Game with hand motion control
6 claims: 2 independent, 4 dependent
- 1サ ーバを介して ゲーム装置と 通信可能に接続される、バンドを含む機器であって、前記バンドは、電源と、モーションセンサと、電磁送信機及び受信機と、少なくとも1つのオーディオスピーカ及び/又は触覚トランスデューサと、プロセッサと、を備えており、前記バンドは、プレーヤの手首の周りに装着され、前記プロセッサは、前記バンドの位置の変化を示す信号を前記モーションセンサから受信機を介して受信し、前記位置の変化を示す前記信号をエンコードし、該エンコードした信号を、ゲーム装置におけるゲームのゲームコマンドへエンコードされる信号として前記電磁送信機を介して前記ゲーム装置に送信し、前記モーションセンサからの前記位置の変化を示す信号を 送信 した後で、 前記ゲーム装置から受信した 信号を用い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、前記ゲームコマンドに対する前記ゲームの応答に関する情報を前記プレーヤに提供 する、よ うにプログラムされ、前記バンドが前記プレーヤの前記手首に装着された場合であって、前記プレーヤが当該機器によって前記ゲーム装置のサーバにそのプレーヤ自身を識別させた後に、前記プレーヤが、前記ゲームが許容されるゲーム管轄区域内におり且つ基地局の通信カバー領域内にある場合に、前記 位置の変化を示す信号 の前記ゲーム装置への送信が行われる、機器。
- 2前記プロセッサは、 複数種類のゲーム装置に、前記モーションセンサからの前記位置の変化を示す信号を送信可能であると共に、該複数種類のゲーム装置から信号を受信可能である、 請求項1に記載の機器。
- 3前記バンドに取り付けられたスイッチをさらに備え、前記スイッチは2つの安定した位置を有し、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 、 前記電磁送信機に 、 信号を送信するよう指示する、ように動作可能である、請求項1に記載の機器。
- 4サ ーバを介して ゲーム装置と 通信可能に接続される、バンドを含む機器であって、 前記バンドは、プレーヤの手首の周りに装着され、 前記ゲーム装置は、表示スクリーンと、プロセッサと、無線受信機及び送信機と、前記ゲーム装置の近くのゲーム領域で目に見える状態で取り付けられた第1及び第2の光源とを含み、前記第1及び第2の光源は、互いに異なる第1及び第2の特性の光を発するように構成され、且つ角度 を付けて離れて配置される ように構成され、前記バンドは、電源と、前記ゲーム装置の前記無線受信機及び送信機と通信するように設計された電磁送信機及び受信機と、光センサと、前記バンドに取り付けられたプロセッサとを含み、前記プロセッサは、前記光センサから信号を受信し、2つの前記光源の画像を前記2つの光源に対する前記光センサの位置情報に変え、該位置情報をゲームコマンドにエンコードし、前記バンドの前記電磁送信機を介して前記ゲーム装置に信号を送信するようにプログラムされ、前記バンドが前記プレーヤの手首に装着された場合であって、前記プレーヤが前記バンドを介して前記ゲーム装置のサーバにそのプレーヤ自身を識別させた後に、前記プレーヤが、前記ゲーム装置のゲームが許容されるゲーム管轄区域内におり且つ基地局の通信カバー領域内にある場合に、前記信号の前記ゲーム装置への発信が行われる、機器。
- 5前記ゲーム装置は、第1及び第2の装置のそれぞれの第1及び第2のバンドから第1及び第2の無線信号を受信するようにプログラムされ、 前記第1及び第2のバンドのそれぞれは、 前記第1及び第2の無線信号によって、第1及び第2のプレーヤを識別するデータを前記ゲーム装置に通信し、前記バンドのプロセッサは、前記第1及び第2のプレーヤのうちの少なくとも1人に対し、当該プレーヤが使用する前記ゲーム装置に対してプレーヤ自身の識別を尋ねるメッセージを前記ゲーム装置に表示させ、プレーヤに識別を示す入力を入力させるようにプログラムされており、前記入力は、識別されたプレーヤが前記第1又は第2のプレーヤであるかを認証する、請求項4に記載の機器。
- 6前記バンドは、その上に取り付けられた少なくとも1つのオーディオスピーカ及び/又は触覚トランスデューサをさらに有しており、前記プロセッサは、 前記 ゲームコマンドにエンコードされた信号を前記電磁送信機を介してゲーム装置に送信し、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、前記ゲームコマンドに対するゲームの応答に関する情報を第1のプレーヤに提供する、ようにさらにプログラムされる、請求項4に記載の機器。
Independent claims6
942 paragraphs, as filed
This application claims the priority benefit of US patent application Ser. No. 11/754,944, filed May 29, 2007, entitled "Game With Hand Motion Control." The entirety of the aforementioned application is incorporated herein by reference. This application relates to games with hand motion control.
This application relates to games with hand motion control.
<p>The present invention comprises the steps of receiving a first wireless signal from a first device, receiving a second wireless signal from a second device, and determining a first player identifier from the first wireless signal. determining a second player identifier from the second wireless signal; displaying a message requesting the player to identify itself; via a tactile input; receiving an indication of a third player identifier; determining that said third player identifier matches said first player identifier; and receiving a third wireless signal from said first device. interpreting said third wireless signal as a command in a gambling game; and executing said command in said gambling game.</p>
<figref num="1">FIG. 1 illustrates a gaming system according to some embodiments.</figref><figref num="2">FIG. 2 illustrates a communication network according to some embodiments.</figref><figref num="3">FIG. 3 illustrates a gaming service provider communicating with a gaming communication device according to some embodiments.</figref><figref num="4">FIG. 4 illustrates a gaming network according to some embodiments.</figref><figref num="5">FIG. 5 illustrates a gaming system according to some embodiments.</figref><figref num="6">FIG. 6 illustrates a wireless gaming system according to some embodiments.</figref><figref num="7">FIG. 7 illustrates a mobile gaming device with promotional content according to some embodiments.</figref><figref num="8">FIG. 8 is a block diagram of a gaming system according to some embodiments.</figref><figref num="9">FIG. 9 is a block diagram of a payment system forming part of the gaming system shown in FIG. 8, according to some embodiments.</figref><figref num="10">10 is a schematic diagram of a handheld gaming device of the gaming system shown in FIG. 8, according to some embodiments; FIG.</figref><figref num="11a">FIG. 11(a) is a flow diagram of how a player uses a mobile gaming device, according to some embodiments.</figref><figref num="11b">FIG. 11(b) is a flow diagram of a particular method of use of a mobile gaming device by a player, according to some embodiments.</figref><figref num="12">FIG. 12 is a flow diagram of how a mobile gaming device is used by a gaming service operator, according to some embodiments.</figref><figref num="13">FIG. 13 is a flow diagram of a method of using a mobile gaming device, according to some embodiments.</figref><figref num="14a">4 shows some one-camera-based embodiments.</figref><figref num="14b">Figure 3 shows several 3-D (three-dimensional) detection embodiments.</figref><figref num="14c">Fig. 3 shows some embodiments with a two camera "binoculars" stereo camera;</figref><figref num="14d">4 shows some steps according to some embodiments.</figref><figref num="14e">4 illustrates a process for color mapping according to some embodiments;</figref><figref num="15">1 illustrates hardware components of a multi-camera control system implementation and its physical layout according to some embodiments.</figref><figref num="16A">16 illustrates the geometric relationship between the camera and various image regions of FIG. 15, according to some embodiments;</figref><figref num="16B">FIG. 15 shows an image captured by one of the cameras of FIG. 15, according to some embodiments.</figref><figref num="17">FIG. 4 is a flow diagram illustrating a process executed within a microcomputer program associated with a multi-camera control system, according to some embodiments;</figref><figref num="18">18 is a flow diagram illustrating in greater detail a portion of the process illustrated in FIG. 17, particularly the process involved in detecting an object and extracting its position from image signals captured by a camera, according to some embodiments; be.</figref><figref num="19A">19 shows sample image data captured by a camera and presented as a grayscale bitmap image produced by part of the process shown in FIG. 18, according to some embodiments;</figref><figref num="19B">19 shows 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">19 shows 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">19 shows 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 identifying pixels likely to belong to the tracked object in the sample generated by part of the process shown in FIG. 18, according to some embodiments. indicates</figref><figref num="20">Part of the process described in FIG. 18, according to some embodiments, in particular, given a map of pixels identified as likely to belong to the object being tracked, for example the data shown in FIG. 19E 2 is a flow diagram showing in more detail the processes involved in classifying and identifying an object given .</figref><figref num="21A">FIG. 19E shows the sample data presented as a binary bitmap image, presented in FIG. 19E along with the identification of the data samples that the process shown in FIG. 20 selected as belonging to the object in this sample, according to some embodiments; .</figref><figref num="21B">The process outlined in FIG. 20, according to some embodiments, 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 particular point in the graph is identified.</figref><figref num="21C">A different set of samples presented as a binary bitmap image along with the identification of the data samples that the process shown in FIG. 20 selected as belonging to the object and key parts of that object in this sample, according to some embodiments. Show data.</figref><figref num="22">FIG. 19 is a flow diagram showing in more detail a portion of the process shown in FIG. 18, particularly the process involved in generating and maintaining descriptions of background regions occluded by objects, according to some embodiments;</figref><figref num="23A">3 shows the geometry on which Equation 3 is based, ie, the angles that define the position of an object within the field of view of the camera given the position on the image plane where the object was detected, according to some embodiments.</figref><figref num="23B">Equations 4, 5 and 6 show the underlying geometry, ie the relationship between the position of the camera and the object being tracked, according to some embodiments.</figref><figref num="24">8 is a graph illustrating attenuation that may be applied to coordinates given a change in object position to refine Equation 8, position, according to some embodiments;</figref><figref num="25A">4 is an example of an application program in which an object of interest is controlled by a system that controls a screen pointer in two dimensions, according to some embodiments;</figref><figref num="25B">25B illustrates a mapping between real-world coordinates and screen coordinates used by the application program of FIG. 25A, according to some embodiments;</figref><figref num="26A">4 is an example of an application program controlled by a multi-camera control system in which an object of interest controls a screen pointer within a three-dimensional virtual reality environment, according to some embodiments;</figref><figref num="26B">4 is an example of an application program controlled by a multi-camera control system in which an object of interest controls a screen pointer within a three-dimensional virtual reality environment, according to some embodiments;</figref><figref num="27A">FIG. 4 illustrates the division of regions into detection planes used by a gesture detection method to identify gestures that may be associated with an intent to initiate, according to some embodiments; FIG.</figref><figref num="27B">FIG. 4 illustrates the division of a region of interest into detection boxes used by a gesture detection method to identify gestures that may be associated with selecting a cursor direction, according to some embodiments; FIG.</figref><figref num="27C">FIG. 11 illustrates an alternative division of regions into direction detection boxes used by gesture detection to identify gestures that may be associated with selecting a cursor direction, according to some embodiments; FIG.</figref><figref num="27D">27C shows in more detail the relationship of adjacent compartments in FIG. 27C, according to some embodiments.</figref><figref num="28">Figure 3 shows an appearance of a device according to some embodiments, with the device in a neutral position;</figref><figref num="29">29 shows an example internal structure of the implementation of FIG. 28, according to some embodiments.</figref><figref num="30">4 is a flow diagram illustrating another example implementation method in accordance with some embodiments;</figref><figref num="31A">FIG. 31A shows an example of tilted regions defined about a neutral axis, according to some embodiments.</figref><figref num="31B">FIG. 31B shows an example of tilted regions defined around the neutral axis, according to some embodiments.</figref><figref num="31C">FIG. 31C shows an example of tilted regions defined around the neutral axis, according to some embodiments.</figref><figref num="31D">FIG. 31D shows an example of tilted regions defined around the neutral axis, according to some embodiments.</figref><figref num="32">FIG. 4B illustrates an exterior top view of an example apparatus according to another example implementation, in accordance with some embodiments.</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">34A show front and side views, respectively, of the device of FIG. 32 shown in a neutral position, according to some embodiments.</figref><figref num="34B">34B show front and side views, respectively, of the device of FIG. 32 shown in a neutral position, according to some embodiments.</figref><figref num="35A">FIG. 35A shows a front view of the apparatus of FIG. 32 with the apparatus of FIG. 32 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 with the apparatus of FIG. 32 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 device of FIG. 32 with the device of FIG. 32 operated in positive and negative pitch orientations, respectively, according to some embodiments.</figref><figref num="36B">FIG. 36B shows a side view of the device of FIG. 32 with the device of FIG. 32 operated in positive and negative pitch orientations, respectively, according to some embodiments.</figref><figref num="37">4 is a table showing one possible mapping of device orientations used to output signals corresponding to letters and cases that are output when a control is selected, according to some embodiments.</figref><figref num="38A">FIG. 38A shows a menu of symbols displayed according to another example implementation, according to some embodiments.</figref><figref num="38B">FIG. 38B shows a menu of symbols displayed according to another example implementation, according to some embodiments.</figref><figref num="39">FIG. 4 is an exterior view of a gaming system F1, according to some embodiments.</figref><figref num="40">FIG. 40 is a functional block diagram of the game device F3 shown in FIG. 39;</figref><figref num="41">FIG. 40 is a perspective view showing the appearance of the controller F7 shown in FIG. 39;</figref><figref num="42">42 is a perspective view showing the state of the connection cable F79 of the controller F7 shown in FIG. 41 about to be connected to the core unit F70 or disconnected from the core unit F70. FIG.</figref><figref num="43">42 is a perspective view of the core unit F70 shown in FIG. 41 viewed from the upper rear side; FIG.</figref><figref num="44">42 is a perspective view of the core unit F70 shown in FIG. 41 viewed from the front side of the bottom surface; FIG.</figref><figref num="45">42 is a perspective view showing a state in which an upper casing of the core unit F70 shown in FIG. 41 is removed; FIG.</figref><figref num="46">42 is a perspective view showing a state in which a lower casing of the core unit F70 shown in FIG. 41 is removed; FIG.</figref><figref num="47">42 is a perspective view showing a first example of the subunit F76 shown in FIG. 41; FIG.</figref><figref num="48">FIG. 48 is a perspective view of the subunit F76 shown in FIG. 47 with the upper casing removed;</figref><figref num="49A">49A is a top view of a second example of subunit F76 shown in FIG. 41. FIG.</figref><figref num="49B">49B is a bottom view of the second example of subunit F76 shown in FIG. 41. FIG.</figref><figref num="49C">49C is a left side view of the second example of subunit F76 shown in FIG. 41. FIG.</figref><figref num="50">42 is a perspective view of the subunit F76 shown in FIG. 41 viewed from the upper front side; FIG.</figref><figref num="51">42 is a top view showing an example of a first modification of the subunit F76 shown in FIG. 41; FIG.</figref><figref num="52">42 is a top view showing an example of a second modification of the subunit F76 shown in FIG. 41; FIG.</figref><figref num="53">42 is a top view showing an example of a third modification of the subunit F76 shown in FIG. 41; FIG.</figref><figref num="54">42 is a top view showing an example of a fourth modification of the subunit F76 shown in FIG. 41; FIG.</figref><figref num="55">42 is a block diagram showing the structure of a controller F7 shown in FIG. 41; FIG.</figref><figref num="56">FIG. 42 is a schematic diagram showing the state of a game being controlled using the controller F7 shown in FIG. 41; FIG.</figref><figref num="57">An exemplary state of the player holding the core unit F70 with his right hand is shown when viewed from the front side of the core unit F70.</figref><figref num="58">An exemplary state of a player holding core unit F70 with his right hand is shown as viewed from the left side of core unit F70.</figref><figref num="59">Fig. 11 is a schematic diagram showing the viewing angle of LED module F8L, the viewing angle of LED module F8R, and the viewing angle of image pick-up element F743;</figref><figref num="60">Fig. 10 shows an exemplary situation of a player holding subunit F76 with his left hand, as viewed from the right side of subunit F76;</figref><figref num="61">4 shows an exemplary game image displayed on monitor F2 when game device F3 is running a shooting game.</figref>
In various embodiments, a player may use motion as input to a game played on a mobile gaming device. The game may be a gambling game such as a live data game, a slot machine game, a roulette game, a craps game, or any other gambling game. A player may bet on a game and may be in a position to likely make money depending on the outcome of the game. A player may be about to lose money in a game.
Motions used as inputs may include motions of the mobile gaming device itself. Accordingly, the player may tilt, shake, move, rotate, or otherwise move the mobile gaming device. Such movements of the mobile gaming device may be interpreted by hardware sensors and/or software as commands or instructions for game play. Thus, one motion may be viewed as a starting signal for a game or as a signal for cash withdrawal.
In various embodiments, the player may be provided with audio feedback. This audio feedback may be given according to motions made by the player or according to motions perceived by the mobile gaming device. Audio feedback may be given during the motion being made by the player. This audio feedback enhances the gaming experience for the player by providing them with sounds that they would hear while playing the game on a physical game table or stand-alone gaming device such as a slot machine. may be enhanced. Audio feedback may provide information to the player. The audio feedback may tell the player that a motion made by the player was recognized as a command or that a motion made by the player was not recognized as a command.
In various embodiments, the player may be provided with force feedback or haptic feedback. Mobile gaming devices may create motion, pressure, heat, or other tactile or other sensations May use springs, motors, resistors, or other devices to create haptic sensations . Haptic feedback may allow the player to shake the mobile gaming device in the player's hand to feel that he is rolling dice, for example.
In various embodiments, a player may have a wristband. The wristband may include a motion sensor such as an accelerometer to detect motion. A player may move the hand wearing the wristband in a particular way to issue commands into the game. In various embodiments, the wristband may provide tactile feedback.
(Wristband/Bracelet) In various embodiments, a player may wear a bracelet, watch, wristband, or other device around the player's wrist. The wristband may include one or more of the following: (a) a processor (eg, a semiconductor processor); (b) a power source (eg, a battery); (c) a motion sensor (eg, an accelerometer; e.g. gyroscope; e.g. camera for measuring motion based on images of a changing visual); (d) transmitter (e.g. antenna); (e) receiver (e.g. antenna); (f) (g) a display device (eg, a liquid crystal display screen); (h) a speaker (eg, for transmitting audio output); (i) a haptic output device.
(Wristband Records Motion) In various embodiments, the wristband may track motions made by the player wearing the wristband. For example, a motion sensor in the wristband may detect acceleration, change in position, change in orientation, angular displacement, path, trajectory, or any other component of motion. The wristband may track the motion of the hand or wrist that the wristband is worn on. The wristband may store data representing motion. Such data may be stored in memory in the wristband, for example. The wristband may transmit an indication of the motion made to another device, such as to a mobile gaming device, to a stationary gaming device, or to a casino server.
In various embodiments, the wristband may store or transmit raw data, such as data indicative of any readings received from the motion sensor. In various embodiments, the wristband may translate this raw data into more condensed or higher level data. For example, a series of readings from motion sensors in the bracelet may be translated into commands. That is, a player wearing a wristband may make a motion to give a command. The wristband may then store that command rather than the exact position of the wristband as a function of time. The wristband may send commands to another device, eg, via a transmitter on the wristband.
In various embodiments (motions constitute commands in a game), wristband motions may be interpreted as commands in a game. A player may, for example, move his hand up and down to initiate spinning of reels in a slot machine game. (b) keep cards at video poker; (c) discard cards at video poker; (d) double down at blackjack; (f) place a bet of a certain size; (g) view a list of game instructions; (h) initiate a bonus round; (i) place a payline to play. You may move your hand in a manner that represents a command to select, or perform or perform any other command in the game. The wristband may store a table that associates specific motions with specific game commands. 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 transmit the command to a mobile gaming device, stationary gaming device, or another device, such as a casino server. The casino server may relay the command to another device, such as a stationary gaming device or to a mobile gaming device. In various embodiments, this command may then be executed or followed within the game.
(Wristband communicates with mobile gaming device) In various embodiments, a wristband may communicate with a mobile gaming device. This wristband may have an antenna and receiver for this purpose. The mobile gaming device may also have an antenna and receiver for communicating with other devices. The mobile gaming device and wristband may communicate via various protocols such as Bluetooth, Wi-Fi, or any other protocol.
(Wristband Controls Other Devices) The wristband may be in communication with a handheld gaming device, a stationary gaming device, or any other device. The wristband may detect player motion, such as the player's 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 in turn causes the other device to follow the command. In some embodiments, the wristband captures raw data such as a series of positions of 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 commands.
Communicating with Multiple Devices Simultaneously In various embodiments, the wristband may be in communication with more than one device. The wristband may communicate with more than one device simultaneously. The wristband may transmit a single signal that may be received by both the first device and the second device. For example, a command sent by a wristband may be received at a first slot machine and a second slot machine. In some embodiments, the first device and the second device may emit signals at approximately the same time. A wristband may receive both signals.
In some embodiments, a player may identify themselves to more than one device, such as more than one stationary gaming device. Players must provide some proof of identity, such as player tracking cards, biometrics, or devices (such as wristbands). identity) may be given an identifier (eg, a unique identifier) that can be tied to the player. The player may authorize or allow communication between the player's wristband and the two or more devices. As part of the authorization, the player may agree to play the game on each of the two or more devices. Thus, in some embodiments, a player may allow more than one device to interpret signals coming from the player's wristband as command signals to be used within a game. In some embodiments, a player may present his wristband to more than one device. For example, a player may bring the player's wristband to within inches of an RFID reader on a slot machine. This slot machine may receive signals from RFID tags on wristbands. 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, the specific device waits until it receives several stop commands until it detects no further commands (e.g., if the wristband is switched off or taken out of range of the device). The command may be accepted until the time of has elapsed or until some other stopping condition occurs. To resume providing motion-based commands to the device, the player may once again allow receiving and using commands from the player's wristband. For example, a player may present his wristband.
In various embodiments, a player may engage in play on two or more gaming devices simultaneously. A player may make a motion, and an indication of such motion (eg, a command derived from such motion) may be sent to two or more gaming devices. Each of the two or more gaming devices may execute the command. Thus, in some embodiments, a player can conveniently play two or more games simultaneously while avoiding repeating commands for each individual game. For example, a player may use a single wrist shake to start a game on each of two slot machines.
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 may play a game based on this command. A second device may receive the same data from the wristband. This second device may transmit that data (or an interpretation of that data) to the player's friends or other groups so that other groups can follow what the player is doing. The second device may send game outcome indications, payouts and other occurrences related to games played by that player to the player's friends or other groups. In some embodiments, a player may play several games simultaneously using motions from his wristband. Data (such as results) from those games may be transmitted to the casino server or another device. Data may be collected by other groups, such as friends of the player, or by others who will play their own game using random occurrences that occur in the player's game (e.g., others may occur in the player's game). bets based on the outcome of the game).
In various embodiments, a player may play on two gaming devices simultaneously. However, each command produced by a player (eg, through motion) may apply to only one gaming device at a time. For example, a player may generate a first command that applies only to a first game on a first gaming device. This player may then generate a second command that applies only to the second game on the second gaming device. The player may then generate a third command that applies only to the first game on the first gaming device. In various embodiments, two gaming devices may each be controllable by their own set of motion commands, with little or no overlap between the motions used in the commands. Thus, for example, a motion produced by a player may correspond to a command valid on one of the gaming devices, but may not correspond to a command valid on the other gaming device. Different motions may not correspond to commands valid on the first gaming device, but may correspond to commands valid on the second gaming device.
(Time during which no data stream is received from the wristband) In various embodiments, a device may be within communication range of a wristband that is transmitting data, but the device may not be able to receive data. or the device may not be able to interpret the data, or the device may not be able to use the data. The device may be a handheld gaming device or a stationary gaming device such as a slot machine. A device may not be able to use data from a wristband if one or more of the following are true: (a) the player wearing the wristband has not identified itself to the device; (b) the list. (c) the wristband is sending commands that the device does not understand; (d) the player wearing the wristband is at least not making some physical contact (e.g. pressing a button on the device); (e) the player notifying the device that it should expect motion commands from the wristband; (f) the device is currently accepting motion commands from a different wristband; (g) the player does not have a high enough credit balance to play games on the device (e.g., (h) the player has not made physical contact with the device for a predetermined amount of time (e.g., the player has physically pressed a button on the gaming device in the last 10 minutes); not); or if some other situation applies.
(Biometric Authentication as Game Input) In various embodiments, the wristband may be used to measure pulse, temperature, skin conductivity, moisture level, electric fields (e.g., from nerve pulses), muscle tension, or any other signal from the player. Other biometric signals may be sensed. This signal may be translated into numbers. For example, a numerical temperature reading in degrees Fahrenheit may be used as a seed for a random number generator, which is then used to generate results in a game.
In various embodiments, a biometric reading received on the wristband may indicate that the wristband is still being 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 handheld gaming device, stationary gaming device, or another device is currently wearing the wristband (or is believed to be wearing based on biometric signals received from the wristband). ), it may take action based on the signals received from the wristband. In some embodiments, if there is a break in the biometric signal received at the wristband (e.g., the wristband no longer detects a pulse), the wristband is sent to the casino server or some other device. You can send a signal to This signal may indicate that there was an interruption in the biometric signal detected by the wristband. Accordingly, the casino server may instruct other devices not to follow commands or signals received from the wristband until the wristband is re-established on the player. In some embodiments, the wristband is placed on the player in the presence of, or with the assistance of, a casino representative before the signal from the wristband is honored by another device. must be re-established with In some embodiments, if there is a break in the biometric signal detected by the wristband, the wristband may transmit a signal to call medical personnel. For example, the wristband may send a signal to the casino server indicating that a pulse is no longer being detected.
(Wristband broadcasts data identifying the user) In various embodiments, the wristband may transmit or broadcast data identifying the player wearing the wristband. This wristband may be a 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 information about the player that may be used to identify the player. information may be broadcast. In some embodiments, the wristband may transmit signals derived from biometric readings. For example, the wristband may broadcast signals derived from pulse or electrocardiogram readings taken from the player. This biometric reading may serve to uniquely identify the player.
In various embodiments, a signal broadcast from the wristband and identifying the player may grant certain privileges to the player wearing the wristband. A 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). The hotel room door may unlock when the hotel room door receives a signal from the player's wristband that identifies the player. This player may be allowed to gamble on a particular gaming device. The player may be allowed into certain areas of the casino based on the identity provided by the player's wristband. In various embodiments, this wristband may provide the player with an identifier to allow the player to gain access to funds balances or other financial accounts. The player may use the funds to gamble or shop, for example. For example, a player may approach a gaming device. This player may have an account with a positive balance of funds stored on the casino server. When the player's wristband transmits the player identifier to the slot machine, the slot machine may receive the identifier and transmit an indication of the identifier to the casino server. This 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 funds to play games.
In various embodiments, the wristband may be power constrained due to the small available volume within the wristband including the battery or other power source contained therein. This wristband may take various steps to conserve power. In some embodiments, the wristband may periodically transmit signals to another device, such as a mobile gaming device or a stationary gaming device. For example, the wristband may send a signal consisting of a series of bits to the mobile gaming device every 50 milliseconds. This signal may contain data or information describing 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 way through, 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 when the signal is transmitted by the wristband may vary based on the motion of the wristband and/or based on the motion detected by the wristband. good. In various embodiments, the time between when the signal is transmitted by the wristband may vary based on the amount of information the wristband has to communicate to another device. For example, if the player actively engages in the game, the wristband may transmit the signal frequently. If the player is not actively involved in the game (for example, if the player has not started playing the game on a fixed or portable gaming device; For example, if the player is not in an area where gaming is permitted), the wristband may transmit signals relatively infrequently. In various embodiments, when the wristband is not moving, the wristband may periodically transmit a short simple signal indicating that the wristband is still active or ready for use. However, this signal may indicate that the wristband is not currently being used or is not being used for gaming.
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 wristband's own motion may be caused by the motion of the arm to which the wristband is attached. Devices for harnessing electrical energy from motion can include piezoelectric devices or mechanical rotary magnetic generators. Power sources 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, a player may be wearing two wristbands. One wristband may transmit a constant strength signal to the other wristband. Based on the distance between the wristbands, the signal appears relatively strong (eg, if those wristbands are close) or relatively weak (eg, if those wristbands are far) at the receiving wristbands. In this way, how close the wristbands are to each other may be measured. Relative motion of the wristband may be measured with respect to any suitable device. A player may wear the device on another location on his or her body, such as a belt buckle that can transmit or receive signals. The wristband may transmit signals to, or receive signals from, a receiver or the like attached to any fixed device external to the individual, such as a wall, ceiling, floor, or gaming device. good.
In various embodiments, the wristband may detect the motion of drinking. The wristband may detect wrist rotation via an orientation sensor in the wristband. If there is a large rotation of the wrist, it may be inferred that the player has nearly finished the drink and therefore needs to tilt the drink significantly. Accordingly, a casino representative may be instructed to offer the player a new drink and/or the player may be asked if he would like another drink.
(Technologies for Harvesting Energy for Wristbands) Various techniques for harvesting energy from the environment or from ambient conditions are described in the paper by Joseph A. Paradiso and Thad Starner, "Energy Scavenging for Mobile and Wireless Electronics." It is 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 direct energy from remote or non-adjacent sources (eg, tag readers). The tag receives radio frequency energy from a tag reader inductively, capacitively, or thermally.
A solar cell may allow portable devices, such as wristbands, to channel energy from ambient light. An exemplary technology includes crystalline silicon solar cells.
A thermoelectric generator may allow derivation of energy from heat transfer. These power generators take advantage of temperature gradients such as the difference between the body temperature of a person and the temperature of the surrounding air. The Seiko Thermic 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 harvest energy from vibration or motion. Motion may be used to move the mass in a preferred or biased direction. Movement of the mass may be spring wound. That spring energy may then be used to produce direct mechanical energy (e.g., to move the hands of a watch), or a generator magnet, coil, or other energy source to produce electricity. You can move components. Exemplary technologies for harvesting energy from mechanical motion include ETA Autoquartz, Seiko AGS (Automatic Power Generation System), and Ferro Solutions' Harvester. Piezoelectric materials may deform 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 current to generate electricity. Some generators include capacitors with movable plates. On a charged capacitor, induced motion of one of the plates can generate current. Piezoelectric generators and capacitive generators may be used to collect energy from shoes, for example while walking.
Some power plants include turbines that can be driven by ambient airflow.
(Gaming Devices as Antenna Arrays) In various embodiments, two or more stationary gaming devices may each include an antenna array component. When working together, the gaming devices may detect and interpret signals from the mobile gaming device or from the wristband. For example, each of two or more stationary gaming devices may have an antenna. The gaming devices may each receive signals emitted by the mobile gaming device or wristband. The signal received at each of the two or more gaming device antennas may then be amplified, possibly with some temporal delay or phase shift applied at one or more of the gaming devices. Enlarging the received signal with two or more antennas may reduce the signal-to-noise ratio, so signals from a mobile gaming device or wristband can be read with greater accuracy or at greater distances. or may thus allow the mobile gaming device to allow the wristband to transmit with less power, thus benefiting from extended battery life.
(New Battery Every End of Shift) In various embodiments, the battery or power source in the wristband may be routinely replaced on a regular basis. The battery is charged (a) once a day (e.g., at the end of the day); (b) once per shift (e.g., at the end of a casino participant's shift; e.g., at the beginning of a casino participant's shift); (c) once an hour; or may be replaced by any other criteria. In various embodiments, the wristband may include an indicator light or some other output device to indicate the low power level of its battery or power supply. The battery may be replaced or recharged when the indicator light is illuminated.
(The wristband gives the player location information.) In various embodiments, the wristband may broadcast a signal. This signal may include a player identifier such as a name or card number that tracks the player. This signal may contain information about the position of the player. For example, the wristband may collect location information from beacons or satellites, calculate its own location, and transmit the location information to the gaming device or any receiver.
In some embodiments, the wristband measures changes in its position, but not absolute position. A receiver receiving signals from the wristband may be able to determine 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 contain accelerometers or other motion detectors 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 thus measure changes in position (eg, measured in feet or meters) and broadcast this change to the receiver. The wristband may also measure the direction in which the change in position occurred and broadcast this direction to the receiver. Again, the receiver may be able to determine the direction of the wristband from the receiver at the new location of the wristband, but may not be able to determine its distance from the receiver. Based on these two measurements of the orientation of the wristband from the receiver, and based on the distance the wristband has moved, and based on the direction the wristband has moved, the absolute position of the wristband is determined. may This is because in the triangle formed by the receiver, the initial position of the wristband and the final position of the wristband, one side and two adjacent angles will be known. This side is the path that the wristband traveled (assuming it took the shortest path), and these angles are based on the directions in which the receiver detected the wristband at its initial and final positions: and can be found based on how the wristband itself has moved.
Wristbands Used to Control Mobile Gaming Devices In various embodiments, wristbands may be used to control mobile gaming devices. The wristband may transmit signals to the mobile gaming device, where such signals provide instructions or commands regarding how to proceed in the game. Such instructions include instructions to begin playing a game, instructions to hold a particular card, instructions to hit or stand (e.g. in blackjack), instructions to bet on a particular payline. , or any other instruction. The wristband may also transmit signals to the stationary gaming device, where such signals provide instructions or commands to the stationary gaming device as to how to proceed in the game. .
The wristband may measure its own motion via a motion sensor (such as via an accelerometer). The wristband may interpret such motions as commands to be used in the game. To control a handheld or stationary gaming device, the wristband may transmit such commands to such device. In some embodiments, the wristband may record motion data such as distance moved, acceleration, trajectory, velocity, or any other motion data. Motion data may be transmitted to a mobile gaming device or to a stationary gaming device. On mobile or stationary gaming devices, motion may be translated into game commands. In various embodiments, the wristband may transmit either motion data or game commands to the casino server. The casino server may then transmit motion data or game commands to mobile or stationary gaming devices to control such devices.
In various embodiments, the wristband may be used to control or issue commands to any device. Such devices may include point-of-sale terminals, vending machines, kiosks, automated teller machines (ATMs), or any other device. For example, a 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 a command to the ATM. The wristband may send the instructions to the ATM. The ATM may then act on that order, for example by paying the player cash.
(Wristband for 2D Control) In various embodiments, a player may move his or her hand or arm in one plane. Such motion may lead to similar movement of the cursor on the screen. For example, if the player moves his hand first in one direction and then in the opposite direction, the cursor will also move first in one direction and then in the opposite direction. Players may rest their arms on a flat surface such as a table surface. Players may rotate their hands over the table surface, thereby moving their hands in two dimensions. The wristband may thus be used to control the position of the cursor on a screen such as that of a stationary gaming device, mobile gaming device, or other device.
In various embodiments (where the string provides force feedback), the stationary gaming device may include strings, cables, wires, or other similar components. The string may be wrapped around a wheel, mandrel, spindle, shaft, or other device. The gaming device may include a motor for rotating this wheel. Rotation of this wheel in one direction releases more string, while rotation of this wheel in the other direction retracts the string.
In various embodiments, the player may attach the end of the string to the wristband. Depending on the events in the game, the gaming device may either pull the string or untie more strings. This may have the effect of pulling and releasing the player's wrist. This may provide tactile feedback to the player. In some embodiments, a player may intentionally pull the string to produce commands in the game. For example, a player may pull outward on a string to spin the reels of a slot machine game. The faster or harder the player pulls the string, the faster the reels may spin.
Distinguishing Signals from Multiple Wristbands In various embodiments, a gaming device may detect signals from wristbands. The wristband may transmit an identifier to the player so that the gaming device can recognize the player's identity. In various embodiments, when one gaming device detects a signal from the wristband, other gaming devices may also detect the same signal. Thus, in various embodiments, a gaming device may determine whether it was the player's intent to communicate with it or whether it was the player's intent to communicate with a different gaming device.
In various embodiments, a 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, currency may be inserted, and so on. At the same time, the gaming device may detect signals from the wristband. The gaming device may display a message or otherwise ask the player currently playing the machine whether that player is the very person from whom the wristband signal was received. . The gaming device may recognize the player's identity from the wristband signal and thus display the player's name to the player physically present at the gaming device. Once a physically present player recognizes his or her own name, the player may verify that in fact the gaming device is receiving the wristband signal from the player. The gaming device may then allow the player to advance game play using motion controls.
In various embodiments, a gaming device may recognize that a wristband is nearby and that the gaming device is being played by a player who is physically present. Thus, a game may conveniently be started by, for example, physically depressing a button. The gaming device may then ask the physically present player if that player is the same player indicated by the signal received from the wristband. If the physically present player answers affirmatively, the gaming device may ask the player if they would like to proceed using motion control.
In various embodiments, a gaming device may distinguish between multiple signals coming from different wristbands as follows. Each wristband may be associated with a unique identifier. Each wristband may broadcast its own unique identifier. A gaming device may ask a physically present player which identifier corresponds to the player's wristband. In some embodiments, the gaming device may ask the player to enter the player's wristband identifier. If this identifier matches the identifier of a signal received from one of the wristbands, thereafter the gaming device may only react to signals received from that wristband.
In various embodiments, the gaming device may ask the player to bring the wristband near the reader. This reader may be an optical reader, an RFID reader, a magnetic stripe reader, or any other reader. In this way, the signal that belongs to the player physically at the gaming device may be clearly the strongest signal received at that gaming device. The gaming device may then physically allow the player to proceed with play using their wristband. The player may then use some motion controls, or the player may use the motion controls for each command on their gaming device.
Reference Lights on Stationary Gaming Devices In various embodiments, a stationary gaming device may include one or more lights, beacons, transmitters, audio speakers, or other lighting devices. For example, a stationary game device may include two bright lights positioned above the game device. This lighting device may serve as a reference point for the mobile gaming device and/or wristband. The wristband may, for example, detect light or other signals from two lighting devices on the gaming device. The bracelet may use these two light emitting devices as a fixed frame of reference for measuring its orientation. For example, if the two light emitting devices appear side by side from the viewpoint of the wristband, the wristband may be determined to be normal in its orientation. However, if the two light emitting devices appear one on top of the other, the wristband may assume that it has been rotated 90°. In various embodiments, the light emitting devices 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 the wristband or mobile gaming device to distinguish one light emitting device from the other in all orientations, thereby determining its own orientation even more accurately. In various embodiments, a stationary gaming device may have more than two lighting devices. For example, a stationary gaming device may have 3, 4, or 5 lighting devices. In various embodiments, the lighting device may be placed elsewhere than just on the stationary gaming device. For example, the light emitting device may be placed on the ceiling or on the wall.
In various embodiments, a light emitting device may emit light at a particular frequency. A light emitting device may emit red light, green light, infrared light, or light at some other frequency. A light emitting device may emit light at multiple frequencies. For example, the light emitting device may emit white light. The light emitting device may emit sound.
The wristband and/or handheld gaming device may include sensors, cameras, microphones, or other detectors for detecting the output of the lighting device. For example, a wristband may contain a camera. The camera may detect light from lighting devices on the gaming 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, a gaming device need not have a dedicated lighting device for detection by a wristband or handheld gaming device. However, the wristband or handheld gaming device may detect characteristics specific to the gaming device. For example, the gaming device has a candle on top that is intended to light when a casino participant is summoned to the gaming device (e.g., when a player of the gaming device wins a accumulated wager). may be A sensor in the wristband or handheld gaming device may recognize the image of the candle. For example, a wristband may contain a camera. The camera may capture an image and attempt to match a portion of that image with a pre-stored image of the candle on the gaming device. The wristband may determine its 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 90° rotated version of the reference image, the wristband may assume that it has been rotated 90°.
In various embodiments, sensors in the mobile gaming device or wristband may detect other characteristics of the stationary gaming device. The sensor may detect the paytable, screen, handle, bet buttons, coin tray, image on the housing of the gaming device, accumulated wager meter, or any other feature of the gaming device. For any feature, the wristband or mobile gaming device may store a reference image or reference signal. To detect or interpret certain features, the wristband or mobile gaming device may capture an image and attempt to match portions of the image with one or more reference images. In the matching process, the wristband or mobile gaming device may manipulate the captured image and adjust the size or orientation of the captured image in an effort to better match the reference image. If there is a match (e.g., a portion of the captured image matches the coin tray reference image), the wristband or mobile gaming device determines the degree of rotation of the captured image that needed to be matched. may This degree of rotation may then indicate the amount by which the wristband or mobile gaming device has been rotated.
In various embodiments, a gaming device may track motion of a wristband or handheld gaming device. The wristband may include beacons or light emitting devices such as infrared light emitting devices, light emitting diodes, or audio speakers. The wristband may contain more than one light emitting device. A gaming device may include detectors such as cameras, microphones, or antennas. The gaming device may determine the position or relative position of the lighting device on the wristband. For example, in a vertically upright position, two light emitting devices on a wristband may appear side by side. When the wristband is rotated 90°, one light emitting device may appear on top of the other. Accordingly, the gaming device may be able to ascertain the orientation of the wristband based on the relative positions of the two light emitting devices on the wristband. Also, the apparent distance of 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 a wristband appear close to each other, it may be assumed that the wristbands are far apart. On the other hand, if two light emitting devices on the wristband appear far from each other (at least relatively speaking), the wristband may be assumed to be near. By tracking the motion of the wristband or mobile gaming device, the gaming device (eg, slot machine; eg, video poker machine) may ascertain commands intended by the player. A gaming device may execute those commands in the games it plays. The gaming device may also send those commands to another device, such as another stationary gaming device, or to a mobile gaming device, for example.
Screen Guidance for Motion Control In various embodiments, a gaming device, such as a stationary gaming device, may provide instructions to the player on how to use motion control. The description may indicate one or more available commands that the player can give. For example, a gaming device may list commands for: (a) starting a game; (b) making selections in bonus rounds; (c) selecting cards to discard in a game of video poker. (d) choosing whether to hit or stand in a game of blackjack; (e) choosing paylines to bet on; or taking any other action in the game or otherwise. The gaming device may also provide instructions on how to issue commands. The game device may indicate what motion is required to issue the command. A gaming device may show a simple video or animation of people making motions with their hands. Thus, the player may watch a simple video clip of a person moving the player's arm in a particular way next to the potential command. This video clip may repeat constantly or may play on demand (eg, upon player contact). A motion to be done to issue a command may be spelled out in text form, such as "Move your hand to the right twice and then up once". Instructions on how to use the motion controls may be presented in many different forms.
In some embodiments, the person may be guided by instructions and have the opportunity to practice making the motion. For example, instructions for making the motion corresponding to the "start game" command may be played in the form of a video clip. In other words, an animation of a person performing a particular motion may be shown on the display screen of the gaming device. The player may be instructed to repeat the motion with their own wristband. The player may be instructed to follow the video of the motion being performed. If the gaming device recognizes the motion, the gaming device may then ask the player to perform the motion for the next instruction. If the gaming device does not recognize the motion made by the player (e.g., the player makes an incorrect motion), the gaming device may prompt the player to make the motion until the player learns the correct motion. You may ask to repeat.
In various embodiments, when a player is playing a game on the gaming device (e.g., at a slot machine) and when the player makes a motion to issue a command, the gaming device , may provide feedback as to how the gaming device interpreted the player's motion. For example, a gaming device may display a text message, "You have motioned to start a new game."
Time Window for Making Motions In various embodiments, there may be a finite time window when a gaming device (eg, stationary gaming device) will accept motion commands. For example, there may be a 10 second window during 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 speech) during times other than the window in which commands may be registered. The window of time for making motion commands may open and close periodically. For example, a window may open for 10 seconds, then close for 20 seconds, then open again for 10 seconds, and so on. This time window may be extended if the 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 making motion commands closes. In some embodiments, the time window for making motion commands may continue as long as the game is in progress. In some embodiments, the time window for making motion commands may last a predetermined amount of time after the last motion command produced by the player. This may allow the player to continue making motion commands as long as the player wishes. In some embodiments, gaming devices (e.g., stationary gaming devices; For example, there may be a warning or other indicator that the mobile gaming device accepts motion commands. For example, an indicator light on the gaming device may illuminate, or the indicator light may change from one color to another. Thus, for example, the light may be blue when the gaming device accepts motion commands, and the light may be red when the gaming 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 gaming device to be in a state to accept motion commands or instruct the gaming device to ignore motion commands. A player may need to physically touch the gaming device to either switch on or off motion commands. In some embodiments, when a gaming device does not accept motion commands, that gaming device may still respond to motion commands instructing the gaming device to again accept other motion commands. For example, the gaming device may then become receptive to motion commands.
In various embodiments, the first set of motions may correspond to moving a cursor, mouse pointer, or other indicator. A second set of motions may correspond to selecting. For example, if the cursor is resting over the image of a card or button, making a second set of motions is selecting that card (e.g., selecting to discard that card); Alternatively, it may correspond to pressing the button. For example, motions from the second set of motions are used to select an amount to bet, select a payline, select a decision from a menu of decisions, or make any other selection. good too. Motions from the first set of motions may position the cursor for later selection, but may not yet commit the player to a course of action. In some embodiments, forward and reverse (eg, from the player's perspective) motions may correspond to a second set of motions, eg, making a selection. Motions in other directions (eg, upward, downward, leftward, rightward) may correspond to motions from the first set of motions, such as positioning the cursor.
In various embodiments, a player may receive visual feedback as he or she makes motions. The cursor may follow a trajectory created by the player's wristband on the screen of the gaming device (eg, stationary gaming device; eg, handheld gaming device) as the player's hand moves. To make certain commands, the player may need to keep the cursor within certain bounds. 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 make 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, points or dots may be present on the screen. The player may need to make a motion such that the cursor on the screen is moved between two dots. In some embodiments, there may be several dot pairs. The player must move the cursor in some specific order between the various dot pairs in order to issue commands. Different commands may require moving the cursor in different orders between different pairs of dots.
In various embodiments, a player may perform a motion command to position the cursor over a button. To select a button, the player may make further motion commands. Various buttons may correspond to different commands or actions within the game. Thus, by making a motion to position the cursor over the appropriate button, the player may perform the desired command within the game.
(The wristband senses wrist muscle tension in the form of a grasping motion.) In various embodiments, the player wristband may include strain gauges. The wristband may be manufactured from a flexible material such as rubber. The wristband can fit snugly on the player's wrist. If a player closes his fists, he may strain certain wrist muscles. This allows additional loading on the wristband as the circumference of the player's wrist increases. A strain gauge can sense this additional strain on the wristband. The strain gauge can send a signal to the wristband's processor indicating the strain being detected. The strain gauges can also send signals via antennas or other transmitters to another device, such as a mobile gaming device, stationary gaming device, or casino server.
In various embodiments, the wristband may have one or more pressure sensors on the inner surface, eg, the surface that contacts the player's wrist. The pressure sensor can sense pressure from the player's wrist, indicating possible tension in the wrist or flexion of the wrist muscles.
In various embodiments, the wristband may have a temperature sensor. The sensor can detect an increase in temperature at the wrist due to increased blood flow and/or faster burning of energy in the wrist muscles. These sensor readings can correspond to the strain on the player's own wrist, such as when the player performs a grasping motion.
