A portion of the disclosure of this patent document contains material which 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.
This application is a U.S. National Stage of International Application No. PCT/US2008/082990, filed Nov. 10, 2008, which claims the benefit of U.S. Provisional Application No. 61/002,475, filed on Nov. 9, 2007, both of which are incorporated herein by reference in their entirety.
The present invention relates generally to gaming machines, and methods for playing wagering games, and more particularly, to a gaming system involving physical interaction by a player with three-dimensional (3D) space.
Gaming 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 with players is dependent 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 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 gaming machine manufacturers to continuously develop new games and improved gaming enhancements that will attract frequent play through enhanced entertainment value to the player.
One concept that has been successfully employed to enhance the entertainment value of a game is the concept of a “secondary” or “bonus” game that may be played in conjunction with a “basic” game. The bonus game may comprise any type of game, either similar to or completely different from the basic game, which is entered upon the occurrence of a selected event or outcome in the basic game. Generally, bonus games provide a greater expectation of winning than the basic game and may also be accompanied with more attractive or unusual video displays and/or audio. Bonus games may additionally award players with “progressive jackpot” awards that are funded, at least in part, by a percentage of coin-in from the gaming machine or a plurality of participating gaming machines. Because the bonus game concept offers tremendous advantages in player appeal and excitement relative to other known games, and because such games are attractive to both players and operators, there is a continuing need to develop gaming machines with new types of bonus games to satisfy the demands of players and operators.
According to an aspect, a wagering game interaction method, includes: receiving an input indicative of a wager to play a wagering game on a gaming machine; displaying a three-dimensional image that relates to the wagering game on a video display of the gaming machine; characterizing a physical gesture of a player of the wagering game in three-dimensional coordinate space to produce 3D gesture data indicative of at least a path taken by the physical gesture in the 3D coordinate space; based upon the 3D gesture data, causing the 3D image to appear to change to produce a modified 3D image that relates to the wagering game; and displaying the modified 3D image on the video display. The method may further include sensing the physical gesture of the player without requiring the player to touch any part of the gaming machine, the sensing including determining at least three coordinate positions of the physical gesture in the 3D coordinate space, each of the at least three coordinate positions lying along distinct axes of the 3D coordinate space, wherein the 3D image is a 3D object. The sensing may include transmitting energy into the 3D coordinate space, the energy corresponding to radiation having a wavelength in an infrared or a laser range, or the energy corresponding to electromagnetic energy having a frequency in a radio frequency range. The sensing may still further include detecting the absence of energy at a sensor positioned at a periphery of the 3D coordinate space, the detecting indicating a coordinate position of the physical gesture of the player. The sensing the physical gesture may be carried out without requiring the player to carry, wear, or hold any object associated with the gaming machine. The sensing may be carried out via a radio frequency identification (RFID) system or an infrared camera system, wherein the RFID system includes an array of passive RFID sensors arrayed to detect at least a location in the 3D coordinate space of the thing making the physical gesture, and wherein the infrared camera system includes a plurality of infrared cameras positioned to detect at least a location in the 3D coordinate space of the thing making the physical gesture. The thing may include a hand or an arm of the player or an object having an RFID tag.
The method may further include producing vibrations in a pad on which the player stands in front of the gaming machine, the vibrations being timed to correspond with display of a randomly selected outcome of the wagering game on the gaming machine. The modified 3D image may relate to a randomly selected outcome of the wagering game. The causing the 3D image to appear to change may include corresponding the physical gesture to a different viewing angle of the 3D image, the modified 3D image being changed so as to be visible from the different viewing angle based upon the 3D gesture data. The modified 3D image may reveal at least one surface that was not viewable on the 3D image.
The method may further include: characterizing a second physical gesture of the player in the 3D space coordinate space to produce second 3D gesture data indicative of at least a direction of the physical gesture in the 3D coordinate space, the second physical gesture being distinct from the physical gesture; and based upon the second 3D gesture data, selecting the 3D image. The physical gesture may be a gesture in a generally transverse direction and the second physical gesture may be a gesture in a direction that is generally perpendicular to the generally transverse direction such that the physical gesture is distinguishable from the second physical gesture.
The method may further include producing a burst of air, liquid mist, or a scent that is directed toward the player as the player makes the physical gesture such that the timing of the burst of air coincides with the physical gesture.
The physical gesture may be a dice throwing gesture, the 3D image being a 3D representation of at least one throwing die, wherein the causing the 3D image to appear to change includes animating the at least one throwing die to cause it to appear to roll and come to rest as the modified 3D image. The method may further include sensing when the physical gesture has stopped, and, responsive thereto, carrying out the causing the 3D image to appear to change such that the 3D image appears to have been affected by the physical gesture. The method may still further include: sensing, via a force transducer, tangible dice thrown responsive to the physical gesture; and determining, responsive to the sensing the tangible device, a speed or a trajectory of the dice, wherein the causing the 3D image to appear to change is based at least in part upon the speed or the trajectory of the dice. The 3D image may be a playing card, the physical gesture representing an extension of an arm or a hand of the player into the 3D coordinate space, the modified 3D image being a modified image of the playing card. The method may further include: displaying a plurality of playing cards including the 3D image on the video display; tracking the physical gesture as it extends into or out of the 3D coordinate space; and causing respective ones of the plurality of playing cards to appear to enlarge or move in a timed manner that is based upon the location of the physical gesture.
