A portion of the disclosure of this patent document contains material that is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent disclosure, as it appears in the Patent and Trademark Office patent files or records, but otherwise reserves all copyright rights whatsoever. Copyright 2013, WMS Gaming, Inc.
Embodiments of the inventive subject matter relate generally to wagering game systems and networks that, more particularly, present content.
Wagering game machines, such as slot machines, video poker machines and the like, have been a cornerstone of the gaming industry for several years. Generally, the popularity of such machines depends on the likelihood (or perceived likelihood) of winning money at the machine and the intrinsic entertainment value of the machine relative to other available gaming options. Where the available gaming options include a number of competing wagering game machines and the expectation of winning at each machine is roughly the same (or believed to be the same), players are likely to be attracted to the most entertaining and exciting machines. Shrewd operators consequently strive to employ the most entertaining and exciting machines, features, and enhancements available because such machines attract frequent play and hence increase profitability to the operator. Therefore, there is a continuing need for wagering game machine manufacturers to continuously develop new games and gaming enhancements that will attract frequent play.
Within a gaming environment (e.g., within a casino) wagering game content is typically presented on displays of wagering game machines (e.g., electronic gaming machines (EGMs), wagering game tables, overhead displays, and so forth. For example, wagering game machines can include a primary display on which a primary wagering game is presented as well as one or more secondary, or peripheral, displays on which additional wagering game content is presented, such as bonus games or other secondary content. Wagering game tables, for example, can include multiple displays at various player stations for presentation of gaming content related to a player at the wagering game table. The wagering game table can also include a community display on which gaming content is presented that is related to all players at the wagering game table. Furthermore, some group games utilize large displays for presentation of the group game content. However, the size and locations of displays within a gaming environment are limited. Therefore, the gaming industry can greatly benefit from new gaming enhancements that present content beyond presentation at displays.
Embodiments are illustrated in the Figures of the accompanying drawings in which:
This description of the embodiments is divided into five sections. The first section provides an introduction to embodiments. The second section describes example operations performed by some embodiments while the third section describes additional example embodiments. The fourth section describes example operating environments while the fifth section presents some general comments.
This section provides an introduction to some embodiments.
As stated previously, the gaming industry can greatly benefit from new gaming enhancements, such as new and interesting ways of presenting content. For example, some embodiments of the inventive subject matter present content via gaming eyewear. The gaming eyewear presents wagering game content while objects are viewable via the gaming eyewear. For examples, in some embodiments, the gaming eyewear presents virtual images of gaming content as augmented reality to objects that are viewable via the gaming eyewear. In another example, some embodiments present, via the gaming eyewear, a view of a physical, real-world environment while simultaneously presenting, via the gaming eyewear, a view of computer-generated content (“virtual content”), such as video, graphics, information about the environment and its objects, etc. In some embodiments, the system recognizes characteristics of the objects viewable via the gaming eyewear and generates the virtual content based on the recognition of the characteristics of the objects. Some embodiments present the virtual content via the gaming eyewear in a way that appears related to, or associated with, the objects (e.g., spatially related such as superimposed over a real-world object, connected to a object, or maintained in a position relative to an object). Some embodiments further detect interaction with the virtual content presented via the gaming eyewear and, based on the interaction, perform gaming activities, such as placing wagers and playing wagering games. The combination of virtual content presented with the objects visible via the gaming eyewear can greatly enhance a wagering game player's gaming experience.
In some embodiments, system 100 also includes gaming eyewear 130.
The gaming eyewear 130 is configured to be worn by a player (e.g., a first player) at the gaming table 110. The gaming eyewear 130 includes a frame 136 and a fastening mechanism to fasten, or hold, the gaming eyewear 130 to the players head. For example, the fastening mechanism can include appendages 137 configured to extend over the ears of the player and hold the eyewear onto the player's head over the player's eyes. In some embodiments, the fastening mechanism can further include a nose bridge 138 on which the frame 136 can rest on the face of the player, to hold the gaming eyewear 130 centered and steady in front of the eyes of the player. In other examples, the fastening mechanism can be a strap, a clip, a cap, etc. For instance, the gaming eyewear 130 may be goggles, contact lenses, a monocle, a visor, a viewer, or any other device with other forms of fastening mechanisms that hold the gaming eyewear 130 on, over, or near the player's eyes. The gaming eyewear 130 can further includes a viewing pane 139 with a transparent material 140 configured to be positioned in front of the eyes. The transparent material 140 may include transparent glass or plastic. In some embodiments, the gaming eyewear 130 includes projectors 131 that can project one or more images onto one or more surfaces of the transparent material 140. In other embodiments, however, the transparent material 140 may be a transparent display which includes electronic elements that present graphical images.