In various embodiments, the electrical activity of nerves or muscles in the wrist can change depending on whether the muscles are tense or relaxed. A sensor in the wristband, such as an antenna, can sense electrical activity at the wrist and 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 selection among multiple options. In various embodiments, wrist muscle tension may correspond to substantially grabbing something in a game. For example, in a bonus round, a game character can grab the knob of one of three doors to open the knob. Tension in the wrist muscles can be induced by a player actually making a grabbing motion (e.g., in the real world) so that the player has the intuition to make a choice or grab something in the game. Grab motion can be used as a static method. Thus, for example, the player can move the cursor by linear displacement of the hand, and select something by making a grabbing motion.
In various embodiments, sensors or detectors can detect grasping motions or other hand or wrist motions even when such sensors are not within the wristband. For example, a camera may capture the motion of the player's hands. Image processing algorithms may be used to recognize motions made by the player's hands. These motions may be translated into commands in the game.
Thad Starner, Joshua Weaver, and Alex Pentland at the Massachusetts Institute of Technology have developed a camera-based system for recognizing American sign language. The system is described in a paper entitled "Real-Time American Sign Language Recognition Using Desk and Wearable Computer Based Video".
(Slot Machine Receiver) In various embodiments, a gaming device, such as a slot machine, may be equipped with a Bluetooth transceiver. The transceiver may be incorporated into the device. The transceiver may also take the form of a Bluetooth dongle that can be connected to a Universal Serial Bus (USB) port of the gaming device. In various embodiments, a gaming device may include a Wi-Fi transceiver. The gaming device may send messages to and receive messages from the wristband or mobile gaming device using Bluetooth, Wi-Fi, or any other communication protocol.
(Components 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, for example, always contains those components in a particular order. For example, the first 3-bit signal may indicate the start of a new message. The next four bits may indicate the type of device giving the transmission (eg, wristband; eg, mobile gaming device). The next 30 bits may give an identifier for the wristband. The next 100-bit signal may give the player name. The next 20 bits may give the command. The next 10 bits may indicate that the signal has ended. In some embodiments, the signal may include one or more of the following portions or regions: (a) a region indicating the start of the signal; (b) indicating the type of device sending the signal. (c) a region indicating the intended reception of the signal (e.g., a unique identifier for a gaming device; e.g., an identifier for a casino server); (d) a region indicating a player identifier; (e) a device identifier. (e.g., a unique identifier for the particular device sending the signal); (f) a region indicating the end of the signal; (g) a region indicating the player name; (i) an area indicating a name identifier (an identifier for the game to which the command applies); (j) an area containing one or more error checks; and any other area.
Confirmation of Player Presence and Identity at Stationary Gaming Device In various embodiments, the wristband can transmit a signal. The signal may be received by a stationary gaming device. The signal may include an identifier for the wristband. The gaming device may 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 may transmit the player's name to the gaming device. In some embodiments, the signal from the wristband may contain the player identifier. The gaming device may 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 can determine the player's name. The gaming device can display a message indicating the player's name. The message may be a greeting. For example, the message could be "Hello Sarah Jones!" The message may also ask the player to confirm his or her identity. Players can: by answering a secret question; by providing a biometric feature (e.g., fingerprint); by inserting a player tracking card; by inserting a credit card; by inserting a bank card; His or her identity can be verified by inserting a driver's license, by flashing any of the aforementioned cards in front of the camera, or by any other modality. In various embodiments, a player can confirm his identity through physical contact with the gaming device. For example, a player can answer a secret question by physically touching letters on the gaming device's touch screen and writing the answer that way. When a player confirms his or her identity through physical contact with a gaming device, the gaming device detects motion based on motion from a person other than the person sitting at the gaming device or by other wireless commands. The game device can be fully guaranteed not to be controlled.
(A Conspicuous Screen for Playing with Motion Control Only) In various embodiments, a casino or other venue may be equipped with a large display screen. The screen can display games. 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 devices 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 game events or game outcomes. Players can give value or currency to gamble by inserting cashless game tickets. Accordingly, associated with the screen may be a ticket deposit and withdrawal device for receiving and distributing cashless game slips (game tickets).
Players can play games on a large display screen. A player can use the motion controls to issue commands in the game. For example, the player's wristband can detect motions made by the player's hands. Motion instructions may be sent 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, motion-controlled games using large display screens 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 large display screens that feature games with motion controls. Such games can be seen by everyone in the row of slot machines. In this way, people who play slot machines can see the game played on the big screen and try motion control itself.
(Wristwatch Toggle Button to Activate or Deactivate a Function) In various embodiments, the wristband includes a switch, button, toggle, or other device for selecting between two or more states. may be provided. A switch may be used to enable or disable motion control. Thus, when the switch is in a certain position, the player wearing the wristband can use the motion controls to control actions in the game. If the switch is in another 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 period of time, the player can press the switch so the motion is disabled. The player would then be able to make wrist gestures without worrying that the gestures would affect the outcome of the game. If the player wants to play the game again and use the game's motion controls, the player can press a switch to enable motion control again.
In various embodiments, the player can use switches or other devices to activate or deactivate other features of the wristband. The player can activate or deactivate the haptic feedback. For example, with a switch in one position, the wristband can give force feedback or tactile feedback to the player. If the switch is in another position, the wristband cannot give such feedback. A player may wish to turn off haptic feedback, for example, to conserve battery life in a wristband. In some embodiments, the player may turn sounds on or off. For example, in at least one state the wristband may emit an audio signal. The audio signal may be game-related (eg, if the player wins, victory music may be played from the wristband). The audio signal may be related to the player's position. For example, the wristband may emit an audio signal when the player enters a restricted area where gaming is not permitted. The audio signal may relate to account balances. For example, the wristband may emit an audio signal when the player's account balance reaches zero. There may be other reasons for the audio signal emitted by the wristband.
In various embodiments, a 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. That button allows the player to change the environment or state of the wristband (eg, turn the sound on or off). The button allows the player to give commands about the game, and such commands may not be motion-based. The sensors may comprise motion sensors such as accelerometers or gyroscopes. The sensor may comprise a position sensor such as a GPS sensor. The sensors may comprise temperature sensors, pressure sensors, strain gauges, microphones, light sensors, or any other sensor. Sensors can perform a variety of functions. Since sensors can detect motion, such motion can be translated into commands. A sensor can sense the position of the player so that the player can be told if the player is within the allowed gaming area. Sensors may be used to sense muscle tension or electrical activity of the player, for example, to drive motion commands. A transmitter may be used to communicate with another device such as a fixed gaming device, a mobile gaming device, or a casino server. A receiver may receive communications from another device such as a mobile gaming device, a stationary gaming device, or a casino server. Communications received on the wristband may reprogram the wristband. Such communication can, for example, give commands to wristbands. For example, a communication received by the wristband may instruct the wristband to stop due to the player's account balance reaching zero.
(holding hands) In various embodiments, the wristbands of two players may interact. The interaction may occur when the wristbands are brought close together. For example, if two players shake hands with wristbands on, the two wristbands can interact.
In various embodiments, a first player's wristband can receive information from a second player's wristband during interaction. The second player's wristband can receive information from the first player's wristband.
In various embodiments, the second player's mobile gaming device can receive information from the first player's wristband. In various embodiments, a first player's mobile gaming device can receive information from a second player's wristband.
In various embodiments, bets can be placed or determined by shaking hands between two players. Technically, in some embodiments, the bet is that the wristbands of the two players will be at a predetermined distance (e.g., 5 inches (12. 7 cm)). In some embodiments, the bet can be made if the wristbands are within a predetermined distance of each other for a predetermined amount of time and if there is a squeezing motion on one or both of the wristbands. The grasping motion corresponds to grasping the hand. When the wristbands are clasped, they may send each other information about the timing of the squeezing motion to ensure that the wristbands are squeezing at the same time. In various embodiments, a first player may predetermine the time of a bet using a stationary gaming device or other device. For example, the first player can place a bet, so the first player wins $1 from the second player if the spin of the roulette wheel lands on black, but the second player wins $1 from the roulette wheel. If your spin lands on red, you win $1 from the 1st player. Once a bet is specified, the first player need only find a second player to hold hands with 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, a first player may be allowed to pre-determine only fair bets (e.g., bets where both sides have an equal chance of winning and/or bets with wins expected to be equal and/or bets where both sides are expected to win and lose zero). In various embodiments, when a player holds hands 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 a bet. To cancel a bet, a player can, for example, press a "cancel" button on his mobile gaming device. No player can cast a bet.
In various embodiments, a first wristband can detect the proximity of another wristband. The wristband may be Bluetooth so that the wristband can detect the proximity of another wristband transmitting in the Bluetooth protocol. In various embodiments, the wristband may be programmed or configured to send and receive signals of other protocols such as Wi-Fi.
In various embodiments, two or more players may hold hands to bet on each other. A winning player may depend on the outcome of some game, such as a game played or simulated by a gaming device. In some embodiments, two players must be in close proximity to a gaming device, such as a stationary gaming device, for a bet to be determined. For example, two players must stand in front of a slot machine in order for a bet to proceed. A player may be required to be within a predetermined distance of a particular gaming device, such as within two feet. One or two player wristbands may communicate with the gaming device indicating that the player has agreed to bet. One or both wristbands can be communicated to the gaming device during bets, such as games on which the bets are dependent. The gaming device can then run the appropriate game to satisfy the bet. For example, if the bet is on a game of video poker, the gaming device is capable of playing a game of video poker. If the bet is on a game of blackjack, the gaming device can execute a game of blackjack. In various embodiments, the wristband can communicate with the gaming device that the player wins under either circumstance. For example, the wristband may say "Joe Smith" wins if the House wins a game of blackjack, while "Jane Smith" wins if the player wins a game of blackjack. Smith' wins and can communicate with the game device. In this case, the player may be referred to as a virtual player being simulated by the gaming device. The gaming device can play Basic Strategy or Optimal Strategy on behalf 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. A player can direct strategy decisions on the gaming device. For example, if two players bet on a game of blackjack, the players can effectively agree to play a game of blackjack with each other. Two players can play on a particular game device. During the course of a game, players can give decisions about the game. A player may give decisions by physically pressing buttons on the gaming device or by physically interacting with the gaming device. The player can also give decisions by using motion controls, for example by using the player's wristband.
(Incentives for shaking hands) In various embodiments, there may be incentives for shaking hands with people. A person's wristband can track the number of times the person has shook hands with someone else and/or the number of people the person has shook hands with. In some embodiments, after shaking hands with each other, the players' wristbands may send a record of the handshake or other instructions to the casino server. Wristbands may transmit identifiers for other players or other wristbands that the player has come into contact with. A casino server and/or a player's wristband may track the number of times a player has shaken hands with another player. The casino server and/or the player's wristband may also track the names or identities of other players with whom the player has held hands. In various embodiments, the player who has shook hands with other players the most over some period of time (eg, a day) may win a prize such as $1000.
In some embodiments, a mixer may be maintained at a casino or associated estate or any other venue. A mixer may be an opportunity for singles to meet, an opportunity for business people to contact, an opportunity for scientists to exchange ideas with colleagues, or any other type of mixer. People may hold hands while mixing. People's wristbands may include names, contact information, e-mail addresses, phone numbers, biographical information, photographs, credentials, place of residence, age, gender, marital status, or any other information that may be appropriate to the situation or any may be automatically exchanged, including other information from
The wristbands of people participating in the mixer can be sent to the casino server or other device information about people who held hands or were contacted. Those who were at the mixer can later log on the website to see a summary list of the people they met. Websites may include contact information about people. In some embodiments, no contact information is provided. Rather, a person must choose who he/she wishes to contact. If a person selects another person, and the other person selects him/her, the website can later give both of them contact information for each other.
In some embodiments, during a handshake, a person's wristband communicates information (e.g., mobile phone) to another person's mobile device (e.g., mobile gaming device; e.g., personal digital assistant; e.g., mobile phone). For example, contact information) can be sent. Thus, at the end of the mixer, a person can store information on the portable device about other people he met during the mixer.
In various embodiments, at the end of the mixer, a person can see his/her images of people they met at the mixer. Viewing images can evoke a person's memory of the people he/she has met. The person can select people he/she is interested in contacting further. The person can then be given their contact information. In some embodiments, the person may only be given their contact information if they are also interested in expecting further contact with the person.
In various embodiments, mixers are maintained in bars, restaurants, lounges, gyms, swimming pools, gambling floors, or any other lounge.
In various embodiments (paying by shaking hands), a player can pay by shaking hands. 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 possess wristbands. When an employee shakes hands with a person (eg, a customer; eg, a player), the employee's wristband can receive communications from the player's wristband. Communications 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 point-of-sale terminal, retail server, casino server, or any other device. Players can then charge up for purchases through credit card networks or other financial networks.
By holding hands with a casino employee, retail store employee, salesperson, or other person, a player may have a limited amount of time to evaluate and cancel a transaction. For example, a player's wristband may also store transaction details after shaking hands with a salesperson. Transaction details may include purchase price, product, delivery method, and the like. A player can bring his or her wristband close to a mobile or stationary gaming device. The wristband can transfer transaction details to a mobile or stationary gaming device. The mobile or stationary gaming device can then display the transaction details about the player. Players can evaluate them and decide whether to cancel them. If the player wishes to cancel, in some embodiments the player may press a button or screen area on the mobile or stationary gaming device. The player may also be required to return to the location where the player bought the product and returned the product.
In various embodiments, players can bring their wristbands close to the reader as a way of paying for commercial transactions. A player may touch the pad with a wristband. For example, a player may place his or her hand on a pad to pay for a drink. The pad may have an antenna or other type of receiver to detect signals from the wristband. The detected signal may include a financial account identifier.
In various embodiments, players may use their game credit balance to pay for purchases or other commercial transactions. A player may have an account of game credits that is stored and tracked on a casino server. When a player holds his or her wristband near a pad or reader to make a purchase, that 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 a second instruction if the player does not have sufficient account balance. good. The first indication may be, for example, a green light. The second indication may be, for example, a red light.
(Wristband Becomes Unclasped) In various embodiments, if the wristband separates from the player (e.g., wristband becomes unclasped), an alert is sent to the casino server. can be The alert may indicate to the casino server that the wristband no longer encircles the player's wrist. In various embodiments, once the wristband is removed, it may cease functioning for gaming purposes. For example, wristbands can no longer be motion controlled. The wristband may also stop communicating player identifiers to the mobile gaming device. Accordingly, the player's mobile gaming device can no longer engage the player in gambling activities. Various other functions of the wristband may also cease once the wristband is removed.
In various embodiments, when a player wishes to restore various functions of the wristband, the player may visit a special service area of the casino, such as the casino desk. The casino employee may then return the wristband to the player. A casino employee may send a special code to the wristband to reactivate the wristband. The casino employee may also check the player's identity by, for example, asking for fingerprints or a driver's license before reapplying the wristband.
In various embodiments, the wristband has one or more features for determining if the wristband has left the player, if the clasp has been removed, or if it has otherwise been tampered with or removed. sensor. For example, a sensor may include an electrical circuit that surrounds the wristband. If the wristband comes off, the circuit can break.
In various embodiments, a wristband or mobile gaming device may rely on continuous or periodic contact with a casino server to function. If a wristband or mobile gaming device loses contact with the casino server, they may stop functioning. In various embodiments, the wristband may periodically communicate with the server. Any input that the wristband receives from the player cannot be acted upon until the next communication is received from the server. For example, if a player moves his hand to make a command, the wristband may save a record of the motion and/or save the command corresponding to the motion. However, the wristband cannot send its commands to another device, such as a handheld gaming device or gaming device on which the player may be playing. Rather, the wristband may store the command until the wristband again receives a communication signal from the server. In this way, the wristband can ensure that no commands or game commands are executed while the wristband cannot contact the casino server. In some embodiments, the wristband may store input received from the player. However, if the wristband does not receive a communication from the casino server within the predetermined time period for receiving the input, the wristband may discard the input. In this way, the player cannot be surprised later when multiple saved commands are executed simultaneously. In various embodiments, a player entering an elevator may not be able to play for some time as communication between his bracelet and the casino server may be cut.
In various embodiments, instead of a wristband that ceases to function if opened or unclasped, the wristband continues to broadcast "I am open" to the server until the server confirms. can also be done. There can be a period of time after the wristband is opened for it to tell the server that it has been opened. Then there may also be a period of time after which it receives confirmation from the server before it stops broadcasting. After the wristband is opened, it may no longer allow some functions (eg, payments to be made using the wristband), but may still allow other functions (eg, motion control). That is, in various embodiments, some functions do not work upon release of the clasp or otherwise upon removal of the wristband.
(The wristband and mobile gaming device can replicate each other's functionality.) In various embodiments, any motion command that can be made on the wristband can also be made on the mobile gaming device. For example, just as wristbands can include sensors that detect acceleration, changes in direction, displacement, and any other motion, so can mobile gaming devices. Similar to the wristband, the mobile gaming device provides a processor to read signals from motion sensors in the mobile gaming device and interpret such motions as commands to be used in the game, or any other commands. be prepared. In various embodiments, any command that can be created via the mobile gaming device can also be created using lists. In various embodiments, the wristband may detect motion made by the player and transmit an indication of that motion to the mobile gaming device. The mobile gaming device may interpret the motion as a command in the game, or any other command. In various embodiments, the mobile gaming device may detect motion and transmit that motion to the wristband. The wristband can interpret the motion as a command in a game, for example. The wristband may then transmit an indication of that command to the stationary gaming device. In various embodiments, any signals or alerts broadcast by the mobile gaming device based on the location of the mobile gaming device may be similar to those broadcast by the wristband based on the location of the wristband. For example, if a player strays outside the legal gaming area, the mobile gaming device or wristband may detect the player's location and issue an audio alert for the player. In various embodiments, any tactile feedback that can be provided by a wristband can also be provided by a mobile gaming device. In various embodiments, the Any tactile feedback that may be provided may also be provided by the wristband. In various embodiments, any information received, determined, or detected by the wristband may be communicated to the mobile gaming device via wireless communication, for example.
The following are embodiments, not claims. Various embodiments include: A. A method comprising: receiving a first wireless signal from a first device; receiving a second wireless signal from a second device. determining a first player identifier from the first wireless signal; determining a second player identifier from the second wireless signal; displaying a message asking the player to identify himself; receiving an indication of a third player identifier via haptic input; determining that the third player identifier matches the first player identifier; receiving a third wireless signal from the first device interpreting the third radio signal as a command in the wagering game; and executing the command in the wagering game.
Executing a command may 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 mobile 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's name. In some embodiments, player names may be found from a database that associates players with other player identifiers (eg, player tracking card numbers) that have player names.
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 indication of the third player identifier via haptic input comprises receiving an indication of the third player identifier being entered using a button. For example, someone may enter the third player identifier by physically pressing a button (eg, a letter key) on the gaming device.
F. The method of embodiment A wherein receiving an indication of the third player identifier via haptic input comprises receiving an indication of the third player identifier being entered using a joystick.
G. The method of embodiment A wherein receiving an indication of the third player identifier via haptic input comprises receiving an indication of the third player identifier being entered using a touch screen.
H. The method of embodiment A wherein receiving an indication of the third player identifier via haptic input comprises receiving an indication of the third player identifier being entered using a trackball.
I. The method of embodiment A, wherein the third wireless signal encodes the set of motions produced 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 components of motion. The numbers can be understood to represent degrees, centimeters, or other units of measurement. In some embodiments, the third wireless signal may include an identifier for one of a set of recognized motions (eg, "motion F"; eg, "zigzag motion").
J. The method of embodiment A wherein interpreting the third wireless signal includes interpreting the third wireless signal as a command to discard a card in a game of video poker.
K. The method of embodiment A wherein interpreting the third wireless signal includes interpreting the third wireless signal as a command to initiate a slot machine game.
L. Equipment including: Bands formed in a loop; power supplies attached to the band; motion sensors attached to the band; electromagnetic transmitters attached to the band; audio speakers attached to the band; a tactile transducer attached to the band; a processor attached to the band; and an electromagnetic receiver attached to the band.
The band can be a metal band, rubber band, chain band, fabric band, leather band, or any other type of band. In some embodiments, the band can be made into a loop by clipping its two ends together. In some embodiments, the band is always in an annular form except for unintentional tearing or tearing.
M. The device of embodiment L, wherein the haptic transducer is operable to generate vibrations in response to electrical signals from the processor. For example, the processor may instruct the haptic transducer to vibrate when a jackpot is won in a game being played by the wearer of the device.
N. The device of embodiment L, wherein the motion sensor is an accelerometer.
O. The device of embodiment L wherein the processor is operable to: receive a first electrical signal from the motion sensor; determine a first command for a first wagering game based on the first electrical signal. send a first command to the electromagnetic transmitter; instruct the electromagnetic transmitter to send the first command to the first game device.
Thus, in various embodiments, a device may detect a player's motion and interpret that motion as commands in a wagering game, such as a slot machine game, a video poker game, a blackjack game, or any other game. . The device then sends commands to a gaming device, such as a slot machine or mobile gaming device, so that the commands can be executed in the game.
P. The apparatus of embodiment L in which the processor is operable to: receive from the electromagnetic receiver instructions wirelessly received by the electromagnetic receiver; receive a second electrical signal from the motion sensor; send the second command to the electromagnetic transmitter; and send the second command to the electromagnetic transmitter to the gaming device. to send to
Q. Further includes a switch attached to the band, the switch has two stable positions, and the processor detects the position of the switch, and tells the electromagnetic transmitter that the switch is the first of the two stable positions. The device of embodiment L operable to direct it to transmit a signal only when in position 1.
In various embodiments, the player may turn 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 can transmit motions or commands to be used in the game. In other states of the switch, such motions or commands cannot be sent. For example, a player may wish to create motions without worrying that such motions may be counted in a game.
The device of embodiment L, further comprising a piezoelectric sensor attached to the R. band. Piezoelectric sensors may detect flexion of the muscles of the player's wrist, for example, via the pressure the muscles exert on the wristband.
S. Equipment including: a housing with a top surface parallel to the ground; a coin hopper located within the housing; a bill validator mounted on the housing; a display screen mounted on the housing; a processor located within the housing; a radio receiver mounted on the housing; a radio transmitter mounted on the housing; a first light source mounted on the top surface of the housing operable to emit light at a first frequency; a second light source mounted at least one foot from the first light source on the top surface of the housing configured to emit light at a different second frequency;
A device may represent a gaming device. The two light sources may provide a fixed reference point against which the wristband or handheld gaming device may determine its own position or orientation. For example, the first light source may be green light and the second light source may be red light. The wristband can, for example, capture an image containing a light source, determine the apparent distance of the light source in the image, and determine its distance from the light source based on the known distance between the two light sources. can detect two light sources.
T. The device of embodiment S in which the processor is operable to: play a wagering game; and alter the course of the wagering game based on wireless signals received at the wireless receiver.
In various embodiments, changing the course of a wagering game may be performed in a wagering game, such as selecting one or more possible cards to keep, or of two or more possible bets. It can involve taking one of two or more possible actions, such as choosing one of them.
(Some Haptic Technologies) The Impulse Stick by Immersion is a commercially available joystick that provides force feedback and is intended for use in harsh environments such as arcades.
The VibeTonz® system from Immersion is a system that can give mobile phones tactile sensations. Such sensations may provide the feel from a machine gun reenactment, the impact and decay of an explosion, or the feel of a foot kicking a ball.
A "haptic interface device" provides haptic sensations (haptic displays) to a user of the sensory interface device in response to the user's interaction with the environment with which the haptic interface device is associated. "Haptic" refers to the sensation of touch: thus, a haptic interface display device may be used to sense the sensation of touch, such as texture, force (e.g., frictional force, magnetic repulsion, or magnetic attraction), vibration, mass, density, viscosity. , produces sensations associated with temperature, humidity, or some combination of such sensations. Haptic interface devices can be embodied in a wide variety of devices, such as devices for transmitting force and/or vibrotactile sensations (e.g., styluses, movable arms, wheels, dials, rollers, sliders, or vibrating surface), devices for transmitting heat sensations (e.g., thermally controlled surfaces or airflows), and devices for transmitting humidity sensations (e.g., humidity-controlled surfaces or airflows). mentioned. Haptic 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 user of the joystick and mouse. Some paging devices are adapted to vibrate when a paging signal is received. Some toys generate vibrations as part of the interaction of the toy. These examples suggest the breadth of applications in which haptic interface devices can be used.
In conventional haptic interface devices, the characteristics of a haptic display experienced by a user are determined by a haptic model that associates the state of one or more aspects of the environment with the haptic sensations imparted to the user. A user interacts with the environment via an environmental interaction model (either directly or via a tactile model) using an environmental interaction control device. The haptic model "interprets" the user interaction with the environment (based on information about the user interaction obtained from either the environment interaction model or the environment) and generates a corresponding haptic display on the haptic display device. . The environmental interaction model can also generate non-tactile displays (eg, visual and/or audio displays) on non-tactile display devices. However, a non-tactile display is not necessarily required.
The magnitude of change in tactile sensation per unit change in state of one or more aspects of the environment is referred to herein as the "resolution" of the tactile display. For example, in a haptic interface device used for video browsing and/or video editing, a knob can be rotated to advance the frame of the video recording, from one video frame to the next in the video recording. and a force is applied in opposition to the rotation of the knob to simulate a detent with a given transition. The resolution of the haptic display in the haptic interface device can be the frequency of detent occurrences in the video recording (eg, the number of video frames between each detent). (As exemplified by the examples discussed further below, it is also possible to define the resolution of the tactile display of such tactile interface devices in terms of the frequency of detents per unit duration over which images are acquired. It is possible.)
Outputs generated by tactile display devices may include, for example, texture, force (e.g., frictional force, magnetic repulsion, or magnetic attraction), vibration, mass, density, viscosity, temperature, humidity sensations, or such. Any 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 embodying the environmental interaction control device, and the tactile display device simulating a detent as a transition. is created from one video frame (or other set of related visual recording data) to the next. Additionally, the haptic model can reproduce various characteristics of haptic sensations, such as inertia, damping, and/or compliance. A tactile display device can utilize a variety of devices to generate a tactile display. For example, devices for generating force and/or vibrotactile sensations can be used as appropriate for the desired tactile display, such devices include, for example, DC servo motors, voice coil motors, linear Actuators, hydraulic actuators, pneumatic actuators, shape memory alloys (SMA) and piezoelectric transducers. Thermal devices can additionally or alternatively be used as appropriate for the desired tactile indication, and include, for example, thermoelectric modules or heater and fan combinations. Humidity devices and/or humidity materials can additionally or alternatively be used as appropriate for the desired tactile indication, such devices include, for example, condensers, atomizers, vapor barriers, and water vapor barriers. materials.
The tactile display device can be embodied by, for example, force-actuated wheels, knobs, handles or arms, heat source and/or heat dissipation devices, or humidification and/or moisture absorption devices.
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 include input keys that provide a clicking sound when moved; keys or touch screens that suddenly move or vibrate in the opposite direction of input; and the direction of input depending on transducers mounted on the device housing. keys that suddenly move or vibrate perpendicular to the
Input mechanisms such as displays and/or keys may be configured to provide active tactile force feedback. Electromechanical transducers, such as voice coil-based linear vibration motors, piezoelectric actuators, or piezoelectric vibrators, are directly mechanically connected to the display device, and electromechanical transducers, such as vibrators, are directly mechanically connected to the keys. It is connected.
In various embodiments, the haptic interface module is configured to output a pulse of predetermined or user-defined amplitude and duration in response to receiving a trigger signal from the phone processor. Alternatively, other interface logic (eg, address decoding logic) is included between the digital signal bus and the haptic interface module. The phone processor is programmed to trigger the haptic interface module in response to predetermined conditions as determined by intelligent manipulation within the phone processor. Optionally, triggering the haptic interface module can be selectively enabled or disabled according to a user-editable configuration setting. A haptic interface module is connected to the electromechanical transducer. An electromechanical transducer is driven by the output of the haptic interface module.
More generally, the electromechanical transducer is preferably driven by a signal containing at least one approximation of a step function. (Note that step functions are mathematical ideals that real-world circuits cannot achieve.) Step functions encompass a wide range of frequencies. By using a drive signal that includes a step function approximation, the electromechanical transducer is caused to fire an impulse of mechanical energy that propagates to the tactile point and is sensed by the user operating the mobile phone. In various embodiments, an electromechanical transducer is driven by a signal that includes one or more pulses. A pulse, eg, a single pulse or a decoded waveform, is generated in response to each detected condition, where the condition represents a particular condition identified by the telephony processor. Using a known pulse is advantageous in that the known pulse generates an impulse of mechanical energy that creates a tactile sensation that simulates the sensation of a previous state with which the user would be familiar. .
The transceiver module, phone processor, A/D, input decoder, D/A 510, haptic interface module, display driver, memory, and display driver are preferably part of an electrical circuit embodied in circuit components. , and are interconnected to the traces of the circuit board.
Alternatively, instead of using a phone processor, a different electrical circuit can be used to drive electromechanical transducers to generate haptic feedback at the haptic points.
The haptic interface module may alternatively be a pulse generator that generates digital pulses of varying width, height, and/or frequency based on instructions from the phone processor. Amplifiers may be required due to impedance matching and current sourcing/sinking capabilities for electromechanical transducers. Alternatively, the haptic interface module could simply be a current amplifier and the pulses could be generated by the phone processor itself. Another possibility is that the haptic interface module contains multiple DACs, which apply analog signals for the case where additional audio channels are included.
Various situations may prompt different haptic responses. For example, on a pager or cell phone, a message or call from your spouse might cause all the tactile points to vibrate, or a message or call from your boss to cause the tactile points to circle around the electronic device. It may vibrate, or a message or call from another person may cause the tactile point to repeatedly vibrate to one side of the electronic device. The use of multiple vibrators in series and adjacent as described creates the illusion of motion (known as a rabbit on skin).
This motion illusion can be used to provide directional information for movement. Back-and-forth motion around the electronic device along one side can also be used to convey information such as attention-grabbing, emphasizing, and general non-verbal information. The electronic device may also relay information on its status, such as out of range, low battery, and busy signals. Such information can be useful while the user is holding the electronic device to his/her ear and cannot easily see the information on the screen.
Multi-localized force feedback can also be used for sensory transmission. Instead of sending voice or text messages, or picture or data files, specific haptic patterns can be sent to other users. A pattern may represent a reminder, a particular mood (eg, thinking of you, I love you, I miss you, etc.), a particular emotion, or any other user-defined content.
Computer devices are widely used for recreational activities such as playing games. Currently popular gaming computer devices include home televisions such as the Nintendo® 64 by Nintendo Corp., the Playstation® by Sony Corp. and the Dreamcast® by Sega Corp. A game machine connected to the Gaming computer devices also include personal computers such as Windows PCs and Macintosh computers. Portable computing devices are also used for entertainment purposes, such as Nintendo's Game Boy®, Palm Computing's PalmPilot® personal digital assistants, and laptop computers. There are many.
Users of these computing devices typically interact with games or other application programs using interface devices connected to a host computer (eg, game console). Such interface devices may include joysticks, gamepads, mice, trackballs, styluses, steering wheels, or other devices. A user moves a user-manipulable object (manipulandum), such as a joystick, wheel, mouse, button, dial, or other object, which is sensed by the host computer and manipulates the graphical environment displayed by the host computer. used to Recently, haptic feedback in interface devices has become available as well, where a host computer and/or a microprocessor on the interface device controls one or more motors that output force to the user. These forces are associated with events or objects in the graphical environment to further immerse the user in the game experience or interface task. Here, the term "haptic feedback" includes both tactile (or vibrotactile) feedback (forces imparted to the user's skin surface) and kinesthetic (forces provided in the manipulandum's degrees of freedom of motion) feedback. is intended.
Current force-feedback "gamepad" controllers (or add-on hardware for gamepad controllers) used to interface with games running on consoles include the Dual Shock by Sony Corp. ), Rumble Pak from Nintendo Corp., and Jump Pack from Sega Corp, and MadCatz Dual Force Racing Other types of handheld controllers such as Wheels are included. These devices are inertial haptic feedback controllers, which utilize one or more motors to vibrate the housing of the controller, thus outputting forces such as vibrations to the user associated with game events and interactions. I will provide a. Typically, an eccentric rotating mass (ERM) motor, or pager motor, is used to generate vibrations on the controller and thus on the user. The motor is rigidly connected to the controller housing and offsets the mass to the rotating shaft offset from the rotation of the axis such that inertial forces from the moving mass rock the motor and gamepad housing back and forth when the shaft is rotated. give.
To reproduce the texture, a force feedback device is preferably used to let the user touch and feel the computer-generated object. The sensation of touch is preferably simulated using a haptic (sensory/touch) interface. A haptic interface is a force-reflecting device that allows a user to touch, feel, manipulate, create, and/or modify simulated three-dimensional objects in a virtual environment. There are a variety of known haptic interface objects, such as planar area interfaces, joysticks, gloves, thimbles, sticks or pens, exoskeletons, treadmills, fans, magnets. Hardware used includes DC brushless motor, potentiometer, IRIS made by Silicon Graphics, Inc. Indigo computer, V25 board computer, 8086 compatible microprocessor, CRT display, stereo imager, magnetic and electromagnetic components, pulley, steel belt driven train, VME bus, decoder, potentiometer, motor controller, decoding devices and cable reducers. The required software can be any of a variety of programming languages (eg, C, C++) that can interface with the visual modeling program.
There is currently no agreement among experts on the "best" type of interface. However, an example of a known haptic interface is the "Phantom Haptic Interface" developed at MIT's Artificial Intelligence Laboratory. Its "Phantom Haptic Interface" delivers precise tactile stimulation to humans at previously unattainable levels of fidelity and convenience. The device is designed to deliver a force that creates a "point contact" that gives the sensation of a fingertip interacting with a wide variety of objects. Only three motors and three sensors are required to achieve this, and the device provides a computationally and mechanically tractable method of enabling tactile interaction with complex virtual objects. .
Haptic interfaces allow users to touch and manipulate virtual computer-generated objects in ways that evoke "real" tactile sensations. This technique allows a user in front of a computer terminal to touch objects that exist only in the "brain" of the computer. By sending the correct digital signals to a master haptic interface device at a remote user location, the master device can be used to make users feel as if they are performing a real task. In fact, the user may simply be interacting via a motor with a computer program.
Various embodiments are optically based and typically use discreet special data on or embedded in objects whose 3D positions and/or orientations are desired to be input into the computer. Typically such data is viewed with one TV camera or two TV cameras forming a stereo pair. The position of the camera can be near the computer display from which it looks out, or near the human work or play area.
Beads, such as those of retroreflective glass bead tape or composed of Scotchlite 7615 from 3M Co., provide points, lines, or other desired shaped data that can be easily attached to any desired object. and provides high brightness and contrast to surrounding objects such as people, cloth, rooms, etc. when illuminated with incident light along the optical axis of vision, such as the optical axis of a TV camera. have. This also allows the camera to be used in normal environments and has a fast integration time capable of capturing the general motion desired, and makes the data easily distinguishable, which saves computer processing time. and significantly reduce processing costs.
Figure 14a Figure 14a illustrates an exemplary single camera according to an embodiment. In this case, to cause display device C7 to generate a signal to activate the object or move it (e.g., subsequent finger motion or otherwise), user C5 displays an electronic image on screen C7. , and wishes to have the pointing motion registered with the software contained in computer C8 with respect to that object (virtual object). He is typically positioned above the screen as shown or sideways (as in C11) to determine the position of his fingertip C12 in space and/or the pointing direction of his finger C13. This is achieved using a single TV camera C10 placed in the
Retro-reflective material on the finger (such as, for example, temporarily attached to the finger as jewelry or painted onto the finger using a retro-reflective coating "nail polish" or adhesive tape with a retro-reflective coating). It may be desirable to use a finger (either attached to the finger with something). Such coatings include Scotch-lite 7615 and equivalents that have specific reflectivity to be easily identified and have good contrast to their surroundings. Reflective brightness enables dynamic target acquisition and target tracking at lowest cost.
The use of retroreflection and/or highly distinctive targets (e.g., glowing orange triangles) enables reliable acquisition of targets in common situations, and on desktop applications under controlled lighting. Do not limit the device to pointing. Active (self-luminous) targets such as LEDS may also enable such capture.
If we consider the camera system C10 which is above the screen C7 and sees the user, more specifically the user's hands, then in the usual case of internet telephony there is a relatively large field of view so that the user's face can also be seen. be. This same field of view can be used in various embodiments, but it describes a relatively large amount. For greater accuracy, an add-on lens or zoom lens on the camera can be used to increase resolution.
Or, according to various embodiments, it is possible to have multiple cameras, one for the Internet and another for the input applications described herein. Indeed, with ever-falling prices, the price of a real camera with a plastic lens on a CMOS chip is so low that it's probably possible to have multiple cameras with fixed magnification, each with a separate chip!
These can be easily daisy chained by either Fire Wire or USB so that they are actually electronically selected either by different magnifications or by pointing in the desired direction. can
Returning to the problem of determining the position or orientation of a human part, typically a hand or finger, in this case a finger. Low cost lighting may be used in various embodiments. Power for lighting such as LEDs can be sent in any way, typically via USB or a 1394 bus.
The user can also point or cue at an object such as C15 having data C16 thereon such as a retroreflection point C16 or a line target C17.
It is possible to extend the 2D position sensing described above to 3, 4, 5 and 6 dimensions (x, y, +z, pitch, yaw, roll). Two of the many possibilities are described in various embodiments herein.
1. The first, illustrated in Figures 14a and 14b, utilizes a single camera, but captures multiple distinct features or other targets on the object that can provide a multi-degree-of-freedom solution. It is to use. In one example, the target spacing on the object is known a priori and is manually or automatically entered into the computer from software containing data about the object or determined via a taught determination process. can
2. The second possibility is the two-camera solution shown in Figs. 14c and 14d, which does not require prior knowledge of the target and can actually determine the 3D position of one target on its own. can be found, which is useful for determining the position of the fingertip, for example. For 6 degrees of freedom of information, even a line target requires at least 3 points, and a combination of lines and points can also be used.
FIG. 14b illustrates a 3-D (three-dimensional) sensing embodiment that utilizes one stereo camera with three or more data on the object to be sensed, 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 signals also control the projection display device C42. Seen by TV camera C40 processed by computer C41. The TV camera C40 also uses three other data on the user's left wrist C48 to determine the pointing direction and approximate orientation of the left hand C51, or its orientation relative to the object C30, or any other data. Look at C45, C46, and C47, or any other data (eg, data relative to screen location, or other location relative to TV camera mounting location), or the user's head, if seen, or whatever. Object and hand positions and orientations are determined by three points in the camera image using known photogrammetric equations (Pinckney, see US Pat. No. 4,219,847 and other references in the referenced literature). can be determined from
Alternatively, for three separate point targets, a colored triangular target can be used, for example, where the points of intersection of the fitted lines on both sides of it are as described below. Define target data.
It is also possible to use camera C40 to view other objects of interest as well. The direction in which the user points to the 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 the wrist can also be determined).
Alternatively, the finger can also be detected from its general gray-level image alone, and can be easily identified relative to the targeted wrist position (especially if the user, as shown, His other fingers are clenched so that only finger C52 is extended in that hand).
The computer processes the gray-level images by known techniques, such as BLOB and other algorithms on board the Matrox brand Genesis image processing board for PCs, and uses knowledge of the wrist obtained from the data. The pointing direction of the finger can be determined. This allows the finger C50 of the left hand to alternatively point to (or touch) the point to be determined on the object C30, which is also gripped by the right hand.
Figures 14c and 14c illustrate another version of the embodiment of Figures 14a and 14b, in which an artificial target (in this case a triangle, see also Figure 2), C65, at the end of pencil C66. and optionally two cameras "binocular" processed by computer C64 to improve the pointing resolution of target C67, which is typically at the end of the pencil at a known small distance 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 on the paper (or TV screen in the case of touch screens) the pencil is in contact.
It may be desirable to have independently controllable substantially coaxial light sources C62 and C632, controlled by the computer C64 shown, to provide illumination of retroreflective targets independently for each camera. This is because the retroreflectors reflect differently at different approach angles, and because the cameras are often angularly spaced (e.g., with a non-zero angle A), they see the same target. because there is nothing.
Numerous other camera placement, processing, computation, and other issues using two or more camera stereoscopic systems in the above-referenced SFEI Hakim paper and other references mentioned therein It is commonly discussed in relation to the precise determination of object position.
The computer can also acquire stereoscopic images of the target at C71-C74 in the paper and four corners. The solution of the photogrammetry equations allows the position of the paper relative to the camera in space to be determined, and thus the position of the pencil relative to the paper, and in particular the position of its tip, which is displayed by the display means C75. or communicated 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 pencil tip position.
A line target C76 may be useful on the pencil, or a plurality of circumferentially-spaced line targets may 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 indicated by dotted line C79, which in this case is the area on and above the desktop in which the sensor system can effectively operate. Typically this is quite satisfactory for the task at hand. Note that the effective range of motion for any accuracy or resolution criterion does not necessarily have parallel sides, due to possible decoding tilts of the camera and other geometric considerations.
Note that the two (stereo pair) camera system of FIG. 14 has been extensively tested and can provide highly accurate position and orientation information up to 6 degrees of freedom. One particular version, using a commercially available CCD black-and-white camera, and a Matrox "Genesis" frame grabber board and image processing board, and suitable stereophotogrammetry software running on an Intel Pentium 300MHZ-based computer, for example, a large desktop It has characteristics well suited for input from CAD stations. This is, for example, 0.5 meters in x and y, all with an accuracy of 0.1 mm or better, when using clearly identifiable round retro-reflection (scotchlite 7615-based) data on objects about 5-15 mm in diameter. 6 axes (xyz roll Provides 30Hz updates of pitch and yaw) data. This can be accurate enough for precision tasks like designing objects in a 3D CAD system.
The camera in this example is mounted overhead. When mounted sideways or in front, or at an angle such as 45 degrees to the desktop, the z-axis points out 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 objects with line targets and data overlying a portion of the user. Here, camera C60 and camera C61 are positioned to view a retroreflected ray target C80, which in this case runs part of the length of the toy blade C81. The line target in this case is in the form of a box reflector made as part of a plastic sword and molded into the corners similar to the reflectors in car tail light reflectors. It can also be made to be a certain unique color to the rest of the sword, and the combination of the two gives an unmistakable indication.
Typically, when viewed retroreflectively, there are no other bright lines in any typical image. This also shows how target shapes (e.g. lines) can be used to identify unwanted other glints and reflections that may contain some bright pixels of value in the image. Illustrate. Note that a line-type target, when wrapped around a cylindrical object, can be cylindrical in shape so that it can be viewed from multiple angles.
Alignment of the two camera images and solution of the photogrammetric equation gives the pointing direction of the line target. If additional points such as C82 are used, a full 6-DOF solution for the sword is available. Also shown here is yet another point, C83, which serves two purposes, it allows for improved photogrammetric solutions, and it can be used for ambiguity, obliteration, or other reasons. Serves as a redundant target when C82 is not seen.
This data is calculated in computer C64 and used to modify 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 rate of 30HZ. Such line targets include the edges of objects or parts thereof, such as sleeves of clothes, seams of pointing gloves, rims of hats, and other decorative and utilitarian purposes, such as holes or tears. Very useful in edging objects.
Typically, cameras C60 and C61 have equal magnification and field of view and overlap in the desired measurement quantities. The camera axes can be parallel, but for operation at ranges less than 2-3 meters, especially large baseline distances d (less likely in the z-range) to increase the overlap of their fields of view. be slanted at an acute angle A to each other when used to increase accuracy. For example, for a CAD drawing application, with a baseline of 0.5-1 meter, A can be 30-45 degrees. For a video game like FIG. 5, the z range can be 5 meters or more, and the angle A and baseline will be small, allowing for a greater range of activity.
Data on a database object, in relation to other aspects of the object and other data, by selling or otherwise providing users with objects designed with such knowledge, and having this data By including a CD ROM disk or other computer interfaceable storage medium. Alternatively, the user or someone can teach the computer system this information. This is especially useful when the data is applied by the user to arbitrary objects.
Figure 14d Illustrated here is the process used in various embodiments for single-point detection to create commands, in this case the position of a fingertip with a retro-reflective target attached (or A change in position (i.e., movement) is in the simplest case so that only the bright target indication is seen from the finger (and optionally any object associated with it, such as a screen to be touched). Detected by a stereo pair of TV cameras using 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 can be utilized (many of which are commonly used in Matrox Genesis such as image analysis frame grabber boards). The processing may include: detecting brightness relative to surroundings or in close proximity (contrast); detecting shapes, where a search is made for shapes such as circles, rings, triangles, etc.; a color detection step, in which a search for a specific color is performed; a displacement step, in which only target candidates that have moved from their position in the previous TV image are seen.
Each step may only process what passed the previous step, or each may be run independently and the results later compared. The order of these steps may be changed, but the modifications are made to each to further identify valid indications of finger targets.
The position of the targeted finger is then determined by comparing the position of the finger target in the two camera images of the stereo pair. In this case there is no registration problem since a single target is used, which only appears when a point is found in each image.
After the image of the tip of the finger (or other tool) is found, its position is computed relative to the screen or paper, and this data is used to change it, e.g. the position of drawing lines, icons, or input into a computer that controls the display to determine the vector of movement on the screen.
A motion detection computer 8 can be used to analyze the incoming TV image-based signal to determine which points in the image are moving. This is useful for removing static background data, as often only moving items, such as hands or objects, are of interest. 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 a high contrast image of the retro-reflective target from the first image, and only determine which parts are different, essentially representing the movement of the point. Small changes in lighting or other effects are not registered. Clearly more sophisticated algorithms exist as well.
Motion preprocessing is useful when target contrast is not very high, as it allows one to remove irrelevant regions and focus all target recognition and measurement processing on the actual target item.
Such processing is also useful when two-camera stereo is used, as only moving points are considered in image registration, 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 problems with the speed of movement. Perhaps the frame-to-frame is the norm in games, ie 30Hz for a typical camera. However, in some cases the movement can be defined as slower, eg, 3 Hz for CAD system input using deliberate motion of the designer.
Once the movement data is identified, then its range can be determined, and if the object is then tracked even if it does not move forward from that point, the measurement of range is just an object using more than two dimensions. Gives a good way to fix.
Humans can actually use artificial movement of targets if they do not exist naturally. This can be done by vibrating it. If more than one LED is used as a target, they can be made to blink, which also appears in image subtraction (image with LED vs. image without LED). The same is true for recolored targets and appears in 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 the retro-reflected illumination where no retro-reflected target is present, and then subtracting them. Another idea is to simply take a picture of a room or other workspace and then capture the targeted object. Subtraction or something like that seems pretty straightforward. The end result is that any glowing features in the space that are not relevant, 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 particularly useful when the desired color is known in advance (known via coaching mode).
The flow chart shown in Figure 14d illustrates the steps of: A. Acquiring a stereo pair of images; B. Optionally pre-processing the images to determine if motion is present.
