Game with hand motion control
10 claims: 2 independent, 8 dependent
- 1ループの形状で人間のプレーヤの腕に取り付けられた機器を制御する方法であって、該機器は、電源と、モーションセンサと、電磁受信機及び電磁送信機と、 プロセッサとを含んでおり、前記機器は 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 含んでおり、これら全ては、前記機器が取り付けられた前記人間のプレーヤの前記腕と統合した1つの運動を行うように結合され、当該方法は、前記プロセッサが、前記電磁送信機に、前記機器に固有の識別子を符号化 した 信号をゲーム装置に送信するように指示するステップであって、前記ゲーム装置が前記信号を受信すると、前記ゲーム装置は人にメッセージを表示する、指示するステップと、前記ゲーム装置での前記人による確認動作及び前記信号によって示される前記機器の現在位置が所定の領域内にあるとの判定に応答して、前記プロセッサが、ゲーム制御信号を前記ゲーム装置に送信することによって該ゲーム装置でゲームを制御するように前記機器を構成するステップであって、前記ゲーム装置は、前記機器を含む複数の装置からゲーム制御信号を受信するように動作可能であり、前記機器の前記構成により、前記ゲーム装置は、前記機器から受信したゲーム制御信号にのみ反応する、構成するステップと、前記プロセッサが、前記モーションセンサから信号を受信するステップであって、該信号は、前記機器の少なくとも1つの動きを示す、受信するステップと、前記プロセッサが、前記受信したモーションセンサ信号を、ゲームの活動を制御するコマンドに変換するステップであって、前記ゲームは、前記ゲーム装置の前記人間のプレーヤに提供される、変換するステップと、前記プロセッサが、前記コマンドを前記ゲーム装置に送信するように前記電磁送信機に指示するステップと、前記プロセッサが、前記ゲーム装置から前記電磁受信機により無線で受信された命令を前記電磁受信機から受信するステップと、前記命令に応答して、前記プロセッサが、前記オーディオスピーカ及び/又は触覚トランスデューサを駆動して、前記人間のプレーヤに情報を提供するステップと、を含む、方法。
- 2前記機器は、該機器に取り付けられたスイッチをさらに含み、該スイッチは2つの安定した位置を有しており、当該方法は、前記プロセッサが、前記スイッチの位置を検出し、且つ前記スイッチが前記2つの安定した位置のうちの第1の位置にある場合にのみ、信号を送信するように前記電磁送信機に指示するステップをさら に含 む、請求項1に記載の方法。
- 3前記機器は、腕時計及びリストバンドのうちの少なくとも1つを含む、請求項1に記載の方法。
- 4前記機器は、腕時計を含む、請求項1に記載の方法。
- 5前記機器は、リストバンドを含む、請求項1に記載の方法。
- 6電源と、モーションセンサと、電磁受信機及び電磁送信機と 、プ ロセッサとを含む機器であって、 該機器は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含み、 それら全ては、当該機器が取り付けられた人間のプレーヤの腕と統合した1つの運動を行うように結合されており、当該機器には、前記プロセッサが、前記電磁送信機に、当該機器に固有の識別子を符号化 した 信号をゲーム装置に送信するように指示することであって、前記ゲーム装置が前記信号を受信すると、前記ゲーム装置は人にメッセージを表示する、指示すること、前記ゲーム装置での前記人による確認動作及び前記信号によって示される当該機器の現在位置が予め規定された領域内にあるとの判定に応答して、ゲーム制御信号をゲーム装置に送信することによって該ゲーム装置でゲームを制御するように当該機器を構成することであって、前記ゲーム装置は、当該機器を含む複数の装置からゲーム制御信号を受信するように動作可能であり、当該機器の前記構成により、前記ゲーム装置は、当該機器から受信したゲーム制御信号にのみ反応する、構成することと、前記モーションセンサから信号を受信することであって、該信号は当該機器の少なくとも1つの動きを示す、受信することと、前記受信したモーションセンサ信号を、ゲームの活動を制御するコマンドに変換することであって、前記ゲームは、前記ゲーム装置の前記人間のプレーヤに提供される、変換することと、前記コマンドを前記ゲーム装置に送信するように前記電磁送信機に指示することと、前記ゲーム装置から前記電磁受信機により無線で受信された命令を前記電磁受信機から受信することと、前記命令に応じて、前記オーディオスピーカ及び/又は触覚トランスデューサを駆動して、前記人間のプレーヤに情報を提供することと、を実行する命令が含まれる、機器。
- 7当該機器は、当該機器に取り付けられたスイッチをさらに含み、該スイッチは2つの安定した位置を有しており、前記プロセッサは、前記スイッチの位置を検出し、前記スイッチが2つの安定した位置のうちの第1の位置にある場合にのみ、信号を送信するように前記電磁送信機にさらに指示する、請求項6に記載の機器。
- 8当該機器は、腕時計及びリストバンドのうちの少なくとも1つを含む、請求項6に記載の機器。
- 9当該機器は、腕時計を含む、請求項6に記載の機器。
- 10当該機器は、リストバンドを含む、請求項6に記載の機器。
Independent claims10
940 paragraphs, as filed
This application claims priority to U.S. patent application Ser. No. 11/754,944, filed May 29, 2007, entitled "Game With Hand Motion Control." The above-mentioned applications are incorporated herein by reference in their entirety. This application relates to games with hand motion control.
This application relates to games with hand motion control.
<p>The present invention includes 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, from the second wireless signal, a second player identifier; and displaying a message requesting the player to identify himself, via the tactile input; receiving an indication of a third player's identifier; determining that the third player's identifier matches the first player's identifier; and receiving a third wireless signal from the first device. interpreting the third wireless signal as a command in a gambling game; and executing the command in the gambling game.</p>
<figref num="1">FIG. 1 shows a game 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 game system according to some embodiments.</figref><figref num="9">FIG. 9 is a block diagram of a payment system that forms part of the gaming system shown in FIG. 8, according to some embodiments.</figref><figref num="10">FIG. 10 is a schematic diagram of a mobile gaming device of the gaming system shown in FIG. 8, according to some embodiments.</figref><figref num="11a">FIG. 11(a) is a flow diagram of a method of using a mobile gaming device by a player, according to some embodiments.</figref><figref num="11b">FIG. 11(b) is a flow diagram of a particular method of using a mobile gaming device by a player, according to some embodiments.</figref><figref num="12">FIG. 12 is a flow diagram of a method of using a mobile gaming device 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">Figure 3 illustrates several single camera-based embodiments.</figref><figref num="14b">3 illustrates several 3-D (three-dimensional) detection embodiments.</figref><figref num="14c">Figure 3 shows some embodiments with two camera "binocular" stereo cameras.</figref><figref num="14d">3 illustrates several steps according to some embodiments.</figref><figref num="14e">4 illustrates a process for color mapping according to some embodiments.</figref><figref num="15">3 illustrates hardware components of an implementation of a multi-camera control system and its physical layout according to some embodiments; FIG.</figref><figref num="16A">16 illustrates geometric relationships between a 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, according to some embodiments.</figref><figref num="17">FIG. 2 is a flow diagram illustrating processes executed within a microcomputer program associated with a multi-camera control system, according to some embodiments.</figref><figref num="18">FIG. 17 is a flow diagram illustrating in more detail a portion of the process illustrated in FIG. 17, in particular the process involved in detecting an object and extracting its location from an image signal captured by a camera, according to some embodiments; be.</figref><figref num="19A">19 illustrates sample image data acquired by a camera and produced by part of the process shown in FIG. 18, presented as a grayscale bitmap image, according to some embodiments.</figref><figref num="19B">19 illustrates sample image data presented as a grayscale bitmap image produced by part of the process shown in FIG. 18, according to some embodiments.</figref><figref num="19C">19 illustrates sample image data presented as a grayscale bitmap image produced by part of the process shown in FIG. 18, according to some embodiments.</figref><figref num="19D">19 illustrates sample image data presented as a grayscale bitmap image produced 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 in the sample that likely belong to a tracked object, produced by part of the process shown in FIG. 18, according to some embodiments. shows.</figref><figref num="20">Part of the process described in FIG. 18, in accordance with some embodiments, particularly given the map of pixels identified as likely belonging to the object being tracked, e.g. the data shown in FIG. 19E FIG. 2 is a flow diagram illustrating in more detail the processes involved in classifying and identifying an object, given an object.</figref><figref num="21A">FIG. 19E shows sample data presented as a binary bitmap image, with identification of a data sample that the process shown in FIG. 20 has selected as belonging to an object in this sample, according to some embodiments; .</figref><figref num="21B">The process outlined in FIG. 20, in accordance with some embodiments, illustrates the sample data presented in FIG. 19E presented as a bar graph, along with the identification of data samples selected as belonging to an object. A particular point in the graph has been identified.</figref><figref num="21C">Different sets of samples presented as binary bitmap images with identification of data samples selected by the process shown in FIG. 20 as belonging to an object and key parts of that object in this sample, according to some embodiments. Show data.</figref><figref num="22">19 is a flow diagram illustrating in more detail a portion of the process shown in FIG. 18, particularly the process involved in generating and maintaining a description of a background region that is occluded by an object, according to some embodiments; FIG.</figref><figref num="23A">In accordance with some embodiments, Equation 3 represents the underlying configuration, ie, the angle that defines the position of an object within the field of view of the camera, given the position on the image plane at which the object is detected.</figref><figref num="23B">Equations 4, 5, and 6 illustrate the underlying arrangement, ie, the relationship between the camera position and the object being tracked, according to some embodiments.</figref><figref num="24">8 is a graph illustrating the amount of attenuation that may be added to coordinates given a change in position of an object to refine Equation 8, ie, position, according to some embodiments.</figref><figref num="25A">2 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">25A illustrates a mapping between real-world coordinates and screen coordinates used by the application program of FIG. 25A, according to some embodiments; FIG.</figref><figref num="26A">1 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">1 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. 6 illustrates a partitioning of a region into detection surfaces used by a gesture detection method to identify gestures that may be associated with an actuation intention, according to some embodiments; FIG.</figref><figref num="27B">FIG. 7 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. 7 illustrates an alternative division of a region into direction detection boxes used by gesture detection to identify gestures that may be associated with selecting a cursor direction, according to some embodiments.</figref><figref num="27D">27C depicts the relationship of adjacent sections of FIG. 27C in more detail, according to some embodiments.</figref><figref num="28">3 shows an external view of a device according to some embodiments, with the device in a neutral position; FIG.</figref><figref num="29">29 illustrates an example internal structure of the implementation of FIG. 28, according to some embodiments.</figref><figref num="30">3 is a flowchart illustrating another example implementation method in accordance with some embodiments.</figref><figref num="31A">FIG. 31A shows an example of a sloped region defined around a neutral axis, according to some embodiments.</figref><figref num="31B">FIG. 31B shows an example of a sloped region defined around a neutral axis, according to some embodiments.</figref><figref num="31C">FIG. 31C shows an example of a sloped region defined around a neutral axis, according to some embodiments.</figref><figref num="31D">FIG. 31D shows an example of a sloped region defined around a neutral axis, according to some embodiments.</figref><figref num="32">FIG. 6 illustrates an exterior top view of an example apparatus according to another example implementation, according to some embodiments.</figref><figref num="33A">FIG. 33A shows an example indicator according to some embodiments.</figref><figref num="33B">FIG. 33B shows an example indicator, according to some embodiments.</figref><figref num="33C">FIG. 33C shows an example indicator, according to some embodiments.</figref><figref num="33D">FIG. 33D shows an example indicator, according to some embodiments.</figref><figref num="33E">FIG. 33E shows an example indicator, according to some embodiments.</figref><figref num="34A">34A shows 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 shows front and side views, respectively, of the device of FIG. 32 shown in a neutral position, according to some embodiments.</figref><figref num="35A">35A shows a front view of the apparatus of FIG. 32 with the apparatus of FIG. 32 operated in a negative roll orientation and a positive roll orientation, respectively, according to some embodiments.</figref><figref num="35B">35B depicts a front view of the apparatus of FIG. 32 with the apparatus of FIG. 32 operated in a negative roll orientation and a 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 a positive pitch orientation and a negative pitch orientation, respectively, according to some embodiments.</figref><figref num="36B">36B depicts a side view of the device of FIG. 32 with the device of FIG. 32 operated in a positive pitch orientation and a negative pitch orientation, respectively, according to some embodiments.</figref><figref num="37">2 is a table showing one possible mapping of device orientations used to output signals corresponding to characters and cases that are output when a control is selected, according to some embodiments.</figref><figref num="38A">FIG. 38A illustrates a menu of symbols displayed according to another example implementation, according to some embodiments.</figref><figref num="38B">FIG. 38B illustrates a menu of symbols displayed according to another example implementation, according to some embodiments.</figref><figref num="39">FIG. 1 is an external view showing a game system F1 according to some embodiments.</figref><figref num="40">40 is a functional block diagram of game device F3 shown in FIG. 39. FIG.</figref><figref num="41">40 is a perspective view showing the appearance of controller F7 shown in FIG. 39. FIG.</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, which is about to be connected to 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, seen from the front side of the bottom surface. FIG.</figref><figref num="45">42 is a perspective view showing a state in which the 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 the 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 subunit F76 shown in FIG. 41. FIG.</figref><figref num="48">48 is a perspective view of subunit F76 shown in FIG. 47 with the upper casing removed. FIG.</figref><figref num="49A">FIG. 49A is a top view of a second example of subunit F76 shown in FIG. 41.</figref><figref num="49B">FIG. 49B is a bottom view of the second example of subunit F76 shown in FIG. 41.</figref><figref num="49C">FIG. 49C is a left side view of the second example of subunit F76 shown in FIG. 41.</figref><figref num="50">42 is a perspective view of 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 subunit F76 shown in FIG. 41. FIG.</figref><figref num="52">42 is a top view showing an example of a second modification of subunit F76 shown in FIG. 41. FIG.</figref><figref num="53">42 is a top view showing an example of a third modification of subunit F76 shown in FIG. 41. FIG.</figref><figref num="54">42 is a top view showing an example of a fourth modification of subunit F76 shown in FIG. 41. FIG.</figref><figref num="55">42 is a block diagram showing the structure of controller F7 shown in FIG. 41. FIG.</figref><figref num="56">42 is a schematic diagram showing the state of a game controlled using controller F7 shown in FIG. 41. FIG.</figref><figref num="57">FIG. 7 shows an exemplary state of a player holding core unit F70 with his right hand, as seen from the front side of core unit F70. FIG.</figref><figref num="58">FIG. 7 shows an exemplary situation of a player holding core unit F70 with his right hand, as viewed from the left side of core unit F70.</figref><figref num="59">FIG. 7 is a schematic diagram showing the viewing angle of an LED module F8L, the viewing angle of an LED module F8R, and the viewing angle of an image pickup element F743.</figref><figref num="60">FIG. 7 shows an exemplary situation of a player holding subunit F76 in his left hand, as viewed from the right side of subunit F76.</figref><figref num="61">FIG. 3 shows an exemplary game image displayed on monitor F2 when gaming device F3 is running a shooting game.</figref>
In various embodiments, a player may use motion as an input to a game played on a mobile gaming device. The game may be a gambling game, such as a raw data game, a slot machine game, a roulette game, a craps game, or any other gambling game. Players may place bets on the game and may be in a position to make money depending on the outcome of the game. A player may be about to lose money in a game.
The motion used as input may include motion 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 seen as a starting signal for a game or as a signal for a cash payout.
In various embodiments, the player may be provided with audio feedback. This audio feedback may be provided according to motions made by the player or according to motions recognized by the mobile gaming device. Audio feedback may be provided during motions being made by the player. This audio feedback improves the gaming experience for players by providing them with sounds similar to those they would hear while playing a game on an actual gaming machine or standalone gaming device, such as a slot machine. May be increased. 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, force feedback or haptic feedback may be provided to the player. The mobile gaming device may create tactile sensations using springs, motors, resistors, or other devices that may create motion, pressure, heat, or other tactile sensations. . The haptic feedback may allow the player to feel as if he or she is rolling a die by shaking the mobile gaming device in the player's hand.
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 manner to issue commands to 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 (e.g., a semiconductor processor); (b) a power source (e.g., a battery); (c) a motion sensor (e.g., an accelerometer); (e.g., a gyroscope; e.g., a camera for measuring motion based on a changing visual image); (d) a transmitter (e.g., an antenna); (e) a receiver (e.g., an antenna); (f) (g) a display device (eg, a liquid crystal display screen); (h) a speaker (eg, for transmitting audio output); (i) a tactile 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 on which the wristband is worn. The wristband may store data representative of motion. Such data may be stored in memory in the wristband, for example. The wristband may transmit indications of the motions made to another device, such as a mobile gaming device, a stationary gaming device, or a casino server.
In various embodiments, the wristband may store or transmit raw data, such as data indicative of any readings received from a motion sensor. In various embodiments, the wristband may translate this raw data into more condensed or sophisticated data. For example, a series of readings from a motion sensor in a bracelet may be translated into commands. That is, a player wearing a wristband may make motions to give commands. The wristband may then store its commands rather than the exact position of the wristband as a function of time. The wristband may transmit commands to another device, for example via a transmitter on the wristband.
(Motions Constitute Commands in Games) In various embodiments, wristband motions may be interpreted as commands in games. A player may, for example, move his hand up and down to start spinning the reels in a slot machine game. Players can also: (a) pay out; (b) hold cards in video poker; (c) discard cards in video poker; (d) double down in blackjack; (e) win some in bonus rounds. (f) Place a bet of a certain size; (g) View a list of game instructions; (h) Start a bonus round; (i) Select a payline to play; You may move your hand in such a way as to represent a command to select, to perform, or to perform any other command in the game. The wristband may store a table that associates particular motions with particular 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 send the command to a mobile gaming device, a 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 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, the wristband may communicate with a mobile gaming device. This wristband may have an antenna and a 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 mobile gaming device, a stationary gaming device, or any other device. The wristband may detect motions of the player, such as motions of the player's hands. The wristband may interpret this motion as a command for the device with which it is communicating. The wristband may send commands to that device, and the other device may then follow the commands. 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, a wristband may communicate 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 about the same time. The wristband may receive both signals.
In some embodiments, a player may identify himself to more than one device, such as more than one fixed gaming device. Players must provide some proof of identity, such as a player tracking card, biometrics, or device (such as a wristband). identity) may be provided with an identifier (eg, a unique identifier) that can be associated with the player. The player may permit 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. Accordingly, in some embodiments, a player may allow two or more devices to interpret signals coming from the player's wristband as command signals to be used in the game. In some embodiments, a player may present his wristband to more than one device. For example, a player may bring his wristband to within a few inches of an RFID reader on a slot machine. This slot machine may receive signals from an RFID tag on the wristband. The device may then recognize commands received from the presented wristband, but may not recognize commands received from other wristbands. Therefore, the device may accept commands from the wristband for some period of time. In various embodiments, the specific Commands may be accepted until a period of time has elapsed or some other stopping condition occurs. To resume providing motion-based commands to the device, the player may once again authorize reception and use of commands from the player's wristband. For example, a player may present his or her wristband.
In various embodiments, a player may engage in play on two or more gaming devices simultaneously. A player may initiate motions, and instructions for such motions (eg, commands derived from such motions) 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 flick of the wrist 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. The 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 transmit game outcome instructions, payouts, and other occurrences related to the game played by the player to the player's friends or other group. In some embodiments, a player may play several games simultaneously using motion from his wristband. Data (such as results) from those games may be sent to a casino server or another device. The data may be collected by other groups, for example by the player's friends, or by others who would play their own game using random occurrences that occurred in the player's game (e.g. other people may may be used to be viewed by (a person may place a bet based on the outcome of the transaction).
In various embodiments, a player may play on two gaming devices simultaneously. However, each command generated 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. The 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 with 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 valid command on one of the gaming devices, but not on the other gaming device. The different motions may not correspond to commands that are valid on the first game device, but may correspond to commands that are valid on the second game device.
(time during which no data stream is received from the wristband) In various embodiments, a device may be within communication range of the wristband transmitting data, but the device may not be able to receive data. However, 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 mobile 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 is true: (a) the player wearing the wristband does not identify himself to the device; (b) the wristband does not identify itself to the device; (c) the wristband is sending a command that the device does not understand; (d) the player wearing the wristband is not presenting identification to the device; (d) the player wearing the wristband is not presenting identification to the device; not making some physical contact (e.g. pressing a button on the device); (e) the player informs the device that the device should be anticipating motion commands from the wristband; (f) the device currently accepts motion commands from a different wristband; (g) the player does not have a high enough credit balance to play the game on the device (e.g. (h) the player has not had any physical contact with the device for a predetermined period of time (e.g., the player has not physically pressed a button on the gaming device in the previous 10 minutes); or if some other circumstances apply.
(Biometric Authentication as Game Input) In various embodiments, the wristband can detect pulse, temperature, skin conductance, moisture level, electrical fields (e.g., from nerve pulses), muscle tone, or any other input from the player. Other biometric signals may be sensed. This signal may be translated into numbers. For example, a numerical temperature reading in Fahrenheit units 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 a 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 been removed. In various embodiments, the mobile gaming device, stationary gaming device, or another device determines whether the wristband is currently being worn (or is believed to be worn based on biometric signals received from the wristband). ) may take action based on signals received from the wristband. In some embodiments, if there is a break in the biometric signals received at the wristband (e.g., the wristband no longer detects a pulse), the wristband is sent to the casino server or to some other device. You may also send a signal to. This signal may indicate that there has been an interruption in the biometric signal detected on the wristband. Accordingly, the casino server may instruct other devices not to follow commands or signals received from the wristband until the wristband is reestablished with 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 signals from the wristband are honored by another device. must be re-established. In some embodiments, if there is an interruption in the biometric signal detected by the wristband, the wristband may send a signal to summon medical personnel. For example, the wristband may send a signal to the casino server indicating that a pulse is no longer detected.
(Wristband broadcasts data that identifies the user) In various embodiments, a wristband may transmit or broadcast data that identifies the player wearing the wristband. This wristband may contain 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 a signal derived from a pulse or electrocardiogram reading obtained from the player. This biometric reading may serve to uniquely identify the player.
In various embodiments, a signal broadcast from the wristband and identifying the player may confer 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). When the hotel room door receives a signal from the player's wristband that identifies the player, the hotel room door may be unlocked. The player may be allowed to gamble on a particular gaming device. The player may be allowed to enter certain areas of the casino based on the identity provided from the player's wristband. In various embodiments, the wristband may provide the player with an identifier to allow the player to receive access to a balance of funds or to another financial account. The player may use the funds, for example, to gamble or make purchases. For example, a player may approach a gaming device. The player may have an account with a positive balance 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. The casino server may then allow the player to access the player's funds. Some or all of the player's funds may then be made available to the gaming device (eg, in the form of a credit balance). This player may then use the funds to play the game.
In various embodiments, the wristband may be power limited due to the small volume available within the wristband that contains a battery or other power source. This wristband may take various steps to conserve power. In some embodiments, the wristband may periodically transmit a signal to another device, such as a mobile gaming device or a stationary gaming device. For example, a wristband may transmit a signal consisting of a series of bits to a mobile gaming device every 50 milliseconds. This signal may include 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 permanently motionless, 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. Accordingly, in various embodiments, the time between when a signal is transmitted by a wristband may vary based on motion of the wristband and/or based on motion detected by the wristband. good. In various embodiments, the time between when the signals are transmitted by the wristband may vary based on the amount of information the wristband must communicate to another device. For example, if a player is actively involved in a game, the wristband may transmit signals frequently. If the player is not actively involved in the game (e.g., the player has not started playing the game on a stationary or mobile gaming device; for example, an area where the player is allowed to play the game) ), the wristband may transmit signals relatively infrequently. In various embodiments, when the wristband is not in motion, the wristband may periodically send short, simple signals indicating that the wristband is still in operation or ready for use. However, this signal may indicate that the wristband is not currently in use or is not being used for gaming.
In various embodiments, the wristband may derive power or energy from 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 it 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 the wristbands are close) or relatively weak (eg, if the wristbands are far) on the receiving wristband. 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 elsewhere on his or her body, such as a belt buckle that can transmit or receive signals. The wristband may transmit and receive signals from, such as a receiver attached to a wall, ceiling, floor, or any fixed device external to the individual, such as a gaming device. good.
In various embodiments, the wristband may detect drinking motion. The wristband may detect rotation of the wrist via an orientation sensor within the wristband. If there is a large rotation of the wrist, it may be inferred that the player has almost finished the drink and therefore the player needs to tip the drink significantly. Accordingly, the 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.
(Techniques for Harvesting Energy for Wristbands) Various techniques for harvesting energy from the environment or ambient conditions are described in the paper "Energy Scavenging for Mobile and Wireless Electronics" by Joseph A. Paradiso and Thad Starner. has been done. As of May 11, 2007, this paper was available at http://www.media.mit.edu/resenv/pubs/papers/2005-02-E-HarvestingPervasivePprnt.pdf.
Radio frequency identification systems allow energy to be directed to the tag from a remote or non-adjacent source (eg, a tag reader). The tag receives radio frequency energy inductively, capacitively, or thermally from the tag reader.
A solar cell may enable a portable device, such as a wristband, to channel energy from ambient light. Exemplary technologies include crystalline silicon solar cells.
A thermoelectric generator may enable the induction of energy from heat transfer. These power generation devices take advantage of temperature gradients, such as the difference between a person's body temperature 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 Applied Digital Solutions' Thermo Life.
Various techniques make it possible to collect energy from vibration or motion. Motion may be used to move the mass in a preferred or biased direction. The mass may be moved by winding a spring. The energy of that spring may then be used to produce direct mechanical energy (e.g., move the hands of a watch), or it may be used to generate electricity in a magnet, coil, or other generator to produce electricity. Components may be moved. 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 and generate electricity in the presence of motion or vibration. For example, Ocean Power Technologies has developed a harvester that is immersed in turbulent water and deformed by the water flow to generate electricity. Some power generation devices include a capacitor with moveable plates. On a charged capacitor, induced motion of one of the plates can generate an electric current. Piezoelectric generators and capacitive generators may be used to harvest energy from shoes, for example while walking.
Some power generation devices include turbines that can be driven by ambient airflow.
(Gaming Devices as Antenna Arrays) In various embodiments, each of two or more fixed gaming devices may include a component of an antenna array. When operating together, the gaming devices may detect and interpret signals from the mobile gaming device or from the wristband. For example, each of the two or more fixed gaming devices may have an antenna. The gaming devices may receive signals emitted by the mobile gaming device or wristband, respectively. The signal received at each of the antennas of the two or more gaming devices may then be large, perhaps with some time delay or phase shift added at one or more gaming devices. Increasing the signal received by two or more antennas may reduce the signal-to-noise ratio, so that the signal from the mobile gaming device or wristband can be read with greater accuracy or at a greater distance. or the mobile gaming device may therefore allow the wristband to transmit with less power and thus benefit from increased battery life.
(New battery at the end of each shift) In various embodiments, the battery or power source in the wristband may be replaced on a regular basis. The battery is powered (a) once per day (e.g., at the end of the day); (b) once per shift (e.g., at the end of the casino participant's shift; e.g., at the beginning of the casino participant's shift); (c) once per hour; or may be substituted on any other basis. In various embodiments, the wristband may include an indicator light or some other output device to indicate a low power level of its battery or power source. The battery may be replaced or recharged when the indicator light is illuminated.
(The wristband provides location information to the player) In various embodiments, the wristband may broadcast a signal. This signal may include a player identifier such as a name or card number that tracks the player. This signal may include information about the player's location. 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 that receives signals from the wristband may be able to measure the direction of the wristband from the receiver, but may not be able to measure the distance of the wristband. The player wearing the wristband may then walk some distance, and the position of the wristband may change accordingly. The wristband may include an accelerometer or other motion detector that can be used to measure changes in position (not necessarily absolute position). The wristband may also include a sensor for measuring orientation, such as a compass. The wristband may thus measure a change in position (eg, measured in feet or meters) and broadcast this change to a receiver. The wristband may further determine the direction in which the change in position occurred and broadcast this direction to the receiver. Again, the receiver may be able to measure the wristband's direction from the receiver at its new location, but not its distance from the receiver. Based on these two measurements of the direction of the wristband from the receiver, and based on the distance that the wristband has moved, and based on the direction that the wristband has moved, the absolute position of the wristband is determined. You can. 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 edge is the path the wristband traveled (assuming it took the shortest path), and these angles are based on the direction the receiver detected the wristband at its initial and final positions. and can be found based on the way the wristband itself has moved.
Wristband Used to Control a Mobile Gaming Device In various embodiments, a wristband may be used to control a mobile gaming device. The wristband may transmit signals to the mobile gaming device, where such signals provide instructions or commands as to how to proceed in the game. Such instructions include instructions to start playing a game, instructions to hold a particular card, instructions to hit or stand (e.g. in blackjack), and instructions to bet on a particular payline. , or any other instructions. 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 within 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 mobile or stationary gaming device, the wristband may send such commands to such a 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 sent to a mobile gaming device or to a stationary gaming device. In a mobile or stationary gaming device, the motions may be translated into game commands. In various embodiments, the wristband may transmit either motion data or gaming commands to the casino server. The casino server may then send motion data or gaming commands to a mobile or stationary gaming device to control such a device.
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. The wristband may interpret the motion as a command to the ATM. The wristband may send the command to the ATM. The ATM may then act on that instruction, for example by dispensing cash to the player.
(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 a 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 the surface of a table. Players may rotate their hands on the surface of the table, thereby moving their hands in two dimensions. Accordingly, the wristband may be used to control the position of a cursor on a screen, such as the screen of a fixed gaming device, mobile gaming device, or other device.
(The lace provides force feedback) In various embodiments, the stationary gaming device may include a lace, cable, wire, or other similar component. 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 pulls in the string.
In various embodiments, the player may attach the end of the lace to a wristband. Depending on what happens in the game, the gaming device may either pull in 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 generate a command in the game. For example, a player may pull a string outward 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, allowing the gaming device to recognize the player's identity. In various embodiments, when one gaming device detects a signal from a wristband, other gaming devices may also detect the same signal. Accordingly, in various embodiments, a gaming device may determine whether it was the player's intention to communicate with it or whether it was the player's intention to communicate with a different gaming device.
In various embodiments, a gaming device may recognize that someone is playing the gaming device. For example, a gaming device may detect an actual button press, a card may be inserted to track the player, currency may be inserted, etc. 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 identity of the player from the wristband signal and therefore display the player's name to the player physically present at the gaming device. Once a physically present player recognizes his or her name, the player may confirm that the gaming device is indeed receiving the wristband signal from the player. The gaming device may then allow the player to use the motion controls to advance game play.
In various embodiments, a gaming device may recognize that a wristband is nearby and that the gaming device is being played by a physically present player. Thus, a game may be conveniently started by physically pressing down on a button, for example. The gaming device may then ask the physically present player whether the player is the same player indicated by the signal received from the wristband. If the physically present player answers in the affirmative, the gaming device may ask the player if he or she wishes to proceed using motion controls.
In various embodiments, a gaming device may distinguish between signals coming from different wristbands as follows. Each wristband may be associated with a unique identifier. Each wristband may broadcast its own unique identifier. The gaming device may ask the physically present player which identifier corresponds to the player's wristband. In some embodiments, the gaming device may ask the player to enter an identifier for the player's wristband. If this identifier matches the identifier of a signal received from one of the wristbands, then 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. The reader may be an optical reader, an RFID reader, a magnetic stripe reader, or any other reader. In this way, the signal that physically belongs to that player 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 his or her wristband. The player may then use several motion controls, or the player may use motion controls for each command on its gaming device.
Reference Lights on Fixed Gaming Devices In various embodiments, a stationary gaming device may include one or more lights, beacons, transmitters, audio speakers, or other light emitting devices. For example, a stationary gaming device may include two bright lights placed on top of the gaming device. This light emitting device may serve as a reference point for the mobile gaming device and/or wristband. The wristband may detect light or other signals from two light emitting devices on the gaming device, for example. The bracelet may use the two light emitting devices as a fixed reference frame to measure its orientation. For example, if the two light emitting devices appear side by side from the viewpoint of the wristband, the wristband may determine that its orientation is normal. However, if the two light emitting devices appear one above 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 other light emitting devices in all orientations, thereby determining its orientation even more accurately. In various embodiments, a stationary gaming device may have more than two light emitting devices. For example, a stationary gaming device may have three, four, or five light emitting devices. In various embodiments, the light emitting device may be placed elsewhere than just on top of the stationary gaming device. For example, the light emitting device may be placed on the ceiling or wall.
In various embodiments, a light emitting device may emit light at a particular frequency. The light emitting device may emit red light, green light, infrared light, or some other frequency of light. The light emitting device may emit light at multiple frequencies. For example, the light emitting device may emit white light. The light emitting device may also emit sound.
The wristband and/or mobile gaming device may include a sensor, camera, microphone, or other detector to detect the output of the light emitting device. For example, the wristband may include a camera. The camera may detect light from a light emitting device on the gaming device. Based on the position of the light emitting device in the image captured by the wristband's camera, the wristband may determine its orientation.
In various embodiments, the gaming device does not necessarily have a dedicated light emitting device for detection by a wristband or mobile gaming device. However, the wristband or mobile gaming device may detect gaming device specific characteristics. For example, the gaming device may have a candle on top that is intended to be lit when a casino participant is called to the gaming device (e.g., when a player at the gaming device wins an accumulated wager). You can leave it there. A sensor in the wristband or mobile gaming device may recognize the image of the candle. For example, the wristband may include a camera. The camera may capture an image and attempt to match a portion of the 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 candles from the captured image relative to the orientation of the candles 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 it is 90° rotated.
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 pay table, the screen, the handle, the bet button, the coin tray, the image on the housing of the gaming device, the stakes meter, or any other feature of the gaming device. For any feature, the wristband or mobile gaming device may store a reference image or signal. To detect or interpret certain features, the wristband or mobile gaming device may capture an image and attempt to match a portion of the image to 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 attempt 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. You can. This degree of rotation may then indicate the amount that the wristband or mobile gaming device has been rotated.
In various embodiments, the gaming device may track motion of a wristband or mobile gaming device. The wristband may include a beacon or light emitting device, such as an infrared light emitting device, a light emitting diode, or an audio speaker. The wristband may include more than one light emitting device. The gaming device may include a detector such as a camera, microphone, or antenna. The gaming device may determine the position or relative position of the light emitting device on the wristband. For example, in a vertically upright position, two light emitting devices on the wristband may appear side by side. When the wristband is rotated 90°, one light emitting device may appear on top of the other. Therefore, based on the relative positions of the two light emitting devices on the wristband, the gaming device may be able to ascertain the orientation of the wristband. The apparent distance of the two light emitting devices on the wristband may also 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 the two light emitting devices on the wristband appear far apart from each other (at least relatively speaking), the wristband may be assumed to be close. By tracking the motion of a wristband or mobile gaming device, a gaming device (eg, a slot machine; eg, a video poker machine) may confirm the commands intended by the player. The gaming device may execute those commands within the game it is playing. A gaming device may also send these commands to another device, such as another stationary gaming device, or, for example, a mobile gaming device.
Screen Guidance for Motion Controls In various embodiments, a gaming device, such as a fixed gaming device, may provide instructions to a player on how to use motion controls. The description may indicate one or more available commands that the player can provide. For example, a gaming device may list commands for: (a) starting a game; (b) making a selection in a bonus round; (c) selecting cards to discard in a game of video poker. (d) choosing whether to hit or stand in a game of blackjack; (e) selecting a payline on which to bet; or taking any other action in the game or otherwise. The gaming device may also provide instructions on how to issue commands. The gaming device may indicate which motions are required to issue the command. The gaming device may show a simple video or animation of people making motions with their hands. Thus, next to the potential command, the player may see a simple video clip of the player moving his arm in a particular way. This video clip may repeat constantly or may play on demand (eg, upon player contact). The motion to be made 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 formats.
In some embodiments, a person may be guided by instructions and have the opportunity to practice doing the motions. For example, instructions for making motions corresponding to a "start game" command may be performed in the form of a video clip. In other words, an animation of a person making a particular motion may be shown on the display screen of the gaming device. The player may be instructed to repeat the motion with his or her 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 ask the player to subsequently perform the motion for the next instruction. If the gaming device does not recognize a motion made by a player (for example, if the player makes an incorrect motion), the gaming device will not allow the player to make the motion until the player learns the correct motion. You may ask them to repeat it.
In various embodiments, when a player is playing a game at a gaming device (e.g., at a slot machine) and when the player is making a motion to issue a command, the gaming device , may provide feedback regarding how the gaming device interpreted the player's motions. For example, a gaming device may display a text message, "You have been motioned to start a new game."
Time Window for Making Motion In various embodiments, there may be a finite time window when a gaming device (eg, a stationary gaming device) will accept a motion command. 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 these will not necessarily be registered as commands. This may give the player some freedom to make non-game related motions (eg, hand gestures in conversation) during times outside of the window in which commands may be registered. The time window for making motion commands may be opened and closed periodically. For example, the 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 the 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 last 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 for as long as the player desires. In some embodiments, there may be a warning or other indicator that the gaming device (eg, stationary gaming device; eg, mobile gaming device) accepts motion commands. For example, an indicator light on a gaming device may illuminate or an 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, a player may turn motion controls on or off. For example, the player may command the game device to become ready to accept motion commands, or may command the game device to ignore the motion commands. A player may need to physically touch the gaming device to either switch on or off a motion command. In some embodiments, when a gaming device does not accept a motion command, the gaming device may still respond to a motion command that instructs the gaming device to again begin accepting other motion commands. For example, the gaming device may then begin accepting motion commands again.
In various embodiments, the first set of motions may correspond to moving a cursor, mouse pointer, or other indicator. The second set of motions may correspond to selecting. For example, when the cursor is paused over an image of a card or button, making a second set of motions will select that card (e.g., discard and select that card); Alternatively, it may correspond to pressing the button. Motions from the second set of motions are used, for example, 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, the forward and backward motions (eg, from the player's perspective) 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, eg, positioning a cursor.
In various embodiments, a player may receive visual feedback as he or she makes motions. The cursor may follow the trajectory created by the player's wristband on the screen of the gaming device (eg, stationary gaming device; eg, mobile gaming device) as the player's hand moves. The player may need to maintain the cursor within certain boundaries to make certain commands. For example, a boundary consisting of two concentric circles may be displayed on the display screen of the gaming device. The player may need to create a circle with the cursor while keeping the cursor outside the inner circle but inside the outer circle (ie, between the two circles). In some embodiments, dots or dots may be present on the screen. The player may need to make a motion so that the cursor on the screen is moved between two dots. In some embodiments, there may be several dot pairs. The player must move the cursor between various pairs of dots in some specific order to issue commands. Different commands may require moving the cursor between different pairs of dot pairs in different orders.
In various embodiments, a player may perform a motion command to position a cursor over a button. To select the button, the player may perform 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 in 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 around the player's wrist. If a player closes his or her fist, the player may tense certain wrist muscles. This allows additional stress to be placed on the wristband as the circumference of the player's wrist increases. A strain gauge can sense this additional strain of the wristband. The strain gauge can send a signal to the wristband's processor indicating the strain being detected. The strain gauge can also send a signal via an antenna or other transmitter to another device, such as a mobile gaming device, a fixed gaming device, or a casino server.
In various embodiments, the wristband may have one or more pressure sensors on an interior surface, such as the surface that contacts the player's wrist. The pressure sensor can sense pressure from the player's wrist and indicates possible wrist tension or wrist muscle flexion.
In various embodiments, the wristband may include a temperature sensor. The sensor can detect an increase in temperature in the wrist due to increased blood flow and/or faster burning of energy in the wrist muscles. These sensor readings can correspond to tension in the player's own wrist, such as when the player performs a grab motion.
In various embodiments, the electrical activity of nerves or muscles in the wrist may vary depending on whether the muscles are tense or relaxed. Sensors on the wristband, such as antennas, can sense electrical activity in the wrist and can interpret the electrical activity as an indication of whether the wrist muscles are tense or not.
In various embodiments, wrist muscle tension may be interpreted as a command in a 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 grabbing something substantial in a game. For example, in the 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 caused by a player actually making a grasping motion (e.g. in the real world), so that the player has an instinct to make a selection or grab something in a game. A grasping motion can be used as a method. Thus, for example, a player can move a cursor by a linear displacement of the hand and select something by making a grabbing motion.