The gaming eyewear 130 can further includes multiple cameras. For example, first cameras 132 face inward towards the player's eyes to track movement of the player's eyes. Second cameras 135, on the front side of the gaming eyewear 130, face outward to detect an appearance of an environment in front of the gaming eyewear 130, including the gaming table 110, the player stations 101, 102, and 103, the area 104, the community cards 105, the poker chips 111, other players (e.g., the first and second players), a dealer, casino staff, other casino patrons, etc. The gaming eyewear 130 can further include a location unit 133, such as a global positioning system (GPS) device, to indicate a location of the gaming eyewear 130. The gaming eyewear 130 also includes a power switch 134 to power electronic components of the gaming eyewear 130, such as the projectors 131, the location unit 133, and the cameras 132 and 135.
In some embodiments, the gaming eyewear 130 can show virtual content related to the wagering game. The virtual content can appear related to objects visible via the gaming eyewear 130. For example, the virtual content can include virtual images that appear spatially related to the objects (e.g., to appear close to objects or to appear connected to the objects). The virtual content can appear related to the object based on a common type (e.g., a virtual image can be presented in a specific color that represents a type of content, which type is shared by a real-world object). The virtual content can appear related to objects based on a given value (e.g., a virtual image can have an assigned number which is also assigned to a real-world object). In one example, the gaming eyewear 130 can show virtual images that represent the hole cards 151, 152, and 153. For example, virtual images of hole cards 151 can represent hole cards for the player wearing the gaming eyewear 130 (e.g., the first player). A virtual image of the hole cards 152 represent hole cards for the second player assigned to the player station 102. The gaming eyewear 130 also presents a virtual tag 155 indicating that the player station 102 is assigned to the second player. A virtual image of the hole cards 153 represent hole cards for the third player assigned to the player station 103. The gaming eyewear 130 also presents a virtual tag 156 indicating that the player station 103 is assigned to the third player. The second and third players assigned to the player stations 102 and 103 can also have gaming eyewear to view the faces of their individual hole cards 152 and 153. During a round of play, the gaming eyewear 130 shows the fronts, or faces, of the first player's hole cards 151 as virtual images. The gaming eyewear 130 simultaneously shows, via the virtual images of hole cards 152 and 153, what appears to be the backs of the hole cards 152 and 153 for the second and third players. The gaming eyewear 130 also shows virtual images of community cards (“virtual community cards”) 157. The virtual community cards 157 are virtual images that represent the physical, or real-world, presentation of the community cards 105. For instance, the gaming eyewear 130 can detect (e.g., via one or more of the cameras 135) specific characteristics of the community cards 105 and, based on the detected characteristics, associate the virtual community cards 157 with the community cards 105. The system can detect the characteristics of the community cards 105, or any other real-world object viewable via the gaming eyewear 130, by detecting at least one of (or a combination of) a specific marking, symbol, glyph, shape, color, texture, coded identifier, etc. belonging to the object. For instance, some objects may include a monotone color (e.g., green screen or blue screen), some objects may include bar-code symbols, some objects may have specific game-based graphics or symbols, some objects may include unique shapes, etc. Based on the characteristics, the system 100 can generate or select virtual content to present, such as specific suits and values to present on the faces of the virtual community cards 157. The system can also utilize the characteristics of the viewable objects to orient the presentation of the virtual content according to the location and orientation of the characteristics of the object. In some embodiments, the gaming eyewear 130 includes software and/or hardware configured to analyze symbols on the community cards 105 and to present the virtual community cards 157 (e.g., projected on the transparent material 140 via the projectors 131). In other embodiments, another device, such as a wagering game server, a wagering game machine, a mobile device, etc., is configured to receive graphical images of the real-world version of the community cards 105 taken via the cameras 135, analyze the graphical images, and communicate content for the virtual community cards 157, which the gaming eyewear 130 could then present (e.g. projected onto the transparent material 140).
The system 100 can further associate a virtual image, presented via the gaming eyewear 130, with an element of the environment viewable via the gaming eyewear 130. For example, the gaming eyewear 139 presents a virtual image of a virtual connector 158 that presents the appearance of a visible connection between any one of the virtual community cards 157, presented via the gaming eyewear 130, to the community cards 105 viewable via the transparent material 140 of the gaming eyewear 130. In another example, the gaming eyewear 130 also presents a virtual image of a circle 120 that appears to encircle the poker chips 111 at the player station 101. The gaming eyewear 130 also presents a virtual image of a dollar amount 121 that appears to be associated with (e.g., centered within) the virtual image of the circle 120. The dollar amount 121 represents a collective amount of money for the chips 111.