If present, move to the next step, otherwise not move to the next step or may (as desired); C. Threshold the image; If insufficient, change brightness acquisition parameters such as brightness or integration time; E. Identify targets; F. If not, screen for target color, shape, or size; Add other steps; G. Determine the centroid of the target point or other feature (in this case, the retroreflected point on the finger); H. Perform an auxiliary alignment step, if necessary; I. Range of target locations. Comparing the positions in the stereo pair to determine z, and x, y; J. Auxiliary step of determining the position of the target on the screen when the screen position is unknown to the computer program. Through the target on the screen, determine what is projected onto, for example, the housing or screen; K. Determine the position of the target with respect to the screen; L. Determine the point in the indicated display program; M. Display and program is changed as desired.
Figure 14e below is a description of multi-degree-of-freedom image processing of a triangular-shaped color target (disclosed in some embodiments herein), which uses the computer-based method described below. can be found optically using one or more cameras to obtain the three-dimensional position and orientation of the target. Advantageously, it uses color processing, as well as a large number of pixels for highest resolution, and is typically used when the target is large, or the camera is close to the target, or the camera's field of view is from a very large number of pixels. , so it is best for targets defined by a large number of pixels in the image plane.
The method is simple, but 1) improves accuracy to varying degrees (at the expense of speed), 2) uses one or more cameras (more cameras improve accuracy), and 3) identifies tools or objects. It is unique in that it is applicable so that combinations of target colors and (one or more) triangles can be used for the purpose. It utilizes triangular edges to obtain exact sub-pixel accuracy. The method can still work well if the edges of the triangle can even have gentle curves. Other geometries can sometimes be treated similarly.
The method accurately locates the three vertices (F0, G0, F1, G1, F2, G2) of each triangle in the camera field of view by precisely defining the edges and then computing the intersection points of these edge curves. based on finding This is generally more accurate than finding 3 or 4 points from the centroid region. However, the choice of which one to use often comes down to which one is more satisfying to the consumer or durable and reliable in use.
In a preferred implementation, more than one color camera is used to capture targets consisting of brightly colored right triangles on rectangles 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 illustrative purposes, we will 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. A weighted average of position and orientation information can be used to increase accuracy when more than one triangle is present on the target.
The method begins with the location of the centroid pixel of the triangle from the previous frame and searches for pixels that have the background color or the color of the triangle. When a pixel with the "light blue" color of the triangle is found, the program goes in four opposite directions, each step finding the color that indicates the edge dividing the triangle and the "orange" background. continues 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, these interim lines are then used as starting points for the sub-pixel 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 over the pixels in each column that straddles the provisional line. If the line is mostly vertical, the same process goes over the pixels in the row.
The color of each pixel crossed by the line is translated into a corresponding numerical value. 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 from 0 to 1 based on their relative amounts of light blue and orange. This number, V, assigned to a pixel is a weighted average of that pixel's color components (R, G, B values, etc.). If the calibrated light blue components are AR, AG, AB, the orange components are OR, OG, OB, and its pixel components are PR, PG, PB, then the number V is: V=WR*CR +WG*CG+WB*CB where WR, WG, WB are weighting constants from 0 to 1, and CR is defined as follows: The same process can be used to define CG and CB. .
This value V is compared to an ideal value U equal to the orange percentage calculated assuming that the interim line angle is the same as the ideal line angle. For example, the pixel crossed exactly in the middle by the line will have a U of 0.5 because it is 50% aqua and 50% orange. Fitting the UVs in the columns (or rows) in the vicinity of the interim line crossings results in a new estimate of the position of the true edge crossings. Finally, a set of these intersection points can be fitted to lines or gentle curves for each of the three edges, and the three vertices can be computed from the intersections of these lines or curves.
These three precise vertices can be used to relate target x and y to F and G using the lens formula (herein we simply use the lens formula for convenience ) can be used in the camera planes (F0, G0, F1, G1, F2, G2).
F=λX/Z; G=λY/Z where λ is the focal length and z is the vertical distance from the lens to the target position. The triangle above the target is initially defined as lying in a plane parallel to the lens plane. In the preferred configuration, the right angles are defined by x0, y0, z0, with one side (of length A) extending along the direction of the camera's F-axis and the other side (of length A) extending along the direction of the camera's G-axis. It has one right triangle with length B). The orientation of the real target is related to this orientation using the Euler angles φ, θ, ψ. The six derived data values (F0, G0, F1, G1, F2, G2) at the three vertices, along with the Lens and Euler equations, are used to define six values of target position and orientation. can be used. The position and orientation of a point of interest on any tool or object rigidly attached to this target can be readily calculated from the calibration data and the usual translational and rotational transformations. Refinement to handle lens distortion can be handled by forming a correction function using calibration data that corrects the position of the F and G data. The Euler formula is nonlinear. We linearized the Euler equations by first assuming that these angles have not changed much since the last video frame. So replace φ by φ(old)+U1, θ by θ(old)+U2, ψ by ψ(old)+U3, and z0 by z0(old)+U4, i.e.: φ=φ+U1θ=θ+U2ψ=ψ+U3z0=z0+U4. Substituting these into the Euler equations and applying the lens formula gives the matrix equation SU=R. This is the Gauss-Jordan Standard methods such as the Jordan routine can be used to solve for the U value. The angle and z0 can be updated iteratively until convergence is obtained. The coefficients of this matrix are 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)/λs21=A(G1/λ(-cos(φ)*cos(ψ)+sin(φ)sin (ψ)cos(θ))+sin(θ)sin(φ))s22=A cos(φ)(G1/λsin(θ)sin(ψ)-cos(θ))s23=G1/λA(sin(ψ )sin(φ)-cos(ψ)cos(θ)cos(φ))s24=(G0-G1)/λs31=0s32=-Bcos(θ)(F2/λsin(ψ)-cos(ψ))s33 =-Bsin(θ)(F2/λcos(ψ)+sin(ψ))s34=(F0-F2)/λs41=0s42=-B(G2/λsin(ψ)cos(θ)+sin(θ)) s43=-BG2/λsin(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)-cos(θ) )) After convergence, the remaining parameters x0 and y0 are defined by the equations:
A noticeable color transition can give significantly more information than a black-and-white transition and is 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 pleasing to the user to see than plain black and white. Additionally, the color can vary within the target to create further opportunities for statistically increasing the resolution at which the target can be found.
Challenges in Three-Dimensional Input to Computers Today, computer input for three-dimensional (3D) information is often laboriously accomplished using a two-dimensional device such as a mouse or similar device. This technique is unnatural, both for humans and for programs and their interactions, and CAD designers working with 3D design systems lack the skills necessary to effectively design using that technique. Requires years of experience to master.
A similar situation exists with the very popular computer video games, whose content has become much more three-dimensional and graphical, but which suffer from similar limitations. These games have also not hitherto been natural to the player(s).
"Virtual reality" also requires 3D input for head tracking, movement of body parts, etc. This has led to the development of additional areas of sensor capabilities that have led to some solutions, but these are either cumbersome, expensive, or both for the user.
The limitations of 3D computer input have also limited its use in naturalistic situations such as teaching, simulations, etc. in medicine. It also limits young children, the elderly, and the disabled from benefiting from computer-assisted living and work.
Another aspect is the digitization of object shapes. Sometimes I want to have a plastic model or a real part as a starting point for my 3D design.
We could give all of these controls and serve as a drawing pad, or input 3D sculpted shapes, or let the user use real clay so that the user could proposes a single inexpensive device that even allows a computer to record new shapes as one sculpts in clay.
Various embodiments associate physical activity and body parts with computer instructions. A novice user can design a home using a set of purposeful models or "toy" doors, windows, walls, and the like. By touching the appropriate toy element and then moving or rotating the user's hand, the user can place that element in the proper position. The user can obtain his visual stimulus either by looking at the location of the toy on the desk or by looking at the corresponding scale representation on the computer display. Many other embodiments are also possible.
Object Tracking In one general aspect, a method for tracking an object of interest is disclosed. The method comprises the steps of obtaining a first image and a second image representing different viewpoints of an object of interest, processing the first image into a first image data set, converting the second image into and processing into a second image data set. The method further includes processing the first image dataset and the second image dataset to generate a background dataset related to the background; and generating a first difference map by measuring the difference between and a second difference map by measuring the difference between the second image data set and the background data set. The method also includes detecting a first relative position of the object of interest in the first difference map and a second relative position of the object of interest in the second difference map; and generating an absolute position of the object of interest from the first and second relative positions.
The steps of processing the first image into a first image data set and processing the second image into a second image data set comprise valid image areas for each of the first and second images. and extracting active image data sets from the first and second images contained within the active image region. The step of extracting a valid image data set includes cropping the first and second images, rotating the first and second images, or shearing the first and second images. may include one or more of
In one implementation, extracting the active image data set may include arranging the active image data set into pixel columns of the image having rows and columns. The step of extracting further includes identifying a maximum pixel value within each column of the image pixel sequence and generating a data set having one row, wherein the identified maximum pixel value for each column is its and representing the columns.
Processing the first image into a first image dataset and processing the second image into a second image dataset may also include filtering the first and second images. good. Filtering may include extracting edges in the first and second images. The filtering step further processes the first image data set and the second image data set to enhance differences between the first image data set and the background data set, and the second image data set. and highlighting differences between the set and the background data set.
Processing the first image data and the second image data to generate a background data set generates a first set of one or more background data sets related to the first image data set and generating a second set of one or more background data sets associated with the second image data set.
Generating the first set of one or more background data sets may comprise generating the first background set representing a maximum value of data in the first image data set representing the background. Often generating a second set of one or more background data sets means generating a second background set representing a maximum of data in the second image data set representing the background. include. Generating further includes within the first and second background sets set by a predetermined value for the first and second background sets representing the maximum value of the data representing the background It may include increasing the value.
Generating the first set of one or more background data sets may comprise generating the first background set representing a maximum value of data in the first image data set representing the background. Often generating a second set of one or more background data sets means generating a second background set representing a minimum of data in the second image data set representing the background. may contain. Generating further includes within the first and second background sets set by a predetermined value for the first and second background sets representing a minimum value of the data representing the background It may also include lowering the value.
Generating the first set of background data sets may include sampling the first image data set, and generating the second set of background data sets includes sampling the second image data. Sampling the set may be included. Sampling may occur automatically at predetermined time intervals, where each sample may contain data unrelated to background.
Generating the first set of one or more background data sets may include maintaining a plurality of samples of the first image data set within each background data set, and the one or more background data sets. Generating the second set of background data sets may include maintaining a plurality of samples of the second image data within each background data set.
Generating each first background data set may comprise selecting from among the plurality of samples one value representing the background for each element in the first image data set; Generating each second background data set may include selecting from among the plurality of samples one value representing the background for each element in the second image data set. Selecting may include selecting a median value from all sample values in each of the background data sets.
In other implementations, the generating compares the first image dataset to a subset of the background dataset and compares the second image dataset to the subset of the background dataset. may include
In other implementations, generating the first difference map may further include representing each element in the first image data set as one of two states; may further include representing each element in the second image data set as one of two states, wherein the two states are values matching the background or not.
In yet another implementation, detecting may include identifying clusters in each of the first and second difference maps, wherein each cluster has an element and an element in the difference map associated with it A state of indicates that the element is inconsistent with the background.
Identifying clusters may further include reducing the difference map to one row by counting elements in columns that are inconsistent with the background. Identifying the cluster may further include identifying the column as being within the cluster and classifying adjacent columns as being within the cluster. Identifying a column as being in a cluster may also include identifying a median column.
Identifying the clusters may further include identifying locations associated with the clusters. Identifying locations associated with the cluster may include computing a weighted average of the elements within the cluster.
Detecting may further include classifying the cluster as the object of interest. Classifying the cluster may further comprise counting the members in the cluster and, if the count exceeds a predetermined threshold, classifying the cluster as the subject only. Classifying the clusters further includes counting the elements within the cluster and counting the number of all elements classified as inconsistent within the background in the difference map, and for the number of total elements Classifying a cluster as the subject only if a ratio of counts of elements within the cluster exceeds a predetermined threshold.
The detecting step may further comprise identifying a sub-cluster within the cluster representing the pointing end of the subject, and identifying a portion of the sub-cluster.
In the above implementations, the object may be the user's hand and the method may include controlling an application program using the absolute portion of the object.
The above implementation further includes acquiring a third image and a fourth image representing different perspectives of the subject, the third image into a third image data set, and the fourth image into a fourth image. It may include processing the third image data set and the fourth image data set to process the data set and generate a background data set related to the background. The method also includes generating a third difference map by determining a difference between the third image dataset and the background dataset; generating a fourth difference map by determining the difference between and a third relative position of the subject in the third difference map and a fourth relative position of the subject in the fourth difference map may include detecting the 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 object may be the user's hand, or may involve controlling an application program that uses the absolute position of the object.
In another aspect, a method of tracking an object of interest controlled by a user associated with a computer is disclosed. The method comprises acquiring images from at least two perspectives, processing the acquired images to generate an image dataset for each acquired image, and calculating a difference for each acquired image. It involves comparing each image dataset to one or more background datasets to generate the map. The method also includes detecting the relative position of the object within each difference map; generating the absolute position of the object from the relative position of the object; including using
Additionally, the method may include mapping the absolute position of the object to screen coordinates associated with the computer application and using the mapped position to couple with the computer application. The method may also include recognizing gestures associated with the object by analyzing changes in absolute position of the object, and combining the absolute position and gestures for coupling to a computer application.
In another aspect, a multi-camera tracking system is disclosed that interacts with an application program running on a computer. A multi-camera tracking system includes two or more video cameras configured to provide different perspectives of an area of interest and is operable to generate a series of video images. A processor is operable to receive a sequence of video images and detect objects appearing in the region. The processor converts each image data set to generate a background data set from the video images, an image data set for each received video image, and a difference map for each image data set. Detecting the relative position of the object within each difference map by comparing to the background data set, generating the absolute position of the object from the relative position of the object, and mapping the absolute position to a position indicator associated with the application program. Execute the process.
In the implementations described above, the object may be a human hand. Additionally, the area may be defined in front of a video display associated with the computer. The processor is operable to map the absolute position of the object to the position indicator such that the position indicator on the video display is aligned with the object.
The area may be defined at any distance in front of a video display associated with the computer, and the processor aligns the position indicator on the video display with the position pointed to by the subject. It may be operable 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, and the processor determines that the motion of the subject is estimated to be the greater motion of the position indicator position on the video display. , may be operable to map the absolute position of the object to its position indicator.
The processor may be configured to emulate the functionality of a computer mouse. This may include configuring the processor to emulate controlling computer mouse buttons with gestures derived from the movement of the subject. A sustained position of the object 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 object for a predetermined period of time. Maintaining the position of the object within 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 interactive display area for a predetermined period of time.
In the above aspect, the background data set may include data points representing at least part of the static structure. In this implementation, at least a portion of the static structure may include a patterned surface visible to the video camera. This static structure may be a window frame. Alternatively, this static structure may contain a strip of light.
In another aspect, a multi-camera tracking system is disclosed for interacting with an application program running on a computer. The system includes two video cameras configured to provide different views of the area and is operable to generate a series of video cameras. A processor is operable to receive a sequence of video images and detect objects appearing in the region. The processor converts each image data set to generate a background data set from the video images, an image data set for each received video image, and a difference map for each image data set. comparing to a background data set, detecting the relative position of the object within each difference map, generating the absolute position of the object from the relative position of the object, identifying the subregion exhibited by the object, If the object occupies the identified sub-region, then a process is performed that associates the identified sub-region being activated with the action and applies that action to interact with the application program.
In the implementations described above, the object may be a human hand. Additionally, the actions associated with the identified subregions may emulate the activation of keyboard keys associated with the application program. In a related implementation, sustaining the subject's position in any subregion for a predetermined period of time may trigger the action.
The details of one or more implementations are set forth in the accompanying drawings and the description below.
FIG. 15 shows a multi-camera motion tracking and control system D100 interacting with an image viewing system. In this implementation, two cameras D101 and D102 scan an area of interest D103. A controlled or known background D104 surrounds the region of interest D103. The area D105 is tracked by the system if it enters the area D103. The object D105 is any general object that is inserted into the area D103, typically the system user's hand or fingers. 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 conveyed to a computing device or image processor D106. In this implementation, the computing device is a general purpose computer running additional software that provides feedback to the user on the video display D107.
FIG. 16A shows a typical implementation of multi-camera control system D100. Two cameras D101 and D102 are located outside the area D103. The cameras are oriented so that the intersection point D204 of the field of view (D205 for camera D101, D206 for camera D102) encompasses the area D103 of interest. The orientation is such that the cameras D101, D102 are rotated on axes that are substantially parallel. In this example, the floor or window ledges and sidewalls provide a controlled background D104 with pronounced edges. The corresponding field of view captured by camera D101 is shown in FIG. 16B. Although not shown in the figure, the field of view captured by camera D102 is a symmetrical image of the field of view captured by camera D101. The controlled background D104 may not cover the entire camera field of view D205. It can be seen that for each camera the active image area D208 is contained entirely within the controlled background D104 and also contains the entire area D103 of interest. The background D104 can be modeled in its background characteristics, and the subject D105 is controlled such that its characteristics are different from the background D104, either in part or in whole. If the object D105 appears in the area D103, the object 105 will occlude 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 occluded image is inconsistent with the model of the controlled background D104 with respect to 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. Using the position data of each camera in D101, D102 and the positions of the cameras associated with the region D103 and parameters describing the cameras, the position of the subject D105 within the region D103 is calculated.
The processing performed by image processor D106 (FIG. 15), which may be implemented via software processing or hardware, is illustrated schematically in FIG. Camera images are conveyed simultaneously from cameras D101, D102 and captured by image acquisition modules D304, D305 (respectively) and transferred to image buffers D306, D307 (respectively) in image processor D106. Image detection modules D308, D309 independently detect the object D105 of interest in each image and determine its position relative to its camera field of view. The relative position information D310, D311 from both camera fields of view are combined by a combination module D312 and fine-tuned by a position fine-tuning module D313, if necessary, to determine global positioning information in block D314. presence) and the position of the subject D105 within the region D103. If desired, certain gestures performed by the user may be detected in gesture detection module D315. The results of the gesture detection process, either on the same image processor D106 or on another processing device, are then conveyed to another process or application D316. The processing of gesture detection is described in further detail below.
Image detection modules D308 and D309 are identical in the processing they perform. An implementation of these image detection modules D308, D309 is shown in FIG. At block D402, image processor D106 extracts image data corresponding to active image region D208 (of FIG. 16B) from the captured image data stored in image buffer D306 or D307. The image may be filtered in a filtering process D403 to enhance or extract aspects or features of the image, wherein the background D104 and the subject D105 are different but otherwise within the background D104 over time. is invariant in In some implementations, the data representing the active image area may also be reduced by scaling module D104 to reduce the amount of computation required in subsequent processing steps. Using the resulting data, the background D104 is modeled by one or more instances of background model processing in block D405, one or more of which are represented as background model data 406 of the controlled background D104. generates a description of The background D104 is therefore modeled with respect to the desired appearance or features of the image. The background model D406 is transformed into a set of references in process D407. In the comparison process of D408, the filtered (from process D403) and/or reduced (from module D404) image data are compared to these criteria (from process D407) and the current data is backed up. Locations that are inconsistent with the ground model data D406, ie locations where the criteria are not met, are saved in an image or difference map D409. In detection module D410, difference map D409 determines whether any such mismatches qualify as possible indications of subject D105 and whether these criteria are met. is analyzed to determine its position within the camera field of view (D205 or D206). The position of the object 105 may be further fine-tuned (if necessary) in block D411 to produce a presence associated with the camera and a position output D310 or D311 associated with that object D105 (described above in connection with FIG. 17). as did).
At block D402 of FIG. 18, image processor D106 extracts image data corresponding to active image region D208 (of FIG. 16B). Image data may be extracted by cropping, shearing, rotating, or transforming the captured image data. Cropping extracts only a portion of the entire image that is within the active image region D208. A bound is defined and any pixel within the bound is copied, unmodified and sent to a new buffer, while pixels outside the bound are ignored. Active image area D208 may be of any shape. Shearing and rotating rearranges the data into a more convenient order, such as a rectangle, for further processing, so that it can be addressed in units of rows and columns of pixels.
Rotation causes the content of the image to appear as if the image were rotated. A rotation permutes the position from (x,y) to (x',y') according to the following equation: ".×(times)..×..θ..×..×..θ. .x.x..theta..x..x..theta..function.##EQU00001##, where .theta. is the angle by which the image is rotated.
If the cameras D101 and D102 are properly mounted with respect to the area D103, the desired angle of rotation will usually be small. If the desired angle of rotation is small, shear may be used to provide a computationally simpler approximation than rotation. Shear distorts the shape of the image so that the deformed shape appears as if the rows and columns were slid up and down on each other. Shear permutes the position of pixels according to the following equation: ``function.x.x.x.'' .function.x.##EQU00002##, where shx is the 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, either in whole or in part, has either a higher or lower brightness than the controlled background D104. For example, the background of D104 may be illuminated to create this situation. Filtering block D403 passes 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 region D208, so the background model D406 is expected for all pixels within this active image region D208. Luminance values may be stored. The comparison reference generation process D407 corrects for signal noise (more than can be calculated in the background model) and slight variations in the brightness of the controlled background D104 by modifying each brightness value from the background model D406. , resulting in the smallest intensity value that can be classified as matching the background model D406. For example, if the brightness of the controlled background D104 is higher than the brightness of the target D105, then processing block D407 increases the brightness of each pixel by an amount greater than the expected magnitude of signal noise and brightness variation. reduce the value.
In some implementations of system D100, the region D103 is sufficiently narrow that it may be modeled as a planar region. The direction of its plane is parallel to the front and rear faces of the cube of dots representing the region D103 in FIG. Two conditions: (1) occlude the background D104 in all rows and some columns of the active image area D208 when the object of interest D105 is detected, and (2) a single set in the background model D406. is satisfied that sufficiently characterizes the entire column of pixels in that active image area 208, the active image area D208 may be reduced to a single row of pixels in the optional scaling model D404. The first condition is usually met if the active image area D208 is thinner than the object D105 of interest. The second condition is satisfied by the implementation of blocks D403, D405, D406 and D407 described above. Application of the scaling module D404 reduces the complexity of the processing that needs to be performed in subsequent processing, as well as reduces the amount of storage required for the background model D406.
The specific implementation of scaling module D404 depends on the specification of 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 divides each column by the highest brightness in that column. show. That is, for each column, the highest value in that column is copied to the new array. This process has the added advantage that the bright portions of the controlled background D104 need not fill the entire controlled background D104.
An alternative implementation applies to situations where the controlled background D104 is static, ie, contains no motion, but is not brightness limited. A sample source image is included in FIG. 19 as an example. In this case, the subject may include, or be close to, luminance values that are also found in the controlled background D104, as sensed by the camera. In practice, variations in the brightness of the controlled background D104 (e.g., caused by user movement in front of the device thereby blocking some ambient light) may cause the controlled background D104 and the It may be significant in magnitude related differences between subject D105. Therefore, certain types of filters may be applied in the filtering process D403, yielding invariant results, or results that de-emphasize variations in overall brightness, while emphasizing parts of the subject D105. . A 3×3 Prewitt filter is commonly used in the filtering process D403. FIG. 19B shows the result of a 3×3 Prewitt filter on the image on FIG. 19A. In this implementation, two background models D406 may be maintained, one representing each of the high and low values, both representing the expected range of values for each filtered pixel. The comparison reference generation process D407 then reduces the low values and raises the high values by an amount greater than the expected magnitude of signal noise and luminance variation. The result is a set of criteria, an example of which for low values is shown in FIG. 19C and an example of which for high values is shown in FIG. 19D. These modified images are passed through a comparison process D408, which determines whether their value is lower than the low value criterion (FIG. 19C) or higher than the high value criterion (FIG. 19D). Classify pixels that are inconsistent with the controlled background D104 if either: The result is a binary difference map D409, an example of which corresponds to Figure 19B.
Prior implementations have allowed the use of many existing surfaces, such as walls, window frames, etc., as controlled backgrounds D104, where those surfaces can be any brightness, texture, edge, or The background D104 may have lines of light or the like fixed to its surface. The implementations described above also allow for the use of a controlled background D104 that includes, for example, a predetermined pattern or texture, where the process described above includes areas of interest that the object D105 occludes the controlled background D104. Detect the absence of patterns in
A difference map D409 stores the locations of all pixels found to be inconsistent with the background D104 by the method described above. In this implementation, the difference map D409 may be represented as a binary image, where each pixel may be in one of two states. Those pixels that are inconsistent with the background D104 are identified or "tagged" by setting pixels in the corresponding rows and columns of the difference map to one of their states. . Alternatively, the corresponding pixels are set to the other state.
An implementation of the detection module D410 that detects the object D105 of interest in the difference map D409 is shown in FIG. Another scaling module in block D603 provides additional opportunities to reduce the data to a single dimensional array of data and may be applied to situations where necessary, where the direction of interest D105 is , has no significant effect on the entire extent of the subject D105 within the difference map D409. In practice, this applies to many situations, where the number of rows is less than or similar to the number of columns normally occupied by the subject D105. If applied, the scaling module in block D603 reduces the difference map D409 to a single row map, ie a single dimensional array of values. In this implementation, scaling module D603 may count the number of tagged pixels in each column of difference map D409. As an example, difference map D409 of FIG. 21A is reduced in this manner and shown as graph D709 in FIG. 21B. Applying this optional processing step reduces processing requirements and simplifies some of the computations that follow.
Continuing with this implementation of this detection module D410, the pixels tagged in the difference map (D409 in the example of FIG. 31A) associated with the subject D105 approximately form a cluster D701, although the clusters are not necessarily connected. It is observed that the A cluster identification process D604 classifies pixels (or columns if a scaling module D603 has been applied) as to whether they are members of a cluster D701. Various methods of finding clusters of samples exist and may be applied, with subsequent methods selected based on simplicity of processing. Note that if the target D105 is present, the count of correctly tagged pixels will be higher than the number of false positives. Therefore, it is expected that the center position will be somewhere within the subject D105. Part of this implementation of the cluster identification process D604, when applied to a map of one column (e.g., if a scaling module was provided in block D603 or D404), as part of center column D702 and cluster D701 tag columns (if they are within a predetermined distance D703 corresponding to the maximum number of columns they are supposed to occupy). Part of this implementation of the cluster identification process D604, when applied to a multi-row map, adds tagged pixels to clusters D703 (if they meet the neighborhood distance criterion).
In this implementation, a set of criteria is received by the cluster classification process D605 and then applied to a cluster D701 to verify that the cluster qualifies to match what is expected for the subject D105. Therefore, process D605 determines whether cluster D701 should be classified as belonging to the subject D105. Part of this implementation of the cluster classification process D605 computes the count of tagged pixels in cluster D701 and computes all tagged counts. The counts in cluster D701 are compared to a threshold to eliminate false matches in clusters with few tagged pixels that are assumed to be subject D105. Also, the ratio of the pixel counts in cluster D701 relative to the total count is compared to a threshold to further reduce false matches.
If cluster D701 passes these criteria, the cluster description is refined in process block D606 by calculating the center of gravity associated with cluster D701 in process D607. The center 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. A weighted average D710, or center of gravity, provides a better measure of cluster position and is optionally computed within process D606 as subprocess D607. The weighted average D710 is calculated by the following equation: .x..function..x..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 extent of clusters D704 may also be computed within process D606 as needed, shown as process D608. Cluster D703 may contain some false positive outliers, so as part of this implementation, a range may be defined as containing a predetermined percentage of tagged pixels, or a comparison In situations where a relatively small number of pixels are expected to be tagged, those tagged pixels form cohesive subclusters, i.e., those tagged pixels (or columns) that have untagged neighbors. pixels (or columns if scaling module D603 has been applied).
In addition to intermediate and boundary coordinates, the orientation of the subject D105 may optionally be inferred by computation of cluster moments. This calculation is represented by a cluster direction calculation process in subprocess D609 within process D606.
In some applications of system D100, the object D105 is used as a pointer. In this case, if the "pointing edge" of object D105 is desired, and if the region of interest D103 contains a sufficient number of rows and the number of rows has not been reduced, the pointing edge calculation subprocess within operation D606 may be determined. An example is shown in FIG. 21C. The subject D105 normally enters the active image region D208 from the known boundaries of that region, or is restricted from entering it. The pointing end D705 (eg, the user's fingertip) of the target D105 will be part of the cluster D701 furthest from the input area D706 to the active image area D208. Cluster D701 may contain some false positive outliers. Thus, the pointing end D705 may contain multiple tagged pixels near the farthest boundary side of the cluster D701, or, in situations where relatively few pixels are expected to be tagged, an adjacent subcluster may be defined as region D707 in cluster D701 that contains the furthest tagged pixels that form , ie, those tagged pixels that have tagged neighbors. This sub-cluster is identified by the sub-cluster pointing edge process D610 and the location of the sub-cluster is found in process D611.
Continuing with this implementation, the process performed by the smoothing module D612 may be applied to any or all locations found in operation D606 as desired. Smoothing is the process of combining previously resolved results with the results, which move from frame to frame in a steady manner. The weighted average coordinates D710 found by the center of gravity determination process D607 depend on many samples and are 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, the state of a single pixel has a significant impact good too. Smoothing is applied to the distance between the ranges D704 measured relative to the weighted average coordinates D710 of the clusters, as the size of the region represented by the subject 105 is expected to remain relatively stable. good too. Because the shape and orientation of the object D105 is expected to change more slowly than the overall position of the object D105, smoothing is applied to the measured pointing edge D705 relative to the weighted average coordinates D710 of the cluster. may be applied to distances of
The process used in the center of gravity process is Equation 1 below. s(t)=(a.×.r(t))+((1-a).×.s(t-1)) In equation 1, the value of smoothing at time (s(t)) is , equal to the smoothed value at 1-scale value (a) times time-1 (t-1). This quantity is added to the raw value at time t(r(t)) multiplied by a scalar (a) between 0 and 1.
Referring to FIG. 22, implementations of system D100 utilize one or more background models D406 (FIG. 22), as described above. An 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 the background model to allow 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. Input is available for all frames and is sampled in sampling process D803. This sample may contain the object D105 of interest and occludes a portion of the controlled background D104. For each pixel, a range of values may be more representative of the background D104 than a single value. By including this range of effects in the background model, the extension in process D407 may be made tighter. Contributing multiple frames of data to the sample makes this range observable, but also if frames are sampled while the subject D105 is in motion, the background occluded by the subject D105 is Increase the portion of ground D104. The optimal number of frames to use depends on the expected motion of the subject D105 in the particular application of the system. In practice, for a hand-tracking system, 10 frames, representing about 0.33 seconds, would cover the majority of the range without allowing the subject to move in order to block out unwanted portions of the background. enough to observe. If a particular background model is compared in the comparison process D408 as an upper range over values assumed to match the background D104, then the maximum value of each pixel observed in multiple frames is recorded as the sample value. may If a particular background model D406 is compared in process D408 as a lower range over values assumed to match background D104, then the minimum value of each pixel observed in multiple frames is recorded as the sample value. may
In this implementation of the background model element D405, the samples from the sampling process D803 are added to a buffer D804 having storage locations for storing n samples, where the oldest sample in history is replaced. This history therefore contains n sampled values for each pixel. Since the span of time d represented in the buffer is rate dependent, a new sample is acquired and added to the history r by Equation 2, written as the following equation: ##EQU00004##.
In this implementation, the central processing block D805 selects for each pixel a value determined by that block that is characteristic of the controlled background D104 at the location represented by that pixel. One way to select a characteristic value for controlled background D104 in processing block D805 is to select the n median values for each pixel. For any pixel, the n sampled values in buffer D804 may represent that object D105. Duration d is selected such that the subject D105 does not occlude any one pixel of controlled background D104 for an accumulated duration of d/2 or longer within any time span of d. be. Therefore, for any pixel, the majority of the samples are characteristic of the background D104, and therefore the central sampled value is the characteristic of the 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 for d/2 time. The system does not need the entire control background D104 to be visualized when started, the subject D105 may be shown at start-up, however, for a period of d before the sample provides an output. need to be observed. If desired, a limit may be applied, the subject D105 must be absent when the system is started, in which case the first observed sample value is the n , allowing the system to produce output faster.
The period during which any one pixel of the controlled background D104 is occluded by the subject D105, and hence the period d, depends on the particular application of the system. The number of samples n can be estimated for memory buffers and available processing power.
The preceding discussion represents one implementation of obtaining the position of the subject D105 in and relative to the images acquired by cameras D101 and D102. Once subject D105 has been successfully detected and its coordinates found in both camera fields of view D205 and D206 by detection modules D308 and D309 of FIG. sufficient to restore the position of subject D105. In the implementation described in FIG. 17, the position of the subject D105 is calculated in combination module D312.
Referring to Figures 23A and 23B, an implementation of combination module D312 is shown. For each camera D101 and D102, the p-position D902 of the object D105 of interest on the camera image plane D904 is transformed into an angle D905, called β (.β) in this description, on the reference plane measured, the normal of which is defined by the axis of rotation of the cameras D101, D102. (In practice, the axes are not exactly parallel and are not exactly defined in a single plane, however the processing described herein allows for that error). By approximating the cameras D101, D102 as ideal pinhole models of the cameras, their angle (.β) relative to the vector D906 defining the direction of the cameras is approximated.
As shown in FIG. 23A, Equation 3 shows an approximate calculation as follows: .beta..times..##EQU00005##. To approximate the angle β (.β), apply the inverse tangent to the amount of focal length (f) divided by the position p on the image plane projected onto the intersection of the reference and image planes.
For maximum accuracy, the intrinsic camera parameters (principal point and image scale position) and the radial distortion caused by the lens allow the distortion position (as represented by the relative position information D310, D311) to be the ideal should be corrected by converting to position. More specifically, the ideal position is the image that the object D105 would project if the cameras D101, D102 had the characteristics of an ideal pinhole camera (where Equation 3 produces the correct angle). It is the position on the plane D904. A set of correction equations is presented in Z. Zhang, A Flexible New Technique for Camera Calibration, Microsoft Research, http://research.microsoft.com/.about.zhang, incorporated by reference. It has been found that for many uses of this system, the approximation provides sufficient accuracy without this correction described above.
Continuing the description of combination module D312, as shown in FIG. 23B, reference vector D907 is defined such that it passes through the positions of both cameras D101 and D102 on a reference plane, where the reference plane is: The camera's axis of rotation is defined to define the normal to the reference plane. The angle D908 through which the camera is rotated is measured with respect to the reference vector D907.
The formula for measuring the angle is shown in Equation 4: α=β0+β. The measurement of angle α(.α.) is equal to angle β_not(.β0) and angle β(.β.).
Equation 4 is applied to measure the angle D909 of the subject D105 with respect to the reference vector D907. This angle is referenced herein by the α(.α.) symbol. The angle αD909 for each camera D101 and D102 and the length of the reference vector D907 are sufficient to find the position of the subject D105 on the reference plane according to Equations 5 and 6.
Equation 5 is expressed by the formula: ×. ##EQU00006## offset(y) is the reciprocal of the tangent of the angle (.αA) with respect to camera A101, the tangent of the angle (.αB) with respect to camera B D102 multiplied by the vector length D907(w), Equal to the tangent of the angle (.αA) for camera A D101 and the tangent of the angle (.αB) for camera B D102.
Equation 6 calculates the offset of the subject (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 AD101.
The position of object D105 on the axis orthogonal to the reference plane may be found by Equation 7 (.×. .×.##EQU00008##), which is the Distance is used and applied to locations in each image.
In Equation 7, the position (z) was projected onto a vector in the image plane orthogonal to its use in Equation 3 divided by the focal length (f) multiplied by the distance of the subject D105 from the camera (l). Computed as position (p) on the image plane.
These relationships provide the coordinates of the subject D105 with respect to camera A D101. Knowing the position and size of the region D103 with respect to camera A D101, its coordinates may be transformed so that it relates to the regions D103, D312 of FIG.
Smoothing may optionally be applied to these coordinates in the Refinement module D313 of the implementation of this system shown in FIG. Smoothing is the process of combining previously solved results with their results so that motion stabilizes 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, namely x, y and z, are smoothed independently and dynamically. 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 follows: x x ..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 thresholds, and SA and SB are degrees of dampening. stipulate.
As shown in FIG. 24, two distance thresholds DA and DB define three ranges of motion. Changes in position, motion that are less than DA are significantly dampened (D1001) by SA, thereby switching back and forth between two adjacent values (a side effect of separate sampling of the image). Decrease value trends. Changes in position greater 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 dampening varies between DA and DB, ie for movement in the region designated as D1003, so that the transition between slight to severe dampening is not very noticeable. The scalar a applied to Equation 1 is found by Equation 9 as follows: .×. Confined to be less than or equal to 0, the dampening value of S is found by Equation 8, where e is the elapsed time since the previous frame.
These coordinates D314 of the object of interest D105, when found, are typically conveyed to another process, such as a user application program D316 for use. When performed, they may be conveyed to other processing executing on the same image processor D106, or to another computing device, like the computations described above. The manner in which data is conveyed to application program D316 may include emulation of conventional user input devices (including mice and keyboards), 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 30 or more times per second. As a result, there is little delay between the user's action and the application's reaction.
In a normal implementation of the system, application program D316 provides feedback to the user by displaying a visual representation of the indicator on video display D107. The indicator is moved such that its position and movement mimic the movement of the subject D105.
In one variation of this form of user interface, an indicator such as a mouse pointer is shown in front of other graphics, and its movement is mapped to the two-dimensional space defined by the screen surface. This form of control is similar to that provided by a computer mouse, such as that used with the Microsoft.RTM. Windows.RTM. operating system. An exemplary feedback image for an application using this type of control is shown at D1102 in FIG. 25A.
Referring to FIG. 25A (and briefly to FIG. 17), image processor D106 also includes an optional coordinate remapping process D317 (FIG. 17). A coordinate remapping process D317 converts the global positioning presence and position coordinates D314 (associated with the subject D105) into , with the equivalent of Equation 10 for the x-coordinate and Equation 10 for the y-coordinate, to remap to the overlaid position on image D1102.
In Equation 10, xh is the coordinate position D314 associated with object D105, xc is the cursor position on the screen mapped to 0-1, and bl and br are the left and right subregions within the region D103. is the position of the range. As shown in FIG. 25B, the entire area of display D1102 is represented by sub-area D1103 contained entirely within the area D103. Locations in subregion D1103 (eg, A D1105) are linearly mapped to locations in display D1102 (eg, D1106). Locations that are outside of subregion D1103 but still within that region D103 (eg, location B D1107) are mapped to the closest location on the boundary of display region D1102 (eg, D1108). This reduces the likelihood that the user will unintentionally remove the object D105 of interest from the subregion (typically the user's hand or pointing finger) while attempting to move the indicator D1101 near the borders of its display.
In situations where the region of interest D103 is directly in front of the video display D107, a sub-region D1103 may be defined to be aligned with the video display D107 so that the indicator D1101 appears aligned with the object of interest D105. . If the region D103 is relatively thin, such as less than 5 cm, and the subregion D1103 is defined in this way, then the system is not limited by the size of the video display D107, and Without requiring direct contact between the user and the video display D107 surface (eg, the video display and the user may be on either side of the window), we make an approximation for user interaction, or "touchscreen." As will be appreciated, the System D100 can be used with a variety of video display sizes, including computer monitors (CRT-type or LCD-type displays), as well as rear-projection television monitors, large flat-screen LCDs. A monitor and forward projection presentation system may also be included.
In situations where the region of interest D103 is not directly in front of the large video display D107, the active image region D208 is deep enough, and the direction of the object is found in the direction calculation process D609, the vector Using the directional angle to detect the upper position may extend from the position of interest to the video display D107.
However, the active image area D208 is often not deep enough to accurately calculate the orientation in processing block D609. In these situations, if the region of interest D103 is not directly in front of the large video display D107 and its orientation is not calculated, Equation 10 may apply, where the subregion D1103 is smaller than the video display. The processor then maps the absolute position of the object D105 to the position indicator, so that the movement of the object D105 is estimated to the large movement of the position indicator on the video display, thereby the position indicator on the video display. The entire region is easily accessible by the user (e.g. subregion D1103 may be defined to be at most 750mm wide and commensurately tall, and sized to be easily accessible by most users). . When set this way, the system still continues to provide the user with a "pointing at the screen" sensation.
In another variation of this form of user interface, the user moves the display of indicators within the display of the three-dimensional virtual environment (examples shown in FIGS. 26A and 26B). Since the virtual environment may be generated using projection transforms, the depth of the virtual environment is indicated by the image shown on video display D107. Technologies for creating this kind 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 movable objects on screen indicators (e.g., Figures 25A, 26A and 26B), whose control has been described above, typically present graphical representations of data or interactive elements (e.g., button D1109 or object display D1202). The user is supposed to place indicator D1101 over one of these objects, but touches or interacts with the object when presented with a three-dimensional virtual environment. For a two-dimensional interface, this condition may be detected by comparing the remapped indicator position D1106 to the bounds of the object's graphical representation (e.g. D1110), and if the indicator position is within the object bounds , this condition is true. For three-dimensional interfaces, this state 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 the object D1202. may The user optionally receives feedback indicating that the cursor is positioned over the object. The feedback may be in various forms including audio cues and/or changes in the graphical display of one or both of the cursor and object. The user may then activate, manipulate, or move the object under the cursor. A user is supposed to indicate his intention to actuate, manipulate, or move an object by performing a gesture.
Optionally, the motion of target object D105 may be interpreted and classified by gesture detection module D315 as described above with respect to FIG. The gesture detection process D315 may utilize data formed from any component of the system. Final coordinates D314, image coordinates D310 and D311, or a combination of these D310, D311 and D314, may be sampled over time and provided as inputs 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 (i.e., whether indicator D1101 is over button D1109) is known and that state is communicated to gesture detection module D315, the object under cursor D1101 (e.g., screen object D1109, D1202) is to hover the cursor over the object (eg D1109, D1202) for longer than a predetermined duration. This gesture performed by the user is detected by monitoring the application state and triggering the gesture if the state of the application does not change for a predetermined duration. There is no need to develop applications specifically for the multi-camera control system D100. This is because it unobtrusively monitors the state of the application (on Windows operating systems, by setting a "hook" using the Windows SDK function "SetWindowsHookEx") and emulates mouse "clicks" (on Windows operating systems). This is because there is a technology that can use the Windows SDK function "SendInput" in the system.
In some scenarios, the state of the application may not be available and monitored. In this case, some example gestures that indicate intent to actuate an object under cursor D1101 (e.g., screen objects D1109, D1202) are holding the hand still ("hovering") or Poking back and forth quickly.
The method of detecting "hovering" is done by keeping a history of the positions of the object of interest D105, which includes all records of positions and states over a given duration, ending with the most recent sample. The duration represents the minimum duration for which the user must keep his hand still. The minimum and maximum positions separately in each of the three dimensions (x,y,z) are found in the history. A "hovering" gesture if the target object D105 is present within the target region D103 for all samples in history and the distance between the minimum and maximum is within a predetermined threshold in each of the three dimensions. is reported. These distance thresholds represent the maximum amount of variation (or "jitter") that is to be introduced in hand position by various components of the system, in addition to the maximum amount that the object of interest D105 can move. . If the system emulates a mouse as described above, a common way this gesture is reported is to emulate a mouse "click". Gestures representing the additional mouse operations "double-click" and "drag" were also detected and emulated.
Optionally, in addition, gestures that are independent of the position of the indicator relative to the object may be detected and given meaning by the application, which may or may not depend on the state of the application. Applications using this style of interaction generally do not explicitly use or display the target object's position D317 or any other position. These applications can be controlled wholly or mainly solely by the interpretation of position made by this system. These applications also need not be developed specifically for the system. This is because the interpretations made by the system can be used to simulate actions that can be performed on conventional user input devices (eg, keyboards or joysticks, etc.).
Many useful interpretations rely directly on the absolute position of the object of interest D105 within the region of interest D103 (alternatively, the indicator position D1105 within the sub-region D1103 may be used in an equivalent manner). One way to do these interpretations is to define a box, plane or other shape. The position of target object D105 (eg, the position defined by block D314 or the position defined by the coordinates remapped from remapping operation D317) is within the first box (or on the boundary defined by the first plane). over there) and was not found in the previous observation (because it was elsewhere in the region of interest D103 or was not detected), the state is triggered on. This state is maintained until the hand position is not found within the second box (or beyond the boundary defined by the second plane), at which point the state is triggered off. . The second box must contain the entire first box and is generally larger. Accidentally triggers on and off when the object of interest D105 is detected to be near the border of the box, and very little motion or minor noise in the image signal causes position D317 to move inside and outside the box. The occurrence of drifting is reduced by using larger boxes. One of three ways to interpret this state is commonly used, depending on the gesture's application. In one method, gestures directly reflect states with on and off triggers. A keyboard key or joystick fire button, if emulated, is "pressed" when the state is triggered on and "released" when the state is triggered off. In another method, the gesture is triggered only by the state transitioning from off to on. Emulate keyboard keys or joystick buttons key is "clicked". The duration and off state are not reported to the application, but are maintained so the gesture is not repeated until the state is triggered off. As a result, each instance of a gesture requires an intention clearly defined by the user. A third method is to trigger the gesture by transitioning the state from on to off, and periodically re-trigger the gesture at predetermined intervals as long as the state is on. This emulation is done in such a way that holding down the keyboard causes characters to repeat in some applications.
One way a box or plane may be defined within the region of interest D103 for the above technique is as follows. By defining a first plane (D1501 in FIG. 27A) and a second plane D1502 that divide the region of interest into a 'launch' region D1503 and a 'neutral' region D1504 (as described above, if the object of interest D105 is between the planes The gesture reported when within region D1505 depends on the object's previous position), the above technique can detect a target object D105 (typically a hand) that "pushes" forward, and this A gesture is one gesture (eg, firing a weapon in a video game) to emulate a fire button on a joystick or to make an application react in general terms to pressing a joystick button.
Another technique by which a box or plane can be defined within the region of interest D103 for the above technique is as follows. As shown in FIG. 27B, a first type of planes D1506, D1507, D1508 and D1509 are defined by separating each of the left, right, top and bottom portions of the region of interest D103 that partially overlap at the corner regions. be. Planes of the second kind are 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, a hand in a corner triggers two keys commonly interpreted by many applications as four secondary 45 degree (diagonal) directions. By emulating a keyboard cursor in this manner, various existing applications can be controlled by system D100. Applications (including Microsoft® PowerPoint®) react to emulated cursor keys (eg, up and down arrow keys) by, for example, advancing to the next or previous slide in a presentation sequence do.
Another method of emulating unobtrusive 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 primary (horizontal and vertical) directions and for each of the secondary 45 degree (diagonal) directions, as illustrated in FIG. 27C. Further boxes D1518, D1519, D1520, D1521 are defined for. For clarity, only boxes of the first kind are shown. Gaps are placed between these boxes. FIG. 27D illustrates a method of defining adjacent boxes. The gap between the boxes D1522 and D1523 of the first kind ensures that the user intentionally puts the target object D105 into the box, while the gap D1524 partially separates the boxes D1525, D1526 of the second kind. filled by superimposing them. As a result, the system reports previous gestures until the user explicitly intends to move the target object D105 to the adjacent box or to the central neutral region. This combination of buttons can be used to emulate an 8-way joystick pad.
