device. A portable power source, such as a battery source, can extend the cordless operation of wireless gaming devices throughout the gaming equipment. The battery source may be part of a removable rechargeable battery that allows the device to be recharged when not in use.
In some embodiments, the wireless game device displays information such as game information on a display screen such as a backlit liquid crystal display (LCD). The LCD can be used to display the values stored in the bet amount register and the account balance register. The wireless gaming device may include a display receiver that receives digital information transmitted from the receiver or from the central processor.
The device may also include a two-color light emitting diode (LED). The two-color LED can display in at least two colors such as red and green. The green light may blink to ensure that it is visible to the player for a certain period of time each time the wireless game device transmits to the receiver. The red light is lit when a key on the wireless gaming device is pressed and may remain lit until the transmission is received by the receiver, when the red light is lit, no additional keystrokes are enabled. .. The wireless gaming device may also include additional light emitting diodes that indicate, for example, that the account balance register has been updated and that the balance information is displayed on the LCD.
The receiver can receive the signal transmitted from the transmitter of the wireless game device. The receiver includes a decoder, which converts the received signal into, for example, digital information. This digital information includes at least the identification code of the wireless game device and the player's betting information. The receiver sends the digital information obtained from the decoder to the central processor. Communication between the central processor and the receiver may be via a serial communication link of RC-232C electronic interface data, using asynchronous communication at either 9600 or 19200 bytes per second in various embodiments.
The receiver may receive signals from many wireless gaming devices, either simultaneously or in rapid succession, using, for example, multiplexing techniques, which allows a large number of players to use their wireless gaming devices. You can use it to place bets at short time intervals. The receiver distinguishes the signals received from various devices by the shore-specific information present in the signals received by the receiver.
The central processor receives the identification information of the wireless game device and the betting information of the player from the receiver. The central processor also uses the encryption key to decrypt this information. The central processor can receive data from multiple wireless gaming devices in an apparently simultaneous fashion.
In various embodiments, the account for the player is stored in a database of the central processor. This database stores the amount of account balance associated with the identifier of the wireless gaming device.
The central processor manages the player account in the database based on the signal received from the player's wireless gaming device when the player places a bet and when the product wins during gameplay. The central processor subtracts money from the balance of the player's account when the player places a bet. The balance of the player account may be automatically increased by the central processor when the player wins the game in which the bet is placed.
The central processor can also store and run software applications that include algorithms for calculating player account balances, bets, and wins. The central processor runs all the algorithms that define what happens to the player's account while the game is in progress when a bet is placed, a win is paid out, and funds are added to the player's account. You must be able to do it.
Algorithms in the software in the central processor can also calculate odds and refunds for a game, such as a lottery game, during gameplay. The odds and refunds at a particular point in time may depend on the characteristics of the game played by the central processor or may change as the game progresses. This algorithm may be executed by a central processor to provide an odds calculation of the occurrence of a particular game event, and related products for the player to accurately predict the occurrence of one of the events. The algorithm may be run continuously for real-time odds and refunds as the game progresses.
The central processor performs various actions on the player's account and, as a result, has various effects on the account. For example, if the player wins the game, a refund credit is given to the account based on the bet. When a player places a bet using a wireless game device, the amount of the bet becomes a liability in the account. When the game manager receives additional funds from the player, the amount of the funds becomes a liability in the balance of the player account. When the game manager closes the player's account and pays the funds, the amount paid becomes a liability in the balance of the player's account.
The central processor may be installed in the gaming equipment that houses the receiver. In various embodiments, the central processor may be installed remotely from the receiver and communicates with the receiver via electronic digital telephone communication such as a serial communication link or wireless transmission. In addition, the central processor may perform a number of functions for different receivers in different gaming environments.
In some embodiments, communication between the central processor, receiver, and wireless gaming device includes polling schemes. Polling allows a large number of gaming devices to communicate using a receiver without interfering with each other. Such polling schemes may include the transmission of digital signals in hexadecimal string format. Preferably, all communication between the central processor, receiver and wireless gaming device is encrypted.