In various embodiments, a sensor or detector can detect a grasping motion or other hand or wrist motion even if such a sensor is not within the wristband. For example, a camera may capture the motion of a player's hand. Image processing algorithms may be used to recognize that motion is being made by the player's hands. These motions may be converted into commands in the game.
Thad Starner, Joshua Weaver and Alex Pentland of the Massachusetts Institute of Technology have developed a camera-based system for recognizing American sign language. The system is described in a paper titled "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 include a Bluetooth transceiver. The transceiver may be integrated into the device. The transceiver may also take the form of a Bluetooth dongle that may be connected to a universal serial bus (USB) port of the gaming device. In various embodiments, the gaming device may include a Wi-Fi transceiver. The gaming device may send and receive messages to and from the wristband or mobile gaming device using Bluetooth, Wi-Fi, or any other communication protocol.
(Components of a Message from a Wristband) The data content of a signal from a wristband may include one or more components. It may be understood that the signal always includes those components in a particular order, for example. For example, the first 3 bits of the signal may indicate the start of a new message. The next four bits may indicate the type of device providing 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 a 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 initiation of the signal; (b) indicating the type of device transmitting 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 transmitting the signal); (f) an area to indicate the end of the signal; (g) an area to indicate the player name; (h) an area used in the game. an area that indicates a command; (i) an area that indicates a name identifier (an identifier about the game to which the command applies); (j) an area that contains one or more error checks; and any other area.
(Confirmation of Player Presence and Identity at Fixed Gaming Device) In various embodiments, the wristband can transmit a signal. The signal may be received by a fixed 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 can send the player's name to the gaming device. In some embodiments, the signal from the wristband may include a 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. In 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 might be "Hello, Sarah. Jones!" The message may also ask the player to confirm his or her identity. The player may: by answering a secret question; by providing biometric features (e.g. a fingerprint); by inserting a player tracking card; by inserting a credit card; by inserting a bank card; His or her identity may be verified by inserting a driver's license, by flashing any of the aforementioned cards in front of the camera, or by any other manner. In various embodiments, a player may confirm his or her identity through physical contact with a gaming device. For example, a player may answer a secret question by physically touching the letters on the gaming device's touch screen and writing the answer in that manner. If a player verifies his or her identity through physical contact with a gaming device, the gaming device is able to identify itself based on motion from a person other than the person sitting at the gaming device, or by other wireless commands. The game device can fully guarantee that it will not be controlled.
(Conspicuous Screen for Playing with Motion Control Only) In various embodiments, a casino or other venue can be equipped with a large display screen. That screen can display games. The screen may show the progress and actions 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 to receive signals from the player's wristband, or a camera to read the player's motion commands. A processor or other device may calculate or determine game events or game outcomes. A player can provide value or currency to gamble by inserting a cashless game ticket. Accordingly, associated with the screen may be a device for loading and unloading tickets for receiving and distributing cashless game slips (game tickets).
Players can play the game on a large display screen. Players can use motion controls to issue commands in the game. For example, a player's wristband can detect motions made by the player's hands. Motion instructions may be transmitted to a large display screen. The large display screen can then advance the course of the game as directed by the player's commands.
In various embodiments, a motion-controlled game using a large display screen may be placed at the end of each of two or more rows of slot machines. For example, at the end of each row of slot machines or other gaming devices there may be a large display screen that features games with motion controls. Such games can be seen by everyone in the rows of slot machines. In this way, people playing slot machines can watch the game played on a large screen and can try out the motion controls themselves.
(Toggle Button on a Wristwatch to Activate or Deactivate a Function) In various embodiments, the wristband can include 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, a player wearing the wristband can use 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 a player does not wish to play the game for a moment, he or she can press a switch and the motion will be 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 controls once again.
In various embodiments, a player may use a switch or other device 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 provide 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 to conserve battery power on the wristband, for example. In some embodiments, the player may turn on or turn off the sound. For example, in at least one state, the wristband may emit an audio signal. The audio signal may be related to the game (eg, if the player wins, victory music may be emitted from the wristband). The audio signal may be related to the player's location. For example, the wristband may emit an audio signal if the player enters a restricted area where gaming is not allowed. The audio signal may be related to an account balance. For example, the wristband may emit an audio signal if 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 on-board processor. That button allows the player to change the environment or state of the wristband (eg, turn on or turn off sound). The button allows the player to give commands about the game, and such commands may not be motion-based. The sensor may include a motion sensor such as an accelerometer or gyroscope. The sensor may include a position sensor such as a GPS sensor. The sensor may include a temperature sensor, pressure sensor, strain gauge, microphone, light sensor, or any other sensor. Sensors can perform various functions. Since the sensor can detect motion, such motion can be translated into commands. The sensor can sense the player's location so that the player can be told whether or not he or she is in an allowed gaming area. Sensors may be used to sense muscle tension or electrical activity of the player, for example to drive motion commands. The transmitter may be used to communicate with another device, such as a fixed gaming device, a mobile gaming device, or a casino server. The receiver may receive communications from a mobile gaming device, a fixed gaming device, or another device such as a casino server. Communications received on the wristband may reprogram the wristband. Such communication can, for example, provide commands to the wristband. For example, a communication received by the wristband may instruct the wristband to stop due to the player's account balance reaching zero.
(Hand Holding) In various embodiments, the wristbands of two players may interact. The interaction may occur when the wristbands are brought close to each other. For example, if two players shake hands with wristbanded hands, the two wristbands can interact.
In various embodiments, during the interaction, the first player's wristband can receive information from the second player's wristband. 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 may be placed or determined by shaking hands between two players. Technically, in some embodiments, the bet is that the wristbands of two players are within a predetermined distance (e.g., 5 inches) of each other for a predetermined amount of time (e.g., 5 seconds). This can be done if the In some embodiments, the bet may be made if the wristbands are within a predetermined distance from each other for a predetermined amount of time and if there is a motion of squeezing one or both of the wristbands. The grasping motion corresponds to grasping the hand. When the wristbands are grasping hands, they may transmit information to each other about the timing of the grasping motion to ensure that the wristbands are grasping at the same time. In various embodiments, the first player may predetermine the time of the bet using a fixed 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 stops on black, but the second player can place a bet on the roulette wheel. If the spin lands on red, you win $1 from the first player. Once a bet is specified, the first player only needs to find the second player to hold hands in order to determine the bet. In various embodiments, the first player allows the second player to mischaracterize the duration of the bet. Thus, in various embodiments, the first player may be able to predetermine only fair bets (e.g., bets where both sides have an equal chance of winning and/or where both sides have an equal chance of winning). bets with expected wins equal and/or bets where both sides are expected to win and lose zero). In various embodiments, when a player holds a hand to place a bet, the bet period 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 may, for example, press a "cancel" button on his mobile gaming device. If none of the players cancel their bets, an outcome can be made and the bet can be determined one way or the other.
In various embodiments, a first wristband can sense the proximity of another wristband. The wristband may be Bluetooth, such that the wristband can sense the proximity of another wristband transmitting in a 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 against each other. A winning player may depend on the outcome of some games, such as games performed or simulated by a gaming device. In some embodiments, two players must be in close proximity of a gaming device, such as a fixed gaming device, in order to determine a bet. For example, in order to place a bet, two players must be standing in front of a slot machine. A player may be required to be within a predetermined distance of a particular gaming device, such as within two feet. One or two players' wristbands can communicate with the gaming device indicating that the players have agreed to the bet. One or both wristbands may communicate with the gaming device during the duration of the bet, such as the game on which the bet depends. 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 can execute the game of video poker. If the bet is on a game of blackjack, the gaming device can execute the game of blackjack. In various embodiments, the wristband can communicate with a gaming device where the player wins under either situation. For example, the wristband can communicate with a gaming device that if the house wins a game of blackjack, "Joe Smith" wins, while if the player wins a game of blackjack, "Jane Smith" wins. In this case, the player may be referred to as a virtual player being simulated on the gaming device. The gaming device can play basic strategy or optimal strategy on behalf of the virtual player. In some embodiments, two players who bet on a game can play the game against each other using one or more gaming devices. The 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 the game of blackjack with each other. Two players can play on a particular gaming device. During the course of a game, players can make decisions about the game. A player may provide decisions by physically pressing a button on the gaming device or physically interacting with the gaming device. The player may also make decisions by using motion controls, for example by using the player's wristband.
Incentives for Holding Hands In various embodiments, there may be an incentive for holding hands with people. A person's wristband can track the number of times the person has held hands with someone else and/or the number of people the person has held hands with. In some embodiments, after shaking hands with each other, the player's wristband may transmit a record of the handshake or other indication to the casino server. The wristband may transmit identifiers about other players or other wristbands that the player has contacted. The casino server and/or the player's wristband may track the number of times the player has held hands with other players. The casino server and/or the player's wristband may also track the names or identities of other players with whom the player has shaken hands. In various embodiments, the player who shakes hands with the most other players over a period of time (eg, one 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 location. A mixer may be an occasion for single people to meet, an occasion for business people to make contact, an occasion for scientists to exchange ideas with colleagues, or any other type of mixer. People may hold each other's hands during the mixer. People's wristbands may include name, contact information, email address, phone number, biographical information, photo, credentials, place of residence, age, gender, marital status, or any other information that may be appropriate to the situation or any information, including other information, may be exchanged automatically.
The wristbands of people attending the mixer can be sent to the casino server or other device information about the people who held hands or came into contact. Those who were at the mixer can later take notes on the website to see a summary list of the people they met. A website 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 them both each other's contact information.
In some embodiments, during a handshake, a person's wristband transfers that person's information to a mobile device (e.g., a mobile gaming device; e.g., a personal digital assistant; e.g., a cell phone) to another person. For example, contact information) can be sent. Thus, at the end of the mixer, a person can save information on the mobile device about other people that the person has met during the mixer.
In various embodiments, at the end of the mixer, a person can see images of his/her people met at the mixer. By looking at images, a person's memory can be recalled about the people he/she has met. The person can select people he/she is interested in further contacting. The person may then be given their contact information. In some embodiments, the person can only be given their contact information if they are also interested in expecting to have further contact with the person.
In various embodiments, the mixer is held in a bar, restaurant, lounge, gym, swimming pool, gambling floor, or any other lounge.
(Paying by Shaking a Hand) In various embodiments, a player can make a payment by shaking a hand. A player can pay for a drink, footy item, product at a retail store, or any other item by shaking hands. In some embodiments, a casino employee or retail store employee may own the wristband. If the employee holds hands with a person (eg, a customer; eg, a player), the employee's wristband can receive communications from the player's wristband. The communication may include information about the player, such as a name, an identifier, a credit card identifier, a 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, a retail store server, a casino server, or any other device. The player can then charge the purchase through a credit card network or other financial network.
By holding hands with a casino employee, retail store employee, salesperson, or other person, the player may have a limited amount of time to evaluate the transaction and cancel it. For example, a player's wristband may also store transaction details after a handshake with a salesperson. Transaction details may include purchase price, product, delivery method, etc. A player can bring his wristband close to a mobile gaming device or a fixed gaming device. The wristband can transfer transaction details to a mobile or fixed gaming device. The mobile or fixed gaming device can then display transaction details for the player. Players can evaluate them and decide whether to cancel or not. 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 purchased the product and returned the product.
In various embodiments, a player can bring his wristband close to a reader as a way to pay for a transaction. Players may also touch the pads with their wristbands. For example, a player may place his hand on a pad to pay for a drink. The pad may include 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, a player may use game credit balances to pay for purchases or other commercial transactions. A player may have an account of game credits stored and tracked on the casino server. When a player holds his wristband near a pad or reader to make a purchase, the reader verifies with the casino server that the player has sufficient account balance to complete the purchase. be able to. In various embodiments, the pad or reader may provide a first instruction if the player has sufficient account balances, and may provide a second instruction if the player does not have sufficient account balances. good. The first indication may be, for example, a green light. The second indication may be, for example, a red light.
(The wristband becomes unclasped) In various embodiments, when the wristband leaves the player (e.g., the wristband becomes unclasped), an alert is sent to the casino server. can be done. The alert may indicate to the casino server that the wristband no longer surrounds the player's wrist. In various embodiments, once the wristband is removed, the wristband may cease to function for gaming purposes. For example, wristbands no longer allow motion control. The wristband may also cease to convey player identification to the mobile gaming device. Accordingly, the player's mobile gaming device may no longer allow the player to engage in gambling activities. Various other functions of the wristband may also cease once the wristband is removed.
In various embodiments, if a player wishes to restore various functions of the wristband, the player may visit a special service area of the casino, such as a 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 it. Casino employees may also check the player's identity, for example by asking for a fingerprint or driver's license, before reapplying the wristband.
In various embodiments, the wristband has one or more methods for determining whether the wristband has been separated from the player, whether the clasp has been undone, and whether it has otherwise been tampered with or removed. Equipped with a sensor. For example, the sensor may include electrical circuitry surrounding the wristband. If the wristband comes off, that 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 the wristband or mobile gaming device loses contact with the casino server, they may stop functioning. In various embodiments, the wristband may communicate with the server periodically. The input that the wristband receives from the player cannot be executed until the next communication is received from the server. For example, if a player moves his hand to create a command, the wristband may save a record of the motion and/or may save a command corresponding to the motion. However, the wristband cannot transmit the commands to another device, such as the mobile gaming device or gaming device on which the player may be playing. Rather, the wristband may save the command until the wristband again receives a communication signal from the server. In this way, the wristband may ensure that no commands or game commands are executed while the wristband is unable to 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 a predetermined period of time during which the wristband receives the input, the wristband may discard the input. In this way, the player cannot be surprised later when a large number of saved or saved commands are executed simultaneously. In various embodiments, a player entering an elevator may be unable to play for a period of time because communication between his bracelet and the casino server may be severed.
In various embodiments, instead of a wristband that stops functioning if opened or the clasp is removed, the wristband continues to broadcast "I am opened" to the server until the server confirms It may also be possible. After the wristband is opened, there may be a period of time during which it attempts to tell the server that it has been opened. There may then be a period of time after which it receives confirmation from the server and then 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 features do not function 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 commands that can be created on the wristband can also be created on the mobile gaming device. For example, just as wristbands can include sensors to detect acceleration, changes in direction, displacement, and any other motion, so can mobile gaming devices. Similar to wristbands, mobile gaming devices include a processor for reading signals from motion sensors in the mobile gaming device and interpreting such motions as commands to be used in the game, or as any other commands. I can prepare. In various embodiments, any commands that can be created via a mobile gaming device can also be created using lists. In various embodiments, the wristband may detect motions made by the player and transmit instructions of the motions to the mobile gaming device. The mobile gaming device may interpret the motion as a command in the game or as any other command. In various embodiments, the mobile gaming device may detect motion and transmit the motion to the wristband. The wristband may interpret the motion as a command in a game, for example. The wristband may then transmit the command indication to the fixed 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 wanders out of 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 haptic feedback that may be provided by a wristband may also be provided by a mobile gaming device. In various embodiments, any haptic feedback that may be provided by a mobile gaming device may also be provided by a 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 requesting the player to identify himself; receiving an indication of a third player identifier via tactile 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 a gambling game; and executing the command in a gambling game.
Executing a command may include carrying out a command, following a command, acting in response to a command, and/or acting in accordance with a 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 wireless signal comprises determining a name of the first player from the first wireless signal. For example, the first wireless signal may encode a player name. In some embodiments, the player name 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 a third player identifier via tactile input includes receiving an indication of a third player identifier being input using a button. For example, someone may enter a 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 a third player identifier via tactile input includes receiving an indication of a third player identifier being input using a joystick.
G. The method of embodiment A, wherein receiving an indication of a third player identifier via tactile input includes receiving an indication of a third player identifier being input using a touch screen.
H. The method of embodiment A, wherein receiving an indication of a third player identifier via tactile input comprises receiving an indication of a third player identifier being input using a trackball.
I. The method of embodiment A, wherein the third wireless signal encodes a set of motions created by the first device. For example, the third wireless signal may include a set of numbers representing position, velocity, acceleration, displacement, angular displacement, or other components of motion. The number may 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 the 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 cards 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 start a slot machine game.
L. Equipment including: a band formed into a ring; a power supply attached to the band; a motion sensor attached to the band; an electromagnetic transmitter attached to the band; an audio speaker 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, a rubber band, a chain band, a cloth band, a leather band, or any other type of band. In some embodiments, the band can be created into a loop by pinning its two ends together. In some embodiments, the band is always in an annular configuration except when unintentionally torn or torn.
M. The apparatus of embodiment L, wherein the haptic transducer is operable to generate vibrations in response to an electrical signal from the processor. For example, the processor may instruct the tactile 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 apparatus of embodiment L, wherein the processor is operable to: receive a first electrical signal from a motion sensor; determine a first command for a first gaming game based on the first electrical signal; transmitting a first command to the electromagnetic transmitter; instructing the electromagnetic transmitter to transmit a first command to the first gaming device;
Thus, in various embodiments, the device may detect a player's motion and interpret that motion as a command in a gambling game, such as a slot machine game, a video poker game, a blackjack game, or any other game. . The device then sends commands to a gaming device, such as a slot machine or a mobile gaming device, so that the commands can be executed in a game.
P. The apparatus of embodiment L, wherein the processor is operable to: receive from the electromagnetic receiver an instruction wirelessly received by the electromagnetic receiver; receive a second electrical signal from the motion sensor; following the instructions to determine a second command for a second gambling game based on an electrical signal of the gaming device; transmitting the second command to the electromagnetic transmitter; and transmitting the second command to the electromagnetic transmitter the gaming device; instruct them to send it 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 has two stable positions. The device of embodiment L is operable to direct the device to transmit a signal only when in position 1.
In various embodiments, a player may turn some or all aspects of the wristband on or off. The player may do this using a switch, button, or other switching device or other device. In one state of the switch, the wristband may transmit motions or commands to be used in the game. In other states of the switch, no such motion or command can be sent. For example, a player may wish to make motions without worrying that such motions may be counted in the game.
R. The apparatus of embodiment L further comprising a piezoelectric sensor attached to the band. A piezoelectric sensor may detect the flexion of a player's wrist muscles, for example, via the pressure the muscles exert on the wristband.
S. Equipment containing: a housing with an upper 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 wireless receiver attached to the housing; a wireless transmitter attached to the housing; a first light source attached to 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 and configured to emit light of a different second frequency;
A device may represent a gaming device. The two light sources may provide a fixed reference point relative to which the wristband or mobile 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 own distance from the light source based on the known distance between the two light sources. can detect two light sources.
T. The apparatus of embodiment S, wherein the processor is operable to: perform a gambling game; and alter the course of the gambling game based on wireless signals received at the wireless receiver.
In various embodiments, changing the course of a gambling game includes selecting one or more possible cards to keep, or changing the course of two or more possible bets in a gambling game. It may involve taking one of two or more possible actions, such as selecting one of them.
(Some Haptic Technologies) The Impulse stick, manufactured 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 provide a tactile sensation to a mobile phone. Such sensations may provide the feel from a machine gun reproduction, the impact and decay of an explosion, or the blow of a foot kicking a ball.
A "haptic interface device" provides a tactile sensation (tactile display) 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. "Tactile" refers to the sensation of touch: a tactile interface display device therefore describes the sensation of touch, such as texture, force (e.g., frictional force, magnetic repulsion, or magnetic attraction), vibration, mass, density, viscosity. , 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 sensations and/or vibrotactile sensations (e.g., styluses, movable arms, wheels, dials, rollers, sliders, or vibrating surfaces), equipment for transmitting thermal sensations (e.g. thermally controlled surfaces or air volumes), and equipment for transmitting humidity sensations (e.g. hygrothermically controlled surfaces or air volumes). Can be 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 joystick and mouse user. Some paging devices are adapted to vibrate when a paging signal is received. Some toys generate vibrations as part of the interaction of the toy. These examples suggest the range of applications in which haptic interface devices can be used.
In conventional haptic interface devices, the characteristics of the tactile display experienced by the user are determined by a haptic model that relates the state of one or more aspects of the environment to the tactile sensations presented to the user. A user interacts with the environment via an environment interaction model (directly or via a haptic model) using an environment interaction control device. The haptic model "interprets" the user's interaction with the environment (based on information about the user's interaction obtained from either the environment interaction model or the environment) and generates a corresponding tactile display on the tactile display device. . The environmental interaction model can also generate non-tactile displays (eg, visual and/or audio displays) on a non-tactile display device. However, non-tactile display is not necessarily required.
The magnitude of change in tactile sensation per unit change in the state of one or more aspects of the environment is expressed herein as the "resolution" of the tactile display. For example, in a tactile interface device used for video browsing and/or video editing, a knob can be rotated to advance frames of a video recording, from one video frame to the next in the video recording. and a force is applied opposite the rotation of the knob to simulate a detent at a given transition. The resolution of the tactile display in a tactile interface device may be the frequency of occurrence of detents 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 a tactile interface device in terms of the frequency of detents per unit duration during which the image was acquired. )
Outputs generated by tactile display devices may include, for example, sensations of texture, force (e.g., frictional force, magnetic repulsion, or magnetic attraction), vibration, mass, density, viscosity, temperature, humidity, or the like. Any combination of sensations may be mentioned. For example, when the environment is a visual and/or audio recording, a force can be applied in opposition to the movement of the device embodying the environment interaction control device, and a tactile display device simulating a detent as a transition. is created from one video frame (or other related set of visually recorded data) to the next. Additionally, the haptic model can reproduce various characteristics of tactile sensations, such as inertia, damping, and/or compliance. Tactile display devices 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 include hydraulic actuators, pneumatic actuators, shape memory alloys (SMA) and piezoelectric transducers. Thermal devices may additionally or alternatively be used as appropriate for the desired tactile display, including, for example, a thermoelectric module or a heater and fan combination. Humidity devices and/or moisture materials may additionally or alternatively be used as appropriate for the desired tactile display, such devices include, for example, condensers, atomizers, moisture permeable barriers, and anhydrous Examples include materials.
The tactile display device can be embodied, for example, by a force-activated wheel, knob, handle or arm, a heat source device and/or heat dissipation device, or a humidification device and/or moisture absorption device.
Various devices actively respond to user input by providing tactile cues or responses to the user. A cell phone vibrator or pager is a good example. Other examples include input keys that provide a clicking sound when moved; keys or touchscreens that suddenly move or vibrate in the opposite direction of the input; and the direction of the input depending on transducers attached to the device housing. keys that suddenly move vertically or vibrate.
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 mechanically connected directly to the display device, and electromechanical transducers such as vibrators are mechanically connected directly to the key. It is connected.
In various embodiments, the haptic interface module is configured to output pulses of predetermined or user-defined amplitude and duration in response to receiving a trigger signal from the telephone processor. Alternatively, other interface logic (eg, address decoding logic) is included between the digital signal bus and the haptic interface module. The telephone processor is programmed to trigger the haptic interface module in response to predetermined conditions as determined by intelligent operation within the telephone processor. Optionally, triggering the haptic interface module can be selectively enabled or disabled according to user-editable configuration settings. A tactile interface module is connected to the electromechanical transducer. The electromechanical transducer is driven by the output of the haptic interface module.
More generally, electromechanical transducers are preferably driven by a signal comprising at least one approximation of a step function. (Note that step functions are mathematical ideals that real-world circuits cannot achieve.) Step functions include a wide range of frequencies. By using a drive signal that includes a step function approximation, the electromechanical transducer is caused to emit an impulse of mechanical energy that propagates to the tactile point and is sensed by the user operating the mobile phone. In various embodiments, the 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 situation identified by the telephone 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, telephone processor, A/D, input decoder, D/A 510, tactile interface module, display driver, memory, and display driver are preferably part of an electrical circuit embodied in circuit components. , and are interconnected to the wiring on the circuit board.
Alternatively, instead of using the phone processor, a different electrical circuit may be used to drive the electromechanical transducer to generate haptic feedback at the haptic points.
The haptic interface module may alternatively be a pulse generator that generates digital pulses of varying widths, heights, and/or frequencies based on instructions from the phone processor. An amplifier may be required due to the impedance matching and current sourcing/sinking ability to the electromechanical transducer. 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 includes multiple DACs, which apply analog signals in case additional audio channels are included.
Different situations may prompt different tactile 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 might cause the tactile points to move in a circle around the electronic device. A message or call from another person may cause the tactile point to vibrate repeatedly on one side of the electronic device. The use of multiple adjacent vibrators in series as described creates the illusion of movement (known as rabbits on the skin).
This illusion of movement can be used to provide directional information for movement. Movement along one side, around the electronic device, back and forth can also be used to convey information such as attention-getting information, emphasis information, and general non-verbal information. Electronic devices may also relay information about their status, such as out of range, low battery, and busy signals. Such information may be useful while the user is holding the electronic device at his/her ear and cannot easily view the information on the screen.
Multilocal force feedback can also be used for sensory transduction. Instead of sending voice or text messages, or pictures or data files, specific tactile patterns can be sent to other users. A pattern may represent a reminder, a particular mood (eg, thinking of you, loving you, missing 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 the Nintendo 64 manufactured by Nintendo Corp., home televisions such as the Playstation® manufactured by Sony Corp., and the Dreamcast manufactured by Sega Corp. An example of this is a game console connected to a computer. Gaming computing devices also include personal computers, such as Windows PCs and Macintosh computers. Portable computing devices may also be used for entertainment purposes such as the Game Boy® from Nintendo, personal digital assistants such as the PalmPilot® from Palm Computing, and laptop computers. There are many.
Users of these computing devices typically interact with games or other application programs using an interface device connected to a host computer (eg, a gaming console). Such interface devices may include a joystick, game pad, mouse, trackball, stylus, steering wheel, or other device. The 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 to manipulate the graphical environment displayed by the host computer. used for Recently, tactile 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 gaming experience or interface task. Here, the term "haptic feedback" is intended to include both tactile (or vibrotactile) feedback (forces delivered to the user's skin surface) and kinesthetic (forces provided in the degrees of freedom of movement of the manipulandum) feedback. is intended.
Current force-feedback "gamepad" controllers (or add-on hardware for gamepad controllers) used to interface with games running on gaming consoles include the Dual Shock (trademark) manufactured by Sony Corp. ), Rumble Pak(TM) manufactured by Nintendo Corp., and Jump Pack manufactured by Sega Corp., and MadCatz Dual Force Racing. Other types of handheld controllers include Wheel. These devices are inertial tactile feedback controllers, which utilize one or more motors to vibrate the housing of the controller, thus generating vibration-like output forces on 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 forces the mass into the rotating shaft offset from the rotation of the axis such that when the shaft is rotated, inertia from the moving mass rocks the motor and gamepad housing back and forth. give.
To reproduce the texture, a force feedback device is preferably used to allow the user to 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, including planar area interfaces, joysticks, gloves, thimble, sticks or pens, exoskeletal structures, treadmills, fans, and magnets. The hardware used is a DC brushless motor, a potentiometer, and an IRIS manufactured by Silicon Graphics, Inc. Indigo computers, V25 board computers, 8086 compatible microprocessors, CRT displays, stereoscopic imaging devices, magnetic and electromagnetic components, pulleys, steel belt driven trains, VME buses, decoders, potentiometers, motor controllers, decoding cable reducers. The required software can be any of a variety of programming languages (eg, C, C++) that can interface with visual modeling programs.
There is currently no consensus among experts as to 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 with a level of fidelity and convenience previously unattainable. The device is designed to deliver forces that generate "point contacts" that provide the sensation of fingertips interacting with a wide variety of objects. To achieve this, only three motors and three sensors are required, and the device provides a computationally and mechanically tractable way to enable tactile interaction with complex virtual objects. .
Haptic interfaces allow users to touch and manipulate virtual computer-generated objects in a manner that evokes "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 the master tactile 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 optical-based and generally use unobtrusive specialized data on or embedded in the object whose 3D position and/or orientation is 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 location of the camera may be near a computer display from which it looks outward, or near a person's work or play area.
Beads, such as those made of retro-reflective glass bead tape or Scotchlite 7615 manufactured by 3M co., provide data in the form of points, lines, or other desired shapes, and that it can be easily attached to any desired object. and when illuminated by incident light along the optical axis of vision, such as the optical axis of a TV camera, it provides high brightness and high contrast to surrounding objects such as people, cloth, rooms, etc. have This also allows the camera to have a fast integration time that can be used in normal environments and capture the desired general motion, and allows the data to be easily differentiated, which reduces computer processing time. and significantly reduce processing costs.
FIG. 14a FIG. 14a illustrates an exemplary camera according to an embodiment. In this case, in order to generate a signal on display C7 to activate the object or cause it to move (e.g., with a subsequent finger motion or otherwise), user C5 displays an electronic It is desired to point at an object C6 represented by , and have the pointing motion registered in the software included in the 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 C13 of his finger. This is accomplished using one TV camera C10 located at .
Retroreflective material on the finger (e.g., temporarily attached to the finger as jewelry or painted on the finger using "nail polish remover" with a retroreflective coating, or adhesive tape with a retroreflective coating) In some cases, it may be desirable to use a device (either one that is affixed to the finger). Such coatings include Scotch-lite 7615 and its equivalents, which have a certain reflectivity for easy identification and good contrast to their surroundings. Reflective brightness allows dynamic target acquisition and tracking at the lowest cost.
The use of retroreflection and/or highly distinctive targets (e.g. glowing orange triangles) allows reliable acquisition of targets in common situations and on desktop applications under controlled lighting. Don't limit the device to pointing. Active (self-luminous) targets such as LEDS may also enable such capture.
If we consider a camera system C10 that is above the screen C7 and that looks at the user, more specifically his hands, then in the normal 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 higher accuracy, add-on lenses or zoom lenses on the camera may be used to increase resolution.
Alternatively, various embodiments may have multiple cameras, one for the Internet and others for the input applications described herein. Indeed, due to constantly falling prices, the price of a real camera with a plastic lens on a CMOS chip is so low that it is probably possible to have many cameras of fixed magnification, each with a separate chip!
These can be easily daisy-chained either by Fire Wire or USB, so that they are actually selected electronically, either by different magnifications or by pointing in the desired direction. can be done.
Returning to the problem of determining the position or orientation of a human part, typically a hand or fingers, in this case fingers. In various embodiments, low cost lighting may be used. Power for lighting such as LEDs can be sent any way, typically via USB or 1394 bus.
The user can also point or signal with an object such as C15 having data C16 on it, 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 sensing possibilities among many are described herein in various embodiments.
1. The first possibility, illustrated in Figures 14a and 14b, utilizes one camera but a large number of separate features or other targets on the object that can provide a multi-degree-of-freedom solution. It is to make use of it. In one example, the target spacing on the object is known in advance and entered into the computer manually or automatically from software containing data about the object, or determined through a taught determination process. can be done.
2. The second possibility is the two-camera solution shown in Figures 14c and 14d, which does not require prior knowledge of the target and actually determines the 3D position of one target by itself. This is useful for determining the position of a fingertip, for example. For the 6 degrees of freedom of information, the target is required to have at least 3 points, even if it is a line target, a combination of lines and points can also be used.
FIG. 14b illustrates an embodiment of 3-D sensing that utilizes one stereo camera with three or more data on the sensed object, or in another example on the user's wrist. .
As shown, the user has an object C30 in his right hand C29, which has at least three visible data C32, C33, and C34, which signal also controls the projection display C42. Viewed by TV camera C40, processed by computer C41. The TV camera C40 also collects three other data on its 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. See C45, C46, and C47, or any other data (eg, data relative to screen position, or other position relative to TV camera mounting position), or the user's head if seen, or anything else. The object and hand positions and orientations are determined using known photogrammetry equations (see Pinckney, reference U.S. Pat. No. 4,219,847 and other references in the referenced literature) at three points in the camera image. can be determined from
Alternatively, for three separate point targets, a colored triangular target can be used, for example, where the intersecting points of the fitted lines on either side of it are as described below. Define target data.
It is also possible to use the camera C40 to view other objects. The direction in which the user points at the object C55 represented on the display device C42 is determined, for example, by the data C50 on the fingers C52 of the user's left hand C51 (the position and tilt of its wrist can also be determined).
Alternatively, the finger can also be detected only from its general gray level image and easily identified with respect to the targeted wrist position (particularly when the user if his other fingers are clenched so that only finger C52 is extended in the hand).
The computer processes the gray level image by known techniques, such as BLOB and other algorithms included in the Matrox brand Genesis image processing board for PC, and using the wrist knowledge obtained from the data. The pointing direction of the finger can be determined. This allows the fingers C50 of the left hand to alternatively point to (or touch) the point to be determined on the object C30, which is also held in the right hand.
Figure 14c Figure 14c illustrates another version of the embodiment of Figures 14a and 14b in which an artificial target (in this case triangular, see also Figure 2) at the end of the pencil C66 is C65. A two-camera "binocular " Stereo cameras C60 and C61 are used (for clarity, the user and the user's hand holding the pencil are not shown). This imaging allows the tip position of the pencil to be tracked to determine where on the paper (or TV screen in the case of a touch screen) it is touching.
It may be desirable to have independently controllable substantially coaxial light sources C62 and C632, controlled by computer C64 as shown, to provide retroreflective target illumination independently for each camera. This is because retroreflectors reflect differently at different approach angles, and since the cameras are often angularly spaced (e.g. by a non-zero angle A), they see the same target. This is because there is no such thing.
Numerous other camera placement, processing, calculations, and other issues using two or more camera stereoscopic systems in the SFEI Hakim paper referenced above and other references mentioned therein Generally discussed in connection with accurately determining the location of objects.
The computer can also acquire stereoscopic images of the target at C71-C74 of 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 therefore the position of the pencil relative to the paper, in particular the position of its tip, which allows 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.
Line target C76 may be useful on the pencil, or multiple circumferentially spaced line targets may also be useful in defining the pointing direction of the pencil from the stereo image pair.
The range of movement of the measurement system is indicated by the dotted line C79, which in this case is the area on and above the desktop in which the sensor system can operate effectively. Typically, this is satisfactory enough for the task at hand. Note that due to possible decoding tilts of the camera and other geometric considerations, a valid range of motion for any accuracy or resolution criterion does not necessarily have parallel sides.
Note that the two (stereo pair) camera system of FIG. 14 has been extensively tested and can provide highly accurate position and orientation information with up to 6 degrees of freedom. One particular version uses a commercially available CCD black and white camera, and a Matrox "Genesis" frame grabber board, and an image processing board, and suitable stereoscopic photogrammetry software running on an Intel Pentium 300MHZ based computer, e.g. It has characteristics that make it well suited for input from CAD stations. This means, for example, that when using clearly visible round retroreflection (scotchlite 7615 based) data on an object with a diameter of approximately 5-15mm, 0.5 meters in x and y, all with an accuracy of 0.1 mm or better. 6 axes (xyz roll Provides 30Hz updates of pitch and yaw) data. This can be accurate enough for precise tasks such as designing objects in 3D CAD systems.
The camera in this example is mounted overhead. When mounted on the side or in front, or at an angle like 45 degrees to a desktop, the z-axis points outward from the camera.
Figure 14c further illustrates the three-dimensional arrangement of the two cameras used in this case to determine the position and orientation of the object with the line target and the data overlying the user's part. Here, camera C60 and camera C61 are positioned to view a retroreflection line target C80, which in this case runs part of the length of the toy blade C81. The line target in this case is made as part of a plastic sword and is in the form of a box reflector molded into the corner similar to the reflector in a car tail light reflector. 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.
There are typically no other bright lines in any typical image when viewed retroreflectively. This also explains how the shape of the target (e.g. a line) can be used to identify unwanted other sparkles and reflections that may contain some bright pixels that are valuable in the image. Illustrate. Note that a line type target can be cylindrical in shape when wrapped around a cylindrical object so that it can be viewed from multiple angles.
The alignment of the two camera images and the solution of the photogrammetry equation gives the pointing direction of the line target. If additional points such as C82 are used, a full 6 degrees of freedom solution for the sword is available. Also shown here is yet another point C83 that serves two purposes: it allows for improved photogrammetric solutions, and it can be used for ambiguity, erasure, or other reasons. Useful as a redundant target if 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 the information at a camera frame rate of 30HZ. Such line targets can be used to mark edges of objects or parts thereof, such as sleeves of clothing, seams of pointing gloves, edges of hats, and other decorative and practical purposes, such as holes or tears. Very useful for edging objects.
Typically, cameras C60 and C61 have equal magnification and field of view, and the desired measurements overlap. The camera axes can be parallel, but for operation at ranges less than 2-3 meters, a large baseline distance d is required (less likely for the z range) to increase the overlap of their fields of view. ) are inclined at an acute angle A to each other when used to increase accuracy. For example, for CAD drafting applications, with a baseline of 0.5 to 1 meter, A can be 30 to 45 degrees. For a video game like Figure 5, the z range can be 5 meters or more, and the angle A and baseline are smaller, allowing for a larger range of activity.
Data on a database object is created in relation to other points of the object and other data, by selling or otherwise providing the object designed with such knowledge to the user, and having this data in it. It may be known to include a CD ROM disc or other computer interfaceable storage medium. Alternatively, a user or someone can tell the computer system this information. This is particularly useful when the data is applied to any object by the user.
FIG. 14d Illustrated here are the steps used in various embodiments for single point detection to create a command, in this case the location of a fingertip with an attached retroreflective target (or In the simplest case, the change in position (i.e. movement) is such that only the bright target indication is visible from the finger (and optionally any object associated with it, such as the screen to be touched). Detected by a stereo pair of TV cameras 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 may be utilized (many of which are commonly used in Matrox Genesis). image analysis frame grabber board). The process may include: detecting brightness in comparison with the surrounding or immediate vicinity (contrast); detecting shapes, in which a search for shapes such as circles, rings, triangles, etc. is carried out; A color detection step, in which a search for a specific color is performed; a movement step, in which only target candidates that have moved from their position in the previous TV image are seen.
Each step may process only what passes through the previous step, and each may be performed independently, with the results later compared. The order of these steps may be varied, but each modification is made to further identify a valid indication of a finger target.
Next, the location of the targeted finger is determined by comparing the location 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, and it only appears when a point is found in each image.
After the image of the tip of the finger (or other tool) has been found, its position is calculated relative to the screen or paper, and this data is used to change it, e.g. the position of the drawing line, the icon, etc. 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 input TV image-based signal to determine which points in the image are moving. This is useful to remove fixed background data, as often only moving items, such as hands or objects, are of interest. Additionally, the direction of movement is often the desired answer, or the fact that movement occurs at all.
A simple way to determine this is to subtract the image of the high contrast retroreflective target from the initial image, and simply determine which parts are different, essentially representing the movement of the points. Small changes in lighting or other effects are not registered. Similarly, clearly more sophisticated algorithms exist.
Motion preprocessing is useful when the target contrast is not very high because it allows one to filter out 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, since only moving points are considered in image matching, and the problem is when there are many points in the field.
Can an object be considered moving? The answer is yes if it is a game or many other activities. However, there may be issues with the speed of movement. Perhaps frame-to-frame is the norm in games, i.e. 30Hz for a typical camera. However, in some cases, movement may be defined as slower, for example 3Hz for CAD system inputs using designer's deliberate motion.
Once movement data has been identified, its range can then be determined, and if the object is then tracked even if it does not move forward from that point, range measurements can be used to determine the extent of the object using more than just two dimensions. Gives a good way to fix.
One may actually use artificial movement of the target if it does not exist naturally. This can be done by vibrating it. If one or more LEDs are used as targets, they can be made to blink, which also appears in image subtraction (image with LED vs. image without LED). The same applies to recolored targets and appears in the subtraction of color images.
Image subtraction or other computer processing operations can also be useful in other senses. It is also possible to subtract the background, activating retro-reflected illumination light where there are no retro-reflecting targets and then subtracting them. There is also the idea of simply taking a photo of a room or other workspace and then capturing the targeted object. Subtraction or something like that seems so easy. The end result is that any extraneous glowing features in the space, such as glowing doorknobs, glass, etc., are removed from consideration.
This can also be done with colored targets by color-based image subtraction, and is particularly useful when the desired color is known in advance (gained via teaching mode).
The flowchart shown in FIG. 14d illustrates the steps of: A. acquiring images of a stereo pair; B. optionally preprocessing the images to determine if motion is present.
If present, move on to the next step, else not move on to the next step, or may move (as desired); C. Threshold the image; D. If insufficient, change brightness acquisition parameters such as brightness or integration time; E. identify the target; F. if unable to identify, such as screening for color, shape, or size of the target; Add other steps; G. Determine the centroid or other feature of the target point (in this case, the retroreflection point on the finger); H. Perform an auxiliary alignment step if necessary; I. Range of target location Comparing positions in a stereo pair to determine z, and x, y; J. Auxiliary step for determining the position of a target on a screen when the screen position is not known to the computer program. Determine what is projected through the target on the screen, e.g. onto the housing or the screen; K. Determine the position of the target relative to the screen; L. Determine the point in the indicated display program; M. Display and program Change as desired.
