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Patent 2915283 Summary

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(12) Patent Application: (11) CA 2915283
(54) English Title: ENHANCED ELECTRONIC GAMING MACHINE WITH GAZE-AWARE 3D AVATAR
(54) French Title: MACHINE DE JEU ELECTRONIQUE AMELIOREE OFFRANT UN AVATAR 3D SENSIBLE AU REGARD
Status: Deemed Abandoned and Beyond the Period of Reinstatement - Pending Response to Notice of Disregarded Communication
Bibliographic Data
(51) International Patent Classification (IPC):
  • G07F 17/32 (2006.01)
  • A63F 13/213 (2014.01)
  • A63F 13/30 (2014.01)
  • A63F 13/52 (2014.01)
  • A63F 13/56 (2014.01)
(72) Inventors :
  • FROY, DAVID (Canada)
(73) Owners :
  • IGT CANADA SOLUTIONS ULC
(71) Applicants :
  • IGT CANADA SOLUTIONS ULC (Canada)
(74) Agent: SMART & BIGGAR LP
(74) Associate agent:
(45) Issued:
(22) Filed Date: 2015-12-11
(41) Open to Public Inspection: 2017-06-11
Availability of licence: N/A
Dedicated to the Public: N/A
(25) Language of filing: English

Patent Cooperation Treaty (PCT): No

(30) Application Priority Data: None

Abstracts

English Abstract


A computer device and method for displaying a 3D avatar and causing the 3D
avatar to
move are provided. The computer device may be an electronic gaming machine,
and
comprises a camera which can be used to collect data on the movement of a
player of an
electronic game. The movements of the player may then be analyzed and used to
generate avatar movement data for moving the 3D avatar. The 3D avatar may
mimic the
motions of the player, or may react to the player's motions in complimentary
fashion.
Additionally, the electronic gaming machine may be networked to other like
electronic
gaming machines, which may share avatar movement data amongst themselves.


Claims

Note: Claims are shown in the official language in which they were submitted.


CLAIMS:
1. An electronic gaming machine, comprising:
at least one data storage unit to store game data for a game played by a
player and comprising wagering and payout elements;
a display unit to display, via a graphical user interface, graphical game
components, including at least one avatar, in accordance with the game data;
at least one data capture unit to collect player movement data
representative of movement of at least one eye of the player, the data capture
device comprising a camera; and
at least one processor, configured to:
analyze the player movement data;
generate avatar movement data based at least in part on the player
movement data, the avatar movement data comprising instructions for
causing at least one portion of the at least one avatar to move; and
cause movement of the at least one portion of the at least one
avatar on the display unit based on the avatar movement data.
2. The electronic gaming machine of claim 1, wherein the player movement
data is
indicative of a gaze of the player, and wherein the avatar movement data
comprises
instructions for causing at least one portion of the at least one avatar to
follow the gaze of
the player.
3. The electronic gaming machine of claim 2, wherein the at least one
portion of the at
least one avatar comprises at least one eye of the at least one avatar.
4. The electronic gaming machine of claim 1, wherein the player movement
data is
further representative of movement of a head of the player, and wherein the at
least one
portion of the at least one avatar comprises at least a head of the at least
one avatar.
-44-

5. The electronic gaming machine of claim 1, wherein the at least one
processor
configured to analyze the player movement data is further configured for
analyzing at least
one facial expression of the player to determine, for each of the at least one
facial
expression, a respective emotional state of the player.
6. The electronic gaming machine of claim 5, wherein the at least one
processor
configured to generate the avatar movement data is further configured to
generate the
avatar movement data based on the at least one facial expression of the
player.
7. The electronic gaming machine of claim 6, wherein the avatar movement
data
comprises instructions for causing the at least one avatar to mimic the at
least one facial
expression of the player.
8. The electronic gaming machine of claim 6, wherein the avatar movement
data
comprises instructions for causing the at least one avatar to adopt a facial
expression
complementary to the at least one emotional state of the player.
9. The electronic gaming machine of claim 1, wherein the processor is
further
configured to predictively generate avatar movement data based on previously
acquired
player movement data.
10. A networked electronic gaming machine, comprising:
at least one data storage unit to store game data for a game played by a
player and comprising wagering and payout elements;
a display unit to display, via a graphical user interface, graphical game
components in accordance with the game data;
a communication unit for communicating, over a network, with at least one
other networked electronic gaming machine;
at least one data capture unit to collect player movement data
representative of movement of at least one eye of the player, the data capture
device comprising a camera; and
-45-

at least one processor, configured to:
analyze the player movement data;
generate avatar movement data based on the player movement
data, the avatar movement data comprising instructions for causing at least
one portion of at least one avatar to move; and
transmit, via the communication unit, the avatar movement data
over the network to the at least one other networked electronic gaming
machine, the avatar movement data causing movement of the at least one
portion of the at least one avatar on a display unit of the at least one other
networked electronic gaming machine.
11. The networked electronic gaming machine of claim 10, wherein the
graphical game
components comprise the at least one avatar, and wherein the processor is
further
configured to cause movement of the at least one portion of the at least one
avatar on the
display unit based on the avatar movement data.
12. The networked electronic gaming machine of claim 10, wherein the player
movement data is indicative of a gaze of the player, and wherein the avatar
movement
data comprises instructions for causing at least one portion of the at least
one avatar to
follow the gaze of the player.
13. The electronic gaming machine of claim 12 wherein the at least one
portion of the
at least one avatar comprises at least one eye of the at least one avatar.
14. The electronic gaming machine of claim 10, wherein the player movement
data is
further representative of movement of a head of the player, and wherein the at
least one
portion of the at least one avatar comprises at least a head of the at least
one avatar.
15. The electronic gaming machine of claim 10, wherein the at least one
processor
configured to analyze the player movement data is further configured for
analyzing at least
one facial expression of the player to determine, for each of the at least one
facial
expression, a respective emotional state of the player.
- 46 -

16. The electronic gaming machine of claim 15, wherein the at least one
processor
configured to generate the avatar movement data is further configured for
generating the
avatar movement data based on the at least one facial expression of the
player.
17. The electronic gaming machine of claim 16, wherein the avatar movement
data
comprises instructions for causing the at least one avatar to mimic the at
least one facial
expression of the player.
18. The electronic gaming machine of claim 17, wherein the avatar movement
data
comprises instructions for causing the at least one avatar to adopt a facial
expression
complementary to the at least one emotional state of the player.
19. A networked electronic gaming machine, comprising:
at least one data storage unit to store game data for a game played by a
player and comprising wagering and payout elements;
a display unit to display, via a graphical user interface, graphical game
components, including at least one avatar, in accordance with the game data;
a communication unit for communicating, over a network, with at least one
other networked electronic gaming machine;
at least one processor, configured to:
receive, via the communication unit, avatar movement data over the
network from at least one further networked electronic gaming machine, the
avatar movement data being based at least in part on player movement
data representative of movement of at least one eye of a player of the at
least one further networked electronic gaming machine and comprising
instructions for causing at least one portion of the at least one avatar to
move; and
cause movement of the at least one portion of the at least one
avatar on the display unit based on the avatar movement data.
- 47 -

20. The
networked electronic gaming machine of claim 19, wherein the avatar
movement data is further based at least in part on at least one of a facial
expression and
one emotional state of the player of the at least one further networked
electronic gaming
machine.
- 48 -

Description

Note: Descriptions are shown in the official language in which they were submitted.