A wider range of gesture types rely on motion instead of or in addition to position. An example is the "swipe hand left" gesture. This is one gesture that tells the application to go back to the previous page or state. Across keyboard and mouse emulation, this gesture may be used to control information presentation software (particularly Microsoft® PowerPoint®) to go to the previous page in a presentation sequence. Across keyboard and mouse emulation, this gesture causes the web browser to perform the action associated with the "back" button. Similarly, a "hand swipe right" gesture is one gesture that communicates to the application that the user wishes to advance 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 a "hand swipe left" is as follows. A thin stripe along the leftmost portion of the region of interest D103 is defined as the leftmost region. The position of target object D105 (eg, the position defined by block D314 or the position defined by the remapped coordinates from remapping process D317) is represented as the following three states. 1. The target object exists and is not inside the leftmost region. 2. The target object exists and is inside the leftmost region.
3. The target object does not exist within the hand detection area.
The transition from state 1 to state 2 above causes the gesture detection module D315 to enter a state where it starts a timer and waits for the next transition. If a transition to state 3 is observed within a predetermined duration, it is reported that a "hand swipe left" gesture was performed. This technique is generally replicated for the right, upper and lower extremities, and is also replicated for "pulling back" as the hand position is found in 3D.
Various gesture detection techniques are presented. Still other gesture detection techniques (eg, hidden Markov layers) are described in the research literature and may be applied in various implementations of system D100 described herein.
Referring again to FIGS. 15 and 17, another embodiment of multi-camera control system D100 is described in further detail. Although Figure 15 shows a two camera system, the image processor D106 can be configured to receive input from more than two cameras, and four or more video cameras for specific applications. It should be understood that it can include In the four camera embodiment, components D304-D311 of FIG. 17 are replicated to support two additional cameras. Additionally, combination module D312 is configured to receive presence and position information (similar to data D310 and D311) associated with four sets of cameras associated with tracked object of interest D105. The techniques and equations described above (especially equations 5 and 6) can be applied to additional camera pairs. Here, the output of combination module D312 is the average of all positions from each of the camera pairs. The gesture detection module D315 extracts four sets of camera-related presence and position information D310, D311 from two further detection modules (similar to D308, D309) that are substantially similar to the detection modules D310 and 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 of interest 105 from the two additional cameras are also used.
In one embodiment using four cameras, two additional cameras are positioned at the bottom two corners within the controlled background D104, with a region of interest D103 within the field of view D205 of each camera. be oriented in this way. An advantage of the four camera system is that the position of the target object D105 can be tracked with greater accuracy. Therefore, the application program may include more screen objects at a higher density on the video display D107. This is because, with improved tracking accuracy, very nearby objects can be correctly selected by small movements of the target object D105. Additionally, the two additional cameras reduce errors in tracking the target object D105 when part of the target object D105 is occluded in the field of view D205 associated with one or more other cameras.
Device Neutral Position According to one general aspect, a method is disclosed. The method includes determining a neutral position of the device with respect to at least a first axis and measuring angular displacement of the device with respect to at least the first axis, the device having a first position associated with at least a first plurality of output signals. 1 control included. The method also includes receiving a first control selection and outputting one of the first plurality of output signals based on at least the selection and the angular displacement.
Implementations may include one or more of the following features. For example, the neutral position of the device may be determined with respect to at least a second axis (perpendicular to the first axis). Here, the angular displacement may include a first axis component and a second axis component. Additionally, the neutral position of the device may be determined with respect to at least a third axis (orthogonal to the first and second axes). Here, angular displacement may include a third axis component. The first, second and/or third axis may intersect within the device.
The first control may be associated with at least 3 output signals, or at least 9 output signals. Here, each of the plurality of output signals may correspond to characters such as alphanumeric characters. The method may further comprise displaying the output signal and/or displaying an indication of the angular displacement. The method may also include defining a plurality of tilt regions with respect to the first axis. Here, one of the first plurality of output signals is also the output based on the plurality of tilt regions. Angular displacement of the device about the first axis may be measured as 0 degrees, and the first tilt region includes 0 degrees of angular displacement. Alternatively, the first tilt region may be defined as a region containing approximately -30 degrees to 0 degrees with respect to the first axis, and the second tilt region may be defined as a region containing approximately 0 degrees to +30 degrees with respect to the first axis. Defined. In a further aspect, 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 displacement is 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 about the first axis and a plurality of second axis tilt regions about 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 within the first first axis tilt region and the second axis component is within the first second axis tilt region when the selection is received, then the second 1 output signal may be output. If the first axis component is in the second first axis tilt region and the second axis component is in the first second axis tilt region, even if the second output signal is output good. If the first axis component is in the second first axis tilt region and the second axis component is in the second second axis tilt region, even if the third output signal is output good. and/or if the first axis component is in the second first axis tilt region and the second axis component is in the second second axis tilt region, then the fourth output signal is may be output.
Alternatively, in another aspect, 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 so, the first output signal may be output. A second output signal may be output if the first component is within the first first axis tilt region and the second axis component is within the second second axis tilt region. . A third output signal may be output if the first component is within the first first axis tilt region and the second axis component is within the third second axis tilt region. . A fourth output signal may be output if the first component is within the second first axis tilt region and the second axis component is within the first second axis tilt region. . A fifth output signal may be output if the first component is within the second first axis tilt region and the second axis component is within the second second axis tilt region. . A sixth output signal may be output if the first component is within the second first axis tilt region and the second axis component is within the third second axis tilt region. . A seventh output signal may be output if the first component is within the third first axis tilt region and the second axis component is within the first second axis tilt region . An eighth output signal may be output if the first component is within the third first axis tilt region and the second axis component is within the second second axis tilt region. . and/or a ninth output signal 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 may be
According to another general aspect, an apparatus is disclosed. The device includes a tilt sensor configured to determine a neutral position of the device with respect to at least the first axis and further configured to measure angular displacement of the device with respect to at least the first axis. The apparatus also includes at least a first control associated with the first plurality of output signals and a processor, the processor configured to receive a selection of the first control and based on at least the selection and the angular displacement. It is further configured to output one of the first plurality of output signals.
Implementations may include one or more of the following features. For example, the first axis and the second axis may intersect at the center of the device or at the peripheral portion of the device. The apparatus may further include at least second through tenth controls respectively associated with the second through tenth plurality of output signals. The first control may be a button and/or the device may be a phone. The displacement signal may be measured using a tilt sensor, which may be a gyroscope. The device may further comprise a display configured to display an output signal and/or a display configured to display an indication of angular displacement, the device configured to input a selection. A keyboard may also be included.
According to another general aspect, a computer program product tangibly stored on a computer-readable medium is disclosed. The computer program product is operable to cause the computer to perform operations including determining a neutral position of the device with respect to at least the first axis and measuring angular displacement of the device with respect to at least the first axis; The apparatus includes a first control associated with at least a first plurality of output signals. The computer program product also causes a computer to perform operations including receiving a first control selection and outputting one of the first plurality of output signals based at least on the selection and the angular displacement. can be operated as
According to another general aspect, a telephone device is disclosed. The telephony device includes a tilt sensor configured to determine a neutral position of the telephony device at least about a rolling axis and further configured to measure an angular displacement of the telephony device at least about the rolling axis. The telephone device also includes at least first through eight buttons respectively associated with at least four alphanumeric characters. Further, the telephone device includes a processor configured to receive selection of the first button and to output one of at least four alphanumeric characters based on at least the selection and the angular displacement. further configured.
The details of one or more implementations are set forth in the accompanying drawings and the description below. Other features will be apparent from the description and drawings and from 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 including at least first controls E102 for entering text data and user commands into device E100, a display E105 for displaying text and images to the user, and at least one and an indicator (eg, tilt indicator E106) for displaying an indication of angular displacement or tilt orientation about one axis.
Display E105 displays graphics, images and text and includes a user interface for software applications used by this embodiment, as well as the operating system programs necessary to operate device E100. A user of device E100 uses a first control E102 to enter commands and data for operating and controlling the operating system program and application programs.
Display E105 is configured to display a GUI to a user of device E100. A speaker may be present, and the speaker may be listened to by voice and voice data received from an application program running on device E100 (eg, voice from another user generated by a telephone application program), or by a ringtone application program. A generated ringtone may be generated. A microphone may be used to capture audio data generated by a user, for example when the user is talking to another user via device E100. Additionally, tilt indicator E106 is configured to indicate the angular displacement or tilt orientation of device E100 and provide visual feedback to a user of device E100 to inform the user of the tilt orientation used to interpret control selections. .
The operation of device E100 is based on the orientation of the device in two states. a "neutral" position and a "selected" position corresponding to the position of the device before, at the same time or after selection of the first control E102. More specifically, the output of the output signal by device E100 is dependent on the angular displacement between the neutral position and the selected position about at least one axis, as described more fully below. Here the angular displacement has an angular displacement component for each axis of interest.
FIG. 28, for example, shows device E100 in one possible three-axis neutral position. In particular, orthogonal X, Y, and Z axes intersect at the center of apparatus E100. Here the X-axis runs parallel to the longitudinal direction of the device E100. According to this exemplary neutral position, rotation about the X axis achieves rolling motion, rotation about the Y axis achieves pitching motion, and rotation about the Z axis achieves yaw motion. . These rolling, pitching and yaw motions are generally 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 apparatus E100, are apparatus-specific and application-specific decisions, and no limitation of these features is inferred in the following description. For example, if it is undesirable or impossible to operate the device in yaw motion, or if motion about one or two axes can be used to effectively control the number of output signals, the device The neutral position of can be determined with respect to only one or two of these axes. Further, at least one axis may not intersect device E100, or at least one axis may extend along a portion of the perimeter or edge of device E100. Additionally, one of the axes may extend parallel along the longitudinal direction of device E100 or may extend at an angle to the longitudinal direction of device E100. In any case, the neutral position is either using an axis relative to the earth (e.g. magnetic north or true north, or an axis pointing to the center of the earth or to the horizon) or relative to the user, device or other axis. are aligned.
For telephony, where angular displacement is measured with respect to rolling rotation about the X axis, a single-axis neutral position is provided and angular displacement is measured with respect to rolling and pitching rotations about the X and Y axes, respectively. If measured, it provides the 2-axis neutral position. In any case, the X and Y axes intersect at the center of the device, with the X axis running longitudinally parallel to the longitudinal direction of the device. Other neutral position orientations are also possible.
When entering characters on a device such as a phone, users typically hold the device at a positive (upward) pitch angle while looking at the display. In that regard, the phone's X-axis in the neutral position may be defined as a similar upward angle, so that flattening the phone's angle with respect to the ground registers 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, device E100 is illustrated as a mobile phone, but in further embodiments, device E100 can be a desktop PC, laptop, workstation, midrange computer, mainframe computer, handheld computer, tablet computer, personal digital assistant. ("PDA"), or another type of embedded system (eg, a computer keyboard or remote control).
FIG. 29 shows an example of the internal architecture of the embodiment of FIG. The computing environment includes a processor E200 on which computer instructions including an operating system or application are processed, a display interface E202 that provides a communication interface and processing capabilities for generating graphics, images and text on the display E105; A keypad interface E204 providing a communication interface to a keypad containing a first control E102, a tilt sensor E206 for measuring angular displacement of device E100 about at least a first axis, and an indicator including tilt indicator E106. an indicator interface E208 that provides a random access memory ("RAM") E210 in which computer instructions and data for processing by processor E200 are stored in a volatile memory device; Read-only memory ("ROM") where level system code or data (such as basic input/output ("I/O"), startup, or receiving keystrokes from a keypad) is stored in a non-volatile memory device ) E211 and, optionally, memory E220 or other suitable type of memory (e.g., random access memory ("RAM"), read-only memory) in which are stored files including an operating system E230, application programs E240 and data files E246. ("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 The component devices and processor E200 communicate with each other via bus E250.
RAM E210 interfaces with bus E250 to provide quick RAM storage for processor 200 during execution of software programs such as operating systems, application programs and device drivers. More specifically, to execute a software program, processor E200 loads computer-executable processes from a memory medium into fields of RAM E210. Data is stored in RAM E210 and is accessed during execution by processor E200.
As further shown in FIG. 29, storage device E220 stores operating system E230, application programs E240 (eg, word processors, spreadsheets, presentations, graphics, image interpretation training, games or other applications), and data files E246. stores computer-executable code for While it is possible to use the above implementations, the functionality according to the present disclosure may be implemented as a dynamic link library ("DLL") or in other application programs (e.g. Internet web browsers (e.g. MICROSOFT® Internet Explorer web browser) )) can also be implemented as a plug-in.
Processor E200 is one of many high-performance computer processors and can be used as an INTEL® or AMD® processor, POWER PC ( processor, MIPS® reduced instruction set computer ("RISC") processor, SPARC® processor, HP ALPHASERVER® processor, ACORN® RISC Machine ("ARM® ") including architecture processors or proprietary computer processors. In additional systems, processor E200 of system E100 is a multiple processing unit, including multiple CPU configurations found in high performance workstations and servers, or multiple scalable processing units found in mainframes.
The operating system E230 includes MICROSOFT® WINDOWS NT®/WINDOWS® 2000/WINDOWS® XP workstations, WINDOWS NT®/WINDOWS® 2000/WINDOWS® XP servers, various UNIX-like operating systems (AIX® for IBM® workstations and servers, SUNOS® for SUN® workstations and servers). trademark), LINUX(R) for INTEL(R) CPU-based workstations and servers, HP UX WORKLOAD MANAGER(R) for HP(R) workstations and servers, SGI(R) IRIX® for Workstations and Servers, Digital Equipment Corporation Corporation) computers, OPENVMS® for HP® ALPHASERVER-based computers, MAC OS® X for POWERPC®-based workstations and servers ), SYMBIAN OS® for mobile devices, WINDOWS MOBILE® or WINDOWS CE®, PALM®, NOKIA® OS ("NOS"), OSE® trademark) or EPOC®, or a proprietary operating system for a computer or embedded system. An 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 Edition ("J2ME®"), PYTHON®, FLASH LITE®, or MICROSOFT® NET Compact.
Tilt sensor E206 detects the orientation of device E100, as described below, and may be a gyroscope, an optical sensor, and/or other type of tilt sensor. Optical sensors may be used to detect the orientation of device E100 and determine the motion and orientation of device E100, for example, using an optical flow of a series of images from a camera incorporated in device E100. Optical flow describes the apparent relative velocity of features within a sequence of images. Since optical flow is related to the camera, the motion of the camera gives the apparent velocity of features within the camera's field of view. Camera motion is computed from the apparent velocities of features within the camera field of view. Position or orientation is also calculated relative to the neutral position over time. Although tilt sensor E206 has been described as an optical sensor that employs an optical flow method to track the tilt or slope of device E100 using a camera, in other embodiments the tilt or slope of device E100 may be tracked using an optical flow method. tracked using, for example, an accelerometer.
Computer-readable memory media store information within device E100, and may be volatile or non-volatile. The memory may be capable of providing mass storage for device E100. In various different embodiments, the memory may be a floppy disk drive, hard disk drive, optical disk drive or tape drive. 28 and 29 illustrate one possible implementation of a computing system for executing the program code or program steps or process steps, other types of computers or devices may be used.
FIG. 30 is a flow chart illustrating a method according to another exemplary embodiment. Briefly, the method includes determining a neutral position of the device with respect to at least a first axis and measuring angular displacement of the device with respect to at least the first axis, the device having at least a first plurality of outputs. Contains the first control associated with the signal. The method also includes receiving a first control selection and outputting one of the first plurality of output signals based on at least the selection and the angular displacement.
More specifically, the method E300 begins (step ES301) and defines a plurality of tilt regions with respect to a first axis (step ES302). As will be described in more detail below, the output of the output signal is based at least on the angular displacement of the device during selection of the first control. According to one aspect, a tilt "region" is defined such that when the control is selected, an output associated with the tilt region is output when the angular displacement is within a particular tilt region or band of angles. .
Figures 31A-31D illustrate some exemplary tilt regions with respect to a hypothetical neutral axis labeled "n-axis," which is the neutral X-axis, Y-axis and/or Or represents the Z axis. Each of the X-axis, Y-axis or Z-axis can have an individually determined tilt region. 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 degrees to 0 degrees with respect to the neutral axis is within region E401, and an angular displacement of about 0 degrees to about 90 degrees with respect to the neutral example is within region E402. An angular displacement of approximately 91 degrees to -91 degrees (indicating that the device is upside down) corresponds to neither region, and an angular displacement of exactly 0 degrees corresponds to either region E401 or region E402. It is in.
If the neutral axis represents the X-axis, angular displacement in region E401 may be due to rolling to the negative side (to the left) of the device, and angular displacement in region E402 may be due to rolling to the positive side (to the left) of the device. caused by rolling to the right). If the neutral axis represents the Y-axis, angular displacement in region E401 may result from pitching the device toward the negative side (forward), and angular displacement in region E402 may result from pitching the device toward the positive side ( caused by pitching backwards). If the neutral axis represents the Z axis, angular displacement in region E401 may be due to negative (counterclockwise) yaw, and angular displacement in region E402 may be positive (clockwise) yaw. ) due to yawing. Although two tilt regions are shown, any number of tilt regions may be used, depending 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 area. For example, the device outputs a first of a plurality of signals if the angular displacement of the device is within a first region, and multiple signals if the angular displacement of the device is within a second region. , even if the same control is chosen in both situations. Although FIG. 28 illustrates regions E401 and E402 as containing bands of ±90 degrees, in a similar manner, tilt region E401 defines a region containing approximately 30 degrees to 0 degrees with respect to the neutral axis. However, the slant region E402 defines a region that includes approximately 0 degrees to +30 degrees with respect to the neutral axis.
FIG. 31B shows four tilt regions defined around the neutral axis with dead space between regions of 0 degrees around the neutral axis. It is often desirable to define a dead space between two otherwise adjacent regions, either because it is insensitive to the tilt sensor, is indistinguishable to the user, or for other reasons. If the neutral axis represents the Y-axis, an angular misalignment between about 91 degrees and -91 degrees (meaning an upside down device), or an angular misalignment of about 0 degrees, does not correspond to the tilt region. If the control is selected when the device is not aimed at a tilt region, the default output is output, the last output is output, no output is made, and the output is associated with the nearest or complementary tilt region. or some other kind of output.
The angular deviation in region E404 results from a strong negative slope of the device, while the angular deviation in region E405 also results from a less negative slope than that of region E404. The slope deviation in region 407 results from a strong positive slope, while the angular deviation in region E406 also results from a positive slope that is less than the negative slope of region E407.
FIG. 31C shows an example of two tilt regions defined around the neutral axis, where the approximately 0 degree region around the neutral axis is substantially the first region. In particular, if the neutral axis represents the X-axis, the device will remain in region E409 if it is rotated negatively, if it does not move from the neutral position, or if it is gently rotated in the positive direction. A strong positive rotation must occur in order for the device to be aimed at region E410. The tilt regions shown in FIG. 31C are desirable, for example, where region E409 represents the default desired output and aggressive, high amplitude operation of the device is required to place the device in region E410. , thus overriding the default desired output. In the example of FIG. 31C, the tilt region E409 includes an angular misalignment of 0 degrees, where the angular misalignment of the device is equal to the tilt region E409 when the angular misalignment about the first axis is measured at 0 degrees. is within.
FIG. 31D shows an example of two tilt regions defined around the neutral axis, where a single region occupies bands of angular misalignment on either side of the neutral axis. More specifically, region E412 is defined by the region surrounding 0 degrees about the neutral axis, and region E411 occupies symmetric angular bands in the positive and negative angular directions. If the neutral axis represents the Z-axis, the angular misalignment in region E411 results from high amplitude positive or negative yaws. Angular misalignment in region E412 results from a more moderate positive or negative yaw, or from the orientation 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, then a total of eight tilt regions are available, because the four gradient tilt regions in FIG. 31A, because each is divided into two rotational tilt regions in the example of FIG. 31A. Assuming each axis has an equal number n of 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 instances it is not necessary to define a tilt region as the angular shift itself determines the output signal rather than the tilt region. In addition, the tilt region can also potentially be stipulated in
Returning to FIG. 30, a neutral position of the device is determined with respect to at least the first axis, and the device includes at least a first control associated with the first plurality of output signals (step ES304).
FIG. 32 shows a top outside view of an example apparatus according to another exemplary implementation. Device E500, a mobile phone, has a keypad including at least a first control E502 associated with a first plurality of output signals. In the illustrated example, the first controls E502 are keys or buttons on a 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 representing the letters 'W', 'X', 'Y' and 'Z'. The letters 'W', 'X', 'Y', 'Z', 'w', 'x', 'y', 'z', as well as the symbols ',', '.', '/', and 12 output signals indicating "'". There is no limit to the number of output signals or characters that can correspond to a single control. In certain embodiments, the first control E502 is associated with multiple output signals, such as 3 output signals or 9 output signals. Each of the plurality of output signals may correspond to a character, such as an alphanumeric character or symbol.
The neutral position of device E500 is determined, for example, prior to or after selection of the first control, or when device E500 is turned on at the operating location. In one embodiment, a memory buffer stores tilt sensor output data, and the neutral position of device E500 is reconstructed from the orientation and output data of device E500 when the control is selected. In another embodiment, the neutral position is defined, for example, as the neutral X-axis extending perpendicular to the center of the earth, and the angular deviation is Factory preset state, such as when measured. In a further aspect, the processor, tilt sensor, and memory communicate to determine a common neutral position based on the average position of device E500 whenever the controls are normally selected. Furthermore, in a further aspect, the neutral position is user selectable. In any respect, the neutral position effectively acts to reset the tilt sensors to 0 degrees across each axis of interest, where any movement of device E500 away from the neutral position registers an angular deviation. help to do. A neutral position may be a flat position, a vertical position, or an oblique or slanted position relative to the user of device E500 or the earth.
In a further embodiment, a neutral position of device E500 is determined with respect to at least a second axis, orthogonal to the first axis, wherein the angular offset comprises the first axis component and the second axis component. include. In a further embodiment, a neutral position of device E500 is determined with respect to at least a third axis, orthogonal to the first axis and the second axis, wherein the angular offset includes the third axis component. . The first, second, and/or third axes intersect within device E500, outside device E500, or along peripheral locations or at the edges of device E500.
Since device E500 includes a tilt sensor that detects the orientation of the device, entering text into the device is easy. For example, a tilt sensor detects the degree to which the device is turned left, right, or tilted up or down, where the tilt direction or angle of the device about the axis of interest shows how the selection of control E502 is interpreted and output. For example, if control E502 corresponds to a number of characters, the orientation of device E502 identifies which of the number of characters was output when control E502 was selected; Identifies when to output.
By using the orientation of the device to identify which characters to output, characters can be output each time a single control is selected, reducing the number of control selections that require text to be entered. to speed up text entry. A fixed number of control selections represents the input of characters, so the user may specify the next character immediately after the current character is specified, or wait a predetermined number of times before specifying the next character. Eliminates the need to wait and also speeds up text entry.
As indicated above, the neutral position of the device is the reference direction in which the angular displacement is measured about at least one axis with respect to a selected position, the selected position being a control, such as the first control. corresponding to the position of the device prior to, at, or after the selection of . In one embodiment, the neutral position of the device is determined relative to one axis, and that neutral position is determined as a "flat" position, where one axis is parallel to the ground. In another aspect, the neutral position of the device is determined relative to two axes, the neutral position being 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 relative to 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 point toward or away from the center of the Earth.
Returning to FIG. 30, the angular displacement of the device is measured about at least the first axis (step ES305). In particular, a tilt sensor, such as tilt sensor E206, measures the angular deviation between the current position of the device and the neutral position, where the angular deviation includes a component for each axis of interest. In one embodiment, the tilt sensor E206 measures the angular deviation of the device when the control is selected. The selection of the control itself may affect the orientation of the device, in another aspect the tilt sensor measures the angular deviation of the device before or after the control is selected.
A tilt sensor detects the orientation of the device. For example, a tilt sensor detects the degree to which the device is rotated left or right, or pitched up or down, or yawed clockwise or counterclockwise. In one embodiment, the tilt sensor measures at least two separate levels of rotational tilt about the X axis, where the device is rotated left, rotated right, or rotated left It does not have to be rotated either right or left. In addition, the tilt sensor measures at least two separate levels of slope tilt about the Y-axis in the fore-and-aft direction, in which case the device may be uphill, downhill, or neither uphill nor downhill. good too. In addition, the tilt sensor measures at least two distinct levels of yaw tilt about the Z axis, where the device may yaw clockwise, counterclockwise, or no yaw. good too. In such an implementation, when the device rotates 1.5 degrees to 4.5 degrees to the left, the tilt sensor indicates that the device has rotated left. As another example, if the device slopes forward less than 1.5 degrees and backward slopes less than 1.5 degrees, the tilt sensor indicates that the device does not slope forward or backward. In another implementation, the tilt sensor may indicate four or more levels of tilt in each of the left-to-right and front-to-back directions. In such implementations, each tilt level in a particular direction corresponds to a range of angles over which the device is tilted.
An indication of angular deviation is displayed (step ES306). As noted above, the direction of the neutral position may not be indicated to the user. Additionally, each axis may have more than one tilted region in each direction about each axis. For these and other reasons, indicators are provided to display either an indication of the angular deviation, or an indication of the tilt area to which the angular deviation corresponds in real-time or near real-time. If the angular misalignment is measured before or after the control is selected, the indicator estimates the appropriate angular misalignment or tilt region display when 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 its default or preset axis. , or the decision may be context dependent.
33A-33B illustrate examples of indicators according to one exemplary aspect. In FIG. 33A, indicator E600 indicates the orientation of the device on the display. The indicators provide visual feedback so that the user is aware of the orientation of the device used to interpret control selections.
Indicator E600 includes positive tilt indicator E601 and negative tilt indicator E604 pointing in the negative (left) and positive (right) directions, respectively. In addition, indicator E600 outputs from positive tilt indicator E601 and negative tilt indicator E604 when the device is not tilted, such as when the device is in a neutral position or a position not registered by the tilt sensor (e.g., upside down). Includes a visually distinct center indicator E602. One of the tilt indicators is illuminated or otherwise visually distinguished from the other tilt indicators and the center indicator E602 when the device is tilted in the indicated direction. Furthermore, center indicator E602 is illuminated or otherwise visually distinguished from positive tilt indicator E601 and negative tilt indicator E604 when the device is not rocked left or right. The center indicator is illuminated, for example, when the device is oriented as illustrated in FIG. Positive tilt indicator E601 is illuminated when the device is oriented as illustrated in region E402 of FIG. 31A. 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, indicator E605 also includes two partial tilt indicators E606 and E607, each also pointing in the negative and positive directions. Each partial tilt indicator is located between center indicator E604 and either negative tilt indicator E604 or positive tilt indicator E601. The partial tilt indicator is illuminated or otherwise visually distinguished from other components of indicator E605 when the device is partially tilted in the indicated direction. In one example, both the partial tilt indicator and the center indicator are illuminated when the device is partially tilted in the corresponding direction. For example, negative tilt indicator E604 is illuminated when the device is oriented in tilt region E404 of FIG. 31B. Partial negative tilt indicator E606 and center indicator E602 are illuminated when the device is oriented in tilt region E405 of FIG. 31B. Center indicator 602 is illuminated when the device is oriented in the neutral position as illustrated in FIG. The partial positive tilt indicator E607 and center indicator 602 are illuminated when the device is oriented in the tilt region E406 of FIG. 31B. The positive 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 contemplated for each axis. For axes that have dozens of associated tilt regions, for example, the same, 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 discussed in connection with FIG. 33D are called pitch (front-back) and roll (left-right), these designations are arbitrary, and one set of indicators may be the yaw axis or any other axis. It is also possible. Indicator E609 operates similarly to indicator E605 with respect to one axis. However, the indicator E609 also has a negative pitch indicator E610, a partial negative pitch indicator E611, a partial positive pitch indicator E611, as opposed to the previously mentioned single axis indicator E605 (which was described as a roll indicator). Integrate a pitch tilt indicator consisting of E612 and a positive pitch indicator E614. In another embodiment illustrated in FIG. 33E, the indicator includes a single feature E615 that indicates the importance of device orientation. For example, a single feature indicator indicates whether a number may be output for the measurement of angular displacement of the device.
Although the indicator is represented in FIGS. 28 and 33 as a series of arrows or intuitive lighting, in one embodiment the indicator is incorporated into the display (eg, display E105) or the indicator is via audio. A speaker that emits a sound or sound file representing the tilt of the device to the user. Furthermore, in another aspect, no angular displacement or tilt region is displayed or otherwise occurs.
Returning once to Figure 30, a first control selection is received (step ES307). In one aspect, the controls are keypad buttons, and selection occurs when the user presses the buttons. This allows a signal to be generated and sent to the processor indicating that a keypad button selection has occurred. In another aspect, the controls are icons on the touch screen rather than physical controls. In this manner, selection occurs when the user touches an area of the touch screen associated with the icon. Here, the touchscreen 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. Selection of other types of controls is also contemplated.
According to the embodiment of FIG. 32, device E500 includes a keypad or grouping of controls. The user can then enter text to interact with the GUI presented on display E505. Each control corresponds to multiple output signals, each associated with a character. In one embodiment, the keypad includes eight controls labeled "2" through "9", each corresponding to multiple letters and numbers. For example, a control with a "2" corresponds to the letters "A", "B" and "C". Additionally, other controls included on the keypad perform other text entry functions. For example, controls marked with "*" are used to change the case of the next character that is output. The control with '0' is used to advance to the next character after the current character has been characterized, and the control with '#' is used to insert the character 'space'. .
One of the first plurality of output signals is output based on at least the selection and the angular displacement (step ES309) or at least the selection, the angular displacement and the plurality of tilt regions. Since the first control is associated with the first plurality of output signals, the angular displacement or the angular displacement and the plurality of tilts determine which one of the first plurality of output signals is output. used to In one aspect, the neutral position of the device is determined with respect to one axis. Here, three tilt regions are defined around that one axis, and a first control is associated with the three tilt regions. In this case, if the angular displacement is in the first tilt region, a first output signal is output. A second output signal is output if the angular displacement is in the second tilt region, and a third output signal is output if the angular displacement is in the third tilt region. In another aspect, the output signal is output based on the angular displacement and the number of output signals associated with the first control based on a formula or algorithm.
The various figures represent front and side views in different states of operation of the device of FIG. In particular, Figures 34A and 34B illustrate front and side views, respectively, of device E500 in the neutral position. FIG. 35A illustrates a front view of the device being steered into a negative roll about the X axis. and FIG. 35B illustrates a front view of the device being manipulated into a positive roll about the X axis. Similarly, FIG. 36A illustrates a side view of the device being steered to a positive pitch about the Y axis. and FIG. 36B illustrates a side view of the device being steered to a negative pitch about the Y axis. 35 and 36, the devices are tilted approximately +-30 degrees about their respective axes from the neutral position shown in FIG.
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, e.g. Affects letters. Each of the multiple characters or output signals represented by a single control of the keypad corresponds to a separate orientation of the device. When one of the keypad controls is selected, the device identifies a plurality of letters corresponding to the selected control and the orientation of the device as indicated by the tilt sensor. One of the multiple characters and the case for the characters are identified based on the identified orientation, and the identified characters are output.
The degree to which the device was rolled left or right when the control was 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. The characters represented by the control are then aligned left and right on the control. The device is configured to indicate whether the device is rolled left, rolled right, or not rolled left or right. In one such example, rolling the device to the left when the control is selected indicates that the leftmost aligned character should be output. Similarly, rolling the device to the right when the control is selected indicates that the rightmost aligned character should be output. Finally, holding the device in the neutral position when the control is selected indicates that the middle character should be output.
In another embodiment, rolling the device to the left when the control is selected indicates that the rightmost lined character should be output. Rolling the device to the right when the control is selected indicates that the leftmost aligned character should be output. Holding the device in the neutral position when the control is selected indicates that the middle character should be output. For example, rolling the device to the left causes the right-most aligned character to appear on top and more prominent than other characters, and rolling the device to the right causes the left-most aligned character to appear This type of embodiment may be used because it causes the printed letters to appear above and more prominent than the other letters.
In other embodiments, the keypad controls represent more than three characters (eg, three letters and numbers, or four letters and numbers). For example, a control with a "7" in a conventional telephone corresponds to the letters "P", "Q", "R" and "S" and the number "7". In this type of case, the tilt sensor is arranged in three or more separate left and right directions 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. configured to identify the roll position to the Each separate roll position corresponds to one of the characters represented by the selected control. For example, if the selected control is a key with a "7" on it, the rolling device as shown in region E404 of FIG. 31B indicates that the letter "P" should be output. A rolling device as illustrated in area E405 of FIG. 31B indicates that the letter "Q" must be output. A rolling device as illustrated in area E406 of FIG. 31B indicates that the letter "R" should be output. A rolling device as illustrated in area E407 of FIG. 31B indicates that the letter "S" must be output. And a device oriented in the neutral position as illustrated in FIG. 28 would indicate that the digit "7" should 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, a device that is pitching (or tilting) forward when the control is selected causes the letters identified by the roll (left-right tilt) direction of the device to be output in upper case. Similarly, a device that is not pitched forward or backward (in a neutral pitch position) when the control is selected causes the letters identified by the roll (left-right tilt) direction of the device to be output in lower case.
In some embodiments, a device that pitches (or tilts) backwards may cause a symbol to be output. The symbols may be symbols corresponding to numbers represented by selected controls on a conventional computer keyboard. For example, if the 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 (eg, pressing "shift" and "1" on a computer keyboard outputs the character "!").
The tilt sensor is capable of detecting more tilt positions in the pitch direction than is necessary to indicate the case of the output character. Thus, pitch positions not used to indicate letter case may be used to select letters. For example, a control may represent three letters and a number, and three roll positions may be used to select among the three letters. Two pitch positions may select the case for letters, and a third pitch tilt position may select the digits represented by the keys.
Additionally, the tilt sensor independently indicates whether the device has been rolled 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 orientations. Each of the nine directions may correspond to a letter and case to letter.
Figure 37 is a table showing one possible mapping of device orientation to output signals corresponding to letters and cases that may be output when the control marked "2" on the keypad is selected. be. In the illustrated mapping, a device being rolled left and pitched forward causes a capital letter "A" to be output. A device that is not rolled or pitched in either direction causes a lower case "b" to be output. And the device being pitched backward causes the number "2" to be output. In other embodiments where the tilt sensor can identify more than two roll positions or more than two pitch positions, more orientations are available that can be positioned on the letters and cases.
The output signal corresponding to the character 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 upper or lower case letter is then generally described as being selected based on the angular displacement or position of the second axis of the device. In other embodiments, angular displacement of separate axes may effect the output of signals corresponding to letters or upper or lower case letters. In general, any orientation of the device may be mapped to any letter and case for any letter, regardless of which axis was used to select the letter or case.
In addition to outputting signals corresponding to characters output in response to control selection, the orientation of the device may be used to indicate the menu option to be selected. For example, selection of a control that does not correspond to any letter (eg, the "1" key on a phone) causes the phone's display to present a menu (each option in the menu corresponding to a different orientation of the phone). When a control (e.g. the "OK" key, the "Enter" key or the "1" key) is selected that indicates that a selection from the menu should be made, the orientation of the device is changed to the menu option. is selected. In one embodiment, when the "1" key is selected, a menu of symbols similar to those illustrated in Figures 38A and 38B are displayed. Tilting the device and selecting the '1' key as before may cause the corresponding symbol to be output. After the symbols are 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 upside down, shaking the device, or otherwise moving the device in a manner not interpreted as tilting the device generates other menus.
A first output signal is output if the angular displacement is within the first tilt region when the selection is received. 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, if the angular displacement is within the third or fourth tilt region when the selection is received, the third or fourth output signal is asserted, respectively.
If a first plurality of tilt regions is defined about the first axis and a second plurality of tilt regions is defined about the second axis, the first plurality of output signals One of which may be output based on multiple tilt regions of the first axis and/or multiple tilt regions of the second axis. If the first axis component is within the first first axis tilt region and the second axis component is within the first second second axis tilt region when the selection is received, A first output signal may be output. A second output signal is output if the first axis component is within the second first axis tilt region and the second axis component is within the first second axis tilt region. may A third output signal is output if the first axis component is within the second first axis tilt region and the second axis component is within the second second axis tilt region. may and/or if the first axis component is within the second first axis tilt region and the second axis component is within the second second axis tilt region, a fourth output A signal may be output.
Alternatively, in another aspect, when the selection is received, the first component is within the first first axis tilt region and the second axis component is within the first second axis tilt region If within the region, a first output signal may be output. A second output signal is output if the first component is within the first axis tilt region and the second axis component is within the second second axis tilt region. good too. A third output signal is provided if the first component is within the first axis tilt region and the second axis component is within the third second axis tilt region. good too. A fourth output signal is output if the first component is within the second first axis tilt region and the second axis component is within the first second axis tilt region. good too. A fifth output signal is output if the first component is within the second first axis tilt region and the second axis component is within the second second axis tilt region. good too. A sixth output signal is provided if the first component is within the second first axis tilt region and the second axis component is within the third second axis tilt region. good too. A seventh output signal is output if the first component is within the third first axis tilt region and the second axis component is within the first second axis tilt region. good too. An eighth output signal is provided if the first component is within the third first axis tilt region and the second axis component is within the second second axis tilt region. good too. and/or a ninth output signal if the first component is within the tilt region of the third first axis and the component of the second axis is within the tilt region of the third second axis may be output.
The output signal is displayed (step ES310) and the method E300 ends (step ES311). The output signal is displayed on a display, such as display E105. In alternate embodiments, the output signal is not displayed.
In the example of FIG. 32, device E500 also includes 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 device E500 to perform functions that require the user to enter text into device E500. For example, by entering a person's name, the user may identify an entry for that person within a phone book stored on device E500. As another example, a user adds an entry for a person to a phone book by entering information describing the person (eg, the person's name and one or more phone numbers used by the person). may Furthermore, the GUI allows the user to specify text messages to be sent from device E500 or to specify other text notes to be stored on device E500. Device E500 also displays a GUI that allows the user to specify text messages.
Interpreting control selections based on the orientation of the device when control selections are made increases the number of operations that may be performed by a single control selection. For example, each control selection may be interpreted in a number of ways equal to the number of different orientations of the device that may be detected. Furthermore, the orientation of the device may indicate how control selections that do not correspond to any character may be interpreted. Thus, a user may be able to quickly perform relatively complex operations simply by tilting the device and selecting controls. For example, selecting the '*' key while the device is rolled left will be used for text input until the next time the '*' key is selected when the device is rolled left. A particular mode of text input (eg, numbers only, all caps) may be invoked. In another aspect, the tilt sensor accomplishes tilt scrolling. Then, upon receiving a control selection, the user interface is scrolled corresponding to the direction of tilt. For example, a forward pitch that occurs upon selection of a control results in upward scrolling of the user interface or menu items on the user interface.
According to another general aspect, a computer program product tangibly stored on a computer-readable medium is detailed. The computer program product determines a neutral position about at least a first axis of a device including a first control associated with at least a first plurality of output signals, and determines a neutral position of the device about at least the first axis. It is operable to cause the computer to perform operations including measuring the angular displacement. The computer program product also performs operations on the computer including receiving a first control selection and outputting one of a first plurality of output signals based on at least the selection and the angular displacement. It is operable to make it run.
Finally, although many of the embodiments have been described or illustrated as telephone devices, the concepts involved herein are in no way limited to telephones and are controlled by device design and layout regulations. It is believed to be applicable in fact to a wide variety of devices, including any device in which the number of is minimized. Sample devices include computer keyboards, remote controls, watches, joysticks or game controllers, or other computer input or consumer electronic devices.
Accordingly, a number of implementations have been described. Nevertheless, it is understood that various modifications may be made. For example, elements of separate embodiments may be combined, supplemented, or removed to create other embodiments. Additionally, various techniques may be used, combined, and varied to produce an embodiment. Such technologies include, for example, various digital electronic circuits, hardware, software, firmware, integrated components, discrete components, processing devices, memory storage devices, communication devices, lenses, filters, display devices, and projection devices.
(Game System) Referring to FIG. 39, a game system 39 according to some embodiments is described. 39 is an external view illustrating the game system 39. FIG. In the following description, gaming system 39 according to some embodiments includes a stationary gaming device.
As shown in FIG. 39, the game system F1 includes a fixed game device (hereinafter simply referred to as "game device") F3. It is then connected via a connecting cord to a display (hereinafter referred to as a "monitor") F2, such as a home television receiver having speakers F2a, and to a controller F7 for providing operational information to the game device F3. . The game device F3 is connected to the receiving unit F6 via a connection terminal. The receiving unit F6 receives transmission data wirelessly transmitted from the controller F7. Controller F7 and game device F3 are interconnected by wireless communication. An optical disc F4 as an example of a replaceable information storage medium is detachably mounted on the game device F3. Game device F3 includes a power on/off switch, a game process reset switch, and an open switch for opening the top lid of game device F3 on the top major surface of game device F3. The lid is opened when the player presses the open switch. As a result, the optical disc F4 can be loaded or unloaded.
Furthermore, an external memory card F5 is detachably mounted on the game device F3 as required. The external memory card F5 has a built-in backup memory and the like for fixedly storing save data and the like. The game device F3 executes the game program or the like stored in the optical disc F4, and displays the result as a game image on the monitor F2. The game device F3 can also use the saved data stored in the external memory card F5 to reproduce the state of the game played in the past and 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 watching the game image displayed on the monitor F2.
The controller F7 uses, for example, Bluetooth (registered trademark) technology to wirelessly transmit transmission data from a communication unit F75 (described later) included therein to the game device F3 connected to the receiving unit F6. The controller F7 has two control units, a core unit F70 and a subunit F76 interconnected by a flexible connecting cable F79. The controller F7 is operation means for manipulating player objects appearing in the game space displayed on the monitor F2. Core unit F70 and subunit F76 each include an operation section (eg, multiple operation buttons, keys, sticks, etc.). As will be described in detail below, core unit F70 includes an imaging information calculator F74 for taking an image viewed from core unit F70. As an example of an imaging target for imaging information calculator F74, two LED modules F8L and F8R are provided near the display screen of monitor F2. LED modules F8L and F8R each output infrared light forward from monitor F2. Although in this embodiment the core unit F70 and the subunit F76 are interconnected by a flexible cable, the subunit F76 may have a wireless unit thereby eliminating the connecting cable F79. For example, subunit F76 has a Bluetooth® unit as a wireless unit. Subunit F76 is thereby able to send operational data to core unit F70.
Next, referring to FIG. 40, the structure of game device F3 will be described. FIG. 40 is a functional block diagram of 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. CPUF30 executes a boot program stored in a boot ROM (not shown) to initialize the main including, for example, main memory F33; Execute the game program stored in the optical disk F4. The CPU F30 is connected to a GPU (graphics processing unit) F32, a main memory F33, a DSP (digital signal processor) F34, and an ARAM (audio RAM) F35 via a 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. Connected. Controller I/F F36, Video I/F F37, External Memory I/F F38, Audio I/F F39, and Disk I/F F41 are respectively connected to a receiving unit F6, a monitor F2, an external memory card F5, a speaker F2a and a disk drive F40.
GPU F32 performs image processing based on instructions from CPU F30. The GPU F32, for example, contains semiconductor chips for performing the computational processes necessary to display 3D images. The GPU F32 executes an image process using a memory dedicated for the image process (not shown) and a partial storage area of the main memory F33. The GPU F32 generates game image data and movies to be displayed on monitor F2, using this kind of memory, and, if necessary, transfers the generated data or movies to the memory controller F31 and the video I /F Output to monitor F2 via 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 as necessary. For example, the main memory F33 stores game programs such as various types of data read from the optical disc 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, etc. generated by the CPU F30 during execution of the game program. DSP F34 is connected to ARAM F35 and the like for storing sound data and the like. ARAM F35 is used when DSP F34 executes a given process (eg, game program or storing already loaded sound data). DSP F34 reads sound data stored in ARAM F35 and outputs the sound data to speaker F2a included in monitor F2 via memory controller F31 and audio I/F F39.
The memory controller F31 comprehensively controls data transmission and is connected to the various I/Fs mentioned above. Controller I/F F36 includes, for example, four controller I/Fs F36a, F36b, F36c and F36d, and to external devices engageable via connectors of controller I/Fs F36a, F36b, F36c and F36d. Connect game device F3 communicatively. For example, the receiving unit F6 engages with this type of connector and is connected to the game device F3 via the controller I/F F36. As described above, the receiving unit F6 receives transmission data from the controller F7 and outputs the transmission data to the CPU F30 via the controller I/F36. A video I/F F37 is connected to the monitor F2. The external memory I/F F38 is connected to the external memory card F5 and can access a backup memory or the like provided in the external memory card F5. Audio I/F F39 is ARAM F35 to DSP Sound data read by F34 or output directly from disk drive F40 is connected to speaker F2a built into monitor F2 so that it can be output from speaker F2a. The disk I/F F41 is connected to the disk drive F40. The disk drive F40 reads data stored at a predetermined reading position on the optical disk F4 and outputs the data to the bus of the game machine F3 or the audio I/F F39.
Controller F7 will now be described with reference to FIGS. FIG. 41 is a perspective view illustrating the appearance of the controller F7. 42 is a perspective view illustrating the state of the connection cable F79 of the controller F7 shown in FIG. 41 connected or separated from the core unit F70.
As shown in FIG. 41, the controller F7 includes a core unit F70 and a subunit F76 interconnected by a connection cable F79. The core unit F70 has a housing F71 containing a plurality of operation parts F72. The subunit F73 has a housing F77 containing a plurality of operation parts F78. Core unit F70 and subunit F76 are interconnected by a connection cable F79.
As shown in FIG. 42, the connection cable F79 has a connector F791 detachably connected at one end to the connector F73 of the core unit F70. The other end of the connection cable F79 is fixedly connected to the subunit F76. A connector F791 of the connection cable F79 engages a connector F73 provided on the rear surface of the core unit F70 in order to interconnect the core unit F70 and the subunit F76 by the connection cable F79.
43 and 44, core unit F70 is described. FIG. 43 is a perspective view of the core unit F70 viewed from above and behind. FIG. 44 is a perspective view of the core unit F70 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 front to back. The overall size of housing F71 is small enough to be held in one hand by an adult or even a child.
A cross key F72a is provided in the center of the front side of the upper surface of the housing F71. The cross key F72a is a cross-shaped four-way push switch. The cross key F72a includes operation portions corresponding to four directions (forward, backward, rightward, leftward) represented by arrows. And it is respectively positioned on the cross-shaped protrusions arranged at 90 degree intervals. The player selects one of forward, backward, rightward, and leftward by pressing one of the operating parts of the cross key F72a. By operating the cross key F72a, the player can specify, for example, the direction in which the character of the player appearing in the virtual game world moves, or the direction in which the cursor moves.