Furthermore, in the example described in
The gaming eyewear 130 also shows a message 159 that indicates information about the wagering game. The message 159 may include, for example, information about a playing turn for the first player associated with the gaming eyewear 130 (e.g., the message 159 indicates when the first player's is eligible to bet, the message 159 indicates an amount of the first player's bet, the message 159 indicates a maximum or minimum limit of the player's bet, etc.). In some embodiments, the gaming eyewear 130 can present other information in the message 159, such as information and statistics related to the second player and the third player, information about wagering game rules, information about odds of obtaining a specific card hand or another gaming outcome, information about amounts of money or accomplishments obtained or possessed by other players in a group game, information about the environment, information about a player account, or any other information. In some embodiments, the gaming eyewear 130 can detect what a player is looking at within a field of view of the gaming eyewear 130. Depending on what the player is looking at (e.g., via the viewing angle or perspective viewed via the field of view of the gaming eyewear 130), the gaming eyewear 130 can change the information presented in the message 159, select or show specific types of content, etc.
Further, some embodiments of the inventive subject matter describe examples of gaming eyewear used in a networked wagering venue (e.g., an online casino, a wagering game website, a wagering network, a peer-to-peer network, an online social network, etc.) using a communication network. Embodiments can be presented over any type of communications network that provides access to wagering games, such as a public network (e.g., a public wide-area-network, such as the Internet), a private network (e.g., a private local-area-network gaming network), a file sharing network, a social network, etc., or any combination of networks. Multiple users can be connected to the network(s) via computing devices. The multiple users can have accounts that subscribe to specific services, such as account-based wagering systems (e.g., account-based wagering game websites, account-based casino networks, etc.). For example, a gaming venue can network players at various locations (e.g., at home, in a casino, on travel, etc.) and present, via gaming eyewear, virtual images of gaming content.
Further, for purposes of the present detailed description, a user may be referred to as a player (i.e., of wagering games), and a player may be referred to interchangeably as a player account. Account-based wagering systems utilize player accounts when transacting and performing activities, at the computer level, that are initiated by players. Therefore, a “player account” represents the player at a computerized level. The player account can perform actions via computerized instructions. For example, in some embodiments, a player account may be referred to as performing an action, controlling an item, communicating information, etc. Although a player, or person, may be activating a game control or device to perform the action, control the item, communicate the information, etc., the player account, at the computer level, can be associated with the player, and therefore any actions associated with the player can also be associated with the player account. Therefore, for brevity, to avoid having to describe the interconnection between player and player account in every instance, a “player account” may be referred to herein in either context. Further, in some embodiments herein, the word “gaming” is used interchangeably with “gambling.”
Furthermore, for purposes of the present detailed description, the terms “wagering games,” “gambling,” “slot game,” “casino game,” and the like include games in which a player places at risk a sum of money or other representation of value, whether or not redeemable for cash, on an event with an uncertain outcome, including without limitation those having some element of skill. In some embodiments, the wagering game may involve wagers of real money, as found with typical land-based or on-line casino games. In other embodiments, the wagering game may additionally, or alternatively, involve wagers of non-cash values, such as virtual currency, and therefore may be considered a social or casual game, such as would be typically available on a social networking web site, other web sites, across computer networks, or applications on mobile devices (e.g., phones, tablets, etc.). When provided in a social or casual game format, the wagering game may closely resemble a traditional casino game, or it may take another form that more closely resembles other types of social/casual games.
Although
This section describes operations associated with some embodiments. In the discussion below, some flow diagrams are described with reference to block diagrams presented herein. However, in some embodiments, the operations can be performed by logic not described in the block diagrams.
In certain embodiments, the operations can be performed by executing instructions residing on machine-readable storage media (e.g., software), while in other embodiments, the operations can be performed by hardware and/or other logic (e.g., firmware). In some embodiments, the operations can be performed in series, while in other embodiments, one or more of the operations can be performed in parallel. Moreover, some embodiments can perform more or less than all the operations shown in any flow diagram.
The flow 200 continues at processing block 204, where the system determines second content to present, via gaming eyewear, for the wagering game. In some embodiments, the system determines the second content to present for the wagering game by accessing a wagering game controller for the wagering game. The wagering game controller can be included in a computing device incorporated with gaming eyewear or in another computer device that is connected to the gaming eyewear wirelessly or with a direct connection (e.g., a wagering game machine or a wagering game server). In some embodiments, the system detects an identity of a player associated with the wagering game. For example, the system can detect that a player swipes a player tracking card at a wagering game machine, at a gaming table, etc. Furthermore, the system can assign gaming eyewear to the player for use during the wagering game. In some embodiments, the gaming eyewear may have a unique identifier that links with the wagering game controller and which the wagering game controller can utilize as a display for the wagering game. The wagering game controller can have access to a game store, which includes content for the wagering game, as well as game programming, game rules, etc. During the wagering game, the system selects the appropriate gaming content to present at any given time.