CA 02915283 2015-12-11
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ENHANCED ELECTRONIC GAMING MACHINE WITH GAZE-AWARE 3D AVATAR
TECHNICAL FIELD
[0001] The present application is generally drawn to electronic gaming
systems, and
more specifically to manipulating game components or interface in response to
a player's
body movements.
BACKGROUND OF THE ART
[0002] Many different video gaming systems or machines exist, and may
consist of
slot machines, online gaming systems (that enable players to play games using
computer
devices, whether desktop computers, laptops, tablet computers or smart
phones),
computer programs for use on a computer device (including desktop computer,
laptops,
tablet computers of smart phones), or gaming consoles that are connectable to
a display
such as a television or computer screen.
[0003] Video gaming machines may be configured to enable players to play
a variety
of different types of games. One type of game displays a plurality of moving
arrangements
of gaming elements (such as reels, and symbols on reels), and one or more
winning
combinations are displayed using a pattern of gaming elements in an
arrangement of cells
(or an "array"), where each cell may include a gaming element, and where
gaming
elements may define winning combinations (or a "winning pattern").
[0004] Games that are based on winning patterns may be referred to as
"pattern
games" in this disclosure.
[0005] One example of a pattern game is a game that includes spinning
reels, where a
player wagers on one or more lines, activates the game, and the spinning reels
are
stopped to show one or more patterns in an array. The game rules may define
one or
more winning patterns of gaming elements, and these winning patterns may be
associated
with credits, points or the equivalent.
[0006] Another example type of game may be a maze-type game where the
player
may navigate a virtual character through a maze for prizes.
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[0007] A further example type of game may be a navigation-type game
where a player
may navigate a virtual character to attempt to avoid getting hit by some
moving or
stationary objects and try to contact other moving or stationary objects.
[0008] Gaming systems or machines of this type are popular; however,
there is a need
to compete for the attention of players by innovating with the technology used
to
implement the games.
SUMMARY
[0009] A computer device and method for displaying a 3D avatar and causing the
3D
avatar to move are provided. The computer device may be an electronic gaming
machine,
and comprises a camera which can be used to collect data on the movement of a
player of
an electronic game. The movements of the player may then be analyzed and used
to
generate avatar movement data for moving the 3D avatar. The 3D avatar may
mimic the
motions of the player, or may react to the player's motions in complementary
fashion.
Additionally, the electronic gaming machine may be networked to other like
electronic
gaming machines, which may share avatar movement data amongst themselves.
[0010] In accordance with a broad aspect, embodiments described herein
relate to
computer-implemented devices, systems and methods for moving game components
that
may involve displaying game components using various graphical enhancements.
The
gaming surface may be provided as a three-dimensional environment with various
points
of view. The devices, systems and method may involve tracking player movement
and
updating the three-dimensional point of view based on the tracked player
movement. The
devices, systems and method may involve tracking player movement and updating
three-
dimensional objects, virtual characters or avatars, gaming components, or
other aspects of
the gaming surface in response. For example, the devices, systems and method
may
involve tracking a player's eyes so that when the eyes move the virtual
characters, gaming
components, gaming surface, or other object moves in response. The player may
navigate
virtual characters through a game with body and eye movements. Tracking the
player's
may manipulate gaming objects based on body and eye movements. The player's
movements may also relate to particular gestures.
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[0011] In accordance with another broad aspect, the graphical
enhancement may
involve displaying multi-faceted game components as a three-dimensional
configuration.
The devices, systems and method may involve tracking player movement,
including eye
movements, and rotating the multi-faceted game components in response to
tracked
movement. The rotation may be on different axis, such as vertical, horizontal
or at an
angle to a plane of the game surface or display device. The rotation may
enable a player
to view facets that may be hidden from a current view. The devices, systems
and method
may involve tracking player movement and updating the point of view of the
graphical
enhancement multi-faceted game components in response.
[0012] In accordance with a further broad aspect, there may be provided
an electronic
gaming device. The electronic gaming device may comprise at least one data
storage unit
to store game data for a game; a display unit to display, via a graphical user
interface,
graphical game components, including at least one avatar, in accordance with
the game
data; at least one data capture unit to collect player movement data
representative of
movement of at least one eye of a player of the game, the data capture device
comprising
a camera; and at least one processor. The processor may be configured to
analyze the
player movement data; generate avatar movement data based at least in part on
the
player movement data, the avatar movement data comprising instructions for
causing at
least one portion of the at least one avatar to move; and cause movement of
the at least
one portion of the at least one avatar on the display unit based on the avatar
movement
data.
[0013] In some embodiments, the player movement data is indicative of a
gaze of the
player, and the avatar movement data comprises instructions for causing at
least one
portion of the at least one avatar to follow the gaze of the player.
[0014] In some embodiments, the at least one portion of the at least one
avatar
comprises at least one eye of the at least one avatar.
[0015] In some embodiments, the player movement data is further
representative of
movement of a head of the player, and the at least one portion of the at least
one avatar
comprises at least a head of the at least one avatar.
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[0016] In some embodiments, the at least one processor is further
configured for
analyzing at least one facial expression of the player to determine, for each
of the at least
one facial expression, a respective emotional state of the player.
[0017] In some embodiments, the at least one processor is further
configured to
generate the avatar movement data based on the at least one facial expression
of the
player.
[0018] In some embodiments, the avatar movement data comprises
instructions for
causing the at least one avatar to mimic the at least one facial expression of
the player.
[0019] In some embodiments, the avatar movement data comprises
instructions for
causing the at least one avatar to adopt a facial expression complementary to
the at least
one emotional state of the player.
[0020] In some embodiments, the processor is further configured to
predictively
generate avatar movement data based on previously acquired player movement
data.
[0021] In accordance with a further broad aspect, there may be provided a
networked
electronic gaming device. The networked electronic gaming device comprises at
least one
data storage unit to store game data for a game; a display unit to display,
via a graphical
user interface, graphical game components in accordance with the game data; a
communication unit for communicating, over a network, with at least one other
networked
electronic gaming device; at least one data capture unit to collect player
movement data
representative of movement of at least one eye of a player of the game, the
data capture
device comprising a camera; and at least one processor. The processor may be
configured to analyze the player movement data; generate avatar movement data
based
on the player movement data, the avatar movement data comprising instructions
for
causing at least one portion of at least one avatar to move; and transmit, via
the
communication unit, the avatar movement data over the network to the at least
one other
networked electronic gaming device, the avatar movement data causing movement
of the
at least one portion of the at least one avatar on a display unit of the at
least one other
networked electronic gaming device.
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[0022] In some embodiments, the graphical game components comprise the at
least one
avatar, and the processor is further configured to cause movement of the at
least one
portion of the at least one avatar on the display unit based on the avatar
movement data.
[0023] In some embodiments, the player movement data is indicative of a gaze
of the
player, and the avatar movement data comprises instructions for causing at
least one
portion of the at least one avatar to follow the gaze of the player.
[0024] In some embodiments, the at least one portion of the at least one
avatar comprises
at least one eye of the at least one avatar.
[0025] In some embodiments, the player movement data is further representative
of
movement of a head of the player, and the at least one portion of the at least
one avatar
comprises at least a head of the at least one avatar.
[0026] In some embodiments, the at least one processor is further configured
for
analyzing at least one facial expression of the player to determine, for each
of the at least
one facial expression, a respective emotional state of the player.
[0027] In some embodiments, the at least one processor is further configured
for
generating the avatar movement data based on the at least one facial
expression of the
player.
[0028] In some embodiments, the avatar movement data comprises instructions
for
causing the at least one avatar to mimic the at least one facial expression of
the player.
[0029] In some embodiments, the avatar movement data comprises instructions
for
causing the at least one avatar to adopt a facial expression complementary to
the at least
one emotional state of the player.
[0030] In accordance with a further broad aspect, there may be provided a
networked
electronic gaming machine. The networked electronic gaming machine comprises
at least
one data storage unit to store game data for a game played by a player and
comprising
wagering and payout elements; a display unit to display, via a graphical user
interface,
graphical game components, including at least one avatar, in accordance with
the game
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data; a communication unit for communicating, over a network, with at least
one other
networked electronic gaming machine; at least one processor. The at least one
processor
is configured to receive, via the communication unit, avatar movement data
from at least
one further networked electronic gaming machine, the avatar movement data
being based
at least in part on player movement data representative of movement of at
least one eye of
a player of the at least one further networked electronic gaming machine and
comprising
instructions for causing at least one portion of the at least one avatar to
move; and cause
movement of the at least one portion of the at least one avatar on the display
unit based
on the avatar movement data.
[0031] In some embodiments, the avatar movement data is further based at least
in part
on at least one of a facial expression and one emotional state of the player
of the at least
one further networked electronic gaming machine.
[0032] In accordance with a further broad aspect, there is provided a method
for execution
by an electronic gaming machine. The method comprises storing, in at least one
data
storage unit, game data for a game played by a player and comprising wagering
and
payout elements; displaying, via a graphical user interface, graphical game
components
including at least one avatar in accordance with the game data; capturing, via
at least one
data capture unit, player movement data representative of movement of at least
one eye of
the player, the data capture device comprising a camera; and using at least
one processor
for: analyzing the player movement data; generating avatar movement data based
at least
in part on the player movement data, the avatar movement data comprising
instructions for
causing at least one portion of the at least one avatar to move; and causing
movement of
the at least one portion of the at least one avatar on the display unit based
on the avatar
movement data.
[0033] In some embodiments, the player movement data is indicative of a
gaze of the
player, and the avatar movement data comprises instructions for causing at
least one
portion of the at least one avatar to follow the gaze of the player.
[0034] In some embodiments, the at least one portion of the at least one
avatar
comprises at least one eye of the at least one avatar.
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[0035] In some embodiments, the player movement data is further
representative of
movement of a head of the player, and the at least one portion of the at least
one avatar
comprises at least a head of the at least one avatar.
[0036] In some embodiments, the at least one processor is further used
for analyzing
at least one facial expression of the player to determine, for each of the at
least one facial
expression, a respective emotional state of the player.
[0037] In some embodiments, the at least one processor is further used
to generate
the avatar movement data based on the at least one facial expression of the
player.
[0038] In some embodiments, the avatar movement data comprises
instructions for
causing the at least one avatar to mimic the at least one facial expression of
the player.
[0039] In some embodiments, the avatar movement data comprises
instructions for
causing the at least one avatar to adopt a facial expression complementary to
the at least
one emotional state of the player.
[0040] In some embodiments, the processor is further used to
predictively generate
avatar movement data based on previously acquired player movement data.
[0041] In accordance with a further broad aspect, there is provided a method
for execution
by a networked electronic gaming machine. The method comprises storing, in at
least one
data storage unit, game date for a game played by a player and comprising
wagering and
payout elements; displaying, via a graphical user interface, graphical game
components
including at least one avatar in accordance with the game data; capturing, via
at least one
data capture unit, player movement data representative of movement of at least
one eye of
the player, the data capture device comprising a camera; and using at least
one processor
for: analyzing the player movement data; and transmitting, via a communication
unit, the
avatar movement data over a network to the at least one other networked
electronic
gaming machine, the avatar movement data causing movement of the at least one
portion
of the at least one avatar on a display unit of the at least one other
networked electronic
gaming machine.
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[0042] In some embodiments, the graphical game components comprise the at
least one
avatar, and the processor is further used to cause movement of the at least
one portion of
the at least one avatar on the display unit based on the avatar movement data.
[0043] In some embodiments, the player movement data is indicative of a gaze
of the
player, and the avatar movement data comprises instructions for causing at
least one
portion of the at least one avatar to follow the gaze of the player.
[0044] In some embodiments, the at least one portion of the at least one
avatar comprises
at least one eye of the at least one avatar.
[0045] In some embodiments, the player movement data is further representative
of
movement of a head of the player, and the at least one portion of the at least
one avatar
comprises at least a head of the at least one avatar.
[0046] In some embodiments, the at least one processor is further used for
analyzing at
least one facial expression of the player to determine, for each of the at
least one facial
expression, a respective emotional state of the player.
[0047] In some embodiments, the at least one processor is further used for
generating the
avatar movement data based on the at least one facial expression of the
player.
[0048] In some embodiments, the avatar movement data comprises instructions
for
causing the at least one avatar to mimic the at least one facial expression of