Although the cross key F72a is an operation part for outputting an operation signal according to the above-described direction input operation performed by the player, this kind of operation part may be provided in another form. For example, the cross key F72a may be replaced with a compound switch including a push switch including an annular four-way operation section and a center switch provided at the center of the push switch. Alternatively, the cross key F72a may be replaced with an operation unit that includes a tiltable stick protruding from the upper surface of the housing F71 and outputs an operation signal according to the tilting direction of the stick. Alternatively, the cross key F72a may be replaced with an operation section that includes a horizontally slidable disc-shaped member and outputs an operation signal according to the sliding direction of the disc-shaped member. Alternatively, the cross key F72a may be replaced with a touch pad. Alternatively, the cross key F72a is replaced with an operation section that includes switches representing at least four directions (forward, backward, rightward, leftward) and outputs operation signals according to the switches pressed by the player. 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. Operation buttons F72b, F72c, F72d, F72e, F72f and F72g each output respective operation signals assigned to operation buttons F72b, F72c, F72d, F72e, F72f and F72g when the player presses the head thereof. is the operation part 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, operation buttons F72e, F72f and F72g are assigned the functions of minus button, home button and plus button. Operation buttons F72b, F72c, F72d, F72e, F72f and F72g are assigned respective functions according to the game program executed by game device F3. In the exemplary device shown in FIG. 43, the operating buttons F72b, F72c and F72d are located at the longitudinal 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 buried in the upper surface of the housing F71 so that it is not accidentally 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 turning on or off the power of the game device 3 by remote control. The upper surface of the operation button F72h is also embedded in the upper surface of the housing F71 so as not to be inadvertently pressed by the player.
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) so that it can be distinguished from other controllers F7. For example, LED F702 is used to inform the player of the controller type currently set to controller F7 that he or she is using. Specifically, when core unit F70 sends transmit data to receiving unit F6, one of the plurality of LEDs F702 corresponding to the controller type is illuminated.
Sound holes for outputting the sound from the speaker F706 shown in FIG. 45 to the outside are provided on the upper surface of the housing F71 between the operation buttons F72e, F72f and F72g and the operation button F72b as described below. .
A concave portion is formed in the bottom surface of the housing F71. As will be described later in detail, 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. An operation button F72i is provided on the rear inclined surface of the concave portion. The operation button F72i is an operation section that acts as a B button, for example. The operation button F72i is used, for example, as a trigger switch for drawing the attention of the player object to a shooting game or a predetermined object.
An image pick-up element F743 included in the imaging information calculation unit F74 is provided on the front surface of the housing F71. The imaging information calculator F74 is a system for analyzing the image data taken by the core unit F70 and detecting the centroid, size, etc. of areas with high brightness in the image data. The imaging information calculator F74, for example, has a maximum sampling interval of about 200 frames per second, so even relatively fast motion of the core unit F70 can be tracked and analyzed. The imaging information calculation unit F74 will be described later in detail. A connector F73 is provided on the rear surface of the housing F71. Connector F73 is, for example, a 32-pin edge connector and is used to engage and connect core unit F70 with connector F791 of connection cable F79.
45 and 46, the internal structure of core unit F70 is described. FIG. 45 is a perspective view illustrating a state in which the upper casing (part of the housing F71) of the core unit F70 is removed, as seen from the rear side of the core unit F70. FIG. 46 is a perspective view illustrating a state in which the lower casing (part of the housing F71) of the core unit F70 is removed, as seen from the front side of the core unit F70. 46 is a perspective view illustrating the back side of the substrate F700 shown in FIG. 45. FIG.
As shown in FIG. 45, the substrate F700 is fixed inside the housing F71. Operating buttons F72a, F72b, F72c, F72d, F72e, F72f, F72g and F72h, accelerometer F701 and LED on the upper main surface of board F700 F702, antenna F754, etc. are provided. These elements are connected to a microcomputer F751 (see FIGS. 46 and 55) or the like via lines (not shown) formed on a substrate F700 or the like. A wireless module F753 (see FIG. 55) and an 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 a microcomputer F751, which will be described later. A loudspeaker F706 and an amplifier F708 are provided on the upper major 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 around the longitudinal direction. As a result, predetermined calculations are used to determine the rotation of core unit F70 with preferred accuracy based on the acceleration data that has been detected.
As shown in FIG. 46, an imaging information calculator F74 is provided at the front edge of the bottom main surface of the substrate F700. The imaging information calculator F74 includes an infrared filter F741, a lens F742, an image pick-up element F743 and an image processing circuit F744 positioned in this order from the front surface of the core unit F70 on the bottom main surface of the substrate F700. Attached to the rear edge of the bottom major surface of substrate F700 is connector F73. In addition, a sound IC F707 and a microcomputer F751 are provided on the bottom major surface of the substrate F700. Sound IC connected to microcomputer F751 and amplifier F708 via lines formed on board F700, etc. F707 outputs an audio signal to speaker F706 via amplifier F708 based on sound data transmitted from game device F3. A vibrator F704 is provided on the bottom major surface of the substrate F700. Vibrator F704 is, for example, a vibration motor or a solenoid. The core unit F70 vibrates by operating the vibrator F704. The vibration is then 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 arranged slightly toward the front of the housing F71. Thereby, the housing F71 held by the player can vibrate strongly, and the player can easily sense the vibration.
47-50, subunit F76 is described. FIG. 47 is a perspective view illustrating a first embodiment of subunit F76. 48 is a perspective view illustrating a state in which the upper casing (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 the second embodiment of subunit F76. FIG. 50 is a top front perspective view illustrating the second embodiment of subunit F76.
As shown in FIG. 47, the subunit F76 includes a housing F77 formed by plastic molding, for example. The housing F77 has a streamlined three-dimensional shape that extends longitudinally from front to back and includes a head that is the widest portion of the subunit F76. The overall size of subunit F76 is small enough to be held in one hand by an adult or even a child.
A stick F78a is provided near the widest part of the upper surface of the housing F77. The stick F78a is an operation section that includes a tiltable stick protruding from the upper surface of the housing F77 and outputs an operation signal according to the tilting direction of the stick. For example, the player can arbitrarily indicate direction and position by tilting the tip of the stick in any direction of 360 degrees. Thereby, the player can indicate the direction in which the character of the player appearing in the virtual game world moves, or 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 operation signals assigned to the operation buttons F78d and F78e when the player presses the head of the player. For example, the operation buttons F78d and F78e are assigned the functions of the X button and Y button. Operation buttons F78d and F78e are assigned respective functions according to a game program executed by game device F3. In the exemplary device shown in FIG. 47, operating buttons F78d and F78e are aligned from top to bottom on the front face of housing F77.
In FIG. 48, the substrate is secured to housing F77. Stick F78a, acceleration sensor F761, etc. are provided on the upper main surface of the substrate. The stick F78a, the acceleration sensor F761, etc. are connected to the connection cable F79 via a line (not shown) formed on the board or the like.
As shown in Figures 49A, 49B, 49C and 50, subunit F76 of the second embodiment includes housing F77, stick F78a, and operating buttons F78d and F78e as in subunit F76 of the first embodiment. include. 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 upper surface of the housing F77, the subunit F76 of the second embodiment has a plurality of operating buttons F78b and F78c. The operation buttons F78b and F78c are operation units for outputting respective operation signals assigned to the operation buttons F78b and F78c when the player presses the head of the player. Operation buttons F78b and F78c are assigned respective functions according to a game program executed by game device F3. In the exemplary device shown in FIGS. 49A, 49B, and 49C and 50, the operating buttons F78b and F78c are located at the lateral centerline of the top surface of the housing F77.
Although the stick F78a is an operation part for outputting operation signals according to directional input operations performed by the player as described above, this kind of operation part may be provided in other forms. Below, referring to FIGS. 51-54, first to fifth exemplary subunits F76 of the second embodiment each having an operation part for outputting an operation signal according to a direction input operation. Changes are described.
As a first exemplary modification, as shown in FIG. 51, the subunit F76 may include a cross key F78f similar to the cross key F72a of the core unit F70 instead of the stick F78a. As a second exemplary modification, as shown in FIG. 52, the subunit F76 includes a horizontally slidable disk-shaped member instead of the stick F78a, and the sliding direction of the disk-shaped member It may also include a slide pad F78g that outputs an operation signal according to. 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, as shown in FIG. 54, subunit F76 has buttons F78i, F78j representing at least four directions (forward, backward, rightward, leftward), respectively, instead of stick F78a. , F78k and F78l, and outputting an operation signal according to the button (F78i, F78j, F78k or F78l) pressed by the player. As a fifth exemplary modification, the subunit F76 may include a composite switch including a push switch having an annular four-way operation part and a center switch provided at the center thereof instead of the stick F78a.
Next, referring to FIG. 55, the internal structure of controller F7 will be described. FIG. 55 is a block diagram illustrating the structure of controller F7.
As shown in FIG. 55, the core unit F70 includes an operation section F72, an imaging information calculation section F74, an acceleration sensor F701, a speaker F706, a sound IC F707 and an amplifier F708, as well as a communication section F75. Furthermore, the subunit F76 having the operation section F78 and the acceleration sensor F761 as described above is connected to the microcomputer F751 via the connection cable F79 and the connectors F791 and F73.
The imaging information calculator F74 includes an infrared filter F741, a lens F742, an image pick-up element F743 and an image processing circuit F744. Infrared filter F741 allows only infrared light to pass through in light incident on the front surface of core unit F70. The lens F742 collects the 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 imaging device (eg CMOS sensor or CCD). The image pickup element F743 takes an image of the infrared light collected by the lens F742. Therefore, the image pick-up element F743 takes an image of only the infrared light that has passed through the infrared filter F741 to generate image data. Image data generated by the image pick-up element F743 is processed by an image processing circuit F744. Specifically, the image processing circuit F744 processes the image data obtained from the image pick-up element F743 to identify those spots with high brightness and expresses the identified position coordinates and area size. output to the communication unit F75. The imaging information calculator F74 is fixed to the housing F71 of the core unit F70. The imaging direction of the imaging information calculator F74 can be changed by changing the direction of the housing F71. The housing F71 is connected to the subunit F76 by a flexible connecting cable F79. Therefore, the imaging direction of the imaging information calculator F74 is not changed by changing the direction and position of the subunit F76. As will be described in detail below, signals 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 calculator F74.
Core unit F70 preferably includes a triaxial acceleration sensor F701. Furthermore, subunit F76 preferably includes a triaxial acceleration sensor F761. Triaxial acceleration sensors F701 and F761 each detect linear acceleration in three directions (ie, up/down, left/right, and forward/backward). Alternatively, a two-axis acceleration sensing means that senses only linear acceleration along each of the up/down and left/right directions (or other pair of directions), depending on the type of control signals 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. Inc. or of the type available from STMicroelectronics NV. Preferably, each of the acceleration sensors F701 and F761 is of the electrostatic capacitance (capacitance-coupling) type based on silicon micromachined MEMS (Micro Electro Mechanical Systems) technology. However, any other suitable acceleration sensing technology (e.g. piezoelectric or piezoresistive type) currently existing or later developed provides for triaxial acceleration sensors F701 and F761 or dual axis acceleration sensors F701 and F761. may be used for
As those skilled in the art will understand, the acceleration detection means can detect acceleration (linear acceleration) only along a straight line corresponding to each axis of the acceleration sensor, as used in the acceleration sensors F701 and F761. . In other words, each of the direct outputs of acceleration sensors F701 and F761 is limited to signals representing linear acceleration (static or dynamic) along each of its two or three axes. As a result, acceleration sensors F701 and F761 cannot directly detect motion along non-linear (eg arcuate) paths, rotations, rotational movements, angular displacements, tilts, positions, poses or any other physical features.
However, through additional processing of the acceleration signals output from each of acceleration sensors F701 and F761, additional information regarding core unit F70 and subunit F76 can be deduced, as those skilled in the art will readily appreciate from the description herein. can be calculated or calculated. For example, by detecting static acceleration (i.e., gravity), the outputs of acceleration sensors F701 and F761 are correlated with the gravity vector by relating the tilt angle to the detected acceleration of the object (core unit F70 or subunit F76 ) can be used to estimate the slope of In this way, acceleration sensors F701 and F761 can be used in conjunction with microcomputer F751 (or other processor) to determine the tilt, attitude or position of core unit F70 and subunit F76. Similarly, the various motions and/or positions of core unit F70 and subunit F76 are described herein as core unit F70 housing acceleration sensor F701 or acceleration sensor F761. It can be calculated or estimated through processing of the acceleration signals generated by acceleration sensors F701 and F761 when subunit F76 is subjected to dynamic acceleration, for example by a user's hand. In other embodiments, each of the acceleration sensors F701 and F761 performs any desired processing of the acceleration signal output from the acceleration sensing means before outputting the signal to an embedded signal processor or microcomputer F751. may include other types of dedicated processors for For example, when an acceleration sensor is intended to detect static acceleration (ie, gravity), an embedded or dedicated processor can convert the detected acceleration signal into a corresponding tilt angle. Data representing the acceleration detected by each of acceleration sensors F701 and F761 is output to communication unit F75.
In other exemplary embodiments, at least one of the acceleration sensors F701 and F761 may be replaced with, for example, a gyro sensor of any suitable technology incorporating rotating or vibrating elements. An exemplary MEMS gyro sensor that may be used in this embodiment is available from Analog Devices. Unlike the acceleration sensors F701 and F761, the gyro sensor can directly detect rotation (or angular velocity) about at least one axis defined by the gyroscopic elements therein. Therefore, because of the fundamental differences between gyro sensors and accelerometers, corresponding modifications are made to the output signals from these devices as they are selected for a particular application. require that some processing operation be performed.
More specifically, significant changes are required when tilt or attitude is calculated using gyro sensors instead of accelerometers. Specifically, when using a gyro sensor, the tilt value is initialized at the start of detection. The angular velocity data output from the gyro sensor is then integrated. Next, the amount of change in tilt from the initialized tilt value is calculated. In this case, the calculated tilt corresponds to the angle. In contrast, when the acceleration sensor calculates tilt, the tilt is calculated by comparing the value of the acceleration of gravity for each axial component to a predetermined reference. Therefore, the calculated slope can be represented as a vector. Therefore, without initialization, the absolute direction can be determined with the acceleration sensing means. The type of value calculated for tilt also differs significantly between gyro sensors and accelerometers. That is, the value is an angle when a gyro sensor is used and a vector when an acceleration sensor is used. Therefore, when a gyro sensor is used instead of an accelerometer, or vice versa, the tilt data is also processed by a predetermined transformation that takes into account the fundamental differences between these two devices. need to Due to the fact that the nature of gyroscopes is known to those skilled in the art, further details are not provided here, as are the fundamental differences between acceleration sensing means and gyroscopes. While gyroscopic sensors are advantageous in that rotation can be detected directly, accelerometers are generally more cost effective when used in conjunction 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 wireless transmission of transmission data. Further, microcomputer F751 controls sound IC F707 and vibrator F704 based on data from game device F3 received by wireless module F753 via antenna F754. The sound IC F707 processes sound data transmitted from the game device F3 via the communication unit F75 and the like.
The data from the core unit F70 including the operation signal (core key data) from the operation part F72, the acceleration signal (core acceleration data) from the acceleration sensor F701, and the process result data from the imaging information calculation part F74 are sent to the microcomputer F751. output to An operation signal (sub-key data) from the operation section F78 of the subunit F76 and an acceleration signal (sub-acceleration data) from the acceleration sensor F761 are output to the microcomputer F751 via the connection cable F79. Microcomputer F751 temporarily stores its input data (core key data, sub-key data, core acceleration data, sub-acceleration data, and process result data) in memory F752 as transmission data to be transmitted to reception unit F6. do. Wireless communication from the communication unit F75 to the receiving unit F6 and the like are periodically performed at predetermined time intervals. Since the game process generally runs in cycles of 1/60th of a second, data needs to be collected and transmitted in cycles of shorter time intervals. Specifically, the game processing unit is 16. 7ms (1/60th of a second) and the transmission interval of the communication part F75 built using Bluetooth® technology is 5ms. At the transmission timing for the receiving 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, for example, uses Bluetooth® technology to modulate operational information onto a carrier wave of a predetermined frequency and radiates a low power radio signal from antenna F754. Therefore, the core key data from the operation part F72 included in the core unit F70, the sub-key data from the operation part F78 included in the subunit F76, the core acceleration data from the acceleration sensor F701 included in the core unit F70, and the subunit F76 Sub-acceleration data from the included acceleration sensor F761 and process result data from the imaging information calculation unit F74 are modulated onto a low power consumption radio signal by the wireless module F753 and radiated from the core unit F70. A receiving unit F6 of the game device F3 receives the low power consumption radio signal. The game device F3 then demodulates or decodes the low power consumption radio signal to obtain a series of operation information (core key data, sub key data, core acceleration data, sub acceleration data and process result data). Based on the obtained operation information and game program, the CPU F30 of the game device F3 executes the game process. If the communication unit F75 is built using Bluetooth® technology, the communication unit F75 may have the ability to receive data transmitted wirelessly from other devices. F30 runs the game process. If the communication unit F75 is built using Bluetooth® technology, the communication unit F75 may have the ability to receive data transmitted wirelessly from other devices. F30 runs the game process. If the communication unit F75 is built using Bluetooth® technology, the communication unit F75 may have the ability to receive data transmitted wirelessly from other devices.
As shown in FIG. 56, to play a game using the controller F7 of the game system F1, the player holds the core unit F70 with one hand (eg, right hand) (see FIGS. 57 and 58) and the other. Hold subunit F76 with your other hand (eg your left hand) (see Figure 60). The player holds the core unit F70 so that the front surface (that is, the side having the entrance through which light enters the imaging information calculation unit F74 that takes an image of light) faces the monitor F2. On the one hand, two LED modules F8L and F8R are provided near the display screen of monitor F2. 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 enters the imaging information calculation section F74. An image pick-up element F743 picks up infrared light incident through an infrared filter F741 and a lens F742, and an image processing circuit F744 processes the picked image. The imaging information calculator F74 detects the infrared components output by the LED modules F8L and F8R 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 pick-up element F743 to remove images that do not represent infrared light output from the area information by the LED modules F8L and F8R. , identify the points with high brightness as the locations of the LED modules F8L and F8R, respectively. The imaging information calculator F74 obtains the position coordinates, the coordinates of the center of gravity, etc. of each of the identified points with high intensity and the output as well as the method result data. When this kind of process result data is sent to the game device F3, the game device F3 will generate operation signals, attitudes, and imaging information regarding the movement of the LED modules F8L and F8R based on the position coordinates and the coordinates of the centroid. Calculation part F74, ie, the position of 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, a directional or coordinate input is performed according to the position with varying intensity. Thereby, a directional input or coordinate input can be performed along the motion direction of the core unit F70.
Therefore, the imaging information calculation part F74 of the core unit F70 takes an image of the stationary sign (in this embodiment, infrared light from the two LED modules F8L and F8R), so that the game device F3 can Process result data regarding movements, attitudes, positions, etc. of the core unit F70 can be used, thereby making operational inputs other than those made by pressing operational buttons or using operational keys more intuitive. executed as expected. 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. can. That is, the process result data used to obtain the motion, attitude, position, etc. of the core unit F70 can be used as an operation input that is immediately applied to the display screen of the monitor F2.
57 and 58, the state of a player holding core unit F70 with one hand is described. FIG. 57 shows an exemplary state of a player holding the core unit F70 with his/her right hand, viewed from the front side of the core unit F70. FIG. 58 shows an exemplary state of a player holding core unit F70 with his right hand from the left side of core unit F70.
As shown in Figures 57 and 58, the overall size of core unit F70 is small enough to be held by an adult or even a child with one hand. When the player places the thumb on the top surface of the core unit F70 (for example, near the cross key F72a) and the index finger on the concave portion on the bottom surface of the core unit F70 (for example, near the operation button F72i), the core unit The light entrance of the imaging information calculation unit F74 on the front surface of F70 is forwardly exposed to the player. It should be understood that if the player holds the core unit F70 with the left hand, the holding conditions are similar to those described for the right hand.
Therefore, the player can easily operate the operation part F72 such as the cross key F72a or the operation button F72i while holding the core unit F70 with one hand. Furthermore, when the player holds the core unit F70 with one hand, the light entrance of the imaging information calculation section F74 on the front surface of the core unit F70 is exposed. Thereby, the light inlet can easily receive the infrared light from the two LED modules F8L and F8R mentioned above. That is, the player can hold the core unit F70 with one hand without interfering with the functioning of the imaging information calculation section F74. That is, when the player moves his or her hand holding the core unit F70 relative to the display screen, the core unit F70 provides operational input that allows movement of the player's hand to act directly on the display screen. More can be done.
As shown in FIG. 59, 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 pick-up element F743 is 41 degrees. When both the LED modules F8L and F8R have the viewing angle θ2 of the image pickup element F743, and the image pickup element F743 has the viewing angle θ1 of the LED modules F8L and F8R, the game device F3 has two LED modules F8L and Position information relating to points with high intensity of F8R is used to determine the position of core unit F70.
When either the LED module F8L or the LED module F8R has the viewing angle θ2 of the image pickup device F743, or when the image pickup device F743 has the viewing angle θ1 of the LED module F8L or the viewing angle θ1 of the LED module F8R, the game The device F3 determines the position of the core unit F70 using the position information related to the point with high brightness of the LED module F8L or the LED module F8R.
As described above, the tilt, attitude or position of core unit F70 can be determined based on the output (core acceleration data) from acceleration sensor F701 of core unit F70. That is, the core unit F70 serves as an operation input means for executing an operation following the movement of the hand of the player holding the core unit F70 (for example, upward, downward, leftward, or rightward). Function.
Next, referring to FIG. 60, the condition of the player holding subunit F76 with one hand is described. FIG. 60 shows an exemplary situation of a player holding subunit F76 with his left hand, from the right side of subunit F76.
As shown in Figure 60, the overall size of subunit F76 is small enough to be held in one hand by an adult or even a child. For example, a player can place his thumb on the top surface of subunit F76 (e.g., near stick F78a) to hold subunit F76, and his index finger on the front surface of subunit F76 (e.g., control buttons F78d and F78e), and the middle, ring and pinky fingers can be placed on the bottom surface of subunit F76. It should be understood that when the player holds subunit F76 with the right hand, the holding conditions are similar to those described for the left hand. Therefore, the player can easily operate the operation part 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 subunit F76 can be determined based on the output (sub-acceleration data) from acceleration sensor F761 of subunit F76. That is, the subunit F76 functions as an operation input means for executing operations according to the movement of the player's hand holding the subunit F76 (for example, upward, downward, leftward, rightward). .
In this case, an exemplary game is described that is played using the controller F7 described above. As a first example, a shooting game played using controller F7 is described. FIG. 61 is a diagram illustrating an exemplary game image displayed on monitor F2 when game device F3 executes a shooting game.
As shown in FIG. 61, a portion of the 3D virtual game space S is displayed on the display screen of 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 being performed according to the operation of the controller F7. Further, the virtual game space S displayed on the display screen represents the image field in front of the player object P and, for example, the enemy object E is displayed as the shooting target in FIG. A target indicating the position where the player object P shoots the gun G is displayed as a target cursor T on the display screen.
In a shooting game with this kind of game image displayed on the 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 stick F78a (see FIGS. 49A, 49B, 49C and 50) on subunit F76, player object P moves within virtual game space S according to the direction of tilt. Moreover, when the player moves his or her hand holding the core unit F70 relative to the display screen, the target cursor T moves according to the movement, pose, position, etc. of the core unit F70 relative to the LED modules F8L and F8R. When the player presses the operation 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 moves the core unit F70 as if it were a gun for a shooter, using stick F78a on subunit F76 to direct player object P to move. can be operated. Thereby improving the enjoyment of playing the shooting game. The player can manipulate the movement of the player object P and the movement of the target cursor T using respective units held by separate hands. Thereby, the player can perform each operation independently. For example, because the virtual game space S displayed on the display screen changes according to the movement of the player object P, it is sometimes difficult to keep the target positioned near the position observed by the player in the virtual game space S. . This is because, for example, the player may be paying attention to a rapidly flying enemy object E within the virtual game space S. However, while moving the player object P with one hand (for example, the thumb of the left hand), the player moves the core unit F70 so that the front surface of the core unit F70 points to the observation position, and the arm that is not used for moving the player object P (for example, You can control the movement of your right arm. Thereby substantially improving the flexibility for the operation of the controller F7 and increasing the realism of the shooting game. Furthermore, in order to move the target cursor T, the player moves the controller. However, the operation of moving the controller does not prevent the player from executing a direction instruction operation for moving the player object P. FIG. This allows the player to stably perform two direction pointing actions. That is, with controller F7, the player is free to use his or her left or right hand to perform novel operations with increased flexibility. And it physically cannot be achieved using a single controller.
In the second embodiment, the player tilts the stick F78a to move the player object P within 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). These manipulations allow the player to observe the position core unit F70 points to within virtual game space S while manipulating stick F78a on subunit F76 to direct player object P to move. can be done.
In the above description, controller F7 and game device F3 are interconnected by wireless communication. However, controller F7 and 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.
Furthermore, in this embodiment, only the core unit F70 in the core unit F70 and the subunit F76 of the controller F7 have the communication part F75. However, the subunit F76 may have a communication part for wirelessly transmitting transmission data to the receiving unit F6. Furthermore, both core unit F70 and subunit F76 may have respective communication units. For example, each communication section included in core unit F70 and subunit F76 may wirelessly transmit transmission data to receiving unit F6. Alternatively, the communication section of the subunit F76 may wirelessly transmit the transmission data to the communication section F75 of the core unit F70. Then, the communication section 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, connection cable F79 for electrically connecting core unit F70 and 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 receiving means for receiving transmission data wirelessly transmitted from the controller F7. Alternatively, the receiving means may be a receiving module built into the game device F3. In this case, the transmission data received by the reception module is output to the CPU F30 via a predetermined bus.
In this embodiment, although the imaging information calculation section F74 included in the core unit F70 is described as an example of a determination section for outputting a signal (process result data) following the movement of the core unit F70 body, The imaging information calculator F74 may be provided in other forms. For example, core unit F70 may include acceleration sensor F701 as described above, or may include a gyro sensor. Accelerometers or gyro sensors can be used to determine the motion or attitude of the core unit F70, thus using detection signals for motion or attitude to generate signals that follow the movement of the core unit F70 body. It can be used as a decision unit for output. In this case, the imaging information calculator F74 may be removed from the core unit F70, or the sensor and imaging information calculator may be used together.
Furthermore, although in this embodiment only the core unit F70 includes the imaging information calculator F74, the subunit F76 may also include a similar imaging information calculator.
Furthermore, when the controller F7 includes a plurality of units (each of which may have a plurality of operation means such as an imaging information calculator, an acceleration sensor, 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 operation means included in core unit F70 and subunit F76 are classified into operation means A and operation means B. FIG. The operation means A (for example, the imaging information calculator F74, the acceleration sensors F701 and F761, and the gyro sensor) outputs signals that follow the movement of the unit body. The operating means B (eg stick, cross key, operating buttons, touchpad) outputs signals according to the player pressing a button, tilting a component or touching it.
When core unit F70 contains operation means A and subunit F76 contains operation means B, the player inputs with the fingers of one hand holding subunit F76, as in a conventional controller. While doing this, the other hand holding the core unit F70 can be moved. That is, the player can perform different operations with the right hand and the left hand respectively. It implements novel operations that cannot be performed by conventional controllers. In this case, according to various embodiments, the operational data output by operational means A corresponds to the first operational data, and the operational data output by operational means B corresponds to the second operational data. Corresponds to operational data. Further, the controller is configured such that subunit F76 may include operation means A, core unit F70 may include operation means A, and subunit F76 may include operation means A and operation means B. may In this way, the player can move both hands separately, thereby achieving increasingly improved operations. In this case, according to various embodiments, the operational data output by the operational means A of subunit F76 corresponds to the third operational data.
In addition, when core unit F70 and subunit F76 each include operation means A, the player can move one hand holding subunit F76 to make an input, and core unit F70 player The other holding hand can be moved. That is, the player can move the right and left hands separately, thereby realizing novel operations that cannot be performed by conventional controllers. In this case, according to various embodiments, the operational data output by the respective operational means A of core unit F70 and subunit F76 correspond to the first operational data and the second operational data. Further, each of core unit F70 and subunit F76 may include both operation means A and operation means B. FIG. Thus, the player can perform operations by moving both hands and using the fingers of both hands. Thereby, a new operation is realized. In this case, according to various embodiments, the operation data output by operation means B of core unit F70 corresponds to the first key operation data and is output by operation means B of subunit F76. The operation data corresponds to second key operation data.
Further, when core unit F70 and subunit F76 each include operation means A, one of core unit F70 or subunit F76 may include operation means A of various types. As explained above, when the operating means A includes an imaging information calculator, the orientation, position, etc. of the unit with respect to the imaging target (marker) can be calculated. It allows operation based on the orientation and position of that unit with respect to monitor F2. On the other hand, when the operating means A includes an acceleration sensor or a gyro sensor, the tilt, attitude, position, etc. of the unit itself can be calculated. Thereby allowing operations based on the attitude and position of the unit. Therefore, when core unit F70 includes an imaging information calculator and one of an acceleration sensor or a gyro sensor, and sub-unit F76 includes an acceleration sensor or a gyro sensor, core unit F70 performs the above-described You can perform two operations: In this case, according to various embodiments, the operational data output by the imaging information calculator of core unit F70 corresponds to the first data. The operational data output by the acceleration sensor or gyro sensor of subunit F76 corresponds to the second operational data. And the operation data output by the acceleration sensor or gyro sensor of the core unit F70 corresponds to the third operation data.
In this embodiment, the image data taken by the image pick-up element F743 is analyzed to obtain the position coordinates etc. 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, core unit F70 may transmit data obtained in other process steps to game device F3. For example, core unit F70 transmits image data taken by image pickup element F743 to game device F3. CPU F30 may then perform the analysis described above to obtain process result data. In this case, image processing circuit F744 can be removed from core unit F70. Alternatively, core unit F70 may transmit partially analyzed image data to game device F3. For example, the core unit F70 transmits data indicating the brightness, position, area size, etc. obtained from the image data to the game device F3. CPU F30 may then perform the remaining analysis to obtain process result data.
In this embodiment, the infrared light from the two LED modules F8L and F8R is used as the imaging target of the imaging information calculation section F74 in the core unit F70, but 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 the imaging target of the imaging information calculator F74. Alternatively, the display screen of monitor F2 or other emitters (such as room lights) can be used as imaging targets for imaging information calculator F74. Various emitters are used as imaging targets 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. can be
The above-described shapes of core unit F70 and subunit F76 are only examples. Further, the shape, number, set position, etc. of each of the operation section F72 of the core unit F70 and the operation section F78 of the subunit F76 are merely examples. In various embodiments, the shape, number, setting position, etc. of each of the core unit F70, the subunit F76, the operation part F72, and the operation part F78 may be changed within the scope of the various embodiments, and further reduced. may Furthermore, the imaging information calculation section F74 of the core unit F70 (light entrance of the imaging information calculation section F74) does not have to be arranged on the front surface of the housing F71. The imaging information calculator F74 may be provided on other surfaces that can receive light from the outside of the housing F71.
Furthermore, although the speaker F706, sound IC F707 and amplifier F708 are included in the core unit F70 as above, any device capable of outputting sound at hand is either subunit F76 or core unit F70 may be included in
Thus, the controller according to various embodiments allows the player to manipulate core unit F70 and subunit F76 included therein to enjoy the game. For example, the core unit F70 has a function of outputting a signal following the movement of the unit body including the imaging information calculation section F74 and the acceleration sensor F701. And subunit F76 has the function of outputting a signal according to the directional input operation performed by the player. For example, when a controller integrated with core unit F70 and subunit F76 is used, the overall controller is moved to output a signal following the movement of the unit body. It 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 separating core unit F70 and subunit F76. As another example, the core unit F70 may have the function of outputting a signal following the movement of the unit main body including the imaging information calculation section F74 and the acceleration sensor F701, and the subunit F76 may have the acceleration sensor F761. It may have a function of outputting a signal according to the movement of the unit body including. Thus, the player can move both hands individually holding separate units to make inputs. Therefore, core unit F70 and subunit F76 can be separated into a right unit and a left unit as in a conventional controller for a game device. And at the same time, core unit F70 and subunit F76 allow the player to use his or her right and left hands freely. The player is thereby provided with new operations that cannot be performed by the integrated controller. Furthermore, the controller can be operated with substantially improved flexibility. thereby increased reality
A game controller and game system according to various embodiments can achieve operation with increased flexibility and control by including two separate units and by a player holding the two separate units. It is effective as a game controller to be operated and a game system including the game controller.
Motion Control for Gaming Devices In some embodiments, a gaming device, such as a mobile gaming device, receives input in the form of motion. For example, a person holding a handheld gaming device may tilt the device, move the device in any direction, rotate the device, vibrate the device, hit the device against something, throw the device, Or an input to any other motion-based device may issue a command or provide an instruction. Motion can be translated into one or more commands or instructions used in the game. Motion can also be translated into commands or instructions or requests that are used for other purposes apart from gameplay, for example. Commands, orders, requests, and specifics include: (a) order to place a bet, (b) specify the size of a bet, (c) order to start a game, (d) order to proceed with a particular strategy in a game, (e) a particular card in a game of video poker. (f) a command to hit a particular card in a game of blackjack; (g) a command to settle; (h) a command to switch games; j) orders to make certain selections in bonus times, (k) orders to order drinks, (l) orders to order food, (m) orders to call casino representatives, (n) orders to redeem comp points; (o) a request to receive comp profits; (p) an order to open a line of communication with another person (e.g., a friend who is also in the casino); (q) an order to make a withdrawal from an account (e.g., a bank account); (from), (r) an order to deposit an account (e.g. to deposit game credits into an account the player has with a casino), (s) a request to make a purchase, (t) a request to purchase tickets for a show. (u) orders to make restaurant reservations; (v) requests for information; (w) requests for information about paytables (e.g., about paytable refunds); (x) requests for specific room locations; y) Required to check into a hotel room (z) to reserve a hotel room; (aa) to confirm show times; (ab) to claim a jackpot; (ac) to make a phone call; (ad) to access a network; (ae) a request to access the Internet; (af) identify a web or URL address; (ag) request to receive information about another player; (ah) request to see information about another player's game results; (ai) a request to view another player's game history; (aj) a request to receive information about one or more players, dealers, gaming devices, or gaming tables (e.g., to view the latest results of any of the above request), and any other request, order, command, or specification. A mobile gaming device may include hardware and/or software for detecting motion. A mobile gaming device may operate in conjunction with external hardware or software for detecting motion. A mobile gaming device or another device may include software for translating motion into instructions that can be used in game execution or in any other manner. may operate as A mobile gaming device or another device may include software for translating motion into instructions that can be used in game execution or in any other manner. may operate as A mobile gaming device or another device may include software for translating motion into instructions that can be used in game execution or in any other manner.
As used herein, "motion control" can include using motion as input to a game, using motion as commands, and/or using motion as instructions. Motion control uses motion of the mobile gaming device to provide input to a game played on the mobile gaming device, select a game to play, indicate a player's desire to checkout, or Various other instructions or instructions may be included.
1. Technology.
Various techniques can be used to enable motion control. Such techniques include sensing motion, including information as acceleration, velocity, angular motion, displacement, position, angular displacement, angular velocity, angular acceleration, shock, and any other information that may accompany motion. technology. The technology can include sensors, including hardware sensors. Techniques may also include software for translating information received from sensors into position, trajectory information, or other spatial information about the mobile 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 hereby incorporated by reference herein. (1) U.S. Patent Application No. 20040046736 entitled "Novel man machine interfaces and applications"; (2) U.S. Patent Application No. 20030100372 entitled "Modular entertainment and gaming"; systems", (3) U.S. Patent No. 7058204, entitled "Multiple camera control system", (4) U.S. Patent No. 5534917, entitled "Video image based control system", (5) U.S. Patent Application No. 20060281453. (6) U.S. Patent Application No. 20060098873, Title "Multiple camera control system", (7) U.S. Patent No. 6850221, Title "Trigger operated electronic device (8) U.S. Patent Application No. 20070072680, entitled "Game controller and game system," (9) U.S. Patent Application No. 20070066394, entitled "VIDEO GAME SYSTEM WITH WIRELESS MODULAR HANDHELD CONTROLLER," (10) US Patent Application No. 20070050597 entitled "Game (11) U.S. Patent Application No. 20070049374 entitled "Game system and storage medium having game program stored thereon"; (12) U.S. Patent Application No. 2006139322 "Man-machine interface using a (13) U.S. Pat. No. 6,676,522 "Gaming system including portable game devices," (14) U.S. Pat. No. 6,846,238 "Wireless game player," (15) U.S. Pat. Wireless interactive gaming system", (16) U.S. Patent No. 7,148,789 "Handheld device having multiple localized force feedback", (17) U.S. Patent No. 7,209,118 "Increasing force (18) U.S. Pat. No. 6,965,868, "System and method for promoting commerce, including sales agent assisted commerce, in a networked economy," and (19) U.S. Pat. No. 7,058,204, " Multiple camera control system".
1.1. In-device camera.
A camera on the mobile gaming device can capture images. As the mobile gaming device moves, different images will be captured by the camera as well. A fixed object appears to move through an image scroll captured in successive frames. The motion of the mobile gaming 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 film the mobile gaming device and/or the player holding the mobile gaming device. An algorithm can infer the motion of the mobile gaming device from the image of the mobile gaming device.
1.3. External readers (rangefinders, etc.).
An external sensor or reader can detect motion of the mobile gaming device. For example, ultrasonic waves or lasers may be reflected from the mobile gaming device. Motion of the mobile gaming device can be inferred from changes in reflected sound or light.
1.4. Accelerometer.
A mobile gaming device may have a built-in accelerometer. It can detect velocity changes that can be used to infer other aspects of motion, such as changes in position or velocity.
1.5. Gyroscope sensor.
A mobile gaming device may have a built-in gyroscope. It can detect the orientation of the mobile gaming device. Information from the gyroscope can be used to infer other information such as angular displacement.
1.6. Built-in location detector (GPS).
A mobile gaming device may be equipped with a position detector, such as a global positioning system or a local positioning system. 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.
External detectors can measure the position of the mobile gaming device. For example, a mobile gaming device may emit signals in all directions. Based on the elapsed time of the signal arriving at various stationary receivers, the position of the mobile gaming device can be inferred.
1.8.RFID. Detection by strong and weak RFID signal strength.
A mobile gaming device may include a radio frequency identification (RFID) tag or other radio frequency emitting device. Information about the location of the mobile gaming device can be inferred based on the reception of the signal from the RFID tag. For example, if the received signal is weak, it can be inferred that the mobile gaming device is far from the stationary receiver. If the received signal is strong, it can be assumed that the mobile gaming device is near the stationary receiver.
2. Switches for motion commands. Enable switch for motion commands. Press the motion button, and while it is pressed, the motion is enabled. A command can be activated by a constant command or an on/off toggle. All motions can be executed if the motion control mode is enabled.
In various embodiments, motion control can be alternately enabled or disabled. At some times motion control may be in use and at other times motion control may not be in use. For example, at a first point in time the motion control of the mobile gaming device may allow decisions to be made in the game, and at a second point in time the motion control of the mobile gaming device may have no effect on the game. . When motion control is enabled, the player can participate in convenient gameplay. When motion control is off, the player may move the mobile gaming device carelessly without worrying that motion will affect the game. Therefore, there may be reasons for enabling motion control at different times and at different times for disabling motion control.
2.1. On/Off switching.
In various embodiments, the player must provide continuous, near-continuous, or sustained input in order to keep the motion control active. Continuous input includes continuous presses, such as continuously pressing and holding a button. Continuous input includes continuously squeezing a button or device (such as a mobile gaming device) itself. In some embodiments, continuous input includes, for example, repeated button presses such that each button press occurs within a predetermined time interval of the previous button press. In various embodiments, continuous input includes continuous contact. For example, to maintain motion control enabled, the player must maintain constant contact with a touch-sensitive device (eg, on a mobile gaming device) with a finger or other body part. In various embodiments, continuous input includes asking the player to continuously supply heat, such as body temperature by contact. In various embodiments, continuous input includes asking the player to provide continuous fingerprints, such as keeping a finger in continuous contact with a fingerprint reader. In various embodiments, continuous input includes continuous noise or vocalizations, such as continuous humming, by the player.
So long as the player provides continuous input, the player is allowed to move the mobile gaming device or other device for the purpose of controlling the action of otherwise providing commands, instructions or other input. good too.
For example, to provide input using motion, a player may press a button on a mobile gaming device and move the mobile gaming device around while the button is pressed. When the player releases the button, movement of the mobile gaming device ceases to be used as input. If the player then resumes pressing the button, the player can again use the motion of the mobile gaming device as input. In various embodiments, continuous input may be provided to a mobile gaming device, for example, when a player holds a button on the mobile gaming device.
In various embodiments, a player can provide continuous input to another device. For example, the player can hold down the foot pedal. The foot pedal may communicate either directly or indirectly with the mobile gaming device, and the foot pedal may communicate with another device controlled by motion of the mobile gaming device. Thus, based on whether the foot pedal is pressed, a determination can be made as to whether motion of the mobile gaming device is used to control the game or provide other input.
In some embodiments, continuous input from the player is required to disable motion control. In the absence of continuous input (eg, no buttons pressed), the motion of the mobile gaming device is used to control the game or provide other instructions.
2.2. Set command.
In various embodiments, a single input, a series of multiple inputs, or an otherwise limited series of inputs can toggle motion control on and off. For example, a player can press a button that toggles motion control on. A player can press a button to turn off motion control. As another example, the player may flip the switch one way to turn motion control on and flip the switch the other way to turn motion control off. As another example, a player may select an option from a menu to enable motion control. The player can later select another option from the menu to disable motion control.
When motion control is activated (eg, by pressing a button once), the motion of the mobile gaming device can be used to control the game or provide other instructions. For example, other than the initial switch toggle or button press, no additional input may be required to activate motion control.
2.2.1. When disconnecting motion control.
In some embodiments, motion control can be automatically disabled under certain circumstances. For example, when a player selects an option from a menu to enable motion control, motion control may remain enabled until some trigger condition occurs that automatically disables motion control. can.
2.2.1.1. No motion for a while.
Motion control may be automatically disconnected if there is no motion, no noticeable motion, no detectable motion, and/or no motion translatable into coherent instructions for a period of time. good. Motion control may be automatically disconnected after, for example, 30 seconds.
2.2.1.2. Lowered or pocketed equipment.
Motion control may be disabled when the mobile gaming device is lowered. For example, it may be inferred that the player has put down the mobile gaming device and is no longer playing the mobile gaming device, and thus motion control may be automatically disabled. Motion control may be automatically disabled when the mobile gaming device is placed in the player's pocket. For example, motion control may be disabled if sensors within the mobile gaming device are not detecting light and/or detecting nearby body temperature.
2.2.2. Keyboard lock to avoid accidental motion control turn-on.
In various embodiments, a key, switch, or other input device may be manipulated (eg, pressed) to activate motion control. In some embodiments, a player may inadvertently press a button or otherwise manipulate an input device in an attempt to activate motion controls. In various embodiments, the keypad of the mobile gaming device may be locked. For example, a player may press a key or key sequence that locks a keypad, temporarily disabling 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, an alert is provided when motion control is activated.
For example, the mobile gaming device may beep, buzz, or emit a tone when motion control is activated. A text message may be displayed, a light may flash, or other visual alert may be output when motion control is activated. In various embodiments, audio output can be used to alert the player that motion control is enabled.
In various embodiments, the warning may indicate that motion control has been disabled. Alerts can take the form of text, flashing lights, sounds, speech, beeps, vibrations, or any other form.
3. Use of very precise or clear motions for important matters (where money is at stake) and less precise motions for less important matters.
This avoids accidental "max bets" and the like. Similarly, certain bets, such as "maximum bet", 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 involving relatively small displacements, small accelerations, small angular changes, and/or other small changes. Other instructions may require motion involving relatively large displacements, relatively large accelerations, relatively large angular changes, or relatively large other amounts of 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 (approximately 15.3 cm) or more may be considered large, or at least large enough for one type of command. Some instructions may require motions with many repetitions or long sequences of motions (eg, the device is moved up, then down, left and right, then up again). Some instructions may require motions with little repetition or with a small number of sequences of motions (eg, up, then down).
3.1. BET SIZE.
The nature of motion required may depend on the size of the bet placed. For players placing large bets (e.g., betting over a certain threshold amount), the player may be required to use motions involving large displacements, accelerations, angular changes, and/or other large changes. can be For smaller bets, the player may use motions involving smaller variations. In various embodiments, the degree of motion by itself may not specify the size of the bet. For example, making a motion involving a large displacement may not, in and of itself, specify that the bet is $25. Specifying a bet may also require a precise sequence of motions, such as one motion for each digit that describes the bet, or one motion for each credit that is bet. However, large bets may require that each of the motions used be extended or emphasized beyond what is required for smaller bets. What constitutes a large bet may vary and may include any bet above some threshold, such as $10. Additionally, there may be multiple thresholds of bets, each requiring a more pronounced or more extended sequence of motions.
3.2. Size of Potential Refunds.
The nature of motion required may depend on the size of the potential payout. For example, a player may participate in a game of video poker and receive an intermediate result containing five cards. If the intermediate results include four cards in a royal flush, the player can have a large potential payout if he completes a royal flush. Accordingly, extended or exaggerated motion may be required when a player selects cards to keep and/or discard. If the intermediate result does not result in similarly large payouts, a small motion of extension or emphasis may be required for the player to select cards to discard. In various embodiments, a mobile gaming device, casino server, or other device can determine whether a large payout and/or the potential for a large payout is possible. Based on the payout size, payout probability, and/or payout likelihood, the nature of the motion required to make an in-game decision may vary.
3.3. Making suboptimal decisions.
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, a mobile gaming device, casino server, or other device maximizes a player's expected winnings, maximizes a potential payout to a player, or provides some incentive to a player. A strategy that maximizes other criteria can be determined. A mobile gaming device may accept relatively unscalable motions that provide instructions to follow the best strategy, while the mobile gaming device may accept motions that provide instructions to follow other strategies than the best strategy. , a more extended motion may be sought.
4. Calibration sequence, tutorial.
Anything that can be demanded so that you can't later claim that you didn't mean to bet.
In various embodiments, a player can undergo exercises to calibrate the mobile gaming device in his own way to provide motion. Each player can be unique. For example, each player may have arms of different lengths, hands of different sizes, different body mechanics, different muscle strengths, and other differences that may affect how a player moves a mobile gaming device. Thus, a player can go through a process of training the mobile gaming device to recognize the individual player's motions. In various embodiments, a mobile gaming device can guide a player through a series of steps for the purpose of calibrating the mobile gaming device. The mobile gaming device may provide usage instructions to the player, for example, using a screen display of the mobile gaming device or using audio prompts.