The flow 200 continues at processing block 206, where the system determines a relationship between the first content and the second content. For example, in some embodiments, the system determines that the first content and second content are related to each other according to type, game rules, game mechanics, behaviors, physics, spatiality, etc. In some embodiments, the system can provide first and second content and/or present the first content and second content, in a manner that appears related to the second content based on the relationship between the first content and the second content. In some embodiments, the system calculates a field of view from a perspective of the gaming eyewear, determines that the second content is visible via the field of view, then positions a virtual image of the first content, within the field of view (e.g., on a portion of transparent material on the gaming eyewear), in a manner that is oriented and/or located relative to an orientation or location of the second content visible within the field of view. In some embodiments, the system detects a unique characteristic of the first content visible via the gaming eyewear and uses the unique characteristic as a reference point for the presentation of the second content (i.e., uses the unique characteristics as marker or glyph to which the second content can be associated in virtual space relative to the appearance of the first content viewable in real-world space as viewed via the gaming eyewear—see
In some embodiments, the system presents, via gaming eyewear, an augmented reality by presenting virtual images that are incorporated with an appearance of real-world objects. In some embodiments, as described in
In other embodiments, the system includes gaming eyewear that can be enclosed and that does not have transparent material through which real-world objects are viewed. For instance, the gaming eyewear can capture an image of the environment (e.g., via a camera attached to the gaming eyewear) and present the image of the real-world environment on a screen or display within the enclosed portion of the gaming eyewear. The image of the environment includes images of real-world objects within the environment. Furthermore, the gaming eyewear generates virtual images to superimpose over, or embed into, the images of the real-world images presented on the enclosed screen or display.
The flow 200 continues at processing block 208, where the system provides the second content for presentation according to the relationship between the first content and the second content, wherein the second content is provided for presentation as a virtual image via the gaming eyewear while the first content is viewable via the gaming eyewear. In some embodiments, the system can present (and/or provide instructions to present) content either via a display at a wagering game device (e.g., via a display of a wagering game machine or wagering game table) as well as via gaming eyewear.
Returning momentarily to
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Still referring to the discussion of processing block 406, if the position of the object does not change within the field of view, the system continues to present the virtual image of the gaming content relative to the original location at which the object appears within the field of view (i.e., continues to present the virtual image at the second coordinate relative to the first coordinate). The flow 400 pauses, or loops, until the system detects a change to the position of the object within the field of view. If the system detects, at processing block 406, that the position of the object does change within the field of view, then the flow 400 continues at processing block 408. For example, in
Returning momentarily to
For example, in
In some embodiments, if the player station 501 were to no longer appear within the field of view of the gaming eyewear 530 (e.g., the player looks entirely away from the gaming table 510 and/or something blocks the player's view of the gaming table 510), the gaming eyewear 530 could terminate the projection of the virtual image of the hole cards 551. Furthermore, when the player station 501 reappears within the field of view of the gaming eyewear (e.g., when the player looks back at the gaming table 510 or the obstruction to the player's view moves), if the player station 501 reappears within the field of view, the gaming eyewear 530, in some embodiments, can automatically begin to project the virtual image of the hold cards 551 relative to the location of the player station 501. In other embodiments, however, the gaming eyewear 501 can refrain from projecting the virtual image of the hole cards 551 until further notification (e.g., until detecting a user input that indicates a player's desire to again view the virtual image of the hole cards 551).
In other embodiments, instead of causing the virtual image of the hole cards 551 to appear to remain fixed relative to the player station 501, the system 500 could cause a virtual connector to the virtual image of the hole cards 551, or some other identifier of the virtual image of the hole cards 551, to remain fixed at a coordinate that represents the player station 501. For example, an identifier (e.g., numerical, textual, graphical, etc.) may represent the player station 501 within a virtual image of a legend. The virtual image of the legend may appear stationary within the field of view (e.g., in a lower or upper corner of the field of view of the gaming eyewear 530). The system 500 may cause a virtual image of the hole cards 551 to be tied to one or more coordinates of the legend. When the player station 501 no longer appears within the field of view, the system 500 can cause the virtual image of the hole cards 551 to disappear or remain visible until a player actively indicates (e.g., via a hand gesture) to remove the presentation of the virtual image of the hole cards 551.
Returning momentarily to
In
The flow 700 continues at processing block 704, where the system detects that an action, viewable via the gaming eyewear, interacts with the virtual image. For example, referring back to
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It should be noted that although
According to some embodiments, a wagering game system (“system”) can provide various example devices, operations, etc., to present augmented reality content via gaming eyewear. The following non-exhaustive list enumerates some possible embodiments.