the player.
[0049] In some embodiments, the avatar movement data comprises instructions
for
causing the at least one avatar to adopt a facial expression complementary to
the at least
one emotional state of the player.
[0050] In accordance with a further broad aspect, there is provided a method
for execution
by a networked electronic gaming machine. The method comprises storing, in at
least one
data storage unit, game data for a game played by a player and comprising
wagering and
payout elements; displaying, via a graphical user interface, graphical game
components
including at least one avatar in accordance with the game data; and using at
least one
processor for: receiving, via a communication unit, avatar movement data over
a network
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from at least one further networked electronic gaming machine, the avatar
movement data
being based at least in part on player movement data representative of
movement of at
least one eye of a player of the at least one further networked electronic
gaming machine
and comprising instructions for causing at least one portion of the at least
one avatar to
move; and causing movement of the at least one portion of the at least one
avatar on the
display unit based on the avatar movement data.
[0051] In some embodiments, the avatar movement data is further based at least
in part
on at least one of a facial expression and one emotional state of the player
of the at least
one further networked electronic gaming machine.
[0052] In accordance with certain embodiments, there is provided a computer
readable
medium having stored thereon program code executable by at least one processor
for
performing any one or more of the methods described herein.
[0053] Features of the systems, devices, and methods described herein
may be used
in various combinations, and may also be used for the system and computer-
readable
storage medium in various combinations.
[0054] In this specification, the term "game component" or game element
is intended
to mean any individual element which when grouped with other elements will
form a layout
for a game. For example, in card games such as poker, blackjack, and gin
rummy, the
game components may be the cards that form the player's hand and/or the
dealer's hand,
and cards that are drawn to further advance the game. As a further example, in
navigational games the game components may be moving or stationary objects to
avoid or
hit to achieve different game goals. In a maze game, the game components may
be walls
of the maze, objects within the maze, features of the maze, and so on. In a
traditional
Bingo game, the game components may be the numbers printed on a 5x5 matrix
which the
players must match against drawn numbers. The drawn numbers may also be game
components. In a spinning reel game, each reel may be made up of one or more
game
components. Each game component may be represented by a symbol of a given
image,
number, shape, color, theme, etc. Like symbols are of a same image, number,
shape,
color, theme, etc. Other embodiments for game components will be readily
understood by
those skilled in the art.
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BRIEF DESCRIPTION OF THE DRAWINGS
[0055] Further features and advantages of embodiments described herein
may
become apparent from the following detailed description, taken in combination
with the
appended drawings, in which:
[0056] Figure 1 is a perspective view of an electronic gaming machine
for
implementing the gaming enhancements, in accordance with one embodiment;
[0057] Figure 2A is a block diagram of an electronic gaming machine
linked to a
casino host system, in accordance with one embodiment;
[0058] Figure 2B is an exemplary online implementation of a computer
system and
online gaming system;
[0059] Figure 3 illustrates an electronic gaming machine with a camera
for
implementing the gaming enhancements, in accordance with some embodiments;
[0060] Figure 4 illustrates a flowchart diagram of an exemplary computer-
implemented
method for the game component enhancements;
[0061] Figure 5 illustrates a flowchart diagram of an exemplary computer-
implemented
method for causing movement in a 3D avatar;
[0062] Figs. 6A-C are illustrative screenshots of game screens of a
particular
implementation of the method described in Figure 5;
[0063] Figure 7 is a graphical representation of a system of networked
electronic
gaming machine participating in a common online game;
[0064] Figure 8 illustrates a flowchart diagram of an exemplary computer-
implemented
method for transmitting avatar movement data over a network; and
[0065] Figure 9 illustrates a flowchart diagram of an embodiment of step
810 of the
method 800 illustrated in Figure 8.
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[0066] It will be noted that throughout the appended drawings, like
features are
identified by like reference numerals.
DETAILED DESCRIPTION
[0067] The embodiments of the systems and methods described herein may
be
implemented in hardware or software, or a combination of both. These
embodiments may
be implemented in computer programs executing on programmable computers, each
computer including at least one processor, a data storage system (including
volatile
memory or non-volatile memory or other data storage elements or a combination
thereof),
and at least one communication interface. For example, and without limitation,
the various
programmable computers may be a server, gaming machine, network appliance, set-
top
box, embedded device, computer expansion module, personal computer, laptop,
personal
data assistant, cellular telephone, smartphone device, UMPC tablets and
wireless
hypermedia device or any other computing device capable of being configured to
carry out
the methods described herein.
[0068] Program code is applied to input data to perform the functions
described herein
and to generate output information. The output information is applied to one
or more
output devices, in known fashion. In some embodiments, the communication
interface may
be a network communication interface. In embodiments in which elements of the
invention
are combined, the communication interface may be a software communication
interface,
such as those for inter-process communication. In still other embodiments,
there may be a
combination of communication interfaces implemented as hardware, software, and
combination thereof.
[0069] Each program may be implemented in a high level procedural or
object oriented
programming or scripting language, or a combination thereof, to communicate
with a
computer system. However, alternatively the programs may be implemented in
assembly
or machine language, if desired. The language may be a compiled or interpreted
language. Each such computer program may be stored on a storage media or a
device
(e.g., ROM, magnetic disk, optical disc), readable by a general or special
purpose
programmable computer, for configuring and operating the computer when the
storage
media or device is read by the computer to perform the procedures described
herein.
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Embodiments of the system may also be considered to be implemented as a non-
transitory computer-readable storage medium, configured with a computer
program, where
the storage medium so configured causes a computer to operate in a specific
and
predefined manner to perform the functions described herein.
[0070] Furthermore, the systems and methods of the described embodiments
are
capable of being distributed in a computer program product including a
physical, non-
transitory computer readable medium that bears computer usable instructions
for one or
more processors. The medium may be provided in various forms, including one or
more
diskettes, compact disks, tapes, chips, magnetic and electronic storage media,
volatile
memory, non-volatile memory and the like. Non-transitory computer-readable
media may
include all computer-readable media, with the exception being a transitory,
propagating
signal. The term non-transitory is not intended to exclude computer readable
media such
as primary memory, volatile memory, RAM and so on, where the data stored
thereon may
only be temporarily stored. The computer useable instructions may also be in
various
forms, including compiled and non-compiled code.
[0071] Throughout the following discussion, numerous references will be
made
regarding servers, services, interfaces, portals, platforms, or other systems
formed from
computing devices. It should be appreciated that the use of such terms is
deemed to
represent one or more computing devices having at least one processor
configured to
execute software instructions stored on a computer readable tangible, non-
transitory
medium. For example, a server can include one or more computers operating as a
web
server, database server, or other type of computer server in a manner to
fulfill described
roles, responsibilities, or functions. One should further appreciate the
disclosed computer-
based algorithms, processes, methods, or other types of instruction sets can
be embodied
as a computer program product comprising a non-transitory, tangible computer
readable
media storing the instructions that cause a processor to execute the disclosed
steps. One
should appreciate that the systems and methods described herein may transform
electronic signals of various data objects into graphical representations for
display on a
tangible screen configured for displaying graphical game components. One
should
appreciate that the systems and methods described herein involve
interconnected
networks of hardware devices configured to receive data for tracking player
movements
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using receivers and sensors, transmit player movement data using transmitters,
and
transform electronic data signals for various graphical enhancements using
particularly
configured processors to modify the display of the graphical enhancements on
adapted
display screens in response to the tracked player movements. That is, tracked
player
movements may result in manipulation and movement of various graphical
features of a
game.
[0072] As used herein, and unless the context dictates otherwise, the
term "coupled
to" is intended to include both direct coupling (in which two elements that
are coupled to
each other contact each other) and indirect coupling (in which at least one
additional
element is located between the two elements). Therefore, the terms "coupled
to" and
"coupled with" are used synonymously.
[0073] The gaming enhancements described herein may be carried out using
any type
of computer, including portable devices, such as smart phones, that can access
a gaming
site or a portal (which may access a plurality of gaming sites) via the
internet or other
communication path (e.g., a LAN or WAN). Embodiments described herein can also
be
carried out using an electronic gaming machine (EGM) in various venues, such
as a
casino. One example type of EGM is described with respect to Figure 1.
[0074] Figure 1 is a perspective view of an EGM 10 where the graphical
enhancements to game components may be provided. EGM 10 includes a display
unit 12
that may be a thin film transistor (TFT) display, a liquid crystal display
(LCD), a cathode
ray tube (CRT), auto stereoscopic three-dimensional display and LED display,
an OLED
display, or any other type of display. A secondary display unit 14 provides
game data or
other information in addition to display unit 12. Secondary display unit 14
may provide
static information, such as an advertisement for the game, the rules of the
game, pay
tables, pay lines, or other information, or may even display the main game or
a bonus
game along with display unit 12. Alternatively, the area for secondary display
unit 14 may
be a display glass for conveying information about the game. Display unit 12
and/or
secondary display unit 14 may also include a camera.
[0075] Display unit 12 or 14 may have a touch screen lamination that
includes a
transparent grid of conductors. Touching the screen may change the capacitance
between
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the conductors, and thereby the X-Y location of the touch may be determined.
The
processor associates this X-Y location with a function to be performed. Such
touch
screens may be used for slot machines. There may be an upper and lower multi-
touch
screen in accordance with some embodiments.
[0076] A coin slot 22 may accept coins or tokens in one or more
denominations to
generate credits within EGM 10 for playing games. An input slot 24 for an
optical reader
and printer receives machine readable printed tickets and outputs printed
tickets for use in
cashless gaming.
[0077] A coin tray 32 may receive coins or tokens from a hopper upon a
win or upon
the player cashing out. However, the gaming machine 10 may be a gaming
terminal that
does not pay in cash but only issues a printed ticket for cashing in
elsewhere.
Alternatively, a stored value card may be loaded with credits based on a win,
or may
enable the assignment of credits to an account associated with a computer
system, which
may be a computer network connected computer.
[0078] A card reader slot 34 may accept various types of cards, such as
smart cards,
magnetic strip cards, or other types of cards conveying machine readable
information. The
card reader reads the inserted card for player and credit information for
cashless gaming.
The card reader may read a magnetic code on a conventional player tracking
card, where
the code uniquely identifies the player to the host system. The code is cross-
referenced by
the host system to any data related to the player, and such data may affect
the games
offered to the player by the gaming terminal. The card reader may also include
an optical
reader and printer for reading and printing coded barcodes and other
information on a
paper ticket. A card may also include credentials that enable the host system
to access
one or more accounts associated with a player. The account may be debited
based on
wagers by a player and credited based on a win. Alternatively, an electronic
device may
couple (wired or wireless) to the EGM 10 to transfer electronic data signals
for player
credits and the like. For example, near field communication (NFC) may be used
to couple
to EGM 10 which may be configured with NFC enabled hardware. This is a non-
limiting
example of a communication technique.
[0079] A keypad 36 may accept player input, such as a personal
identification number
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(PIN) or any other player information. A display 38 above keypad 36 displays a
menu for
instructions and other information and provides visual feedback of the keys
pressed.
[0080] The keypad 36 may be an input device such as a touchscreen, or
dynamic
digital button panel, in accordance with some embodiments.
[0081] Player control buttons 39 may include any buttons or other
controllers needed
for the play of the particular game or games offered by EGM 10 including, for
example, a
bet button, a repeat bet button, a spin reels (or play) button, a maximum bet
button, a
cash-out button, a display pay lines button, a display payout tables button,
select icon
buttons, and any other suitable button. Buttons 39 may be replaced by a touch
screen with
virtual buttons.
[0082] The EGM 10 may also include hardware configured to provide motion
tracking.
An example type of motion tracking is optical motion tracking. The motion
tracking may
include a body and head controller. The motion tracking may also include an
eye
controller. The EGM 10 may implement eye-tracking recognition technology using
a
camera, sensors (e.g. optical sensor), data receivers and other electronic
hardware.
Players may move side to side to control the game and game components. For
example,
the EGM 10 is configured to track player's eyes, so when the eyes move left,
right, up or
down, a character or symbol on screen moves in response to the player's eye
movements.
In a navigational game, the player may have to avoid obstacles, or possibly
catch items to
collect. The virtual movements may be based on the tracking recognition data.
[0083] The EGM 10 may include a camera. The camera may be used for
motion
tracking of player, such as detecting player positions and movements, and
generating
signals defining x, y and z coordinates. For example, the camera may be used
to
implement tracking recognition techniques to collect tracking recognition
data. As an
example, the tracking data may relate to player eye movements. The eye
movements may
be used to control various aspects of a game or a game component. The camera
may be
configured to track the precise location of a player's left and/or right
eyeballs in real-time or
near real-time as to interpret and record the player's eye movement data. The
eye
movement data may be one way of defining player movements.