According to another aspect, a method of interacting in three-dimensional (3D) space with a wagering game played on a gaming machine, includes: receiving an input indicative of a wager to play a wagering game on a gaming machine; displaying a wagering game on a video display of the gaming machine, the wagering game including a 3D image; receiving sensor data indicative of a pressure exerted by a player of the wagering game upon a pressure sensor; responsive to the receiving the sensor data, causing the 3D image to be modified. The receiving the sensor data may be carried out via a plurality of pressure sensors, the player shifting the player's body weight to exert pressure on at least one of the pressure sensors to produce the sensor data, which includes directional data indicative of the at least one of the pressure sensors. The plurality of pressure sensors may be disposed in a chair having a surface on which the player sits in front of the gaming machine, each of the plurality of pressure sensors being positioned at distinct locations under the chair surface. The causing the 3D image to be modified may include moving the 3D image on the video display in a direction associated with the directional data.
According to still another aspect, a method of manipulating in 3D space virtual objects displayed on a gaming system, includes: receiving a wager to play a wagering game on the gaming system; displaying, on the video display, a plurality of virtual objects related to the wagering game, the plurality of virtual objects appearing in a stacked arrangement such that some of the virtual objects appear to be proximate to the player and others of the virtual objects appear to be distal from the player; receiving gesture data indicative of a first gesture associated with the player in 3D space; if the gesture data is indicative of a movement associated with the player toward the video display, modifying the virtual objects such that those of the virtual objects that appear to be proximate to the player on the video display are modified before those of the virtual objects that appear to be distal from the player; if the gesture data is indicative of a movement associated with the player away from the video display, modifying the virtual objects such that those of the virtual objects that appear to be distal from the player are modified before those of the virtual objects that appear to be proximate to the player; receiving selection data indicative of a selection by the player of at least one of the virtual objects, causing a wagering game function to be executed by a controller of the gaming system, wherein the selection is made by a second gesture that is distinct from the first gesture; and displaying a randomly selected game outcome of the wagering game based at least in part on the selection data.
The virtual objects may resemble playing cards. The method may further include providing haptic feedback to the player as the first gesture is motioned. The haptic feed back may be carried out by a nozzle such that a jet of air, liquid mist, or a scent is forced toward the player during the first gesture. The method may further include providing second haptic feedback to the player as the second gesture is motioned for indicating confirmation of the selection by the player.
According to yet another aspect, a method of translating a gesture in 3D space by an object associated with a player positioned in front of at least one video display of a gaming system into an action that appears influence a virtual object displayed on the at least one video display, includes: receiving a wager to play a wagering game on the gaming system; receiving gesture data indicative of a first gesture associated with the player made in 3D space, the gesture data including coordinate data of a location of the object in the 3D space according to three distinct axes defined by the 3D space; and based upon the gesture data, displaying the virtual object on the video display, the virtual object appearing to be influenced by the first gesture, the virtual object being involved in the depiction of a randomly selected game outcome of the wagering game.
The at least one video display may be at least four video displays arranged end to end to form a generally rectangular volume, an inner portion of the rectangular volume defining the 3D space. The method may further include displaying on each of the at least four video displays the virtual object at its respective location as a function of at least the location of the object such that the object when viewed from any of the at least four video displays appears to be at a location depicted on respective ones of the at least four video displays. The object may include a device that resembles a hook at an end of a fishing rod carried or held by the player, and wherein the wagering game relates to a fishing theme, the method further comprising displaying on the at least one video display a fish, wherein the randomly selected game outcome includes an indication of whether or not the fish takes a bait on the hook.
The receiving the gesture data may be carried out via a radio frequency identification (RFID) system and the object includes an RFID tag therein. The receiving the gesture may be carried out via a plurality of infrared sensors arrayed along each of the three distinct axes defined by the 3D space such that each of the plurality of sensors define a band of energy along respective ones of the three distinct axes. The method may further include detecting which band of energy is disturbed to determine the location of the object in the 3D space.
Additional aspects of the invention will be apparent to those of ordinary skill in the art in view of the detailed description of various embodiments, which is made with reference to the drawings, a brief description of which is provided below.
While this invention is susceptible of embodiment in many different forms, there is shown in the drawings and will herein be described in detail preferred embodiments of the invention with the understanding that the present disclosure is to be considered as an exemplification of the principles of the invention and is not intended to limit the broad aspect of the invention to the embodiments illustrated.
Referring to
The gaming machine 10 comprises a housing 12 and includes input devices, including a value input device 18 and a player input device 24. For output the gaming machine 10 includes a primary display 14 for displaying information about the basic wagering game. The primary display 14 can also display information about a bonus wagering game and a progressive wagering game. The gaming machine 10 may also include a secondary display 16 for displaying game events, game outcomes, and/or signage information. While these typical components found in the gaming machine 10 are described below, it should be understood that numerous other elements may exist and may be used in any number of combinations to create various forms of a gaming machine 10.
The value input device 18 may be provided in many forms, individually or in combination, and is preferably located on the front of the housing 12. The value input device 18 receives currency and/or credits that are inserted by a player. The value input device 18 may include a coin acceptor 20 for receiving coin currency (see
The player input device 24 comprises a plurality of push buttons 26 on a button panel for operating the gaming machine 10. In addition, or alternatively, the player input device 24 may comprise a touch screen 28 mounted by adhesive, tape, or the like over the primary display 14 and/or secondary display 16. The touch screen 28 contains soft touch keys 30 denoted by graphics on the underlying primary display 14 and used to operate the gaming machine 10. The touch screen 28 provides players with an alternative method of input. A player enables a desired function either by touching the touch screen 28 at an appropriate touch key 30 or by pressing an appropriate push button 26 on the button panel. The touch keys 30 may be used to implement the same functions as push buttons 26. Alternatively, the push buttons 26 may provide inputs for one aspect of the operating the game, while the touch keys 30 may allow for input needed for another aspect of the game.