In such polling schemes, hexadecimal characters may be reserved for a particular control protocol. For example, the caution character is a header character used to initiate all communication from the central processor to the receiver, and has the function of explicitly indicating the message and synchronizing the message reception at the receiver. The same function is suggested when a caution letter follows in response to sending a message. The confirmation character is another header character that provides the transmitter with confirmation that the data in the previous message has been authenticated. The confirmation character can also serve as a caution character for the start of subsequent messages. The message end character is used to indicate the end of transmission. Similarly, the complement next-byte character allows the use of reserved protocol characters in normal outgoing messages by avoiding false control signals when the message data matches one of the control characters. When the message byte that needs to be sent matches one of the protocol control characters, the one's complement of the matching message byte is followed by the complement next byte character.
Authentication of received data may be accomplished using a single byte checksum of message information. This checksum may be one's complement of the sum of the original message data, not including the header characters. If the checksum has a value equal to one of the protocol control characters, it will be treated according to the function of the complement next-byte character.
In the polling scheme described above, the link between the central processor and the receiver has three different modes of communication. First, the central processor can send messages targeted at the receiver. Second, the central processor can send messages targeted at wireless gaming devices. Third, the wireless game device can transmit a message targeting the wireless game device. In various embodiments, the message transmitted by the central processor may be in the form of a string formed using the target device identification code, command or message, message end character, and checksum character following the header character. .. The message received by the receiver or the wireless gaming device may be confirmed by transmitting a confirmation character, but the central processor does not need to confirm the message transmitted from the wireless gaming device. Messages transmitted by the central processor and received by the wireless gaming device may be broadcast to all wireless gaming devices. A device address as a broadcast address for all wireless gaming devices may be reserved, and all devices will receive messages sent to this address, in this case from any wireless gaming device. No need to return confirmation.
Each command or message may start with a command code that indicates how the information contained in the message should be used. The command code for the message sent by the central processor to the receiver and wireless gaming device includes: 1. Send a list of device addresses to the receiver. 2. Send account balance information to the device with the specified address. 3. Send a command to disable the addressing device. 4. Send a command to activate the addressing device.
In various embodiments, the message transmitted between the receiver and the wireless gaming device follows the header character, the identification code of the target device, the current bet amount, the request, the command or data, the message end character, and so on. It may be in the form of a character string formed by using a checksum character. Command codes for requests, commands and data transmitted between the receiver and the wireless gaming device include: 1. Read the user identifier. 2. Read the device address. 3. Read the balance register. 4. Read the bet amount register. 5. Provide the status of the device. 6. Write the user identifier. 7. Write the device address. 8. Write the balance register. 9. Write the bet amount register. 10. Run a self-test.
These command codes are used to program the device address and user identifier information into the wireless gaming device and to initialize the device to the default state, i.e. the player's account balance to $ 0. The account balance register and the user identifier contain two characters, the least significant byte and the most significant byte, respectively, and allow the use of a very wide range of numbers for these values.
Various embodiments include a method by which a central processor communicates with a wireless gaming device. The central processor sends a hexadecimal string that includes a header character, a device identification code that follows, a request, a command or data that follows, a message end character that follows, a checksum character that follows, and so on. After transmitting the character string of the central processor, the wireless game device receives this character string, recognizes the identification code, and executes an arbitrary instruction in the character string. When the central processor sends an instruction to all of the wireless gaming devices at the same time, all currently operating devices receive and execute the instruction. The wireless gaming device does not send a confirmation message to the central processor, but the receiver may receive a transmission from the wireless gaming device that the instruction has been properly received. The central processor also communicates with the receiver in a similar manner, except that the receiver may send a confirmation message containing confirmation control protocol characters to the central processor.
Similarly, wireless gaming devices communicate with receivers and central processors, for example using hexadecimal strings. The receiver polls the operating wireless gaming device on a regular and periodic basis for information requests or betting requests. If the player inputs a request to the wireless gaming device after the last time the wireless gaming device was polled, the player's request is transmitted to the receiver.
Various embodiments include a method in which a wireless gaming device receives and relays a player's request to a central processor. First, the player inputs a request to the wireless game device using a button or key. The player presses, for example, a button labeled "input" or "send" to instruct the wireless gaming device to send a request at the next time the receiver polls the wireless gaming device. When this button is pressed, the red light of the two-color LED lights up, thereby notifying the player that the request is awaiting transmission. The request modifies the header character, the identification code (or, alternative, a separate identification column reserved for a special player), the current bet amount, and the player's request (eg, the bet amount). , Or send a balance update), converted to hexadecimal characters, including message end characters, and checksum characters. At the next time the receiver polls the device, the device transmitter sends this string to the receiver. When the wireless gaming device is polled by the receiver, the green light of the two-color LED flashes to notify the player that the request has been sent. The receiver receives the request string and sends this string to the central processor. The central processor then executes the player's request.