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[0084] For example, the recognition data defining player movement may be
used to
manipulate or move game components. As another example, the recognition data
defining
player movement may be used to change a view of the gaming surface or gaming
component. A viewing object of the game may be illustrated as a graphical
enhancement
coming towards the player. Another viewing object of the game may be
illustrated as a
graphical enhancement moving away from the player. The players head position
may be
used as a view guide for the viewing camera during a graphical enhancement. A
player
sitting directly in front of display unit 12 may see a different view than a
player moving
aside. The camera may also be used to detect occupancy of the machine.
[0085] The embodiments described herein are implemented by physical
computer
hardware embodiments. The embodiments described herein provide useful physical
machines and particularly configured computer hardware arrangements of
computing
devices, servers, electronic gaming terminals, processors, memory, networks,
for
example. The embodiments described herein, for example, is directed to
computer
apparatuses, and methods implemented by computers through the processing of
electronic data signals.
[0086] Accordingly, EGM 10 is particularly configured for moving game
components.
The display unit 12 and/or the secondary display unit 14 may display via a
user interface
graphical game components of a game in accordance with a set of game rules
using game
data, stored in a data storage device.
[0087] At least one data capture unit collects player movement data,
where the player
movement data defines movement of a player of the game. The data capture unit
may
include a camera, a sensor or other data capture electronic hardware. The EGM
10 may
include at least one processor configured to analyze the player movement data,
to
generate movement data for moving at least one game component, and to generate
movement on the display device of the at least one game component using the
data
defining game movement.
[0088] The embodiments described herein involve computing devices,
servers,
electronic gaming terminals, receivers, transmitters, processors, memory,
display,
networks particularly configured to implement various acts. The embodiments
described
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herein are directed to electronic machines adapted for processing and
transforming
electromagnetic signals which represent various types of information. The
embodiments
described herein pervasively and integrally relate to machines, and their
uses; and the
embodiments described herein have no meaning or practical applicability
outside their use
with computer hardware, machines, a various hardware components.
[0089] Substituting the computing devices, servers, electronic gaming
terminals,
receivers, transmitters, processors, memory, display, networks particularly
configured to
implement various acts for non-physical hardware, using mental steps for
example, may
substantially affect the way the embodiments work.
[0090] Such computer hardware limitations are clearly essential elements
of the
embodiments described herein, and they cannot be omitted or substituted for
mental
means without having a material effect on the operation and structure of the
embodiments
described herein. The computer hardware is essential to the embodiments
described
herein and is not merely used to perform steps expeditiously and in an
efficient manner.
[0091] As described herein, EGM 10 may be configured to provide
graphical
enhancements to game components. The graphical enhancements may be provided
dynamically as dynamic game content in response to electronic data signals
relating to
tracking recognition data collected by EGM 10.
[0092] The EGM 10 may include a display with multi-touch and auto
stereoscopic
three-dimensional functionality, including a camera, for example. The EGM 10
may also
include several effects and frame lights. The graphical enhancements may be
graphical
variants of gaming components. For example, the graphical variants may not be
limited to
a three-dimensional version of the gaming components.
[0093] EGM 10 may include an output device such as one or more speakers.
The
speakers may be located in various locations on the EGM 10 such as in a lower
portion or
upper portion. The EGM 10 may have a chair or seat portion and the speakers
may be
included in the seat portion to create a surround sound effect for the player.
The seat
portion may allow for easy upper body and head movement during play. Functions
may be
controllable via an on screen game menu. The EGM 10 is configurable to provide
full
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control over all built-in functionality (lights, frame lights, sounds, and so
on).
[0094] The EGM 10 may also include a digital button panel. The digital
button panel
may include various elements such as a touch display, animated buttons, a
frame light,
and so on. The digital button panel may have different states, such as for
example,
standard play containing bet steps, bonus with feature layouts, point of sale,
and so on.
The digital button panel may include a slider bar for adjusting the three-
dimensional panel.
The digital button panel may include buttons for adjusting sounds and effects.
The digital
button panel may include buttons for betting and selecting bonus games. The
digital button
panel may include a game status display. The digital button panel may include
animation.
The buttons of the digital button panel may include a number of different
states, such as
pressable but not activated, pressed and active, inactive (not pressable),
certain response
or information animation, and so on. The EGM 10 may also include physical
buttons.
[0095] The EGM 10 may include frame and effect lights. The lights may be
synchronized with enhancements of the game. The EGM 10 may be configured to
control
color and brightness of lights. Additional custom animations (color cycle,
blinking, etc.)
may also be configured by the EGM 10. The customer animations may be triggered
by
certain gaming events.
[0096] Figure 2A is a block diagram of EGM 10 linked to the casino's
host system 41.
The EGM 10 may use conventional hardware. Figure 2B illustrates a possible
online
implementation of a computer system and online gaming device in accordance
with the
present gaming enhancements. For example, a server computer 34 may be
configured to
enable online gaming in accordance with embodiments described herein. One or
more
players may use a computing device 30 (which may be the EGM 10) that is
configured to
connect to the Internet 32 (or other network), and via the Internet 32 to the
server
computer 34 in order to access the functionality described in this disclosure.
The server
computer 34 may include a movement recognition engine that may be used to
process
and interpret collected player movement data, to transform the data into data
defining
manipulations of game components or view changes.
[0097] A communications board 42 may contain conventional circuitry for
coupling the
EGM 10 to a local area network (LAN) or other type of network using any
suitable protocol,
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such as the G2S protocols. Internet protocols are typically used for such
communication
under the G2S standard, incorporated herein by reference. The communications
board 42
transmits using a wireless transmitter, or it may be directly connected to a
network running
throughout the casino floor. The communications board 42 basically sets up a
communication link with a master controller and buffers data between the
network and the
game controller board 44. The communications board 42 may also communicate
with a
network server, such as in accordance with the G2S standard, for exchanging
information
to carry out embodiments described herein.
[0098] The game controller board 44 contains memory and a processor for
carrying
out programs stored in the memory and for providing the information requested
by the
network. The game controller board 44 primarily carries out the game routines.
[0099] Peripheral devices/boards communicate with the game controller
board 44 via
a bus 46 using, for example, an RS-232 interface. Such peripherals may include
a bill
validator 47, a coin detector 48, a smart card reader or other type of credit
card reader 49,
and player control inputs 50 (such as buttons or a touch screen). Other
peripherals may be
one or more cameras used for collecting eye-tracking recognition data, or
other player
movement recognition data.
[00100] The game controller board 44 may also control one or more devices that
produce the game output including audio and video output associated with a
particular
game that is presented to the player. For example audio board 51 may convert
coded
signals into analog signals for driving speakers. A display controller 52,
which typically
requires a high data transfer rate, may convert coded signals to pixel signals
for the
display 53. Display controller 52 and audio board 51 may be directly connected
to parallel
ports on the game controller board 44. The electronics on the various boards
may be
combined onto a single board.
[00101] Computing device 30 may be particularly configured with hardware and
software to interact with gaming machine 10 or gaming server 34 via network 32
to
implement gaming functionality and render graphical enhancements, as described
herein.
For simplicity only one computing device 30 is shown but system may include
one or more
computing devices 30 operable by players to access remote network resources.
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Computing device 30 may be implemented using one or more processors and one or
more
data storage devices configured with database(s) or file system(s), or using
multiple
devices or groups of storage devices distributed over a wide geographic area
and
connected via a network (which may be referred to as "cloud computing").
[00102] Computing device 30 may reside on any networked computing device, such
as
a personal computer, workstation, server, portable computer, mobile device,
personal
digital assistant, laptop, tablet, smart phone, WAP phone, an interactive
television, video
display terminals, gaming consoles, electronic reading device, portable
electronic devices,
wearable electronic device, or any suitable combination of these.
[00103] Computing device 30 may include any type of processor, such as, for
example,
any type of general-purpose microprocessor or microcontroller, a digital
signal processing
(DSP) processor, an integrated circuit, a field programmable gate array
(FPGA), a
reconfigurable processor, a programmable read-only memory (PROM), or any
combination
thereof. Computing device 30 may include any type of computer memory that is
located
either internally or externally such as, for example, random-access memory
(RAM), read-
only memory (ROM), compact disc read-only memory (CDROM), electro-optical
memory,
magneto-optical memory, erasable programmable read-only memory (EPROM), and
electrically-erasable programmable read-only memory (EEPROM), Ferroelectric
RAM
(FRAM) or the like.
[00104] Computing device 30 may include one or more input devices, such as a
keyboard, mouse, camera, touch screen and a microphone, and may also include
one or
more output devices such as a display screen (with three-dimensional
capabilities) and a
speaker. Computing device 30 has a network interface in order to communicate
with other
components, to access and connect to network resources, to serve an
application and
other applications, and perform other computing applications by connecting to
a network
(or multiple networks) capable of carrying data including the Internet,
Ethernet, plain old
telephone service (POTS) line, public switch telephone network (PSTN),
integrated
services digital network (ISDN), digital subscriber line (DSL), coaxial cable,
fiber optics,
satellite, mobile, wireless (e.g. Wi-Fi, WiMAX), SS7 signaling network, fixed
line, local area
network, wide area network, and others, including any combination of these.
Computing
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device 30 is operable to register and authenticate players (using a login,
unique identifier,
and password for example) prior to providing access to applications, a local
network,
network resources, or other networks and network security devices. Computing
device 30
may serve one player or multiple players.
[00105] While the following paragraphs refer to the EGM 10, it should be
understood
that the embodiments described herein may be implemented on the computing
device 30,
which may take a plurality of different forms including, as mentioned supra,
mobile devices
such as smartphones, and other portable or wearable electronic devices.
[00106] Figure 3 illustrates an electronic gaming machine with a camera 15 for
implementing the gaming enhancements, in accordance with some embodiments. The
EGM 10 may include the camera 15, sensors (e.g. optical sensor), or other
hardware
device configured to capture and collect data relating to player movement.
[00107] In accordance with some embodiments, the camera 15 may be used for
motion
tracking, and movement recognition. The camera 15 may collect data defining x,
y and z
coordinates representing player movement.
[00108] In some examples, a viewing object of the game (shown as a circle in
front of
the base screen) may be illustrated as a graphical enhancement coming towards
the
player. Another viewing object of the game (shown as a rectangle behind the
base screen)
may be illustrated as a graphical enhancement moving away from the player. The
players
head position may be used as a view guide for the viewing camera during a
graphical
enhancement. A player sitting directly in front of display unit 12 may see a
different view
than a player moving aside. The camera 15 may also be used to detect occupancy
of the
machine. The camera 15 and/or a sensor (e.g. an optical sensor) may also be
configured
to detect and track the position(s) of a player's eyes or more precisely,
pupils, relative to
the screen of the EGM 10.
[00109] The camera 15 may also be used to collect data defining player eye
movement,
gestures, head movement, or other body movement. Players may move side to side
to
control the game. The camera 15 may collect data defining player movement,
process and
transform the data into data defining game manipulations (e.g. movement for
game
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components), and generate the game manipulations using the data. For example,
player's
eyes may be tracked by camera 15 (or another hardware component of EGM 10), so
when
the eyes move left, right, up or down, their character or symbol on screen
moves in
response to the player's eye movements. The player may have to avoid
obstacles, or
possibly catch or contact items to collect depending on the type of game.
These
movements within the game may be directed based on the data derived from
collected
movement data.
[00110] In one embodiment of the invention, the camera 15 is coupled with an
optical
sensor to track a position of a player's each eye relative to a center of a
EGM 10's screen,
as well as a focus direction and a focus point on the EGM 10's screen of the
player's both
eyes in real-time or near real-time. The focus direction can be the direction
at which the
player's line of sight travels or extends from his or her eyes to the EGM 10's
screen. The
focus point may sometimes be referred to as a gaze point and the focus
direction may
sometimes be referred to as a gaze direction. In one example, the focus
direction and
focus point can be determined based on various eye tracking data such as
position(s) of a
player's eyes, a position of his or her head, position(s) and size(s) of the
pupils, corneal
reflection data, and/or size(s) of the irises. All of the above mentioned eye
tracking or
movement data, as well as the focus direction and focus point, may be examples
of, and
referred to as, player's eye movements or player movement data.
[00111] Referring now to Figure 4, there is shown a flowchart diagram of an
exemplary
computer-implemented method 400 for moving game component in a gaming system
such
as that illustrated in FIGS. 1, 2A, and 2B.
[00112] At 402, the EGM 10 displays on a display device, such as display unit
12 and/or
secondary display unit 14, a user interface showing one or more graphical game
components of a game in accordance with a set of game rules for the game. The
game
component may be a virtual character, a gaming symbol, a stack of game
components
along an axis orthogonal to a plane of the display device, a multi-faceted
game
component, a reel, a grid, a multi-faceted gaming surface, and gaming surface,
or a
combination thereof.
[00113] A game component may be selected to move or manipulate with the