4.1. Do the motion x times. Here's how to bet.
In various embodiments, a mobile gaming device can guide a player to perform a particular motion. Exemplary guidance includes: "Move handheld game device up", "Move handheld game device up 6 inches (approximately 15. 3cm) Move", "Move mobile game device down", "Move mobile game device left", "Move mobile game device right", "Tilt mobile game device left", "Move mobile game device "Tilt right", "Rotate the mobile gaming device screen towards you", "Shake the mobile gaming device", "Hit the mobile gaming device at something". A mobile gaming device can guide a player through a series of motions. Exemplary guidance includes: "Move mobile gaming device up, then right", "Move mobile gaming device up, then down, then up again", "Tilt mobile gaming device left, move left". A mobile gaming device can guide a player to perform a given motion one or more times. For example, a mobile gaming device may guide a player to perform a given motion five times. When a player performs multiple motions, the mobile gaming device acquires more data establishing an "average" motion or expected range of motions that will be used in response to a given instruction. can have In various embodiments, a player may be asked to repeat the same motion several times in a row. In various embodiments, a player may be asked to perform a number of different motions, some motions being repeated, but not necessarily immediately following each other. Throughout the course of a player making a motion (eg, while holding the mobile gaming device), the mobile gaming device or another device can record data about the motion. For example, the mobile gaming device can record the amount of displacement, amount of acceleration, velocity, time taken to complete the motion, amount of angular rotation, and/or any other aspect of the motion. In the future, mobile gaming devices or other devices may associate similar data with the same motions. For example, if a player is asked to move a mobile gaming device in a particular manner, and if data is recorded about how the player actually moves the mobile gaming device, similar data may be recorded in the future. If received, the player It can be inferred that the mobile gaming device was retried in the same particular manner. In various embodiments, certain motions from a player may not be accepted. For example, a mobile gaming device may have software that has built-in anticipation of what the "up" motion will be. When the mobile gaming device asks the player to move the mobile gaming device "up" and detects what the mobile gaming device interprets as downward motion, the mobile gaming device takes various actions. be able to. The mobile gaming device may ask the player to try again. The mobile gaming device may tell the player that the player has not followed the instructions and that the mobile gaming device should be moved upwards.
4.2. Testing.
In various embodiments, a player may be asked to perform a motion of his choice. The mobile gaming device can then attempt to identify motion. For example, the mobile gaming device may indicate whether the motion was up, down, left, etc., for example. The mobile gaming device can indicate the instructions whose motions have been interpreted. For example, the mobile gaming device could indicate that the motion was a "discard first card" command, or that the motion was a "spinning reels" motion. After the mobile gaming device indicates the interpretation of the motion, the player can confirm whether the mobile gaming device was correct. For example, a player may press a "correct" or "wrong" button on a mobile gaming device. If the mobile gaming device incorrectly identifies one or more of the player's motions, the player may be asked to undergo a training course, such as an additional training course.
In various embodiments, training continues until the mobile gaming device can successfully identify all player motions and/or all player commands (e.g., the mobile gaming device corrects 50 consecutive attempts). do), you may continue.
4.3. Tutorials.
In various embodiments, training sessions or tutorials can be tailored to the player. A mobile gaming device, another device, or a human (eg, a casino representative) can indicate to the player which motions to use for various commands. For example, the mobile gaming device may tell the player to tilt the mobile gaming device to the left twice to discard the first card in a game of video poker. The player may then be asked to try that motion one or more times. At some point, the player may be tested for understanding which motions execute which commands. A player may be asked to do a variety of things, such as starting a game, making a "double down" decision in blackjack, making a settlement, etc., or any other matter. In various embodiments, a player may be asked to repeat a tutorial and/or exercise the motion controls until they pass a test of their knowledge of which motions execute which instructions. You may disable the game that uses it. Passing includes, for example, providing correct motion for all 10 things you are asked to do. In some embodiments, a player may be required to undergo a game-specific tutorial and/or pass a game-specific exam prior to playing a particular game. .
Games may require certain motions, so it may be prudent for the player to receive a tutorial regarding such motions.
Players may be allowed to play other games even if they do not take game-specific tests or tutorials.
4.4. Signing or otherwise certifying that you have gone through the tutorial.
In various embodiments, a player may be asked to confirm or authenticate that they have completed a tutorial, such as a tutorial that guides the player as to what motion to use for a particular command. By providing a biometric read (e.g., by touching his thumb to the touchpad), the player signs some signature (e.g., by signing the screen of his mobile gaming device with a stylus). By doing so, the results of completing the tutorial can be confirmed by recording spoken expressions or by providing any other confirmation.
4.5. Motion aids can be turned on and off. For example, small arrows on the screen explain how to move the device to make different bets. But as you get used to this, you can turn off the arrows.
In various embodiments, the player may be given various aids or hints during the game, which tell the player how to provide certain instructions. For example, text displayed on the screen of the mobile gaming device may tell the player what the motion is to "hit", what the motion is to "stand", and so on. In a game of video poker, a voice can be emitted from the portable game device to inform the player how to discard the first card, how to discard the second card, and the like. For example, a voice may say, "Tilt the device forward to discard the third card." In another example, an arrow could represent and 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 in order to discard that card. In various embodiments, aids or hints can be turned on or off by the player. Inexperienced players may wish to turn on assistance. Eventually, however, the player may become familiar with the motion controls, so the player may wish to turn off the assistance. The mobile gaming device may then no longer provide assistance or hints as to what motions to make for the purpose of providing a particular instruction. In some embodiments, hints or aids are provided automatically, such as when a player first begins playing a new type of game (e.g., when a player first begins a game of video poker). or by default. In some embodiments, the default setting is to have no assistance.
4.6. Customize motion. If you want to mean Y by X. This can be a complex instruction set.
In various embodiments, a player can customize the motions corresponding to various instructions.
The mobile gaming device can help the player perform a calibration sequence, where the mobile gaming device asks the player what motion he would like to make in response to a given command. A player may choose to perform a motion several times, such as a fixed number of times, or a required number of times, in order for the player to establish motion consistency for the mobile gaming device in order to extract the basic parameters of the motion. may be asked. A calibration sequence may progress through one or more instructions until the player produces a motion corresponding to each. In various embodiments, each instruction can correspond to a default motion. A player may have the opportunity to change the default motion to another motion that better suits his or her tastes. In various embodiments, a player may desire motion to correspond to an instruction sequence, such as a long or complex instruction sequence. For example, a player may want a single motion to correspond to the following sequence. (1) bet $5, (2) start a game of video poker, and (3) automatically select a discard pile according to the optimal strategy. The motion may be, for example, the motion of the player shaking the mobile gaming device twice. Thus, in various embodiments, simple motions can be used to execute very long or complex instruction sequences. This allows the player to conveniently execute a desired action sequence.
5. Confirmation can be done. The display may say "Bet 10 motion done".
In various embodiments, confirmation or interpretation of the player's motion may be output following the motion made by the player (eg, following the player moving the mobile gaming device). The mobile gaming device or another device may perform such verification. The mobile gaming device may display a message on the display screen indicating how the player's motion was interpreted. For example, the mobile gaming device may display a message indicating that the player has indicated that a bet of 10 will be placed on the game. The mobile gaming device can also output messages in the form of speech (eg, using synthesized speech). A player can view the message and have the opportunity to take action if he believes his motion was misinterpreted as a false command. For example, a mobile gaming device may output voice messages using synthesized speech. The voice message may say, "Stand selected. Shake the handheld gaming device if that was not your intention." A player may have some limited period of time to take action to prevent the mobile gaming device from executing instructions that have been misinterpreted. If the player takes no action, the instructions speculated by the mobile gaming device can be executed. For example, a player may also have the opportunity to verify his interpretation of his motions, eg, so that his commands are executed more quickly. For example, the player may shake the mobile gaming device once to confirm previous interpretation of the player's motion by the mobile gaming device, thereby allowing the mobile gaming device to execute the player's commands. good too.
5.1. Confirmation can be made. The individual must make the motion again to complete the bet.
In some embodiments, the player must confirm the motion interpretation before his order is executed. In some embodiments, the individual must repeat the motion one or more times before the command is executed (eg, the player must provide the same command two or more times). In some embodiments, a higher level of authorization is required for commands with large outcomes, such as commands to place large bets, or commands offered when a player has the potential to win a large payout. may be For example, the player may have 3 seconds for the mobile gaming device to stop interpreting instructions to bet $50, but the mobile gaming device interprets instructions to bet $5. You can only have 1 second to stop doing.
6. Motion to authenticate player identity. For example, each player can move the device in a unique way.
In various embodiments, the motion of a mobile gaming device or other device can be used as a biometric or as a method of uniquely presuming and identifying an individual. For example, it can be inferred that different people move their mobile gaming devices differently. Software within the mobile gaming device or within another device can capture motion data (eg, using accelerometers, gyroscopes, cameras, etc.). The software can then determine salient features or statistics about that motion. For example, the software can determine the degree of curvature or number of loops, maximum acceleration, maximum velocity, total displacement, presence of vibrations, and/or any other property of the motion for the motion. When a player attempts to identify and authenticate himself by giving example motions (e.g., by moving a mobile gaming device), the software compares the newly given motions to those previously given by the alleged player. may be compared with the motion given to If the motions match (eg, if the salient features of the motions are identical within some confidence interval), then the player can be inferred to be the self-proclaimed person. Once identified and authenticated, the player may be granted privileges, such as the right to participate in gaming activities using the mobile gaming device.
6.1. Enter password using motion. Path sequence by motion.
In various embodiments, a player can enter a password using a series of motions.
For example, a password may include a series of directional motions such as "up", "down", "left", and "right". A password may consist, for example, of seven such motions. A player can use such motions, for example, for his or her identification. If provided with the correct password, the player may be granted privileges, such as the right to participate in gaming activities using the mobile gaming device.
7. Standard motions used across multiple games.
In various embodiments, two or more games can receive similar instructions. For example, two or more games may accept similar instructions as to how much a player wishes to bet. In various embodiments, a given motion can have the same interpretation (eg, convey the same instruction or sequence of instructions) across multiple games. This may allow a player to play many games with that motion, even though the player needs to learn to use an instruction only once.
7.1. In various embodiments, a set of standards can be developed that indicate which motion corresponds to which instruction. A game that confirms such instructions can be given such a title. For example, a game that accepts a set of motions for standard instructions within the game may be accompanied by a declaration saying "Follow the Motion 5.0 standard" or some similar requirement. In various embodiments, there may be multiple different standards. A given game may be capable of accepting motions according to multiple different standards. In various embodiments, a player can select the standard they wish to use in their game.
For example, a player may become proficient in using motions based on a first standard, and the game uses the first standard in his interpretation of motion, as opposed to using the second standard. You may indicate that you should.
7.2. Settlement.
An order that is common to two or more games is a settlement order. Such instructions may correspond to standard motions, such as shaking the mobile gaming device up and down.
7.3. Quitting the Game.
An instruction common to two or more games is an instruction to stop the game. Such instructions can correspond to standard motions.
7.4. Game Launch.
An instruction common to two or more games is an instruction to activate or start the game. In a slot machine game, for example, the reels may begin spinning (or simulated spinning) after such an instruction. In a game of video poker, for example, the first set of five cards may be dealt after such an order. Such instructions can correspond to standard motions, such as tapping the mobile gaming device at something.
7.5. Place a bet.
Instructions common to two or more games may include instructions specifying bet sizes.
One common instruction may be an instruction to increase the bet by one unit or one credit. Such an instruction would increase the bet, for example, from $3 to $4, or from $0.75 to $1.00. One common instruction may be an instruction to increase the bet by a fixed monetary value, such as by 25 cents or by $1. Using instructions to enable bet increments, a player can specify the size of a bet by repeatedly increasing the bet until the desired size is reached. In various embodiments, instructions to reduce bets may also be available, which may also be standardized. An exemplary such instruction includes an instruction to reduce the size of the bet by one credit.
7.5.1. Numbers.
In various embodiments, bet sizes can be specified using numbers. Certain motion-based instructions may be available to identify the digits. For example, a first motion may correspond to the number "1", a second motion may correspond to the number "2", and so on.
7.6. Repeat last action.
Instructions may include instructions to repeat previous actions, such as the last action performed. For example, if a player has just used the first motion to command the mobile gaming device to discard the first card in a hand of video poker, the player may use the final command (i.e., the first A second motion can be used that instructs the mobile gaming device to repeat the command indicated by the motion of the video poker) and apply the last command to the second card in the video poker hand. In various embodiments, the instructions can include instructions to repeat a previous game. This instruction may indicate that the bet amount and number of paylines played from the previous game are to be repeated with the current game. The instructions to repeat the previous action, repeat the most recent action, or repeat the game may be common to one or more games, and thus may have associated standard motions.
7.7. Repeat the last action from the current situation.
Instructions may include instructions to repeat actions from similar situations in the past. For example, if a player is playing a game of blackjack, the player may make the same decision as he or she made in a previous game in which he had the same point total and the dealer was showing the same cards. Instructions for making decisions can be provided. Such instructions may be related to 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, readings from various sensors on the mobile gaming device may be captured as the mobile gaming device is moved. Such readings may be converted to numbers (eg, using some algorithm). This number may then be used in algorithms to generate game outcomes. In some embodiments, motion-generated numbers are used only as inputs to algorithms to generate results. In some embodiments, numbers generated from motion of the mobile gaming device are combined with other numbers (e.g., random numbers generated by separate internal algorithms of the mobile gaming device; e.g., , with a number representing time).
7.8.1. Captured images are converted to random numbers.
In some embodiments, images captured from the mobile gaming device's camera can be converted to numbers. In some embodiments, it is agitated. A series of images captured during motion can be used in combination to generate a random number. For example, numbers representing pixel values can be combined using some function to arrive at a number, such as a random number.
7.8.2. Positions are used as random numbers.
In some embodiments, various positions (eg, two-dimensional or three-dimensional coordinates) to which the mobile gaming device is moved are used to generate numbers, such as random numbers. In some
7.9. Move the handheld gaming device to keep the reels spinning. When you stop moving, the reels stop.
In some embodiments, the player can move the mobile gaming device to extend the game period. For example, the reels of a slot machine game may continue to spin as the player continues to move the mobile gaming device. The reels may stop spinning when the player stops moving the mobile gaming device.
8. New game symbol placement for easier motion control.
In various embodiments, game indicia, game controls, or other visuals used in the game are displayed on the display screen of the mobile gaming device in a manner that makes it intuitive for the player to interact with the visuals. can be placed. For example, a player may (1) tilt the mobile gaming device forward or away from him, (2) tilt the device left, (3) tilt the device right, and (4) tilt the device backwards or toward him. You can make available to yourself four possible motions: leaning towards you. To make such motions intuitive to use, the visuals in the game may be clearly positioned in one of four areas of the display screen: top, bottom, left, and right. Thus, the player can have a visual at the top of the screen with a forward tilt motion, a visual at the left of the screen with a tilt left motion, and a visual at the right side of the screen with a tilt right motion. You can immediately interact with the visuals and the visuals at the bottom of the screen with backward tilt motions. In various embodiments, the indicium or other visual is an area on the display screen in which the direction of the area is from the center of the display screen to the motion the player must use to interact with the indicia. displayed so as to correspond to the direction.
8.1. In video poker, the cards are arranged around the perimeter of the screen. In this way, you can tilt forward, right, backward, and left to more clearly indicate which card to hold.
In some embodiments, the cards dealt in a game of video poker can be displayed in the four corners of the display screen on the mobile gaming device, with the fifth card perhaps in the center of the screen. A player may indicate a desire to discard a particular card by tilting the mobile gaming device toward the corner of the display screen where that particular card is displayed. To discard the center card, the player may, for example, move the mobile gaming device up or down. Therefore, displaying cards in a non-linear arrangement facilitates intuitive motion control.
8.1.1. Pentagonal Display.
In various embodiments, the display may have a pentagonal shape. A pentagonal display may, for example, in a game of video poker, have each corner of the display occupied by a different card. The player may then tilt or otherwise tilt the mobile gaming device in the direction of one of the corners in order to hold or discard the cards displayed in that corner. Other shaped displays can be used in various embodiments. Most conveniently or intuitively, the shape of the display that corresponds to the game can be selected.
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 having 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, a control button or control-related visual may be placed in a display screen area that interacts with that button using motion intuition. Control visuals may correspond to instructions that can be used in the game. The control visual may include rectangular display screen areas labeled "spin," "max bet," "1 bet," and "checkout." A control visual may correspond to any other instruction. The control buttons can be clearly positioned, for example, near the top, bottom, left, or right side of the display screen. The player can then tilt the mobile gaming device in the same direction represented by the position of the control visual with respect to the center of the display screen for the purpose of communicating the commands indicated by the control visual. For example, if the control visual labeled "Spin" is placed on the right side of the display screen, the player may use the mobile game for the purpose of spinning the reels of the slot machine game (e.g., for the purpose of starting a new game). You can tilt the device.
8.3. Setting up a binary search for play with motion. For example, this allows fine-grained decisions with limited inputs (eg, only right, left, forward, backward).
In various embodiments, a player can use a limited set of possible motions (e.g., using only two motions, such as a motion to the left and a motion to the right), a range of possible commands, or Instructions can be identified from the sequence. First, there can be arbitrary instructions. Each motion the player makes allows the player to erase part of the order from consideration. For example, with each motion, the player can eliminate from consideration about half of the remaining possible instructions. Ultimately, only one instruction remains after the series of motions. This instruction can then be executed by the mobile gaming device. In some embodiments, the sequence of possible instructions can be visually presented using a list on the display screen. The player may tilt the mobile gaming device forward to select the top half of the remaining instructions on the list, or tilt the mobile gaming device backward to select the bottom half of the remaining instructions on the list. may Remaining instructions may be highlighted and instructions cleared from consideration may disappear. After a series of motions from the player, only a single instruction can remain and be executed by the mobile gaming device.
9. Devices are possible that do not require human vision. Motion input can eliminate the need to press buttons. The device may buzz to indicate that the game is over and possibly how much the player has won.
In various embodiments, a mobile gaming device can include a device without a display screen. The device may include speakers or other audio output devices. In various embodiments, a mobile gaming device may include a display device, but the display device may not be in use. In various embodiments, an individual can play games using motion controls. The individual can be made aware of the outcome of the game via audio from the mobile gaming device. For example, the mobile gaming device may broadcast a synthetic voice telling the player that "player lost" or "player won $10". The player may also be notified of the outcome by other sound effects. For example, a chime sound may indicate a win, while a buzz sound may indicate a loss. The player may then play another game. In this way, the player can progress through game play without even looking at the device. Thus, a player can, for example, play in a dark room. Players can play while driving or while their field of view is otherwise occupied.
10. You can practice this device while at the casino or even at home.
In various embodiments, the player may choose between a practice mode, a learn mode, a free play mode, or the player bets a reduced amount (e.g., compared to normal play), or the like, where the player does not risk money. Other modes can use the motion controls on the mobile gaming device. The use of motion controls in the practice mode may encourage a player to learn how to use motion controls and may alleviate any hesitation a player may have regarding motion controls. In various embodiments, a switch, button, or other selection means may allow a player to switch from practice mode to real mode and/or other existing ways. In some embodiments, the mobile gaming device may automatically enter practice mode when outside a designated or legal gaming area, such as leaving a casino floor. A mobile gaming device may detect its own location, for example, using positioning technology such as GPS.
10.1. Using a video game controller like Wii®.
In various embodiments, devices other than mobile gaming devices may be used to mimic the use of mobile gaming devices. For example, devices used in computer game consoles may be used to simulate the use of handheld gaming devices. An exemplary such device is the controller for the Nintendo Wii system, which takes as input motions that a player makes with the controller. In various embodiments, for example, a Wii console or some other computer console represents a casino game image or otherwise represents an image that can appear on a display screen of a mobile gaming device. Images may be displayed. A player can move the controller in a manner identical to moving a physical mobile gaming device. The displayed image can then change as it does on the actual mobile gaming device. Thus, a player can mimic the experience of using a mobile gaming device with a computer game console. For example, a player may benefit from previous practice during later use at a casino on a physical mobile gaming device.
11. Customize gestures. Train the device on how intense your gestures are. Some people want their gestures to be gentle. Some people want to make an emphatic gesture.
In various embodiments, an individual can calibrate a mobile gaming device to recognize or respond to various degrees or types of gestures. Some people prefer large or broad motions to be natural, while others prefer more restrained motions. An individual may be asked, for example, via prompts displayed on the mobile gaming device, to perform one or more motions while holding the mobile gaming device. A mobile gaming device can record various characteristics of its motion based on sensor readings (eg, based on readings from accelerometers stored on the mobile gaming device). For example, the mobile gaming device may determine whether the motion performed by the individual is large or small, whether the acceleration is rapid or slow, whether the duration is long or short, and/or whether the motion performed by the individual is one of two alternative characteristics. or any of the three or more alternate features. The mobile 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 conveying commands, that motion will only be registered or followed if it matches that provided during the calibration phase. can be done. For example, if an individual used large, expansive motions during calibration, the individual may not be able to provide commands using small, restrained motions.
12. Examples of motion.
Below are some examples of instructions that may be provided in a game and/or to a mobile gaming device. Exemplary instructions are associated with exemplary motions of a device, such as a mobile gaming device, that may be used by a player to indicate a desire to perform an instruction.
12.1. How to bet.
A player may shake a mobile gaming device to provide an instruction to bet one credit.
To add another credit, the player may shake the mobile gaming device again. To add another extra credit, the player may shake the mobile gaming device again, and so on.
12.2. How to stand.
To provide the command to stand in a game of blackjack, the player may tilt the mobile gaming device to the left. To provide the command to hit, the player may tilt the mobile gaming device to the right. To provide the command to split, the player may move the mobile gaming device down and then up.
12.3. Game Selection.
To select a game, the player may tilt the mobile gaming device to the right. A different game may be highlighted from the game list each time the player tilts the mobile gaming device to the right. When the player's desired game is highlighted, the player may tap the mobile gaming device toward something.
12.4. How to start the game.
To initiate a game, a player may move the mobile gaming device clockwise in a plane parallel to the ground.
12.5. Selection Method for Bonus Times.
To make selections in bonus rounds, the player continues to tilt the mobile gaming device to the right, causing each tilt to highlight a different selection (eg, a different door with a hidden present behind it). may When the player's desired selection is highlighted, the player may tap the mobile gaming device against something to make the selection.
12.6. Payment Method.
To settle, the player may move the mobile gaming device up and down three times. Settlement may include transferring credit balances stored locally on the mobile gaming device to balances stored centrally, such as by a casino server. Checkout may include having the mobile gaming device or a nearby device (eg, a device with which the mobile gaming device is in communication) print a ticket redeemable for cash.
13. Use the motion of the mobile gaming device to control stationary gaming devices or other devices.
In various embodiments, the motion of the mobile gaming device can be used to control actions on a stationary gaming device or any other device. In various embodiments, the motion of the mobile gaming device can be used to provide commands to the stationary gaming device or any other device. A mobile gaming device may communicate with a stationary gaming device either directly (e.g., via a direct wireless connection) or indirectly (e.g., using signals relayed through one or more intermediary devices such as casino servers). , and may be in a communication state. In various embodiments, the motion of the mobile gaming device can provide instructions to the stationary gaming device that specify among several selections in betting, starting a game, settling, and bonus times. bet a particular amount, discard a particular card, make a particular decision in blackjack, request a jackpot, summon a casino representative, or take any other action; It's okay. In various embodiments, the motion of the mobile gaming device may be translated in a direct or linear fashion to the motion of the cursor or pointer on the screen of the stationary gaming device. For example, when the mobile gaming device moves right, the cursor may move to the right of the screen, and when the mobile gaming device moves left, the cursor may move to the left of the screen. A player may activate or manipulate a control on a stationary gaming device by moving the mobile gaming device in a manner that positions the cursor on the stationary gaming device over the desired control. The player may then provide a final motion, such as shaking the mobile gaming device, to activate the control. Thus, a player may, for example, move the cursor on the screen of the stationary gaming device to the right and move the mobile gaming device to the right for the purpose of positioning it on a "BET" button (e.g., a representation of the "BET" button). can move. The player may then shake the mobile gaming device to actually place a one credit bet. game A person may use the mobile gaming device to control other devices as well, such as ATM machines or vending machines. For example, a player may use a mobile gaming device to select a vending machine item and then purchase the item. For example, vending machine items may have associated indicator lights. As the player moves the mobile gaming device, an indicator light associated with one item may turn off and an indicator light associated with another item may turn on. The second item may be in a direction from the first item that is the same direction as indicated by the motion of the mobile gaming device. In some embodiments, an individual may use motion on a mobile device, such as a mobile gaming device, to control a point of sale terminal.
14. Use of Motion and Other Types of Input.
In various embodiments, a player need not use motion controls alone to play a game or perform other actions with a mobile gaming device. For example, a player may specify a bet size by pressing a keypad, but may use a motion such as shaking the mobile gaming device to initiate the actual game. In some embodiments, a player may have a choice of how a given command is delivered. The same command may be conveyed via motion or via other means such as button presses. Thus, the player can choose one way or the other for providing the same instructions, according to the player's preferences.
The following are embodiments, not claims.
A. Detecting a first signal from a motion sensor, wherein the first signal lasts for the entire first time period; and a second signal lasts for the first time period. determining whether the second signal persists for the entire first time period; determining an instruction based on the first signal if the second signal persists for the entire first time period; and executing an instruction in a gambling game if the signal of the signal persists for the entire first period of time.
B. The method of embodiment A, wherein detecting the first signal comprises detecting a first signal from a motion sensor included within the mobile gaming device, the first signal A method that persists for the entire period of 1.
C. The method of embodiment B, wherein the motion sensor comprises an accelerometer.
D. The method of embodiment B, wherein said motion comprises a camera.
E. The method of embodiment B, further comprising detecting a second signal from a button on the mobile gaming device, wherein the second signal is generated via pressing the button. Method.
F. The method of embodiment E, wherein determining whether the second signal persists throughout said first period of time comprises: continuing pressing throughout said first period of time; A method comprising determining whether a button has been added.
G. The method of embodiment E, wherein the instructions are (a) an instruction to place a bet, (b) an instruction to bet a specific amount, (c) an instruction to start a gambling game, and (d) an instruction to discard a card. (e) order to take another card, (f) order not to take any more cards, (g) order to select an option in the bonus round, (h) order to make a payout, (i) order to select a payline, and (j) one of the instructions to start the bonus round.
H. The method of embodiment E, wherein the first signal is generated via motion of the mobile gaming device.
I. detecting a first signal from a motion sensor of a mobile gaming device; and interpreting said first signal as a specification of a first bet in a first game played on said mobile gaming device. wherein the first bet is denominated in valueless currency; detecting a second signal from the motion sensor; and transmitting the second signal at the mobile gaming device. interpreting as a specification of a second bet in a second game to be played, said second bet being denominated in a valuable currency; and completing said first game. and determining the outcome of said second game only if said second game.
J. The method of embodiment I, wherein said worthless currency is not convertible to US dollars and said valuable currency is convertible to US dollars.
K. The method of embodiment I, wherein said second signal has characteristics similar to said first signal.
L. The method of Embodiment I further comprising, prior to the step of detecting the first signal, displaying a message on the display screen of the mobile gaming device, the message A method of providing instructions to move the mobile gaming device in a specific way to specify a bet.
M. The method of embodiment I further comprising, after completion of said first game, requiring said player to provide a first verification of said player's identity and determining said outcome requesting the player to provide a second authentication of the player's identity; and verifying that the second authentication matches the first authentication, prior to the step of including, method.
N. The method of embodiment M, wherein the first authentication is a first fingerprint provided to the mobile gaming device and the second authentication is a second fingerprint provided to the mobile gaming device is a method.
O. receiving a signal indicating a bet on a mobile gaming device having a rectangular display screen; determining five cards; displaying a first card; displaying a second one of the five cards in a second corner of the display screen; and displaying one of the five cards in a third corner of the display screen. displaying a third of the cards; displaying a fourth of the five cards in a fourth corner of the display screen; and displaying a fourth of the five cards to be discarded. determining a predetermined card; determining a sixth card; replacing the predetermined card with the sixth card; and based on the sixth card and not discarded. A method comprising determining a payment based on a card of five cards and adjusting a credit balance based on said payment.
P. The method of embodiment O, further comprising displaying a fifth of said five cards in the center of said display screen.
Q. In the method of Embodiment O, the step of determining a predetermined card to be discarded out of the five cards is the step of detecting motion of the mobile game device, and detecting motion of the display screen. determining that the first of the five cards is discarded if the mobile gaming device is tilted with respect to a first corner; determining that the second of the five cards is to be discarded if the mobile gaming device is tilted with respect to corner two; determining that the third of the five cards is to be discarded if the mobile gaming device is tilted with respect to corner three; determining that a fourth of said five cards is discarded if said mobile gaming device is tilted with respect to four corners.
R. The method of embodiment O, wherein determining the payout is based on the sixth card, based on the five cards not discarded, and based on the rules of video poker; A method comprising the step of determining payment.
Sections I through X below provide guidance to the interpretation of this application.
I. Determining The term "determining" and its grammatical variations (eg, determining a price, determining a value, determining an object that meets a certain criterion, etc.) are used very broadly. Since the term "determine" encompasses a broad range of actions, "determine" includes calculating, computing, processing, deriving, examining, examining (e.g., creating a table, database or another data structure). check), confirm, etc. Similarly, "determining" can include receiving (eg, receiving information), accessing (eg, accessing data in memory), and the like. Similarly, "determining" can include resolving, selecting, choosing, establishing and the like.
As the term "determine" does not imply certainty or absolute accuracy, "determine" can include estimating, estimating, predicting, inferring and the like.
The term "determining" does not imply that a mathematical process must be performed, does not imply that a numerical method must be used, and does not imply that an algorithm or process is used.
The term "determining" does not imply that any particular device must be used.
For example, a computer need not necessarily make decisions.
II. STYLE WHEN A FIRST CLAIM LIMITATION EXTENDS TO ONE FEATURE AND TO MORE THAN ONE FEATURE (e.g., a limitation such as "at least one small appliance" extends to one small appliance and to more than one small appliance) and in a second claim dependent from the first claim, if the second claim uses the definite article "the" (e.g., "the small device") to refer to this limitation, This does not include that the first claim covers only one feature, nor does it imply that the second claim covers only one feature (e.g., "the small device" can span one instrument and more than one instrument).
Ordinal numbers (e.g., "first," "second," "third," etc.) are used as adjectives before terms, and (unless otherwise stated) specify a particular feature. It is used for illustrative purposes only, for example, to distinguish that particular feature from another feature described by the same or similar terminology. For example, a "first miniature instrument" may be named only to distinguish it from, eg, a "second miniature instrument". Therefore, the mere use of the ordinal numbers "first" and "second" before the term "miniature instrument" does not indicate any other relationship between the two miniature instruments; Do not show any characteristics of either or both of the small instruments. For example, the mere use of the ordinal numbers "first" and "second" before the term "miniature" means that (1) any miniature before any other in order or place; (2) does not indicate that any small instrument operates before or after any other in time; and (3) does not indicate that in importance or quality any It does not indicate that any small instrument ranks above or below any other. Additionally, the mere use of ordinal numbers does not define numerical limits to the features identified using the ordinal numbers. For example, simply using the ordinal numbers "first" and "second" before the term "miniature" does not indicate that there must be no more than two miniatures.
When a single device, article or other article of manufacture is described herein, one or more of the devices/articles (whether or not they cooperate) are referred to as the single device being described. It may alternatively be used in place of the device/article. Accordingly, the functionality that a device is said to possess may be possessed by one or more devices/articles (whether or not they cooperate).
Similarly, when more than one device, article or other article of manufacture is described herein (whether or not they co-operate), a single device/article may be referred to as the one described. Any of the above devices or articles may be substituted or used alternatively. For example, multiple computer-based devices may be substituted for a single computer device. Thus, various functionalities described as being possessed by more than one device or article may alternatively be possessed by a single device/article.
The functionality and/or features of a single device being described may be combined with one or more other devices that are described but not explicitly stated to have that functionality and/or features. It may alternatively be embodied. Thus, other embodiments need not include the described device per se, but rather comprise one or more other devices that in those other embodiments would have the functionality/features of interest. can be done.
III. TERM The term "article of manufacture" means any machine, manufacture and/or composition of matter, unless otherwise indicated.
The term "method" means any process, algorithm, method, etc., unless otherwise specified.
Each process (whether called a method, algorithm, or otherwise) inherently includes one or more steps, and thus all references to a "step" or "steps" of a process are The mere recitation of "process" or similar terms has an essentially preceding description. Accordingly, any reference to a 'step' or 'step(s)' of a process has a full antecedent description.
Terms such as "invention" mean "one or more of the inventions disclosed herein," unless otherwise stated.
"one embodiment", "embodiment", "embodiment(s)", "the embodiment", "the embodiment(s)", "one or more embodiments", "some embodiments" , "an embodiment," "one embodiment," "another embodiment," and the like, unless stated otherwise, may be used to refer to "one or more (but not all) implementations of the disclosed invention(s)." means 'form'.
The term "variation" of the present invention means an embodiment of the present invention unless otherwise stated.
A reference to "another embodiment" in a description of an embodiment means that the referenced embodiment is another embodiment (e.g., an embodiment described before the referenced embodiment), unless specifically stated otherwise. ) are mutually exclusive.
"Comprising," "including," and variations thereof mean "including, but not limited to," unless expressly stated otherwise.
The terms "a," "an," and "the" mean "one or more," unless stated otherwise.
The term "plurality" means "two or more," unless stated otherwise.
The term "herein" means "including all that may be incorporated by reference in this application," unless otherwise stated.
The phrase "at least one," when the phrase modifies a plurality of things (such as a list of enumerated items), means any combination of one or more of those things, unless otherwise stated. For example, the phrase "at least one of a widget, a car and a wheel" means (i) a widget, (ii) a vehicle, (iii) a wheel, (iv) a widget and a vehicle, (v) a widget. and wheels, (vi) vehicles and wheels, or (vii) small implements, vehicles and wheels.
The phrase "at least one," when the phrase modifies a plurality, does not mean "each one" of the plurality.
"One," "two," and other numerical terms when used as cardinal numbers to denote the quantity of something (e.g., one little device, two little devices) are denoted by that numerical term. An amount is meant, but not at least the amount indicated by the numerical term. For example, the term "a miniature instrument" does not mean "at least one miniature instrument", so the term "a miniature instrument" does not extend to, for example, "two miniature instruments".
The phrase "based on" does not mean "based only on," unless specifically stated otherwise. The phrase "based on" describes both "based only on" and "based at least on." The phrase "based at least on" is equivalent to the phrase "based at least in part."
The term "represents" and like terms are not exclusive unless specifically stated otherwise. For example, the term "represents" does not mean "represents only," unless specifically stated otherwise. In other words, the phrase "the datum represents a credit card number" is synonymous with "the datum represents a credit card number only" and "the datum represents a credit card number and the datum also represents some other " and both.
The term "whereby" is used herein only to precede a clause or other set of words that express only the intended result, purpose or consequence of something previously explicitly recited. used for The term "whereby" may be used in a claim when the clause or other word that the term "whereby" modifies does not specify a particular further limitation of the claim, nor does the claim otherwise. It is meant to establish no limitation on the meaning or scope of any term.
"Example" and similar terms mean "for example" and, as such, do not limit the term or phrase it describes. For example, in the sentence "A computer transmits data (e.g., instructions, data structures) over the Internet," the term "example" means "instructions" that a computer may transmit over the Internet. It is described as being an example of "data," and it is also described that "data structure" is an example of "data" that a computer may transmit over the Internet. However, both "instructions" and "data structures" are merely examples of "data", and anything other than "instructions" and "data structures" can be "data".
"Respective" and like terms mean "taken individually". Thus, if two or more things have "respective" characteristics, each such thing has characteristics of its own, and these characteristics may differ from each other, but need not be. . For example, the phrase "both two machines have their respective functions" means that the first such machine has the function and the second such machine has the function as well. The functionality of the first machine may or may not be the same as the functionality of the second machine.
"ie" and like terms mean "that is" and thus qualify the term or phrase it describes. For example, in the sentence "A computer sends data (i.e., instructions) over the Internet," the term "that is" explains that the "instructions" are the "data" that the computer sends over the Internet. do.
Any given numerical range shall include all or part of the numbers within that range. For example, the range "1 to 10" specifies integers from 1 to 10 (e.g., 1, 2, 3, 4, ... 9) and non-integers (e.g., 1.1, 1.2, ... 1.9). shall be construed as including
When two or more terms or phrases are synonyms (e.g., due to the explicit statement that the terms or phrases are synonymous), an instance of one such term/phrase is synonymous with another such term/phrase. It does not mean that the examples of must have different meanings. For example, where a statement expresses the meaning of "including" as being synonymous with "including but not limiting," the mere use of the phrase "including but not It is not meant to mean anything other than "without limitation".
IV. The disclosed examples and terminology are non-limiting.
Neither the title (set at the top of the first page of this application) nor the abstract (set at the end of this application) should be construed to limit in any way the scope of the inventions in this disclosure. . The Abstract is included herein solely because an Abstract of no more than 150 words is required under 37 CFR 1.72(b).
The titles and section headings provided in this application are for convenience only and shall not be construed as limiting the disclosure in any way.
A number of embodiments are described in this application and are presented for illustrative purposes only. The described embodiments are and are not intended to be limiting in any way. The invention of this disclosure applies broadly to numerous embodiments, as will be readily apparent from the disclosure. Those skilled in the art will recognize that the disclosed invention may be practiced with various variations and modifications, including structural, logical, software and electrical variations. While specific features of the inventions of this disclosure may be described with reference to one or more specific embodiments and/or drawings, such features may refer to those described unless otherwise indicated. It should be understood that it is not limited to use in one or more embodiments or drawings.
No embodiment of any method step or element of manufacture described in this application constitutes the invention claimed herein unless otherwise stated herein or otherwise recited in a claim. , are not essential to, and are not coextensive with, the invention claimed herein.
The prefaces to the claims that follow are merely recitations of objects, benefits, and possible uses of the claimed invention and do not limit the claimed invention.
This disclosure is not a verbatim description of all embodiments of the present invention. Similarly, this disclosure is not intended to list the features of the present invention that must be present in all embodiments.
Devices that are described as communicating with each other need not be in continuous communication with each other, unless stated otherwise. Conversely, such devices need only transmit to each other when necessary or desired, and may actually refrain from exchanging data most of the time. For example, a machine that communicates with another machine over the Internet may not send data to the other machine for long periods of time (eg, weeks at a time). Additionally, devices that communicate with each other may communicate directly or indirectly through one or more intermediate means.
A description of an embodiment with various components or features does not imply that all or even any of such components or features are required. On the contrary, various optional components are described to illustrate the wide variety of possible embodiments of the present invention. No component/feature is essential or necessary unless otherwise stated.
Although method steps, algorithms, etc. may be described or claimed in a particular order, such methods may be configured to operate in a different order. In other words, any order or order of steps that may be expressly described or claimed does not necessarily indicate a requirement that the steps be performed in that order. The steps of the methods described herein may be performed in any order possible. Further, some steps may be performed concurrently, although they are described or implied to occur asynchronously (eg, because one step is described after the other). Moreover, the illustration of a method by drawing does not imply that the illustrated method is exclusive of other variations and changes thereto, and that the illustrated method, or any steps thereof, are not intended to imply the present invention. It does not imply that the illustrated method is preferred or that the illustrated method is preferred.
While a method may be described as including multiple steps, this does not imply that all or any of those steps are preferred, essential or required. Various other embodiments within the scope of the described invention(s) include other methods that omit some or all of the described steps. No steps are essential or necessary unless otherwise stated.
Although a method may be described alone or without reference to other products or methods, in one embodiment the method may interact with other products or methods. For example, such interactions may include linking one business model to another business model. Such interactions may be provided to enhance flexibility or desirability of the method.
While an article of manufacture may be described as comprising a plurality of components, aspects, qualities, properties and/or characteristics, this does not imply that all or any of this plurality is preferred, essential or necessary. Various other embodiments within the scope of the described invention(s) include other products that omit some or all of the described plurality.
A enumerated list of items (with or without numbers) does not imply that all or any of those items are mutually exclusive, unless stated otherwise. Similarly, a enumerated list of items (which may or may not be numbered) does not imply that any or all of the items are inclusive of any class unless otherwise specified. For example, the enumerated list "computers, laptops, PDAs" does not imply that all or any of the three items in the list are mutually exclusive, and that all or any of the three items in the list , does not imply the inclusion of any classification.
A enumerated list of items (which may or may not be numbered) does not imply that all or any of those items are equivalent to or immediately replace each other.
All embodiments are illustrative and do not imply that the invention or any embodiment, as the case may be, was made or practiced.
V. Computing It will be readily apparent to one of ordinary skill in the art that the various methods described herein may be implemented, for example, on suitably programmed general purpose computers, special purpose computers and computing devices. is. Typically, a processor (e.g., one or more microprocessors, one or more microcontrollers, one or more digital signal processors) receives instructions (e.g., from a memory or similar device), executes those instructions, It implements one or more methods defined in the instruction. Instructions may be embodied in one or more computer programs, one or more scripts, for example.
A "processor" means one or more microcontrollers, regardless of architecture (e.g., chip-level multiprocessing/multicore, RISC, CISC, microprocessor with non-interlocked pipeline stages, pipeline configuration, simultaneous multithreading, etc.). means a processor, central processing unit (CPU), computing device, microcontroller, digital signal processor, or similar device or any combination thereof.
Accordingly, the description of the method is similar to the description of the apparatus for carrying out the method. Apparatus for performing the methods may include, for example, processors and their input and output devices suitable for performing the methods.
Moreover, programs implementing such methods (as well as other types of data) may be stored and transmitted in numerous ways on various media (eg, computer readable media). In some embodiments, hardware-implemented circuitry or custom hardware is used in place of or in combination with some or all of the software instructions capable of implementing the methods of various embodiments. may Accordingly, various combinations of software and hardware may be used in place of software alone.
The term "computer-readable medium" means any medium or combination of identical or different media that together provide data (e.g., instructions, data structures) that may be read by a computer, processor, or similar device. point to Such a medium 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 memory. Volatile media include dynamic random access memory (DRAM), which typically constitutes the main memory. Transmission media include coaxial cables, copper wire and fiber optics, including wires, including the system bus connected to the processor. Transmission media may include or convey acoustic waves, light waves and electromagnetic emissions, such as those generated during radio frequency (RF) and infrared (IR) data communications. Common forms of computer readable media include, for example, floppy disks, flexible disks, hard disks, magnetic tapes, any other magnetic media, CD-ROMs, DVDs, any other optical media, punched cards, paper tapes, Any other physical medium with patterns or holes, RAM, PROM, EPROM, flash EEPROM, any other memory chip or cartridge, carrier waves described later herein, or any other computer readable media.
Various forms of computer readable media may be involved in carrying data (eg, sequences of instructions, etc.) to a processor. For example, data may be (i) transported from RAM to a processor, (ii) transmitted over a wireless transmission medium, (iii) Ethernet (or IEEE802.3), SAP, ATP, Bluetooth (registered trademark), and/or may be formatted and/or transmitted according to numerous formats, standards or protocols such as TCP/IP, TDMA, CDMA, and 3G, and/or (iv) various known in the art. It may be encrypted for privacy protection or fraud prevention in either manner.
Thus, the description of a method is similar to the description of a computer readable medium storing a program for performing the method. A computer-readable medium may store program elements suitable for performing the method (in any suitable format).
Just as a description of various steps in a method does not imply that all described steps are required, apparatus embodiments may include some (but not necessarily all) of the described methods. (b) includes a computer/computing device operable to implement;
Similarly, just as a description of various steps in a method does not imply that all described steps are required, embodiments of computer readable media storing programs or data structures, when executed, may be written as described. computer readable medium storing a program capable of causing a processor to perform some (but not necessarily all) of the methods.
When databases are described, those skilled in the art will appreciate that (i) alternative databases to those described may readily be used, and (ii) other memory structures other than databases may readily be used. to understand. Any illustration or description of any example database presented herein is an illustrative arrangement for expressing how information is stored. For example, any number of other configurations may be used in place of those suggested by tables or the like shown in the drawings or elsewhere. Similarly, any illustrated entries in the database represent exemplary information only, and those skilled in the art will appreciate that the number and content of entries may differ from those described herein. Additionally, any representation of a database as a table, or other formats (including relational databases, object-based models, and/or distributed databases) may be used to store and manipulate the types of data described herein. may be used. Similarly, database objective methods or operations may be used to implement various methods such as those described herein. Additionally, the database may be stored locally or remotely from devices that access the data in the database, in known fashion.
Various embodiments can be configured to operate in a networked environment that includes computers in communication with one or more devices (eg, via a communications network). Computers may be connected to any wired or wireless medium (e.g., Internet, LAN, WAN or Ethernet, token ring, telephone lines, cable lines, radio channels, optical communication lines, commercial online service providers, electronic bulletin board systems, satellite communication links). , any combination of the foregoing), directly or indirectly, with the device. Each device may itself include a computer or other computing device, such as an Intel® Pentium® or Centrino® processor, communicatively connected to the computer. Any number and type of devices may communicate with the computer.
In one embodiment, a server computer or centralized authority may not be necessary or desirable. For example, the present invention may, in one embodiment, run on one or more devices without a central authority. In such embodiments, any function described herein as being performed by a server computer, or data described as being stored on a server computer, is instead referred to as one or more such It may be implemented by a device or stored on it.
Where a method is described, in one embodiment the method may operate without any user intervention. In another embodiment, the method includes some human intervention (eg, steps are performed with or with human assistance).
VI. Continuing Applications The present disclosure provides one of ordinary skill in the art with an enabling description of various embodiments and/or inventions. Some of these embodiments and/or inventions may not be claimed in this application, but may nonetheless be claimed in one or more continuing applications claiming priority benefit of this application. .
Applicants intend to file additional specifications for continuing patent on subject matter that meets the disclosure and enablement requirements but is not claimed in this application.
VII. In a 35 U.S.C. 112, sixth paragraph claim, a claim limitation that includes the words "means for" or "step for" is subject to 35 U.S.C. means to apply paragraph 6.
In a claim, a claim limitation that does not contain the phrases "means for" or "step for" indicates whether that limitation recites a function without structure, material, or action for performing that function. It means that 35 U.S.C. 112, sixth paragraph, does not apply to such limitations, regardless of whether. For example, in a claim, referring to one or more steps of a claim or another claim and simply using the phrase "a step" or "a step(s)" is illegal under 35 U.S.C. It does not mean that section 112, paragraph 6, applies to that step.
With respect to a means or step for performing a specified function under 35 U.S.C. 112, sixth paragraph, any corresponding structure, material or act described in the specification, and equivalents thereof, may be deemed to perform that specified function. Similarly, additional functionality may be implemented.
Computers, processors, computing devices, and similar articles of manufacture are structures capable of performing a wide variety of functions. Such a product operates to perform a specified function by executing one or more programs, such as programs stored in the product's memory device or memory devices accessed by the product. can be done. Unless otherwise stated, such programs need not be based on any particular algorithm, such as any particular program that may be disclosed in this application. Those skilled in the art will appreciate that a particular function may be implemented via different algorithms, and that any number of different algorithms may be merely a design choice for performing a particular function. .