The various components of the gaming machine 10 may be connected directly to, or contained within, the housing 12, as seen in
The operation of the basic wagering game is displayed to the player on the primary display 14. The primary display 14 can also display the bonus game associated with the basic wagering game. The primary display 14 may take the form of a cathode ray tube (CRT), a high resolution LCD, a plasma display, an LED, or any other type of display suitable for use in the gaming machine 10. As shown, the primary display 14 includes the touch screen 28 overlaying the entire display (or a portion thereof) to allow players to make game-related selections. Alternatively, the primary display 14 of the gaming machine 10 may include a number of mechanical reels to display the outcome in visual association with at least one payline 32. In the illustrated embodiment, the gaming machine 10 is an “upright” version in which the primary display 14 is oriented vertically relative to the player. Alternatively, the gaming machine may be a “slant-top” version in which the primary display 14 is slanted at about a thirty-degree angle toward the player of the gaming machine 10.
A player begins play of the basic wagering game by making a wager via the value input device 18 of the gaming machine 10. A player can select play by using the player input device 24, via the buttons 26 or the touch screen keys 30. The basic game consists of a plurality of symbols arranged in an array, and includes at least one payline 32 that indicates one or more outcomes of the basic game. Such outcomes are randomly selected in response to the wagering input by the player. At least one of the plurality of randomly-selected outcomes may be a start-bonus outcome, which can include any variations of symbols or symbol combinations triggering a bonus game.
In some embodiments, the gaming machine 10 may also include a player information reader 52 that allows for identification of a player by reading a card with information indicating his or her true identity. The player information reader 52 is shown in
Depicted in
The player-accessible value input device 118 may comprise, for example, a slot located on the front, side, or top of the casing 112 configured to receive credit from a stored-value card (e.g., casino card, smart card, debit card, credit card, etc.) inserted by a player. In another aspect, the player-accessible value input device 118 may comprise a sensor (e.g., an RF sensor) configured to sense a signal (e.g., an RF signal) output by a transmitter (e.g., an RF transmitter) carried by a player. The player-accessible value input device 118 may also or alternatively include a ticket reader, or barcode scanner, for reading information stored on a credit ticket, a card, or other tangible portable credit or funds storage device. The credit ticket or card may also authorize access to a central account, which can transfer money to the handheld gaming machine 110.
Still other player-accessible value input devices 118 may require the use of touch keys 130 on the touch-screen display (e.g., primary display 114 and/or secondary display 116) or player input devices 124. Upon entry of player identification information and, preferably, secondary authorization information (e.g., a password, PIN number, stored value card number, predefined key sequences, etc.), the player may be permitted to access a player's account. As one potential optional security feature, the handheld gaming machine 110 may be configured to permit a player to only access an account the player has specifically set up for the handheld gaming machine 110. Other conventional security features may also be utilized to, for example, prevent unauthorized access to a player's account, to minimize an impact of any unauthorized access to a player's account, or to prevent unauthorized access to any personal information or funds temporarily stored on the handheld gaming machine 110.
The player-accessible value input device 118 may itself comprise or utilize a biometric player information reader which permits the player to access available funds on a player's account, either alone or in combination with another of the aforementioned player-accessible value input devices 118. In an embodiment wherein the player-accessible value input device 118 comprises a biometric player information reader, transactions such as an input of value to the handheld device, a transfer of value from one player account or source to an account associated with the handheld gaming machine 110, or the execution of another transaction, for example, could all be authorized by a biometric reading, which could comprise a plurality of biometric readings, from the biometric device.
Alternatively, to enhance security, a transaction may be optionally enabled only by a two-step process in which a secondary source confirms the identity indicated by a primary source. For example, a player-accessible value input device 118 comprising a biometric player information reader may require a confirmatory entry from another biometric player information reader 152, or from another source, such as a credit card, debit card, player ID card, fob key, PIN number, password, hotel room key, etc. Thus, a transaction may be enabled by, for example, a combination of the personal identification input (e.g., biometric input) with a secret PIN number, or a combination of a biometric input with a fob input, or a combination of a fob input with a PIN number, or a combination of a credit card input with a biometric input. Essentially, any two independent sources of identity, one of which is secure or personal to the player (e.g., biometric readings, PIN number, password, etc.) could be utilized to provide enhanced security prior to the electronic transfer of any funds. In another aspect, the value input device 118 may be provided remotely from the handheld gaming machine 110.
The player input device 124 comprises a plurality of push buttons on a button panel for operating the handheld gaming machine 110. In addition, or alternatively, the player input device 124 may comprise a touch screen 128 mounted to a primary display 114 and/or secondary display 116. In one aspect, the touch screen 128 is matched to a display screen having one or more selectable touch keys 130 selectable by a user's touching of the associated area of the screen using a finger or a tool, such as a stylus pointer. A player enables a desired function either by touching the touch screen 128 at an appropriate touch key 130 or by pressing an appropriate push button 126 on the button panel. The touch keys 130 may be used to implement the same functions as push buttons 126. Alternatively, the push buttons may provide inputs for one aspect of the operating the game, while the touch keys 130 may allow for input needed for another aspect of the game. The various components of the handheld gaming machine 110 may be connected directly to, or contained within, the casing 112, as seen in
The operation of the basic wagering game on the handheld gaming machine 110 is displayed to the player on the primary display 114. The primary display 114 can also display the bonus game associated with the basic wagering game. The primary display 114 preferably takes the form of a high resolution LCD, a plasma display, an LED, or any other type of display suitable for use in the handheld gaming machine 110. The size of the primary display 114 may vary from, for example, about a 2-3″ display to a 15″ or 17″ display. In at least some aspects, the primary display 114 is a 7″-10″ display. As the weight of and/or power requirements of such displays decreases with improvements in technology, it is envisaged that the size of the primary display may be increased. Optionally, coatings or removable films or sheets may be applied to the display to provide desired characteristics (e.g., anti-scratch, anti-glare, bacterially-resistant and anti-microbial films, etc.). In at least some embodiments, the primary display 114 and/or secondary display 116 may have a 16:9 aspect ratio or other aspect ratio (e.g., 4:3). The primary display 114 and/or secondary display 116 may also each have different resolutions, different color schemes, and different aspect ratios.