Furthermore, in some embodiments, the system 800 can present the secondary game directly onto the surface of the gaming table 810 in addition to, or instead of, presenting the secondary game onto the back of the cards 860 and 861. In some embodiments, either the cards 860 and 861, or a section of the gaming table 810, can include a visible, physical mark (e.g., frame markers 841) that the gaming eyewear 830 can utilize as a type of environmental reference point(s) by which to orient the presentation of virtual images for the secondary content. For example, the frame markers 841 may be the object described in the flow 400 of
In some embodiments, a wagering game system (“system”) can present, via gaming eyewear, modifications to game elements of a primary wagering game or additional elements on primary game elements that can be used as a secondary game. For example, for a poker game, the system may cause one or more of virtual cards to be wild cards, which can be used to represent any suit or value. In some embodiments, the system can detect ranks and suits of virtual cards and use the ranks or suits in a secondary card game presented via the gaming eyewear. In another example, gaming eyewear can present additional paylines on reels of a primary wagering game. The additional paylines can be part of the primary game or can be associated with a secondary game that is independent from the game math for the primary wagering game, but that uses the reel symbols presented in the primary game.
Presentation, Via Gaming Eyewear, of Content, Information, or Communication from Wagering Game Machines.
In some embodiments, the gaming eyewear 930 detects an event that occurs at one or more of the wagering game machines 960 and 961 and, in response, presents a virtual image via the gaming eyewear 930 that corresponds to the event. For instance, in some embodiments, the system 900 detects that the wagering game machines 960 and 961 present a light show where lights 920 blink in a specific pattern so that they appear to move in a clockwise fashion across the sides, top, and bottom of the wagering game machines 960 and 961. Based on the blinking pattern of the lights 920, the gaming eyewear 930 presents a virtual image of lights 921 that have a similar blinking pattern that appear to move in a clock-wise fashion.
Furthermore, in some embodiments, the system 900 can present, via gaming eyewear 930, statistics related to the wagering game machines 960 and 961. For example, when the gaming eyewear 930 is in a specific mode it can present information related to when the wagering game machines 960 and 961 last hit a jackpot or last paid out a specific amount of money. In some embodiments, the gaming eyewear 930 can present a casino floor map that shows virtual colors that appear to emanate from wagering game machines 960 or 961 based on their statistics (e.g., a machine that has not paid out a win for a long time appears to glow red when viewed via the gaming eyewear 930, whereas a machine that has recently had a win can appears to glow green).
In some embodiments, as in
The wagering game machine 1060 can include barriers 1045 (e.g., walls, screens, etc.) that provide contrast for the images presented via the gaming eyewear 1030.
Furthermore, in some embodiments the gaming eyewear 1030 presents secure content that is only visible to a player wearing the gaming eyewear 1030. For example, the system 1000 detects and verifies an identity of the player (e.g., via access to a player account logged in to the wagering game machine 1060, via an identifier of the gaming eyewear 1030 that is assigned to the player account, via a retinal scan of the player wearing the gaming eyewear 1030, via entry of a password specified by the player, etc.). In response to detecting and verifying the identity of the player, the gaming eyewear 1030 presents the secure content. For example, the gaming eyewear 1030 presents a security console 1040 with virtual images of keys 1041, which appear exclusively via the gaming eyewear 1030, thus providing enhanced security for keying in pins or passcodes because other individuals cannot see the position or values of the virtual images of the keys 1041.
Additional Secondary Content to Present Via Gaming Eyewear.
In addition to wagering game content, the system can present any other type of content that may or may not be related to wagering games, such as security information, privacy content, help information, advertising and marketing offers, mobile device data (e.g., data read from a personal mobile device), etc. For example, in some embodiments, the system can detect a text message received via a smartphone and present the text message via the gaming eyewear.
In some embodiments, the gaming eyewear detects values and coverts or translates them. For example, the gaming eyewear detects a value of money wagered, or won, and translates the amount to a different currency value (e.g., a bet of 1 Euro is converted to a U.S. Dollar amount and presented via the gaming eyewear).
In some embodiments, the system can detect an amount of credits that a player has left and, based on a rate of play, generate an estimated amount of time before the amount of credits are spent.
In some embodiments, the system presents, via gaming eyewear, menu items, prices, credits amounts, loyalty points, player status, etc. For example, gaming eyewear can present a meter of loyalty points and indications of what the loyalty points can be used for within a casino. For example, when a player walks by a vendor, the gaming eyewear can show a list of prices for vendor products and/or whether loyalty points can be used for any of the items.
Tracking Player Activities and Interactions Via Gaming Eyewear.