Using the terminal, the game manager can process the betting transaction and distribute the wireless game device. In various embodiments, the terminal may include a barcode reader and / or a magnetic stripe reader for quickly entering the identifier of the wireless gaming device prior to distribution of the wireless gaming device to players. Device reading provides the terminal with device information in the form of digital data. The terminal is equipped with a keyboard that allows the game manager to manually input the data transmitted to the central processor. Using a reader, keyboard, or a combination of these, the game manager establishes a player account, increases the balance of the account when the player submits funds to the game manager, and the player When seeking to collect the cash value of your account balance, communicate with the central processor to reduce your account balance.
When the player receives the wireless game device from the game manager, the player establishes the balance of the account associated with the wireless game device and identified by the identifier. The player increases the amount of the account balance by paying additional funds in the form of cash or credit to the game manager who accesses the account stored in the central processor through the terminal and increases the balance of the account. You may.
The wireless game device is returned to the game manager after the player has played one or more games. A reader may be used to read the identifier for the disposal of the player account stored in the database of the central processor. The terminal is provided with a terminal display that informs the game manager of the balance of the player's account so that the player can receive a refund of the cash value of the balance remaining in his or her account.
In some embodiments, an account status display device is installed in the game equipment to display the player's account information. In various embodiments, the display device may be, for example, a liquid crystal display, a cathode ray tube display, or the like. The display device is controlled by a central processor that sends information to the display device for display to the player.
The player looks at the display device, confirms that the bet transmitted from the wireless gaming device is received by the receiver and transmitted to the central processor, decides to financially suspend the player account, and the player. You can see that your win has been credited to your account. The display device displays important information necessary for the player to participate in the game. The information displayed to each player includes the account number, the player's account balance, the player's last bet, and the player's last prize award or win.
The display device is divided into special areas such as a display area, and each area displays account information to one player. The size of the display area may be determined by the size of the display device and the number of players presenting the wireless game device. Assume that only valid accounts are displayed on the display device. If additional display devices are needed to display information about a large number of accounts, the central processor may be configured to drive multiple similar display devices.
Display devices can also be used to display odds and refunds for game bets. Alternatively, a separate display device driven by a central processor may be used to display odds and refund information. In addition, odds and refunds may be shown on display device 21.
Here, the procedure for using the wireless dialogue game device according to some embodiments will be described. In some embodiments, the player submits money, for example $ 100, in the form of cash or credits to the game manager of the gaming equipment to establish an account. The game manager selects the wireless game device and inputs the identifier of the wireless game device into the terminal, for example, using a barcode reader on the terminal. The game manager also enters the amount submitted to the terminal, or $ 100, via the keyboard. The game manager hands the wireless game device to the player and informs the player of an account such as account number 12. Alternatively, the player can identify his / her account number directly from the identifier of the wireless game device. The information entered into the terminal by the game manager is sent to a central processor that establishes a database of account records for the player.
For this example, the central processor may guide the race game in which the player selects the winning race element in order to place a bet on the next race game displayed in the game equipment. To place a bet, the player presses a button on the wireless gaming device.
In some embodiments, the player is first assigned to a race element of his choice, such as "3", and then to a bet amount such as "5" for a bet of $ 5, for example. Press the button corresponding to the number. The player then presses the "Enter" key to send his bet to the central processor.
In an alternative embodiment, the game may be simplified such that all bets are placed against a fixed amount, such as $ 1, by pressing a single button on the wireless gaming device. By pressing the button corresponding to the number assigned to the selected race element, for example "3", the player places a $ 1 bet on race element number 3. The player then presses the "3" button as many times as the number of $ 1 bets he wants to make, for example by pressing "3" five times to bet $ 5 on race element number 3. By pressing, you can place a larger bet on race element number 3.
Each time the player enters a bet, the wireless gaming device generates a data packet containing the player's betting information and the identification code of the wireless gaming device. This data packet is encrypted and transmitted by the transmitter via wireless communication.