As with the free standing gaming machine 10, a player begins play of the basic wagering game on the handheld gaming machine 110 by making a wager (e.g., via the value input device 18 or an assignment of credits stored on the handheld gaming machine via the touch screen keys 130, player input device 124, or buttons 126) on the handheld gaming machine 110. In at least some aspects, the basic game may comprise a plurality of symbols arranged in an array, and includes at least one payline 132 that indicates one or more outcomes of the basic game. Such outcomes are randomly selected in response to the wagering input by the player. At least one of the plurality of randomly selected outcomes may be a start-bonus outcome, which can include any variations of symbols or symbol combinations triggering a bonus game.
In some embodiments, the player-accessible value input device 118 of the handheld gaming machine 110 may double as a player information reader 152 that allows for identification of a player by reading a card with information indicating the player's identity (e.g., reading a player's credit card, player ID card, smart card, etc.). The player information reader 152 may alternatively or also comprise a bar code scanner, RFID transceiver or computer readable storage medium interface. In one presently preferred aspect, the player information reader 152, shown by way of example in
Turning now to
The controller 34 is also coupled to the system memory 36 and a money/credit detector 38. The system memory 36 may comprise a volatile memory (e.g., a random-access memory (RAM)) and a non-volatile memory (e.g., an EEPROM). The system memory 36 may include multiple RAM and multiple program memories. The money/credit detector 38 signals the processor that money and/or credits have been input via the value input device 18. Preferably, these components are located within the housing 12 of the gaming machine 10. However, as explained above, these components may be located outboard of the housing 12 and connected to the remainder of the components of the gaming machine 10 via a variety of different wired or wireless connection methods.
As seen in
Communications between the controller 34 and both the peripheral components of the gaming machine 10 and external systems 50 occur through input/output (I/O) circuits 46, 48. More specifically, the controller 34 controls and receives inputs from the peripheral components of the gaming machine 10 through the input/output circuits 46. Further, the controller 34 communicates with the external systems 50 via the I/O circuits 48 and a communication path (e.g., serial, parallel, IR, RC, 10bT, etc.). The external systems 50 may include a gaming network, other gaming machines, a gaming server, communications hardware, or a variety of other interfaced systems or components. Although the I/O circuits 46, 48 may be shown as a single block, it should be appreciated that each of the I/O circuits 46, 48 may include a number of different types of I/O circuits.
Controller 34, as used herein, comprises any combination of hardware, software, and/or firmware that may be disposed or resident inside and/or outside of the gaming machine 10 that may communicate with and/or control the transfer of data between the gaming machine 10 and a bus, another computer, processor, or device and/or a service and/or a network. The controller 34 may comprise one or more controllers or processors. In
The gaming machines 10,110 may communicate with external systems 50 (in a wired or wireless manner) such that each machine operates as a “thin client,” having relatively less functionality, a “thick client,” having relatively more functionality, or through any range of functionality therebetween (e.g., a “rich client”). As a generally “thin client,” the gaming machine may operate primarily as a display device to display the results of gaming outcomes processed externally, for example, on a server as part of the external systems 50. In this “thin client” configuration, the server executes game code and determines game outcomes (e.g., with a random number generator), while the controller 34 on board the gaming machine processes display information to be displayed on the display(s) of the machine. In an alternative “rich client” configuration, the server determines game outcomes, while the controller 34 on board the gaming machine executes game code and processes display information to be displayed on the display(s) of the machines. In yet another alternative “thick client” configuration, the controller 34 on board the gaming machine 110 executes game code, determines game outcomes, and processes display information to be displayed on the display(s) of the machine. Numerous alternative configurations are possible such that the aforementioned and other functions may be performed onboard or external to the gaming machine as may be necessary for particular applications. It should be understood that the gaming machines 10,110 may take on a wide variety of forms such as a free standing machine, a portable or handheld device primarily used for gaming, a mobile telecommunications device such as a mobile telephone or personal daily assistant (PDA), a counter top or bar top gaming machine, or other personal electronic device such as a portable television, MP3 player or other portable media player, entertainment device, etc.