FIG. 14e is an illustration of multi-degree-of-freedom image processing of a triangular shaped color target (disclosed herein in some embodiments) using the computer-based method described below. The target can be located 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 the highest resolution, typically when the target is large, or the camera is close to the target, or the camera's field of view is limited by 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) increases accuracy to varying degrees (at the expense of speed), 2) uses one or more cameras (more cameras increases accuracy), and 3) identifies tools or objects. It is unique in that it is applicable in that it can utilize combinations of target colors and triangles (one or more). It utilizes triangular edges to obtain precise sub-pixel precision. The method can still work well if the edges of the triangles can have gentle curves. Other geometric shapes can sometimes be treated similarly.
The method precisely 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 calculating the intersection of the curves of these edges. Based on finding out. This is generally more accurate than finding 3 or 4 points from the centroid area. However, the choice of which to use often comes down to the question of which is more satisfactory to the consumer or durable and reliable in use.
In a preferred implementation, one or more color cameras are used to capture targets consisting of brightly colored right triangles on rectangles of different brightly colored background materials. The background color and the triangle color must be two colors that are easily distinguishable from the rest of the image. For purposes of explanation, we will describe the background color as bright orange and the triangles as light blue.
By using the difference between the background color and the triangle color, the vertices of this triangle can be found very accurately. If more than one triangle is present on the target, a weighted average of position and orientation information can be used to increase accuracy.
The method starts from the location of the triangle's centroid pixel from the previous frame and searches for pixels that have the background color or the triangle's color. Once a pixel with the "light blue" color of the triangle is found, the program advances in four opposing directions, each step detecting the color that indicates the edge that divides the triangle and the "orange" background. It lasts until The method then extends this side and uses least squares to define the three sides of the triangle. The intersection of the three resulting lines is found, which serves as a rough estimate of the triangle's vertices. These can serve as input for applications that do not require high precision.
If better accuracy is desired, these provisional lines are then used as a starting point 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 span the interim line. If the line is mostly vertical, the same process proceeds over the row of pixels.
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 between 0 and 1 based on their relative amounts of light blue and orange. This number, V, assigned to a pixel is a weighted average of the color components (R, G, B values, etc.) of that pixel. If the calibrated light blue components are AR, AG, AB, the orange components are OR, OG, OB, and the pixel components are PR, PG, PB, then the number V is: V=WR*CR +WG*CG+WB*CB where WR, WG, WB are weighting constants from 0 to 1 and CR is defined as: The same process can be used to define CG and CB. .
This value V is compared with an ideal value U equal to the percentage of orange color calculated assuming that the angle of the provisional line is the same as the angle of the ideal line. For example, a pixel that is intersected exactly in the middle by the line will have a U of 0.5 because it is 50% light blue and 50% orange. Fitting the UVs in columns (or rows) in the vicinity of the tentative line crossings results in new estimates of the locations of the true edge crossings. Finally, a set of these intersection points can be fitted to a line or gentle curve for each of the three sides, and the three vertices can be calculated from the intersections of these lines or curves.
These three exact vertices are determined using the Lens formula (herein, we simply use the Lens formula for convenience) to relate x and y of the target to F and G. ) and can be used on the camera plane (F0, G0, F1, G1, F2, G2).
F=λX/Z;G=λY/Zλ is the focal length and z is the vertical distance from the lens to the target location. The triangle above the target is initially defined as being in a plane parallel to the lens plane. In the preferred configuration, a right angle is defined by x0, y0, z0, with one side (of length A) extending along the direction of the F-axis of the camera and the other side (of length A) extending along the direction of the G-axis of that camera. 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. Together with the lens equation and the Euler equation, the six induced data values (F0, G0, F1, G1, F2, G2) of the three vertices are used to define the 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 easily calculated from calibration data and normal translation and rotation transformations. Refinements to deal with lens distortion can be handled by forming a correction function with calibration data that corrects the position of the F and G data. Euler's equation is nonlinear. We linearized the Euler equation by first assuming that these angles have not changed much since the last video frame. Therefore, replace φ with φ(old)+U1, replace θ with θ(old)+U2, replace ψ with ψ(old)+U3, and replace z0 with z0(old)+U4, i.e.:φ =φ+U1θ=θ+U2ψ=ψ+U3z0=z0+U4. Substituting these into the Euler equation and applying Lens' formula yields the matrix equation SU=R. This can be solved for the U value using standard methods such as the Gauss-Jordan routine. The angle and z0 can be iteratively updated 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=Acos(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 from the equation: x0=F0z0/λY0=G0z0/λ.
A noticeable color transition can provide 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 less expensive, the additional information provided can be accessed at virtually no additional cost. And very importantly, color transitions are often more pleasant to view for users than plain black and white. In addition, its color can vary within the range of the target to create an additional opportunity to statistically increase the resolution at which the target can be found.
Challenges in Three-Dimensional Input into Computers Today, input into computers for three-dimensional (3D) information is often laboriously accomplished using two-dimensional devices, such as a mouse or similar device. This method is unnatural for humans as well as for programs and their interactions with people, and CAD designers working with 3D design systems lack the skills necessary to design effectively using the method. It requires many years of experience to master.
A similar situation exists with respect to the very common computer video games, which have become much more three-dimensional and graphical in content, but with similar limitations. These games have also not hitherto come naturally to the player(s).
"Virtual reality" also requires 3D input for head tracking, body part movement, etc. This has led to the development of additional areas of sensor capabilities that have resulted in several solutions, but these are either cumbersome for the user, expensive, or both.
The limitations of 3D computer input have also limited the use of natural-type situations such as teaching, simulation, etc. in medicine. It further limits young children, the elderly, and the disabled from the benefits of computer-assisted living and work.
Another aspect is the digitization of object shapes. Sometimes you want to pick up a plastic model or real-world part as a starting point for your 3D design.
We believe that we can give all of these controls and can serve as a drawing pad, or input 3D printed shapes, or let the user use real clay to create a proposes one single, inexpensive device that even allows a computer to record new shapes as you sculpt with clay.
Various embodiments associate physical activities and body parts with computer instructions. A novice user can design a house using a set of purposeful model or "toy" doors, windows, walls, etc. By touching the appropriate toy element and then moving or rotating the user's hand, the user can place the element in the appropriate position. The user can obtain his/her visual stimulation 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 of tracking an object of interest is disclosed. The method includes 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 dataset, and processing the second image into a first image dataset. and processing the image data 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 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.
Processing this first image into a first image data set and processing this second image into a second image data set includes determining the effective image area for each of the first and second images. and extracting an active image data set from first and second images included within the active image region. The step of extracting the valid image data set includes cropping the first and second images, rotating the first and second images, or shearing the first and second images. It may contain one or more of the following.
In one implementation, extracting the valid image data set may include arranging the valid image data set into image pixel columns having rows and columns. The step of extracting further includes identifying the maximum pixel value within each column of the image pixel array, and generating a data set having one row, the identified maximum pixel value for each column being and representing columns.
Processing the first image into the first image data set and the second image into the second image data set may also include filtering the first and second images. good. The step of filtering may include the step of 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 emphasize differences between the first image data set and the background data set, and to and emphasizing differences between the set and the background data set.
processing the first image data and the second image data to generate a background dataset generates a first set of one or more background datasets related to the first image dataset; and generating a second set of one or more background data sets related to the second image data set.
Generating the first set of one or more background datasets may include generating a first background set representing a maximum value of data in the first image dataset representing the background. Often, generating a second set of one or more background datasets means generating a second background set that represents the maximum value of the data in the second image dataset that represents the background. include. The generating further comprises: for the first and second background sets representing maximum values of data representing the background contained within the first and second background sets set by predetermined values. This may include increasing the value.
Generating the first set of one or more background datasets may include generating a first background set representing a maximum value of data in the first image dataset representing the background. Often, generating a second set of one or more background datasets refers to generating a second background set that represents the minimum value of data in the second image dataset that represents the background. May include. The generating further comprises: for the first and second background sets representing a minimum value of data representing the background contained within the first and second background sets set by a predetermined value. It may also include lowering the value.
Generating the first set of background datasets may include sampling the first image dataset, and generating the second set of background datasets may include sampling the second image dataset. May include sampling the set. Sampling may occur automatically at predetermined time intervals, where each sample may include data unrelated to the background.
Generating the first set of one or more background datasets may include maintaining multiple samples of the first image dataset within each background dataset, and generating the first set of one or more background datasets may include maintaining multiple samples of the first image dataset within each background dataset; Generating the second set of ground data sets may include maintaining multiple samples of the second image data within each background data set.
Generating each first background dataset may include selecting one value representing the background for each element in the first image dataset from among the plurality of samples; Generating each second background data set may include selecting one value representing the background for each element in the second image data set from among the plurality of samples. Selecting may include selecting a median value from all sample values in each of the background data sets.
In other implementations, the generating includes comparing the first image dataset and a sub-set of the background dataset, and comparing the second image dataset and the sub-set of the background dataset. May include.
In other implementations, generating the first difference map may further include representing each element in the first image dataset as one of two states, and generating the second difference map. The generating may further include representing each element in the second image dataset as one of two states, where the two states are values consistent with the background. Indicates whether or not.
In yet another implementation, detecting may include identifying clusters in each of the first and second difference maps, where each cluster has an element in its associated difference map. 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 a cluster may further include identifying columns as being within a cluster and classifying adjacent columns as being within a cluster. Identifying columns as within a cluster may also include identifying a center column.
Identifying the cluster may further include identifying a location associated with the cluster. Identifying locations associated with the cluster may include calculating a weighted average of the elements within the cluster.
Detecting may further include classifying the cluster as such. Classifying the cluster may further include counting elements within the cluster and, if the count exceeds a predetermined threshold, classifying the cluster as only of interest. Classifying a cluster further includes counting the elements within the cluster and counting the total number of elements that are classified as inconsistent within the background in the difference map; It may also include classifying a cluster as such only if a ratio of counts of elements within the cluster exceeds a predetermined threshold.
The step of detecting may further include identifying a sub-cluster within the cluster representing the pointing end of the object, and identifying a portion of the sub-cluster.
In the implementations described above, the object may be a user's hand, and the method may include controlling an application program using an absolute portion of the object.
The above implementation further includes acquiring a third image and a fourth image representing different perspectives of the object, converting the third image into a third image data set, and converting the fourth image into a fourth image. The third image data set and the fourth image data set may be processed to generate a background data set related to the background. The method also includes generating a third difference map by determining the difference between the third image dataset and the background dataset, and determining the difference between the fourth image dataset and the background dataset. and a third relative position of the object in the third difference map and a fourth relative position of the object in the fourth difference map. may include detecting. The absolute position of the object may be generated from the first, second, third, and fourth relative positions of the object.
As part of this implementation, the object may be the user's hand, or may include controlling an application program using the absolute position of the object.
In another aspect, a method of tracking an object controlled by a user coupled to a computer is disclosed. The method includes acquiring images from at least two viewpoints, processing the acquired images to generate an image dataset for each acquired image, and discriminating the image data for each acquired image. Generating the map includes comparing each image dataset to one or more background datasets. The method also includes detecting the relative position of the object in each difference map, generating the absolute position of the object from the relative position of the object, and including the use of
Additionally, the method may include mapping the absolute location of the object to screen coordinates associated with a computer application and using the mapped location to interface with the computer application. The method may also include recognizing gestures associated with the object by analyzing changes in the absolute position of the object and combining the absolute position and gesture 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 views of the area and is operable to generate a series of video images. The processor is operable to receive a series of video images and detect objects appearing in the region. The processor generates a background dataset from the video images, generates an image dataset for each received video image, and processes each image dataset to generate a difference map for each image dataset. detecting the relative position of the object in each difference map compared to a background dataset, generating an 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 processing.
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 determines the area so that the location indicator on the video display is aligned with the location pointed 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 a video display associated with the computer, and the processor may be configured such that movement of the subject is estimated to be a greater movement of the position of the position indicator 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 the buttons of a computer mouse using gestures derived from the movement of the subject. The sustained location 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 subject for a predetermined period of time. Sustaining the position of the subject 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 embodiments described above, the background data set may include data points representing at least a portion of a static structure. In this implementation, at least a portion of the static structure may include a patterned surface that is visible to the video camera. This static structure may be a window frame. Alternatively, the static structure may include light strips.
In another aspect, a multi-camera tracking system for interacting with an application program running on a computer is disclosed. The system includes two video cameras configured to provide different views of the area and is operable to generate a series of video cameras. The processor is operable to receive a series of video images and detect objects appearing in the region. The processor generates a background dataset from the video images, generates an image dataset for each received video image, and processes each image dataset to generate a difference map for each image dataset. detect the relative position of the object in each difference map compared to a background dataset, generate the absolute position of the object from the relative position of the object, identify the subregions indicated by the object, If the object occupies the identified subregion, a process is performed that associates the action with the identified subregion being activated and applies that action to interact with the application program.
In the implementations described above, the object may be a human hand. Furthermore, the actions associated with the identified subregions may emulate the activation of keys on a keyboard associated with the application program. In a related implementation, sustaining the subject's location 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 the region of interest D103. A controlled or known background D104 surrounds the region D103. The region D105 is tracked by the system if it enters the region D103. The object D105 is any common object inserted into the region D103, typically a hand or finger of the system user. The target D105 may also be a selection device such as a pointer.
A series of video images acquired from cameras D101 and D102 are 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 such that the intersection D204 of the field of view (D205 of camera D101, D206 of camera D102) encompasses the region D103. The orientation is such that cameras D101, D102 are rotated on axes that are substantially parallel. In this example, the floor or window ledges and side walls provide a controlled background D104 with noticeable edges. The corresponding field of view captured by camera D101 is shown in Figure 16B. Although not shown in the figure, the field of view captured by camera D102 is a symmetrical image with the field of view captured by camera D101. The controlled background D104 may not cover the entire field of view D205 of the camera. It can be seen that for each camera, the active image region D208 is entirely contained within the controlled background D104 and also includes the entire region D103. The characteristics of the background D104 can be modeled, and the object D105 is controlled such that its characteristics are different from the background D104, either in part or in whole. If the object D105 appears within the region D103, the object 105 will occlude a portion of the controlled background D104 within the active image region D208 of each camera D101, D102. In its position of occlusion, either in whole or in part, the occluded image is inconsistent with the model of the controlled background D104 with respect to the selected features.
In summary, the object D105 of interest 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 D101 and D102, the position of the camera associated with the region D103, and parameters describing the camera, the position of the object 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 schematically illustrated in FIG. 17. Camera images are conveyed simultaneously from cameras D101, D102 and transferred to image buffers D306, D307 (respectively) in image processor D106, captured by image acquisition modules D304, D305 (respectively). Image detection modules D308, D309 independently detect the object D105 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 is combined by a combination module D312 and, if necessary, fine-tuned by a position fine-tuning module D313 to determine the presence in global positioning (global positioning) in block D314. presence) and the position of the target D105 within the area D103. If desired, the particular gesture performed by the user may be detected in gesture detection module D315. The results of the gesture detection process are then conveyed to another processing or application D316, either on the same image processor D106 or on another processing device. The process 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 emphasize or extract aspects or features of the image, where the background D104 and the object of interest D105 are different, but otherwise within the background D104 over time. It remains unchanged in . In some implementations, data representing active image regions may also be reduced by a 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, and one or more of the controlled backgrounds D104 are represented as background model data 406. generate a description of The background D104 is therefore modeled with respect to the desired aspect or feature of the image. Background model D406 is converted into a set of criteria in process D407. In the comparison process D408, the filtered (from process D403) and/or reduced (from module D404) image data is 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, where the criteria are not met, are saved in an image or difference map D409. In the detection module D410, the difference map D409 is analyzed to determine whether any such inconsistencies qualify as possible indications of the subject D105 and whether these criteria are met; Its position within the camera field of view (D205 or D206) is determined. The position of the object 105 may be further fine-tuned (if necessary) in block D411 to generate a presence associated with the camera and a position output D310 or D311 associated with the object D105 (as described above in connection with FIG. 17). like I did).
In 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 captured image data. Cropping extracts only a portion of the entire image within the active image region D208. A bound is defined and any pixels within the bound are copied, unmodified, and sent to the new buffer, while pixels outside the bound are ignored. Active image area D208 may be of any shape. Shearing and rotation reorder the data into a more convenient order for further processing, such as rectangular, so that it can be addressed in rows and columns of pixels.
Rotation makes the contents of an image appear as if the image is being rotated. Rotation reorders the positions from (x,y) to (x',y') according to the following equation: ".×(times). .×..θ..×. .×..θ. .×. .×..θ..×..×..θ..Function .##EQU00001##, where θ is the angle around which the image is rotated.
If cameras D101 and D102 are properly mounted for the region D103, the desired angle of rotation will typically be small. If the desired angle of rotation is small, shear may be used to provide a simpler approximation computationally than rotation. Shearing distorts the shape of the image so that the distorted shape appears as if the rows and columns are sliding up and down relative to each other. Shearing reorders the pixel locations according to the following equation: ".Function..×. .×..×.".Function..×. ##EQU00002##, where shx is the Represents the amount of horizontal shear, and shy represents the amount of vertical shear in the image.
The implementation of the multi-camera control system D100 applies in situations where the subject D105, either in its entirety or in parts, has either a higher or lower luminance 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 area D208, and therefore the background model D406 is expected for every pixel within this active image area D208. The brightness value may also be saved. The comparison standard generation process D407 accounts for signal noise (beyond what can be calculated within the background model) and small variations in the luminance of the controlled background D104 by modifying each luminance value from the background model D406. compute and thus produce the minimum brightness value that can be classified as consistent with the background model D406. For example, if the luminance of the controlled background D104 is higher than the luminance of the subject D105, processing block D407 then increases the luminance of each pixel by an amount greater than the expected magnitude of the signal noise and the luminance variation. Reduce 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 the plane is parallel to the front and rear surfaces of the cube of dots representing the region D103 in FIG. 15. Two conditions: (1) if the subject D105 is detected, occluding the background D104 in all rows and some columns of the active image region D208, (2) a single set in the background model D406 The active image region D208 may be reduced to a single row of pixels in an optional scaling model D404 if the value of D208 is satisfied that the value of D208 sufficiently characterizes an entire column of pixels in that active image region 208. The first condition is usually satisfied if the active image region D208 is thinner than the object D105. The second condition is met 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 required storage amount of the background model D406.
The specific implementation of scaling module D404 depends on the specifications 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 scales each column by the highest brightness within that column. represent. That is, for each column, the highest value within that column is copied to the new array. This process has the added advantage that the high brightness portions of the controlled background D104 do not have to fill the entire controlled background D104.
An alternative implementation applies to situations where the controlled background D104 is static, ie, does not include motion, but is not limited in brightness. A sample source image is included in Figure 19 as an example. In this case, the object in question may contain a luminance value that is also found within the controlled background D104, or the value may be close to it, as sensed by the camera. In practice, variations in the brightness of the controlled background D104 (e.g. caused by the user moving in front of the device, thereby blocking some ambient light) are different from the controlled background D104 and the corresponding may be significant in magnitude related to the difference between object D105. Therefore, certain types of filters may be applied in the filtering process D403, producing an unchanged result or a result that de-emphasizes variations in the overall brightness, while emphasizing parts of the subject D105. . A 3×3 Previtt filter is typically used in the filtering process D403. Figure 19B shows the results of a 3x3 Prewitt filter on the image above Figure 19A. In this implementation, two background models D406 may be maintained, one representing each of the high and low values, and both representing the range of values expected for each filtered pixel. The comparison standard generation process D407 then reduces the low values and increases the high values by an amount that is greater than the expected magnitude of signal noise and variation in brightness. The result is a series 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 values are 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 is shown in FIG. 19E, corresponding to FIG. 19B.
Previous implementations allow the use of e.g. many existing surfaces walls, window frames, etc. as controlled background D104, where those surfaces can have any brightness, texture, edges or their controlled The background D104 may have lines of light fixed on its surface. Furthermore, the above-described implementation enables the use of a controlled background D104 that includes, for example, a predetermined pattern or texture, pattern, where the above-mentioned step includes an area where the object D105 occupies the controlled background D104. Detecting lack of patterns within.
Difference map D409 stores the locations of all pixels found to be inconsistent with 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 the pixels in the corresponding row and column of the difference map to one of their states . Alternatively, the corresponding pixel is set to the other state.
The implementation of the detection module D410 to detect the object D105 in the difference map D409 is shown in FIG. Another scaling module in block D603 provides an additional opportunity to reduce the data to a single dimensional array of data, and may be applied to the situation as needed, where the orientation of the subject D105 is , does not have a significant effect on the entire range of the target D105 within the difference map D409. In practice, this applies in many situations, where the number of rows is less than or similar to the normal number of columns occupied by the object D105. If applied, the scaling module at block D603 reduces the difference map D409 to a map of one row, 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, the 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 subsequent calculations.
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, but the clusters are not necessarily connected. It is observed that this is not the case. Cluster identification process D604 classifies the pixel (or classifies the column if scaling module D603 is applied) as to whether the pixel is a member of cluster D701. Various methods of finding clusters of samples exist and may be applied, with the subsequent method being selected based on processing simplicity. Note that if such object D105 is present, the count of correctly tagged pixels will be greater than the false positive number. Therefore, it is expected that the center position will be somewhere within the object D105. This part of the cluster identification process D604, when applied to a map of one column (e.g., if a scaling module is provided in blocks D603 or D404), is applied to the central column D702 and as part of the cluster D701. (if they are within a predetermined distance D703 corresponding to the maximum number of columns they are expected to occupy). This portion of the cluster identification process D604, when applied to a multi-row map, adds tagged pixels to clusters D703 (if they meet the neighbor distance criterion).
In this implementation, a set of criteria is received by the cluster classification process D605 and then applied to the cluster D701 to verify that the cluster qualifies as matching the expected object 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 is to calculate the counts of tagged pixels within the cluster D701 and calculate the counts of all the tagged pixels. 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 the object D105. Also, the ratio of the counts of pixels in cluster D701 relative to the total counts is compared to a threshold to further reduce false matches.
If cluster D701 passes these criteria, the cluster description is fine-tuned in processing block D606 by calculating the center of gravity associated with cluster D701 in action D607. The center position found by 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 calculated within process D606 as sub-process D607. The weighted average D710 is calculated by the following equation:.×..function..×..function.##EQU00003##, where {overscore(x)} is the average, c is the number of columns, and C [x] is the count of tagged pixels in column x.
The range of clusters D704 may also be calculated within process D606, if desired, and is shown as process D608. Cluster D703 may contain some false positive outliers, and therefore, as part of this implementation, a range may be defined as containing a predetermined percentage of tagged pixels, or a comparison In situations where fewer pixels are expected to be tagged, those tagged pixels that form close subclusters, i.e. those tagged pixels (or columns) with untagged neighbors, contains pixels (or columns if scaling module D603 is applied).
In addition to intermediate and boundary coordinates, the direction of the object D105 may optionally be inferred by calculation of cluster moments. This calculation is represented by cluster direction calculation processing in lower processing D609 within processing D606.
In some applications of system D100, object D105 is used as a pointer. In this case, if the "pointing edge" of object D105 is desired, and if the region D103 in question contains a sufficient number of rows and that number of rows has not been reduced, then the pointing edge calculation sub-process in process D606 may be determined. An example is shown in Figure 21C. The subject D105 normally enters or is restricted from entering the active image region D208 from the known boundaries of that region. The pointing end D705 of the object D105 (eg, the user's fingertip) will be the part of the cluster D701 that is farthest from the input area D706 to the active image area D208. Cluster D701 may include some false positive outliers. Thus, pointing edge D705 may contain multiple tagged pixels near the farthest boundary side of cluster D701, or may be associated with adjacent subclusters in situations where relatively few pixels are expected to be tagged. may be defined as the region D707 within the cluster D701 that includes the furthest tagged pixels forming, ie those tagged pixels that have neighbors that are tagged. This subcluster is identified by subcluster pointing end process D610 and the position of the subcluster is found in process D611.
Continuing with this implementation, the process performed by smoothing module D612 may be applied to any or all locations found in process D606 as needed. Smoothing is the process of combining results with previously solved results, moving them in a stable manner from frame to frame. The weighted average coordinate D710 found by the gravity centering process D607 depends on many samples and is therefore essentially stable. The range D704 is found by the cluster boundary area determination process D608, and the pointing edge D705 is found by D611, the coordinates depend on a relatively small number of clusters, and the state of a single pixel has an important influence. Good too. Smoothing is applied to the distance between ranges D704 measured in relation to the weighted average coordinates D710 of the clusters, as it is expected that the size of the region represented by the subject 105 remains relatively stable. Good too. Since the shape and orientation of the object D105 is expected to change more slowly than the overall position of the object D105, smoothing is performed on the pointing edge D705 measured with respect to the weighted average coordinates D710 of the cluster. may be applied to a distance of
The process used in the center of gravity process is Equation 1 as shown below. s(t)=(a.×.r(t))+((1-a).×.s(t-1))In equation 1, the smoothing value at time (s(t)) is , equal to the smoothed value at 1-scale value (a) x 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, an implementation of system D100 utilizes one or more background models D406 (FIG. 22), as described above. An implementation of a background model processor or element D405 that generates background model data D406 is shown in FIG. 22. This implementation of the background model element D405 automatically and dynamically generates the background model to enable unattended operation of the system.
Input data D802 is provided by the output of scaling model 404 for this implementation of background model element D405. The input is available for every frame and is sampled in sampling process D803. This sample may include the subject D105 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 expansion in process D407 may be made tighter. By contributing multiple frames of data to the sample, this range becomes observable, but also if the frame is sampled while the object D105 is moving, the back occluded by the object D105 Increase the portion of ground D104. The optimal number of frames to use depends on the expected movement of the subject D105 in the particular application of the system. In practice, for a system tracking a hand, 10 frames representing about 0.33 seconds cover the main part of its range without allowing any movement of the subject in question, in order to occlude unnecessary parts of the background. Enough to observe. If the particular background model is compared in the comparison process D408 as an upper range on the values assumed to be consistent with the background D104, then the maximum value of each pixel observed in the plurality of frames is recorded as the sample value. You can. If the particular background model D406 is compared in processing D408 as a lower range on the values assumed to be consistent with the background D104, then the minimum value of each pixel observed in multiple frames is recorded as the sample value. You can.
In this implementation of the background model element D405, the samples from the sampling process D803 are added to a buffer D804 having a storage location for storing n samples, where the oldest sample in the 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, new samples are acquired and added to the history r according to Equation 2, written as: ##EQU00004## below.
In this implementation, the central processing block D805 selects for each pixel a value that it determines is characteristic of the controlled background D104 at the location represented by that pixel. One way to select a characteristic value for the controlled background D104 within the processing block D805 is to select the n median value of each pixel. For any pixel, the n sampled values in buffer D804 may represent the object D105. The period d is selected such that the subject D105 does not occlude any one pixel of the controlled background D104 for an accumulated period of d/2 or longer within any time span of d. Ru. Therefore, for any pixel, the main part of the sample is characteristic of the background D104, and therefore the center of the sampled values is the value 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 during d/2 time. The system does not require that the entire control background D104 be visualized when started; the target D105 of interest may be shown at the start, however, for a period of time d before the sample provides output. Needs to be observed. If necessary, a restriction may be applied, such that the subject D105 must be absent when the system is started, in which case the first observed sample value is equal to the n number of buffers D804. may be copied to all samples, allowing the system to generate 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 relative to the memory buffer and available processing power.
The preceding discussion represents one implementation of obtaining the position of the subject D105 within and relative to images captured by cameras D101 and D102. Once the object D105 has been successfully detected and its coordinates found in both camera fields of view D205 and D206 by the detection modules D308 and D309 of FIG. Sufficient to restore target D105's position. In the implementation described in FIG. 17, the position of the object D105 is calculated in the combination module D312.
Referring to FIGS. 23A and 23B, an implementation of combination module D312 is shown. For each camera D101 and D102, the position D902 of p of the object D105 in question on the camera image plane D904 is transformed into an angle D905, which is referred to in this description as β(.β), on the reference plane. is measured, the normal of which is defined by the axis of rotation of cameras D101, D102. (In reality, the axes are not exactly parallel and are not exactly defined in a single plane, however the process described herein allows for that error). By approximating the cameras D101, D102 as an ideal pinhole model of the camera, its angle (.β) relative to the vector D906 defining the direction of the camera is estimated.
As shown in FIG. 23A, Equation 3 indicates the following approximate calculation: .β.×.##EQU00005##. To estimate 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 plane and the image plane.
For maximum accuracy, the essential camera parameters (position of the principal point and image scale) and the radial distortion caused by the lens are adjusted to ideally position the distortion position (as represented by the relative position information D310, D311). should be corrected by converting to position. More specifically, the ideal position is the image onto which object D105 is projected if cameras D101, D102 have the characteristics of an ideal pinhole camera (where Equation 3 produces the correct angle) This is the position on 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, which is incorporated by reference. It has been found that for many applications of this system, the approximation provides sufficient accuracy without this correction as described above.
Continuing the description of the combination module D312, as shown in FIG. 23B, the reference vector D907 is defined such that it passes through the positions of both cameras D101 and D102 on the reference plane, where the reference plane is The axis of rotation of the camera is defined to define the normal to the reference plane. The angle D908 through which the camera is rotated is measured relative to the reference vector D907.
The formula for measuring angles 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 object D105 with respect to the reference vector D907. This angle is referred to 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 object D105 on the reference plane according to equations 5 and 6.
Equation 5 is the formula:.×. .×..×. .×..α..×..×. .×..α. .×..×. .×..α..×. . ×..α. ##EQU00006##Offset (y) is the reciprocal of the tangent of the angle (.αA) to camera A101, the tangent of the angle (.αB) to camera B D102 multiplied by vector length D907(w), Equal to the tangent of the angle (.αA) to camera A D101 and the tangent of the angle (.αB) to camera B D102.
Equation 6 calculates the offset of the object (xA) as follows: .×. .×..α.##EQU00007##. In Equation 6, the offset (xA) is measured by the offset from Equation 5(y) divided by the tangent of the angle (.αA) of camera A D101.
The position of the object D105 on the axis orthogonal to the reference plane may be found by equation 7(.×. .×.##EQU00008##), which describes the position of the object D105 from the camera The distance is used to apply the position in each image.
In Equation 7, the position (z) is 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 object D105 of interest from the camera (l). Calculated as the position (p) on the image plane.
These relationships provide the coordinates of the object D105 with respect to camera A D101. Once the position and size of the region D103 relative to the camera A D101 is known, its coordinates may be transformed so that it relates to the regions D103, D312 of FIG. 17.
Smoothing may optionally be applied to these coordinates in the fine-tuning module D313 of the implementation of this system shown in FIG. Smoothing is the process of combining the results with previously solved results so that the motion is stable from frame to frame. One method of smoothing for these specific 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, ie x, y and z, are independently and dynamically smoothed. The degree of dampening, S, is calculated by Equation 8, where S is dynamically and automatically adjusted in response to changes in position and is calculated as: .×. .× ..ltoreq().α..×. .×..α..×..×. .×..×. .×..α..×. .×.<<.×. .×.gtoreq()..×..×..Function..Function.##EQU00009##. In Equation 8, s(t) is the smoothed value at time t, r(t) is the raw value at time t, DA and DB are the thresholds, and SA and SB are the degree of dampening. stipulates.
As shown in Figure 24, two distance thresholds DA and DB define three ranges of motion. Changes in position, movements 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). Reduce value trends. Position changes larger than DB are suppressed slightly (D1002) or not by SB. 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 the movement of the region designated as D1003, so that the transition between slight dampening and significant dampening is less noticeable. The scalar a applied to equation 1 is found by equation 9 as follows:. Limited to be less than or equal to 0, the dampening value of S is found by Equation 8, and e is the elapsed time since the previous frame.
These coordinates D314 of the subject D105, if found, are typically passed to another process, such as a user application program D316 for use. When executed, they may be carried to another process running on the same image processor D106, or to another computing device, like the calculations described above. The manner in which data is conveyed to application program D316 may include emulation of traditional user input devices (including a mouse and keyboard), allowing the system to provide existing control functionality within its application program D316. The coordinates D314 of the object D105 may be calculated for every video frame captured by the camera, where one video frame is typically captured 30 times or more every second. As a result, there is little delay between the user's action and the application's reaction.
In a typical implementation of the system, application program D316 provides feedback to the user by displaying a visual presentation of indicators 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 example 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). The coordinate remapping process D317 converts the presence and position coordinates D314 (related to the target D105) in global positioning as follows: <.ltoreq()..ltoreq().> ##EQU00011## , the equivalent of Equation 10 for the x-coordinate and Equation 10 for the y-coordinate, and is operable to remap the position overlaid onto image D1102.
In Equation 10, xh is the coordinate position D314 related to the object D105, xc is the cursor position on the screen mapped to 0-1, and bl and br are the left and right coordinates of the subregion within the region D103. This is the position of the range. As shown in FIG. 25B, the entire area of the display D1102 is represented by a sub-area D1103 included entirely within the area D103. A location within subregion D1103 (eg, A D1105) is linearly mapped to a location within display D1102 (eg, D1106). A location outside subregion D1103 but still within that region D103 (eg, location B D1107) is mapped to the closest location on the border of display area D1102 (eg, D1108). This reduces the possibility that the user will unintentionally remove the object D105 from the subregion (usually the user's hand or finger) while attempting to move the indicator D1101 near the border of its display.
In situations where said area D103 is immediately in front of said video display D107, sub-area D1103 may be defined to be aligned with said video display D107, so that indicator D1101 appears aligned with said object D105. . If the region D103 is relatively thin, e.g. less than 5 cm, and the sub-region D1103 is thus defined, then the system is not limited to the size of the video display D107, and Approximate user interaction, ie, "touch screen", without requiring direct contact between the user and the video display D107 surface (eg, the video display and user may be on opposite sides of a window). 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 LCD It may also include a monitor and a forward projection presentation system.
In the situation that the region 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 is located at the video display to which the user is "pointing". The angle of direction may be used to detect the position above extending from the position of the object to the video display D107.
However, active image region D208 is often not deep enough to accurately calculate direction in processing block D609. In these situations, if the region D103 is not immediately in front of the large video display D107 and its orientation is not calculated, then Equation 10 may be applied, where the subregion D1103 is smaller than the video display. The processor then maps the absolute position of the object D105 to the position indicator such that the movement of the object D105 is estimated to be a large movement in the position of the position indicator on the video display, thereby causing a change in the position of the video display. The entire area is easily accessible by the user (for example, subarea D1103 may be defined to be at most 750mm wide and a commensurate height, and easily reachable by many users). . When configured this way, the system still continues to provide the user with a "pointing at the screen" feeling.
In another variation of this form of user interface, a user moves a display of indicators within a display of a three-dimensional virtual environment (an example is shown in FIGS. 26A and 26B). The virtual environment may be generated using a projection transform so that the depth of the virtual environment is indicated by the image shown on video display D107. Technologies for creating this type of virtual environment include OpenGL. Equation 10 is used to remap the x, y and z coordinates (sub-region 1103 becomes a cube, for example).
Applications that are controlled by movable objects on screen indicators (e.g., FIGS. 25A, 26A, and 26B), whose controls are described above, generally indicate a graphical display of data or interactive elements (e.g., button D1109). or object display D1202). The user is supposed to place the indicator D1101 on one of these objects, but when presented with a three-dimensional virtual environment, touch and interact with the object. For two-dimensional interfaces, this condition may be detected by comparing the remapped indicator position D1106 with 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 condition is detected by comparing the boundary D1203 of the entire indicator D1101, or, if finer control is required, a part of said indicator, with the boundary D1204 of the object D1202. You can. The user optionally receives feedback indicating that the cursor is positioned over the object. Feedback may be in various forms including changes in audio cues and/or graphical displays of one or both of the cursor and object. The user may then actuate, manipulate, or move the object under the cursor. By performing a gesture, a user is supposed to indicate his or her intention to activate, manipulate, or move an object.
Optionally, the motion of target object D105 may be interpreted and classified by gesture detection module D315, as described above with respect to FIG. Gesture detection process D315 may utilize data formed from any component of the system. 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 input to gesture detection process D315. By using this data as input to gesture detection process D315, various gestures (eg, "hovering" and "polking") were successfully detected.
In a scenario where the state of the application (i.e. whether the indicator D1101 is over the button D1109 or not) is known and this state is communicated to the gesture detection module D315, the object under the cursor D1101 (e.g. a screen object One gesture a user performs to indicate an intention to activate an object (eg, D1109, D1202) is to hover the cursor over the object (eg, D1109, D1202) for more than a predetermined duration. If the state of the application does not change for a predetermined duration, this gesture performed by the user is detected by monitoring the state of the application and triggering the gesture. There is no need to develop an application specifically for the multi-camera control system D100. This is because it unobtrusively monitors the application's state (in Windows operating systems by setting a "hook" using the Windows SDK function "SetWindowsHookEx") and emulates a mouse "click" (in Windows operating systems). This is because there is technology that allows the system to do this (using the Windows SDK function "SendInput").
In some scenarios, the state of the application may not be available and may not be monitored. In this case, some example gestures that indicate the intention to actuate the object under cursor D1101 (e.g. screen objects D1109, D1202) include keeping the hand still ("hovering"), or Poking back and forth quickly.
The method by which "hovering" was detected is by keeping a history of the position of the object of interest D105, which includes all records of position and state over a given duration, ending with the most recent sample. That duration represents the minimum duration that the user must keep the hand still. Separate minimum and maximum positions in each of the three dimensions (x, y, z) are found in the history. If the target object D105 exists in the target area D103 in all samples of the history, and the distance between the minimum and maximum is within a predetermined threshold for each of the three dimensions, a "hovering" gesture is performed. is reported. These distance thresholds represent the maximum amount that the object of interest D105 can move, plus the maximum amount of change (or "jitter") that is to be introduced in the hand position by the various components of the system. . When a system emulates a mouse as described above, a common way this gesture is reported is by emulating a mouse "click." Gestures representing further 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 location D317 or other locations. These applications can be controlled entirely or primarily by the interpretation of position performed by this system. These applications also do not need to be developed specifically for this system. This is because the interpretations performed by the system can be used to simulate actions that may be performed on traditional user input devices (such as a keyboard or joystick).
Many useful interpretations depend directly on the absolute position of the object of interest D105 within the region of interest D103 (or the indicator position D1105 within the sub-region D1103 may be used in an equivalent manner). One way to make these interpretations is to define boxes, planes, or other shapes. The position of target object D105 (for example, the position defined by block D314 or the position defined by the coordinates remapped from remapping process D317) is within the first box (or of the boundary defined by the first plane). The state is triggered on if it is found to be present (beyond) and was not found in the previous observation (either because it was elsewhere in the region of interest D103 or because it was not detected). This state remains until the hand position is not found within the second box (or is beyond the boundary defined by the second plane), at which point this state is triggered off. . The second box must contain the entire first box and is generally larger. Accidentally triggers on and off when it is detected that target object D105 is near the box boundary, and very small motion or minor noise in the image signal causes position D317 to move inside and outside the box. The occurrence of drifting conditions is reduced by using larger boxes. Depending on the intended use of the gesture, one of three ways to interpret this state is commonly used. In one method, gestures directly reflect state through on and off triggers. When emulated, a keyboard key or joystick firing button 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. A key is "clicked" if it emulates a keyboard key or joystick button. 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 intent clearly defined by the user. A third method is to trigger the gesture by a state transition 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 the way that if you hold down the keyboard, a character will repeat in some applications.
One way in which 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 Figure 27A) and a second plane D1502 that divide the region of interest into a "firing" region D1503 and a "neutral" region D1504 (as described above, the object of interest D105 is The gesture reported when within region D1505 depends on the object's previous position), the above technique can detect the target object D105 (generally a hand) "pushing" forward, and this A gesture is a gesture (eg, firing a weapon in a video game) that emulates a fire button on a joystick or causes an application to react in general relation to a joystick button press.
Another technique by which a box or plane may be defined within the region of interest D103 for the above technique is as follows. As illustrated in FIG. 27B, the left, right, top, and bottom parts of the target area D103 that partially overlap in the corner area are separated, and first type planes D1506, D1507, D1508, and D1509 are defined. Ru. The second type of planes 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 that are 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®) respond to emulated cursor keys (e.g., up and down arrow keys) by, for example, advancing to the next or previous slide in a presentation sequence. do.