player's
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eye movements. The gaming component may be selected by the player or by the
game.
For example, the game outcome or state may determine which symbol to select
for
enhancement.
[00114] At 404, a data capture unit collects player movement data, where the
player
movement data defines movement of the player. The data capture unit may be a
camera,
a sensor, and/or other hardware device configured to capture and collect data
relating to
player movement. The data capture unit may integrally connect to EGM 10 or may
be
otherwise coupled thereto.
[00115] As previously described, the camera 15 may be coupled with an optical
sensor
to track a position of a player's each eye relative to a center of a EGM 10's
screen, as well
as a focus direction and a focus point on the EGM 10's screen of the player's
both eyes in
real-time or near real-time. The focus direction can be the direction at which
the player's
line of sight travels or extends from his or her eyes to the EGM 10's screen.
The focus
point may sometimes be referred to as a gaze point and the focus direction may
sometimes be referred to as a gaze direction. In one example, the focus
direction and
focus point can be determined based on various eye tracking data such as
position(s) of a
player's eyes, a position of his or her head, position(s) and size(s) of the
pupils, corneal
reflection data, and/or size(s) of the irises. All of the above mentioned eye
tracking or
movement data, as well as the focus direction and focus point, may be
instances of player
movement data.
[00116] In addition, a focus point may extend to or encompass different visual
fields
visible to the player. For example, a foveal area may be a small area
surrounding a fixation
point on the EGM 10's screen directly connected by a (virtual) line of sight
extending from
the eyes of a player. This foveal area in the player's vision generally
appears to be in
sharp focus and may include one or more game components and the surrounding
area. In
this disclosure, it is understood that a focus point may include the foveal
area immediately
adjacent to the fixation point directly connected by the (virtual) line of
sight extending from
the player's eyes.
[00117] The player movement data may relate to the movement of the player's
eyes.
For example, the player's eyes may move or look to the left which may trigger
a
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corresponding movement of a game component within the game. The movement of
the
player's eyes may also trigger an updated view of the entire game on display
to reflect the
orientation of the player in relation to the display device. The player
movement data may
also be associated with movement of the player's head, or other part of the
player's body.
As a further example, the player movement data may be associated with a
gesture made
by the player, such as a particular hand or finger signal.
[00118] At 406, a processor of EGM 10 (e.g. coupled thereto or part thereof)
may
transform the player movement data into data defining game movement for the
game
component(s).
[00119] At 408, the processor generates movement of the game component(s)
using
the data defining game movement. The display device updates to visually
display the
movement of the game component(s) for the player. The movement may be a
rotation
about an axis, or directional movement (e.g. left, right, up, down), or a
combination thereof.
The movement may also be an update a view of the game on the display using the
data
defining game movement.
[00120] Accordingly, the EGM 10 is configured to monitor and track player
movement
including eye movement data, and in response generate corresponding movements
of the
game component(s). The EGM 10 (e.g. processor) may be programmed with control
logic
to map different player movements to different movements of the game
component(s).
[00121] With reference to Figure 5, there is provided an exemplary computer-
implemented method 500 for presenting at least one three-dimensional virtual
avatar ("3D
avatar") on the display unit 12 (or the display unit 14) and for causing
movement of the 3D
avatar. The method 500 is illustrated as a flowchart, and may be implemented,
for
example, by the EGM 10.
[00122] In step 502, the EGM 10 may display, on the display unit 12, graphical
game
components including at least one 3D avatar. 3D avatars as considered within
the scope
of the present disclosure may take on any suitable form, for example a
humanoid figure,
such as a man, a woman, a child, an infant, and may be of any suitable height,
size, age,
etc. 3D avatars may also resemble an animal, an insect, a microbe, or any
other living
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creature, which may include fictional creatures, such as unicorns, dragons,
poros, and the
like. 3D avatars may also take on the shape of any suitable animate or
inanimate object,
such as paperclips, architecture, books, computing devices, toys, and the
like. 3D avatars
may be static, insofar as they may not be animated or display any motion, or
may be
dynamic, displaying motion in response to at least one trigger, which may
internal or
external to the EGM 10. Additionally, while the present disclosure is
primarily concerned
with 3D avatars, it should be noted that the present disclosure does not
exclude the use of
two-dimensional avatars ("2D avatars"), including embodiments where, instead
of, or in
addition to, 3D avatars, 2D avatars are displayed on the display unit 12.
[00123] In step 504, the EGM 10 captures player movement data. The player
movement data may be representative of one or more parameters of movement of
the
player, including movement of at least one eye of the player, movement of a
head of the
player, movement of a torso of the player, and may additionally or
alternatively be
representative of a gaze of the player. Player movement data may be collected
via the
camera, or via any other suitable sensor mentioned hereinabove. Player
movement data
may be representative of position, orientation, and/or movement of at least
one eye of the
player, and may provide information about where a player is looking in
relation to the EGM
10. This may provide specific information regarding which of the display units
12, 14 the
player is looking at and where on the display units 12, 14 the player is
looking; additionally,
or in the alternative, the player movement data may indicate a path covered by
the gaze of
the player across the display units 12, 14, the speed at which the path was
traversed, and
the like. Additionally, the player movement data may also be representative of
movement
of a head of the player, of the head and at least one shoulder of the player,
or of an entire
upper body of the player. The player movement data may be captured in a
substantially
real-time stream, at periodic intervals, or based on one or more triggers
internal or external
to the EGM 10. In some cases, the tracking of player movement data may be a
premium
feature available to only certain players: premium features may be allocated
to players
who play games at a certain frequency, or who spend a certain amount of money
playing
(on the whole or per unit time). Access to premium features may be tied to the
player
account.
[00124] At step 506, the player movement data captured at step 504 may be
analyzed
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by the EGM 10, and more specifically by the game controller board 44. The
analysis may
be performed in any suitable fashion, including motion detection, edge
detection, full-scale
detection, and the like. The player movement data may be analyzed to detect,
for
example, motion of the player's eyes, head, shoulders, and/or upper body, as
described
hereinabove, in three-dimensional space. In some embodiments, the player
movement
data may be analyzed to determine the location and orientation of the player's
eye or
eyes, which may include determining a location at which the player is looking,
specifically
a location on the display unit 12 or the secondary display unit 14 at which
the player is
looking, as discussed supra. Alternatively, or in addition, the player
movement data may
be analyzed to determine the direction and/or speed of motion of the player's
eye or eyes.
[00125] In cases where the analysis of the player movement data indicates that
the
player is not looking at either display unit 12, or generally not paying
attention to the EGM
10, the EGM 10 may be interested in the last location on the display unit 12
or the
secondary display unit 14 at which the player was looking. As such, the
analysis of the
player movement data may be stored, temporarily or permanently, in the memory
of the
game controller board 44.
[00126] At step 508, the EGM 10 may generate avatar movement data based on the
player movement data. More specifically, the EGM 10 may use the analysis
performed in
step 506 to generate the avatar movement data. The avatar movement data may
comprise
at least one instruction, though typically the avatar movement data may
comprise a
plurality of instructions, for causing at least one portion of the at least
one 3D avatar to
move. The avatar movement data may comprise at least one instruction in any
suitable
format, and the at least one instruction may cause the at least one portion of
the at least
one 3D avatar to move in any suitable fashion. In embodiments where at least
one 3D
avatar is a humanoid, this may include such motions as tilting of a head of
the humanoid
3D avatar, waving of a hand of the humanoid 3D avatar, a displacement of the
humanoid
3D avatar from a first location on the display unit 12 to a second, different
location on the
display unit, and the like. Similarly suitable movements are considered when
at least one
3D avatar is an animal or other living creature, or any other animate or
inanimate object.
Further example movements are discussed hereinafter.
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[00127] At step 510, the EGM 10 causes movement of the at least one portion of
the at
least one 3D avatar based on the avatar movement data generated at step 508.
More
specifically, the EGM 10 causes changes in the graphical game components
displayed on
the display unit 12 which appear to the player as movement of the at least one
portion of
the at least one 3D avatar. In some embodiments, causing movement of the at
least one
portion of the at least one 3D avatar may comprise adding and/or removing
graphical
game components.
[00128]
It should be noted that the above-presented steps may be repeated as many
times as desired in response to further player movement data being collected
(and further
avatar movement data being generate). The following paragraphs describe an
exemplary
embodiment thereof with reference to Figures 6A-C.
[00129] Figures 6A-C illustrate exemplary embodiments of a 3D avatar 600 which
may
be displayed on the display unit 12. The 3D avatar 600 takes on the form of an
elderly
male having a head, a torso, and two arms, and may move in a variety of ways,
may take
on a variety of poses, and may present one or more facial expressions. In this
non-limiting
exemplary embodiment, the 3D avatar 600 may be configured to move to track the
gaze of
the player playing the game.
[00130] In Figure 6A, the 3D avatar 600 takes on a first pose 602, which may
be a
"neutral pose". That is to say, the pose 602 may be the pose the 3D avatar 600
first takes
on when first displayed on the display unit 12. Additionally, the pose 602 may
be the pose
the 3D avatar 600 adopts when the player is looking directly at the 3D avatar
600, as the
3D avatar 600 may be configured for tracking the gaze of the player. The pose
602 may
also be adopted by the 3D avatar 600 in other suitable situations.
[00131] In some embodiments, the 3D avatar 600 may exhibit idle animations.
These
may include animations for breathing, blinking, and the like, or other more
complex
animations, such as stretching, thumb twiddling, head scratching, and the
like. These idle
animations may be exhibited when no avatar movement data has been generated,
which
may come in response to an extended period of lack of interaction by the
player with the
EGM 10, or based on any other suitable factors.
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[00132] In Figure 6B, in response to the player shifting his or her gaze to
the left, the 3D
avatar 600 may exhibit motion which causes the 3D avatar to shift from pose
602 to pose
604. By moving to pose 604, the head of the 3D avatar 600 has tilted to the
left (from the
perspective of the player), and the eyes of the 3D avatar move to point in the
direction of
the point on the display unit 12 at which the player is looking. Additionally,
it should be
noted that different embodiments of the 3D avatar may exhibit different types
of movement
depending on the nature of the 3D avatar, and depending on the avatar movement
data
generated by the EGM 10.
[00133] In Figure 6C, in response to the player shifting his or her gaze
further to the left,
such as to a top-left corner of the display unit 12, the 3D avatar 600 may
exhibit motion
which causes the 3D avatar to shift from pose 604 to pose 606. By moving to
pose 606,
the head of the 3D avatar 600 has tilted slightly more to the left (from the
perspective of
the player), and the eyes of the 3D avatar again move to point in the
direction of the point
on the display unit 12 at which the player is looking. Moreover, the shoulders
of the 3D
avatar have somewhat inclined.
[00134] It should also be noted that the EGM 10 may, in response to avatar
movement
data, also effect changes to graphical game components which are not proper to
the 3D
avatar itself. For example, and as is seen in Figures 6A-C, the shadow cast by
the head of
the 3D avatar 600 also shifts as the 3D avatar 600 moves from pose 602 to 606:
effecting
this change in graphical game components may require the EGM 10 to perform
shadowing
calculations based on the position, direction, and intensity of a light-source
graphical game
component and the particular pose 602, 604, 606 of the 3D avatar 600. Other
animations
and changes in graphical came components may also accompany motion in the at
least
one portion of the at least one 3D avatar based on avatar movement data.
[00135] As discussed supra, the camera which captures the player movement data
may
be configured for capturing data not only representative of at least one eye
of the player,
but also the head of the player, the shoulders of the player, and the torso of
the player, to
name a few non-limiting examples. Generally speaking, the player movement data
may be
representative of any motion or movement of the player which may be processed
by the
EGM 10 to generate avatar movement data.
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[00136] For example, in embodiments where the camera may track upper-body
movement of the player, a humanoid 3D avatar may be configured for
substantially
mimicking the upper-body movement of the player. Thus, the humanoid 3D avatar
may tilt
its head in response to the player tilting his or her head, or may roll its
eyes in response to
the player rolling his or her eyes. Similarly, in embodiments where the camera
may track
arm and/or hand movement of the player, the humanoid 3D avatar may move its
arms
and/or hands to follow arm and/or hand movements of the player. This may allow
the
humanoid 3D avatar to, for example, play a game of "peekaboo" with the player.
In
another embodiment, the EGM 10 may process hand movements of a player and have
a
3D avatar move in a complimentary or responsive fashion: for example, a
particular game
may require a player to point their fingers at certain sections of the screen.
When
successfully completed, the EGM 10 may cause the 3D avatar to clap its hands,
or to give
a "thumbs up!" sign, or any other suitable response. In a further embodiment,
the EGM 10
may be configured to process the hand gestures of the player to determine what
sign
language signs the player is performing, which may cause the humanoid 3D
avatar to
respond with its own sign language signs.
[00137] As another example, the EGM 10 may be configured to analyze the player
movement data by analyzing at least one facial expression of the player. The
EGM 10 may
accomplish this through any suitable means, and may detect any number of
facial
expressions, including smiles, frowns, raised eyebrows, furrowed brows, and
the like. The
EGM 10 may then determine, based on the at least one facial expression, a
respective
emotional state of the player. For example, if the analysis of the EGM 10
reveals that the
player is smiling, the EGM 10 may determine that the player is happy;
similarly, if the
analysis of the EGM 10 reveals that a mouth of the player is agape, the EGM 10
may
determine that the player is surprised.
[00138] The EGM 10 may then generate avatar movement data based at least in