Security features are advantageously utilized where the gaming machines 10,110 communicate wirelessly with external systems 50, such as through wireless local area network (WLAN) technologies, wireless personal area networks (WPAN) technologies, wireless metropolitan area network (WMAN) technologies, wireless wide area network (WWAN) technologies, or other wireless network technologies implemented in accord with related standards or protocols (e.g., the Institute of Electrical and Electronics Engineers (IEEE) 802.11 family of WLAN standards, IEEE 802.11i, IEEE 802.11r (under development), IEEE 802.11w (under development), IEEE 802.15.1 (Bluetooth), IEEE 802.12.3, etc.). For example, a WLAN in accord with at least some aspects of the present concepts comprises a robust security network (RSN), a wireless security network that allows the creation of robust security network associations (RSNA) using one or more cryptographic techniques, which provides one system to avoid security vulnerabilities associated with IEEE 802.11 (the Wired Equivalent Privacy (WEP) protocol). Constituent components of the RSN may comprise, for example, stations (STA) (e.g., wireless endpoint devices such as laptops, wireless handheld devices, cellular phones, handheld gaming machine 110, etc.), access points (AP) (e.g., a network device or devices that allow(s) an STA to communicate wirelessly and to connect to a(nother) network, such as a communication device associated with I/O circuit(s) 48), and authentication servers (AS) (e.g., an external system 50), which provide authentication services to STAs. Information regarding security features for wireless networks may be found, for example, in the National Institute of Standards and Technology (NIST), Technology Administration U.S. Department of Commerce, Special Publication (SP) 800-97, E
Aspects herein relate to a physical gesture or movement made by a player in a physical three-dimensional (3D) space whose x, y, z coordinates, positions, and directions are translated into a virtual 3D space that allows players to make wagering-game selections relative to a 2D or 3D display at any point in that virtual 3D space. In an aspect, no wearable device or object by the player is required. In other words, the player is not required to wear anything to interact with the gaming system. The player physically moves body parts (e.g., hand, finger, arm, torso, head) to cause wagering-game functions to be carried out. In another aspect, the player holds or wears something or physically interacts with a device that is moved around in 3D space to cause wagering-game functions to be carried out. No wires or busses connecting the device with the gaming system is required or needed, though the devices may otherwise be tethered to an unmovable object to prevent theft. The device communicates wirelessly in 3D space with the gaming system. In some aspects, the player's movements in 3D space allow a player to interact with or view images on a 2D or 3D display in a virtual 3D space corresponding to the physical 3D space. In other words, if a player places a finger in 3D space, the x, y, and z coordinates of that finger in the 3D space are utilized by the wagering game to affect a virtual 3D object in the virtual 3D space. In various aspects, different gestures or movements mean different things to the wagering game. For example, a first gesture or movement in 3D space may affect the position, orientation, or view of a virtual 3D wagering-game object while a second gesture or movement in 3D space selects that virtual 3D wagering-game object. Alternately, a non-gesture, such as pausing a hand momentarily in the 3D physical space, causes a selection of a virtual 3D object in the virtual 3D space at a location corresponding to the location of the hand in the physical 3D space.
In other aspects, the gesture or movement by the player is transitioned from the physical world to a virtual wagering game environment such that at the end of the physical gesture, the virtual environment continues the gesture or movement and displays an effect of the gesture or movement. These aspects work best when the player has no expectation of feedback, such as when throwing or releasing an object. For example, when the player makes a throwing gesture as if tossing imaginary dice held in a hand, at the end of the gesture, a video display of the gaming system displays a simulated rendering of virtual dice that have just been released from the hand flying through the air tumbling to a stop in the virtual wagering-game environment.
Additional haptic and other feedback devices may be positioned proximate to the player to coordinate haptic and other feedback with wagering-game activities. A pad placed on the floor or chair can vibrate at times throughout the wagering game coordinated or timed with occurrences during the wagering game. Jets of air, liquid mist, or scents can be blown onto the player to indicate a confirmation of a particular gesture that may be indicative of a selection of a virtual 3D wagering-game object. The haptic feedback coupled with a 3D environment is sometimes referred to as “4D” because the involvement of the player's sense of touch is said to add an additional dimension to the 3D visual experience.
Turning now to
The controller 302 is coupled to one or more variable speed fans 304, lights 306, one or more multi-directional audio devices 308, one or more RFID (radio frequency identification) sensors 310, one or more wireless transceivers 312, an IR (infrared) camera 314, a temperature sensor 315, an array of sensors 316, one or more selection buttons 318, one or more cameras 319, one or more motion or speed sensors 320, one or more pressure or weight sensors 322, a joystick or a mouse 324, and one or more variable speed motors 326. These devices are known and their structure and operation will not be repeated here. Non-limiting examples of commercially available devices will be provided but they are intended to be illustrative and exemplary only. The variable speed fan(s) 304 can produce directed jets of air, liquid mist, or scents towards the player. Variable speed motor(s) 326 placed in a pad that the player sits or stands on can produce vibrations that are felt by the player. The lights 306, the multi-directional audio device 308, the variable speed fan(s) 304, and the variable speed motor(s) 326 are available from Philips under the brand amBX, product number SGC5103BD. The IR camera 314 may be an MP motion sensor (NaPiOn) of the passive infrared type available from Panasonic, product number AMN1,2,4, which is capable of detecting temperature differences. Another suitable motion sensor includes a pyroelectric infrared motion sensor with Fresnel lens available from Microsystems Technologies, part number RE200B.
At the foot of the gaming machine 10, 110 is positioned a pad 402, which includes the one or more variable speed motors 326 for generating vibrations that are felt through the pad. The player stands on the pad as shown in
A chair 500 positioned in front of the gaming machine 10, 110 includes pressure or weight sensors 322 to detect shifts in weight or application of pressure at various points relative to the chair 500. An example of a specific implementation of this aspect is shown in
In
Allowing the player to use his body to control wagering-game elements empowers the player with a sense of control over the wagering-game environment. The greater the sense of control the player has, the more likely the player is likely to perceive an advantage over the odds of winning. In an aspect, a wagering game may require the player to shift his weight around in various directions. The randomness of the player's movements can be incorporated into a random number generator, such that the randomly generated number is based at least in part upon the randomness of the player's weight shifts. In this aspect, the weight/pressure shifts are related to the game outcome.