The receiver's decoder receives the encrypted data packet transmitted by the transmitter. The encrypted data packet is sent to a central processor where it is decrypted. The central processor updates the player's account in the database by subtracting the bet amount from the player's account balance using the acquired information, and reflects the player's bet in the game.
After the game has been played, the central processor awards the winning player a prize based on the bets placed and the odds associated with the outcome of the winning game. If the player who owns the wireless gaming device is the winner, the central computer updates the player account in the database by adding the prize amount to the player's account balance. Otherwise, the player's account remains unchanged.
When the player finishes the game play in the game equipment, the player returns the wireless game device to the game manager. The game manager inputs the identifier of the wireless game device into the terminal again by using, for example, the barcode reader of the terminal. The terminal accesses the player's account information stored in the database of the central processor in order to obtain the player's remaining account balance. The terminal display shows the game manager the remaining account balance of the player, who then submits the monetary value of this amount to the player. The account is closed and the transaction is recorded in the central processor.
It should be understood that the above description includes several mounting techniques that can be used according to various embodiments. Other techniques can be used and envisioned according to various embodiments. Various embodiments may be implemented using any suitable technique, either currently existing or still under development.
Handheld wireless game player Various embodiments include a handheld wireless gaming device for playing a game of chance. Handheld wireless game consoles are generally wirelessly communicated from 1) a wireless communication interface, 2) a display screen, 3) one or more input mechanisms, and 4) i) a master game controller installed in the game console. The game whose luck depends on the operation instruction received via the interface is presented on the screen, and ii) the information from the input signals generated from one or more input mechanisms is mastered via the wireless communication interface. It may have features including a microprocessor configured to transmit to a game controller. The wireless game player may be used to play at multiple venues physically separated from the location of the game console, where the multiple venues are Keno Parlor, Bingo Parlor, Restaurant, Sportsbook, Bar, etc. Selected from the group consisting of hotel, pool area and casino floor area. Game of chance played by wireless game players consists of slot games, poker, pachinko, multi-handed poker games, Pai Gow poker, blackjack, Keno, Bingo, roulette, claps and card games. It may be selected from the group. Other games are also envisioned in various embodiments.
In various embodiments, the wireless communication interface is selected from the group consisting of IEEE802.11a, IEEE802.11b, IEEE802.11x, hyperlan / 2®, Bluetooth®, and HomeRF®. Communication protocols can be used. The wireless game player may also include a wired network interface to connect the wireless game player to a wired network access point. In addition, the wireless game player may also include a peripheral interface for connecting to a peripheral game device, wherein the peripheral interface is a serial interface, a USB interface, a FireWire® interface, or an IEEE1394 interface. Peripheral game devices may be printers, card readers, hard drives and CD-DVD drives.
In various embodiments, one or more input mechanisms on the wireless game player may be selected from the group consisting of a touch screen, an input switch, an input button and a biometric input device, wherein the biometric input device is a fingerprint reader. But it may be. The wireless game player may also have a removable memory interface for accepting removable memory, where the removable memory unit is for one or more game of chance played on the wireless game player. Stores the image program of. The wireless game player may also include one or more of the following: 1) Audio output interface to accept headphone jack, 2) Antenna, 3) Audio emitter, 4) Battery, 5) Power supply to power wireless game player and charge battery from external power source Interface, 6) Memory unit, which stores image programs for one or more luck-dependent games played by wireless game players, 7) Electronic designed to accept electronic keys Key interface, and 8) Video graphics card for rendering images on the display screen, which can be used to render 2D and 3D graphics.
It should be understood that the above description includes several mounting techniques that can be used according to various embodiments. Other techniques can be used and envisioned according to various embodiments. Various embodiments may be implemented using any suitable technique, either currently existing or still under development.
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Numbers
- Publication
- 2020168385
- Application
- 95169
Titles2
- Japanese
- 手のモーションコントロールを有するゲーム
- English
- Games with hand motion control
Classification
- CPC, 8
- G06F3/011
- A63F2300/1093
- A63F2300/201
- A63F2300/204
- A63F2300/6045
- G07F17/32
- G07F17/3209
- G06V40/107
- IPC, 6
- A63F13 428
- A63F13 211
- A63F13 80
- A63F13 285
- A63F13 54
- G06F3 01