part
on the facial expressions of the player and/or the determined emotional state
of the player.
For example, if the EGM 10 determines that the player is smiling, or
surprised, the avatar
movement data may cause the 3D avatar to mimic the player by smiling, or
acting
surprised, respectively. Alternatively, or in addition, the avatar movement
data generated
by the EGM 10 may cause the 3D avatar to adopt facial expressions
complimentary to
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those expressed by the player. For example, if the EGM 10 detects that the
player may be
sad because the analysis of the player movement data reveals that the player
is frowning,
the EGM 10 may generate avatar movement data which may cause animations in the
3D
avatar which attempt to cheer the player up. In another example, if the EGM 10
detects
that the player may be surprised because the analysis of the player movement
data
reveals that the mouth of the player is agape, for example because the player
has just won
a large payout, the EGM 10 may generate avatar movement data which may cause
the 3D
avatar to cheer the player on or to clap.
[00139] Still further implementations are considered whereby the EGM 10
acquires
player movement data, analyzes it, and generates avatar movement data based on
the
player movement data. For example, where the player must make a selection at a
menu,
the EGM 10 may track one of the gaze of the player and a pointing finger of
the player,
and may cause a 3D avatar to point at the same point where the player is
looking or
pointing. Furthermore, the EGM 10 may be configured for using predictive
algorithms
and/or methods for predictively effecting movement in the 3D avatar. This may
be based,
for example, on player movement data previously acquired by the EGM 10, or
based on
collections of bulk player movement data from multiple players.
[00140] In some embodiments, the EGM 10 may be networked ¨ that is to say, the
EGM 10 may be configured to communicate over a network with at least one other
networked EGM 10, as described supra (in relation to Figure 2B), and may
communicate
over a network comprising a central server. To this end, the EGM 10 may
comprise the
communications board 42, or more generally a communications unit for
controlling
communications with other EGM 10 and/or with the central server. The
communication
unit may allow for the EGM 10 to communicate with other EGM 10 with like
network
capabilities, and that the central server may be used to facilitate
communications between
EGM 10.
[00141] In some embodiments, the communication unit of the EGM 10 may be used
to
transmit avatar movement data over the network to at least one other EGM,
particularly in
the context of networked gaming, also known as "online gaming". Online gaming
is a type
of gaming where the player at EGM 10 plays in competition against, or in
cooperation with,
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other players playing at other EGMs, and where at least one action taken by a
given
player at a given EGM effects at least one outcome for at least one other
player at a
separate given EGM. One non-limiting example of an online game may be an
online poker
game, where a plurality of players, each playing on a respective EGM, compete
in a
common poker game. Each player may be dealt virtual cards from the same
virtual deck,
and may place bets and receive payouts based not only on his or her
interaction with their
respective EGM, but also at least in part based on the interaction of each of
the other
players with their respective EGM.
[00142] In certain such online games, each player may be represented by a
respective
3D avatar: a given player's 3D avatar may be displayed on each EGM used by
other
players, and optionally also on the EGM used by the given player. The 3D
avatars used by
the players in an online game may be any suitable 3D avatar, including any one
of the
avatars discussed supra. In some embodiments, a given player may be
represented by a
plurality of 3D avatars, or may be able to change between multiple avatars at
any suitable
point during the online game. However, for simplicity, the following
discussion will discuss
each player being represented by a single 3D avatar.
[00143] As each player may be represented by a respective 3D avatar when
playing the
online game, the EGM 10 at which the player plays may be configured for
transmitting the
3D avatar associated with the player of the EGM 10 to all other EGM. Thus, if
a group of
five players are playing an online game, such as an online poker game, each
player may
see four 3D avatars, each belonging to a respective other player of the online
poker game,
and in some embodiments, may additionally see their own respective 3D avatar.
To do so,
the EGM 10 may be configured for transmitting, over the network, 3D avatar
data to the
other connected EGM to inform the other connected EGM of the nature of the 3D
avatar
representing the player.
[00144] With reference to Figure 7, and as mentioned supra, the EGM 10 may
also be
configured for transmitting avatar movement data to the other connected EGM.
Specifically, an example embodiment of an online game with three players is
considered.
Each player has a respective EGM, namely EGM 710, 720, and 730, and each
player is
represented by a respective 3D avatar, illustrated by circles 715, 725, and
735,
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respectively. While Figure 7 shows the 3D avatars 715, 725, 735 as circles,
this is merely
for ease of illustration ¨ it should be understood that the 3D avatars used by
the players of
EGM 710, 720, 730 may be any suitable 3D avatar consistent with those
described
hereinabove. Each of the EGM 710, 720, 730 may, as discussed supra in relation
to
Figures 5 and 6A-C, acquire and analyze player movement data, and generate
avatar
movement data. In this embodiment, the EGM 710, 720, 730 may be particularly
concerned with generating avatar movement data to cause the 3D avatar 715,
725, 735 to
mimic the movements of the player of the EGM 710, 720, 730. For example, the
EGM 710
may track at least one eye of the player of the EGM 710 and generate avatar
movement
data which causes at least one eye of 3D avatar 715 to move in a substantially
similar
way, such that if the player of the EGM 710 looks at 3D avatar 725, namely the
avatar of
the player of the EGM 720, the EGM 710 may generate avatar movement data for
causing
a shift in the gaze of 3D avatar 715 and transmit the avatar movement data to
the EGM
720, 730. Optionally, if 3D avatar 715 is displayed on a display unit of the
EGM 710, the
EGM 710 may also cause movement in the avatar 715 as displayed on the display
unit of
the EGM 710 in accordance with the avatar movement data.
[00145] The particular shift in the gaze of 3D avatar 715 may vary based on a
number
of factors. For the player playing at EGM 720, if the 3D avatar 725 is
displayed by the
EGM 720, the EGM 720 may cause movement in the avatar 715 (as displayed by the
EGM 720) such that the gaze of the avatar 715 shifts to look at the avatar
725. If the 3D
avatar 725 is not displayed by the EGM 720 (i.e., the player of the EGM 720
cannot see
his or her own avatar), the EGM 720 may cause movement in the avatar 715 (as
displayed
by the EGM 720) such that the gaze of the avatar 715 shifts to look at the
player of the
EGM 720. For the player playing at EGM 730, the EGM 730 may cause movement in
the
avatar 715 (as displayed by the EGM 730) such that the gaze of the avatar 715
shifts to
look at the avatar 725. Other methods of handling the avatar movement data
transmitted
by the EGM 710 to the EGM 720, 730, are also considered.
[00146] In some further embodiments, the EGM 710 may collect player movement
data
associated with the player of the EGM 710 and, prior to analyzing the player
movement
data, may cause the player movement data to be transmitted to the EGM 720, 730
over
the network. The EGM 710, 720, 730 may then each perform analysis of the
player
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movement data and generate avatar movement data for avatar 715 accordingly.
Each of
the EGM 710, 720, 730 may then cause movement in the avatar 715 based on the
avatar
movement data.
[00147] Moreover, the avatar movement data may be generated based on other
player
movement data, including all the embodiments described supra. For example, if
the player
of the EGM 710 raises their arms, the avatar movement data transmitted by the
EGM 710
may be for causing arms of 3D avatar 715 to be raised. Similarly, the EGM 710
may be
configured for transmitting avatar movement data for causing 3D avatar 715 to
mimic at
least one facial expression and/or emotional state of the player of the EGM
710.
[00148] The example discussed supra may be implemented by the EGM 710, 720,
730
being connected over a local network, wherein each EGM 710, 720, 730 is
connected to
each other EGM 710, 720, 730, as illustrated in Figure 7. In some embodiments,
one of
the EGM 710, 720, 730 may act as a "host" EGM and may manage the interaction
between the EGM 710, 720, 730. Alternatively, the EGM 710, 720, 730 may be
connected
via a central gaming server (not shown) which may receive avatar movement data
(or
player movement data) from each of the EGM 710, 720, 730 and cause the avatar
movement data (or player movement data) to then be transmitted to those EGM
710, 720,
730 from which the avatar movement data was not received. Additionally, while
the
present example discussed three EGM 710, 720, 730, it should be understood
that any
number of EGM may be networked together, and any suitable number of EGM may be
used to play an online game together.
[00149] Accordingly, and with reference to Figure 8, there is provided an
exemplary
method 800 for transmitting avatar movement data over a network. The method
800 is
illustrated as a flowchart, and may be implemented, for example, by the EGM 10
(or any
other EGM, including EGM 710, 720, 730).
[00150] At step 802, the EGM 10 may display graphical game components on the
display unit 12 (or the display unit 14). The graphical game components
displayed on the
display unit 12 may be any suitable graphical game components as described
supra, and
may include at least one 3D avatar.
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[00151] At step 804, the EGM 10 may capture player movement data
representative of
one or more parameters of movement of the player, including any parameters
discussed
supra in the context of step 504 of the method 500.
[00152] At step 806, the player movement data captured at step 504 may be
analyzed
by the EGM 10, and more specifically by the game controller board 44. The
analysis may
be performed in any suitable fashion, including any fashion discussed supra in
the context
of step 506 of the method 500.
[00153] At step 808, the EGM 10 may generate avatar movement data based on the
player movement data. More specifically, the EGM 10 may use the analysis
performed in
step 506 to generate the avatar movement data. The avatar movement data may
comprise
at least one instruction for causing at least one portion of the at least one
3D avatar to
move. The avatar movement data may be generated in substantively the same way
as
discussed supra in the context of step 508 of the method 500.
[00154] At step 810, the EGM 10 may transmit the avatar movement data, via the
communication unit, over the network to at least one other networked
electronic gaming
machine. The EGM 10 may use any suitable protocols or communication methods to
transmit the avatar movement data to the at least one other networked
electronic gaming
machine. In some embodiments, the EGM 10 may use a handshaking protocol to
first
establish a connection with the at least one other networked electronic gaming
machine,
whereas in other embodiments the transmission of avatar movement data may be
purely
ad hoc. Other transmission methods are also considered. The EGM 10 may
transmit the
avatar movement data directly to the at least one other networked electronic
gaming
machine, or, as discussed hereinbelow, may make use of the central gaming
server.
[00155] With reference to Figure 9, in embodiments where the EGM 10
communicates
with the at least one other networked electronic gaming machine via the
central gaming
server, step 810 of the method 800 may comprise a plurality of substeps.
Specifically, step
810 may comprise a first substep 852 where the EGM 10 transmits the avatar
movement
data, via the communication unit, over the network to the central gaming
server. As
discussed supra, the central gaming server may be any suitable server which
mediates
communications between the EGM 10 and the at least one other networked
electronic
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gaming machine. Step 810 may comprise a second substep 854 where the EGM 10
causes the central gaming server to transmit, over the network, the avatar
movement data
to the at least one other networked electronic gaming machine. The EGM 10 may
effect
step 854 simply by effecting step 852, where the central gaming server
interprets the
receipt of avatar movement data from the EGM 10 at step 852 as a request to
transmit the
avatar movement data to the at least one other networked electronic gaming
machine,
thereby effecting step 854. Alternatively, or in addition, the EGM 10 may
effect step 854 in
a separate communication event. In this case, the EGM 10 may first transmit
avatar
movement data to the central gaming server, and may, at a later time, transmit
a request
to the central gaming server to cause the central gaming server to transmit
the previously
sent avatar movement data to the at least one other networked electronic
gaming
machine. The communication between the EGM 10 and the central gaming server
may be
effected in any suitable way, using any suitable protocols, including those
discussed
supra.
[00156] In some embodiments, the at least one camera, and the display device
12
(and/or the secondary display device 14) may be calibrated. Calibration of the
at least one
camera and the display devices 12, 14 may be desirable because the eyes of
each player
using the electronic gaming machine may be physically different, such as the
shape and
location of the player's eyes, and the capability for each player to see. Each
player may
also stand at a different position relative to the EGM 10.
[00157] The at least one camera may be calibrated by the EGM 10 by detecting
the
movement of the player's eyes. In some embodiments, the display controller 52
may
control the display devices 12, 14 to display one or more calibration symbols.
There may
be one calibration symbol that appears on the display devices 12, 14 at one
time, or more
than one calibration symbol may appear on the display devices 12, 14 at one
time. The
player may be prompted by text or by a noise to direct their gaze to one or
more of the
calibration symbols. The at least one camera may monitor the gaze of the
player looking at
the one or more calibration symbols and a distance of the player's eyes
relative to the
electronic gaming machine to collect calibration data. Based on the gaze
corresponding to
the player looking at different calibration symbols, the at least one camera
may record
player movement data associated with how the player's eyes rotate to look from
one
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position on the display devices 12, 14 to a second position on the display
devices 12, 14.
The EGM 10 may calibrate the at least one camera based on the calibration
data.
[00158] For example, as shown in Figure 10, before the player plays the
interactive
game, the EGM 10 may notify the player that the at least one camera and the
display
devices 12, 14 may be calibrated. The display controller 52 may cause the
viewing area
1200 to display nine calibration symbols 2000. In Figure 10, the calibration
symbols 2000
are the letters "A" through "I", but the calibration symbols 2000 may be any
other symbols.
The calibration symbols 2000 may be located on any portion of the display
devices 12, 14.
The player may be prompted to look at the nine calibration symbols 2000 in a
certain
order. The at least one camera may monitor the gaze of the player looking at
the nine
calibration symbols 2000 and the distance of the player's eyes relative to the
electronic
gaming machine to collect the calibration data. When the at least one camera
collects
player movement data in real time, the EGM 10 may compare the player movement
data
with the calibration data in real time to determine the angle at which that
the player's eyes
are looking.
[00159] The display controller 52 may calibrate the display devices 12, 14
using the
graphics controller based on the calibration data collected by the at least
one camera. The
at least one camera may monitor the gaze of the player to collect calibration
data as
described herein. The display controller 52 may calibrate the display devices