The gaming machine 10, 110 includes the IR camera 314, which is mounted to the front of the cabinet. The IR camera 314 detects a temperature difference between a player as he approaches the gaming machine 10, 110 and the surroundings (which is normally cool in a casino environment). The IR camera 314 is well suited for detecting people by their body temperature. This IR camera 314 may be operationally mounted on the gaming machine 10, 110 shown in
An additional temperature sensor 315 may be installed on the gaming machine 10, 110 for detecting the temperature of the player. The controller 302 or CPU 34 receives a signal from the temperature sensor 315 indicative of the temperature of the player. This additional temperature sensor 315, which preferably is an infrared thermal imager or scanner, can be used to differentiate between a player who may have recently entered the casino from the outside, and therefore may have an elevated temperature signature, versus a player who has been playing in the casino for some time. The gaming machine 10, 110 may display a different animation to the player who has just entered the casino versus the player who has been present in the casino for long enough to lower that player's temperature signature. Casino temperatures are kept relatively cool, so a player who has just entered the casino on a hot day from outside, such as in Las Vegas, will have a higher temperature signature compared to a player who has remained in the casino for an extended period of time, long enough to cool the overall body temperature down. For example, the gaming machine 10, 110 may display a welcome animation to the “hot” player having a high temperature signature and may even invite the player to order a cool drink. For the “cool” player, the gaming machine 10, 110 may display a different animation, such as one designed to maintain the player's interest so that they do not leave the casino environment. Players who have lingered in a casino for some time may be more likely to leave to the establishment, whereas players who have recently entered the casino need to have their attention grabbed immediately so that they remain in the establishment and place wagers on the gaming machines.
As mentioned above, in various aspects the player is not required to wear or carry any object or device to interact in 3D space with the gaming machine 10, 110 (for convenience variously referred to as “hands only aspect,” without meaning to imply or suggest that other body parts cannot also be used to make gestures). In other aspects, the player must wear or carry an object to interact in 3D space with the gaming machine 10, 110 (for convenience variously referred to as “wearable aspect,” without meaning imply or suggest that the wireless device cannot also be carried). Although
In still other aspects, the booth of
Gestures of a player's head may be captured by UseYourHead technology offered by Cybernet Systems Corp. based in Ann Arbor, Mich. UseYourHead tracks basic head movements (left, right, up, down), which can be used to manipulate wagering-game elements on the video display 14, 16 of the gaming machine 10, 110 and/or to select wagering-game elements. A real-time head-tracking system is disclosed in U.S. Patent Application Publication No. 2007/0066393, entitled “Real-Time Head Tracking System For Computer Games And Other Applications,” filed Oct. 17, 2006, and assigned to Cybernet Systems Corp., the entirety of which is incorporated herein by reference.
Preferably, player selections in the wagering game played on the gaming machine 10, 110 are made with a gesture that is distinct from gestures indicative of other interactions, such as moving an object or rotating a virtual camera view. In other words, certain “movement” gestures in the 3D space (e.g., within the booth 400) are interpreted to be indicative of a movement of a virtual object displayed on the display 14, 16 or of a virtual camera that moves or rotates in connection with the gesture, while other “selection” gestures in the 3D space, which are distinct from the “movement” gestures, are interpreted to be indicative of a selection of a virtual object displayed on the display 14, 16. Non-limiting examples of different movement versus selection gestures are discussed below.
The booth includes four 3D array of sensors 316. The term “3D” in 3D array of sensors is not necessarily intended to imply that the array itself is a 3D array but rather that the arrangement of sensors in the array are capable of detecting an object in 3D space, though a 3D array of sensors is certainly contemplated and included within the meaning of this term. There are two sets of emitter arrays 316a, 316d and two corresponding sets of receiver arrays 316b, 316c, arranged to receive infrared or laser signals from the corresponding emitter arrays 316a, 316d. Preferably, the emitter devices in the emitter arrays 316a, 316 are infrared or laser emitters that emit radiation that does not correspond to the visible spectrum so that the player does not see the radiated signals.
When a thing, such as the finger 412, enters the booth 400, it breaks at least two signals, one emitted by one of the bottom emitters and the other by one of the emitters on the left surface of the booth 400. In
In the configuration shown in
To form a 3D sensing volume, the arrays shown in
Alternately, in aspects in which the player is free to gesture in 3D space from any direction or orientation or at least from multiple directions and/or orientations, such as when the booth 400 is freestanding and does not abut against a video display as shown in
While
The gaming machine 10, 110 may optionally calibrate for different players' gestures. The gaming machine 10, 110 may be placed into a calibration mode that instructs the player to make a variety of gestures in the 3D space defined by the booth 400 to calibrate the software that detects and differentiates among the different gestures for that particular player. The player may be instructed to insert a hand into the booth and extend an arm into the booth while keeping the hand horizontal to the floor. Software calibrates the size of the hand and arm. For example, a player wearing a loose, long-sleeve blouse versus a player wearing a sleeveless shirt will have different “signatures” or profiles corresponding to their arms. The player may be then be instructed to move a hand to the left and to the right, and then up and down within the booth 400. The player may further be instructed to make a fist or any other gestures that may be required by the wagering game to be played on the gaming machine 10, 110. Calibration data associated with these gestures are stored in memory and accessed periodically throughout the wagering game to differentiate among various gestures made by that particular player in accordance with the calibration data associated with that player. In aspects where the player's identity is known, such as via detection of a portable data unit carried by the player or other player tracking device, the calibration data associated with that player's identity may be stored centrally at a remote server and accessed each time that player manifests an intention to play a wagering game capable of 3D interaction.