Thus, with respect to means or steps for performing a particular function under 35 U.S.C. 112, sixth paragraph, the structure corresponding to the particular function is any structure programmed to perform that particular function. including products of Such structures include programmed articles of manufacture that perform their functions, wherein the articles of manufacture are adapted to (i) the disclosed algorithms for performing the functions, (ii) the disclosed algorithms. It is irrelevant whether they are programmed with similar algorithms or (iii) different algorithms to perform the function.
Where a method recites means for performing a function, a structure for performing the method is programmed and/or configured with appropriate hardware for performing that function. computer device (eg, a general purpose computer). Similarly, a computer device (e.g., general purpose computers).
VIII. DISCLAIMER Numerous references to specific embodiments do not imply a disclaimer or disclaimer of additional and different embodiments; It is not intended to disclaim or disclaim any embodiment that does not include a particular feature. Any express disclaimer or disclaimer in this application shall be prefaced by the phrase "does not include" or by the phrase "does not implement."
IX. INCORPORATION BY REFERENCE Any patents, patent applications, or other documents referenced herein are incorporated by reference into this patent application as part of this disclosure, which is incorporated by reference into this 35 U.S. patent. For descriptive and enablement requirements only pursuant to Sec.112, first paragraph, and shall not be used to limit, define, or construe any language in this application. Absent such incorporation by reference, no ordinary meaning can be ascertained by one skilled in the art. Such persons skilled in the art should not be limited in any way by any of the embodiments provided in that reference.
Any incorporation by reference does not imply an endorsement, acknowledgment, or implied admission of any declarations, opinions, arguments, or features contained in any patent, patent application, or other document incorporated, unless otherwise stated.
X. Prosecution History Other patent applications that share a priority claim with this application, regardless of whether there are other patent applications that are considered related to this application for the purpose of interpreting this application (including claims). Those skilled in the art should refer to the prosecution history of this application and not to the prosecution history of any other application or patent application, whether or not there is any.
XI. Some Embodiments In various embodiments, a distributed gaming system allows participants to conduct gaming activities from remote and/or mobile locations. Possible gaming activities include gambling offered by casinos and the like. Gambling activities include slot machines, video poker, table games (e.g. craps, roulette, blackjack, pie gow poker, Caribbean stud poker, baccarat, etc.), the wheel of fortune any casino-type gambling including, but not limited to, fortune) games, keno, sports betting, horse racing, dog or car racing, hi-alai, and any other gambling activity. Gambling activity can also include betting on any type of event. Events include, for example, sporting events such as horse or auto races, and athletic competitions such as football, basketball, baseball, golf, and the like. Events can also include things that would not normally involve wagering. Such events include, but are not limited to, political elections, entertainment industry awards, and movie ticket sales performance. Gaming can also include non-wage games and events. Games may also include lotteries or lottery-type activities, such as intrastate and interstate lotteries. These can include all forms of number lotteries, "scratch" lotteries, and other lottery competitions. The gaming system may be implemented over a communication network, such as a cellular network or a personal wireless and/or wired network. Examples of the latter include WiFi® and WiMax® networks. In some embodiments, the gaming system's communication network is entirely independent of the Internet. In some embodiments, the operation of the gaming device makes minimal use of the Internet, such as only information that has no confidentiality issues is sent over the Internet and/or the information is encrypted. In various embodiments, a communication network allows players to participate in games from remote locations (eg, outside the gaming area of a casino). Similarly, the system allows players to be mobile while participating in gaming activities. In various embodiments, the system has a feature that authenticates or determines a location and operates to allow or disallow gaming from a remote location depending on whether the location meets one or more criteria. This criterion is, for example, that the place
As shown in FIG. 1, for example, gaming system 10 may include at least one user 12 . The system may include additional users such that there are at least first user 12 and second user 14 . Multiple users may access the first gaming system 10 while other multiple users access a second gaming system (not shown) that communicates with the first gaming system 10 . Users 12 and 14 can access system 10 via gaming communication device 13 . Gaming communication device 13 may include any suitable device for transmitting and receiving electronic communications. Such devices include, but are not limited to, cell phones, personal data assistants (PDAs), computers, minicomputers, and the like. Game communication device 13 transmits and receives game information to and from communication network 16 . Gaming information is also transmitted between the network 16 and a computer 18, such as a server, which may be located within the gaming service provider's 20 domain. However, the location of computer 18 is arbitrary and computer 18 may be located near or far from the domain of gaming service provider 20 .
Various embodiments may not include a game service provider. Computer 18 and/or gaming service provider 20 may be internal, proximate or remote from a gaming service provider (not shown in FIG. 1). A gaming service provider may be an operator of a physical game, such as a casino. As an example, a gaming service provider may be located on the premises of a casino, and computer 18 may be physically within the geographical boundaries of the gaming service provider. However, other possibilities exist for the remote location of computer 18 and gaming service provider 20, as explained. Computer 18 may function as a game server. Additional computers (not specifically shown) may serve, for example, as database management computers and redundant servers.
In various embodiments, both the game communication device 13 and the computer 18 are provided with software. Software provided on the gaming communication device 13 may operate to present to the user information corresponding to gaming activities (including gambling and non-gambling activities described herein). This information can include, but is not limited to, graphical representations of objects associated with the activity and presentation of user-selectable options associated with the activity. The gaming communication device software may also operate to receive data from the computer and data entered by the user. The software on the computer also exchanges data with the game communication device, accesses additional computers and data storage devices, and performs all of the functions described herein as well as functions common to known electronic game systems. may be implemented.
The information transmitted over network 16 may include any information in any format necessary or desirable to operate the gaming experience in which the user participates. Information may be transmitted in whole or in combination in any format according to any known or future transmission technology, which may include, for example, wired or wireless, including digital or analog, text or audio. good. Wireless technology may include licensed or license-exempt technology. Some specific methods that may be used include Code Division Multiple Access (CDMA), Global System for Mobile Communications (GSM), General 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. These are examples only and one of ordinary skill in the art would envision other types of communication technologies. Additionally, it is understood that additional components may be used to communicate information between the user and the game server. Such additional components include, but are not limited to, wireless channels, antennas, switches, cables, transmitters, receivers, computers, routers, servers, fiber optic transmitters, repeaters, amplifiers, and the like.
In some embodiments, communication of game information occurs 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 transmitted in part over the Internet. In some embodiments, some information is communicated in whole or in part over the Internet, but this information is either not gaming information or gaming information that does not require confidentiality to be maintained. or For example, the data generating the pictorial representation of a table game on the user's gaming communication device is transmitted at least partially over the Internet, while the wagering information transmitted by the user is wholly non-Internet. communication network.
According to some embodiments shown in FIG. 2, for example, the communication network includes a cellular network 22. A cellular network 22 includes a plurality of base stations 23 each having a corresponding coverage area 25 . Base station technology is generally known and a base station may be of any type found in conventional cellular networks. Base stations may have overlapping coverage areas. Further, the coverage area may or may not be sectorized. The network may also include mobile stations 24, which function as gaming communication devices used by users to access the gaming system and participate in activities available in the gaming system. Users are connected to a network of base stations through the transmission and reception of radio signals. The communications network may also comprise at least one voice/data switch, which may be connected to the radio portion of the network via a dedicated secure landline. The communication network may also include a gaming service provider, which may also be connected with a voice/data switch via a dedicated secure landline. The voice/data switch may, for example, be connected to a radio network of base stations via a mobile switching center (MSC), and a land line may be provided between the voice/data switch and the MSC.
A user accesses the gaming system through a mobile station that is in communication and thus part of a communication network. A mobile station may be any electronic communication device operable to communicate with the desired network. For example, in this particular embodiment, mobile stations may include mobile phones.
In various embodiments, for example, in the case of mobile communication networks, the gaming system is enabled through the use of private label carrier networks. Each base station is programmed by the cellular carrier to send and receive private, secure voice and/or data to and from mobile station handsets. The handset may be pre-programmed with both game software and carrier-approved software. Base stations communicate to the switch over private T1 lines. A gaming service provider leases a private T1 or T3 line, which provides a callback path to gaming services controlled by the gaming service provider. Encryption can be implemented on the phone if required by gaming regulators such as gaming commissions.
A mobile communication network may be a private, closed system. Mobile stations communicate with base stations, which are connected to a central switch located within the gaming jurisdiction. At this switch, voice calls are routed either locally or over long distances. Gaming traffic for a particular service provider is routed from a central switch to a gaming server at the host's location, which may be a casino or other location.
When a subscriber launches a particular game application, the handset will only make calls to certain base stations using cells or sectors that are designed to be completely within the game's jurisdiction. For example, if the base station is close enough to receive or transmit signals from the normal link, it will not be able to communicate with the device. When the customer uses the device for gaming, the system may, if desired, prohibit making or receiving voice calls. It should be noted that the entire audio can be erased if necessary. Additionally, voice may not be allowed to "connect" to the Internet. This makes it possible to ensure a high level of certainty that bets/bets that originate and end within the boundaries of gaming jurisdictions and "private" wireless systems cannot be circumvented or bypassed. In some embodiments, some data and/or voice traffic may be at least partially over the Internet, but in other embodiments the communication path should not include the Internet. Alternatively, in some embodiments, some non-gaming information may be transferred over paths that include the Internet, while other information related to gaming activity of the system is transferred over paths that do not include the Internet.
As shown in FIG. 3, gaming communication device 32 is in communication with a gaming service provider over network 34 . A game service provider is preferably one or more services in which various games and other applications reside. As shown in FIG. 3, some example gaming applications include horse racing and other sports, financial trading, casino and/or other event trading, and news and real-time entertainment. Each of these applications may be embodied in one or more software modules. Applications may be combined in any possible combination. Additionally, 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 comprises a private wireless network, eg, as shown in FIG. Private wireless networks may include, for example, 802.11x (WiFi®) network technology to cover "game spots" or "entertainment spots." Various WiFi® networks are shown as network 41 in FIG. Network 41 may use other communication protocols that provide a private wireless network including, but not limited to, 802.16x (WiMax®) technology. Additionally, networks 41 may be interconnected. A gaming system may also include a combination of the networks illustrated in FIG. For example, a combination of a private wireless network 16, a mobile communications network including multiple channel access units or sectorized base stations 42, and a satellite network including one or more satellites 46 is shown.
With respect to private wireless networks, private wireless networks are particularly useful for gaming service providers in verifying location and identity required for gaming authorization, as the technology can cover small areas and provide very high throughput. fits well. Gaming spots enabled by the network 41 include current casino areas 48, novel areas such as swimming pools, lakes or other recreational areas 49, guest rooms and restaurants such as those found in casinos 48 or hotels 46 and 47; A living area 40 and other remote gaming areas 43 are included. The general configuration of the gaming 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 802.16x (WiMax®) technology, robust security and authentication software, gaming software, carrier-approved Windows® or Symbian ( Wireless LAN (local access network) components, which mainly include handsets that incorporate the Symbian® operating system, and (a) CDMA technology to ensure data protection over the air, and (b) at least two user authentications. layers (both provided by mobile carriers and those provided by game service providers), (c) mandatory tunnels to game services (fixed routing), (d) end-to-end at the application layer. encryption; and (e) state-of-the-art firewall and DMZ technologies; (2) licensed and unlicensed point-to-point links; (3) Private MAN (Metropolitan Broadband Network) T1 and T3 lines that provide connectivity to areas where wireless service does not reach; and (4) Redundant private back to game servers from mobile switches. line network. Each of the "game spots" and "entertainment spots" are preferably connected via MWAN/MAN back to a central redundant gaming service. To access a private wireless network, the gaming communication device may be a WiFi® or WiMax® capable PDA or small laptop, and does not need to be managed by a third party collaborator. do not have.
In various embodiments, the gaming system includes a location authentication feature, which can operate to allow or disallow gaming from remote locations depending on whether the location meets one or more criteria. A criterion may be, for example, whether the location is within a given area where the game is permitted by law. As another example, a criterion may be whether the location is a non-gaming area, such as a school. Location authentication technologies used in the system may include, but are not limited to, "network-based" and/or "satellite-based" technologies. Network-based technologies include, for example, multilateration, triangulation, and geofencing. Satellite-based technology includes, for example, global positioning satellite (GPS) technology.
As mentioned above, the mobile mode preferably includes the use of at least one cellular, mobile, voice and data network. In some jurisdictions, such as the state of Nevada, the technology may employ triangulation, global positioning satellite (GPS) technology, and/or geofencing to avoid bets or bets placed outside Nevada boundaries. can contain. In some embodiments, the network does not cover all of a particular jurisdiction, such as Nevada. For example, the network does not cover areas where cellular coverage for a particular base station crosses state or other jurisdictional boundaries. This is done to allow the use of location verification to ensure that betting opportunities originating or ending out of state are disallowed. Triangulation is used as a method of preventing games in unauthorized locations. Triangulation may be accomplished, for example, by comparing signal strength from a single mobile station received at multiple base stations each having a GPS. This technique can be used to determine the location of mobile stations. The location can then be compared to a map or other resource to determine if the user of the mobile station is in an unauthorized area such as a school. Alternatively, GPS technology may be used for these purposes.
As shown in FIG. 5, the gaming system includes a plurality of gaming communication devices 54,55,56. Device 54 is located outside gaming jurisdiction 58 . Devices 55 and 56 are both located within gaming jurisdiction 58 . However, only device 56 is located inside a geofence 57 established by the coverage areas of multiple base stations 53 . Thus, geofences can be used to enable gaming for device 56 but disable gaming for devices 54 and 55 . Geofences 57 allow some gaming communication devices inside a gaming jurisdiction 58, such as gaming devices 55, to be outside the jurisdiction 58, such as device 54, even though they are not allowed access to the gaming system. Certain non-gaming communication devices are allowed access.
Geofences do not have to be location specific. Rather, it may verify that the mobile station is within certain boundaries. For example, geofences may be used to ensure that mobile stations across state lines do not access the gaming system. On the other hand, triangulation may provide pinpoint or near-pinpoint localization. For example, as shown in FIG. 5, device 56 is triangulated between three base stations 53 to determine its location. Triangulation may be used to identify whether a device, such as a mobile station, is located at a particular location (eg, school, etc.) where gambling is not approved. Preferably, the location determination techniques utilized in conjunction with the present invention meet E911 requirements according to Federal Communications Commission (FCC) Phase 2. Mapping by the United States Geological Survey (GIS) is also available to compare the identifying coordinates of a game communication device with a GIS map or component to determine if the device is within an area not authorized to the game. good too. Triangulation, geofencing, global positioning satellite (GPS) technology, or any other type that can be used to verify or set an acceptable level that a user is within an authorized gaming area; Note that any type of location authentication may be used, such as location determination techniques.
In various embodiments, the location authentication is channel address validation or location authentication using some other identifying digit or fragment that indicates which network or portion of the network is accessed by the gaming communication device. is achieved using If identification numbers are used for this purpose, as an example, according to one method of verifying location, the participant accesses the game system via a mobile phone. The identification number of the mobile phone or network component accessed by the mobile phone identifies the caller's connection to the mobile communication network. This digit indicates the fact that the caller is within the identification area and on some mobile communication network. A server application may reside on the mobile phone and communicate this information to the gaming 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 may be provided by a second provider, but the caller roams on a network (and within a jurisdiction) provided by the first provider. The first provider forwards the identification information to the second provider so that the second provider can determine whether the defined area in which the caller resides permits or disallows associated gaming activity. In various embodiments, a gaming service provider maintains and has access to a database mapping various possible global mobile communication networks identifying numerous geographic regions. Various embodiments contemplate any number or proxy representing a network, network portion, or network component that is connected using a mobile phone. An identification number may indicate one or more base stations or groups of base stations, lines, channels, trunks, switches, routers, repeaters, and the like.
In various embodiments, when a user connects their mobile phone to a game server, the game server retrieves network identification information and communicates this information to the game service provider. Software resident on the gaming communication device may incorporate the ability to determine the user's location (based at least in part on identification information) and send messages to the gaming service provider at the time of login or access by the user. good. The identifying numbers or information for determining location may be country-specific, state-specific, town-specific, or specific to some other identifiable boundary.
In combination with any location determination method, the gaming system may periodically update location determination information. This may be done, for example, at predetermined time intervals during a game session, not just at login or first access, to ensure that the gaming communication device moves into unauthorized areas during play.
Thus, depending on the method of location determination used, the decision to permit or prohibit gaming activity may be accomplished by transferring information between the game communication device, the game server, or the game communication device and the game server (e.g., base station, etc.). can be done in any of the components of the communication network used for
One aspect of private wireless networks related to prohibiting gaming in unauthorized areas is the placement of sensors, such as radio frequency identification (RFID) sensors, on gaming communication devices. The sensor triggers an alert if the user takes the device outside the authorized gaming area. Additionally, the device may be "tethered" to an immovable object. A user may simply log into such a device using an ID and password.
In various embodiments, a gaming system includes the ability to determine the location of a gaming communication device within a large facility such as a casino complex. This may allow some functionality to enable or disable devices based on their location within the facility. For example, government regulations may prohibit the use of devices for gambling from guest rooms of casino complexes. Accordingly, certain embodiments may include the ability to determine the location of a device within a facility and disable gambling functionality from the guest room of the device or other areas where gambling is prohibited. FIG. 6 is a diagram illustrating a wireless gaming system that can determine the location of a gaming communication device 604, according to various embodiments.
As shown in FIG. 6, the 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. A wireless network may include at least three signal detection units 602, although various embodiments may include fewer or more than three signal detections. As shown in FIG. 6, the wireless network includes four signal detection devices 602, each located at one corner of the casino complex 600. As shown in FIG. In various embodiments, the three signal detection devices may include wireless access points, wireless routers, wireless base stations, satellites, or any other suitable signal detection devices. Further, although the signal detection device 602 is illustrated as being located on the perimeter of the casino complex 600 , the signal detection device may be operable to receive signals originating from gaming communication devices within the casino complex 600 . For example, the signal detection device may be located anywhere inside or outside the casino complex 600 . In various embodiments, the signal detection device 602 can also be used to transmit as well as receive signals to the game communication device 604 .
In various embodiments, casino complex 600 may be divided into one or more zones 608 representing various areas of the casino complex, such as lotteries, guest rooms, restaurants, shops, entertainment venues, and pool areas. For example, as shown in FIG. 6, section 608a corresponds to the casino lobby, section 608b corresponds to the guest rooms, section 608c corresponds to the restaurant, and section 608d corresponds to the gaming floor of the casino. Each compartment 608 may be further divided into one or more sub-compartments 606 each identifying a particular location within compartment 608 . The sub-sections 606 may be arranged in a grid, with each sub-section 606 having a uniform size. In some embodiments, each sub-partition may comprise 9 square feet (ie, 3 feet by 3 feet). In some embodiments, each sub-partition may comprise 100 square feet (ie, 10 feet by 10 feet). The selection of the size of the area covered by the subdivisions may depend on administrator preferences, technical limitations of wireless networks, governmental standards, and other considerations.
Certain embodiments may map the casino complex 600 into multiple zones 608 and sub-zones 606 to determine the location of gaming communication devices 604 within the complex. These embodiments can utilize signals received by the signal detection device 602 from the gaming communication device 604 to determine the location of the device.
In various embodiments, the locations of gaming communication devices 604 can be determined based on the strength of signals received by respective signal detection devices 602 from devices 504 . In various embodiments, this may be accomplished using a received signal strength indication (RSSI) value or any other suitable signal strength indication. In general, the closer a sub-zone is to a signal detection device, the stronger the signal that the signal detection device receives from the gaming communication device located in that sub-zone. Thus, when multiple signal strength readings are provided from different locations (ie, signal detection devices 602) within the casino complex, these different signal strengths can be used to determine the location of the device.
With this in mind, each sub-zone 606 of the casino complex 600 is associated with a reference set of signal strengths received by the signal detection device from devices in that particular sub-zone. Typically, these values are generalized and periodically recalibrated by references read from the gaming communication devices in that sub-partition. Once each sub-zone is associated with a reference set of signal strengths, these reference signal strengths are compared to the signal strengths received from the gaming communication device. Since each subzone contains a unique set of signal strengths, this comparison can be used to identify the particular zone in which the gaming communication device resides.
In various embodiments, the location of the gaming communication device 604 may be determined based on the elapsed time between signal transmission from the device 604 and signal reception by the respective signal detection device 602 . In various embodiments, this elapsed time can be determined based on time difference of arrival (TDOA) or any other suitable technique. As with signal strength above, each subsection 606 can be associated with a predetermined or reference set of elapsed times from transmission for signal reception from the gaming communication device. This set of elapsed times will be different for each sub-zone of the casino, since the time it takes for a signal to reach each signal detection device depends on the proximity of the sub-zone to each base station. By comparing the time since transmission with the reception of the signal from the gaming communication device received by the signal detection device, the subzone in which the device is located can be determined.
When the location of a gaming communication device is determined, certain embodiments may enable and/or disable certain features of the device based on this determination. For example, as noted above, certain embodiments may disable the gambling functionality of a gaming communication device from a user's guest room while the user is still able to access other device functionality such as purchasing goods or services. It may be possible to purchase tickets for entertainment events. A gambling feature of the gaming communication device may be activated when the user leaves his or her guest room. Likewise, 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 features of the gaming communication device may be enabled or disabled based on the device's location, according to various embodiments.
In various embodiments, various features of the gaming communication device may be enabled or disabled based on certain sections 608 of the device. In such embodiments, each zone 608 of the casino complex may be associated with a set of permitted activities. For example, the "lobby" section 608a of a casino complex may allow all activities, while the facility's "guest room" section 608b may allow all activities other than gambling. Depending on the location of the gaming communication device, the functionality of the gaming communication device may be restricted to the set of activities allowed for the zone in which the device is located. As the gaming communication device moves from compartment to compartment, the device's location may be relocated, and the device's capabilities may be updated to reflect the permitted activity set for the compartment in which the device is located.
Various embodiments can also use the location determination to transmit location-specific information to the gaming communication device. For example, a reminder that an entertainment event for which the user has tickets is about to start may be sent to the user device if the device is in a different part of the casino complex. In another embodiment, when the user is in their guest room, the user may be notified that the user's preferred dealer is on the casino floor.
In various embodiments, a gaming communication device location can be used to deliver goods and services purchased or ordered by a device user. For example, in various embodiments, a user can purchase food and drink using the device. The location of the device may be used to deliver food and drinks to the user, even if the user moves to another sub-zone after placing their order.
The gaming communication device's location determination can also be used to guide the user to other parts of the casino complex. For example, a user on the casino floor who wishes to go to a particular restaurant within the casino complex can be directed based on their location. This guidance may then be updated as the user progresses toward the desired location. If the user veers off course, the location determination is updated during the user's journey and can be used to warn the user that he has veered off course and to plan a new route to the desired destination.
It should be appreciated that the foregoing description encompasses several implementation techniques that can be used in accordance with various embodiments. Other techniques are possible and contemplated according to various embodiments. Various embodiments may be implemented using any suitable technology, either currently existing or still being developed.
User Profiles According to various embodiments, the wireless gaming system can incorporate user profile elements. For example, one or more user profiles may be created, maintained, and modified on one or more servers of the gaming system. Generally, user profiles contain 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 gaming devices or game management devices, according to certain embodiments. Gaming management devices may comprise wireless devices used by casino staff to provide gaming services or gaming management services.
Various embodiments may include software and/or hardware that enable provisioning, modification, and maintenance of one or more user profiles. That is, one or more user profiles can each include datasets maintained in a data store. The dataset for each individual user profile may reflect any number of parameters or pieces of information associated with the particular user corresponding to the profile. While not intended to be exhaustive, such information may include, for example, gaming activity preferences such as preferred games and/or game configurations, preferred screen configurations, betting preferences, gaming location preferences, dining and Preferences for other services and the like. The information may also include names, addresses, hotel names and room numbers, telephone numbers, social security numbers, user codes, and electronic files such as fingerprints, voice, employee, retinal scans, or other biometric information. , may also include user identification information. User profile information may also include information related to the user, but not determined by the user or the user's activities. Such information may include information associated with or forming part of a profile. For example, an entity such as a casino may include, as part of a profile, certain rules governing the distribution or presentation of promotions to users. User profile information may include any code, account number, credit information, agreements, interfaces, applications, or any other information associated with the user. User profile information can thus include any information specific to a given user. For example, profile information may include where a particular user has played, skill level, success level, types of games played, and betting style, and information trends related to the user's activity.
In various embodiments, user profile information may include concierge or other service information associated with the user. Concierge services may include restaurant services, entertainment services, hotel services, money management services, or other suitable services that may be provided to users of gaming devices. For example, restaurant services include, but are not limited to, services that allow users to order drinks, order meals, make reservations, or perform other restaurant-related activities. As another example, an entertainment service includes, but is not limited to, a user purchasing tickets for a show, arranging reservations or services, conducting virtual shopping, arranging transportation, or performing other entertainment-related activities. services that can be provided.
Hotel services may, for example, allow the user to check-in, check-out, reserve spas, check messages, leave messages, view hotel rates, or perform other guest-related actions. services. Money management services include, for example, services that allow users to transfer funds, pay fees, or perform other money management actions.
The gaming system may be configured to create a new profile for any user who uses the gaming device for the first time. Alternatively, new profiles may be provided for previous users who have not played for a predetermined period of time. The gaming system may set profiles, monitor user activity, adjust profiles, and adjust information (as images, etc.) displayed to users. The gaming system may be configured to use profile information to modify gaming information for the user. For example, if a previous user returns to the gaming system, the system may refer to the profile for that user and note that the user lost money at craps but won money at blackjack in previous sessions of the game. you can find out. Based on this information, the system may adjust the default game screen to display the blackjack table to the user. As a further example. Profile information may indicate that the user's previous blackjack hours were mostly spent at $25 minimum tables. Accordingly, the system can make further adjustments to the gaming environment and present a $25 table to the blackjack table. In this sense, the gaming system enables personalized wireless gaming based on one or more criteria maintained in a user profile.
User profiles may be established, maintained, and periodically updated as necessary to enable game providers to provide enhanced, current, and/or customized gaming experiences.
Updates may be based on any suitable trigger, such as the occurrence of an event, the occurrence of user activity, or the passage of some predetermined period of time. Any or all of the profile information may be updated.
Alerts In some embodiments, the gaming system may trigger one or more alerts to one or more users based on any number of criteria. For example, alerts may be based on the user's location. The system may also be configured to keep track of other location independent parameters. The initiation of an alert may depend on a time parameter. Game alerts may be based on this information and/or other information maintained in the user profile. Alerts can also take precedence over display, and the content and display of alerts may be customized by the user or other entity. As a related concept, the system may be configured to provide directions and/or maps. Another related concept incorporates the ability for users to remotely view certain activities or areas. Alerts may be generated in response to the presence of data in a user profile. Additionally, the content and display of the alert may be determined based on information in the user profile. Therefore, when an alert occurs and what it indicates can be customized or adjusted according to the user's preferences (or any other information maintained about the user (e.g., in a user profile)). can do.
In some embodiments, the alert can be presented or displayed to the user in a format determined, at least in part, by any parameter described or envisioned herein. For example, if the user is outdoors, the display may automatically brighten in order to allow the user to view the alert more easily. Alerts may be presented in any combination of one or more of text, visual, audio, or other information exchange formats. The alerts presented to the user on the screen of the gaming communication device, for example, can be configured in any desired manner. Preferably, the information is displayed in a manner that most effectively utilizes the real estate of the screen to convey the warning message. That is, different alerts of different types or having different priorities can be displayed separately on the gaming device. For example, more important alerts can be displayed as pop-ups, while secondary alerts scroll down the screen. Players can register alerts and determine their preferences for specific alert configurations.
Guidance information may be provided to one or more users, according to some embodiments. Guidance information may accompany the warning. Guidance information may be based on any of the parameters described herein. (e.g., profiles, alerts, locations, changes in play or other activities, etc.) guides, activities, locations, seats, tables, leisure spots, restaurants, exchange cages, information booths, casinos, hotels, sports venues, theaters, etc. It may be for For example, directions may be to specific tables or gaming areas, casinos other than where the user is currently or another user, restaurants identified in a user profile, sportsbook areas of casinos, hotel rooms, and the like.
The guidance can be presented as speech, text, and/or images (eg, as a map with zoom capability). Examples for which guidance is provided include a user prefers to play high limit blackjack on Saturday nights, but does not have a particular casino preference. Once the user has entered one of the casinos where the system can operate, the system will provide the user with warnings and guidance in the form of visual pathways inviting the player to high limit blackjack tables. do. Another example involves depositing a user into a casino's sportsbook and indicating that they would like to play craps. The device guides the walk to the craps table. Another example includes when a user wants a list of restaurants for dinner. At a predetermined time (eg, 8:00 pm), the system presents the list to the user and allows the user to make selections and reservations. The system then provides the user with spoken directions from the user's current location to the selected restaurant. The system may also be configured to provide adjunct information based at least in part on the alerts, profiles, or guidance information being provided. For example, the system may tell the user that he needs a taxi, or that he needs a train, or that he needs a jacket and tie, or that he needs an umbrella, etc. Depending on the location and route to be taken, the user may be notified.
According to various embodiments, the system allows users to remotely view certain activities or areas. For example, cameras (or other viewing devices) may be placed throughout the casino facility (or other relevant areas). At a kiosk or on a wireless gaming device, a user can "peek" at one or more selected areas to view activity in the selected areas. For example, from the pool, the user can see if the craps table has changed limits or is full. From the craps table, users can see if the restaurant or bar is getting crowded.
According to various embodiments, the operation of alert modules and alert methods are integrated into various techniques for managing user profile information. An example of this aspect is that the system can be configured to recognize that the user has certain preferred dealers or facilitators when playing certain casino games. Invite users to participate in gaming activities at the particular table at which the dealer or caretaker is at work if the user is within a certain area or distance when those dealers or caretakers are at work. You can send an alert to
Accordingly, when user profile information indicates that one or more predetermined criteria are met, the system may send an alert to the corresponding user or another user. For example, the system can "remember" that a player is a fan of a sports team. The system monitors information about upcoming events involving that team, and at certain times checks to see if the user has placed a bet on that 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 the user prefers $10 minimum tables and warns the user to begin seating at such tables. As another example, alerts can be triggered by information that is not directly related or associated with a particular user (eg, information that does not identify the user). For example, an alert may be triggered by a certain time of day or by the occurrence of an event (eg, odds given to a sporting event that vary by some predetermined amount).
Service Applications According to various embodiments, gaming services can be provided as add-on applications to pre-existing communication or data services. Thus, the game service application may be made available to pre-existing communication or data services. For example, certain wireless telephony or data service customers may be offered any one or a combination of the various game service applications described herein as additional features bundled with their telephony or data service. be able to. Although this document may refer to communication services bundled with the provided Game Service Application as including pre-existing communication services, the Game Service Application may It should be recognized that it can be provided and received as part of an accompanying package. In still other embodiments, gaming services may be established first and communication services added later.
Gaming service applications that are bundled or otherwise offered in combination with communication services may be customized to meet the needs of customers, service providers, or both. For example, a service provider may choose to make certain gaming service applications available only to a subset of the service provider's customers. Accordingly, not all customers associated with a service provider may be provided gaming services. As another example of a customized gaming service application, a telecommunications service can offer its customers a number of gaming service plans that offer different levels of service. For example, some services, such as advertising and/or promotional services, may be free to customers of communication services. Such levels of service may be customer-selected, provider-selected, or both.
A customer may be billed separately for add-on gaming services or in combination with an invoice the customer already receives for pre-existing communication services. For example, in some embodiments, gaming services may be billed as add-ons in the same manner that caller ID service, call air service, and call messaging service are charges added to the base charge associated with communication services. good.
Peer-to-Peer Wireless Gaming According to various embodiments, the gaming service enables peer-to-peer wireless gaming. Specifically, the system may allow multiple players to participate in the same gaming activity at the same time from distributed locations. This may be particularly desirable for certain games such as, but not limited to, horse racing, poker, and blackjack. The system may also allow a single player to participate in multiple positions for a particular game. For example, a user may be permitted to play multiple hands of blackjack. Certain aspects include features that provide assistance to users in finding specific activities. For example, a first player may wish to play poker at a table of six. The gaming system may be used to identify poker tables that have positions available for participation by the first player. Additionally or alternatively, a first player may wish to play poker at the same table as a second player, and the system may play games in which the second player has already participated. It may be configured to assist the first player in finding.
Location determination techniques may be incorporated to enable peer-to-peer gaming 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 gaming jurisdiction, but in various dispersed locations within that jurisdiction. The game system allows setting up a private buddy network of peers for this friend group. The system allows one or more group members to track one or more other group members. In various embodiments, the system can also allow messages to be exchanged with one or more group members. For example, the system also allows members to invite other members to participate in certain wireless gaming activities. Additionally or alternatively, 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 "alert system" setting. Alert systems can be used to invite certain types of players to participate in gaming activities. The criteria may then be used to identify users of gaming devices that meet the criteria. For example, a game participant may wish to initiate gaming activities with other users of gaming devices who qualify as "big money winners" or "big money gamers." Another example is when a celebrity user wants to initiate a gaming activity with another celebrity, or an elderly civilian wants to engage in a gaming activity with another elderly citizen. In each example, a user may identify a criterion, which can then be used to identify other game participants who meet this criterion for peer-to-peer game event initiation. .
It should be appreciated that the foregoing description encompasses several implementation techniques that can be used in accordance with various embodiments. Other techniques are possible and contemplated according to various embodiments. Various embodiments may be implemented using any suitable technology, either currently existing or still being developed.
Gaming and Wireless Systems Various embodiments include gaming systems that include handheld personal gaming devices. A gaming system may be adapted to present one or more games to a single user of a handheld gaming device.
In various embodiments, a gaming system comprises a portable gaming device or interface. The portable gaming device has a display for displaying game information to the player, at least one input device for receiving input from the player, and is capable of transmitting and receiving information to a remote device/location. The gaming system also includes a game server for generating game data, transmitting game data to the portable gaming device, and receiving information, such as player input, from the portable gaming device. The gaming system further comprises a payment transaction server for authenticating payment and establishing entitlement of players playing games provided by the game server via the portable gaming device.
In various embodiments, the gaming system comprises one or more stationary gaming machines or other devices capable of printing value-attached tickets. The portable gaming device includes a ticket reader that reads ticket information for use by a payment transaction server that authenticates attendant value to authorize game play by a player.
In one or more embodiments, portable gaming devices communicate with other devices (such as game servers) via wireless communication channels. Appropriate relays and transceivers are provided to allow wireless communication.
In one or more embodiments, the portable gaming device includes multiple interfaces for changing the configuration of the gaming device or interacting with one or more transaction services. In some embodiments, a login interface is provided to receive login information regarding the device user. In various embodiments, the number of interfaces or other functions allowed to be displayed or accessed is configured depending on the device user. If a game representative identifies themselves, an interface may be provided that allows access to various control functions. If a player identifies himself/herself, 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 gaming system comprises one or more business servers, such as food transaction servers. Using the portable gaming device's interface, a player or other user may request services from the food transaction server. For example, a player may request food, drink, restaurant reservations, or other services.
One or more embodiments include a method of playing games via a portable gaming device associated with a gaming network. In some embodiments, a player obtains a portable gaming device, such as by verifying the device at a restaurant hospitality station or hotel/casino front desk. Players provide value to game operators, such as credit card or cash payments. This value is associated with the server and a match is made between the ticket number and the player tracking number or other identifier.
The gaming device is configured for player play using a login interface. A login act may be performed by a player or a game operator. A player then establishes eligibility to obtain a service, such as game play, by demonstrating the presence of value. In some embodiments, the player scans his ticket using the device's ticket reader. The scanned image is sent to a payment transaction server for the player's entitlement to gameplay or other service acquisition. If the eligibility is verified, the player is allowed to participate in gameplay or service requests.
When a player wishes to play a game, the player directs it, such as by selecting a particular game using a gameplay interface. Upon receipt of the instruction, the game server generates game data and transmits it to the individual's game device. The transmitted data can include audio and video data in game presentations for use by individual gaming devices. Players are authorized to participate in games by entering into the game server through their personal gaming devices. The game server determines the outcome of the game. If the result is a winning result, a prize is awarded.
The prize may be an amount of cash associated with the player's account on the payment transaction server. If the outcome is a losing outcome, the bet or wager placed by the player is lost and the amount is deducted from the player's account on the transaction server.
FIG. 8 is a block diagram of a gaming system according to various embodiments.
As shown, the game system B20 comprises a plurality of game machines B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, B22j. In some embodiments, these gaming machines B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, B22j are stationary. Generally, gaming machines 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 wagering or betting and provides a prize, such as a monetary prize, to the player who receives a winning outcome. These devices may include, for example, video poker and slot machines. In addition, game system B20 includes one or more handheld portable game devices (PGD) B24. PGDMore 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. Such devices, referred to herein as "personal gaming devices," may be referred to by terminology such as portable gaming interface, personal gaming unit, etc., but regardless of the name of the device, these are can have one or more of the features described in the
Additionally, in various embodiments, the PGD B24 communicates with at least one game server B28. As will be described below, in various embodiments, one or more games presented to players via the PGD B24 are provided by a game server B28.
Gaming machines B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, B22j and respective PGDs B24 communicate with a payment system referred to herein as the "Easy Pay" system. The system comprises a server B26 for sending and receiving information. Generally, easy pay systems are used to accept payments from players for gameplay and acquisition of other goods and services, and to pay wins or prizes to players.
In the illustrated embodiment, the gaming system B20 comprises other servers B30, B32 for sending and/or receiving other information. In some embodiments, one server B30 includes a prize transaction server. Another server B32 includes a food trading server. In some embodiments, information can be sent between the PGD B24 and these servers B30, B32.
The easy pay system according to various embodiments is described in more detail with reference to FIG. The easy pay system may be a component of a prize ticket system that allocates prize ticket vouchers in lieu of regular monetary prizes or redemptions when a player wins a game or desires a cash refund. . The ticket may also be used by a gaming machine or other gaming device to pay for goods or provide value such as entry fees for betting or gameplay.
FIG. 9 illustrates in block diagram form some embodiments of the system. As shown, a first group of game machines B22a, B22b, B22c, B22d, and B22e are shown connected to a first Clerical Verification Terminal (CVT) B34, and game machines B22f, B22g, B22h, A second group of B22i and B22j is shown connecting to a second CVT B36. All gaming machines print ticket vouchers that can be redeemed for cash or accepted as credit or indicia on other gaming machines. When CVTs B34, B36 are not connected to each other, a ticket voucher from one gaming machine can only be used as an indicia on another gaming machine in the same CVT connected gaming machine group. For example, a prize ticket printed from machine B22a can be used as indicia credit on machines B22b, B22c, B22d, and B22e connected to shared CVT B34, but not each connected to CVT B36. Not available in B22f, B22g, B22h, B22i, and B22j.
CVTs B34, B36 store ticket voucher information corresponding to outstanding ticket vouchers awaiting redemption. This information is used when tickets are validated and refunds are issued. CVTs B34, B36 store information for ticket vouchers printed by gaming machines connected to the CVT. For example, CVT B34 stores ticket voucher information for ticket vouchers printed by gaming machines B22a, B22b, B22c, B22d, and B22e. When a player wishes to redeem a ticket voucher and the CVTs B34, B36 are not connected together, the player may redeem the printed voucher from the particular gaming machine at the CVT associated with the gaming machine. The ticket voucher is validated by comparing the information obtained from the ticket with the information stored in the CVT in order to refund the ticket voucher. After a ticket voucher is redeemed, the CVT marks the ticket as paid in its database to prevent multiple redemptions of tickets with similar information.
Multiple groups of gaming machines connected to CVTs B34, B36 can be connected together to a cross-validation network B38. A cross-validation network typically includes one or more concentrators B40 that accept inputs from two or more CVTs, allowing bi-directional communication of the two or more CVTs using a single communication line. The concentrator B40 is connected to a front end controller B42 that can poll the CVTs B34, B36 for ticket voucher information. The front-end controller B42 is connected to an easy pay server B26 capable of providing various information services for the prize ticket system, including a checkout department B44 and a management department B46.
The cross-validation network allows ticket vouchers generated by any gaming machine connected to the cross-validation network to be accepted by other gaming machines within the cross-validation network B38. In addition, the cross-validation network allows cash dispensers located at cash payment stations B48, B50, B52 to validate any ticket vouchers generated from other gaming machines within the cross-validation network B38. To redeem the ticket voucher, the player may present the ticket voucher at one of the cash payment stations B48, B50, B52. Information obtained from the ticket voucher is used to validate the ticket by comparing information on the ticket with information stored in one of the CVTs B34, B36 connected to the cross-validation network B38. be done. When the ticket is validated, this information may be sent to another computer B54 that provides audit services.
As noted above, gaming system B20 may also include one or more handheld PGDs B24. In various embodiments, the PGD B24 is a portable device capable of transmitting and receiving information via wireless communication links/networks.
Referring again to FIG. 8, gaming system B20 includes wireless transceivers B62, B64, B66 and B68 connected to printer B56, wireless communication relays B58 and B60, and remote transaction servers B26, B28, B30 and B32. In various embodiments, a player may play one or more games and/or obtain other services, including food service or lodging service, after obtaining a PGD B24 and being given appropriate authorization. can.
FIG. 10 is a block diagram of a PGD B24 and a service system that can be implemented by the game and game system B20 shown in FIG. In various embodiments, the game and service system B100 consists of at least one PGD B24 and multiple input/output devices. The PGD B24 generally comprises a display screen B102 capable of displaying multiple game service interfaces B106. A game service interface B106 is generated on the display screen B102 by some type of microprocessor (not shown) within the BGD B24. A handheld PGD B24 adaptable to the game service interface B106 shown in FIG. 10 is manufactured, for example, by Symbol Technologies, Inc. of Hostsville, NY, USA. Interface or menu data may be stored in local memory, or data may be sent to the PGD B24 from a remote location (such as a data server). 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 presentation of one or more games for play by a user. The game service interface B106 includes a login interface B105, an input/output interface B108, a transaction mediation interface B110, a ticket validation interface B115, a prize service interface B120, a food service interface B125, an accommodation service interface B130, and a game operation interface B135. , the game play interface B137, which is accessed by a game service representative or player via a main menu having a number of sub-menus that allow access to 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 the PGD B24. For example, in one or more embodiments, the PGD B24 can have the dual purpose of being both usable by the player for gameplay and participation in other activities, providing services to the player. and by game operators for use in performing administrative functions. In various embodiments, some PGDs B24 may be specifically configured for player use only, and other PGDs B24 may be specifically configured for game or other personnel use only. In such cases, interface B106 may be specially programmed.
In one or more embodiments, only certain interfaces B106 may be displayed depending on the state of the user of the PGD B24. In some embodiments, the particular interface B106 displayed and accessible for use is determined by the user's status as 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 user of the PGD B24 logs in, the state of the PGD display changes.
In one or more embodiments, the login interface B105 may allow the gaming service representative to enter some type of user identification and authenticate the user identification using a password. 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 login interface B105. . Using menus on the display screen of the login interface, the user may select other display screens for the login and registration process. For example, another display screen, obtained via a menu on the display screen of the login interface, allows the PGD B24 to scan the fingerprint of the game service representative for identification purposes, or the fingerprint of the game player. may
If the user identifies themselves as a game operator or representative, the PGD B24 may be configured to display one or more other interfaces, such as those listed above and detailed below. In one or more embodiments, the default situation or login may be login in "player" mode.
In various embodiments, the login interface B105 allows the player to use the PGD to authorize the player's access to multiple player services, such as gameplay. To configure B24, it may be able to identify itself. In various embodiments, the login interface B105 includes a request for the user to identify themselves as a "player" or "authorized personnel." If "Authorized Personnel" is selected, the above user identification (including password) may be requested. If "player" is selected, in various embodiments the player is required to provide an easy pay ticket. As described in more detail below, in various embodiments, a player who wishes to play one or more games or obtain other goods or services uses an easy pay ticket to provide credit or payment for the same. do. The ticket may be obtained by playing a cash dispenser 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 Easy Pay system described above.
In various embodiments, the PGD B24 comprises a ticket reader B145 and a card reader B140. In some embodiments, ticket reader B145 may be of various types. In some embodiments, the reader includes an optical scanner that reads barcodes. In this configuration, the user of the PGD B24 may simply pass the ticket with the barcode in front of the barcode reader. In some embodiments, 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, a user of the PGD B24 may be provided access to one or more subsequent interfaces B106.
In one or more embodiments, authorized users may be provided access to the input/output interface B108. In various embodiments, such access is provided only to operators of gaming services, not players. In one or more embodiments, the input/output interface B108 selects from a list of devices stored in memory on the PGD B24 which devices the PGD can input game service transaction information to and output game service transaction information from. Allow the user to choose. For example, PGD B24 may communicate with ticket reader B145. As another example, the PGD B24 may input information from the card reader B140. Such input may be useful, for example, when an operator of a gaming service wishes to verify the authenticity of a player tracking card or the like.
The PGD B24 can output game and service transaction information to multiple devices. For example, to print a receipt, the PGD B24 can output information to the printer B150. In this game service transaction, the PGD B24 may send requests to and receive responses from the printer B150. Printer B150 may be a large device at some fixed location, or it may be a portable device carried by a gaming service representative. As another example, the output device may be a card reader B140 capable of storing information on magnetic cards or smart cards. Other devices that can input or output information from the PGD B24 are personal digital assistants, microphones, keyboards, storage devices, game consoles and remote transaction services.
The PGD B24 can communicate with various input devices and output to devices using wired and wireless communication interfaces. For example, the PGD B24 may be connected to the printer B150 by some type of wired connection. However, the PGD B24 may communicate with the remote transaction server B160 via a wireless communication interface, including a spread spectrum mobile communication network communication interface. An example of a spread spectrum mobile network communication interface is Spectrum 24 offered by Symbol Technologies, Inc. of Holtsville, NY, USA, which operates between about 2.4 and 2.5 gigahertz. Information communicated using the wireless communication interface may be encrypted to provide security for certain gaming service transactions, such as ticket authentication for cash withdrawals. Some devices may have multiple communication interfaces. Such spread spectrum mobile communication networks are only one possible communication scheme.
Another type of interface that may be stored on the PGD B24 is the award ticket validation interface B115. In some embodiments, this interface is only available to authorized game service representatives, not players. Some embodiments of this award ticket validation interface B115 may comprise an easy pay ticket voucher system and validate easy pay tickets as described above. However, when other ticket voucher systems are utilized, this award ticket validation interface B115 may be designed to interface with other ticket voucher systems. Using the award ticket validation interface B115, the game service representative reads information from tickets presented to the game service representative by game players using ticket readers, and then authenticates the awards shown on the tickets. Refunds can be made.