Another way to emulate unobtrusive directional control applies to applications that expect the four 45 degree directional states to be explicitly represented. As illustrated in Figure 27C, boxes D1514, D1515, D1516, D1517 are defined for each of the four primary (horizontal and vertical) directions, and each of the secondary 45 degree (diagonal) directions. Further boxes D1518, D1519, D1520, D1521 are defined for. For clarity, only the first type of box is illustrated. A gap is placed between these boxes. FIG. 27D illustrates how to define adjacent boxes. The gap between the boxes D1522 and D1523 of the first type ensures that the user intentionally places the target object D105 into the box, while the gap D1524 makes the boxes D1525, D1526 of the second type part It is filled in by overlapping. As a result, the system reports previous gestures until the user explicitly intends to move the target object D105 to an adjacent box or to the central neutral area. This combination of buttons can be used to emulate an 8-way joystick pad.
A wider range of gesture types depend on motion instead of or in addition to position. An example is a "swipe hand left" gesture. This is a gesture that tells the application to return to the previous page or state. Across keyboard and mouse emulations, this gesture may be used to control information presentation software (particularly Microsoft® PowerPoint®) to go to the previous page in the presentation sequence. Over keyboard and mouse emulation, this gesture causes the web browser to perform the action associated with the "back" button. Similarly, a "swipe hand right" gesture is one gesture that communicates to the application that the user wants to proceed 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 causes the browser software to advance to the next page.
One method for detecting a "hand swipe to the left" is as follows. The thin stripe along the leftmost part of the target region D103 is defined as the left edge 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 area. 2. The target object exists and is inside the leftmost area.
3. The target object does not exist within the hand detection area.
The above transition from state 1 to state 2 causes 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 "swipe hand left" gesture has been performed. This technique is generally reproduced for the right, upper and lower edges, and also for "pulling the hand back" since the hand position is found in three dimensions.
Various gesture detection techniques are described. 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 will be described in further detail. Although Figure 15 shows a two-camera system, the image processing processor D106 can be configured to receive input from more than two cameras, and for certain applications four or more video cameras. It should be understood that it can include In a four camera embodiment, components D304-D311 of FIG. 17 are reproduced to support two additional cameras. In addition, combination module D312 is configured to receive presence and location information (similar to data D310 and D311) associated with four sets of cameras associated with tracked target object D105. The techniques and equations described above (particularly 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. Gesture detection module D315 receives presence and location information related to the four sets of cameras D310, D311 from two further detection modules (similar to D308, D309) which are substantially similar to detection modules D310 and D311. similarly reconfigured to receive .
The output from the image processor 106 (including processed object position coordinates and gesture information associated with four cameras in this case) can be used by another process or user application program 316. The formulas and geometry (described above) used to calculate the coordinate information associated with the object of interest 105 from two further cameras are also used.
In one implementation using four cameras, two additional cameras are placed at the bottom two corners within the controlled background D104, with a region of interest D103 within each camera's field of view D205. This is how you can be directed. The 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 when the tracking accuracy improves, it is possible to correctly select an object that is extremely nearby by a small movement of the target object D105. Moreover, the two additional cameras reduce errors in tracking the target object D105 if part of the target object D105 is occluded in the field of view D205 associated with one or more other cameras.
(Neutral Position of the Apparatus) 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 an angular displacement of the device with respect to at least the first axis; 1 control included. The method also includes 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.
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. Furthermore, the neutral position of the device may be determined with respect to at least a third axis (perpendicular to the first and second axes). Here, the angular displacement may include a third axis component. The first, second and/or third axes may intersect within the device.
The first control may be associated with at least three output signals, or at least nine output signals. Here, each of the plurality of output signals may correspond to characters such as alphanumeric characters. The method may further include displaying an output signal and/or displaying an indication of angular displacement. The method may also further include defining a plurality of slope regions with respect to the first axis. Here, one of the first plurality of output signals is also an output based on the plurality of slope regions. The angular displacement of the device with respect to the first axis may be measured as 0 degrees, and the first tilt region includes 0 degrees of angular displacement. Alternatively, the first slope region may be defined as a region including approximately -30 degrees to 0 degrees with respect to the first axis, and the second slope region may be defined as a region including approximately 0 degrees to +30 degrees with respect to the first axis. defined. In a further aspect, a first output signal may be output if the angular displacement is within a first slope region when the selection is received. Here, if the angular displacement is within the second slope region when the selection is received, the second output signal may be output. A third or fourth output signal may be output if the angular displacement is within a third or fourth slope 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 axis component is within the first second axis tilt region. One output signal may be output. If the first axis component is within the second first axis tilt area and the second axis component is within the first second axis tilt area, even if the second output signal is output. good. If the first axis component is in the second first axis tilt area and the second axis component is in the second second axis tilt area, even if the third output signal is output. good. 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, the fourth output signal is May be output.
Alternatively, in another aspect, the first 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. If it is inside, the first 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 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 third second-axis tilt region, a third 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 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 second 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 third second-axis tilt region, a sixth 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, 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 second second-axis tilt region, an eighth output signal may be output. . and/or if the first component is within the third first-axis tilt region and the second-axis component is within the third second-axis tilt region, the ninth output signal is output may be done.
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 a first axis and further configured to measure an 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 configured to receive a selection of the first control and at least based on the selection and the angular displacement. 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 and second axes may intersect at the center of the device or at a peripheral portion of the device. The apparatus may further include at least second to tenth controls respectively associated with the second to tenth plurality of output signals. The first control may be a button and/or the device may be a telephone. The displacement signal may be measured using a tilt sensor, which may be a gyroscope. The device may further include 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. The computer may further include a keyboard.
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 comprising: determining a neutral position of the device with respect to at least a first axis; and measuring an 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 the computer to perform operations comprising 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. It can be operated as follows.
According to another general aspect, a telephone device is disclosed. The telephone device includes a tilt sensor configured to determine a neutral position of the telephone device with respect to at least a rolling axis and further configured to measure an angular displacement of the telephone device with respect to at least the rolling axis. The telephone device also includes at least first through eighth buttons each associated with at least four alphanumeric characters. Further, the telephone device includes a processor configured to receive a selection of the first button and 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 an external view of a device according to one exemplary embodiment with the device in a neutral position. The hardware environment of the device E100 includes a keypad including at least a first control E102 for inputting text data and user commands into the 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 with respect to one axis.
Display E105 displays graphics, images and text, and includes a user interface for software applications used by this embodiment, as well as operating system programs necessary to operate device E100. A user of the device E100 uses a first control E102 to input commands and data to operate and control 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 configured to listen to audio and audio data received from an application program running on the device E100 (e.g., audio from another user, generated by a telephone application program) or by a ringtone application program. A generated ring tone may be generated. The microphone may be used to capture audio data generated by the user, for example, when the user is talking to another user via device E100. Further, the tilt indicator E106 is configured to indicate an angular displacement or tilt orientation of the device E100, provide visual feedback to a user of the device E100, and 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, simultaneously or after selection of the first control E102. More specifically, as explained more fully below, the output of the output signal by device E100 is dependent on the angular displacement between the neutral position and the selected position with respect to at least one axis. Here, the angular displacement has an angular displacement component for each 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 device E100. The X-axis here extends parallel to the longitudinal direction of the device E100. According to this exemplary neutral position, rotation about the X axis achieves a rolling motion, rotation about the Y axis achieves a pitching motion, and rotation about the Z axis achieves a yawing motion. . These rolling, pitching, and yawing 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 device E100 are device-specific and application-specific decisions, and no limitations of these features are inferred in the following description. For example, if it is undesirable or impossible to operate the device in a yawing 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. Furthermore, at least one axis may not intersect device E100, or at least one axis may extend along a portion of the periphery or edge of device E100. In addition, one of the axes may run parallel along the longitudinal direction of the device E100 or at an angle to the longitudinal direction of the device E100. In any case, the neutral position can be determined using an axis relative to the Earth (e.g., magnetic or true north, or an axis pointing to the center of the Earth or the horizon) or relative to a user, device, or other axis. The position will be aligned.
For telephony, a 1-axis neutral position is provided if the angular displacement is measured with respect to a rolling rotation about the X-axis, and the angular displacement is measured with respect to rolling and pitching rotations about the If measured, a two-axis neutral position is provided. In any case, the X and Y axes intersect at the center of the device, with the X axis extending in a longitudinal direction parallel to the longitudinal direction of the device. Other neutral position orientations are also possible.
When entering text into a device such as a telephone, a user typically holds 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 relative to the ground registers as a pitched forward motion. obtain. In other cases, of course, the X-axis parallel to the ground is the "neutral" X-axis position.
Although in FIG. 28 the apparatus E100 is illustrated as a mobile phone, in further aspects the apparatus E100 can be a desktop PC, a laptop, a workstation, a midrange computer, a mainframe computer, a handheld computer, a tablet computer, a 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. 28. The computing environment includes a processor E200 on which computer instructions, including an operating system or applications, are processed, and a display interface E202 that provides a communication interface and processing functionality for generating graphics, images and text on a display E105. a keypad interface E204 providing a communication interface to a keypad including a first control E102; a tilt sensor E206 for measuring angular displacement of the device E100 with respect to at least a first axis; and a communication interface to an indicator including a tilt indicator E106. An indicator interface E208 provides and random access memory ("RAM") E210 in which computer instructions and data are stored in volatile memory devices for processing by the processor E200 and a constant low level memory for basic system functions. Read-only memory ("ROM") in which level system code or data (such as basic input/output ("I/O"), startup, or receipt of 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 files containing the operating system E230, application programs E240 and data files E246 are stored) ("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). Component devices and processor E200 communicate with each other via bus E250.
RAM E210 interfaces with bus E250 to provide rapid 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 a computer-executable process from a memory medium into a field of RAM E210. Data is stored in RAM E210, and data is accessed during execution by processor E200.
As further shown in FIG. 29, storage device E220 stores operating system E230, application programs E240 (e.g., word processors, spreadsheets, presentations, graphics, image interpretation training, games or other applications), and data files E246. Stores computer-executable code for. Although it is possible to use the embodiments described above, the functionality according to the present disclosure may be implemented as a dynamic link library ("DLL") or in another application program, such as an Internet web browser (e.g., MICROSOFT® Internet Explorer web browser). )) can also be implemented as a plug-in.
Processor E200 is one of a number of high-performance computer processors, including an INTEL or AMD processor, a POWER PC ( processor, MIPS® Reduced Instruction Set Computer ("RISC") processor, SPARC® processor, HP ALPHASERVER® processor, ACORN® RISC Machine ("ARM® ") architecture processors or proprietary computer processors. In additional devices, processor E200 of device E100 is multiple processing devices, including multiple CPU configurations found in high-performance workstations and servers, or multiple scalable processing devices found in mainframes.
The operating system E230 is compatible with MICROSOFT® WINDOWS NT®/WINDOWS® 2000/WINDOWS® XP Workstation, WINDOWS NT®/WINDOWS® 2000/WINDOWS® 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) computers, OPENVMS® for HP® ALPHASERVER-based computers, MAC OS® X for POWERPC®-based workstations and servers. including), SYMBIAN OS(R), WINDOWS MOBILE(R) or WINDOWS CE(R) for mobile devices, PALM(R), NOKIA(R) OS ("NOS"), OSE(R) for mobile devices. trademark) or EPOC®, or a proprietary operating system for computers or embedded systems. Application development platforms or frameworks for the E230 operating system are BINARY RUNTIME ENVIRONMENT FOR WIRELESS® ("BREW®"), Java Platform Micro Edition ("Java ME") or Java 2 Platform Micro Edition ("J2ME(R)"), PYTHON(R), FLASH LITE(R), or MICROSOFT(R) NET Compact.
Tilt sensor E206 detects the orientation of device E100, as described below, and is a gyroscope, a light sensor and/or other type of tilt sensor. The optical sensor may be used to detect the orientation of the device E100 and to determine the motion and orientation of the device E100 using, for example, the optical flow of a series of images from a camera incorporated in the device E100. Optical flow indicates the apparent relative velocity of features within a series of images. Since optical flow is associated with the camera, the motion of the camera provides the apparent velocity of the feature within the camera's field of view. Camera motion is calculated from the apparent velocity of features within the camera field of view. Position or orientation is also calculated in relation to the neutral position over time. Although tilt sensor E206 has been described as an optical sensor that uses optical flow methods to track the tilt or slope of device E100 using a camera, in other aspects, the tilt or slope of device E100 can be tracked using optical flow methods. for example using 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 to device E100. In various different implementations, the memory may be a floppy disk drive, a hard disk drive, an optical disk drive, or a tape drive. Although FIGS. 28 and 29 illustrate one possible implementation of a computing system for executing program code or program steps or process steps, other types of computers or devices may be used.
FIG. 30 is a flowchart illustrating a method according to another example embodiment. Briefly, the method includes determining a neutral position of the device with respect to at least a first axis, and measuring an angular displacement of the device with respect to at least the first axis, the device having at least a first plurality of outputs. Includes a first control related to the signal. The method also includes 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.
More specifically, method E300 is started (step ES301) and a plurality of slope regions are defined with respect to a first axis (step ES302). As explained in more detail below, the output of the output signal is based at least on the angular displacement of the device upon selection of the first control. According to one aspect, upon selection of the control, a slope "region" is defined such that if the angular displacement is within a particular slope region or band of angles, an output associated with the slope region is output. .
31A-31D illustrate several example tilt regions for a hypothetical neutral axis labeled "n-axis," where the neutral is aligned with the neutral X-axis, Y-axis, and/or or represents the Z axis. Each of the X, Y or Z axes can have an individually determined slope area. A common slope region definition can be applied to multiple axes. Alternatively, the axis may not have a defined slope region.
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) does not correspond to any 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 This may be caused by rolling (to the right). If the neutral axis represents the Y-axis, then the angular displacement in area E401 can be due to pitching the device to the negative side (forward), and the angular displacement in area E402 can be due to pitching the device to the positive side (forward). This may be caused by pitching (towards the rear). If the neutral axis represents the Z axis, then the angular displacement in region E401 can be due to negative (counterclockwise) yawing, and the angular displacement in region E402 can be due to positive (clockwise) yawing. ) May be caused by yawing. Two tilt regions are shown, but any number of tilt regions can 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 between small angles when operating the device. may be defined.
In any case, the signal output by the device depends on the angular displacement and the tilt area. For example, the device outputs a first of the plurality of signals when the angular displacement of the device is within a first region, and outputs a first of the plurality of signals when the angular displacement of the device is within a second region. output the second of the two, even if the same control is selected in both situations. Although FIG. 28 illustrates region E401 and region E402 as including a band of ±90 degrees, in a similar manner tilt region E401 defines a region that includes approximately -30 degrees to 0 degrees with respect to the neutral axis. However, the tilt area E402 defines an area including approximately 0 degrees to +30 degrees with respect to the neutral axis.
FIG. 31B shows four slope regions defined around the neutral axis with dead space between the regions of 0 degrees around the neutral axis. It is often desired to define a dead space between two different adjacent areas, because the tilt sensor is not sensitive, the user cannot discern, or for other reasons. If the neutral axis represents the Y axis, an angular deviation between approximately 91 degrees and -91 degrees (implying an upside-down device), or an angular deviation of approximately 0 degrees does not correspond to a tilted region. If the control is selected when the device is not directed into a slope area, the default output is output, the last output is output, no output is made, and the output associated with the nearest slope area or complementary slope area or some other type 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 smaller negative slope than the negative slope of region E404. The slope deviation in region 407 comes from a strong positive slope, but the angular deviation in region E406 also comes from a smaller positive slope than the negative slope of region E407.
FIG. 31C shows an example of two slope 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 rotated negatively, not moved from the neutral position, or rotated slowly in the positive direction. A strong positive rotation needs to occur in order for the device to be directed towards region E410. The sloped region shown in FIG. 31C is desirable, e.g., where region E409 represents the default desired output and aggressive, high amplitude operation of the device is required to place this device in region E410. , thereby overriding the default desired output. In the example of FIG. 31C, the tilted region E409 includes an angular misalignment of 0 degrees, where the angular misalignment of this device is equal to It is within.
FIG. 31D shows an example of two slope regions defined around a neutral axis, where a single region occupies a band of angular offset 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 a band of angular symmetry in the positive and negative angular directions. If the neutral axis represents the Z axis, the angular deviation in region E411 results from high amplitude positive or negative yaw. The angular deviation in region E412 comes from a more gradual positive or negative yaw, or from the orientation of the device in the neutral position.
In any of the examples described above, the neutral axis may represent the X, Y, and/or Z axes, thus effectively increasing the total number of tilt areas available. For example, if the neutral axis in FIG. 31A represents the X-axis and the neutral axis in FIG. This is because each region is divided into two rotational tilt regions in the example of FIG. 31A. Assuming that each axis has an equal number n of tilted regions, the total number of tilted regions for a two-axis configuration is n2 and the total number of tilted regions for a three-axis configuration is n3.
Finally, in some examples, it is not necessary to define a tilt region since the angular deviation itself, rather than the tilt region, determines the output signal. Furthermore, the tilt area also determines the potential if the range of motion around the desired axis is divided equally by the number of output signals (where each output signal corresponds to a mathematically determined range of angles). stipulated in
Returning to FIG. 30, a neutral position of the device is determined relative to at least a first axis, and the device includes at least a first control associated with a first plurality of output signals (step ES304).
FIG. 32 shows a top-lateral view of an example device according to another example implementation. The device E500, a mobile phone, has a keypad that includes at least a first control E502 associated with a first plurality of output signals. In the illustrated example, the first control E502 is a key or button on a keypad or keyboard of the device E500, with each individual control representing a variety of alphanumeric characters or symbols. In particular, the first control E502 is labeled "9" and corresponds to four output signals indicating the letters "W", "X", "Y", and "Z", or case-sensitive The characters "W", "X", "Y", "Z", "w", "x", "y", "z" and the symbols ",", ".", "/", and 12 output signals indicating ''. There is no limit to the number of output signals or characters that can be supported by a single control. In certain embodiments, the first control E502 is associated with a plurality of output signals, such as, for example, three output signals or nine output signals. Each of the plurality of output signals may correspond to a character, such as an alphanumeric character or symbol.
The neutral position of the device E500 is determined, for example, prior to or after selection of the first control, or when the device E500 is powered up at the operating location. In one embodiment, a memory buffer stores the tilt sensor output data and the neutral position of device E500 is reconstructed from the direction and output data of device E500 when the control is selected. In another aspect, the neutral position is defined as, for example, with the neutral When being measured, etc., it is in the factory preset state. In a further aspect, the processor, tilt sensor, and memory communicate to determine a common neutral position based on the average position of the device E500 whenever the control is normally selected. Furthermore, in a further aspect, the neutral position is user selectable. In all respects, the neutral position effectively operates to reset the tilt sensor to 0 degrees across each axis in question, where any movement of the device E500 away from the neutral position registers an angular deviation. Helpful. With respect to the user of the device E500 or the earth, the neutral position is a flat position, a vertical position, or an inclined or tilted position.
In a further aspect, the neutral position of the device E500 is determined with respect to at least a second axis, orthogonal to the first axis, where the angular deviation is such that the first axis component and the second axis component include. In a further aspect, the neutral position of the 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 a third axis component. . The first axis, second axis, and/or third axis intersect within device E500, outside device E500, or along a peripheral location or at an end of device E500.
Since the device E500 includes a tilt sensor to detect the orientation of the device, inputting text into the device is easy. For example, a tilt sensor detects the degree to which the device is rotated to the left, rotated to the right, or tilted up or down, where the direction or angle of tilt of the device about the axis in question is The deviation indicates 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 will either identify which of the number of characters is output when control E502 is selected, or Identify when to output.
By using device orientation to identify the character to be output, a character can be output each time a single control is selected, reducing the number of control selections that require text to be entered. Increase the speed of text entry by: Since a fixed number of control selections represents character input, the user may identify the next character immediately after the current character is identified, and a predetermined number of times before identifying the next character. Eliminates the need to wait and also increases the speed of text entry.
As indicated above, the neutral position of the device is the reference direction in which the angular deviation is measured around at least one axis with respect to a selected position, which selected position is a control such as, for example, a first control. prior to, at that time or subsequent to, the location of the device. In one embodiment, the neutral position of the device is determined relative to one axis, and the neutral position is determined as a "flat" position, where the one axis is parallel to the ground. In another aspect, the neutral position of the device is determined relative to two axes, and the neutral position is ergonomically determined as the orientation of the device when it is normally held by a user of the device. In a further aspect, the neutral position of the device is determined in relation to three axes, where one axis is determined to be parallel to the magnetic north axis and one axis is determined to be parallel to the east-west axis. , the third axis is determined opposite to or away from the center of the earth.
Returning to FIG. 30, the angular misalignment of the device is measured at least around the first axis (step ES305). In particular, a tilt sensor, such as tilt sensor E206, measures the angular deviation between the current position and the neutral position of the device, where the angular deviation includes a component in each axis of interest. In one embodiment, the tilt sensor E206 measures the angular deviation of the device when the control is selected. 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 extent to which the device is rotated to the left or right, or tilted up or down, or yaw 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 to the left, rotated to the right, or rotated to the left. It does not have to be rotated either to the right or to the right. Additionally, the tilt sensor measures at least two separate levels of slope slope about the Y-axis in the longitudinal direction, where the device may raise the slope, lower the slope, or neither raise nor lower the slope. Good too. Additionally, the tilt sensor measures at least two distinct levels of yaw inclination about the Z-axis, in which case the device may yaw clockwise, counterclockwise, or not yaw. Good too. In such an implementation, if the device rotates 1.5 degrees to 4.5 degrees to the left, the tilt sensor will indicate that the device has rotated to the left. As another example, if the device slopes forward by less than 1.5 degrees and slopes backward by 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 level of tilt in a particular direction corresponds to a range of angles over which the device is tilted.
An angle deviation display is displayed (step ES306). As mentioned above, the direction of the neutral position may not be indicated to the user. Furthermore, each axis may have two or more sloped regions in each direction around each axis. For these and other reasons, indicators are provided to display either an indication of the angular deviation or an indication of the slope area to which the angular deviation corresponds in real time or near real time. If the angular deviation is measured before or after the control is selected, the indicator estimates the appropriate angular deviation or tilt area indication based on any available information. If its 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 a default or preset axis in question. , or the decision may be context-dependent.
33A-33B illustrate example indicators according to one example embodiment. In Figure 33A, indicator E600 indicates the orientation of the device on the display. The indicator provides visual feedback so that the user is aware of the orientation of the device used to interpret control selections.
Indicator E600 includes a positive tilt indicator E601 and a negative tilt indicator E604, which point in the negative (left) direction and positive (right) direction, respectively. In addition, the indicator E600 is switched from the positive tilt indicator E601 and the negative tilt indicator E604 when the device is not tilted, for example when the device is in a neutral position or in a position not registered by the tilt sensor (e.g. upside down). Includes visually distinct center indicator E602. When the device is tilted in the direction shown, one of the tilt indicators is illuminated or otherwise visually distinguished from the other tilt indicator and center indicator E602. 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 to the 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 example illustrated in FIGS. 33B and 33C, indicator E605 also includes two partial tilt indicators E606 and E607, which also point in the negative and positive directions, respectively. Each of the partial slope indicators is located between the center indicator E604 and either the negative slope indicator E604 or the positive slope 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 corresponding directions. 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 a neutral position as illustrated in FIG. Partial positive tilt indicator E607 and center indicator 602 are illuminated when the device is oriented in 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 considered for each axis. For an axis having several dozen associated tilt regions, for example, the same number, more, or fewer tilt indicators may be used to provide visual feedback.
FIG. 33D illustrates a two-axis tilt indicator that may be presented on a display. Although the axes mentioned in connection with Figure 33D are referred to as pitch (front-to-back) and roll (left-right), these designations are arbitrary, and a set of indicators may also be used for the yaw axis or other axes. It is also possible. Indicator E609 operates similarly to indicator E605 with respect to one axis. However, indicator E609 also has negative pitch indicator E610, partial negative pitch indicator E611, partial positive pitch indicator, as opposed to the previously mentioned single axis indicator E605 (which was described as a roll indicator). Integrates a pitch slope 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 significance of the orientation of the device. For example, a single feature indicator indicates whether a number may be output for measurement of angular displacement of the device.
Although the indicators are represented in FIGS. 28 and 33 as a series of arrows or intuitive lights, in one embodiment the indicators are incorporated into a display (e.g., display E105), or the indicators are communicated via audio. A speaker that emits a sound or sound file representing the tilt of the device to the user. Furthermore, in another aspect, the angular displacement or tilt region is not displayed or otherwise does not occur.
Returning once to FIG. 30, the selection of the first control is received (step ES307). In one embodiment, the control is a keypad button and the selection occurs when the user presses the button. 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 not physical controls, but rather icons on a touch screen. In this manner, selection occurs when the user touches the area of the touch screen associated with the icon. Here, the touchscreen application reads the coordinates of the touch, relates the coordinates to the position of the icon, and sends a signal indicating that the control has been selected. Selection of other types of controls are also considered.
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 output signal 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 labeled "2" corresponds to the letters "A," "B," and "C." In addition, other controls included on the keypad perform other text entry functions. For example, the control marked "*" is used to change the case of the next character printed. Controls marked with ``0'' are used to advance to the next character after the current character has been characterized, and controls marked ``#'' are 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 slope 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 slopes determine which one of the first plurality of output signals is output. used for In one embodiment, the neutral position of the device is determined with respect to one axis. Here, three tilt regions are defined around that one axis, and the first control is associated with the three tilt regions. In this case, if the angular displacement is in the first slope region, the first output signal is output. If the angular displacement is in the second slope region, a second output signal is output, and if the angular displacement is in the third slope region, a third output signal is output. 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 views represent front and side views of the device of FIG. 32 in different states of operation. In particular, FIGS. 34A and 34B illustrate front and side views, respectively, of device E500 in a neutral position. FIG. 35A illustrates a front view of a device operated in a negative roll about the X-axis. and FIG. 35B illustrates a front view of the device operated in a positive roll about the X-axis. Similarly, FIG. 36A illustrates a side view of the device being operated in a positive pitch about the Y-axis. and FIG. 36B illustrates a side view of the device being operated at a negative pitch about the Y-axis. In FIGS. 35 and 36, the devices are tilted approximately +-30 degrees about their respective axes from the neutral position shown in FIG. 34.
The orientation of the device, as indicated by the angular displacement measured by the tilt sensor, affects the output signal output by the device when the keypad control is selected, e.g. caused by the selection of the control. Affects characters. Each of the multiple characters or output signals represented by a single control on the keypad corresponds to a separate orientation of the device. When one of the keypad controls is selected, the device identifies a plurality of characters 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 character are identified based on the identified direction, and the identified character is output.
The degree to which the device is rolled to the left or right when the control is selected affects which one of the multiple characters represented by the control is output. In one embodiment, a control that represents multiple characters represents three characters. The characters represented by the control are arranged horizontally on the control. The device is configured to indicate whether the device is rolled to the left, rolled to the right, or not rolled to the 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 center character must be output.
In another example, rolling the device to the left when the control is selected indicates that the rightmost aligned character should be output. Rolling the device to the right when the control is selected indicates that the leftmost aligned characters should be output. Holding the device in the neutral position when the control is selected indicates that the center character must be output. For example, rolling the device to the left will cause the rightmost characters to appear on top and more prominently than other characters, and rolling the device to the right will cause the leftmost characters to appear on top and more prominently than other characters. This type of embodiment may be used because it makes the written characters appear above and more prominently than other characters.
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 labeled "7" on a conventional telephone corresponds to the letters "P", "Q", "R" and "S" and the number "7". In this kind of case, the tilt sensor has three or more separate left-right configured to identify the roll position. 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, a device rolling as illustrated in area E404 of FIG. 31B indicates that the letter "P" should be output. A device rolling as illustrated in area E405 of FIG. 31B indicates that the letter "Q" must be output. A device rolling as shown in area E406 of FIG. 31B indicates that the letter "R" must be output. A device rolling as illustrated in area E407 of FIG. 31B indicates that the letter "S" must be output. A device oriented in the neutral position as illustrated in FIG. 28 would then indicate that the number "7" should be output.
The roll direction of the device is used to identify the character being output, 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 letter identified by the roll (tilt left/right) direction of the device to be output in uppercase. Similarly, a device that is not pitching forward or backward (in a neutral pitch position) when the control is selected will cause the character identified by the device's roll direction to be output in lower case.
In some embodiments, a device pitching (or tilting) backwards may cause a symbol to be output. This symbol may be a symbol that corresponds to a number represented by a selected control on a conventional computer keyboard. For example, if a control representing the number "1" is selected when the device is tilted backwards, the symbol "!" may be output. This is because the symbol "!" corresponds to the number "1" on a conventional computer keyboard (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 character to be output. In this way, pitch positions that are not used to indicate character cases may be used to select characters. 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 slope position may select the digits represented by the keys.
Additionally, the tilt sensor independently indicates whether the device is rolled to the left, neutral, or right, or whether the device is pitched forward, neutral, or backward. This allows the tilt sensor to indicate whether the device is in one of nine directions. Each of the nine directions may correspond to a character and a case for the character.
Figure 37 is a table showing one possible mapping of device orientation to output signals corresponding to the characters and cases that may be output when the control marked "2" on the keypad is selected. be. In the illustrated mapping, a device rolled to the left and pitched forward will cause the device to output a capital "A". A device that is not rolled or pitched in either direction will cause a lowercase "b" to be output. The device being pitched backwards will then output the number "2". In other embodiments where the tilt sensor can identify more than two roll positions or more than two pitch positions, more orientations that can be positioned on the characters and cases are available.
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 uppercase or lowercase 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 achieve the output of a signal corresponding to a letter or uppercase or lowercase letter of the letter. In general, any orientation of the device may also be positioned for any character and case, regardless of which axis is used to select the character or case.
In addition to outputting signals corresponding to characters output in response to selection of a control, the orientation of the device may be used to indicate a menu option to be selected. For example, selecting a control that does not correspond to any character (eg, the "1" key on a phone) causes the phone's display to present a menu (each option in the menu corresponds to a different orientation of the phone). When a control is selected that indicates that a selection from a menu must be made (e.g. the "OK" key, "Enter" key or "1" key), the orientation of the device changes to the menu option. It may also indicate which one is selected. In one aspect, when the "1" key is selected, a menu of symbols similar to those illustrated in FIGS. 38A and 38B is displayed. Tilt the device and select the "1" key as before may cause the corresponding symbol to be output. After the symbols are output, letters and numbers may be output as above until the "1" key is selected to display the symbol menu as before. Turning the device completely upside down, shaking the device, or otherwise moving the device in a way that is not interpreted as tilting the device generates other menus.
A first output signal is output if the angular displacement is within the first slope region when the selection is received. On the other hand, if the angular displacement is within the second slope region when the selection is received, a second output signal is output. Furthermore, if the angular displacement is within the third or fourth slope region when the selection is received, a third or fourth output signal is asserted, respectively.
If the plurality of slope regions of the first axis are defined about the first axis and the plurality of slope regions of the second axis are defined about the second axis, then the first plurality of output signals is One of them may be output based on multiple tilt regions of the first axis and/or multiple tilt regions of the second axis. If the component of the first axis is within the slope region of the first first axis and the component of the second axis is within the slope region of the first second axis when the selection is received; A first output signal may be output. If the component of the first axis is within the tilt region of the second first axis and the component of the second axis is within the tilt region of the first second axis, a second output signal is output. You can. 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 third output signal is output. You can. and/or the fourth output if the component of the first axis is within the tilt region of the second first axis and the component of the second axis is within the tilt region of the second second axis. A signal may be output.
Alternatively, in another aspect, when the selection is received, the first component is within the tilt region of the first first axis and the second axis component is within the tilt region of the first second axis. If it is within the region, the first output signal may be output. If the first component is within the tilt region of the first first axis and the component of the second axis is within the tilt region of the second second axis, a second output signal is output. Good too. If the first component is within the tilt region of the first first axis and the component of the second axis is within the tilt region of the third second axis, a third output signal is output. Good too. If the first component is within the tilt region of the second first axis and the second axis component is within the tilt region of the first second axis, a fourth output signal is output. Good too. If the first component is within the tilt region of the second first axis, and the component of the second axis is within the tilt region of the second second axis, a fifth output signal is output. Good too. If the first component is within the tilt region of the second first axis and the component of the second axis is within the tilt region of the third second axis, a sixth output signal is output. Good too. If the first component is within the tilt region of the first axis of the third and the component of the second axis is within the tilt region of the first second axis, a seventh output signal is output. Good too. If the first component is within the tilt region of the first axis of the third and the component of the second axis is within the tilt region of the second second axis, an eighth output signal is output. Good too. and/or the ninth output signal if the first component is within the tilt region of the third first axis and the second axis component is within the tilt region of the third second axis. may be output.
The output signal is displayed (step ES310) and method E300 ends (step ES311). The output signal is displayed on a display, such as display E105. In an alternative embodiment, 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 the device E500. The GUI allows a 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, a user may identify an entry for that person within a phone book stored on device E500. As another example, a user can add an entry for a person to a phone book by entering information that describes the person (e.g., the person's name and one or more phone numbers used by the person). You can. Furthermore, the GUI allows the user to specify text messages to be sent from device E500 or other text notes to be stored on device E500. Device E500 also displays a GUI that allows the user to specify text messages.
Interpreting a control selection based on the orientation of the device when the control selection is made increases the number of operations that may be performed by a single control selection. For example, selection of each control may be interpreted in as many ways as there are different orientations of the device that may be detected. Furthermore, the orientation of the device may indicate how selections of controls that do not correspond to any characters may be interpreted. Accordingly, a user may be able to quickly perform relatively complex operations by simply tilting the device and selecting a control. For example, selecting the "*" key at the same time the device is rolled to the left will be used for text input until the next time the "*" key is selected when the device is rolled to the left. A particular mode of text input (eg numbers only, all uppercase) may be induced. 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 the 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 is configured to determine a neutral position, with respect to at least a first axis, of a device including a first control associated with at least a first plurality of output signals, and to determine a neutral position of the device about at least the first axis. The computer is operable to perform operations including measuring angular displacement. The computer program product also performs operations on the computer including receiving a selection of the first control and outputting one of the first plurality of output signals based at least on the selection and the angular displacement. It can be manipulated to execute.
Finally, although many embodiments are described or illustrated as telephone devices, the concepts related herein are by no means limited to telephones, and controls due to device design and layout regulations. It is believed to be in fact applicable to a wide variety of devices, including any device for which the number of Sample devices include computer keyboards, remote controls, watches, joysticks or game controllers, or other computer input or consumer electronic devices.
Therefore, many embodiments 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. Furthermore, various techniques may be used, combined, and modified to create embodiments. This type of technology includes, 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) With reference to FIG. 39, a game system 39 according to some embodiments will be described. FIG. 39 is an external view illustrating the game system 39. In the following description, gaming system 39 according to some embodiments includes a fixed gaming device.
As shown in FIG. 39, the game system F1 includes a fixed game device (hereinafter simply referred to as "game device") F3. Then, it is connected via a connection cord to a display (hereinafter referred to as a "monitor") F2 such as a home television receiver having a speaker F2a, and to a controller F7 for giving operation information to the game device F3. . Game device F3 is connected to receiving unit F6 via a connection terminal. Receiving unit F6 receives transmission data transmitted wirelessly from controller F7. Controller F7 and game device F3 are interconnected by wireless communication. An optical disc F4, which is an example of a replaceable information storage medium, is removably 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 main surface of game device F3. The lid is opened when the player presses the open switch. As a result, optical disc F4 can be loaded or unloaded.
Furthermore, an external memory card F5 is removably mounted on the game device F3 as needed. The external memory card F5 has a built-in backup memory for fixedly storing saved data and the like. The game device F3 executes a game program stored on the optical disk F4, and displays the result on the monitor F2 as a game image. Game device F3 can also play back previously played game states using saved data stored on external memory card F5, and can also display game images on monitor F2. A player playing on game device F3 can enjoy the game by operating controller F7 while viewing the game image displayed on monitor F2.
Controller F7 uses, for example, Bluetooth (registered trademark) technology to wirelessly transmit data from a communication unit F75 included therein (described later) to game device F3 connected to receiving unit F6. Controller F7 has two control units, a core unit F70 and a subunit F76, which are interconnected by a flexible connection cable F79. The controller F7 is an operation means for mainly operating the player object appearing in the game space displayed on the monitor F2. Core unit F70 and subunit F76 each include an operation section (eg, a plurality of operation buttons, keys, sticks, etc.). As will be described in detail later, core unit F70 includes an imaging information calculation section F74 for taking an image seen from core unit F70. As an example of the imaging target of the imaging information calculation unit F74, two LED modules F8L and F8R are provided near the display screen of the monitor F2. 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 connected to each other 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. Thereby, subunit F76 can send operational data to core unit F70.
Next, with reference 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. For example, the CPUF30 executes a boot program stored in a boot ROM (not shown) to initialize the main including the main memory F33, and then executes a game process according to the game program. Executes the game program stored on optical disc F4. CPU F30 is connected to GPU (graphic processing unit) F32, main memory F33, DSP (digital signal processor) F34, and ARAM (audio RAM) F35 via 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 is connected to receiving unit F6, monitor F2, external memory card F5, speaker F2a, and disk drive F40, respectively.
GPU F32 executes image processing based on instructions from CPU F30. GPU F32 includes, for example, a semiconductor chip for performing calculation 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 part of the storage area of the main memory F33. Using this kind of memory, GPU F32 generates game image data and movies that are displayed on monitor F2, and optionally transfers the generated data or movies to memory controller F31 and 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, main memory F33 stores game programs such as various types of data read from optical disc F4 by CPU F30. Game programs such as various types of data stored in main memory F33 are executed by CPU F30.
DSP F34 processes sound data generated by CPU F30 while the game program is running. DSP F34 is connected to ARAM F35 etc. for storing sound data etc. ARAM F35 is used when DSP F34 executes a predetermined process (for example, storing a game program or 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 is connected to an external device that can be engaged through the connectors of controller I/F F36a, F36b, F36c, and F36d. Game device F3 is communicably connected. 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 the transmission data from the controller F7, and outputs the transmission data to the CPU F30 via the controller I/F F36. Video I/F F37 is connected to monitor F2. External memory I/F F38 is connected to external memory card F5 and can access backup memory provided in external memory card F5. Audio I/F F39 is ARAM F35 to DSP The sound data read by F34 or the sound data directly output from the disk drive F40 is connected to a speaker F2a built into the monitor F2 so that the sound data can be output from the speaker F2a. Disk I/F F41 is connected to disk drive F40. Disk drive F40 reads data stored in a predetermined reading position of optical disc F4, and outputs the data to the bus or audio I/F F39 of game device F3.
Next, controller F7 will be described with reference to FIGS. 41 and 42. FIG. 41 is a perspective view illustrating the external appearance of the controller F7. FIG. 42 is a perspective view illustrating the state of the connection cable F79 of the controller F7 shown in FIG. 41 being connected to or separated from the core unit F70.
As shown in FIG. 41, controller F7 includes a core unit F70 and a subunit F76 that are interconnected by a connection cable F79. Core unit F70 has a housing F71 including a plurality of operation sections F72. Subunit F73 has a housing F77 including a plurality of operation sections F78. Core unit F70 and subunit F76 are interconnected by connection cable F79.
As shown in FIG. 42, the connection cable F79 has a connector F791 that is detachably connected to the connector F73 of the core unit F70 at one end thereof. The other end of the connection cable F79 is fixedly connected to the subunit F76. Connector F791 of connection cable F79 engages with connector F73 provided on the rear surface of core unit F70 in order to mutually connect core unit F70 and subunit F76 via connection cable F79.
With reference to FIGS. 43 and 44, core unit F70 will be described. FIG. 43 is a perspective view of core unit F70 seen from above and from behind. FIG. 44 is a perspective view of core unit F70 seen from below and from the front.
As shown in FIGS. 43 and 44, core unit F70 includes a housing F71 formed by plastic molding or the like. The housing F71 has a generally parallelepiped shape extending longitudinally from the front to the rear. The overall size of the housing F71 is small enough to be held by one hand by an adult or even a child.
A cross key F72a is provided at the center of the upper surface of the housing F71 on the front side. The cross key F72a is a cross-shaped four-way push switch. The cross key F72a includes operation sections corresponding to four directions (forward, backward, right, left) represented by arrows. Then, it is positioned on each of the cross-shaped protrusions arranged at 90 degree intervals. The player selects one of forward, backward, right, and left by pressing one of the operation parts of the cross key F72a. By operating the cross key F72a, the player can, for example, instruct the direction in which the player's character appearing in the virtual game world moves or the direction in which the cursor moves.