Alternately or additionally, predetermined calibration data associated with different gestures and body dimensions may be stored in a memory either locally or remotely and accessed by the gaming machine 10, 110. Calibration consumes valuable time where the player is not placing wagers on the gaming machine 10, 110. Storing predetermined calibration data associated with common gestures and average body dimensions avoids a loss of coin-in during calibration routines.
Turning now to
Alternately, the gestures of the player may manipulate the 3D graphic itself 600 such that a movement left or right causes the 3D graphic to rotate to the left or right and a movement up or down causes the 3D graphic to rotate up or down, and so forth. Gestures in 3D space provide the player with maximum flexibility in selecting or manipulating objects or graphics in a virtual or real 3D space on a display associated with the gaming machine 10, 110. The gestures are intuitive with the desired result in the simulated 3D environment, making it easy for players to learn how to manipulate or select objects in the 3D environment. A forward moving gesture in the 3D space will cause a forward motion in the 3D environment. A casting motion as if the player holds a fishing reel causes a similar motion to be carried out in the 3D environment. A player's sense of control is greatly enhanced and creates the perception of control over the game outcome. The more control a player has the more likely the player is to perceive some ability to control the game outcome, a false perception but nonetheless one that can lead to an exciting and rewarding experience for the player.
In
A wagering game such as shown in
In addition, the relative height of the hand 702 within the booth 400 can cause the virtual dice 700 to be tossed from a virtual height corresponding to the actual height of the hand 702 in 3D space. Thus, making a tossing motion near the bottom of the booth 400 will cause the virtual dice 700 to appear as if they were tossed from a height relatively close to the surface of the craps table, whereas a tossing motion near the middle area of the booth 400 will cause the virtual dice 700 to appear as if they were tossed from a height above the surface of the craps table. A physics engine associated with the controller 34, 302, which simulates the real-world behavior of the dice 700 takes into account the height from which the hand 702 “tossed” the virtual dice, in addition to the velocity, direction, and end position of the hand 702 as the tossing gesture is made within the booth 400.
It should be emphasized that in some aspects the player is not required to carry or wear or hold anything while making a gesture in 3D space. No signals are required to pass between the gaming machine 10, 110 and the player or anything on the player's person. In these aspects, the player need not touch any part of the gaming machine 10, 110 and may make gestures without physically touching any part of the gaming machine 10, 110 or anything associated with it (except for, for example, the pad 402 or the chair 500 when present).
As the player gestures within the 3D space defined by the booth 400, the cards 800 appear to make a shuffling motion as the cards pop up and back into the deck 800. Accordingly, an optional nozzle 806 is shown disposed along at least one of the sides of the booth 400. The nozzle 806 includes one or more variable speed fans 304 to direct a jet of air toward the player's hand 802 as the hand moves into and out of the booth 400. The jet of air is intended to simulate the sensation of the air turbulences created when real cards are shuffled or rifled. The nozzle 806 can move with the player's hand 802 to direct the jet of air on the hand 802 as it is urged into and out of the booth 400. There may be a nozzle 806 on opposite sides of the booth 400, or the nozzle may be an array of nozzles or a slit through which jets of air, liquid mist, or scents may be directed along the slit.
To select a card, the player makes a gesture with the hand 802 that is distinct from the gesture that the player used to rifle through the cards 800. In
The manipulation and/or selection by a player of wagering-game objects and elements without touching any part of the gaming machine 10, 110 or anything connected to the gaming machine 10, 110 represents an unexpected result. In a real environment, for example, a player would physically touch a card to select it, or, in a “virtual” environment, press a button to select a virtual card displayed on a video display. According to aspects disclosed herein, the player is not required to touch any part of the gaming machine 10, 110 to manipulate or select wagering-game objects or elements. While the player may touch certain components associated with the gaming machine 10, 110, such as the pad 402 or the chair 500, these are not required for the player to manipulate or select wagering-game objects or elements. The gestures are made in 3D space, and allow the player complete freedom of movement to select wagering-game objects or elements that are rendered or displayed as 3D objects or elements on a display. The gesture in 3D space allows the player to make gestures and movements that are intuitive with respect to how they would be made in a real 3D environment, and those gestures in the real 3D environment are translated into 3D coordinates to cause a corresponding or associated event or aspect in a virtual or simulated 3D environment. Aspects herein are particularly, though not exclusively, well suited for gestures in 3D space that are made in a real wagering-game environment, such as throwing of dice (where z corresponds to the height of the hand as it throws dice, and x-y coordinates correspond to the direction of the throwing gesture), manipulation or selection of cards, or in environments that relate to a wagering-game theme, such as casting a fishing reel using an upward and downward motion (e.g., z coordinate) into various points along a surface of a body of water (e.g., x and y coordinate), and the like. The same or similar (intuitive) gestures that would be made in the real wagering-game environment would be made in wagering games disclosed herein.
In
Additionally, a visual indication of the selection of the present 906 may be provided on the display 14, 16 by, for example, highlighting the present 906 or enlarging it so that the player receives a visual confirmation of the selection. When the player's hand 902 retracts away from the display 14, 16, previously obscured presents can reappear so that the player is able to select presents that had been previously pushed out of view. By moving a hand 902 into and out of the booth 400, the player may browse various presents (or other wagering-game elements) to be selected during the wagering game. The presents may be arranged in multiple rows and columns such that the player may also move the hand 902 left or right as well as up and down to select any present in the 3D array.