In some embodiments, the system tracks information about a player based on what gaming eyewear detects over time (e.g., via a camera or sensors of the gaming eyewear). For example, in some embodiments the system tracks a player's gestures to perform actions (e.g., to perform gaming actions, to communicate with wagering game controller or individual, to order drinks, etc.). For example, in some embodiments, the system detects, via gaming eyewear, pre-specified gestures indicated by the player and stored in a player account (e.g., stored as a setting of the player account to indicate that performance of the gesture indicates one or more of an interaction with virtual content and/or to perform a gaming function). The gestures can be custom to the player and shared with other player accounts. For example, the system includes controls for a first player to store, in a first player account, specific gestures that are recognizable by first gaming eyewear worn by the first player. The system also provides controls for the first player to specify, via the first player account, a second player account. Gaming eyewear worn by a second player assigned to the second player account perceives a gesture made by the first player. The second gaming eyewear accesses the first player account and determines what the gesture means based on information in the first player account. The second gaming eyewear then presents, via the gaming eyewear, a virtual image that indicates the meaning of the gesture. In some embodiments, the system can detect, via gaming eyewear, a gesture made by a player and, in response, perform specific actions in a game (e.g., spin reels, make a bet, bet on cards, fold a hand, etc.), perform specific services (e.g., order a drink, make a reservation, sent a text message, etc.) or perform any other activity on the system.
In some embodiments, the system can store in memory a history of specific objects at which a player has looked via the gaming eyewear. Based on the history, the system can customize content, present messages, determine ads that were viewed by a player, determine how much a player has bet over time, determine a type of game or machine played, determine how much a player has spent and how the player spent the amount of money, detect a preferred type of machine or brand of wagering games, recognize betting patterns of a player, etc.
In some embodiments, the gaming eyewear can respond to player input related to the presented content. For example, the gaming eyewear can present menus, folders, etc. by which the player can drag and drop virtual content presented via the gaming eyewear (e.g., drag and drop into a virtual image of a folder to categorize the content, drag and drop into a virtual image of a recycle bin to remove presentation of a specific type of content, etc.).
Conducting Financial Transactions Via Gaming Eyewear.
In some embodiments, the system connects gaming eyewear to an account server for transactions of wagers initiated via use of the gaming eyewear. For example, as described previously, the gaming eyewear can present a virtual object that, when interacted with will communicate information to a wagering game controller to conduct financial transaction of wagers for the wagering game. For example, as described in
This section describes example operating environments, systems, networks, etc. and presents structural aspects of some embodiments.
The wagering game system architecture 1100 can also include a wagering game server 1150 configured to control wagering game content, provide random numbers, and communicate wagering game information, account information, and other information to and from gaming devices configured to use and/or present the content, such as a wagering game machine 1160 and/or gaming eyewear 1130. The wagering game server 1150 can include a content controller 1151 configured to manage and control content for the presentation of content on the gaming devices. For example, the content controller 1151 can generate game results (e.g., win/loss values), including win amounts, for games played via the gaming devices. The content controller 1151 can communicate the game results to the gaming devices. The content controller 1151 can also generate random numbers and provide them to the gaming devices so that the gaming devices can generate game results. The wagering game server 1150 can also include a content store 1152 configured to contain content to present on the gaming devices. The wagering game server 1150 can also include an account manager 1153 configured to control information related to player accounts. For example, the account manager 1153 can communicate wager amounts, game results amounts (e.g., win amounts), bonus game amounts, etc., to the account server 1170. The wagering game server 1150 can also include a communication unit 1154 configured to communicate information to the gaming devices and to communicate with other systems, devices and networks.
The wagering game server 1150 can also include a augmented reality module 1155 configured to generate, modify, and/or control gaming content for wagering games that use the gaming eyewear 1130. In some embodiments, the augmented reality module 1155 is configured to generate virtual content and provide the virtual content to the gaming eyewear 1130 to present as virtual images. In some embodiments, the augmented reality module 1155 is configured to detect characteristics of content, or objects, that are visible via a field of view of the gaming eyewear 1130 (e.g., which is captured by cameras of the gaming eyewear 1130 and which is communicated to the wagering game server 1150). Based on the characteristics of the content, the augmented reality module 1155 is configured to select specific content to present and provide instructions regarding where the virtual content should be presented via a field of view of the gaming eyewear 1130 (e.g., instructions regarding coordinates on a coordinate grid of where to present the virtual content). In some embodiments, the augmented reality module 1155 is incorporated into, or used in conjunction with, the content controller 1151. Further, the wagering game server 1150 includes a tracking module 1156 configured to track a position and/or orientation of the gaming eyewear 1130.
The wagering game system architecture 1100 can also include the gaming eyewear 1130 configured to present virtual content. In some embodiments, the gaming eyewear 1130 is configured to present the virtual content while real-world objects are visible within a field of view of the gaming eyewear 1130. The gaming eyewear 1130 can include an environment tracker 1141 configured to determine a location and orientation of objects presented within a gaming environment relative to the gaming eyewear 1130. For example, the environment tracker 1141 can determine a location and orientation of playing cards presented via a gaming table, a location and orientation of player stations presented on the gaming table, a location and orientation of a wagering game machine, a location and orientation of slot reels on a wagering game machine, or any other object related to the wagering game. The gaming eyewear 1130 can also include a presentation unit 1142 configured to present virtual images via the gaming eyewear 1130.