Although the cross key F72a is an operation unit for outputting an operation signal according to the above-described direction input operation executed by the player, this type of operation unit may be provided in other forms. For example, the cross key F72a may be replaced with a composite switch including a push switch including an annular four-way operation part and a center switch provided at the center of the push switch. Alternatively, the cross key F72a may include a tiltable stick protruding from the top surface of the housing F71, and may be replaced with an operation section that outputs an operation signal according to the tilt direction of the stick. Alternatively, the cross key F72a may be replaced with an operation unit that includes a horizontally slidable disk-shaped member and outputs an operation signal according to the sliding direction of the disk-shaped member. Alternatively, the cross key F72a may be replaced with a touch pad. Alternatively, the cross key F72a may be replaced with an operation section that includes a switch representing at least four directions (forward, backward, right, left) and outputs an operation signal according to the switch pressed by the player. You can.
A plurality of operation buttons F72b, F72c, F72d, F72e, F72f, and F72g are provided behind the cross key F72a on the top surface of the housing F71. The operation buttons F72b, F72c, F72d, F72e, F72f and F72g each output the respective operation signals assigned to the operation buttons F72b, F72c, F72d, F72e, F72f and F72g when the player presses its head. This is the operation department. For example, the functions of the first button, the second button, and the A button are assigned to the operation buttons F72b, F72c, and F72d. Furthermore, for example, the functions of a minus button, a home button, and a plus button are assigned to the operation buttons F72e, F72f, and F72g. 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, operation buttons F72b, F72c, and F72d are arranged at the center line in the front-rear direction on the top surface of housing F71. The operation buttons F72e, F72f, and F72g are arranged in a line in the left-right direction between the operation buttons F72b and F72d on the top surface of the housing F71. The top surface of the operation button F72f is buried within the top surface of the housing F71 to prevent it from being pressed inadvertently by the player.
An operation button F72h is provided in front of the cross key F72a on the top 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 top surface of the operation button F72h is also buried within the top surface of the housing F71 to prevent it from being pressed inadvertently by the player.
A plurality of LEDs F702 are provided behind the operation button F72c on the top surface of the housing F71. Controller F7 is assigned a controller type (number) in order to be distinguishable 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 transmits transmission data to receiving unit F6, one of the plurality of LEDs F702 corresponding to the controller type is illuminated.
A sound hole for outputting the sound from the speaker F706 shown in FIG. 45 to the outside is provided on the top 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 on the bottom surface of the housing F71. As will be described in detail later, the concave portion is formed at a position where the player's index finger or middle finger is positioned when the player holds the core unit F70. An operation button F72i is provided on the rear inclined surface of the concave portion. The operation button F72i is an operation section that functions as a B button, for example. The operation button F72i is used, for example, as a trigger switch for a shooting game or for drawing the player's attention to a predetermined object.
An image pickup element F743 included in the imaging information calculation section F74 is provided on the front surface of the housing F71. The imaging information calculation unit F74 is a system for analyzing the image data taken by the core unit F70 and detecting the centroid, size, etc. of an area having high brightness in the image data. The imaging information calculation unit F74 has a maximum sampling interval of, for example, approximately 200 frames per second, so that even relatively fast movements of the core unit F70 can be tracked and analyzed. The imaging information calculation unit F74 will be described in detail later. 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.
The internal structure of core unit F70 will be described with reference to FIGS. 45 and 46. 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. FIG. 46 is a perspective view showing the back side of the substrate F700 shown in FIG. 45.
As shown in FIG. 45, substrate F700 is fixed inside housing F71. On the upper main surface of the board F700, operation buttons F72a, F72b, F72c, F72d, F72e, F72f, F72g and F72h, acceleration sensor F701, and LED 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 speaker F706 and an amplifier F708 are provided on the upper main surface of substrate F700. Acceleration sensor F701 is provided near an edge offset from the center of 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 about the longitudinal direction. As a result, a predetermined calculation is 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 calculation section F74 is provided at the front edge of the bottom main surface of the substrate F700. Imaging information calculation unit F74 includes an infrared filter F741, a lens F742, an image pickup element F743, and an image processing circuit F744 located in this order from the front surface of core unit F70 on the bottom main surface of substrate F700. Connector F73 is attached to the rear edge of the bottom main surface of board F700. Further, a sound IC F707 and a microcomputer F751 are provided on the bottom main surface of the board 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 the sound data transmitted from game device F3. A vibrator F704 is provided on the bottom main surface of substrate F700. Vibrator F704 is, for example, a vibration motor or a solenoid. Core unit F70 vibrates due to the operation of vibrator F704. The vibrations are then transmitted to the player's hand holding the core unit F70. Thus, a so-called vibration feedback game is realized. Vibrator F704 is arranged slightly toward the front of housing F71. Thereby, the housing F71 held by the player can vibrate strongly, and the player can easily sense the vibration.
Subunit F76 will be described with reference to FIGS. 47-50. FIG. 47 is a perspective view illustrating a first example of subunit F76. FIG. 48 is a perspective view illustrating a state in which the upper casing (part of housing F77) of 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 perspective view of the second embodiment of subunit F76, viewed from the upper front side.
As shown in FIG. 47, subunit F76 includes a housing F77 formed by, for example, plastic molding. The housing F77 has a streamlined three-dimensional shape that extends longitudinally from the front to the rear and includes a head that is the widest part of the subunit F76. The overall size of subunit F76 is small enough to be held by one hand by an adult or even a child.
A stick F78a is provided near the widest part of the top surface of the housing F77. The stick F78a is an operation unit that includes a tiltable stick protruding from the top surface of the housing F77 and outputs an operation signal according to the tilt direction of the stick. For example, a player can arbitrarily indicate direction and position by tilting the tip of the stick in any direction within 360 degrees. Thereby, the player can instruct the direction in which the player's character appearing in the virtual game world moves, or instruct the direction in which the cursor moves.
A plurality of operation buttons F78d and F78e are provided in front of the housing F77 of the subunit F76. The operation buttons F78d and F78e are operation units for outputting the respective operation signals assigned to the operation buttons F78d and F78e when the player presses the player's head. For example, the functions of the X button and Y button are assigned to the operation buttons F78d and F78e. Operation buttons F78d and F78e are assigned respective functions according to the 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 surface of housing F77.
In Figure 48, the board is fixed to housing F77. The 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 a substrate or the like.
As shown in Figures 49A, 49B, 49C and 50, subunit F76 of the second embodiment has housing F77, stick F78a, 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 top surface of the housing F77.
Behind the stick F78a on the top surface of the housing F77, the subunit F76 of the second embodiment has a plurality of operating buttons F78b and F78c. The operation buttons F78b and F78c are operation units for outputting the respective operation signals assigned to the operation buttons F78b and F78c, respectively, when the player presses the player's head. Operation buttons F78b and F78c are assigned respective functions according to the game program executed by game device F3. In the exemplary devices shown in FIGS. 49A, 49B, and 49C and 50, operation buttons F78b and F78c are located at the centerline of the upper surface of housing F77 in the left-right direction.
Although the stick F78a is an operation unit for outputting an operation signal according to the direction input operation performed by the player as described above, this type of operation unit may be provided in other forms. In the following, with reference to FIGS. 51 to 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 will be described. Changes are described.
As a first exemplary modification, as shown in FIG. 51, subunit F76 may include a cross key F78f similar to cross key F72a of core unit F70 instead of stick F78a. As a second exemplary modification, as shown in FIG. 52, subunit F76 includes a horizontally slidable disc-shaped member instead of stick F78a, with the sliding direction of the disc-shaped member It may also include a slide pad F78g that outputs an operation signal according to the following. As a third exemplary modification, as shown in FIG. 53, subunit F76 may include a touchpad F78h instead of stick F78a. As a fourth exemplary modification, as shown in FIG. 54, subunit F76 has buttons F78i, F78j representing at least four directions, respectively (forward, backward, right, left), instead of stick F78a. , F78k, and F78l, and may include an operation unit that outputs an operation signal according to a button (F78i, F78j, F78k, or F78l) pressed by the player. As a fifth exemplary modification, the subunit F76 may include, instead of the stick F78a, a composite switch including a push switch with an annular four-way operation part and a center switch provided in the center thereof.
Next, the internal structure of controller F7 will be described with reference to FIG. FIG. 55 is a block diagram illustrating the structure of controller F7.
As shown in FIG. 55, the core unit F70 includes a communication section F75 in addition to the operation section F72, the imaging information calculation section F74, the acceleration sensor F701, the speaker F706, the sound IC F707, and the amplifier F708 as described above. Further, as described above, subunit F76 having operation section F78 and acceleration sensor F761 is connected to microcomputer F751 via connection cable F79 and connectors F791 and F73.
The imaging information calculation unit F74 includes an infrared filter F741, a lens F742, an image pickup element F743, and an image processing circuit F744. The infrared filter F741 allows only infrared light to pass among the light incident on the front surface of the core unit F70. Lens F742 collects the infrared light that has passed through infrared filter F741 and outputs the infrared light to image pickup element F743. Image pickup element F743 is a solid-state imaging device (for example, a CMOS sensor or CCD). Image pickup element F743 takes an image of the infrared light collected by lens F742. Therefore, the image pickup element F743 takes an image of only the infrared light that has passed through the infrared filter F741, and generates image data. Image data generated by the image pickup element F743 is processed by an image processing circuit F744. Specifically, the image processing circuit F744 processes the image data obtained from the image pickup element F743 to identify the spot with high brightness and expresses the identified position coordinates and the size of the area. Outputs the process result data to the communication section F75. The imaging information calculation unit F74 is fixed to the housing F71 of the core unit F70. The imaging direction of the imaging information calculation unit F74 can be changed by changing the direction of the housing F71. Housing F71 is connected to subunit F76 by a flexible connecting cable F79. Therefore, the imaging direction of the imaging information calculation unit F74 is not changed by changing the direction and position of the subunit F76. As will be described in detail later, the signal can be obtained according to the position and movement of the core unit F70 based on the process result data output by the imaging information calculation unit F74.
Core unit F70 preferably includes a three-axis acceleration sensor F701. Furthermore, subunit F76 preferably includes a 3-axis acceleration sensor F761. The three-axis acceleration sensors F701 and F761 each detect linear acceleration in three directions (ie, up/down direction, left/right direction, and front/back direction). Alternatively, a two-axis acceleration detection means that detects only linear acceleration along each of the up/down and left/right directions (or any other pair of directions), depending on the type of control signal used in the game process. may be used in other embodiments. For example, 3-axis acceleration sensors F701 and F761 or 2-axis acceleration sensors F701 and F761 are manufactured by Analog Devices, Inc. Inc.) or 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 now existing or hereafter developed (e.g. piezoelectric or piezoresistive type) provides the 3-axis acceleration sensors F701 and F761 or the 2-axis acceleration sensors F701 and F761. It may be used for
As those skilled in the art will understand, the acceleration detection means can only detect acceleration (linear acceleration) along straight lines corresponding to each axis of the acceleration sensor, as used in 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 movement along a non-linear (eg, arcuate) path, rotation, rotary motion, angular displacement, tilt, position, pose, or any other physical characteristic.
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 estimated, as one skilled in the art will readily understand from the description herein. or calculated. For example, by sensing static acceleration (i.e. gravity), the output of acceleration sensors F701 and F761 can be used to connect the object (core unit F70 or subunit F76) in relation to the gravity vector by relating the tilt angle to the detected acceleration. ) 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 movements and/or positions of core unit F70 and subunit F76 may include core unit F70 housing acceleration sensor F701 or acceleration sensor F761 housing acceleration sensor F761, as described herein. When subunit F76 is subjected to dynamic acceleration, for example by the hands of a user, it can be calculated or estimated through processing of the acceleration signals generated by acceleration sensors F701 and F761. In other embodiments, each of the acceleration sensors F701 and F761 has an embedded signal processor or performs any desired processing of the acceleration signal output from the acceleration sensing means before outputting the signal to the microcomputer F751. Other types of dedicated processors may also be included. For example, when the 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 section F75.
In other exemplary embodiments, at least one of acceleration sensors F701 and F761 may be replaced with a gyro sensor of any suitable technology incorporating, for example, rotating or vibrating elements. An exemplary MEMS gyro sensor that may be used in this embodiment is available from Analog Devices. Unlike acceleration sensors F701 and F761, a gyro sensor can directly detect rotation (or angular velocity) about at least one axis defined by a gyroscopic element therein. Therefore, because of the fundamental differences between gyro sensors and accelerometers, corresponding modifications are performed on the output signals from these devices depending on which devices are selected for a particular application. requires that processing operations be performed.
More particularly, significant changes are required when tilt or attitude is calculated using a gyro sensor instead of an acceleration sensor. Specifically, when using a gyro sensor, the tilt value is initialized at the beginning of detection. Data relating to angular velocity output from the gyro sensor is then integrated. Next, the amount of change in slope from the initialized slope value is calculated. In this case, the calculated slope corresponds to an angle. In contrast, when an acceleration sensor calculates tilt, the tilt is calculated by comparing the value of the acceleration of gravity of each axial component to a predetermined reference. Therefore, the calculated slope can be expressed as a vector. Therefore, without initialization, the absolute direction can be determined with the acceleration detection means. The type of value calculated as inclination also differs significantly between gyro sensors and acceleration sensors. 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 data regarding inclination is also processed by a predetermined transformation taking into account the fundamental differences between these two devices. It requires that. Due to the fact that the properties of gyroscopes are known to those skilled in the art, no further details will be provided herein, as well as the basic differences between acceleration sensing means and gyroscopes. While gyro sensors are advantageous in that rotation can be directly detected, acceleration sensors are generally more cost effective when used in conjunction with the controllers described herein.
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 wirelessly transmitting the transmission data. Furthermore, microcomputer F751 controls sound IC F707 and vibrator F704 based on data from game device F3 that was being received by wireless module F753 via antenna F754. Sound IC F707 processes sound data transmitted from game device F3 via communication unit F75 or the like.
The data from the core unit F70 including the operation signal (core key data) from the operation section F72, the acceleration signal (core acceleration data) from the acceleration sensor F701, and the process result data from the imaging information calculation section F74 are sent to the microcomputer F751. is output to. The operation signal (subkey data) from the operation section F78 of the subunit F76 and the acceleration signal (subacceleration 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, subkey data, core acceleration data, sub-acceleration data, and process result data) in memory F752 as transmission data to be transmitted to receiving unit F6. do. Wireless communication from the communication unit F75 to the receiving unit F6 is performed periodically at predetermined time intervals. Since game processes typically run in cycles of 1/60 seconds, data needs to be collected and transmitted in cycles with shorter time intervals. Specifically, the game processing unit is 16.7 ms (1/60 second), and the transmission interval of the communication unit F75 constructed using Bluetooth (registered trademark) technology is 5 ms. At the timing of transmission to the receiving unit F6, the microcomputer F751 outputs the transmission data stored in the memory F752 as a series of operation information to the wireless module F753. The wireless module F753 uses, for example, Bluetooth technology to modulate operational information onto a carrier wave of a predetermined frequency and emits a low power radio signal from an antenna F754. Therefore, core key data from operation unit F72 included in core unit F70, subkey data from operation unit F78 included in subunit F76, core acceleration data from acceleration sensor F701 included in core unit F70, The sub-acceleration data from the included acceleration sensor F761 and the 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. Receiving unit F6 of game device F3 receives the low power consumption radio signal. Then, game device F3 demodulates or decodes the low power consumption radio signal to obtain a series of operation information (core key data, subkey data, core acceleration data, sub acceleration data, and process result data). Based on the obtained operation information and game program, CPU F30 of game device F3 executes the game process. If the communication unit F75 is constructed using Bluetooth (registered trademark) technology, the communication unit F75 may have the ability to receive transmission data wirelessly transmitted from other devices.
As shown in Figure 56, to play a game using controller F7 of gaming system F1, a player must hold core unit F70 in one hand (e.g., right hand) (see Figures 57 and 58) and hold the core unit F70 in the other hand. Hold subunit F76 with your hand (eg, left hand) (see Figure 60). The player holds the core unit F70 so that its 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, infrared light output by the two LED modules F8L and F8R enters the imaging information calculation unit F74. The image pickup element F743 takes the infrared light incident through the infrared filter F741 and the lens F742, and the image processing circuit F744 processes the taken image. Imaging information calculation unit F74 detects infrared components output by LED modules F8L and F8R in order to obtain position and area information of LED modules F8L and F8R. Specifically, the imaging information calculation unit F74 analyzes the image data taken by the image pickup element F743, and removes images that do not represent the infrared light output from the area information by the LED modules F8L and F8R. , identify points with high brightness as the positions of LED modules F8L and F8R, respectively. The imaging information calculation unit F74 obtains the position coordinates, coordinates of the center of gravity, etc. of the identified points with high brightness and outputs similar to method result data. When this kind of process result data is sent to the game device F3, the game device F3 receives operation signals, posture, imaging information regarding the movement, posture, and imaging information regarding the LED modules F8L and F8R based on the position coordinates and centroid coordinates. The position of the calculation unit F74, that is, the core unit F70, etc. can be obtained. Specifically, the position where the image obtained by the communication unit F75 has high brightness changes according to the movement of the core unit F70. Therefore, directional input or coordinate input is performed according to the position with changing high brightness. Thereby, directional input or coordinate input can be performed along the movement direction of core unit F70.
Therefore, the imaging information calculation unit F74 of the core unit F70 takes an image of the stationary sign (in this embodiment, the infrared light from the two LED modules F8L and F8R), and therefore the game device F3 Process result data regarding the movement, orientation, position, etc. of the core unit F70 can be used, whereby operating inputs that are separate from those made by pressing operating buttons or using operating keys can be made more intuitive. is executed. As described above, since the sign is provided near the display screen of monitor F2, the movement, posture, position, etc. of core unit F70 with respect to the display screen of monitor F2 can be easily calculated based on the position from the sign. can. That is, the process result data used to obtain the movement, posture, position, etc. of the core unit F70 can be used as operational input that is immediately applied to the display screen of the monitor F2.
With reference to FIGS. 57 and 58, the state of the player holding core unit F70 with one hand will be described. FIG. 57 shows an exemplary state of a player holding core unit F70 with his right hand, viewed from the front side of core unit F70. FIG. 58 shows an exemplary state of a player holding core unit F70 with his right hand, viewed 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 one hand by an adult or even a child. When the player places his or her thumb on the top surface of the core unit F70 (for example, near the cross key F72a) and places his/her index finger on the concave part of 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 section F74 on the front surface of F70 is exposed forward to the player. It should be understood that if the player holds the core unit F70 with his left hand, the holding conditions are similar to those described for the right hand.
Therefore, the player can easily operate the operation section 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 entrance 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 a player moves his or her hand holding core unit F70 relative to the display screen, core unit F70 receives operational input that allows the player's hand movement to act directly against the display screen. Further execution is possible.
As shown in FIG. 59, LED modules F8L and F8R each have a viewing angle θ1. 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-power angle), and the viewing angle θ2 of the image pickup element F743 is 41 degrees. When both LED modules F8L and F8R have a viewing angle θ2 of the image pickup element F743, and when the image pickup element F743 has a viewing angle θ1 of the LED modules F8L and F8R, the gaming device F3 has two LED modules F8L and F8R. Determine the position of core unit F70 using position information related to points with high brightness of F8R.
When either the LED module F8L or the LED module F8R has the viewing angle θ2 of the image pickup element F743, or when the image pickup element 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 points with high brightness of the LED module F8L or the LED module F8R.
As described above, the inclination, posture, 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 according to the movement of the hand of the player holding the core unit F70 (for example, upward, downward, leftward, or rightward). Function.
Next, with reference to FIG. 60, the state of the player holding subunit F76 with one hand will be described. FIG. 60 shows an exemplary situation of a player holding subunit F76 in 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 by one hand by an adult or even a child. For example, to hold subunit F76, a player may place his thumb on the top surface of subunit F76 (e.g., near stick F78a) and his index finger on the front surface of subunit F76 (e.g., control button F78d and F78e) and the middle, ring and pinky fingers can be placed on the bottom 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 operation section F78 such as stick F78a and operation buttons F78d and F78e while holding subunit F76 with one hand.
As described above, the inclination, posture, or position of subunit F76 can be determined based on the output (subacceleration data) from acceleration sensor F761 of subunit F76. That is, subunit F76 functions as an operation input means for the player to perform an operation according to the movement of the hand holding subunit F76 (e.g., upward, downward, leftward, rightward). .
In this case, an exemplary game played using the controller F7 described above will be described. As a first example, a shooting game is described that is played using controller F7. 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 part of the three-dimensional virtual game space S is displayed on the display screen of the monitor F2. A part of the player object P and a part of the gun G held by the player object P are displayed on the display screen as game objects being played according to the operation of the controller F7. Furthermore, 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 a shooting target in FIG. A target indicating the position at which 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 monitor F2, in order to play the game, the player operates the core unit F70 with one hand and the subunits with the other hand, as shown in Figure 18. Operate F76. For example, when the player tilts the stick F78a (see FIGS. 49A, 49B, 49C and 50) on the subunit F76, the player object P moves within the virtual game space S according to the direction of the tilt. Furthermore, as the player moves his or her hand holding core unit F70 with respect to the display screen, target cursor T moves according to the movement, posture, position, etc. of core unit F70 with respect to 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 shoots the gun G at the target cursor T.
That is, the player uses the stick F78a on subunit F76 to instruct the player object P to move while moving the core unit F70 as if core unit F70 were a gun for a shooting game. can be operated. Thereby improving the fun of playing shooting games. 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. This allows the player to perform each operation independently. For example, since the virtual game space S shown on the display screen changes according to the movement of the player object P, it is sometimes difficult to keep the target close to the position observed by the player in the virtual game space S. . This is because, for example, the player may be paying attention to an enemy object E that suddenly flies 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 holds the core unit F70 so that its front surface points to the observation position with the arm that is not used to move the player object P (for example, You can control the movements of your right arm. Thereby, the flexibility for the operation of the controller F7 is substantially improved and the reality of the shooting game is increased. 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 performing a direction instruction operation for moving the player object P. This allows the player to stably perform two direction indicating actions. That is, with controller F7, the player can freely use his or her left and right hands and perform novel operations with increased flexibility. And it cannot physically 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 core unit F70 to move the viewpoint of the virtual camera according to the position of core unit F70 with respect to monitor F2 (LED modules F8L and F8R). These operations allow the player to observe the position that the core unit F70 points within the virtual game space S while operating the stick F78a on the subunit F76 to instruct the player object P to move. Can be done.
In the above description, controller F7 and game device F3 are connected to each other 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 core unit F70 is connected to the connection terminal of 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 section F75. However, subunit F76 may also include a communication section for wirelessly transmitting transmission data to receiving unit F6. Furthermore, both core unit F70 and subunit F76 may have respective communication sections. 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 subunit F76 may wirelessly transmit the transmission data to communication section F75 of core unit F70. The communication unit F75 of the core unit F70 can wirelessly transmit the received transmission data from the subunit F76 and the transmission data of the core unit F70 to the reception unit F6. In these cases, 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 CPU F30 via a predetermined bus.
In this embodiment, although the imaging information calculation unit F74 included in the core unit F70 is described as an example of a determination unit for outputting a signal (process result data) according to the movement of the core unit F70 body, The imaging information calculation unit 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. The acceleration sensor or gyro sensor can be used to determine the movement or attitude of the core unit F70, and thus the detection signal for movement or attitude is used to generate a signal that follows the movement of the core unit F70 body. It can be used as a determining unit for output. In this case, the imaging information calculation section F74 may be removed from the core unit F70, or the sensor and the imaging information calculation section may be used together.
Furthermore, in this embodiment, although only the core unit F70 includes the imaging information calculation section F74, the subunit F76 may also include a similar imaging information calculation section.
Further, when the controller F7 includes a plurality of units (each of which may have a plurality of operation means such as an imaging information calculation section, an acceleration sensor, a gyro sensor, a stick, a cross key, and an operation button), , different combinations of its operation means can realize different 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. The operation means A (for example, the imaging information calculation section F74, the acceleration sensors F701 and F761, and the gyro sensor) outputs a signal according to the movement of the unit body. The operating means B (for example, a stick, a cross key, an operating button, a touch pad) outputs a signal according to the player pressing a button, tilting a component, or touching it.
When core unit F70 includes operating means A and subunit F76 includes operating means B, the player inputs with the fingers of the one hand holding subunit F76, as in the case of a conventional controller. while holding the core unit F70. That is, the player can perform different operations with his right and left hands. Thereby, novel operations that cannot be performed by conventional controllers are realized. In this case, according to various embodiments, the operational data output by the operational means A corresponds to the first operational data, and the operational data output by the operational means B corresponds to the second operational data. Corresponds to operational data. Furthermore, the controller is configured such that subunit F76 may include operating means A, core unit F70 may include operating means A, and subunit F76 may include operating means A and operating means B. You can. In this way, the player can move both hands independently, 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.
Further, 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 the player can You can move the other hand you are holding. 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 first operational data and second operational data. Furthermore, each of core unit F70 and subunit F76 may include both operation means A and operation means B. In this way, the player can perform operations by moving both hands and using the fingers of both hands. This enables new operations. In this case, according to various embodiments, the operation data output by the operation means B of the core unit F70 corresponds to the first key operation data and output by the operation means B of the subunit F76. The operation data corresponds to the second key operation data.
Furthermore, when each of core unit F70 and subunit F76 includes an operating means A, one of core unit F70 or subunit F76 may include different types of operating means A. As explained above, when the operation means A includes the imaging information calculation unit, the direction, position, etc. of that unit with respect to the imaging target (marker) can be calculated. Thereby allowing 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 inclination, attitude, position, etc. of the unit itself can be calculated. This allows operation based on the unit's attitude and position. Therefore, when core unit F70 includes an imaging information calculation section and one of an acceleration sensor or a gyro sensor, and subunit F76 includes an acceleration sensor or a gyro sensor, the core unit F70 Two operations can be performed. In this case, according to various embodiments, the operation data output by the imaging information calculation section of the core unit F70 corresponds to the first data. The operation data output by the acceleration sensor or gyro sensor of subunit F76 corresponds to the second operation data. The operation data output by the acceleration sensor or gyro sensor of the core unit F70 corresponds to the third operation data.
In this embodiment, the image data taken by the image pickup element F743 is analyzed to obtain the position coordinates of the infrared light images from the LED modules F8L and F8R, etc. Then, the core unit F70 generates process result data from the obtained coordinates, etc., and transmits the process result data to the game device F3. However, core unit F70 may also send data obtained in other process steps to gaming 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 image data that has been partially analyzed to game device F3. For example, core unit F70 transmits data indicating brightness, position, area size, etc. obtained from image data to game device F3. CPU F30 may then perform the remaining analysis to obtain process result data.
Although 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 unit F74 in the core unit F70, the imaging target is not limited thereto. . For example, infrared light from one LED module provided near the monitor F2 or infrared light from at least three LED modules may be used as the imaging target of the imaging information calculation unit F74. Alternatively, the display screen of the monitor F2 or other radiators (such as room lights) can be used as the imaging target of the imaging information calculation unit F74. Various emitters are used as imaging targets of the imaging information calculation unit 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 merely examples. Further, the shape, number, setting 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, subunit F76, operation section F72, and operation section F78 may vary and be further reduced within the scope of the various embodiments. You can. Furthermore, the imaging information calculation section F74 of the core unit F70 (the light inlet of the imaging information calculation section F74) does not have to be arranged on the front surface of the housing F71. The imaging information calculation unit F74 may be provided on another surface that can receive light from the outside of the housing F71.
Furthermore, even though the speaker F706, sound IC F707 and amplifier F708 are included in the core unit F70 as described above, any device that can output sound at hand is either subunit F76 or core unit F70. may be included in
Thus, the controller according to various embodiments allows a player to operate the 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 according to the movement of the unit body including the imaging information calculation section F74 and the acceleration sensor F701. Subunit F76 then has the function of outputting a signal in accordance with the direction input operation performed by the player. For example, when a controller is used in which the core unit F70 and subunit F76 are integrated, the entire controller is moved to output signals according to the movement of the unit body. Thereby, it has some influence on directional input operations. Furthermore, the integration of core unit F70 and subunit F76 substantially reduces the opposite effect, namely the flexibility achieved by the separation of core unit F70 and subunit F76. As another example, the core unit F70 may have a function of outputting a signal according to the movement of the unit body including the imaging information calculation unit F74 and the acceleration sensor F701, and the subunit F76 may have the function of outputting a signal according to the movement of the unit body including the imaging information calculation unit F74 and the acceleration sensor F701. It may also have a function of outputting a signal in accordance with the movement of the unit body. 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 the case of a conventional controller for a gaming device. And at the same time, core unit F70 and subunit F76 allow the player to freely use his or her right and left hands. The player is thereby provided with new operations that cannot be performed by an integrated controller. Furthermore, the controller can be operated with substantially improved flexibility. Thereby providing the player with game operations with increased realism.
Game controllers and game systems according to various embodiments can provide increased flexibility of operation and include two separate units and can be operated 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, gaming devices, such as mobile gaming devices, receive input in the form of motion. For example, a person holding a mobile gaming device may not tilt the device, move the device in any direction, rotate the device, vibrate the device, hit the device against something, throw the device, etc. Or input to any other motion-based device may issue commands or provide instructions. A motion can be translated into one or more commands or instructions for use in a game. Motions can also be translated into commands or instructions or requests that are used for other purposes apart from gameplay, for example. Commands, instructions, requests, and specifications include: (a) an instruction to place a bet; (b) specify the size of a bet; (c) an instruction to start a game; (d) an instruction to advance a particular strategy in a game; (e) a specific card in a game of video poker. (f) an instruction to hit a specific card in a game of blackjack; (g) an instruction to settle the bill; (h) an instruction to switch games; (i) specifying the type of specific game to be played; (k) a request to order a drink; (l) a request to order food; (m) an instruction to call a casino representative; (n) a request to redeem comp points; (o) a request to receive the profits of a comp; (p) an order to open a line of communication with another person (e.g. with a friend who is also at the casino); (q) an order to make a withdrawal from an account (e.g. a bank account (from), (r) instructions to deposit into an account (e.g., deposit game credits to an account that a player has at a casino), (s) requests to make purchases, (t) requests to purchase tickets to a show. , (u) instructions to make restaurant reservations, (v) requests for information, (w) requests for information about pay tables (e.g., regarding pay table refunds), (x) requests for specific room locations, ( y) requests to check into a hotel room; (z) requests to reserve a hotel room; (aa) requests to confirm show times; (ab) requests to claim a jackpot; (ac) requests to make phone calls. (ad) a request to access a network; (ae) a request to access the Internet; (af) an identification of a web or URL address; (ag) a request to receive information about another player; (ah) another player. (ai) a request to view the gaming history of another player; (aj) a request to receive information about one or more players, dealers, gaming devices, or gaming tables (e.g., a request to see the latest results of any of the above), and any other requests, instructions, commands, or specifics. A mobile gaming device can be equipped with hardware and/or software to detect motion. A mobile gaming device may operate in conjunction with external hardware or software to detect motion. The mobile gaming device or other device may be equipped with software to translate motion into instructions that can be used in running a game or in any other manner.
As used herein, "motion control" can include using motion as an input to a game, using motion as a command, and/or using motion as an instruction. Motion control is the use of motion of a 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 check out, 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, impulse, and any other information that may accompany the motion. One example is technology. The technology can include sensors, including hardware sensors. The technology may also include software to translate information received from the sensors into location, 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 incorporated herein by reference. (1) U.S. Patent Application No. 20040046736, title "Novel man machine interfaces and applications"; (2) U.S. Patent Application No. 20030100372, title "Modular entertainment and gaming" (3) U.S. Patent No. 7058204, title "Multiple camera control system", (4) U.S. Patent No. 5534917, title "Video image based control system", (5) U.S. Patent Application No. 20060281453 (6) U.S. Patent Application No. 20060098873, Title of invention "Multiple camera control system" (7) U.S. Patent No. 6850221, Title of invention "Trigger operated electronic device" ", (8) U.S. Patent Application No. 20070072680, title of invention "Game controller and game system", (9) U.S. Patent Application No. 20070066394, title of invention "VIDEO GAME SYSTEM WITH WIRELESS MODULAR HANDHELD CONTROLLER", (10) U.S. Patent Application No. 20070050597, entitled "Game (11) U.S. Patent Application No. 20070049374, Title: "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. Patent No. 6,676,522 "Gaming system including portable game devices," (14) U.S. Patent No. 6,846,238 "Wireless game player," (15) U.S. Patent No. 6,702,672 " ``Wireless interactive gaming system'', (16) US Patent No. 7,148,789 ``Handheld device having multiple localized force feedback'', (17) US Patent No. 7,209,118 ``Increasing force transmissibility for tactile feedback interface devices," (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 a 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 across the image roll captured in successive frames. The motion of the mobile gaming device can be inferred from the apparent motion of a fixed object.
1.2. External camera.
External cameras, such as fixed wall-mounted cameras, can photograph the mobile gaming device and/or the player holding the mobile gaming device. The motion of the mobile game device can be inferred from the video of the mobile game device using an algorithm.
1.3.External reader (range finder, etc.).
An external sensor or reader can detect motion of the mobile gaming device. For example, ultrasound waves or lasers may be reflected from the mobile gaming device. The motion of the mobile gaming device can be inferred from changes in reflected sound or light.
1.4. Accelerometer.
Mobile gaming devices can include built-in accelerometers. This 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.
The mobile gaming device may include a built-in gyroscope. This 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 position sensor (GPS).
The 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.
An external detector 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 signals reaching various fixed receivers, the location of the mobile gaming device can be inferred.
1.8.RFID. Detection based on RFID signal strength.
The mobile gaming device may be equipped with a radio frequency identification (RFID) tag or other radio frequency emitting device. Based on the reception of signals from the RFID tag, information about the location of the mobile gaming device can be inferred. For example, if the received signal is weak, it can be inferred that the mobile gaming device is far away from the fixed receiver. If the received signal is strong, it can be inferred that the mobile gaming device is near the fixed receiver.
2. Switch for motion command. Enable switch for motion commands. Press and hold the motion button, and the motion will be activated. Commands can be enabled by constant commands or by toggling on and off. If the motion control mode is enabled, all motions can be executed.
In various embodiments, motion controls 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 controls of the mobile gaming device may allow an in-game decision to be made, and at a second point in time, the motion controls of the mobile gaming device may have no effect on the game. . When motion control is enabled, the player can conveniently participate in game play. When the motion controls are off, the player may move the mobile gaming device without much care, without fear that the motion will affect the game. Therefore, there may be reasons for different times to enable motion control and different times to disable motion control.
2.1. Switching on and off.
In various embodiments, the player must provide continuous, near-continuous, or sustained input in order to keep the motion controls enabled. Continuous input includes continuous pressing, such as continuously pressing and holding a button. Continuous input includes continuously squeezing a button or the device (such as a mobile gaming device) itself. In some embodiments, continuous input includes, for example, repeatedly pressing a button such that each button press occurs within an interval of a predetermined period of time of a previous button press. In various embodiments, continuous input includes continuous contact. For example, to keep motion controls enabled, a 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, the continuous input may include asking the player to provide continuous heat, such as body temperature through contact. In various embodiments, continuous input may include asking the player to provide continuous fingerprints, such as continuously touching a fingerprint reader with a finger. In various embodiments, the continuous input may be a continuous noise or vocalization, such as a continuous humming by the player.
So long as the player provides continuous input, the player may be able to move the mobile gaming device or other device for the purpose of controlling the operation of otherwise providing commands, instructions, or other input. Good too.
For example, to provide motion-based input, a player may press a button on a mobile gaming device and move the mobile gaming device around while the button is pressed. Once the player releases the button, movement of the mobile gaming device is stopped from being used as an input. If the player subsequently resumes pressing the button, the player can again use the mobile gaming device's motion as input. In various embodiments, continuous input may be provided to the mobile gaming device, for example, when a player holds a button on the mobile gaming device.
In various embodiments, a player may provide continuous input to another device. For example, a player may hold down a 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 that is controlled by the 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 override the motion controls. In the absence of continuous input (eg, no buttons are pressed), motion of the mobile gaming device is used to control the game or provide other instructions.
2.2. Constant commands.
In various embodiments, a single input, a series of inputs, or an otherwise limited series of inputs can turn motion control on and off. For example, a player may press a button that toggles motion controls on. The player can press a button that turns off the motion controls. As another example, a player may toss a switch in one direction to turn on motion controls, and a player may toss a switch in the other direction to turn motion controls off. As another example, a player may select an option from a menu to enable motion controls. The player can later select another option from the menu to disable the motion controls.
Once motion control is enabled (eg, by pressing a button once), the motion of the mobile gaming device can be used to control a game or provide other instructions. For example, no further input may be required to enable the motion control other than an initial switch flip or button press.
2.2.1. When disconnecting motion control.
In some embodiments, motion controls may be automatically disabled under certain circumstances. For example, when a player selects an option from a menu to enable motion controls, the motion controls may remain enabled until some trigger condition occurs that automatically disables the motion controls. can.
2.2.1.1. There is no motion for a while.
Motion control may be automatically disconnected if there is no motion, no significant motion, no detectable motion, and/or no motion that can be translated into coherent instructions for a period of time. good. The motion control may be automatically disconnected after 30 seconds, for example.
2.2.1.2. Lowered or pocketed devices.
Motion controls may be disabled if the mobile gaming device is lowered. For example, it may be assumed that the player has put down the mobile gaming device and is no longer playing the mobile gaming device, and therefore the motion controls may be automatically disabled. Motion controls may be automatically disabled when the mobile gaming device is placed in a player's pocket. For example, motion controls may be disabled if the 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 on switching.
In various embodiments, a key, switch, or other input device may be manipulated (eg, pressed) to enable 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, causing the same input device that activates motion controls to be temporarily disabled. In various embodiments, only input devices that can be used to enable motion controls are disabled.
2.3. In various embodiments, a warning is provided when motion control is enabled.
For example, a mobile gaming device may beep, sound a buzzer, or emit a tone when motion controls are enabled. A text message may be displayed, a light may flash, and other visual warnings may be output when motion controls are enabled. In various embodiments, audio output can be used to alert the player that motion controls are being enabled.
In various embodiments, the warning may indicate that motion control has been disabled. The alert may take the form of text, flashing lights, audio, speech, buzzer, vibration, or any other form.
3. The use of very precise or clear motions for important matters (when money is at stake) and less precise motions for less important matters.
This avoids accidental "max bets" etc. Similarly, certain bets, such as "max 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 other relatively large 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 or more may be considered large, or at least large enough for one type of instruction. 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 motion with few repetitions or a series of small numbers of motions (eg, up, then down).
3.1. Bet Size.
The nature of the motion required may depend on the size of the bet placed. For players placing large bets (e.g., bets above a certain threshold amount), the player may be required to use motions that involve large displacements, accelerations, angular changes, and/or other large changes. You may also do so. For smaller bets, the player may use motions that involve smaller changes. In various embodiments, the degree of motion may not by itself specify the size of the bet. For example, making a motion that involves a large displacement may not in and of itself specify that the bet is $25. Bet specification may further require a precise series of motions, such as one motion for each digit that describes the bet, or one motion for each credit bet. However, large bets may require that each of the motions used be expanded or emphasized beyond that required for smaller bets. What constitutes a large bet may vary and may include any bet that exceeds some threshold, such as $10. Furthermore, there may be multiple thresholds of bets, each threshold requiring a more accentuated or more extended sequence of motions.
3.2. Potential Refund Size.
The nature of the required motion may depend on the size of the potential payout. For example, a player can participate in a video poker game and receive an intermediate result that includes five cards. If the intermediate result includes the four cards of a royal flush, the player may have a large potential payout if he completes the royal flush. Accordingly, an enhanced or accentuated motion may be required when a player selects cards to keep and/or discard. If the intermediate result does not result in a similarly large payout, a less expansive or emphatic motion may be required for the player to select a card to discard. In various embodiments, a mobile gaming device, casino server, or other device may determine whether a large payout and/or a large payout possibility is possible. Based on the size of the payout, the likelihood of the payout, and/or the likelihood of the payout, 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 a different 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 potential payouts to a player, or provides some other benefit to a player. Able to determine strategies that maximize other criteria. The mobile gaming device may accept relatively less scalable motions that provide instructions to follow the best strategy, while the mobile gaming device may accept relatively less scalable 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. If the motion corresponds to the above, a more extended motion may be obtained.