In various embodiments, the prize ticket includes game service transaction information that can be authenticated against information stored on the remote transaction server B160. Validating this ticket may require multiple game transactions. For example, after obtaining the game service transaction information from the prize ticket, the PGD B24 uses the spread spectrum mobile communication network communication interface to send a ticket authorization request to the remote transaction server B160, and receives a ticket authorization response from the remote transaction server B160. can receive. Specifically, the authorization response and authorization request may be for easy pay tickets. After the award ticket is validated, the PGD B24 can send a transaction confirmation to the remote transaction server B160. Details of the game service transaction information confirmation process will be described with reference to FIG. In various embodiments, the prize ticket interface is configured to authenticate prize information from a smartcard or some other portable information device, or directly from a gaming machine. may be configured.
Once the game and service transaction is completed, the game and service transaction information is stored in 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 arbitration purposes when the memory of the PGD B24 malfunctions, and may be removable from the PGD B24.
The type of game service interface stored in the PGD B24 is the prize service interface B120. A game player as an award at a gaming machine (i.e. gaming machines B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, B22j in Figure 8) or while playing a game via a PGD B24 may receive tickets (such as those issued by other machines) redeemable for prizes, including bicycles, computers or luggage, directly (PGD You may receive such an award while playing on the B24 itself, etc.). Using the prize service interface B120, game service representatives or players may authenticate prize service tickets and confirm the availability of certain prizes. For example, when a prize service ticket indicates that a player has won a bicycle, the game service representative may check to see if this prize is available in a nearby prize distribution center. Alternatively, a player may be allowed to do the same. In some embodiments, a player may be awarded a prize of a particular level, and there may be one or more specific products at that level. In such cases, the player may use interface B120 to determine what prizes are currently available at the prize level just awarded. PGDMore The B24 may verify the availability of certain prizes by validating prize tickets and communicating with a remote prize server. Additionally, the game service representative may have the prize shipped to the game player's home and may submit a request to have the prize shipped to the delivery location. Game service transactions required to authenticate a prize ticket, including a prize authorization response to a prize authorization request, are processed through various displays located within the prize interface to confirm the availability of prizes and to order or ship merchandise. It may be implemented using a screen. The different prize screens in the prize service interface B120 can be accessed using menus located on each screen of the prize service interface. In some embodiments, the prize service interface B120 is configured to authenticate merchandise information from a smartcard or some other portable information device, or to authenticate prize information directly from the gaming machine. , may be configured.
A type of game service interface that can be stored in the PGD B24 is the food service interface B125. As a gaming machine prize, or as compensation for a certain amount of gameplay, a game player may receive free food or drink. Using the food service interface B125, players can redeem food or drink prizes, and game service representatives can redeem such prizes (e.g., prizes that can be provided to players of gaming device B22a in the form of tickets). You can authenticate and check the availability of prizes. For example, when a game player receives a prize ticket valid for a free meal, the food service interface can be used to check the availability of dinner reservations and make dinner reservations. . Another example is PGD B24 can be used to place food or drink orders by the player. Such orders may be processed via the remote food server B32 (see also FIG. 8). Transactions required for food ticket or award authorization are placed in the food service interface B125 to confirm the availability of food service, to request food service and to receive responses to the food service request. can be implemented with a variety of display screens. These display screens are accessed using 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 smartcard or other portable information device.
PGDMore Another type of game service interface that can be stored in B24 is the lodging service interface B130. As a prize for gameplay, or as compensation for a certain amount of gameplay, game players may receive room upgrades, free nights, or other lodging prizes. Using the lodging service interface B130, a player may check the availability of certain lodging prizes. For example, when a game player receives a room upgrade, the lodging service interface can be used to confirm room availability and to reserve a room. Regardless of whether the player wins the lodging prize, the player may utilize the lodging services interface B130 to reserve a room (such as an extra night's stay) or upgrade a room. In some embodiments, players of the game are issued tickets (such as those by stand-alone gaming devices B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, B22j in FIG. 8). Alternatively, the game representative may use the lodging services interface B130 for the purposes of validating a player's prize ticket, confirming prize availability, and setting a prize. As another example, the PGD B24 may be used to order a taxi or some other form of transportation for a gaming machine user preparing to leave the gaming area. A gaming playing area may be a casino, hotel, restaurant, bar or store.
The PGD B24 may verify the availability of certain lodging awards by authenticating lodging service awards and communicating with a remote lodging server. The transactions required to authenticate an accommodation ticket, check the 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 This display screen can be accessed using a menu located on the respective screen of the accommodation service interface. In some embodiments, the lodging service interface may be configured to authenticate food service information from a smartcard or other portable information device.
Another type of game service interface that can be stored in the PGD B24 is the game operation service interface B135. Using the game operation service interface B135, game service representatives can conduct a number of game service transactions related to game operations. For example, when a game player spills a drink in a game playing area, a game service representative sends maintenance a request to have someone fix the incident and receives a response from maintenance regarding the request. good too. Maintenance requests and maintenance responses may be sent and received via a display screen selected via an on-screen menu of the game operation services interface. As another example, when a Game Service Representative discovers that there is a problem with the gaming machine, such as a lighting failure, the Game Service Representative may B24 may be used to send a maintenance request to the game machine. In one or more embodiments, a player may be permitted various options through the game services interface B135. For example, a player may be permitted to make requests to a game service representative or attendant using interface B135.
A type of game service interface that can be stored in the PGD B24 is the transaction reconciliation interface B110. In various embodiments, the PGD B24 includes memory that stores game service transaction information. The memory can record the type and time when a particular game service transaction is performed. At some point, records of game service transactions stored within the PGD B24 may be compared to records stored at alternate locations. For example, for award ticket validation, each time an award ticket is validated and redeemed, a confirmation is sent to remote server B160. Therefore, the information about award tickets authenticated and redeemed using the PGD B24 must match the information about the PGD transaction stored by the remote server B160. The transaction reconciliation process includes using the transaction reconciliation interface B110 for comparison of this information. In various embodiments, only game service representatives (not players) are permitted access to the transaction reconciliation interface B110.
A type of game service interface that can be stored in the PGD B24 is the voice interface B138. Using spread spectrum cellular or other communication networks incorporated into the PGD, players and/or gaming service representatives can use the PGD B24 as a voice communication device. Audio interface B138 may be used to supplement some of the interfaces described above. For example, when a game player spills a drink, a game service representative can send a maintenance request and receive a maintenance response using the voice interface B138 on the PGD B24. Another example is when a game player requests authorization for a food service such as a free meal, the request may be sent to the player or game at a restaurant or other location using the voice interface B138 on the PGD B24. Can be done by a service representative. In some embodiments, a player may be permitted to contact another PGD B24 player, such as by entering a code number assigned to the PGD B24 with which they wish to communicate. This allows, for example, two different PGDs Couples using B24 are allowed to communicate with each other. The voice interface B138 may also allow the player to contact the hotel/casino front desk, gaming venue switchboard operators, 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, a player is permitted access to the gameplay interface B137 for the purpose of selecting one or more games for play. Accessing the gameplay interface B137 includes a menu listing one or more games that the player can play via the PGD B24. In various embodiments, game play is facilitated by game server B28 (see FIG. 8).
In one or more embodiments, the game control code does not reside on the PGD B24, but instead resides on a secure remote server. Referring to FIG. 8, game play 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 the data for presentation of information on the display B102. Similarly, the PGD B24 is configured to accept input and send that input or instructions to the game server B28. This configuration has the advantage that all gameplay aspects in the vicinity can be monitored since gameplay data must be passed to or from the remote location. This avoids, for example, storing game software that may be tampered with, copied, etc. in the PGD B24.
In one or more embodiments, each PGD B24 has a unique identifier that is used to identify which PGD B24's data is sent and to whom the data is sent. In some embodiments, the game server B28 can then be used to present the same or different games to multiple players using different PGDs B24, where a particular game played at a particular PGD B24 Game data about is directed to the PGD B24 using a specific identifier.
PGD B24 can have a variety of configurations, as will be appreciated by those skilled in the art. As noted above, the PGD B24 can be used in gaming systems B20 where game code is not stored directly 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 the control code necessary to operate the display B102, accept input from the stylus B103 or input buttons B104, and the like. Additionally, the PGD B24 preferably includes a buffer memory for accepting data sent from the game server B28. This data includes data for displaying game information, such as video and audio content.
Various embodiments of the uses of PGD B24 described above are now described. In one or more embodiments, the PGD B24 is directly usable by the player. In various embodiments, a player can use the PGD B24 to play one or more games and obtain goods and services such as food.
A method of using PGD B24, according to some embodiments, is illustrated in FIGS. 11(a) and 11(b). Generally, a player must first obtain a PGD B24. For example, the player may fully confirm the PGD B24 from the game operator. The player then establishes eligibility to use the PGD B24. In some embodiments, the player must indicate player status at the login interface and obtain a valid ticket for purposes of activating the PGD B24. Upon activation, the player may use the interface B106 to play games, prizes and redemptions, order food and drinks, issue reservations, locate game operators, and various other prizes and services detailed below. are permitted to participate in a variety of transactions, such as searching for
An example of how a player uses the PGD B24 will now be described with reference to FIG. 11(a). At the first step B400, the player first obtains PGD B24. In some embodiments, a gaming operator may have a location, such as a hotel/casino front desk, a restaurant reception stand, or other desired location, where players can obtain PGD B24 from gaming personnel. In some embodiments, the game operator actually allows the player to keep the PGD B24, such as by renting, selling, or giving away the PGD B24 to the player.
At step B402, the PGD B24 is activated. In some embodiments, this step includes powering up the PGD B24 (eg by power switch) and logging in. In some embodiments, the login interface B105 is automatically displayed when the PGD B24 starts up. The login interface B105 may include "player" and "authorized personnel" buttons selectable using the stylus B103. The player can indicate the "player" status by selecting the player button with the stylus B103.
In some embodiments, a game operator may log a player in. For example, when a player obtains a PGD B24 from a restaurant waiter, the waiter may log the player in in player mode. In some embodiments, a game operator may have some PGD B24s for use by players and others for use by game personnel. In such cases, the PGD B24 configured for player status may automatically be configured to player mode after activation.
At step B404, the player establishes eligibility to use the PGD B24. In some embodiments, this step involves the player providing a valid ticket that can be authenticated using the Easy Pay portion of gaming system B20. In some embodiments, a player may have obtained tickets through playing a gaming machine, such as gaming machines B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, B22j, of gaming system B20. be. In some embodiments, a player may be issued a ticket by a game service representative. For example, a player may provide credit (such as by credit card or cash) in a cash payment cage and be issued a ticket. A player may also pay cash or the like to a restaurant attendant and be issued a ticket.
If the player has a ticket, the ticket can be scanned using the PGD B24's ticket reader B145. For example, a player may pass a ticket in front of ticket reader B145. Once the information is read by the PGD B24, this data may be sent to the Easy Pay Server B26 for authorization. Preferably, this authorization confirms that the particular ticket is authorized, including the fact that it is open and has an attendant value.
In one or more embodiments, entitlement may be established by other modalities. For example, in some embodiments, eligibility may be established using a player tracking or identification card that is readable using the PGD B24's ticket reader B145.
Establishing eligibility to use the PGD B24 verifies that the player has the funds to pay for the acquisition of services and goods available through the use of the PGD B24. However, in one or more embodiments, this step may be omitted. For example, in some embodiments, a player may be permitted to use PGD B24 and then pay for goods or services by other modalities. In some embodiments, a player may, for example, order food and then pay the server for the food using a room charge or cash at the time the food is delivered. In some embodiments, a player may use a credit card to pay for gameplay or pay for food or the like. In this case, the credit card may be read by the card reader B140 at the time the service or goods are offered or ordered by the player.
At step B406, the player is then allowed to select one or more options from the interface B106. As noted above, a player may not be granted access to all interfaces B106. In any case, the player can select a service from a group of interfaces B106 using a stylus B103 or the like. Examples of participation in specific activities using PGD B24 are described below with reference to FIG. 11(b).
When the player no longer wishes to participate in all activities using the PGD B24, the session of using the PGD B24 ends at step B408 and, in one or more embodiments, the PGD B24 is returned to the game operator. In various embodiments, when the player no longer wishes to use the PGD B24, the player returns the PGD B24 to the game operator. At this point, the game operator confirms that all transactions using the PGD B24 have been terminated or completed and can pay out any winnings to the player. In some embodiments, the player's B24 includes the player's credit (any payment made for the first use of the PGD B24, plus any wins, minus any expenses). ) is issued a new ticket representing
An example of how the player may use the PGD B24 to select gameplay options using access to the gameplay interface B137 is described in more detail below with reference to FIG. 11(b). At step B410 (which includes certain embodiments of step B406 of FIG. 11(a)), the player uses the gameplay interface B137 to select a "gameplay" event or service.
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 the player may be permitted to play. In some embodiments, when the player selects the gameplay interface B137, a signal is sent from the PGD B24 to the remote game server B28 indicating to the game server B28 that the player wishes to play the game. good too. In response, the game server B28 may send the latest game menu to the PGD B24 for display. In this configuration, the available game menus may be continuously updated at one or more central locations (such as servers B28) instead of at each PGD B24.
If the system B20 allows the player to select games from a game menu, the method includes the player selecting a particular game to play. Once a game is selected, or if only a single game option is provided, gameplay begins. In some embodiments, the game server B28 sends data to the PGD B24 for use by the PGD B24 in game presentations such as video and audio content.
In some embodiments, at step B412, the player is required to place a bet or entry fee to participate in the game. In some embodiments, the player may enter this bet or entry fee using the Easy Pay system. As noted above, the player preferably establishes entitlement or other entitlement to use the PGD B24 using Easy Pay Tickets, which the player uses to pay for goods and services. indicate that you have money or credit in an account that can be used for These services include gameplay services.
In some embodiments, once the player establishes eligibility to use the PGD B24, the value of the player's credits or money is transferred to the player so that the player visually remembers this amount. Is displayed. When a player begins playing a game, the player may enter a bet or entry fee that does not exceed the value of the credits or money the player has in the account. When a player places a bet or entry fee, this information is sent to the Easy Pay Server B26 and deducted from the player's account. The new credit value is then displayed on the player's PGD B24.
In various embodiments, a player may provide credit for bets or entry fees in other ways. For example, a player may swipe a credit card through card reader B140 for the purpose of providing credit for betting or entry fees.
At step B414, the player is then allowed to participate in the game. In some embodiments, gameplay includes executing game code and sending information to the PGD B24 to present certain aspects of the game to the player. When required, the player is allowed to provide input, which is sent from the PGD B24 to the game server B28.
As an example of a game, the game may include video poker. In this embodiment, the game server B28 executes code to randomly generate or select five cards. Data representing the video images of the cards are sent to the PGD B24, which causes the images of the five cards to be distributed to be displayed on the display screen B102.
A "draw" or "stay" instruction may be displayed to the user. At this point, the player may select one or more cards to keep or replace. If the player chooses to replace any cards, this indication is then sent to the game server B28, which randomly generates or selects replacement cards. The data of the replacement card is sent to the PGD B24 and the image of the replacement card is displayed.
If a five-card hand (including any exchange cards) that includes a predetermined winning hand is determined by the game server B28, the winning amount may be paid to the player. Otherwise, the player loses his bet or entry fee. This step includes step B416 of the method, which determines the game outcome.
If the outcome is a winning outcome, the player may receive the winning payout by crediting the player's account through the Easy Pay Server B26. In this case, the value of the player's credits displayed is updated to reflect the player's winnings.
The player may then choose to resume gameplay, play a different game, or select one or more other service offerings. In some embodiments, a "return to main menu" button or the like may be displayed to the player at all times, allowing the player to return to the display containing the various interfaces B106.
In some embodiments, when the player has finished using the PGD B24, the player returns the PGD B24 to the game operator. 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 the player a ticket for any credit or value remaining in the player's account. The PGD B24 may then cease operation in preparation for use by another player. In some embodiments, the PGD B24 may cease operation by removing power. In some embodiments, a "logout" interface or option may be provided that returns the PGD B24 to its default state requiring login of the player or user.
The PGD B24 may be used by game service operators. Various examples of such usage are described in detail below in conjunction with FIGS.
When a game service representative contacts a game player looking for a game service in the game play area B70 (FIG. 8), the game service representative will display the PGD B24 as described with reference to FIG. Using the appropriate game service interface on the screen, provide the game service requested by the game player. For example, when a game player requests easy pay ticket authentication, the game service representative may use the menu available on display screen B102 to bring the easy pay ticket authentication interface to the display screen of PGD B24. represented above. The gaming service representative then scans the Easy Pay ticket using a ticket reader connected to the PGD B24 to obtain unique ticket information. Next, the PGD B24 uses the wireless communication interface to send an authentication request for the easy pay ticket to the easy pay server B26.
In various embodiments, the ticket validation request consists of one or more information packets using wireless communication standards. Using wireless link B72, one or more information packets containing the ticket validation request are transmitted to transceiver B62 connected to the easy pay server. Transceiver B62 is designed to send and receive messages in the communication format used by PGDs with one or more PGDs B24 in gameplay area B70. Depending on the location of the PGD B24 in the gameplay area B70, the communication path for information packets to and from the PGD B24 may be through one or more wireless communication relays, including B58 and B60. For example, when PGD B24 is located near gaming machine B22a, the communication path for messages from PGD B24 to EZPay server B26 is PGD B24 to relay B60, relay B60 to relay B58, relay B58 to transceiver. B62 and transceiver B62 to easy pay server B26. As the location of PGD B24 changes in gameplay area B70, the PGD The communication path between B24 and easy pay server B26 may vary.
After receiving the easy pay ticket validation response from the easy pay server B26, the easy pay ticket may be validated using an appropriate display screen on the PGD B24. After the ticket is redeemed for cash, the gaming service representative may use the PGD B24 to send confirmation of the transaction to the Easy Pay Server B26. Transaction history for the PGD B24 can be stored on the PGD B24 as well as the Easy Pay Server B26. A receipt for the transaction may then be printed out. The receipt may be generated from a portable printer carried by the gaming service representative and connected in some fashion to the PGD B24, or the receipt may be generated from a fixed location printer B56.
After providing multiple game services, including multiple 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 in a secure storage location. You may return it. For example, at the end of the shift time, the Game Service Representative will be notified at any location that the device has not been assigned to a particular Game Service Representative, nor has it been assigned to another Game Service Representative. You may check PGD B24. However, before the PGD B24 is assigned to another gaming service representative, the transaction history stored on the PGD B24 is reconciled using a separate transaction history stored on a transaction server such as the Easy Pay Server B26. may
The allocation and de-allocation of PGD B24 to Game Service Representatives and the mediation of transactions are conducted for security and audit purposes. 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, a PGD B24 is assigned to a game service representative, and after this game service representative logs into the PGD B24, the PGD B24 may access one or more transaction servers, including Easy Pay Server B26, Server B28, or Server B32. can establish communication with The connection between the trading server and the PGD B24 allows the PGD B24 to send information to and receive information from the trading server. The length of this connection may be fixed such that after a certain amount of time the connection between the PGD B24 and the trading server is automatically terminated. To reconnect to the trading server, the login and registration process must be repeated at the PGD B24.
A transaction server may offer one or more game service transactions. However, the PGD B24 may connect with multiple transaction servers to obtain 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 a game service representative receives a request for prize service from a game player, the PGD B24 will contact the merchandise transaction server B30 using a wireless communication link between the PGD B24 and a transceiver B64 connected to the merchandise transaction server B30. may be used to connect to Similarly, when a game service representative receives a request for food service from a game player, the PGD B24 will use the wireless communication link between the PGD B24 and the transceiver B66 connected to the food transaction server B32 to provide the food service. It may be used to connect to the trading server B32.
The different trading servers, including servers B26, B28, B30, B32, may be on separate networks or linked in some fashion. 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, a network link B80 exists between network B76 and network B38. Thus, server B26 can communicate with server B30 via network link B80. Communication links between different servers allow the servers to share game service transactions and allow different communication paths between the PGD and the transaction servers. Similarly, a network link B82 exists between networks B78 and B38, allowing the game server to communicate with the Easy Pay server B26.
FIG. 12 is a flow diagram illustrating a method of providing gaming services using a handheld device. At step B500, the game service representative receives the PGD B24 and logs in to allocate this device. The verification and assignment processes are for security and audit purposes.
At step B505, a game service representative contacts a game player in the game area requesting some kind of game service. At step B510, the game service representative uses the menus on the PGD's display screen B102 to select the appropriate interface of the PGD B24 through which the game service representative can provide the requested game service. At step B515, the game service representative enters the game service transaction information required to conduct the game service transaction. For example, to authenticate a ticket for a prize, a gaming service representative may use a ticket reader to read information from the ticket. As another example, to offer a food service that includes a colored reservation, a game service representative may enter the name of the game player to make the reservation.
At step B520, the transaction information obtained at step B515 is authenticated, if necessary. For example, when a player attempts to redeem a prize ticket for cash, information from the prize indicates that the ticket is both fair (e.g., the ticket may be fake) and not already authenticated. Authenticated to confirm. The authentication process requires numerous information packet transfers between the PGD B24 and the transaction server. Details of the authentication process for award ticket authentication are described with reference to FIG. If the transaction information is valid, a game service transaction is provided at step B522. For example, a room reservation may be made for a player seeking lodging services. The gaming service representative's confirmation may be sent to the transaction server for transaction reconciliation in step B545. In one or more embodiments, the method may include generating a receipt for the game service transaction.
At step B535, after providing the service, the game player may request another game service. When the game player requests additional game services, the game service representative returns to step B510 and selects the appropriate interface for the game service. If the game player does not request additional game services and the shift time is not over in step B530, the game service representative returns to step B505 to contact the new game player. At step B540, when the shift time ends, the game service representative may log out of the PGD B24 to check the device at a secure location so that the PGD can be assigned to a different game service representative. In step B545, before the PGD B24 is assigned to a different game service representative, the transaction history stored in the PGD is compared with previously confirmed transactions using the transaction history server during the game service representative's shift time. Transaction history reconciliation is performed to ensure a match. PGDMore Transaction history on the B24 may be stored on the PGD's removable memory storage. That is, the memory can be removed for transaction reconciliation and replaced with new memory. That is, a device with new memory can be assigned to a new service representative while transaction histories from previous gaming service representatives assigned to the device are reconciled.
FIG. 13 is a flow diagram illustrating a method of authenticating information for providing personalized gaming services. In the illustrated embodiment, tickets are authenticated in a manner consistent with the easy pay ticket system. Easy pay tickets are typically used for prize tickets. However, the system can be adapted to provide tickets for other services including food service, prize service or lodging service. At step B600, a request for 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. At step B605, the server identifies which Clerk Verification Ticket (CVT) B34, B36 owns the ticket. When CVT owns the ticket, CVT Stores information about the status of a specific ticket issued from a game machine connected to B34, B36. At step B610, the server sends a ticket payment request to the CVT identified as the ticket owner. Normally, this payment request would indicate that the service on the ticket was requested. For a cash-paid ticket, a payment request means that a request has been made to redeem the ticket. For free meals, a payment request means that a request has been made to obtain the meal. At step B615, the CVT receives the payment request for the ticket and marks the ticket pending. Any attempt to authenticate a ticket with similar information while the ticket is pending will be blocked by the CVT.
At step B620, the CVT B34, B36 sends back a response with context information to the server. As an example, contextual information can be the time and place when the ticket was issued. Information from the CVT to the server can be sent as one or more data packets according to a communication standard shared by the CVT and server. At step B625, after receiving the authorization response from the CVT, the server marks the payment request pending and sends a payment order to the PGD B24. While the payment request is pending, the server will not accept another ticket with the same information as the ticket whose payment request is pending to authenticate.
At step B630, the gaming service representative may choose to accept or reject the payment order from the server. When the game service representative accepts the payment order from the server at step B640, the PGD B24D sends a response to the transaction server confirming that the transaction has been performed. The transaction server marks the request as paid, preventing another ticket with the same information from being authenticated. At step B645, the server sends a confirmation to the CVT so that the CVT can mark the request from pending 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 marking the payment order from pending to unpaid. When a ticket is marked 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, thereby authorizing the ticket.
In one or more embodiments of the present invention, tickets may be used to provide credit/value to establish entitlement to services or goods, such as the right to play games or obtain food. The PGD B24 may comprise a card reader B140. In such a configuration, a user of the 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 smartcard readers, for obtaining/receiving information. In such a configuration, the PGD B24 device may read information from credit cards, smart cards or other devices. 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 the PGD It may be transmitted from B24 to the control unit B42. Credit card/credit authorization information 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 the PGD B24 and controller B42. A communication link may be provided between the controller B42 and the remote server for transmission of credit card information therebetween.
In some embodiments, when a player uses a smartcard or credit card, the associated amount of credit or value is sent to the Easy Pay Server B26 as if the credit/value was provided by the ticket. The credited amount can be handled exactly in the same fashion. When a player requests a cash refund, the Easy Pay Server B26 has a record of the original amount credited and the amount of any prizes, losses or payouts and then issues a ticket representing the user's entire credit. can be issued to the player.
According to the present invention, a game system is provided that includes one or more portable game devices. Portable gaming devices allow players to play one or more games in a variety of locations, such as hotel rooms, restaurants, or other locations. These locations may be remote from traditional gaming areas where free-standing, generally stationary gaming machines are located.
In one or more embodiments, a player may use the portable gaming device not only to play games, but also to obtain other goods and services. Additionally, in one or more embodiments, portable gaming devices may be used by gaming service representatives to perform a variety of functions and provide a variety of services to players.
It should be appreciated that the foregoing description encompasses several implementation techniques that can be used in accordance with various embodiments. Other techniques are possible and contemplated according to various embodiments. Various embodiments may be implemented using any suitable technology, either currently existing or still being developed.
Wireless Interactive System According to various embodiments, a wireless interactive gaming system comprises one or more wireless devices, a receiver and a central processor. The wireless interactive gaming system can also include a terminal in communication with the central processor.
In a gaming environment using a wireless interactive gaming system, a player receives a wireless gaming device from a game director representing a gaming facility or "house." The wireless gaming device is capable of receiving wager information as input by the player and transmitting the received wager information along with identification information to the receiver via wireless transmission.
A wireless interactive gaming system can support multiple wireless gaming devices within a single gaming facility. The range of wireless transmissions from wireless gaming devices can be up to 30 meters (100 feet).
According to various embodiments, a player enters information into the wireless gaming device, such as by pressing buttons or keys on the device. A 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 through 9 and may also include a "$ (dollar sign)" and "enter" key to allow the player to easily enter betting information. In various embodiments, the wireless gaming device includes at least eight player selection buttons (eg, numbers) and at least five special function buttons (eg, to determine player balance).
In various embodiments, a player may access a wireless gaming device by swiping a smartcard containing a microprocessor chip or magnetic stripe with encoded information through a smartcard reader on the wireless gaming device. Or you can enter all bet information.
In various embodiments, a wireless gaming device may be provided with an identifier. The identifier can be, for example, a series of alphanumeric characters, a bar code, or a magnetic stripe affixed to the device. In various embodiments, the identifier may be a digital code stored in a secure memory such as, for example, an electrically erasable programmable read-only memory (EEPROM). The identifier may then be directly readable by the game official if it is a series of alphanumeric characters, or may be automatically read by a bar code or magnetic stripe reader. In various embodiments, the identifier may be programmed into an EEPROM and read from the EEPROM through an RS-232C port that can be directly connected to encoder and decoder circuitry within the terminal.
A wireless gaming device may store a cryptographic key. A cryptographic key can be used to encrypt information sent from the device to the receiver. Encryption of information sent 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, cryptographic keys may be stored in EEPROM. EEPROMs can have the advantage of being memory devices that are difficult to access unless suitable encoding circuitry is available. Therefore, it is assumed that the encoding circuitry that downloads the encryption key to the device can be kept secure by the game official.
Alternatively, the cryptographic key stored in the EEPROM can be passed to each player receiving the wireless gaming device by connecting the terminal directly to the encoding and decoding circuitry through the port at the time the wireless gaming device is delivered to the player. Updates and changes may be made to the player. Additionally, other digital information related to the game being played may be downloaded from the terminal to the EEPROM through a direct connection with the wireless gaming device.
In various embodiments, a microprocessor controls the operation of the wireless gaming device. The microprocessor receives wager information in digital form entered by the player using 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 identification codes and player wager information for transmission to the receiver. The software includes an algorithm that uses a cryptographic key to encrypt data packets containing identification codes and wager information.
In various embodiments, a wireless gaming device has a unique address or identification code for communication with a receiver and stores a player identifier that is programmed into the device by a central processor. The wireless gaming device may include a bet amount register, which is maintained and updated using keys 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 amount register may default to a predetermined amount, for example $1, when the device is activated and is also adjustable by the player. The wireless gaming device may also include an account balance register, which is maintained within the device and periodically updated by the central processor. The account balance register value may default to $0 when the device is initialized.
The wireless gaming device may include player function keys. 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 equipment.
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 amount register to a default value, such as $1.
The wireless gaming device's firmware may only allow one button or key press every 100 milliseconds. In various embodiments, key presses are not queued. That is, when a keypress message is queued for transmission, other player input is accepted after the queued message is transmitted.
A wireless gaming device may comprise a transmitter. A transmitter may receive encrypted digital information from the microprocessor and convert it to a signal for wireless transmission to the receiver. The transmitter transmits signals wirelessly, for example using radio frequency signals or infrared signals. Communication between the receiver and the wireless gaming device may be synchronized at 2400 bits per second.
The wireless gaming device may comprise an identification circuit that drives the transmitter to periodically transmit an identification signal to the receiver. The use of an identification circuit allows the receiver and central processor to verify that the wireless gaming device is still operational and present and functioning at the gaming facility. Therefore, if the wireless gaming device is removed from the gaming establishment, the receiver and central processor will no longer receive and detect the periodic identification signal transmitted by the identification circuit and transmitter, and the game official will has moved from the gaming facility.
A 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.
A wireless gaming device may also include a tag, such as an electronic or magnetic component, that activates an alert when it passes detection devices located at the entrance and/or exit of the gaming establishment. Activation of an alert by a wireless gaming device carrying a tag passing the detection device notifies the game official that removal of the wireless gaming device from the gaming establishment is about to occur.
A wireless gaming device may be powered from a battery source that is internal to the device. A portable power source, such as a battery source, allows the cordless operation of the wireless gaming device to be extended throughout the gaming facility. 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 gaming device displays information, such as game information, on a display screen, such as a liquid crystal display (LCD) having a backlight. The LCD can be used to display the values stored in the bet amount register and the account balance register. A wireless gaming device may include a display receiver that receives digital information transmitted from a receiver or from a central processor.
The device may also comprise a dichroic light emitting diode (LED). Bicolor LEDs are capable of displaying in at least two colors, such as red and green. The green light may flash to ensure that it is visible to the player for a period of time each time the wireless gaming device transmits to the receiver. The red light illuminates when a key on the wireless gaming device is pressed and may remain illuminated until the transmission is received by the receiver, and no additional keystrokes are enabled when the red light is illuminated. . The wireless gaming device may also include additional light emitting diodes to indicate, for example, that the account balance register is being updated and that balance information is being displayed on the LCD.
The receiver is capable of receiving signals transmitted from the transmitter of the wireless gaming device. The receiver includes a decoder, which converts the received signal, eg, into digital information. This digital information includes at least the identification code of the wireless gaming device and the player's wager information. A receiver transmits the digital information obtained from the decoder to a central processor. Communication between the central processor and the receiver may, in various embodiments, be via an RC-232C electronic interface data serial communication link using asynchronous communication at either 9600 or 19200 bytes per second.
The receiver may receive signals from many wireless gaming devices, for example using multiplexing techniques, either simultaneously or in rapid succession, so that multiple players can use their wireless gaming devices. can be used to place bets at short time intervals. The receiver distinguishes between the signals received from the various devices by means of the shore-specific information present in the signals received by the receiver.
The central processor receives identification information of the wireless gaming device and player wager information from the receiver. The central processor also decrypts this information using the encryption key. The central processor can receive data from multiple wireless gaming devices in a seemingly simultaneous fashion.
In various embodiments, accounts for players are stored in a central processor database. The database stores account balance amounts associated with wireless gaming device identifiers.
A central processor manages player accounts in a database based on signals received from the player's wireless gaming device when the player places bets and when items are won during game play. A central processor subtracts money from the balance of a player's account when the player places a wager. A player's account balance may be automatically increased by the central processor when the player wins a game in which he has placed a wager.
The central processor may also store and execute software applications containing algorithms for calculating player account balances, wagers, and wins. The central processor executes all the algorithms that define the actions to be performed on a player's account during the course of a game when bets are placed, when winnings are paid out, and when funds are added to the player's account. Must be able.
Algorithms in software within the central processor can also calculate odds and payouts for certain games, such as lottery-type games, during game play. Odds and payouts at a particular point in time may depend on features of the game played by the central processor and may change as the game progresses. This algorithm may be executed by a central processor to provide odds calculations for the occurrence of particular game events, and associated commodities for a player to accurately predict the occurrence of one of those events. Algorithms may be run continuously to allow real-time odds and payouts as the game progresses.
The central processor performs various actions on the player's account, resulting in various effects on the account. For example, if a player wins a game, the account is credited with a refund based on the wager. When a player places a bet using a wireless gaming device, the account is owed by the amount of the bet. If the game director receives additional funds from the player, the amount of the funds becomes a liability on the balance of the player's account. When the game director closes the player's account and pays the funds, the balance of the player's account becomes a liability for the amount paid.
The central processor may be located within a gaming facility that houses the receiver. In various embodiments, the central processor may be located remotely from the receiver and communicates with the receiver via electronic digital telephony or wireless transmission, such as a serial communication link. In addition, the central processor may perform multiple functions for various receivers in various gaming environments.
In some embodiments, communication between the central processor, receiver, and wireless gaming device includes a polling scheme. Polling allows multiple gaming devices to communicate with the receiver without mutual interference. Such polling schemes may involve sending digital signals in the form of hexadecimal strings. Preferably, all communications between the central processor, receivers and wireless gaming devices are encrypted.
In such a polling scheme, hexadecimal characters may be reserved for a particular control protocol. For example, an attention character is a header character used to initiate all communications from the central processor to the receiver and has the function of declaring messages and synchronizing message receipt at the receiver. The same functionality is implied when a caution character follows in response to sending a message. A confirmation character is another header character that provides confirmation to the sending device that the data of the previous message was received and authenticated. Confirmation characters can also serve as caution characters for the start of subsequent messages. An end-of-message character is used to indicate the end of transmission. Similarly, the complement next-byte character allows the use of reserved protocol characters within normal transmitted messages by avoiding false control signals when the message data matches one of the control characters. When a message byte requiring transmission matches one of the protocol control characters, the one's complement of the matching message byte is sent followed by the complement next byte character.
Authentication of received data may be accomplished using a single byte checksum of the message information. This checksum may be the one's complement of the sum of the original message data, not including the header characters. If the checksum results in a value equal to one of the protocol control characters, it will be treated according to the Complement Next Byte Character function.
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 intended for receivers. Second, the central processor can send messages intended for wireless gaming devices. Third, the wireless gaming device can send messages intended for the wireless gaming device. In various embodiments, the message sent by the central processor may be in the form of a string formed with a header character followed by the target device's identification code, a command or message, an end-of-message character, and a checksum character. . Messages received by a receiver or wireless gaming device may be acknowledged by transmission of an acknowledgment character, but the central processor is not required to acknowledge messages sent from wireless gaming devices. Messages sent by the central processor and received by the wireless gaming devices may be broadcast to all wireless gaming devices. A device address may be reserved as a broadcast address for all wireless gaming devices, and all devices will receive messages sent to this address, in which case no No confirmation is required.
Each command or message may begin with a command code that indicates how the information contained in the message should be used. Command codes for messages sent by the central processor to receivers and wireless gaming devices include:
1. Send a list of device addresses to the receiver.
2. Send account balance information to the addressed device.
3. Send a command to disable the addressed device.
4. Send a command to activate the addressed device.
In various embodiments, a message sent between a receiver and a wireless gaming device includes a header character followed by an identification code for the target device, a current bet amount, a request, command or data, an end-of-message character, and an end-of-message character. It may also be in the form of a string formed using a checksum character. Command codes for requests, commands and data sent between the receiver and the wireless gaming device include the following.
1. Read the user identifier.
2. Read the device address.
3. Read the balance register.
4. Read the bet amount register.
5. Provide equipment status.
6. Write the user identifier.
7. Write the device address.
8. Write balance register.
9. Write the bet amount register.
10. Run self-test.
These command codes are used to program the device address and user identifier information into the wireless gaming device, as well as to initialize the device to the default state, ie, the player's account balance is $0. The account balance register and user identifier each contain two characters, a least significant byte and a most significant byte, allowing a very wide range of numbers to use for these values.
Various embodiments include methods by which a central processor communicates with a wireless gaming device. The central processor transmits a string of hexadecimal digits, including a header character followed by a device identification code followed by a request, command or data followed by an end of message character followed by a checksum character. After the central processor transmits the string, the wireless gaming device receives this string, recognizes its identification code, and executes any instructions in the string. When the central processor sends a command to all of the wireless gaming devices simultaneously, all currently active devices receive and execute the command. The wireless gaming device does not send an acknowledgment message to the central processor, but the receiver may receive a transmission from the wireless gaming device that the command was properly received. In a similar fashion, the central processor also communicates with the receiver, except that the receiver may send an acknowledgment message containing acknowledgment control protocol characters to the central processor.
Similarly, wireless gaming devices communicate with receivers and central processors using, for example, hexadecimal strings. The receiver periodically and periodically polls the active wireless gaming devices for information requests or wagering requests. If the player has entered a request into the wireless gaming device since the wireless gaming device was last polled, the player's request is sent to the receiver.
Various embodiments include methods for a wireless gaming device to receive and relay player requests to a central processor. First, the player enters a request into the wireless gaming device using buttons or keys. The player presses a button labeled, for example, "Enter" or "Send" to instruct the wireless gaming device to send the request the next time the receiver polls the wireless gaming device. When this button is pressed, the red light of the bi-color LED lights up, thereby notifying the player that a request is waiting to be sent. The request consists of a header character, an identification code (or, alternatively, a separate identification string reserved for a particular player), the current bet amount, the player's request (e.g., to change the bet amount). , or send balance updates), the end-of-message character, and the checksum character. The next time the receiver polls the device, the device's transmitter will send this string to the receiver. When the wireless gaming device is polled by the receiver, the green light on the bi-color LED flashes to notify the player that the request has been sent. The receiver receives the string of requests and sends this string to the central processor. The central processor then executes the player's request.
Using the terminal, gaming officials can process wagering transactions and distribute wireless gaming devices. In various embodiments, the terminal may include a barcode reader and/or magnetic stripe reader for quickly entering the identifier of the wireless gaming device prior to distribution of the wireless gaming device to the player. 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 director to manually enter data that is sent to the central processor. Using either a reader, a keyboard, or a combination thereof, the Game Official establishes a player account, increases account balances when the player submits funds to the Game Official, and allows the player to It communicates with the central processor to reduce the account balance when seeking recovery of the cash value of its account balance.
A player establishes account balances associated with his wireless gaming device and identified by an identifier when he receives the wireless gaming device from the game official. Players increase the amount of their account balance by paying additional funds, in the form of cash or credit, to the game director who accesses the account stored in the central processor through the terminal and increases the balance of the account. may
The wireless gaming device is returned to the game director after the player has played one or more games. A reader may be used to read the identifiers for disposal of player accounts stored in the central processor's database. The terminal is equipped with a terminal display that informs the game director of the player's account balance so that the player can receive a refund of the cash value of the balance remaining in his account.
In some embodiments, an account status display is installed at the gaming facility to display the player's account information. In various embodiments, the display device may be, for example, a liquid crystal display or a cathode ray tube display. The display device is controlled by a central processor that transmits information to the display device for display to the player.
The player looks at the display device to confirm that the wager transmitted from the wireless gaming device is received by the receiver and transmitted to the central processor, decides to financially close the player's account, and You can check that your winnings have been credited to your account. The display device displays important information necessary for the player to participate in the game. The information displayed for 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, eg display areas, each area displaying account information to a single player. The size of the display area may be determined by the size of the display device and the number of players presenting wireless gaming devices. Assume that only valid accounts are displayed on the display device. If additional display devices are required to display information about multiple accounts, the central processor may be configured to drive multiple similar display devices.
The display device can also be used to display odds and payouts for game bets. Alternatively, a separate display device driven by the central processor may be used to display the odds and payout information. Additionally, odds and payouts may be displayed on the display device 21 .
Procedures for using a wireless interactive gaming device are now described, according to some embodiments. In some embodiments, the player submits money, such as $100, in the form of cash or credit, to the gaming director of the gaming establishment to establish an account. The game official selects a wireless gaming device and enters the identifier of the wireless gaming device into the terminal, for example using a bar code reader on the terminal. The game manager also enters the amount submitted to the terminal, namely $100, via the keyboard. The game official hands over the wireless gaming device to the player and tells the player the account, eg, account number 12 . Alternatively, the player can identify his account number directly from the wireless gaming device identifier. Information entered into the terminal by the game official is transmitted to a central processor which establishes a record of the player's account in a database.
For this example, the central processor may direct a racing game from which a player selects a winning racing element in order to place a bet on the next racing game displayed within the gaming facility. To place a bet, the player presses a button on the wireless gaming device.
In some embodiments, players are first assigned a race element of their choice, such as "3", and then a bet amount, such as "5" for a $5 bet. 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 by pressing a single button on the wireless gaming device, all bets are placed against a fixed amount, such as $1. By pressing the button corresponding to the number assigned to the selected race element, eg, "3," the player places a bet of $1 on race element number three. The player then presses the "3" button a number of times corresponding to the number of $1 bets he wishes to make, for example, by pressing "3" five times to bet $5 on race element number 3. By pressing you can put in a bigger bet on race element number 3.
Each time a player enters a wager, the wireless gaming device generates a data packet containing the player's wager information and the identification code of the wireless gaming device. This data packet is encrypted and sent by the transmitter via wireless communication.
A receiver decoder receives the encrypted data packets sent by the transmitter. The encrypted data packets are sent to a central processor where they are decrypted. The central processor uses the information obtained to update the player's account in the database by subtracting the amount wagered from the player's account balance to reflect the player's wager in the game.
After the game is played, the central processor awards prizes to winning players based on the bets made and the odds associated with the winning outcome of the game. If the player owning the wireless gaming device is the winner, the central computer updates the player's 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 has finished playing the game within the gaming facility, the player returns the wireless gaming device to the game official. The game official again enters the identifier of the wireless gaming device into the terminal, for example using the terminal's bar code reader. The terminal accesses the player's account information stored in the central processor's database to obtain the player's remaining account balance. The terminal display shows the player's remaining account balance to the game official, who then submits the monetary value of this amount to the player. The account is closed and the transaction is recorded with the central processor.
It should be appreciated that the foregoing description encompasses several implementation techniques that can be used in accordance with various embodiments. Other techniques are possible and contemplated according to various embodiments. Various embodiments may be implemented using any suitable technology, either currently existing or still being developed.
Handheld Wireless Gaming Player Various embodiments include handheld wireless gaming devices for playing games of chance. A handheld wireless gaming device generally includes 1) a wireless communication interface, 2) a display screen, 3) one or more input mechanisms, and 4) i) wireless communication from a master game controller located on the gaming machine. presenting on-screen a game of chance using operational instructions received via the interface; a microprocessor configured to transmit to a game controller. A wireless game player may be used to play at multiple venues physically remote from the location of the gaming machine, where the multiple venues include keno parlors, bingo parlors, restaurants, sportsbooks, bars, Selected from the group consisting of hotels, pool areas and casino floor areas. The games of chance used by the wireless game players consist of slot games, poker, pachinko, multi-hand poker games, pie gow poker, blackjack, keno, bingo, roulette, craps and card games. It may be selected from a group. Other games are also envisioned in various embodiments.
In various embodiments, the wireless communication interface is a wireless interface selected from the group consisting of IEEE802.11a, IEEE802.11b, IEEE802.11x, hyperlan/2®, Bluetooth®, and HomeRF®. Any communication protocol can be used. A wireless game player may also include a wired network interface to connect the wireless game player to a wired network access point. Additionally, the wireless game player may also include a peripheral interface for connecting to a peripheral game device, where the peripheral interface is a serial interface, a USB interface, a FireWire® interface, an IEEE1394 interface. Peripheral gaming 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 touch screens, input switches, input buttons, and biometric input devices, where the biometric input device is a fingerprint reader. It's okay. The wireless game player may also include a removable memory interface for receiving removable memory, where the removable memory unit is for one or more games of chance played on the wireless game player. image program. A wireless game player may also include one or more of the following. 1) an audio output interface to accept a headphone jack, 2) an antenna, 3) an audio emitting device, 4) a battery, 5) a power supply to power the wireless game player and charge the battery from an external power source. 6) a memory unit that stores image programs for one or more games of chance played with a wireless game player; 7) an electronic device designed to accept an electronic key; a key interface; and 8) a video graphics card for rendering images on a display screen, which video graphics card can be used to render two-dimensional graphics and three-dimensional graphics.
It should be appreciated that the foregoing description encompasses several implementation techniques that can be used in accordance with various embodiments. Other techniques are possible and contemplated according to various embodiments. Various embodiments may be implemented using any suitable technology, either currently existing or still being developed.
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Every citation, both ways
| Document | Relation | Office |
|---|---|---|
| JP2000107444A | Cites | Japan |
| JP200783024A | Cites | Japan |
| JP2006350473A | Cites | Japan |
| JP2006155560A | Cites | Japan |
| JP200513385A | Cites | Japan |
| WO2007008713A2 | Cites | World Intellectual Property Organization (WIPO) |
| WO2005082011A2 | Cites | World Intellectual Property Organization (WIPO) |
21 members in 3 offices
Priority claims2
| Document | Office | Kind | Date |
|---|---|---|---|
| 11754944 | United States of America | – | |
| 75494407 | United States of America | A |
Members21
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|---|---|---|---|
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| WO2008150809A1 | World Intellectual Property Organization (WIPO) | A1 | |
| JP2010528716A | Japan | A | |
| JP2015013183A | Japan | A | |
| US9317110B2 | United States of America | B2 | |
| US2018018014A1 | United States of America | A1 | |
| JP2018075449A | Japan | A | |
| US10459518B2 | United States of America | B2 | |
| US2020033938A1 | United States of America | A1 | |
| JP6741392B2 | Japan | B2 | |
| JP2020168385A | Japan | A | |
| US11169595B2 | United States of America | B2 | |
| US2022107682A1 | United States of America | A1 | |
| JP2022163127A | Japan | A | |
| JP7262169B2This record | Japan | B2 | |
| JP7478594B2 | Japan | B2 | |
| US12032729B2 | United States of America | B2 | |
| US2024302893A1 | United States of America | A1 | |
| JP2025041723A | Japan | A | |
| US12436604B2 | United States of America | B2 | |
| US20260003424A1 | United States of America | A1 |
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Numbers
- Publication
- 7262169
- Application
- 5274
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, 8
- A63F13 428
- A63F13 211
- A63F13 212
- A63F13 213
- A63F13 235
- A63F13 285
- A63F13 54
- A63F13 80