The wagering game system architecture 1100 can also include the wagering game machine 1160 configured to present wagering games and other information. The wagering game machine 1160 can include a content controller 1161 configured to manage and control content and presentation of content on the wagering game machine 1160 (e.g., present content for a card game such as Poker, Blackjack, etc.). The wagering game machine 1160 can also include a content store 1162 configured to contain content to present on the wagering game machine 1160. The wagering game machine 1160 can further include an augmented reality module 1163 configured to provide content to the gaming eyewear 1130 to present for a wagering game.
The wagering game system architecture 1100 can also include a community game server 1190 configured to provide and control content for community games, including networked games, social games, competitive games, or any other game that multiple players can participate in at the same time.
The wagering game system architecture 1100 can also include a secondary content server 1180 configured to provide content and control information for secondary games, or other secondary content, available on a wagering game network (e.g., secondary wagering game content, promotions content, advertising content, player tracking content, web content, etc.). The secondary content server 1180 can provide “secondary” content to the gaming eyewear 1130. “Secondary” in some embodiments can refer to an application's importance or priority of the data. In some embodiments, “secondary” can refer to a distinction, or separation, from a primary application (e.g., separate application files, separate content, separate states, separate functions, separate processes, separate programming sources, separate processor threads, separate data, separate control, separate domains, etc.). Nevertheless, in some embodiments, secondary content and control can be passed between applications (e.g., via application protocol interfaces), thus becoming, or falling under the control of, primary content or primary applications, and vice versa.
Each component shown in the wagering game system architecture 1100 is shown as a separate and distinct element connected via a communications network 1122. However, some functions performed by one component could be performed by other components. Furthermore, the components shown may all be contained in one device, but some, or all, may be included in, or performed by, multiple devices, as in the configurations shown in
In yet other embodiments, the gaming eyewear 1130 can interface with a mobile device. For instance, the gaming eyewear 1130 can connect to a smartphone, a tablet computer, a mobile wagering game machine, etc. An application on the mobile device can provide a user interface by which a player can select specific content to present via the gaming eyewear 1130 and/or select specific modes for the gaming eyewear 1130. In some embodiments, the mobile device provides functionality, services and resources that the gaming eyewear 1130 uses, such as global positioning system (GPS) services, contact and scheduling applications, processing and memory storage, etc.
The wagering game machines described herein (e.g., wagering game machine 1160) can take any suitable form, such as floor standing models, handheld mobile units, bar-top models, workstation-type console models, surface computing machines, etc. Further, wagering game machines can be primarily dedicated for use in conducting wagering games, or can include non-dedicated devices, such as mobile phones, personal digital assistants, personal computers, etc.
In some embodiments, wagering game machines and wagering game servers work together such that wagering game machines can be operated as thin, thick, or intermediate clients. For example, one or more elements of game play may be controlled by the wagering game machines (client) or the wagering game servers (server). Game play elements can include executable game code, lookup tables, configuration files, game outcome, audio or visual representations of the game, game assets or the like. In a thin-client example, the wagering game server can perform functions such as determining game outcome or managing assets, while the wagering game machines can present a graphical representation of such outcome or asset modification to the user (e.g., player). In a thick-client example, the wagering game machines can determine game outcomes and communicate the outcomes to the wagering game server for recording or managing a player's account.
In some embodiments, either the wagering game machines (client) or the wagering game server(s) can provide functionality that is not directly related to game play. For example, account transactions and account rules may be managed centrally (e.g., by the wagering game server(s)) or locally (e.g., by the wagering game machines). Other functionality not directly related to game play may include power management, presentation of advertising, software or firmware updates, system quality or security checks, etc.
Furthermore, the wagering game system architecture 1100 can be implemented as software, hardware, any combination thereof, or other forms of embodiments not listed. For example, any of the network components (e.g., the wagering game machines, servers, etc.) can include hardware and machine-readable storage media including instructions for performing the operations described herein.
The CPU 1226 is also connected to an input/output (“I/O”) bus 1222, which can include any suitable bus technologies, such as an AGTL+ frontside bus and a PCI backside bus. The I/O bus 1222 is connected to a payout mechanism 1208, primary display 1210, secondary display 1212, value input device 1214, player input device 1216, information reader 1218, and storage unit 1230. The player input device 1216 can include the value input device 1214 to the extent the player input device 1216 is used to place wagers. The I/O bus 1222 is also connected to an external system interface 1224, which is connected to external systems 1204 (e.g., wagering game networks). The external system interface 1224 can include logic for exchanging information over wired and wireless networks (e.g., 802.11g transceiver, Bluetooth transceiver, Ethernet transceiver, etc.)