4. Calibration sequence, tutorial.
This may be required to prevent you from later claiming that you did not intend to place the bet. In various embodiments, a player may undergo practice to calibrate a mobile gaming device in his or her way of providing 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 can affect the way the player moves the mobile gaming device. Thus, the player can experience the process of training the mobile gaming device to recognize the individual player's motions. In various embodiments, a mobile gaming device may guide a player through a series of steps for the purpose of calibrating the mobile gaming device. A mobile gaming device can provide instructions to a player using, for example, a screen display of the mobile gaming device or using audio prompts.
4.1. Do the motion x times. Now, here's how to bet.
In various embodiments, a mobile gaming device can guide a player to perform certain motions. Exemplary guidance includes: "Move mobile gaming device upwards", "Move mobile gaming device upwards 6 inches", "Move mobile gaming device downwards", "Move mobile gaming device to the left", "Mobile gaming device" ``Move device to the right'', ``Tilt mobile gaming device to the left'', ``Tilt mobile gaming device to the right'', ``Rotate the mobile gaming device screen towards you'', ``Shake the mobile gaming device'', "Point your mobile gaming device at something and hit it." A mobile gaming device can guide a player through a series of motions. Exemplary guidance includes: "Move the mobile gaming device up, then to the right," "Move the mobile gaming device up, then down, then up again," and "Tilt the mobile gaming device to the left and move it to the left." A mobile gaming device can guide a player to perform a given motion one or more times. For example, a mobile gaming device can guide a player to perform a given motion five times. When a player performs multiple motions, the mobile gaming device uses more data to establish an "average" motion or expected range of motion 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, with some motions repeating, but not necessarily immediately after 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 may record data about the motion. For example, the mobile gaming device may record the amount of displacement, the amount of acceleration, the velocity, the time taken to complete the motion, the amount of angular rotation, and/or any other aspect of the motion. In the future, a mobile gaming device or other device may associate similar data with the same motion. 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 created in the future. If received, it can be inferred that the player has retried moving the mobile gaming device in the same specific manner. In various embodiments, certain motions from a player may not be accepted. For example, a mobile gaming device may have software that includes predictions of what "upward" motion is. If the mobile gaming device requests the player to move the mobile gaming device "upward" and the mobile gaming device detects what the mobile gaming device interprets as a 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 communicate to the player that the player did not follow the instructions and that the mobile gaming device should be moved upward.
4.2. Testing.
In various embodiments, a player may be asked to perform motions of his or her choosing. The mobile gaming device may then attempt to identify the motion. For example, a mobile gaming device may indicate whether the motion was upward, downward, to the left, etc., for example. The mobile gaming device can indicate the commands whose motions are interpreted. For example, the mobile gaming device may indicate that the motion was a "discard the first card" command, or that the motion was a "spin the reels" motion. After the mobile gaming device indicates , 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 process, such as, for example, an additional training process. In various embodiments, the training continues until the mobile gaming device is able to successfully identify all player motions and/or all player commands (e.g., when the mobile gaming device correctly answers 50 consecutive attempts). ), may continue.
4.3.Tutorial.
In various embodiments, training sessions or tutorials can be tailored to the player. The 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, a mobile gaming device may tell a player to tilt the mobile gaming device to the left twice in order to discard the first card in a video poker game. The player may then be asked to try the motion one or more times. At some point, the player may be tested on his understanding of which motions execute which commands. A player may be asked to do various things, such as starting a game, deciding to "double down" in blackjack, making a checkout, etc., or any other matter. In various embodiments, the player may be asked to repeat the tutorial and/or move the motion controls until he passes a test of his knowledge of which motions execute which commands. You may also disable the games you use. For example, passing the exam includes providing accurate 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 specific motions, and it may therefore be wise for the player to receive a tutorial regarding such motions.
A player may be allowed to play other games even if he or she does not take a game-specific exam or tutorial.
4.4.Signature or other authentication of having 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 motions to use for a particular command. A player may provide a biometric swipe (e.g., by touching their thumb on a touchpad) and/or provide some signature (e.g., by signing on the screen of their mobile gaming device with a stylus). The results of completing the tutorial may be verified by recording a spoken expression, or by providing any other confirmation.
4.5. Motion assistance can be turned on and off. For example, small arrows on the screen explain how to move the device to place various bets. However, as you get used to this, you can turn off the arrows.
In various embodiments, the player may be provided with 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 game device can tell the player what the motion is for "hit", the motion for "stand", etc. In a game of video poker, a voice can be emitted from the mobile gaming device to tell the player how to discard the first card, how to discard the second card, etc. For example, the voice may say, "Tilt the device forward to discard the third card." In another example, an arrow may be represented to show the player how to move the device to provide a particular instruction. For example, a left-pointing arrow superimposed on a card can communicate to a player that the device is to be tilted to the left in order to discard that card. In various embodiments, aids or hints can be turned on and off by the player. An inexperienced player may desire to turn on assistance. However, eventually, as the player may become familiar with the motion controls, the player may desire to turn off the assistance. The mobile gaming device then no longer has to provide any assistance or hints as to what motion to perform in order to provide a particular instruction. In some embodiments, the hint or aid is automatically provided, such as when a player first starts playing a new type of game (e.g., when a player first starts playing 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 motions that correspond to various commands.
The mobile gaming device can assist the player in performing a calibration sequence in which the mobile gaming device asks the player what motions he would like to perform in response to a given command. A player may perform a motion a number of times, such as a fixed number of times, or as many times as necessary, for the purpose of the player establishing consistency of the motion for the mobile gaming device in order to extract the basic parameters of the motion. May be requested. The calibration sequence may proceed through one or more commands until the player generates a respective motion. In various embodiments, each instruction may correspond to a default motion. A player may have the opportunity to change the default motion to another motion that is more suited to his or her preferences. In various embodiments, a player may desire that the motion correspond to a sequence of commands, such as a long or complex command sequence. For example, a player may desire that a single motion correspond to the following sequence. (1) bet $5, (2) start a game of video poker, and (3) automatically select a discard pile according to an optimal strategy. The motion may be, for example, a motion in which the player shakes the mobile gaming device twice. Thus, in various embodiments, simple motions can be used to execute very long or complex command sequences. This allows the player to conveniently execute a desired action sequence.
5. Can be verified. The display may display the following message: "Bet 10 motion has been made."
In various embodiments, following a motion made by a player (eg, following a player moving a mobile gaming device), a confirmation or interpretation of the player's motion may be output. The mobile gaming device or another device can perform such verification. The mobile gaming device may display messages on the display screen indicating how the player's motions have been interpreted. For example, a mobile gaming device may display a message indicating that a player has indicated that a bet of 10 is to be placed on a game. The mobile gaming device can also output messages in the form of audio (eg, using synthesized speech). The player may have the opportunity to view the message and take action if he or she believes his motion was misinterpreted as an erroneous command. For example, a mobile gaming device may output audio messages using synthesized speech. The voice message may say, "You have selected Stand. If this is not your intention, please shake your mobile gaming device." The player may have some limited period of time to take action to prevent the mobile gaming device from executing instructions that are incorrectly interpreted. If the player takes no action, the instructions inferred by the mobile gaming device can be executed. For example, the player also has the opportunity to check the interpretation of his motions, which may, for example, cause his commands to be executed more quickly. For example, a player may shake the mobile gaming device once to confirm the mobile gaming device's interpretation of a previous player motion, thereby authorizing the mobile gaming device to carry out the player's commands. Good too.
5.1.Confirmation can be performed. The individual must make the motion again to complete the bet.
In some embodiments, the player must confirm the interpretation of the motion before his instructions are 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 more than once). In some embodiments, a higher level of authentication is required for commands with large outcomes, such as commands for large bets, or commands provided when a player has a chance of winning a large payout. There may be cases where For example, a player may have 3 seconds to stop the mobile gaming device from executing its interpretation of an instruction to bet $50, but the player may have 3 seconds to stop the mobile gaming device from executing its interpretation of an instruction to bet $5. You can only have 1 second to stop.
6. Motion to authenticate player identification. For example, each player may move the device in a unique manner.
In various embodiments, motion of a mobile gaming device or other device can be used as a biometric or as a way to uniquely infer and identify an individual. For example, it can be assumed that different people move their mobile gaming devices in different ways. Software within the mobile gaming device or another device can capture motion data (eg, using an accelerometer, gyroscope, camera, etc.). The software can then determine salient features or statistics about the motion. For example, the software can determine the degree of curvature or loop number, maximum acceleration, maximum velocity, total displacement, presence of vibration, and/or any other properties of the motion for the motion. When a player attempts to authenticate his or her identity by providing an example of a motion (e.g., by moving a mobile gaming device), the software combines the newly provided motion with a You may also compare it with the motion given to . If the motions match (eg, if the salient features of the motions are the same within some confidence interval), then the player can be inferred to be who he claims to be. 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. Pass sequence with motion.
In various embodiments, a player may 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". The password may consist of, for example, seven such motions. A player can use such a motion, for example, to authenticate his or her identity. If the correct password is provided, 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 regarding how much a player wishes to bet. In various embodiments, a given motion can have the same interpretation across multiple games (eg, can convey the same instruction or series of instructions). This may allow a player to learn to use a certain command only once, but to be able to play many games using that motion.
7.1. In various embodiments, a set of standards can be developed that indicate which motions correspond to which instructions. Games that confirm such commands can be given such titles. For example, a game that accepts a certain sequence of motions for standard commands within the game may be accompanied by a declaration that says "Follow Motion 5.0 standards" or some similar requirement. In various embodiments, there may be multiple different standards. A given game may be able to accept motion according to multiple different standards. In various embodiments, a player can select the standard he or she would like to use for the game.
For example, a player may become accustomed to using motion based on a first standard, and in his or her motion interpretation, the game uses the first standard as opposed to using a second standard. It may also indicate that it should.
7.2.Payment.
A command common to two or more games is a checkout command. Such instructions may correspond to standard motions, such as shaking the mobile gaming device up and down.
7.3. Game Cancellation.
An instruction common to two or more games is an instruction to stop the game. Such instructions can correspond to standard motions.
7.4. Launching the game.
A command common to two or more games is a command to launch or start a game. In a slot machine game, after such an instruction, for example, the reels may begin spinning (or simulated spinning). In a game of video poker, after such an instruction, for example, an initial set of five cards may be dealt. Such instructions can correspond to standard motions, such as tapping a mobile gaming device at something.
7.5. Place bets.
Instructions common to two or more games may include instructions specifying the size of a bet.
One common instruction may be an instruction to increase the bet by one unit or 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 increases, 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 and may also be standardized. Exemplary such instructions include instructions to reduce the size of a bet by one credit.
7.5.1. Numbers.
In various embodiments, bet sizes can be specified using numbers. Specific instructions based on motion may be available for identifying numbers. 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 the last action.
The 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 that commands the mobile gaming device to discard the first card in a video poker hand, the player has just used the first motion that commands the mobile gaming device to discard the first card in a video poker hand. A second motion may be used that instructs the mobile gaming device to repeat the commands directed by the motions in the video poker hand and apply the last command to the second card in the video poker hand. In various embodiments, the instructions may include instructions to repeat a previous game. This instruction may indicate that the bet amount and number of paylines played from a previous game are repeated with the current game. Instructions to repeat a previous action, repeat a recent action, or repeat a game may be common to one or more games, and therefore may have standard motions associated with them.
7.7. Repeat the last action from the current situation.
Instructions can 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 made in a previous game in which he had the same point total and the dealer showed the same cards. May provide instructions to make decisions. Such instructions may be related to motion. Such motions may be standardized across two or more games.
7.8. Motion that generates random numbers.
In some embodiments, motion is used to generate one or more random numbers used in a game. For example, readings from various sensors on the mobile gaming device may be captured as the mobile gaming device moves. Such readings may be converted into numbers (eg, using some algorithm). This number may then be used in an algorithm to generate a game result. In some embodiments, the motion-generated numbers are used only as input to an algorithm to generate a result. In some embodiments, the numbers generated from the motion of the mobile gaming device are combined with other numbers (e.g., random numbers generated by a separate internal algorithm of the mobile gaming device; e.g. , and a number representing time).
7.8.1. The captured image is converted to random numbers.
In some embodiments, images captured from a mobile gaming device's camera can be converted to numbers. In some embodiments, agitation. A series of images captured during the motion of can be used in combination to generate random numbers. 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.The position is used as a random number.
In some embodiments, the various locations (eg, two-dimensional or three-dimensional coordinates) to which the mobile gaming device is moved are used to generate a number, such as a random number. In some embodiments, acceleration, velocity, duration of motion, path taken, angular change, angular acceleration, and any other aspects of motion can be used to generate the numbers.
7.9. Move the mobile gaming device to keep the reels spinning. When you stop moving, the reels will stop.
In some embodiments, a player may 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. Novel 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 to the left, (3) tilt the device to the right, and (4) tilt the device backwards or away from him. You can make available to yourself four possible motions: tilting towards the target. To make such motion intuitive to use, the visuals in the game may be clearly placed in one of four areas of the display screen: top, bottom, left, and right. Therefore, a player uses a tilt forward motion to display visuals at the top of the screen, a tilt to the left motion to display visuals at the left of the screen, and a tilt to the right motion to display visuals at the right side of the screen. You can immediately interact with the visuals and the visuals at the bottom of the screen using a backward tilt motion. In various embodiments, the indicia or other visual is a region on the display screen where the direction of the region is from the center of the display screen to the motion that the player must use to interact with the indicia. Displayed to correspond to the direction.
8.1. In video poker, cards are placed around the periphery of the screen. By doing so, it is possible to tilt forward, rightward, backward, and leftward, and more clearly indicate which card to hold.
In some embodiments, the cards dealt in a game of video poker can be displayed in each of the four corners of a display screen on a mobile gaming device, with a fifth card possibly 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 card in the center, the player may, for example, move the mobile gaming device up or down. Therefore, by displaying cards in an arrangement other than a linear arrangement, intuitive motion control is facilitated.
8.1.1. Pentagonal display.
In various embodiments, the display may have a pentagonal shape. A pentagonal display may be used, for example, in a game of video poker, such that each corner of the display is occupied by a different card. The player may then tilt or otherwise tilt the mobile gaming device toward one of the corners in order to hold or discard the card displayed in that corner. Other shapes of displays can be used in various embodiments. The display shape that is most convenient or intuitive for 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, control buttons or control-related visuals may be placed on a display screen area that uses motion intuition to interact with the buttons. The control visuals may correspond to instructions that can be used in the game. The control visuals may include rectangular display screen areas labeled "Spin," "Maximum Bet," "1 Bet," and "Checkout." Control visuals may correspond to any other instructions. The control buttons may be clearly located, for example, near the top, bottom, left side, or right side of the display screen. The player may 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 command dictated by the control visual. For example, if a control visual labeled "Spin" is placed on the right side of the display screen, a player may play a mobile game for the purpose of spinning the reels of a slot machine game (e.g., for the purpose of starting a new game). The device can be tilted.
8.3. Binary Search Setup for Play with Motion. For example, this allows fine-grained decisions with limited inputs (eg, only right, left, forward, backward).
In various embodiments, the player uses a limited set of possible motions (e.g., only two motions, such as a left motion and a right motion) to determine the range of possible commands or Instructions can be identified from the sequence. First, there can be any command. Each motion the player makes allows the player to eliminate a portion of the command from consideration. For example, with each motion, the player may eliminate approximately half of the remaining possible commands from consideration. Eventually, after a series of motions, only one instruction will remain. This instruction can then be executed by the mobile gaming device. In some embodiments, the set of possible instructions may be visually indicated using a list on a display screen. The player may tilt the mobile gaming device forward and select the top half of the instructions remaining on the list, and tilt the mobile gaming device back and select the bottom half of the instructions remaining on the list. You can. Remaining instructions may be highlighted and instructions removed from consideration may disappear. After a series of motions from the player, only a single command can remain and can be executed by the mobile gaming device.
9. It is possible to create a device that does not require humans to see it. Motion input can eliminate the need for button presses. The device can buzz when the game is over and perhaps 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, although the display device may not be in use. In various embodiments, an individual can play the game using motion controls. An individual can be informed of game results via audio from a mobile gaming device. For example, a mobile gaming device may broadcast a synthesized voice that tells a player, "The player lost" or "The player won $10." The player may also be informed of the outcome by other audio effects. For example, a chime sound may represent a win, while a buzzer sound may represent 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 even while their field of vision is occupied by something else.
10. You can practice this device while at the casino or even at home.
In various embodiments, a player may engage in a practice mode, a learning mode, a free play mode, or a mode in which the player is free of financial risk or in which the player bets a reduced amount (e.g., compared to normal play). Other modes allow the use of motion controls on the mobile gaming device. The use of motion controls in the practice mode allows the player to learn how to use the motion controls and reduces any reservations the player may have regarding the motion controls. In various embodiments, a switch, button, or other selection means may allow a player to switch from practice mode to practice mode and/or other existing modalities. In some embodiments, a mobile gaming device may automatically enter practice mode when it is outside a designated or legal gaming area, such as when leaving a casino floor. A mobile gaming device may detect its own location using positioning technology such as GPS, for example.
10.1.Use a video game controller like the Wii(R).
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 a mobile gaming device. An exemplary such device is the controller for the Nintendo Wii® system, which takes as input the 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 may appear on a display screen of a mobile gaming device. Images may also be displayed. The player can move the controller in the same manner as they would move an actual mobile gaming device. The displayed image can then change similar to that on the actual mobile gaming device. Thus, a computer game console allows a player to mimic the experience of using a mobile gaming device. For example, a player may benefit from previous practice when later using an actual mobile gaming device at a casino.
11. Customize gestures. Train the device on how intense your gestures are. Some people want their gestures to be gentle. Some people like to make emphatic gestures.
In various embodiments, an individual can calibrate a mobile gaming device to recognize or respond to different degrees or types of gestures. Some people go for large or wide-ranging motions, while others prefer more restrained motions. An individual may be asked to perform one or more motions while holding the mobile gaming device, for example via a prompt displayed on the mobile gaming device. A mobile gaming device can record various characteristics of its motion based on sensor readings (eg, based on readings from an accelerometer stored on the mobile gaming device). For example, a mobile gaming device may determine whether a motion made by an individual is large or small, accelerates quickly or slowly, has a long or short duration, and/or whether a motion made by an individual has either of two alternative characteristics. or any of three or more alternative characteristics may be recorded. The mobile gaming device, casino server, or another device may then store information about the nature of the individual's motions. In the future, when an individual provides a motion as a means of conveying a command, that motion will only be registered or followed if it matches the one provided during the calibration phase. I can do it. For example, if an individual used large, open motions during calibration, that 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 for execution of the instructions.
12.1. How to bet.
The player may swing the mobile gaming device to provide an instruction to bet one credit.
To add another credit, the player may roll the mobile gaming device again. The player may roll the mobile gaming device again to add other credits, and so on.
12.2. How to stand.
To provide an instruction to stand in a game of blackjack, a player may tilt the mobile gaming device to the left. To provide a 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. How to choose a game.
To select a game, the player may tilt the mobile gaming device to the right. A different game from the game list may be highlighted 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 against something.
12.4. How to start the game.
To begin the game, the player may move the mobile gaming device clockwise in a plane parallel to the ground.
12.5. Selection method for bonus rounds.
To make selections in the bonus round, the player continues to tilt the mobile gaming device to the right such that each tilt highlights a different selection (e.g., a different door with a present hidden behind it). You can. 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 pay, 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 can 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 that is redeemable for cash.
13. Use motion from a mobile gaming device to control a stationary gaming device or other device.
In various embodiments, motion of a mobile gaming device can be used to control operation at a stationary gaming device or any other device. In various embodiments, motion of a mobile gaming device can be used to provide instructions to a stationary gaming device or any other device. A mobile gaming device may communicate with a fixed gaming device either directly (e.g., via a direct wireless connection) or indirectly (e.g., using signals relayed through one or more intermediate devices, such as a casino server). It may be in communication state in any of the above. In various embodiments, the motion of the mobile gaming device can provide instructions to the stationary gaming device, such as placing a bet, starting a game, settling out, and specifying from a number of selections in a bonus round. make a selection, bet a specific amount, discard a specific card, make a specific decision in blackjack, claim a jackpot, summon a casino representative, or take any other action. But that's fine. In various embodiments, the motion of a mobile gaming device may be translated in a direct or linear manner to the motion of a cursor or pointer on a stationary gaming device's screen. For example, when the mobile gaming device moves to the right, the cursor may move to the right of the screen, and when the mobile gaming device moves to the 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 a 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, such that its controls are activated. Thus, a player may, for example, move a mobile gaming device to the right for the purpose of moving a cursor on a fixed gaming device's screen to the right and positioning it over a "bet" button (e.g., a representation of a "bet" button). It can be moved. The player may then roll the mobile gaming device to actually place a one credit bet. A player may also use the mobile gaming device to control other similar devices, such as ATM machines or vending machines. For example, a player may use a mobile gaming device to select an item from a vending machine and then purchase the item. For example, vending machine items may have associated indicator lights. When a 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 control a point of sale terminal using motion of a mobile device, such as a mobile gaming device.
14. Use of Motion and Other Types of Input.
In various embodiments, a player need not use only motion controls 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 also initiate the actual game using a motion such as shaking a mobile gaming device. In some embodiments, a player may have a choice of how to communicate a given instruction. The same command may be conveyed via motion or via other means such as a button press. Accordingly, the player may choose one or another way to provide the same instructions according to the player's preferences.
The following are embodiments, not claims.
A. detecting a first signal from a motion sensor, the first signal lasting for an entire first time period; and a second signal lasting for an entire first time period; determining whether the second signal persists for the entire first time period, determining an instruction based on the first signal; executing an instruction in a gambling game if the signal persists for the entire first time period.
B. The method of Embodiment A, wherein the step of detecting the first signal includes the step of detecting a first signal from a motion sensor included within a mobile gaming device, and the first signal is a first signal. A method that lasts for an entire period of time.
C. The method of Embodiment B, wherein the motion sensor comprises an accelerometer.
D. The method of embodiment B, wherein the motion comprises a camera.
E. The method of embodiment B further comprising detecting a second signal from a button on a mobile gaming device, the second signal being generated via pressing the button. Method.
F. The method of Embodiment E, wherein the step of determining whether the second signal persists throughout the first period includes the step of determining whether the second signal persists throughout the first period when the continuous pressure is A method comprising determining whether a button has been added.
G. The method of Embodiment E, wherein the instructions include (a) an instruction to bet, (b) an instruction to bet a specific amount, (c) an instruction to start a gambling game, and (d) an instruction to discard cards. (e) an instruction to receive another card; (f) an instruction not to receive an additional card; (g) an instruction to select an option in a bonus round; (h) an instruction to make a payout; (i) an instruction to select a payline. and (j) a method that is one of the instructions for starting a bonus round.
H. The method of embodiment E, wherein the first signal is generated via motion of a mobile gaming device.
I. detecting a first signal from a motion sensor of a mobile gaming device; and interpreting the first signal as a first bet specification in a first game played on the mobile gaming device. the first bet is displayed in valueless currency; detecting a second signal from the motion sensor; and transmitting the second signal to the mobile gaming device. construing as the specification of a second bet in a second game to be played, wherein said second bet is expressed in a valuable currency; said first game being completed; and determining the outcome of the second game only if the method.
J. The method of Embodiment I, wherein the worthless currency is not convertible to US dollars and the valuable currency is convertible to US dollars.
K. The method of Embodiment I, wherein the second signal has similar characteristics to the first signal.
L. The method of Embodiment I, further comprising the step of displaying a message on a display screen of the mobile gaming device prior to the step of detecting the first signal, wherein the message is A method of providing instructions for operating the mobile gaming device in a particular manner to specify a bet.
M. The method of Embodiment I, further comprising: requesting the player to provide a first authentication of the player's ID after completion of the first game; and determining the result. prior to the step of: requesting the player to provide a second authentication of the player's ID; and verifying that the second authentication matches the first authentication. Including, methods.
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, the method.
O. receiving a signal indicative of a bet on a mobile gaming device having a rectangular display screen; determining five cards; and placing one of the five cards in a first corner of said display screen; a step of displaying the first card; a step of displaying the second of the five cards in the second corner of the display screen; and a step of displaying the second card of the five cards in the third corner of the display screen; a step of displaying a third of the cards; a step of displaying a fourth of the five cards in a fourth corner of the display screen; a step of determining a predetermined card; a step of determining a sixth card; a step of exchanging the predetermined card with the sixth card; A method comprising: determining a payment based on one of the five cards; and adjusting a credit balance based on the payment.
P. The method of Embodiment O, further comprising displaying a fifth of the five cards at the center of the display screen.
Q. In the method of Embodiment O, the step of determining a predetermined card to be discarded among the five cards includes the step of detecting the motion of the mobile game device, and the step of detecting the motion of the mobile game device, and determining that the first card of the five cards is discarded when the mobile gaming device is tilted relative to a first corner; determining that the second card of the five cards is discarded when the handheld gaming device is tilted with respect to the second corner; determining that the third card of the five cards is discarded when the handheld gaming device is tilted to the third corner of the display screen; determining that a fourth card of the five cards is discarded if the mobile gaming device is tilted to a corner of four.
R. The method of Embodiment O, wherein the step of determining the payout is based on a sixth card, based on a card that has not been discarded among the five cards, and based on video poker rules. A method comprising determining a payment.
Sections I-X below provide guidance to the interpretation of this application.
I. Determination The term "determine" and its grammatical variations (eg, determine a price, determine a value, determine an object that meets some norm, etc.) is used in a very broad sense. Because the term "determine" encompasses a wide range of actions, "determine" includes calculating, computing, processing, deriving, examining, examining (e.g. It can include things such as "investigate", "verify", 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.
Because the term "determining" does not imply certainty or absolute accuracy, "determining" can include estimating, estimating, predicting, guessing, and the like.
The term "determining" does not imply that a mathematical process has to be performed, does not imply that a numerical method has to be used, does not imply that an algorithm or process has to be used.
The term "determining" does not imply that any particular device must be used.
For example, a computer does not necessarily need to carry out the decision.
II. Style When a limitation in the first claim extends to one feature and one or more features (e.g., a limitation such as "at least one small appliance" extends to one small appliance and one or more small appliances) , and in a second claim dependent on the first claim, if the second claim uses the definite article "the" (e.g. "the small appliance") to refer to this limitation, This does not include that the first claim extends to only one feature, and this does not imply that the second claim extends to only one feature (e.g. "the small appliance"). can extend to one small appliance and one or more small appliances).
Ordinal numbers (e.g., "first," "second," "third," etc.) are used as adjectives before a term, and the ordinal number (unless stated otherwise) refers to a particular characteristic. It is used for descriptive purposes only, eg, to distinguish a particular feature from another feature described by the same or similar terminology. For example, a "first small appliance" may be named only to distinguish it from, for example, a "second small appliance." Therefore, the mere use of the ordinal numbers "first" and "second" before the term "small appliance" does not indicate any other relationship between the two small appliances, nor does it indicate any other relationship between the two small appliances. It does not exhibit any characteristics of either or both small appliances. For example, simply using the ordinal numbers "first" and "second" before the term "small appliance" indicates that (1) any small appliance precedes any other in order or location; (2) does not indicate that any small appliance operates before or after any other in time; and (3) does not indicate that any small appliance operates before or after any other in time. There is no indication that the small appliance is ranked above or below any other. Additionally, the mere use of an ordinal number does not define a numerical limit to the features identified using the ordinal number. For example, the mere use of the ordinal numbers "first" and "second" before the term "small appliance" does not indicate that there cannot be more than two small appliances.
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) refer to the single device/article being described. May be used alternatively in place of the device/article. Accordingly, the functionality described as being possessed by a device 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 (regardless of whether they cooperate), a single device/article is referred to as one or more devices, articles, or other articles of manufacture described herein. It may be used in place of the above devices or articles. For example, multiple computer-based devices may be replaced with a single computer device. Thus, a single device/article may alternatively have various functionalities described as having one or more devices or articles.
The functionality and/or features of a single device described may be implied by one or more other devices described but not expressly described as having that functionality and/or feature. It may be embodied alternatively. Thus, other embodiments need not include the described device itself, but rather include one or more other devices that would have the functionality/features in question in those other embodiments. Can be done.
III. The term "product" means any machine, manufacture and/or composition of matter unless otherwise specified.
The term "method" means any process, algorithm, method, etc., unless specifically stated otherwise.
Each process (whether called a method, algorithm, or otherwise) inherently includes one or more steps, so all references to a "step" or "steps" of a process Mere listing of "process" or similar terms has essentially an antecedent description. Accordingly, any reference to a "step" or "steps" of a process has sufficient antecedent description.
Terms such as "invention" mean "one or more inventions disclosed herein" unless specifically stated otherwise.
"one embodiment", "embodiment", "embodiments", "the embodiment", "the embodiment(s)", "one or more embodiments", "some embodiments" , "an embodiment," "an embodiment," "another embodiment," and the like, unless specifically stated otherwise, refer to "one or more (but not necessarily all) implementations of the disclosed invention." means "form".
The term "variation" of the invention refers to an embodiment of the invention, unless specifically stated otherwise.
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. ) is not meant to be mutually exclusive.
"Comprising", "including", and variations thereof mean "including, but not limited to," unless specifically stated otherwise.
The terms "a," "an," and "the" mean "one or more," unless specifically stated otherwise.
The term "plurality" means "two or more" unless specifically stated otherwise.
The term "herein" means "in this application, including everything that may be incorporated by reference", unless specifically stated otherwise.
The phrase "at least one," unless specifically stated otherwise, when the phrase modifies a plurality of things (such as a list of enumerated things), means any combination of one or more of those things. For example, the phrase "at least one of widgets, cars, and wheels" means (i) widgets, (ii) cars, (iii) wheels, (iv) widgets and cars, (v) widgets, and (v) widgets. and wheels; (vi) cars and wheels; or (vii) small appliances, cars and wheels.
The phrase "at least one," when the phrase modifies a plurality, does not mean "each one" of the plurality.
When the terms ``one,'' ``two,'' and other numbers are used as a base number to indicate the quantity of something (e.g., one small instrument, two small instruments), they are indicated by the numerical term. Quantities are meant, but not at least the amount indicated by the numerical term. For example, the term "one small appliance" does not mean "at least one small appliance," so the term "one small appliance" does not extend to, for example, "two small appliances."
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" is equivalent to the phrase "based at least in part."
The term "represent" and similar 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 "that data represents a credit card number" is synonymous with "that data represents only a credit card number" and "that data represents a credit card number, and that data also represents something else." ".
The term "whereby" is used herein only to precede a clause or other set of words that expresses only the intended result, object, or consequence of something previously expressly recited. used for. The term ``whereby'' is used in a claim to indicate that the clause or other word that the term ``whereby'' modifies does not specify a further limitation of the claim, nor does it otherwise limit the claim. It also means that no restrictions on the meaning or scope of the term are established.
"Example" and similar terms mean "for example" and therefore 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" refers to the term "instructions" that a computer may transmit over the Internet. It also explains that a "data structure" is an example of "data" that a computer may send 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".
"Each" and similar terms mean "taken individually." Thus, if two or more things have ``respective'' characteristics, then each such thing has its own characteristics, and these characteristics can be, but need not be, different from each other. . For example, the phrase "two machines both 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 similar terms mean "that is" and thus limit the term or phrase it describes. For example, in the sentence "The computer sends data (i.e., instructions) over the Internet," the term "i.e." explains that the "instructions" are the "data" that the computer sends over the Internet. do.
Any given numerical range is intended to include all or a portion of the numbers within the 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., because of an explicit statement that the terms or phrases are synonyms), an example of one such term/phrase is an example of another such term/phrase. does not mean that the examples must have different meanings. For example, if a statement expresses the meaning of "including" as being synonymous with "including but not limited to," simply using the phrase "including but not limited to" means that the term "includes" means "including but not limited to." is not meant to mean anything other than "without limitation."
IV. The disclosed examples and terminology are not limiting.
Neither the Title of the Invention (described at the beginning of the first page of this application) nor the Abstract (described at the end of this application) shall be construed as limiting in any way the scope of the invention disclosed herein. . The Abstract is included herein solely because of the requirement of 37 CFR 1.72(b) for an Abstract not to exceed 150 words.
The titles and chapter headings provided in this application are for convenience only and are not to be construed as limiting the disclosure in any way.
Numerous embodiments are described in this application and are presented for illustrative purposes only. The described embodiments are not and are not intended to be limiting in any way. The invention of the present disclosure has broad application 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. Although particular features of the disclosed invention may be described with reference to one or more specific embodiments and/or drawings, such features may be described with reference to what has been described, unless indicated otherwise. It should be understood that there is no limitation to the use in one or more embodiments or drawings.
No embodiment of any method step or article of manufacture described in this application constitutes an invention claimed herein unless otherwise described in this specification or otherwise recited in the claims. , are not essential to the invention claimed herein and are not within the same scope as the invention claimed herein.
The preamble to the claims that follow is merely a recitation of the objects, benefits, and possible uses of the claimed invention and does not limit the claimed invention.
This disclosure does not describe every embodiment of the present invention verbatim. Similarly, this disclosure does not enumerate features of the invention that must be present in all embodiments.
Devices that are described as communicating with each other do not need to be in continuous communication with each other unless otherwise specified. On the contrary, such devices only need to transmit to each other when necessary or desired, and in fact may cease to exchange data most of the time. For example, a machine that communicates with another machine over the Internet may not transmit 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 having various components or features does not imply that all or even any of those components or features are required. To the contrary, a variety of optional components are described to illustrate the wide variety of possible embodiments of the present invention. No component/feature is essential or required unless otherwise noted.
Although method steps, algorithms, etc. may be described or claimed in a particular ordered order, such methods may be configured to operate in a different order. In other words, any order or order of steps that may be explicitly described or claimed does not necessarily imply a requirement that those steps be performed in that order. The steps of the methods described herein may be performed in any possible order. Additionally, some steps may be performed simultaneously, although they are described or implied as occurring non-simultaneously (eg, because one step is described after another step). Moreover, the illustration of a method by drawing in a figure does not imply that the illustrated method is exclusive to other variations and changes thereto, and that the illustrated method or any steps thereof are in accordance with the present invention. It does not imply that the illustrated method is necessary, nor does it imply that the illustrated method is preferable.
Although a method may be described as including a plurality of steps, there is no implication that all or any of the steps are preferred, essential, or necessary. Various other embodiments within the scope of the described invention include other methods that exclude some or all of the described steps. No steps are essential or necessary unless otherwise noted.
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 interaction may include linking one business model to another. Such interactions may be provided to enhance the flexibility or desirability of the method.
Although an article of manufacture may be described as including a plurality of components, aspects, qualities, properties and/or features, there is no implication that all or any of the plurality is preferred, essential or necessary. Various other embodiments within the scope of the described invention include other articles of manufacture that exclude some or all of the described plurality.
An enumerated list of items (which may or may not be numbered) does not imply that all or any of the items are mutually exclusive, unless stated otherwise. Similarly, a list of enumerated items (which may or may not be numbered) does not imply that all or any of the items are inclusive of any classification, unless stated otherwise. For example, an enumerated list of "computers, laptops, PDAs" does not imply that all or any of the three items on that list are mutually exclusive; , does not imply any comprehensive classification.
An enumerated list of items (which may or may not be numbered) does not imply that all or any of the items are equivalent to or readily substituted for 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. It will be readily apparent to those skilled in the art of computing that the various methods described herein may be implemented on, for example, suitably programmed general purpose computers, special purpose computers, and computing devices. It 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) and executes those instructions; This implements one or more methods defined in the instruction. The instructions may be embodied, for example, in one or more computer programs, one or more scripts.
"Processor" means one or more microprocessors, 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 implementing the method may include, for example, a processor and its input and output devices suitable for implementing the method.
Furthermore, programs implementing such methods (as well as other types of data) may be stored and transmitted in a number of ways and on a variety of media (eg, computer-readable media). In some embodiments, hardware-implemented circuitry or custom hardware may be used in place of or in combination with some or all of the software instructions capable of implementing the methods of various embodiments. You can. Accordingly, various combinations of software and hardware may be used in place of software alone.
The term "computer-readable medium" refers to any medium or combination of different media that together provide data (e.g., instructions, data structures) that may be read by a computer, processor, or similar device. refers to Such a medium may take many forms, including, but not limited to, non-volatile media, volatile media, and transmission media. Non-volatile media includes, for example, optical or magnetic disks and other persistent memory. Volatile media include dynamic random access memory (DRAM), which typically constitutes main memory. Transmission media include coaxial cables, copper wire, and fiber optics, including wires including system buses connected to processors. Transmission media may include or convey acoustic waves, light waves, and electromagnetic radiation, such as those generated during radio frequency (RF) and infrared (IR) data communications. Common forms of computer-readable media include, for example, floppy disks, floppy disks, hard disks, magnetic tape, any other magnetic media, CD-ROM, DVD, any other optical media, punched cards, paper tape, any other physical medium with a pattern or holes, RAM, PROM, EPROM, flash EEPROM, any other memory chip or cartridge, carrier wave as described herein below, or any other computer readable One example is the medium.
Various forms of computer-readable media may be involved in transmitting data (eg, sequences of instructions, etc.) to a processor. For example, data may be carried (i) from RAM to a processor, (ii) transmitted over a wireless transmission medium, or (iii) transmitted over 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 It may be encrypted for privacy protection or fraud prevention in either manner.
Accordingly, a description of a method is similar to a description of a computer-readable medium storing a program for implementing the method. The computer readable medium can store program elements (in any suitable format) suitable for implementing the method.
Just as a description of various steps in a method does not imply that all described steps are required, embodiments of the apparatus may include some (but not necessarily all) of the described methods. including a computer/computer computing device operable to perform the following:
Similarly, just as the description of various steps in a method does not imply that all described steps are required, embodiments of a computer-readable medium storing a program or data structure may, when executed, a computer-readable medium storing a program capable of causing a processor to perform some (but not necessarily all) of the methods described herein.
When a database is 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 illustrations or descriptions of any example databases presented herein are illustrative arrangements to represent stored information. Any number of other configurations may be used in place of those presented, for example, in 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 understand that the number and content of the entries may differ from those described herein. Additionally, despite any representation of a database as a table, 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 can be used to implement various methods, such as those described herein. Additionally, databases may be stored locally or remotely from devices that access data within the database, in a manner known in the art.
Various embodiments can be configured to operate in a networked environment that includes a computer in communication (eg, via a communications network) with one or more devices. The computer may be connected to any wired or wireless medium (e.g., the Internet, LAN, WAN or Ethernet, token ring, telephone line, cable line, radio channel, optical communication line, commercial online service provider, electronic bulletin board system, satellite communication link) , any combination of the foregoing), directly or indirectly. Each device may include itself a computer or other computing device, such as an Intel® Pentium® or Centrino® processor, connected in communication with the computer. Any number and type of devices may communicate with the computer.
In one embodiment, a server computer or centralized infrastructure may not be necessary or desirable. For example, the present invention may, in one embodiment, be implemented on one or more devices without a central authority. In such embodiments, any functionality described herein as being performed by a server computer, or data described as being stored on a server computer, may instead be performed by one or more such It may be implemented by and stored on the device.
When a method is described, in one embodiment, the method may operate without any user interaction. In another embodiment, the method includes some human intervention (eg, the steps are performed with or with human assistance).
VI. CONTINUING APPLICATIONS The present disclosure provides a description that enables those skilled in the art to practice the various embodiments and/or inventions. Some of these embodiments and/or inventions may not be claimed in this application, but may nevertheless be claimed in one or more continuing applications that claim the benefit of priority of this application. .
Applicants intend to file additional specifications to continue the patent for subject matter that satisfies the disclosure and enablement requirements but is not claimed in this application.
VII. In a 35 U.S.C. 112, 6th paragraph claim, a claim limitation that includes the phrase "means for" or "steps for" This means that paragraph 6 applies.
A claim limitation that does not include the phrases "means for" or "steps for" in a claim does not mean that the limitation enumerates a function without the structure, material, or act to perform that function. This means that 35 U.S.C. 112, paragraph 6, does not apply to such limitations. For example, in a claim, using the phrase simply "steps" or "steps" when referring to one or more steps in a claim or another claim is prohibited under the U.S. Pat. This does not mean that Article 112, paragraph 6, applies to that step.