12, 14 using
the graphics processor to display a certain resolution on the display devices
12, 14.
[00160] In some embodiments, the EGM 10 may determine the location of the gaze
relative to the viewing area 1200 based on the position of the player's eyes
relative to the
electronic gaming machine and an angle of the player's eyes. As shown in
Figure 11, the
at least one camera, which may be the camera 15, may monitor the position of
the player's
eyes relative to the electronic gaming machine, and may also monitor the angle
of the
player's eyes to collect display mapping data. The angle of the player's eyes
may be
determined based on the calibration of the at least one camera described
herein. The
angle of the player's eyes may define the focus of the gaze, which may be a
line of sight
relative to the display devices 12, 14. Based on the position of the player's
eyes relative to
the electronic gaming machine and an angle of the player's eyes or the line of
sight
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relative to the display devices 12, 14, the EGM 10 may be configured to
determine the
direction of an array projecting from the player's eyes. The EGM 10 may
determine where
the array intersects with the display devices 12, 14, and may determine where
the gaze of
the player is focused on the display devices 12, 14. The EGM 10 may identify
coordinates
on the display devices 12, 14 corresponding to the player movement data and
may map
the coordinates to the viewing area 1200 to determine the gaze of the player
relative to the
viewing area 1200. In some embodiments, the gaze of the player may be
expressed in
three dimensions, depending on whether the interactive game is a two-
dimensional game
or a three-dimensional game.
=
[00161] While playing an interactive game on the EGM 10, the eyes of a player
may
move suddenly without the player being conscious of the movement. The eyes of
the
player may demonstrate subconscious, quick, and short movements, even if the
player is
not actively controlling their eyes to move in this manner. These
subconscious, quick, and
short eye movements may affect the determination of the EGM 10 of the gaze of
the
player based on the player movement data. Accurate processing of the player
movement
data related to these subconscious, quick, and short eye movements may result
in
detecting the location of the gaze of the player representative of eye
twitching or erratic
eye movements not reflective of the player's intended gaze, and may be
distracting to the
player. It may be useful for the player movement data to be filtered to not
reflect these
quick and short eye movements, for example, so the determination of the gaze
of the
player relative to the display units 12, 14 by the EGM 10 reflects the
intended gaze of the
player. It may also be useful for the portion of the player movement data
representative of
the subconscious, quick, and short eye movements to have less determinative
effect on
the determined location of the gaze of the player. In some embodiments, the
EGM 10 may
define a filter movement threshold, wherein the EGM 10, prior to determining a
location of
the gaze of the player relative to the display units 12, 14 using the player
movement data
collected by the at least one camera and updating the rendering of the display
units 12,
14, determines that the player gaze meets the filter movement threshold.
[00162] As discussed supra, the at least one camera may collect player
movement
data. The EGM 10 may process the player movement data to correspond with a
location
on the viewing area 1200. The EGM 10 may determine where the player is looking
at on
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the viewing area 1200 based on a certain number of previously recorded player
movement
data , for example, by tracking the last ten gaze positions to average out
where on the
viewing area 1200 the player is looking. The EGM 10 may limit the amount of
previously
recorded player movement data that is used to determine where on the viewing
area 1200
the player is looking. The EGM 10 may filter out, or "smooth out", player
movement data
outside of the pre-determined filter movement threshold, which may represent
sudden and
subconscious eye movement. The EGM 10 may map the gaze of the player to the
viewing
area 1200 using at least a portion of the filtered player movement data to
determine the
location of the viewing area 1200 at which the player is looking, in order to
map the
player's gaze to the viewing area 1200. As another example, the EGM 10 may
delay in
processing the player movement data associated with subconscious, quick, and
short eye
movements, so the detected location of the gaze of the player does not
represent twitching
or sudden unconscious eye movements. Large eye motions may also be associated
with
more delay in processing and more smoothing. In some embodiments, the EGM 10
may
partition the player movement data associated with large eye motions into data
representative of shorter eye motions. The EGM 10 may analyze the player
movement
data to determine which player movement data is associated with subconscious
eye
movement or with conscious eye movement based on a filter movement threshold,
a time
threshold, movement threshold, or any combination thereof. Player movement
data
associated with quick eye movements over a certain period of time may be
determined by
the EGM 10 to be subconscious eye movement. The EGM 10 may delay in processing
this
portion of player movement data so the detected location of the eye gaze of
the player
may be stable and may not distract the player, or the EGM 10 may filter out
this player
movement data and not process it. Player movement data associated with large
eye
movements over a certain period of time may be determined by the EGM 10 to be
the
player losing focus or being distracted. The EGM 10 may similarly delay in
processing this
portion of player movement data or not process this portion of player movement
data. In
some embodiments, EGM 10 may filter out, or "smooth out" player movement data
that
may exceed the filter movement threshold, in the manner described herein.
[00163] The locations where EGM 10 may be used may have a variety of lighting
conditions. For example, EGM 10 may be used in a restaurant, a hotel lobby, an
airport,
and a casino. It may be brighter in some locations and darker in other
locations, or the
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light quality may fluctuate from brightness to darkness. In some embodiments,
EGM 10
may include an infrared light source that illuminates the player. The infrared
light sources
may not interfere with the eyes of the player. In some embodiments, the at
least one
camera may be an infrared camera. The infrared camera may collect player
movement
data without being affected by the lighting conditions of the locations where
EGM 10 may
be used. In some embodiments, EGM 10 may have a plurality of light sources
providing a
plurality of spectra of light, and the at least one camera may be a plurality
of cameras
configured to detect a plurality of spectra of light, so the at least one
camera may collect
player movement data without being affected by the lighting conditions of the
locations
where EGM 10 may be used.
[00164] A player that plays an interactive game using EGM 10 may be wearing
glasses.
The glasses of the player may cause refractions and/or reflections of the
light that
illuminates the player. This may affect the at least one camera while it
monitors the gaze,
eye gesture, and/or movement of the player. Glasses that comprise an infrared
filter may
also interfere with or affect the at least one camera while it monitors the
gaze, eye gesture,
and/or movement of the player. EGM 10 may recognize that the player may be
wearing
glasses. For example, as the interactive game commences, display controller 52
may
display on display devices 12, 14 using graphics processor a question asking
the player if
he or she is wearing glasses. The player may provide input indicating whether
he or she is
wearing glasses, such as, but not limited to, with an audio command, touch
command, or
with the player's gaze. As other example, the EGM 10 may recognize, based on
processing the player movement data from the at least one camera, that the
light
illuminating the player may be refracted, and may determine that the player is
wearing
glasses. When EGM 10 recognizes that the player may be wearing glasses, the
EGM 10
may perform additional and/or more stringent filtering functions as described
herein to
compromise for the player's use of glasses and to accommodate the refractions
of the light
that illuminates the player. For example, the filter movement threshold may be
set to be
higher for players who wear glasses.
[00165] The game may be played on a standalone video gaming machine, a gaming
console, on a general purpose computer connected to the Internet, on a smart
phone, or
using any other type of gaming device. The video gaming system may include
multiplayer
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CA 02915283 2015-12-11
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gaming features.
[00166] The game may be played on a social media platform, such as FacebookTM.
The
video gaming computer system may also connect to a one or more social media
platforms,
for example to include social features. For example, the video gaming computer
system
may enable the posting of results as part of social feeds. In some
applications, no
monetary award is granted for wins, such as in some on-line games. For playing
on social
media platforms, non-monetary credits may be used for bets and an award may
comprise
similar non-monetary credits that can be used for further play or to have
access to bonus
features of a game. All processing may be performed remotely, such as by a
server, while
a player interface (computer, smart phone, etc.) displays the game to the
player.
[00167] The functionality described herein may also be accessed as an Internet
service,
for example by accessing the functions or features described from any manner
of
computer device, by the computer device accessing a server computer, a server
farm or
cloud service configured to implement said functions or features.
[00168] The above-described embodiments can be implemented in any of numerous
ways. For example, the embodiments may be implemented using hardware, software
or a
combination thereof. When implemented in software, the software code can be
executed
on any suitable processor or collection of processors, whether provided in a
single
computer or distributed among multiple computers. Such processors may be
implemented
as integrated circuits, with one or more processors in an integrated circuit
component. A
processor may be implemented using circuitry in any suitable format.
[00169] Further, it should be appreciated that a computer may be embodied in
any of a
number of forms, such as a rack-mounted computer, a desktop computer, a laptop
computer, or a tablet computer. Additionally, a computer may be embedded in a
device not
generally regarded as a computer but with suitable processing capabilities,
including an
EGM, A Web TV, a Personal Digital Assistant (FDA), a smart phone, a tablet or
any other
suitable portable or fixed electronic device.
[00170] Also, a computer may have one or more input and output devices. These
devices can be used, among other things, to present a user interface. Examples
of output
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CA 02915283 2015-12-11
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devices that can be used to provide a user interface include printers or
display screens for
visual presentation of output and speakers or other sound generating devices
for audible
presentation of output. Examples of input devices that can be used for a user
interface
include keyboards and pointing devices, such as mice, touch pads, and
digitizing tablets.
As another example, a computer may receive input information through speech
recognition
or in other audible formats.
[00171]' Such computers may be interconnected by one or more networks in any
suitable form, including as a local area network or a wide area network, such
as an
enterprise network or the Internet. Such networks may be based on any suitable
technology and may operate according to any suitable protocol and may include
wireless
networks, wired networks or fiber optic networks.
[00172] The various methods or processes outlined herein may be coded as
software
that is executable on one or more processors that employ any one of a variety
of operating
systems or platforms. Additionally, such software may be written using any of
a number of
suitable programming languages and/or programming or scripting tools, and also
may be
compiled as executable machine language code or intermediate code that is
executed on
a framework or virtual machine.
[00173] In this respect, the enhancements to game components may be embodied
as a
tangible, non-transitory computer readable storage medium (or multiple
computer readable
storage media) (e.g., a computer memory, one or more floppy discs, compact
discs (CD),
optical discs, digital video disks (DVD), magnetic tapes, flash memories,
circuit
configurations in Field Programmable Gate Arrays or other semiconductor
devices, or
other non-transitory, tangible computer-readable storage media) encoded with
one or
more programs that, when executed on one or more computers or other
processors,
perform methods that implement the various embodiments discussed above. The
computer readable medium or media can be transportable, such that the program
or
programs stored thereon can be loaded onto one or more different computers or
other
processors to implement various aspects as discussed above. As used herein,
the term
"non-transitory computer-readable storage medium" encompasses only a computer-
readable medium that can be considered to be a manufacture (i.e., article of
manufacture)
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CA 02915283 2015-12-11
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or a machine.
[00174] The terms "program" or "software" are used herein in a generic sense
to refer
to any type of computer code or set of computer-executable instructions that
can be
employed to program a computer or other processor to implement various aspects
of the
present invention as discussed above. Additionally, it should be appreciated
that according
to one aspect of this embodiment, one or more computer programs that when
executed
perform methods as described herein need not reside on a single computer or
processor,
but may be distributed in a modular fashion amongst a number of different
computers or
processors to implement various aspects.
[00175] Computer-executable instructions may be in many forms, such as program
modules, executed by one or more computers or other devices. Generally,
program
modules include routines, programs, objects, components, data structures,
etc., that
perform particular tasks or implement particular abstract data types.
Typically the
functionality of the program modules may be combined or distributed as desired
in various
embodiments.
[00176] Also, data structures may be stored in computer-readable media in any
suitable
form. For simplicity of illustration, data structures may be shown to have
fields that are
related through location in the data structure. Such relationships may
likewise be achieved
by assigning storage for the fields with locations in a computer-readable
medium that
conveys relationship between the fields. However, any suitable mechanism may
be used
to establish a relationship between information in fields of a data structure,
including
through the use of pointers, tags or other mechanisms that establish
relationship between
data elements.
[00177] Various aspects of the present game enhancements may be used alone, in
combination, or in a variety of arrangements not specifically discussed in the
embodiments
described in the foregoing and is therefore not limited in its application to
the details and
arrangement of components set forth in the foregoing description or
illustrated in the
drawings. For example, aspects described in one embodiment may be combined in
any
manner with aspects described in other embodiments. While particular
embodiments have
been shown and described, it will be obvious to those skilled in the art that
changes and
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CA 02915283 2015-12-11
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modifications may be made without departing from this invention in its broader
aspects.
The appended claims are to encompass within their scope all such changes and
modifications.
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Representative Drawing
A single figure which represents the drawing illustrating the invention.
Administrative Status