The I/O bus 1222 is also connected to a location unit 1238. The location unit 1238 can create player information that indicates the wagering game machine's location/movements in a casino. In some embodiments, the location unit 1238 includes a global positioning system (GPS) receiver that can determine the wagering game machine's location using GPS satellites. In other embodiments, the location unit 1238 can include a radio frequency identification (RFID) tag that can determine the wagering game machine's location using RFID readers positioned throughout a casino. Some embodiments can use GPS receiver and RFID tags in combination, while other embodiments can use other suitable methods for determining the wagering game machine's location. Although not shown in
In some embodiments, the wagering game machine 1206 can include additional peripheral devices and/or more than one of each component shown in
In some embodiments, the wagering game machine 1206 includes an augmented reality module 1237. The augmented reality module 1237 can process communications, commands, or other information, where the processing can present augmented reality content via gaming eyewear.
In some embodiments, the augmented reality module 1237 includes a graphics engine that can composite and present virtual content (e.g., stereoscopic 3D graphics and 2D graphics) with the appearance of objects viewable through gaming eyewear. The graphics engine can operate in concert with a video adapter and graphics buffer. The augmented reality module 1237, therefore, can cause the gaming eyewear to function as a stereoscopic 3D display device that presents the virtual content as 3D images. For instance, the gaming eyewear can present two anaglyph images via gaming eyewear. Other embodiments may utilize polarized projections, autostereoscopic presentation, computer-generated holography, volumetric display techniques, infrared laser projections, side-by-side viewing, autostereograms, pulfrich effects, prismatic & self-masking crossview techniques, lenticular prints, displays with filter arrays, wiggle stereoscopy, active 3D viewing technology (e.g., liquid crystal shutter glasses, red eye shutterglasses, virtual reality headsets, personal media viewers, etc.), passive 3D viewers (e.g., linearly polarized glasses, circularly polarized glasses, interference filter technology glasses, complementary color anaglyphs, compensating diopter glasses for red-cyan method, ColorCode 3D, ChromaDepth method and glasses, Anachrome “compatible” color anaglyph method, etc.), etc.
Furthermore, any component of the wagering game machine 1206 can include hardware, firmware, and/or machine-readable storage media including instructions for performing the operations described herein.
The wagering game machine 1360 illustrated in
Input devices, such as the touch screen 1318, buttons 1320, a mouse, a joystick, a gesture-sensing device, a voice-recognition device, and a virtual input device, accept player input(s) and transform the player input(s) to electronic data signals indicative of the player input(s), which correspond to an enabled feature for such input(s) at a time of activation (e.g., pressing a “Max Bet” button or soft key to indicate a player's desire to place a maximum wager to play the wagering game). The input(s), once transformed into electronic data signals, are output to a CPU for processing. The electronic data signals are selected from a group consisting essentially of an electrical current, an electrical voltage, an electrical charge, an optical signal, an optical element, a magnetic signal, and a magnetic element.
Embodiments may take the form of an entirely hardware embodiment, an entirely software embodiment (including firmware, resident software, micro-code, etc.) or an embodiment combining software and hardware aspects that may all generally be referred to herein as a “circuit,” “module” or “system.” Furthermore, embodiments of the inventive subject matter may take the form of a computer program product embodied in any tangible medium of expression having computer readable program code embodied in the medium. The described embodiments may be provided as a computer program product that may include a machine-readable storage medium having stored thereon instructions, which may be used to program a computer system to perform a process according to embodiments(s), whether presently described or not, because every conceivable variation is not enumerated herein. A machine-readable storage medium includes any mechanism that stores information in a form (e.g., software, processing application) readable by a machine (e.g., a computer). For example, machine-readable storage media includes magnetic storage medium (e.g., floppy diskette), read only memory (ROM), random access memory (RAM), magnetic disk storage media, optical storage media (e.g., CD-ROM), magneto-optical storage media, flash memory, erasable programmable memory (e.g., EPROM and EEPROM), or other types of media suitable for storing electronic instructions. In addition, embodiments may be embodied in a machine-readable signal media, such as any media suitable for transmitting software over a network.
This detailed description refers to specific examples in the drawings and illustrations. These examples are described in sufficient detail to enable those skilled in the art to practice the inventive subject matter. These examples also serve to illustrate how the inventive subject matter can be applied to various purposes or embodiments. Other embodiments are included within the inventive subject matter, as logical, mechanical, electrical, and other changes can be made to the example embodiments described herein. Features of various embodiments described herein, however essential to the example embodiments in which they are incorporated, do not limit the inventive subject matter as a whole, and any reference to the invention, its elements, operation, and application are not limiting as a whole, but serve only to define these example embodiments. This detailed description does not, therefore, limit embodiments, which are defined only by the appended claims. Each of the embodiments described herein are contemplated as falling within the inventive subject matter, which is set forth in the following claims.
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