With respect to means or steps for performing a specified function under 35 U.S.C. 112, paragraph 6, corresponding structures, materials, or acts described in the specification, and equivalents thereof, may be used to perform the specified function. Similarly, additional functionality may be implemented.
Computers, processors, computing devices, and similar articles of manufacture are structures that can perform a wide variety of functions. Such an article of manufacture is operable to perform certain functions by executing one or more programs, such as a program stored in the article's memory device or a memory device accessed by the article. 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. It is well known to those skilled in the art that certain functions may be implemented through 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, paragraph 6, a structure corresponding to a particular function is any device programmed to perform that particular function. Including products of Such structures include articles of manufacture that are programmed to perform the functions and that are programmed with (i) the disclosed algorithms for performing the functions; and (ii) the disclosed algorithms. (iii) whether they are programmed with similar algorithms or (iii) different algorithms to perform the function.
When a method enumerates means for performing a function, a structure for performing the method may be programmed and/or configured with appropriate hardware to perform the function. computer equipment (e.g., a general-purpose computer). Similarly, a computer device (e.g., a general purpose computer).
VIII. Disclaimer Numerous references to a particular embodiment do not imply a disclaimer or negation of additional different embodiments, and similarly, a reference to a description of an embodiment that includes all of the particular features This is not intended to imply a disclaimer or negation of any embodiment not including a particular feature. Any express disclaimer or negation in this application shall be prefaced by the phrase "does not include" or by the phrase "does not carry out".
IX. INCORPORATION BY REFERENCE Any patent, patent application, or other document referenced herein is incorporated by reference into this patent application as part of this disclosure, which Only for description and enablement requirements pursuant to Section 112, first paragraph of the Act, and shall not be used to limit, prescribe, or interpret any language in this application. In the absence of such reference, no ordinary meaning can be determined by one of ordinary skill in the art. Such person of ordinary skill in the art need not be limited in any way by any embodiments provided in that reference.
Incorporation by any reference does not imply endorsement, approval or acquiescence of any declaration, opinion, discussion or feature contained in any patent, patent application or other document incorporated unless otherwise stated.
X. Application History Other patent applications that share priority claims with this application, whether or not there are other patent applications that may be considered related to this application in the interpretation of this application (including the claims) Regardless of whether there is, one skilled in the art should refer to the prosecution history of this application, rather than the prosecution history of any other application or patent application.
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 provided by casinos and the like. Gambling activities include slot machines, video poker, table games (e.g., craps, roulette, blackjack, Pai Gow poker, Caribbean stud poker, baccarat, etc.), the wheel of fortune, etc. Any casino-type gambling may be included, including, but not limited to, fortune) games, keno, betting on sports, horse racing, dog or car races, jai alai, and any other gambling activities. Gambling activities can also include betting on any type of event. Examples of events include sporting events such as horse or car races, and athletic events such as football, basketball, baseball, and golf. Events can also include things that would not normally involve betting. Such events include, but are not limited to, political elections, entertainment industry awards, and movie ticket sales results. Games can also include non-stakes games and events. Games can also include sweepstakes or lottery-type activities, such as intrastate and interstate sweepstakes. These can include all forms of number-picking lotteries, "scratch-off" lotteries, and other lottery competitions. The gaming system may be implemented via a communication network, such as a mobile phone network or a personal wireless and/or wired network. Examples of the latter include WiFi and WiMax networks. In some embodiments, the 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 transmitted over the Internet and/or information is encrypted. In various embodiments, the communication network allows players to participate in games from remote locations (eg, outside of the gaming area of the casino). Similarly, the system allows players to be mobile while participating in gaming activities. In various embodiments, the system has features that authenticate or determine a location and is operative to allow or disallow gaming from a remote location depending on whether the location meets one or more criteria. This criterion may be, for example, whether the location is within a predetermined area where gaming is permitted by law.
As shown in FIG. 1, for example, gaming system 10 may include at least one user 12. As shown in FIG. The system may include additional users, such that there are at least a first user 12 and a second user 14. Multiple users may access the first gaming system 10 while other multiple users access a second gaming system (not shown) in communication with the first gaming system 10. Users 12 and 14 can access system 10 via game communication device 13. Game communication device 13 may include any suitable device for sending and receiving electronic communications. Such devices include, but are not limited to, mobile 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. Game information is also transmitted between network 16 and a computer 18, such as a server, which may be located within the domain of gaming service provider 20. However, the location of computer 18 may be arbitrary, and computer 18 may be located near or remote from the domain of gaming service provider 20. Various embodiments may not include a gaming service provider. Computer 18 and/or gaming service provider 20 may be internal to, proximate to, or remote from the gaming service provider (not shown in FIG. 1). The gaming service provider may be an actual gaming administrator, such as a casino. As one example, a gaming service provider may be located on the premises of a casino, and the computer 18 may be physically located within the geographic boundaries of the gaming service provider. However, as explained, other possibilities exist for the remote location of computer 18 and gaming service provider 20. Computer 18 may function as a game server. Additional computers (not specifically shown) may function as database management computers and redundant servers, for example.
In various embodiments, both game communication device 13 and computer 18 are provided with software. Software provided in the gaming communication device 13 may be operative to present information corresponding to gaming activities (including gambling and non-gambling activities as described herein) to the user. This information may include, but is not limited to, a graphical representation of objects associated with the activity and a presentation of options associated with the activity and selectable by the user. The game communication device software may also be operative to receive data from the computer and data input by the user. The software on the computer also exchanges data with gaming communication devices, accesses additional computers and data storage devices, and performs all of the functions described herein as well as those common to known electronic gaming systems. May be implemented.
The information transmitted over network 16 may include any information in any format necessary or desirable for operation of the gaming experience in which the user participates. The information may be transmitted in whole or in combination in any format according to any known or future transmission technology, including digital or analogue, text or audio, and may include, for example, wired or wireless. good. Wireless technologies may include licensed or license-exempt technologies. 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), and 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 will envision other types of communication techniques. Furthermore, 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 involvement of the Internet. However, in some embodiments, some of the game information may be transmitted over the Internet. Also, some or all of the game information may be partially transmitted over the Internet. In some embodiments, some information is communicated, in whole or in part, over the Internet, but this information is either not game information or game information that does not require maintenance of confidentiality. That's it. For example, the data that generates the image representation of a table game on a user's gaming communication device is transmitted at least partially over the Internet, whereas the betting information transmitted by the user is entirely non-Internet. may be communicated via a communications network.
According to some embodiments shown in FIG. 2, for example, the communication network includes a mobile phone network 22. Mobile phone 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 a typical mobile phone network. Base stations may have overlapping coverage areas. Furthermore, the coverage area may be sectorized or non-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 the activities available at 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 include at least one voice/data switch, which may be connected to the wireless portion of the network via a dedicated secure land line. The communication network may also include a gaming service provider, which may also be connected to a voice/data switch via a dedicated secure land line. The voice/data switch may, for example, be connected to the base station's wireless network 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 by means of a mobile station that is in communication and thus part of a communication network. A mobile station may be any electronic communication device capable of communicating with a desired network. For example, in this particular embodiment, the mobile station may include a cell phone.
In various embodiments, for example, in the case of a mobile communications network, the gaming system is enabled through the use of a private label carrier network. Each base station is programmed by a mobile 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 gaming software and carrier-approved software. The base station communicates to the switch via a private T1 line. The gaming service provider leases a private T1 or T3 line, which becomes the callback path to the gaming service controlled by the gaming service provider. Encryption can be implemented on phones if required by gaming regulatory authorities such as gaming commissions.
A mobile communications network may be a private, closed system. The mobile stations communicate with base stations, which are connected to a central switch located within the gaming territory. In this switch, voice calls are routed either locally or over long distances. A particular service provider's game traffic is routed from the central switch to a game server at a host location, which may be a casino or other location.
When a subscriber activates a particular gaming application, the handset will make calls only to certain base stations, using cells or sectors designed to fall entirely within the gaming jurisdiction. For example, if the base station is close enough to receive or transmit a signal to a normal line, it will not be able to communicate with the device. When the customer uses the device for gaming, the system may prohibit making or receiving voice calls, if desired. Note that the entire audio can be deleted if necessary. Additionally, voice may not be allowed to "connect" to the Internet. This makes it possible to ensure to a high degree that bets originating and ending 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, while in other embodiments the communication path may not include the Internet. Alternatively, in some embodiments, some non-gaming information may be transferred over a path that includes the Internet, while other information related to gaming activities of the system is transferred over a path that does not include the Internet.
As shown in FIG. 3, gaming communication device 32 is in communication with a gaming service provider via network 34. As shown in FIG. A gaming service provider is preferably one or more services where 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 within one or more software modules. Applications may be combined in any possible combination. Additionally, it is to be understood that these applications are not exhaustive and that other applications may exist that provide environments for users with any desired or potential activities.
In another embodiment, for example as shown in FIG. 4, the communication network includes a private wireless network. A private wireless network may include, for example, 802.11x (WiFi®) network technology to cover a "gaming spot" or an "entertainment spot". In FIG. 4, various WiFi (registered trademark) networks are shown as network 41. In FIG. Network 41 may use other communication protocols that provide private wireless networks, including, but not limited to, 802.16x (WiMax®) technology. Furthermore, networks 41 may be interconnected. Additionally, the game system may include the combination of networks illustrated in FIG. For example, a combination of a private wireless network 16, a mobile communications network including a multi-channel access unit or sectorized base station 42, and a satellite network including one or more satellites 46 is shown.
Regarding private wireless networks, private wireless networks are particularly useful for gaming service providers for location and identity authentication required for gaming privileges, as the technology can cover small areas and provide very high throughput. Good fit. Gaming spots enabled by network 41 include current casino areas 48, new 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 overall configuration of the game system shown in FIG. 4 is intended as an example and may be modified to suit various embodiments.
In some embodiments, system architectures for gaming systems include the following.
(1) 802.11x (WiFi(R)) and/or 802.16x (WiMax(R)) technology, robust security and authentication software, gaming software, Windows(R) or Symbian(R) as approved by the mobile carrier. A wireless LAN (Local Access Network) component, which primarily includes a handset with a built-in Symbian® operating system, and (a) CDMA technology to ensure data protection over the air; (b) at least two user authentication systems; (c) forced tunnels to gaming services (fixed routing); and (d) end-to-end at the application layer. encryption, and (e) state-of-the-art firewall and DMZ technology; (2) licensed and license-exempt point-to-point links; (3) Private MAN (Metropolitan Area Wideband Wireless Network) T1 and T3 lines that provide connectivity to areas where wireless service does not reach, and (4) Redundant private MAN (Metropolitan Area Wideband Network) T1 and T3 lines from the mobile switch back to the game server. line network. Each of the "gaming spots" and "entertainment spots" are preferably connected via a MWAN/MAN back to a central redundant gaming service. To access the private wireless network, the gaming communication device may be a WiFi or WiMax enabled PDA or small laptop and does not need to be managed by a third party partner. do not have.
In various embodiments, the gaming system includes a location authentication feature, which is operable to allow or disallow gaming from a remote location depending on whether the location meets one or more criteria. The criterion may be, for example, whether the location is within a predetermined area where gaming is permitted by law. As another example, the criterion may be whether the location is a non-gaming area, such as a school. Location authentication technologies used in the present system may include, but are not limited to, "network-based" and/or "satellite-based" technologies. Network-based techniques include, for example, multilateration, triangulation, and geofencing. Examples of satellite-based technology include global positioning satellite (GPS) technology.
As mentioned above, cellular 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 placing bets or placing bets outside of Nevada's borders. can be included. In some embodiments, the network does not cover all of a particular jurisdiction, such as the state of Nevada. For example, the network does not cover areas where cellular coverage for a particular base station crosses state lines or other jurisdictional boundaries. This is done to allow the use of location authentication to ensure that betting opportunities that originate or end outside the state cannot be accepted. Triangulation is used as a method to prevent gaming in unauthorized locations. Triangulation may be accomplished, for example, by comparing the signal strength from a single mobile station received at multiple base stations, each with GPS. This technique can be used to determine the location of a mobile station. The location can then be compared to a map or other resource to determine whether the mobile station user is in an unauthorized area, such as a school. Alternatively, GPS technology may be used for these purposes.
As shown in FIG. 5, the game system includes multiple game communication devices 54, 55, and 56. Device 54 is located outside of 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 area of multiple base stations 53. Thus, geofencing can be used to enable games for device 56 but disable games for devices 54 and 55. Some gaming communication devices that are inside the gaming jurisdiction 58, such as gaming devices 55, may be geofenced 57, such as devices 54, outside the gaming jurisdiction 58, even if they are not authorized to access the gaming system. Certain non-gaming communication devices are allowed access.
Geofences do not have to be location specific. Rather, it may confirm that the mobile station is within a certain boundary. For example, geofencing may be used to ensure that mobile stations across state lines do not access the gaming system. On the other hand, triangulation may involve pinpoint or near pinpoint location. For example, as shown in FIG. 5, triangulation of device 56 is performed among three base stations 53 to determine the location of device 56. Triangulation may be used to identify whether a device, such as a mobile station, is located at a particular location (eg, a school, etc.) where gambling is not authorized. Preferably, the location determination technology utilized in conjunction with the present invention meets E911 requirements by the Federal Communications Commission (FCC) Phase 2. U.S. Geological Survey (GIS) mapping may also be used to compare the identification coordinates of gaming communication devices with GIS maps or components to determine if the device is in an area that is not authorized for gaming. Good too. Triangulation, geofencing, Global Positioning Satellite (GPS) technology or any other type of technology that can be used to confirm or establish to an acceptable level that a user is within an authorized game area. Note that any type of location authentication may be used, such as location determination techniques.
In various embodiments, location authentication includes channel address verification or location authentication using some other identifying number or piece that indicates which network or network portion is being accessed by the gaming communication device. This is achieved using If identification numbers are used for this purpose, by way of example, one method of location verification is that the participant accesses the gaming system via a mobile phone. The identification number of the mobile phone or the network component accessed by the mobile phone identifies the caller's connection to the mobile communications network. This number indicates the fact that the caller is within the identification area and on a certain mobile communications 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 a first network provider to a 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 a first provider. The first provider forwards the identifying information to the second provider so that the second provider can determine whether the defined area in which the caller is located allows or disallows the associated gaming activity. In various embodiments, the gaming service provider maintains and has access to a database that maps various possible global mobile communication networks that identify numerous geographic regions. Various embodiments contemplate any number or proxy representing a network, network portion, betwork component connected using a mobile phone. The identification number may indicate one or more base stations or a group of base stations, lines, channels, trunks, switches, routers, repeaters, etc.
In various embodiments, when a user connects his or her mobile phone to a game server, the game server retrieves network identification information and communicates this information to the game service provider. Software residing on the gaming communication device may incorporate functionality to determine the user's location (based at least in part on identifying information) and send a message to the gaming service provider at the time of login or access by the user. good. The identifying numbers or information for determining the 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, not only at the point of login or initial access, but also at predetermined time intervals during a gaming session to ensure that the gaming communication device moves into unauthorized areas during play.
Therefore, depending on the location determination method used, the decision to permit or prohibit gaming activities may be made by transferring information between the game communication device, the game server, or the game communication device and the game server (e.g., a base station, etc.). This can be done in any of the components of the communication network used for the purpose.
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 of the authorized gaming area. Furthermore, 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 gaming communication devices within a large facility, such as a casino complex. This may enable certain functionality to enable or disable devices based on the device's location within the facility. For example, government regulations may prohibit the use of gambling devices from guest rooms at casino complexes. Accordingly, certain embodiments may include the ability to determine device location within a facility and disable gambling functionality from the device's guest room or other area 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 in accordance with 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 may be used to participate in various gaming activities. Although the wireless network includes at least three signal detection devices 602, various embodiments may include fewer or more than three signal detection devices. As shown in FIG. 6, the wireless network includes four signal detection devices 602, each located at one corner of the casino complex 600. In various embodiments, the three signal detection devices may include a wireless access point, a wireless router, a wireless base station, a satellite, or any other suitable signal detection device. Further, although signal detection device 602 is illustrated as being located on the boundary of casino complex 600, signal detection device 602 may be operable to receive signals originating from gaming communication devices within casino complex 600. For example, the signal detection device may be located anywhere inside or outside the casino complex 600. In various embodiments, signal detection device 602 can also be used to send as well as receive signals to gaming communication device 604.
In various embodiments, the casino complex 600 may be divided into one or more sections 608 representing various areas of the casino complex, such as lottery, guest rooms, restaurants, shops, entertainment locations, 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 the compartment 608. The sub-divisions 606 may be arranged in a grid pattern, with each sub-division 606 having a uniform size. In some embodiments, each subdivision may include 9 square feet (ie, 3 feet by 3 feet). In some embodiments, each subdivision may include 100 square feet (i.e., 10 feet by 10 feet). Selection of the size of the area covered by the subpartition may depend on administrator preference, technical limitations of the wireless network, government standards, as well as other considerations.
Particular embodiments can map the casino complex 600 into multiple sections 608 and sub-sections 606 and determine the location of gaming communication devices 604 within the complex. These embodiments may utilize signals received by signal detection device 602 from gaming communication device 604 to determine the location of the device.
In various embodiments, the location of the gaming communication device 604 can be determined based on the strength of the signal received by the respective signal detection device 602 from the device 504. In various embodiments, this may be accomplished using a received signal strength indication (RSSI) value or any other suitable signal strength indication. Generally, the closer a subdivision is to a signal detection device, the stronger the signal that the signal detection device receives from a gaming communication device in that subdivision. Thus, when multiple signal strength readings are provided from different locations within the casino complex (ie, signal detection device 602), these different signal strengths can be used to determine the location of the device.
With this in mind, each subdivision 606 of casino complex 600 is associated with a reference set of signal strengths received by signal detection devices from devices in that particular subdivision. Typically, these values are generalized and periodically recalibrated by references read from gaming communication devices in that subpartition. Once each sub-partition is associated with a reference set of signal strengths, these reference signal strengths are compared to signal strengths received from the gaming communication device. This comparison can be used by the gaming communication device to identify a particular partition since each sub-partition includes a unique set of signal strengths.
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 reception of the signal 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 sub-section 606 can be associated with a predetermined or reference set of elapsed times since transmission for signal reception from a gaming communication device. This set of elapsed times will be different for each subdivision of the casino, since the time it takes for the signal to reach each signal detection device depends on the proximity of the subdivision to the respective base station. By comparing the time since transmission to the reception of the signal from the gaming communication device received by the signal detection device, the subdivision 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 discussed above, certain embodiments may disable the gaming communication device's gambling functionality from the user's guest room, while still allowing the user to perform other device functions, such as purchasing goods or services. It may be possible to purchase tickets to an entertainment event. When the user leaves his/her guest room, the gambling feature of the gaming communication device may be activated. Similarly, certain embodiments may prevent gaming communication devices from being used to conduct financial transactions from the casino floor. This feature may be activated when the user leaves the casino floor. Similarly, other features of the gaming communication device may be enabled or disabled based on the location of the device, according to various embodiments.
In various embodiments, various features of a gaming communication device may be enabled or disabled based on a certain section 608 of the device. In such embodiments, each section 608 of the casino complex may be associated with a set of permitted activities. For example, a "lobby" section 608a of a casino complex may allow all activities, while a "guest room" section 608b of the facility may allow all activities except gambling. Depending on the location of the gaming communication device, the functionality of the gaming communication device may be limited to the set of activities that the device is allowed for a given area. As the gaming communication device moves from compartment to compartment, the location of the device may be redetermined and the capabilities of the device may be updated to reflect the set of activities that the device is permitted for a compartment.
Various embodiments may also use the location determination to transmit location-specific information to the gaming communication device. For example, a reminder may be sent to a user device that an entertainment event for which the user has a ticket is about to begin, if the device is located in a different part of the casino complex. In another embodiment, when the user is in his or her guest room, the user may be notified that the user's preferred dealer is on the casino floor.
In various embodiments, the gaming communication device location can be used to deliver goods and services purchased or ordered by the device user. For example, in various embodiments, a user can purchase meals and drinks using the device. The device location may be used to deliver meals and drinks to the user, even if the user moves to another sub-compartment after placing his or her order.
The location determination of the gaming communication device can also be used to direct the user to other parts of the casino complex. For example, a user on the casino floor who desires to go to a particular restaurant within the casino complex may be guided based on his or her location. This guidance may then be updated as the user progresses toward the desired location. If the user goes off course, the location determination is updated during the user's movement and can be used to warn the user that the user has gone off course and to plan a new course to the desired destination.
It is to be understood that the foregoing description encompasses several implementation techniques that may be used in accordance with various embodiments. Other techniques can be used and envisioned according to various embodiments. Various embodiments may be implemented using any suitable technology, either currently existing or still under development.
User Profile According to various embodiments, a wireless gaming system may 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, a user profile includes 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. The gaming management device may include a wireless device used by casino staff to provide gaming services or gaming management services.
Various embodiments may include software and/or hardware that enables the preparation, modification, and maintenance of one or more user profiles. That is, one or more user profiles may each include a dataset maintained on a data storage device. The dataset for each individual user profile may reflect any number of parameters or pieces of information related to the particular user corresponding to the profile. Although 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, dietary and Examples include preferences for other services. The information may also include information such as name, address, hotel name and room number, telephone number, social security number, user code, and electronic files such as fingerprints, voice, employee, retinal scan, 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 part of a profile. For example, an entity such as a casino may include certain rules as part of its profile that govern the distribution or provision of promotions to users. User profile information may include any codes, account numbers, credit information, agreements, interfaces, applications, or any other information associated with the user. Accordingly, user profile information may include any information specific to a given user. For example, profile information may include trends in where a particular user has played, skill level, success level, types of games played, and betting style, and information related to the user's activities.
In various embodiments, user profile information may include concierge or other service information associated with the user. Concierge services include restaurant services, entertainment services, hotel services, money management services, or other suitable services that 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, entertainment services include, but are not limited to, users purchasing tickets to shows, arranging reservations or services, conducting virtual shopping, arranging transportation, or performing other entertainment-related actions. Services that can be mentioned include:
Hotel services may include, for example, allowing users to check in, check out, reserve hot springs, check messages, leave messages, list hotel rates, or perform other guest-related actions. One example is service. Money management services include, for example, services that allow users to transfer funds, pay bills, 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 created for previous users who have not played for a predetermined period of time. The gaming system may set up a profile, monitor the user's activities, adjust the profile, and adjust the information (such as images) displayed to the user. The gaming system may be configured to use the profile information to modify gaming information for the user. For example, if a previous user returns to the gaming system, the system will look up the profile for that user and note that in a previous session of the game, the user lost money at craps but won money at blackjack. You can find it. Based on this information, the system may adjust the default game screen to display a blackjack table to the user. As a further example. Profile information may indicate that the user's previous blackjack time was spent mostly at tables with a $25 minimum. Accordingly, the system can make further adjustments to the gaming environment and present a $25 table at the blackjack table. In this sense, the gaming system enables personalized wireless gaming based on one or more criteria maintained in the user profile.
User profiles may be established, maintained, and periodically updated as needed to allow 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.
Warnings In some embodiments, the gaming system may initiate one or more warnings to one or more users based on any number of criteria. For example, the alert may be based on the user's location. The system may also be configured to continue tracking other location-independent parameters. The start of the alert may depend on time parameters. Game warnings may also be based on this information and/or other information maintained in the user profile. Alerts can also be overridden for display, and the content and display of alerts may be customized by the user or other entity. In a related concept, the system may be configured to provide directions and/or maps. Another related concept incorporates the ability of a user to view certain activities or areas remotely. An alert may be generated in response to the presence of data within a user profile. Additionally, the content and display of the alert may be determined based on information in the user profile. Thus, when a warning 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 may be presented or displayed to the user in a format determined at least in part by any parameters described or contemplated herein. For example, if the user is outside, the display may automatically brighten so that the user can more easily view the alert. Warnings may be presented in any combination of one or more of textual, visual, audio, or other information exchange formats. The warning presented to the user on the screen of the game communication device may be configured in any desired manner, for example. Preferably, the information is displayed in a manner that most effectively utilizes the actual assets of the screen to convey the warning message. That is, different alerts of different types or with different priorities can be displayed separately on the gaming device. For example, a more important alert could appear as a pop-up while a second alert scrolls down the screen. A player can register for alerts and determine his or her particular alert configuration preferences.
According to some embodiments, guidance information may be provided to one or more users. Guidance information may accompany the warning. The guidance information may be based on any of the parameters described herein. Information on activities, locations, seats, tables, leisure spots, restaurants, exchange cages, information booths, casinos, hotels, sports venues, theaters, etc. (e.g., profiles, alerts, locations, changes in play or other activities, etc.) It may also be for. For example, the directions may be for a particular table or gaming area, a casino other than where the user is currently located or another user is, a restaurant identified in the user profile, a sportsbook area of the casino, a hotel room, etc.
Guidance can be presented as speech, text, and/or images (eg, as a map with a zoom feature). Examples where guidance may be provided include that the user prefers to play high limit blackjack on Saturday nights, but does not have a particular casino preference. When a user enters one of the casinos in which the system is operational, the system provides the user with an alert inviting the player to a high-limit blackjack table and guidance information in the form of a visual route. do. Another example includes depositing a user with a sportsbook at a casino and indicating that the user would like to play craps. The device guides the walk to the craps table. Another example includes if the user desires 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 audio directions to the user from the user's current location to the selected restaurant. The system may also be configured to provide ancillary information based at least in part on the alert, profile, or guidance information being provided. For example, the system may tell you that you will need a taxi, or that you will need a train, or that you will need a jacket and tie, or that you will need an umbrella, etc. Depending on the location and route to be taken, the user may be notified.
According to various embodiments, a system allows a user to remotely view certain activities or areas. For example, cameras (or other viewing devices) may be placed throughout the casino's facilities (or other relevant areas). At the kiosk or on the wireless gaming device, a user can "peek" into one or more selected areas to view the activity in the selected area. For example, from the pool, a user may know whether a craps table has changed limits or is full. From the craps table, the user can see if the restaurant or bar is getting crowded.
According to various embodiments, the operations of the alert module and alert method are integrated with various techniques for managing user profile information. An example of this aspect is that when a user plays a certain casino game, the system can be configured to recognize that the user has a certain preferred dealer or facilitator. Invite users to participate in gaming activities at specific tables where those dealers or caretakers are working, if the users are in an area or within a certain distance when those dealers or caretakers are on duty. alerts can be sent.
Accordingly, when the 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 certain sports team. The system monitors information about upcoming events involving that team and checks at predetermined times to see if the user would like to place a bet on the event. If there is no bet, the system invites the user to visit the sportsbook and place a bet. As another example, the system knows that the user prefers tables with a $10 minimum and alerts the user to begin seating at such tables. As another example, an alert can be triggered by information that is not directly related to or associated with a particular user (eg, information that does not identify the user). For example, an alert may be triggered at a certain time or by the occurrence of a certain event (eg, odds given for a sporting event changing by some predetermined amount).
Service Applications According to various embodiments, gaming services may be provided as add-on applications to pre-existing communications or data services. Accordingly, the gaming service application may be made available to pre-existing communication or data services. For example, customers of certain wireless telephone or data services may be offered any one or a combination of the various gaming service applications described herein as an additional feature bundled with the telephone or data service. be able to. This document may refer to the communication services bundled with the provided game service application as including pre-existing communication services, but the game service application may refer to the communication services bundled with the provided game service application as including pre-existing communication services. Please be aware that it may be provided and received as part of an accompanying package. In yet other embodiments, gaming services may be established first and communication services added later.
Gaming service applications provided in combination with communication services through bundling or otherwise may be customized to meet the needs of the customer, the service provider, 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 communications service may offer its customers many gaming service plans that provide different levels of service. For example, certain services, such as advertising and/or promotional services, may be free to customers of communication services. Such level of service may be selected by the customer, selected by the provider, or both.
A customer may be billed for add-on gaming services separately or in combination with a bill 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 way that caller ID services, call atmospheric services, and call message services are charges that are in addition to the base charges associated with communication services. good.
Peer-to-Peer Wireless Gaming According to various embodiments, a 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 allowed to play multiple hands of blackjack. Certain aspects include features that provide assistance to users in finding particular activities. For example, a first player may wish to play poker at a six-person table. The gaming system may be used to identify poker tables that have positions available for participation by a 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 a game in which the second player is already participating. The player may be configured to assist the first player in locating.
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 keep track of 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 gaming system allows peers to set up a private buddy network for this group of friends. The system allows one or more group members to track one or more other group members. In various embodiments, the system may also allow for the exchange of messages with one or more group members. For example, the system may also allow 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 setting up of "warning systems." 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 the gaming device that meet the criteria. For example, a gaming participant may desire to initiate a gaming activity with other users of gaming devices who qualify as "big money winners" or "big money gamers." Other examples include when a celebrity user wants to initiate a gaming activity with other celebrities, or when an elderly civilian wants to initiate a gaming activity with other elderly civilians. In each example, the user may identify criteria, which can then be used to identify other game participants who meet this criteria for peer-to-peer gaming event initiation. .
It is to be understood that the foregoing description encompasses several implementation techniques that may be used in accordance with various embodiments. Other techniques can be used and envisioned according to various embodiments. Various embodiments may be implemented using any suitable technology, either currently existing or still under development.
Gaming and Wireless Systems Various embodiments include gaming systems that include handheld personal gaming devices. The gaming system can be adapted to present one or more games to a single user of a handheld gaming device.
In various embodiments, a gaming system includes a portable gaming device or interface. The portable gaming device has a display for displaying game information to a player, at least one input device for receiving input from the player, and can send and receive information to and from a remote device/location. The gaming system also includes a gaming 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 includes a payment operations server for authenticating payments and establishing eligibility of players playing games provided by the gaming server via the portable gaming device.
In various embodiments, the gaming system includes one or more stationary gaming machines or other devices capable of printing tickets with associated value. The portable gaming device includes a ticket reader that reads the ticket information for use by a payment operations server that authenticates the associated value to authorize the player to play the game.
In one or more embodiments, a portable gaming device communicates with other devices (such as a gaming server) via a wireless communication channel. Appropriate relays and transceivers are provided to permit wireless communication.
In one or more embodiments, a 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 a device user. In various embodiments, the number of interfaces or other features that are displayed or allowed to be accessed is configured depending on the device user. If the game representative identifies himself or herself, an interface may be provided that allows access to a variety of control functions. If the player identifies himself or herself, such control functions may not be accessible, but instead only consumer-related functions, such as game play, may be accessible.
In one or more embodiments, the gaming system includes one or more business servers, such as a food transaction server. 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, drinks, restaurant reservations, or other services.
One or more embodiments include a method of playing a game via a portable gaming device associated with a gaming network. In some embodiments, a player obtains a portable gaming device, such as by checking the device at a restaurant service station or hotel/casino front desk. The player provides value, such as a credit card or cash payment, to the gaming operator. This value is associated with a server that matches the ticket number with a player tracking number or other identifier.
The gaming device is configured for player play using a login interface. The login act may be performed by a player or a game operator. The player then establishes entitlement to obtain a service, such as game play, by demonstrating the existence 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 authentication of the player's eligibility for game play or other service acquisition. If eligibility is verified, the player is permitted to participate in game play or service requests.
If the player desires to play a game, the player provides instructions, such as by selecting a particular game using a gameplay interface. Upon receiving the instruction, the game server generates game data and transmits it to the individual's gaming device. The transmitted data may include audio and video data in presenting the game for use by the individual's gaming device. Players are authorized to participate in the game by entering into the game server through their personal gaming device. The game server determines the outcome of the game. If the result is a winning result, a prize will be awarded.
The prize may be an amount of cash associated with a player account at the payment transaction server. If the result is a losing result, the bet or wager placed by the player is lost and the amount is deducted from the player's account at the transaction server.
FIG. 8 is a block diagram of a game system according to various embodiments.
As illustrated, the game system B20 includes a plurality of game machines B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, and B22j. In some embodiments, these gaming machines B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, B22j are fixed.
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 the placing of a wager or bet and provides an award, such as a monetary award, to a player who receives a winning result. These devices may include, for example, video poker and slot machines. In addition, the gaming system B20 includes one or more handheld portable gaming devices (PGD) B24. The PGD 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. 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 devices are not included in this specification. may have one or more of the characteristics described in the book.
Additionally, in various embodiments, PGD B24 communicates with at least one game server B28. As discussed below, in various embodiments, the one or more games presented to the player via PGD B24 are provided by game server B28.
Gaming machines B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, B22j and their respective PGD B24 communicate with a payment system referred to herein as the "Easy Pay" system. This system includes a server B26 for transmitting and receiving information. Generally, Easy Pay systems are utilized to accept payments from players for game play and the 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 transmitting and/or receiving other information. In some embodiments, one server B30 includes a prize transaction server. Another server B32 includes a food transaction server. In some embodiments, information can be sent between PGD B24 and these servers B30, B32.
Referring to FIG. 9, the Easy Pay system according to various embodiments will be described in more detail. The Easy Pay system may be a component of a prize ticket system that allocates prize ticket vouchers in lieu of regular monetary awards or redemptions when a player wins a game or desires a cash refund. . The ticket can also be used by a gaming machine or other gaming device to provide value, such as payment for items or entry fees for bets or game play.
FIG. 9 illustrates, in block diagram form, several embodiments of the system. As shown, a first group of game machines B22a, B22b, B22c, B22d, and B22e are shown connected to a first business verification terminal (CVT) B34, and a first group of game machines B22f, B22g, B22h, A second group of B22i and B22j are shown connected to a second CVT B36. All gaming machines print ticket vouchers that can be exchanged for cash or accepted as credits or indicia at 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 a group of gaming machines connected to the same CVT. For example, a prize ticket printed from gaming machine B22a can be used as indicia credit on gaming machines B22b, B22c, B22d, and B22e that are connected to a shared CVT B34, but each gaming machine is connected to CVT B36. Cannot be used with B22f, B22g, B22h, B22i, and B22j.
CVT B34, B36 stores ticket voucher information corresponding to outstanding ticket vouchers awaiting redemption. This information is used when tickets are verified and refunds are issued. CVT B34, B36 stores 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 desires to redeem a ticket voucher and the CVTs B34, B36 are not connected to each other, the player may redeem the printed voucher from a particular gaming machine in the CVT associated with the gaming machine. To issue a ticket voucher refund, the ticket voucher is verified by comparing information obtained from the ticket with information stored in the CVT. After a ticket voucher is refunded, the CVT marks the ticket as paid in the database to avoid multiple redemptions of tickets with similar information.
Multiple groups of game machines connected to CVT B34, B36 can be connected together to cross-validation network B38. The cross-verification network typically includes one or more concentrators B40 that accept input from two or more CVTs, allowing two or more CVTs to communicate bidirectionally using one communication line. Concentrator B40 is connected to a front end controller B42 that can poll CVTs B34, B36 for ticket/voucher information. The front-end control device B42 is connected to an easy pay server B26 capable of providing various information services for the prize ticket system, including a settlement section B44 and a management section 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 the cash dispensers at cash dispensing stations B48, B50, B52 to validate any ticket vouchers generated from other gaming machines within the cross-validation network B38. To redeem a ticket voucher, the player can present the ticket voucher at one of the cash payment stations B48, B50, B52. The information obtained from the ticket voucher is used to validate the ticket by comparing the information on the ticket with information stored in one of the CVTs B34, B36 connected to the cross-validation network B38. It will be done. When the ticket is verified, this information may be sent to another computer B54 that provides auditing services.
As mentioned above, gaming system B20 may also include one or more handheld PGD B24. In various embodiments, the PGD B24 is a mobile device capable of sending and receiving information via a wireless communication link/network.
Referring again to FIG. 8, gaming system B20 includes a printer B56, wireless communication relays B58 and B60, and wireless transceivers B62, B64, B66, and B68 connected to 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 services or lodging services, after obtaining a PGD B24 and being given appropriate authorization. can.
FIG. 10 is a diagram illustrating a block diagram of a service system that can be implemented by the PGD B24, games, and game system B20 illustrated in FIG. 8. In various embodiments, the gaming and service system B100 consists of at least one PGD B24 and a number of input/output devices. PGD B24 typically includes a display screen B102 capable of displaying a number of game service interfaces B106. Game services interface B106 is generated on display screen B102 by some type of microprocessor (not shown) within BGD B24. A handheld PGD B24 that is compatible with the game service interface B106 shown in FIG. 10 is manufactured, for example, by Symbol Technologies, Inc. of Hostsville, New York, 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.
Game services interface B106 may be used to provide a variety of game service transactions and game operation services, including the 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. , a gameplay interface B137, accessible by a gaming service representative or player via a main menu having a number of submenus 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 available to users of the PGD B24. For example, in one or more embodiments, the PGD B24 can have dual purposes, both being usable by the player for game play and participation in other activities, and providing services to the player. and by game operators for use in performing administrative functions. In various embodiments, some PGD B24s may be configured specifically for use by players only, and other PGD B24s may be configured specifically for use only by games or other personnel. 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 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 functionality. In various embodiments, when PGD B24 is operational (such as when a power button is activated), the default state of PGD B24 is the display of login interface B105. When a PGD B24 user logs in, the state of the PGD display changes.
In one or more embodiments, login interface B105 may allow a 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 enter user/operator identification information on the screen including the m-login interface B105 using an input stylus B103 and/or one or more input buttons B104. . Using menus on the display screen of the login interface, the user may select other display screens related to the login and registration process. For example, a separate display screen obtained via a menu on the display screen of the login interface allows the PGD B24 to perform a fingerprint scan of a gaming service representative for identification purposes, or a fingerprint scan of a gaming player. You can.
If a user identifies himself or herself as a gaming operator or representative, PGD B24 may be configured to display one or more other interfaces, such as those listed above and described in detail below. In one or more embodiments, the default status or login may be a login in "player" mode.
In various embodiments, the login interface B105 allows the player to use the PGD to grant the player access to multiple player services, such as game play. In order to configure the B24, it may be possible to identify itself. In various embodiments, login interface B105 includes a request for the user to identify themselves as a "player" or "authorized personnel." If "authorized personnel" is selected, user identification (including password) as described above 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 may use 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. of FIG. 8). The ticket may be authenticated through the Easy Pay system described above.
In various embodiments, PGD B24 includes 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 a magnetic stripe of a card, such as a player tracking card.
After providing appropriate authorization, the user of 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 input/output interface B108. In various embodiments, such access is provided only to the gaming service operator and not the player. In one or more embodiments, the input/output interface B108 selects, from a list of devices stored in memory on the PGD B24, devices from which the PGD is capable of inputting game service transaction information and outputting game service transaction information. Allow the user to choose. For example, PGD B24 may communicate with ticket reader B145. As another example, PGD B24 may input information from card reader B140. Such input may be useful, for example, if a gaming service operator wishes to verify the authenticity of a player tracking card or the like.
PGD B24 can output game and service transaction information to multiple devices. For example, to print a receipt, PGD B24 can output information to printer B150. In this gaming service transaction, PGD B24 may send requests to and receive responses from Printer B150. Printer B150 may be a large device located at some fixed location or 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 a magnetic card or smart card. Other devices that can input or output information from the PGD B24 are personal digital assistance, microphones, keyboards, storage devices, gaming consoles, and remote transaction services.
PGD B24 can communicate with various input devices and output to devices using wired and wireless communication interfaces. For example, PGD B24 may be connected to printer B150 by some type of wired connection. However, PGD B24 may communicate with remote transaction server B160 via a wireless communication interface, including a spread spectrum mobile communications network communication interface. An example of a spread spectrum mobile communications network communication interface is Spectrum 24, offered by Symbol Technologies, Inc. of Holtsville, New York, USA, which operates between approximately 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 refunds. Some devices may include multiple communication interfaces. Such spread spectrum mobile communication networks are just one possible communication scheme.
Another type of interface that may be stored on PGD B24 is an award ticket validation interface B115. In some embodiments, this interface is only available to authorized gaming service representatives, not players. Some embodiments of this prize ticket validation interface B115 include an Easy Pay ticket voucher system and can authenticate Easy Pay tickets as described above. However, when other ticket voucher systems are utilized, this prize ticket validation interface B115 may be designed to interface with other ticket voucher systems. Using the prize ticket verification interface B115, the gaming service representative reads information from the ticket presented to the gaming service representative by the gaming player using the ticket reader, and then authenticates the prize indicated on the ticket. Refunds can be issued.