2024-08-01:As part of the Next Generation Patents (NGP) transition, the Canadian Patents Database (CPD) now contains a more detailed Event History, which replicates the Event Log of our new back-office solution.

Please note that "Inactive:" events refers to events no longer in use in our new back-office solution.

For a clearer understanding of the status of the application/patent presented on this page, the site Disclaimer , as well as the definitions for Patent , Event History , Maintenance Fee  and Payment History  should be consulted.

Event History

Description Date
Application Not Reinstated by Deadline 2022-03-04
Inactive: Dead - RFE never made 2022-03-04
Letter Sent 2021-12-13
Deemed Abandoned - Failure to Respond to Maintenance Fee Notice 2021-06-11
Deemed Abandoned - Failure to Respond to a Request for Examination Notice 2021-03-04
Letter Sent 2020-12-11
Letter Sent 2020-12-11
Common Representative Appointed 2020-11-07
Common Representative Appointed 2019-10-30
Common Representative Appointed 2019-10-30
Inactive: Cover page published 2017-06-11
Application Published (Open to Public Inspection) 2017-06-11
Revocation of Agent Requirements Determined Compliant 2016-08-30
Appointment of Agent Requirements Determined Compliant 2016-08-30
Inactive: Office letter 2016-08-30
Inactive: Office letter 2016-08-29
Revocation of Agent Request 2016-07-26
Appointment of Agent Request 2016-07-26
Amendment Received - Voluntary Amendment 2016-04-20
Inactive: IPC assigned 2015-12-23
Inactive: IPC assigned 2015-12-23
Inactive: IPC assigned 2015-12-23
Inactive: First IPC assigned 2015-12-23
Inactive: IPC assigned 2015-12-23
Inactive: IPC assigned 2015-12-23
Application Received - Regular National 2015-12-21
Filing Requirements Determined Compliant 2015-12-21
Inactive: Filing certificate - No RFE (bilingual) 2015-12-21

Abandonment History

Abandonment Date Reason Reinstatement Date
2021-06-11
2021-03-04

Maintenance Fee

The last payment was received on 2019-11-20

Note : If the full payment has not been received on or before the date indicated, a further fee may be required which may be one of the following

  • the reinstatement fee;
  • the late payment fee; or
  • additional fee to reverse deemed expiry.

Please refer to the CIPO Patent Fees web page to see all current fee amounts.

Fee History

Fee Type Anniversary Year Due Date Paid Date
Application fee - standard 2015-12-11
MF (application, 2nd anniv.) - standard 02 2017-12-11 2017-11-22
MF (application, 3rd anniv.) - standard 03 2018-12-11 2018-11-23
MF (application, 4th anniv.) - standard 04 2019-12-11 2019-11-20
Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
IGT CANADA SOLUTIONS ULC
Past Owners on Record
DAVID FROY
Past Owners that do not appear in the "Owners on Record" listing will appear in other documentation within the application.
Documents

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Document
Description 
Date
(yyyy-mm-dd) 
Number of pages   Size of Image (KB) 
Description 2015-12-11 43 2,192
Drawings 2015-12-11 12 754
Abstract 2015-12-11 1 16
Claims 2015-12-11 5 162
Representative drawing 2017-05-17 1 10
Cover Page 2017-05-17 2 45
Filing Certificate 2015-12-21 1 179
Reminder of maintenance fee due 2017-08-14 1 113
Commissioner's Notice: Request for Examination Not Made 2021-01-04 1 540
Commissioner's Notice - Maintenance Fee for a Patent Application Not Paid 2021-01-22 1 537
Courtesy - Abandonment Letter (Request for Examination) 2021-03-25 1 554
Courtesy - Abandonment Letter (Maintenance Fee) 2021-07-02 1 552
Commissioner's Notice - Maintenance Fee for a Patent Application Not Paid 2022-01-24 1 552
New application 2015-12-11 4 156
Amendment / response to report 2016-04-20 5 154
Correspondence 2016-07-26 7 459
Courtesy - Office Letter 2016-08-29 1 30
Courtesy - Office Letter 2016-08-30 1 38