In various embodiments, the prize ticket includes gaming service transaction information that can be authenticated against information stored in remote transaction server B160. Validating this ticket may require multiple game transactions. For example, after retrieving the game service transaction information from the prize ticket, the PGD B24 sends a ticket authentication request to the remote transaction server B160 using the spread spectrum mobile communication network communication interface and receives a ticket authentication response from the remote transaction server B160. Can receive. Specifically, the authentication response and authentication request may be for an Easy Pay ticket. After the prize ticket is authenticated, PGD B24 may send a confirmation of the transaction to 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 may authenticate prize information from a smart card or some other portable information device, or directly from a gaming device. may be configured.
Once the game and service transaction is completed, the game and service transaction information is stored in storage device B155. Storage device B155 may be a remote storage device or a portable storage device. Storage device B155 may be used as a backup for arbitration purposes when the memory of PGD B24 malfunctions, and may be removable from PGD B24.
The type of game service interface stored in PGD B24 is prize service interface B120. As a prize at a gaming machine (i.e., gaming machines B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, B22j in FIG. 8) or while playing a game via PGD B24, a gaming player may receive tickets (such as those issued by other machines) redeemable for prizes including bicycles, computers or luggage, and directly (PGD) (e.g. during play on B24 itself) may receive such awards. Using the prize service interface B120, a gaming service representative or player can authenticate a prize service ticket and redeem a prize.prizes . For example, when a prize service ticket indicates that a player has won a bicycle, the gaming service representative may check to see if this prize is available within a nearby prize distribution center. Alternatively, players may be allowed to do the same. In some embodiments, a player is awarded a prize at a particular level, and there may be one or more particular items at that level. In such a case, the player may use interface B120 to determine what prizes are currently available at the level of the prize just awarded. PGD B24 may verify the availability of certain prizes by authenticating prize tickets and communicating with remote prize servers. Additionally, the gaming service representative may have the prize shipped to the game player's home or may submit a request to have the prize shipped to a delivery location. Game service transactions required to authenticate a prize ticket, including a prize authentication request and a prize authentication response, are performed through various displays placed within the prize interface to confirm prize availability and order or ship merchandise. It may also 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 product information from a smart card or some other portable information device, or to authenticate prize information directly from a gaming device. , may be configured.
The type of game service interface that can be stored in PGD B24 is food service interface B125. As a game machine prize or as compensation for a certain amount of game play, a game player may receive free food or drinks. Using the food service interface B125, a player can redeem food or beverage prizes, and a gaming service representative can redeem such prizes (e.g., prizes that can be provided to the player at gaming device B22a in the form of tickets). Authenticate and check award availability. 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 remote food server B32 (see also Figure 8). Transactions required to authenticate food tickets or prizes are placed within the food service interface B125 to confirm food service availability, request food service, and receive responses to the food service requests. can be implemented using a variety of display screens. These display screens can be accessed using menus located on each screen of the food service interface. In some embodiments, the food service interface may be configured to authenticate food service information from a smart card or other portable information device.
PGD Another type of gaming service interface that can be stored on B24 is an accommodation service interface B130. As an award for game play, or as compensation for a certain amount of game play, the gamer may receive a room upgrade, free night's stay, or other lodging prize. Using lodging service interface B130, a player may check the availability of certain lodging prizes. For example, when a gamer receives a room upgrade, the lodging service interface can be used to check room availability and reserve the room. Regardless of whether a player wins a lodging prize, the player may utilize lodging service interface B130 to reserve a room (such as an additional night stay) or upgrade a room. In some embodiments, a player in a game is issued a ticket (such as by standalone gaming devices B22a, B22b, B22c, B22d, B22e, B22f, B22g, B22h, B22i, B22j in FIG. 8). The gaming representative may use the accommodation service interface B130 to authenticate the player's prize ticket, check the availability of the prize, and set the prize. As another example, PGD B24 may be used to order a taxi or some other form of transportation for a gaming machine user who is preparing to leave a gaming area. The gaming area may be a casino, hotel, restaurant, bar or store.
PGD B24 may verify the availability of certain lodging awards by authenticating lodging service awards and communicating with remote lodging servers. The transactions required to authenticate an accommodation ticket, confirm the availability of an accommodation service, request an accommodation service, and receive a response to an accommodation service request are implemented using various display screens located within the accommodation service interface. may be done. This display screen can be accessed using a menu located on each screen of the accommodation service interface. In some embodiments, the lodging service interface may be configured to authenticate food service information from a smart card or other portable information device.
Another type of game service interface that can be stored on PGD B24 is a game operation service interface B135. Using the game operations service interface B135, a game service representative can perform 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 a request to maintenance for someone to clean up the incident, and receives a response from maintenance regarding the request. Good too. Maintenance requests and maintenance responses may be sent and received via display screens selected via on-screen menus of the game operating services interface. As another example, when a gaming service representative discovers that there is a fault with a gaming machine, such as a malfunctioning light, the gaming 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 allowed various options through the game services interface B135. For example, a player may be allowed to use interface B135 to make a request to a gaming service representative or attendant.
The type of game service interface that can be stored in PGD B24 is transaction mediation 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 gaming service transaction is performed. At some point, records of gaming service transactions stored within PGD B24 may be compared to records stored at an alternate location. For example, for prize ticket validation, a confirmation is sent to remote server B160 each time the prize ticket is validated and a refund is issued. Therefore, the information regarding the prize ticket that has been authenticated and redeemed using PGD B24 must match the information regarding 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 gaming service representatives (and not players) are allowed access to the transaction mediation interface B110.
The type of game service interface that can be stored in the PGD B24 is the audio 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 mentioned above. For example, when a game player spills a drink, a gaming service representative can use the voice interface B138 on the PGD B24 to send a maintenance request and receive a maintenance response. As another example, when a game player requests authorization for a food service, such as a free meal, the request can be sent to the player or game player in a restaurant or other location using the voice interface B138 on the PGD B24. This can be done by a service representative. In some embodiments, a player may be allowed to contact a player at another PGD B24, such as by entering a code number assigned to the PGD B24 with which he or she wishes to communicate. This allows e.g. 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 location switchboard operator, etc.
Another type of game service interface that can be stored on a PGD B24D is a gameplay interface B137. In various embodiments, a player is allowed access to a gameplay interface B137 for the purpose of selecting one or more games for play. Access to the gameplay interface B137 includes a menu listing one or more games that the player can play 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, PGD B24 is adapted to receive and process data, such as by receiving video data and processing the data for presentation of information on display B102. Similarly, PGD B24 is configured to accept input and send the input or instructions to game server B28. This arrangement has the advantage that all aspects of gameplay in the vicinity can be monitored since the gameplay data needs to be passed to and from the remote location. This prevents, 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 utilized to identify which PGD B24's data is being sent and where the data is being sent. In some embodiments, the game server B28 can then be used to present the same or different games to multiple players using different PGD B24s, and the particular game played on a particular PGD B24. The relevant game data is directed to 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 mentioned above, PGD B24 can be used in gaming systems B20 where game code is not directly stored in the PGD. In such embodiments, the PGD B24 may have a very limited amount of data memory. In some embodiments, the PGD B24 includes a processor for executing control code necessary to operate the display B102, accept input from a stylus B103, input buttons B104, etc. In addition, PGD B24 preferably includes a buffer memory for receiving data transmitted from game server B28. This data includes data for displaying game information, such as video and audio content.
Various embodiments of the use of PGD B24 described above are described herein. In one or more embodiments, the PGD B24 is directly usable by the player. In various embodiments, a player may use 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, players must first obtain PGD B24. For example, the player may fully confirm the PGD B24 from the gaming operator. The player then establishes entitlement to use PGD B24. In some embodiments, the player must indicate his status on the login interface and obtain a valid ticket for the purpose of activating PGD B24. Once activated, the player may use the interface B106 to participate in game play, prize redemption, ordering food and beverages, issuing reservations, locating game operators, and various other prizes and services detailed below. be allowed to participate in various transactions, such as searching for
An example of how a player uses PGD B24 will be described with reference to FIG. 11(a). In the first step B400, the player first obtains PGD B24. In some embodiments, the gaming operator may have a location, such as a hotel/casino front desk, restaurant waiter stand, or other desired location, where players can obtain PGD B24 from gaming personnel. In some embodiments, the gaming operator actually allows the player to retain the PGD B24, such as by renting, selling, or giving the PGD B24 to the player.
In step B402, PGD B24 is activated. In some embodiments, this step includes powering up the PGD B24 (such as by turning on a power switch) and logging in. In some embodiments, login interface B105 is automatically displayed when PGD B24 starts up. Login interface B105 may include "player" and "authorized personnel" buttons selectable using stylus B103. The player can indicate the "player" status by selecting the player button using the stylus B103.
In some embodiments, the game operator may log the player in. For example, when a player obtains a PGD B24 from a server at a restaurant, the server may log the player in player mode. In some embodiments, a gaming operator may have some PGD B24s for use by players and others for use by gamers. In such a case, the PGD B24 configured for player status may be automatically configured into player mode after activation.
In step B404, the player establishes eligibility to use PGD B24. In some embodiments, this step includes the player providing a valid ticket that can be authenticated using the Easy Pay portion of gaming system B20. In some embodiments, the player obtains the ticket 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 gaming service representative. For example, a player may provide credit (such as by credit card or cash) at a cash payout cage and be issued a ticket. The player may also pay cash or the like to a restaurant attendant and be issued a ticket.
If the player has a ticket, this 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 PGD B24, this data may be sent to Easy Pay Server B26 for authentication. Preferably, this authentication confirms that the particular ticket is approved, including the fact that it is outstanding and has value attached.
In one or more embodiments, eligibility may be established in other ways. For example, in some embodiments, eligibility may be established using a player tracking or identification card readable using the PGD B24's ticket reader B145.
Establishing eligibility to use PGD B24 ensures that the player has the funds to pay for the services and goods available through the use of PGD B24. However, in one or more embodiments, this step may be deleted. For example, in some embodiments, a player may be allowed to use PGD B24 and then pay for goods or services in other ways. In some embodiments, a player may order food and then pay the server for the food using a room charge or cash at the time the food is delivered, for example. In some embodiments, a player may use a credit card to pay for game play or to 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 product is provided or ordered by the player.
In step B406, the player is then allowed to select one or more selections from interface B106. As mentioned above, the player may not be allowed access to all interfaces B106. In any case, the player may select a service from the group on interface B106 using a stylus B103 or the like. An example of participating in a particular activity using PGD B24 is described below with reference to FIG. 11(b).
When the player no longer wishes to participate in any 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 gaming operator. In various embodiments, when the player no longer desires to use the PGD B24, the player returns the PGD B24 to the gaming operator. At this point, the gaming operator can confirm that all transactions using PGD B24 are closed or completed and pay out all winnings to the player. In some embodiments, Player B24 includes Player Credits (PGD), including any payments made for the first use of B24, plus all wins and less all expenses. ) is issued.
An example of how to use PGD B24 in which a player selects gameplay options using access to gameplay interface B137 is described in more detail below with reference to FIG. 11(b). In step B410 (which step 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 a player selects gameplay interface B137, a menu of one or more games that the player may be allowed to play may be displayed to the player. 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 desires to play the game. Good too. In response, game server B28 may send the latest game menu to PGD B24 for display. In this configuration, the available game menus may be continuously updated at one or more central locations (such as server B28) instead of at each PGD B24.
If system B20 allows the player to select a game from the 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, game play begins. In some embodiments, game server B28 transmits data to PGD B24 for use by PGD B24 in game presentation, 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 place this bet or entry fee using an Easy Pay system. As mentioned above, a player preferably establishes eligibility or other eligibility for using PGD B24 using an Easy Pay Ticket, which the player uses to pay for goods and services. Specify that you have money or credit in your account that can be used for These services include gameplay services.
In some embodiments, when a player establishes eligibility to use PGD B24, the player's credit or monetary value is displayed to the player such that the player is visually reminded of this amount. Is displayed. When a player begins game play, the player may enter a bet or entry fee that does not exceed the value of credits or money that the player has in the account. When a player places a bet or entry fee, this information is sent to 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 manners. For example, a player may swipe a credit card into card reader B140 for the purpose of providing credits for bets or entry fees.
In step B414, the player is then allowed to participate in the game. In some embodiments, game play includes executing game code and transmitting information to the PGD B24 to present certain aspects of the game to the player. When necessary, the player is allowed to provide input, which is transmitted from PGD B24 to game server B28.
As an example of a game, the game may include video poker. In this embodiment, game server B28 executes code to randomly generate or select five cards. Data representing video images of the cards is sent to PGD B24, and thereby images of the five cards to be distributed are displayed on display screen B102.
A "draw" or "stay" instruction may be displayed to the user. At this point, the player can select one or more cards to keep or exchange. If the player selects any card to exchange, this instruction is then sent to the game server B28, which randomly generates or selects the exchange card. The replacement card data is sent to the PGD B24 and the replacement card image is displayed.
If a five-card hand (including any replacement cards) that includes a predetermined winning hand is determined by 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, determining the game outcome.
If the result is a winning result, the player can receive the winning payment by depositing money into the player's account through the Easy Pay Server B26. In this case, the displayed value of the player's credits is updated to reflect the player's wins.
The player may then choose to resume gameplay, play a different game, or select one or more other offered services. 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 that includes the various interfaces B106.
In some embodiments, when the player completes using the PGD B24, the player returns the PGD B24 to the gaming operator. For example, the player may return the PGD B24 to a cash payout cage or gaming service operator. In various embodiments, the gaming service operator or other party then issues a ticket to the player for any credits or value remaining in the player's account. PGD B24 may then cease operation in preparation for use by another player. In some embodiments, 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 of requiring player or user login.
PGD B24 may be used by gaming service operators. Various examples of such usage are discussed in detail below in conjunction with FIGS. 8 and 9.
When a gaming service representative contacts a gaming player looking for gaming services in gameplay area B70 (FIG. 8), the gaming service representative contacts the display of PGD B24, as described with reference to FIG. The game service required by the game player is provided using an appropriate game service interface on the screen. For example, when a gaming player requests authentication of an Easy Pay ticket, the gaming service representative may connect the Easy Pay ticket authentication interface to the display screen of PGD B24 using the menu available on display screen B102. 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 Easy Pay ticket authentication request to the Easy Pay server B26.
In various embodiments, the ticket authentication request consists of one or more information packets using wireless communication standards. Using wireless link B72, one or more information packets containing a ticket authentication request are sent to transceiver B62, which is connected to the Easy Pay server. Transceiver B62 is designed to send and receive messages with one or more PGD B24 of gameplay area B70 in the communication format used by the PGD. Depending on the location of PGD B24 in game play area B70, the communication path for interactive information packets with PGD B24 may be through one or more wireless communication relays including B58 and B60. For example, when PGD B24 is placed near game machine B22a, the communication path for messages from PGD B24 to Easy Pay server B26 is from PGD B24 to relay B60, from relay B60 to relay B58, and from 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 Authentication Response from the Easy Pay Server B26, the Easy Pay Ticket may be authenticated using the appropriate display screen on the PGD B24. After cashing out the ticket, the gaming service representative may send a confirmation of the transaction to the Easy Pay server B26 using PGD B24. The history of transactions for PGD B24 can be stored in PGD B24 as well as 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 manner to the PGD B24, or the receipt may be generated from a fixed location printer B56.
After providing a number of game services, including a number of game service transactions, to different game players using the PGD B24 in the game play area B70, the game service representative logs off the PGD B24 and places it in a location for confidential storage. You may return this. For example, at the end of a shift period, a gaming service representative may, at any location, confirm that a device has not been assigned to a particular gaming service representative, and that it has not been assigned to another gaming service representative. You may also check PGD B24. However, before PGD B24 is assigned to another gaming service representative, the transaction history stored on PGD B24 is reconciled with a separate transaction history stored on a transaction server, such as Easy Pay Server B26. You can.
The assignment and deassignment of PGD B24 to Game Service Representatives and the mediation of transactions are conducted for confidentiality and audit purposes. Another security measure that may be used with the PGD B24 is a fixed connection time between the PGD B24 and the transaction server. For example, if PGD B24 is assigned to a gaming service representative and after this gaming service representative logs into PGD B24, PGD B24 may be assigned to one or more transaction servers, including EasyPay server B26, server B28, or server B32. communication can be established with. The connection between the transaction server and the PGD B24 allows the PGD B24 to send information to and receive information from the transaction server. The length of this connection may be fixed such that the connection between the PGD B24 and the transaction server is automatically terminated after a certain amount of time. In order to reconnect to the transaction server, the login and registration process must be repeated at PGD B24.
A transaction server may provide one or more gaming 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 the game service representative receives a request for prize service from a game player, the PGD B24 transmits the request to the goods transaction server B30 using the wireless communication link between the PGD B24 and the transceiver B64 connected to the goods transaction server B30. It may be used to connect to. Similarly, when a gaming service representative receives a request for food service from a game player, PGD B24 uses a wireless communication link between PGD B24 and transceiver B66 connected to food transaction server B32 to It may be used to connect to transaction server B32.
The different transaction servers, including servers B26, B28, B30, B32, may be on separate networks or may be linked in some manner. 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 for different communication paths between the PGD and the transaction servers. Similarly, network link B82 exists between networks B78 and B38 and allows the game server to communicate with Easy Pay server B26.
FIG. 12 is a flow diagram illustrating a method for providing gaming services using a handheld device. At step B500, the gaming service representative receives the PGD B24 and logs in to assign this device. The confirmation and assignment processes are for security and audit purposes.
In step B505, the gaming service representative contacts a gaming player within the gaming area requesting some type of gaming service. In step B510, the gaming service representative uses the menu on the PGD's display screen B102 to select the appropriate interface of the PGD B24 through which the gaming service representative can provide the requested gaming service. In step B515, the game service representative inputs the game service transaction information necessary to implement 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 provide a food service that includes a colored reservation, a gaming service representative may enter the name of the game player to make the reservation.
In step B520, the transaction information obtained in step B515 is authenticated as necessary. For example, when a player attempts to cash out a ticket for a prize, information from this prize is used to confirm that the ticket is both fair (e.g., the ticket may be counterfeit) and not already authenticated. To confirm, be authenticated. The authentication process requires multiple information packet transfers between the PGD B24 and the transaction server. Details of the authentication process for award ticket authentication will be described using FIG. 13. If the transaction information is valid, a gaming service transaction is provided in step B522. For example, a room reservation may be made for a player seeking accommodation services. The gaming service representative's confirmation may be sent to the bargaining server for transaction mediation in step B545. In one or more embodiments, the method may include generating a receipt for the gaming service transaction.
In step B535, after providing the service, the game player may request another game service. When the gamer requests additional gaming services, the gaming service representative returns to step B510 and selects the appropriate interface for the gaming service. If the gaming player does not request additional gaming services and the shift period is not over at step B530, the gaming service representative returns to step B505 to contact the new gaming player. At step B540, when the shift time ends, the gaming service representative may log out of the PGD B24 and check the device at a secure location so that the PGD can be assigned to a different gaming service representative. In step B545, before the PGD B24 is assigned to a different gaming service representative, the transaction history stored in the PGD is compared with transactions previously confirmed using the transaction history server during the gaming service representative change time. Reconciliation of transaction history is performed to ensure a match. PGD Transaction history on the B24 may be stored in the PGD's removable memory storage. That is, memory can be removed and replaced with new memory for transaction reconciliation. That is, a device with new memory can be assigned to a new service representative while transaction history from a previous gaming service representative assigned to the device is reconciled.
FIG. 13 is a flow diagram illustrating a method for authenticating information for providing personalized game services. In the illustrated embodiment, the ticket is 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 services, prize services or accommodation services. In step B600, the 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. In step B605, the server identifies which business verification ticket (CVT) B34, B36 owns the ticket. When CVT owns the ticket, CVT Stores information regarding the status of specific tickets issued by game machines connected to B34 and B36. In step B610, the server sends a request to pay for the ticket to the CVT identified as the ticket holder. Typically, this payment request would be an indication that the service on the ticket was requested. For cash payment tickets, a payment request means that a request has been made to settle the ticket. For free meals, a request to pay means that a request has been made to obtain the meal. In step B615, the CVT receives the payment request for the ticket and marks the ticket as pending. While the ticket is pending, any attempt to authenticate the ticket with similar information will be blocked by the CVT.
In step B620, the CVT B34, B36 sends a response with context information back to the server. As an example, the context information may be the time and location when the ticket was issued. Information from the CVT to the server may be sent as one or more data packets according to a communication standard shared by the CVT and the server. In step B625, after receiving the authentication response from the CVT, the server marks the payment request as pending and sends a payment instruction to the PGD B24. While a payment request is pending, the server does not accept another ticket with the same information as the ticket for which the payment request is pending.
At step B630, the gaming service representative can choose to accept or reject the payment instruction from the server. When the gaming service representative accepts the payment instruction from the server in 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 and prevents another ticket with the same information from being authorized. In step B645, the server sends a confirmation to CVT, which allows CVT to mark the request from pending to paid. When the gaming 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. In step B655, the server sends a response to the CVT marking the payment request from pending to unpaid, thereby allowing the ticket to be authenticated.
In one or more embodiments of the invention, tickets may be used to provide credit/value to establish rights to services or goods, such as the right to play a game or obtain food. PGD B24 may include a card reader B140. In such a configuration, a user of the PGD B24 may 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 a smart card reader, to obtain/receive 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 credits/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 control unit B42. The credit card/credit credentials may be associated with a credit card server (not shown). This credit card server may be associated with a bank or casino or other entity remote from the location of use of PGD B24 and controller B42. A communication link may be provided between the control unit B42 and the remote server for the transmission of credit card information therebetween.
In some embodiments, when a player utilizes a smart card or credit card, the amount of associated credits or value is sent to Easy Pay Server B26, and the amount of credit/value is sent as if the credit/value were provided by the ticket. The same format can be used to accurately handle credited amounts. 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 returns the ticket representing the user's entire credit. can be issued to players.
In accordance with the present invention, a gaming system is provided that includes one or more portable gaming devices. Portable gaming devices allow players to play one or more games in a variety of locations, such as a hotel room, restaurant, or other location. These locations may be remote from traditional gaming areas where free-standing, typically stationary gaming machines are located.
In one or more embodiments, a player may use a portable gaming device not only for game play, but also to obtain other goods and services. Additionally, in one or more embodiments, the portable gaming device may also be used by a gaming service representative to perform various functions and provide various services to players.
It is to be understood that the foregoing description encompasses several implementation techniques that may be used in accordance with various embodiments. Other techniques can be used and envisioned according to various embodiments. Various embodiments may be implemented using any suitable technology, either currently existing or still under development.
Wireless Interaction System According to various embodiments, a wireless interaction gaming system includes one or more wireless devices, a receiver, and a central processor. The wireless interactive gaming system may 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 gaming official representing a gaming facility or "house." The wireless gaming device can receive betting information as information input by a player and transmit the received betting information along with identification information to the receiver by wireless transmission.
A wireless interactive gaming system can support multiple wireless gaming devices within one gaming facility. The range of wireless transmissions from a wireless gaming device can be up to 30 meters (100 feet).
According to various embodiments, a player enters information into a wireless gaming device, such as by pressing a button or key on the device. The wireless game device may have a keypad type configuration and include any number of buttons, for example from 5 to 20. The buttons may have numbers 0 to 9 written on them, and may also include a "$ (dollar sign)" and "enter" keys, allowing the player to easily enter betting information. In various embodiments, the wireless gaming device includes at least eight player selection buttons (eg, numeric) and at least five special function buttons (eg, for determining player balance).
In various embodiments, a player performs some operations on a wireless gaming device by swiping a smart card that includes a microprocessor chip or a magnetic stripe with encoded information through a smart card reader on the wireless gaming device. Or you can enter all betting information.
In various embodiments, a wireless gaming device may include an identifier. The identifier may 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, electrically erasable programmable read only memory (EEPROM). The identifier may then be directly readable by a gaming official if it is a series of alphanumeric characters, or automatically read by a barcode or magnetic stripe reader. In various embodiments, the identifier may be programmed into the EEPROM and read from the EEPROM through an RS-232C port that can be directly connected to encoder and decoder circuits within the terminal.
The wireless gaming device may store an encryption key. The encryption key can be used to encrypt information sent from the device to the receiver. Encrypting the information sent to the receiver can limit tampering with the wireless gaming device and prevent unauthorized or counterfeit devices from being used in the system.
In various embodiments, the cryptographic key may be stored in EEPROM. EEPROM can have the advantage of being a difficult to access memory device unless suitable encoding circuitry is available. It is therefore envisaged that the encoding circuitry that downloads the cryptographic keys to the device may be kept secure by the gaming official.
Alternatively, the encryption key stored in the EEPROM can be transmitted to each receiving wireless gaming device by connecting the terminal directly to the encoding and decoding circuitry through a port at the time the wireless gaming device is supplied 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 bet information in digital form entered by the player using buttons or keys on the wireless gaming device. The microprocessor stores an identification code associated with the wireless gaming device that is a digital equivalent of a wireless gaming device identifier. The microprocessor also executes a software application for encrypting the identification code and player wagering information for transmission to the receiver. The software includes an algorithm that uses the cryptographic key to encrypt the data packet containing the identification code and betting information.
In various embodiments, the wireless gaming device has a unique address, or identification code, for communication with the 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 a key on the device. The amount stored in the bet amount register may be included in the transmission from the device to the central processor. The value in the bet amount register may default to a predetermined amount, such as $1, when the device is activated and further adjustments are made 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 value of the account balance register 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 device.
4. Configure 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 the 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 key press message is queued for transmission, other player input is accepted after the queued message is transmitted.
The wireless gaming device may include a transmitter. A transmitter may receive encrypted digital information from the microprocessor and convert it to a signal for wireless transmission to a receiver. The transmitter transmits the signal wirelessly, for example using a radio frequency signal or an infrared signal. Communication between the receiver and the wireless gaming device may be synchronized at 2400 bits per second.
The wireless gaming device may include an identification circuit that drives the transmitter to periodically transmit an identification signal to the receiver. Through the use of the identification circuit, the receiver and central processor can verify that the wireless gaming device is still operational, present and functioning at the gaming facility. Therefore, if a wireless gaming device is moved from the gaming facility, the receiver and central processor will no longer receive and detect the periodic identification signal transmitted by the identification circuitry and transmitter, and the gaming official will It is possible to receive an alert that the player has moved from the gaming facility.
The wireless gaming device may include a real-time clock that allows the microprocessor to monitor the current time and date. This clock may consist of a timing circuit. The microprocessor can use the time and date information obtained from the clock to perform calculations and other functions based on the current time and date.
The wireless gaming device may also be equipped with a tag, such as an electronic or magnetic component, which activates an alert when passing a detection device located at the entrance and/or exit of the gaming facility. Activation of the alert due to a wireless gaming device having a tag passing the detection device notifies a gaming official that the wireless gaming device is about to be removed from the gaming facility.
Wireless gaming devices can be powered by a battery source built into the device. A portable power source, such as a battery source, allows cordless operation of wireless gaming devices 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, a wireless gaming device displays information, such as game information, on a display screen, such as a liquid crystal display (LCD) with a backlight. The LCD can be used to display the values stored in the bet amount register and the account balance register. The wireless gaming device may include a display receiver that receives digital information transmitted from the receiver or from a central processor.
The device may also include a dichroic light emitting diode (LED). Bicolor LEDs are capable of displaying 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 certain period of time each time the wireless gaming device makes a transmission 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 can receive signals transmitted from the transmitter of the wireless gaming device. The receiver includes a decoder, which converts the received signal into, for example, digital information. This digital information includes at least the identification code of the wireless gaming device and the player's bet information. The receiver transmits the digital information obtained from the decoder to the central processor. Communication between the central processor and the receiver may be by an RC-232C electronic interface data serial communication link using asynchronous communication at either 9600 or 19200 bytes per second in various embodiments.
The receiver may receive signals from a number of wireless gaming devices, either simultaneously or in rapid succession, e.g. using multiplexing techniques, so that a large number of players can use their wireless gaming devices. can be used to place bets in short time intervals. The receiver distinguishes between signals received from various devices by means of shore-specific information present in the signals received by the receiver.
The central processor receives identification information of the wireless gaming device and player betting 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 an apparently simultaneous manner.
In various embodiments, accounts for players are stored in a central processor database. This database stores account balance amounts associated with wireless gaming device identifiers.
The central processor manages player accounts in the 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. The central processor subtracts money from the balance of the player's account when the player places a bet. The balance of a player's account may be automatically increased by the central processor when the player wins a game in which a bet has been placed.
The central processor may also store and execute software applications containing algorithms for calculating balances, bets, and winnings for player accounts. The central processor executes all the algorithms that define the actions to be performed on the player's account during the course of the game, when bets are placed, when wins are paid out, and when funds are added to the player's account. Must be able to do it.
Algorithms in software within the central processor can also calculate odds and payouts for certain games, such as lottery-type games, during game play. The odds and payouts at a particular point in time may depend on the characteristics 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 calculate the odds of a particular game event occurring, and to provide associated rewards for a player accurately predicting the occurrence of one of those events. The algorithm may be executed continuously to allow for real-time odds and payouts as the game progresses.
The central processor performs various operations on the player's account, resulting in various effects on the account. For example, if a player wins a game, a refund credit is given to the account based on the bet. When a player places a bet using a wireless gaming device, the amount of the bet becomes a liability in the account. When the game manager receives additional funds from the player, the amount of funds becomes a liability in the balance of the player's account. When the game manager closes the player's account and pays the funds, the paid amount becomes a liability in the balance of the player's account.
The central processor may be located within the 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 telephone communications or wireless transmissions, such as a serial communications link. Additionally, 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 method. Polling allows multiple gaming devices to communicate using receivers without interfering with each other. Such a polling scheme may include transmitting a digital signal in the form of a hexadecimal string. Preferably, all communications between the central processor, receiver and wireless gaming device are encrypted.
In such a polling scheme, hexadecimal characters may be reserved for specific control protocols. For example, the attention character is a header character used to initiate all communications from the central processor to the receiver, and has the function of specifying messages and synchronizing message receipt at the receiver. The same functionality is implied when a caution character follows in response to sending a message. The confirmation character is another header character that provides confirmation to the sending device that the data of the previous message was received and authenticated. The confirmation character can also function as a cautionary character for the start of subsequent messages. The 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 outgoing messages by avoiding false control signals when message data matches one of the control characters. When a message byte that requires transmission matches one of the protocol control characters, the one's complement of the matching message byte is followed by the complement next byte character.
Authentication of received data may be accomplished using a single byte checksum of the message information. This checksum may be the one's complement of the sum of the original message data, not including header characters. If the checksum equals one of the protocol control characters, it will be treated according to the function of the complement next byte character.
In the polling scheme described above, there are three different communication modes in the link between the central processor and the receiver. First, the central processor can send messages intended for receivers. Second, the central processor can send messages targeted to wireless gaming devices. Third, the wireless gaming device can send messages targeted to 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 an identification code for the target device, a command or message, an end-of-message character, and a checksum character. . Although messages received by the receiver or wireless gaming device may be acknowledged by sending a confirmation character, the central processor need not acknowledge messages sent from the wireless gaming device. 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 messages will be sent from any wireless gaming device. There is no need to return confirmation.
Each command or message may begin with a command code that indicates how to use the information contained in the message. The command code for the message sent by the central processor to the receiver and wireless gaming device includes:
1. Send a list of device addresses to the receiver.
2. Send account balance information to the specified device.
3. Send a command to disable the addressed device.
4. Send a command to enable the addressed device.
In various embodiments, messages sent between a receiver and a wireless gaming device include 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 It may also be in the form of a string formed using checksum characters. 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 income and expenditure register.
4. Read the bet amount register.
5. Provide equipment status.
6.Write the user identifier.
7.Write the device address.
8.Write the income and expenditure register.
9. Write the bet amount register.
10. Run self-tests.
These command codes are used to program device address and user identifier information into the wireless gaming device, and to initialize the device to a default state, ie, a player's account balance of $0. The account balance register and user identifier each contain two characters, a least significant byte and a most significant byte, allowing the use of a very wide range of numbers for these values.
Various embodiments include a method for a central processor to communicate with a wireless gaming device. The central processor sends a string of hexadecimal digits that includes 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, and so on. After the central processor sends 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 an instruction to all of the wireless gaming devices simultaneously, all currently operating devices receive and execute the instruction. Although the wireless gaming device does not send a confirmation message to the central processor, the receiver may receive a transmission from the wireless gaming device that the instructions have been properly received. The central processor also communicates with the receiver in a similar manner, except that the receiver may send a confirmation message containing confirmation control protocol characters to the central processor.
Similarly, wireless gaming devices communicate with receivers and central processors using, for example, hexadecimal strings. The receiver periodically and periodically polls the active wireless gaming devices for requests for information or requests for bets. If the player inputs a request to the wireless gaming device since the last time the wireless gaming device was polled, the player's request is transmitted to the receiver.
Various embodiments include a method for a wireless gaming device to receive and relay player requests to a central processor. First, a player enters a request into the wireless gaming device using buttons or keys. The player presses a button labeled, for example, "Enter" or "Send," instructing the wireless gaming device to send a request the next time the receiver polls the wireless gaming device. When this button is pressed, the red light of the two-color LED lights up, thereby notifying the player that a request is pending. The request may include 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 a balance update), an end-of-message character, and a checksum character. The next time the receiver polls the device, the device's transmitter sends this string to the receiver. When the wireless gaming device is polled by the receiver, the green light of the bicolor LED flashes to notify the player that a request has been sent. The receiver receives the request string and sends the string to the central processor. The central processor then executes the player's request.
Using the terminal, gaming officials can process betting transactions and distribute wireless gaming devices. In various embodiments, the terminal may include a barcode reader and/or a magnetic stripe reader for quickly entering the wireless gaming device's identifier prior to distribution of the wireless gaming device to the player. Device reading provides device information to the terminal 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 Gaming Officer may establish a player account, increase the balance of the account when the player submits funds to the gaming officer, and allow the player to When seeking collection of the cash value of one's account balance, one communicates with the central processor to reduce the balance of the account.
When a player receives a wireless gaming device from a gaming official, the player establishes balances in the account associated with his wireless gaming device and identified by the identifier. The player increases the amount of the account balance by paying additional funds in the form of cash or credits to a gaming official who accesses the account stored in the central processor through the terminal and increases the account balance. You can.
The wireless gaming device is returned to the gaming administrator after the player has played one or more games. A reader may be used to read the identifier for disposition of player accounts stored in the database of the central processor. The terminal includes a terminal display that informs the gaming director of the balances in the player's account 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 tube display. The display device is controlled by a central processor that sends information to the display device for display to the player.
The player looks at the display device, confirms that the bet transmitted from the wireless gaming device is received by the receiver and transmitted to the central processor, decides to financially discontinue the player account, and You can see 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, such as display areas, each area displaying account information to one player. The size of the display area may be determined by the size of the display device and the number of players presenting the wireless gaming device. It is assumed that only valid accounts are displayed on the display device. If additional display devices are needed to display information regarding multiple accounts, the central processor may be configured to drive multiple similar display devices.
The display device may 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 odds and payout information. Furthermore, the odds and payouts may be displayed on the display device 21.
A procedure for using a wireless interactive gaming device according to some embodiments will now be described. In some embodiments, a player submits money, such as $100, in the form of cash or credits, to a gaming supervisor at a gaming facility to establish an account. A gaming official selects a wireless gaming device and enters the wireless gaming device's identifier into the terminal, eg, using a barcode reader on the terminal. The game manager also enters the amount submitted to the terminal, namely $100, via the keyboard. The game manager hands the wireless game device to the player and tells the player the account number, for example, account number 12. Alternatively, a player can identify his or her account number directly from the wireless gaming device's identifier. Information entered into the terminal by the gaming director is transmitted to a central processor that establishes an account record for the player in a database.
For this example, the central processor may guide a racing game in which a player selects a winning racing element 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, a player is first assigned a race element of his choice, such as a "3", and then a bet amount, such as a "5" for a $5 bet. Press the button corresponding to the number. The player then presses the "Enter" key and sends his bet to the central processor.
In an alternative embodiment, the game may be simplified such that all bets are placed against a fixed amount, such as $1, by pressing a single button on the wireless gaming device. By pressing the button corresponding to the number assigned to the selected race element, such as "3", the player places a $1 bet on race element number 3. 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 place a larger bet on race element number 3.
Each time a player enters a bet, the wireless gaming device generates a data packet that includes the player's bet information and the wireless gaming device's identification code. This data packet is encrypted and sent by the transmitter via wireless communication.
A decoder at the receiver 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 obtained information to update the player's account in the database by subtracting the wagered amount from the player's account balance to reflect the player's bet on the game.
After the game is played, the central processor awards awards to winning players based on the bets made and the odds associated with the winning outcome of the game. If the player who owns 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 finishes playing the game in the gaming facility, the player returns the wireless gaming device to the game manager. The game manager again enters the wireless gaming device identifier into the terminal using, for example, the terminal's barcode 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 displays the player's remaining account balance to the gaming director, who then submits the monetary value of this amount to the player. The account is closed and the transaction is recorded in the central processor.
It is to be understood that the foregoing description encompasses several implementation techniques that may be used in accordance with various embodiments. Other techniques can be used and envisioned according to various embodiments. Various embodiments may be implemented using any suitable technology, either currently existing or still under development.
Handheld Wireless Game Player Various embodiments include a handheld wireless gaming device for playing games of chance. A handheld wireless gaming device typically 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 device. ii) presenting a game of chance on the screen using operating instructions received via the interface; a microprocessor configured to transmit to a game controller. The wireless game player may be used to play at multiple venue locations that are physically separate from the gaming machine location, where the multiple venue locations include a keno parlor, a bingo parlor, a restaurant, a sportsbook, a bar, selected from the group consisting of a hotel, a pool area and a casino floor area. Games of chance played by wireless game players include slot games, poker, pachinko, multi-hand poker games, pai gow poker, blackjack, keno, bingo, roulette, craps, and card games. May be selected from a group. Other games are also envisioned in various embodiments.
In various embodiments, the wireless communication interface is a wireless selected from the group consisting of IEEE802.11a, IEEE802.11b, IEEE802.11x, hyperlan/2(R), Bluetooth(R), and HomeRF(R). Communication protocols can be used. The wireless game player may also include a wired network interface for connecting the wireless game player to a wired network access point. In addition, the wireless game player may also include a peripheral interface for connecting to peripheral gaming devices, 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, the one or more input mechanisms on the wireless game player may be selected from the group consisting of a touch screen, an input switch, an input button, and a biometric input device, where the biometric input device is a fingerprint reader. But that's fine. The wireless game player may also include a removable memory interface for accepting removable memory, where the removable memory unit is used for one or more games of chance to be played on the wireless game player. Stores image programs. The wireless game player may also include one or more of the following: 1) an audio output interface for accepting a headphone jack; 2) an antenna; 3) an audio emitting device; 4) a battery; and 5) a power source for powering the wireless game player and charging the battery from an external power source. an interface; 6) a memory unit storing an image program for one or more games of chance played on the wireless game player; 7) an electronic key configured 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 and three-dimensional graphics.
It is to be understood that the foregoing description encompasses several implementation techniques that may be used in accordance with various embodiments. Other techniques can be used and envisioned according to various embodiments. Various embodiments may be implemented using any suitable technology, either currently existing or still under development.
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Every citation, both ways
| Document | Relation | Office |
|---|---|---|
| JP200783024A | Cites | Japan |
| JP2002358149A | Cites | Japan |
| JP2000107444A | Cites | Japan |
| JP2000132305A | Cites | Japan |
| JP200634436A | Cites | Japan |
| WO2007008713A2 | Cites | World Intellectual Property Organization (WIPO) |
21 members in 3 offices
Priority claims3
| Document | Office | Kind | Date |
|---|---|---|---|
| 11754944 | United States of America | – | |
| 75494407 | United States of America | A | |
| 2018005274 | Japan | A |
Members21
| Document | Office | Kind | |
|---|---|---|---|
| US2008300055A1 | United States of America | A1 | |
| 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 | |
| JP7262169B2 | Japan | B2 | |
| JP7478594B2This record | 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 |
14 legal events, as the office reported them to INPADOC
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Numbers
- Publication
- 7478594
- Application
- 95169
Titles2
- Japanese
- 手のモーションコントロールを有するゲーム
- English
- Games with hand motion controls
Classification
- CPC, 8
- G06F3/011
- A63F2300/1093
- A63F2300/201
- A63F2300/204
- A63F2300/6045
- G07F17/32
- G07F17/3209
- G06V40/107
- IPC, 6
- A63F13 428
- A63F13 211
- A63F13 285
- A63F13 54
- A63F13 80
- G06F3 01