Although in the example described above, the presents are made to appear to disappear or move off of the display 14, 16, alternately, they may be dimmed or otherwise visually modified to indicate that they have been “passed over” by the hand 902 for selection. When the hand 902 pauses, whatever present corresponds to the hand's 902 location within the booth 400 is eligible for selection and is selected in response to the player's hand 902 making a gesture that is distinct from the gesture that the player makes to browse among the possible selections. Although not limiting, in the illustrated example, the browsing gestures are simple movements of the player's hand and arm within the booth in up, down, left, or right directions, and the selection gesture corresponds to the player closing the hand 902 to make a fist. In these aspects, one or more cameras 319 may be operatively coupled to the controller 302 to differentiate between a closed fist and an open hand of the player.
A fist may also be used to make a punching gesture, which is sensed by whatever sensors (e.g., any combination of 310, 312, 314, 316, 319, and 320) are associated with the booth 400, to select a wagering-game element on the display 14, 16. Any gesture-related selection herein may reveal an award, a bonus, eligibility for another wagering-game activity, or any other aspect associated with the wagering game. Gesture-related selections may also be associated with or involved in the randomly selected game outcome.
Objects such as chips placed on the table 1000 include at least one passive RFID tag, whose location in the 3D volume between the two arrays 1006, 1008 is determined by the RFID system 310 based upon, for example, the various time-of-arrival data determined by the various RFID emitters or receivers 1006, 1008. Players may place chips with embedded RFID tags on the table 1000, and the locations and height of the chips correspond to the location and height of the RFID tags, which are determined by the RFID arrays 1006, 1008. Dice with six RFID tags embedded along each inner face of the die can be rolled on the table 1000. The RFID system 310 determines which die face is facing upwards based upon the proximity or distance of the various RFID tag relative to the RFID arrays 1006, 1008. For example, the die facing down toward the table will have an associated RFID tag that will register the closest distance (e.g., the quickest time-of-arrival) to the closest RFID emitter or receiver 1006a-f. The game software knows which face of the die corresponds to that RFID tag, and can store data indicative of the face opposing the face closest to the table 1000 as the face of the die following a roll. The top box 1004 may display the faces of the dice rolled onto the table 1000 without the need for a camera.
Chips of different values may respond to different RF frequencies, allowing their values to be distinguished based upon the frequency or frequencies for which they are tuned. Thus, multiple chips may be stacked on the table 1000, and the locations of the embedded RFID tags in the multiple chips are determined by the RFID system 310, and based upon the frequencies those RFID tags respond to, the controller 34, 302 determines not only how many chips are being placed on the table but also their values. Additionally, it does not matter whether a player stacks chips of different values on the table 1000. Each chip's location and value can be tracked by the RFID system 310, including the dealer's chips. In the event that a dealer's chips are taken from the stacks in an unauthorized manner, the controller 34, 302 may warn or alert the dealer that chips have disappeared from the dealer's stacks. No camera or other sensor that needs a “line of sight” to the chips is required. If any of the dealer's chips leave the volume between the table 1000 and the top box 1004, the dealer will be warned or alerted.
The controller 34, 302 determines which place or places a player has placed one or more wagers by determining the location of the chips placed on the table 1000 by one or more players and associating that location with the known layout of the table 1000. For example, the RFID system 310 can differentiate between chips placed on 3 versus craps. Again, it does not matter whether the sensors have a “line of sight” to the chips. If a player leans over the chips or covers them, the RFID system 310 can still determine the chips' locations within the 3D space between the table 1000 and the top box 1004.
The faces of the dice 1110 are blank. The player throws the dice 1110 into the volume 1104 and as the dice 1110 enter the volume 1104, they are detected by the RFID array 1106a-d. At the same time, simulated images of the dice 1114 with their faces are displayed on the video display 1102 as if they have just been thrown onto the table 1100 at an entrance point corresponding to the area below the table 1100 where the dice 1110 were thrown into the volume 1104. In this manner, the physical dice 1110 seamlessly transition from the physical environment into the virtual environment shown on the video display 1102. As the dice 1110 continue to tumble within the volume 1104, the same tumbling motions are simulated and displayed on the video display 1102.
In
Advantageously, in
As explained in connection with
Generally, in
The hook 1208 may be out of view of the player as it is dunked into the tank of the wagering game 1200, but the video display 1202a depicts an image of the hook 1210 along with its bait to complete the illusion to the player that bait is attached to the hook 1208. As the player moves the fishing rod 1204 within the 3D space 1212, the virtual hook 1210 moves with the fishing rod 1204 so that the illusion is complete. When the player lifts the fishing rod 1204 out of the tank of the wagering game 1200, the virtual hook 1210 disappears accordingly. The randomly selected game outcome may be dependent upon, at least in part, the location of the hook 1208 in the 3D space 1212. Whether a fish 1212 decides to eat the virtual bait on the virtual hook 1210 may be dependent, at least in part, upon the location of the hook 1208 in the 3D space 1212 that defines the tank. Accompanying sound effects played through the multi-directional audio devices 308, such as a splashing sound when the hook first enters the tank of the wagering game 1200 may enhance the overall realism of the fishing theme.
The “catch” of this wagering game 1200 is partly in its realistic resemblance to actual fishing gestures and themes. The theme of this wagering game 1200 is fishing, though of course other themes can be imagined, and the fishing theme is carried through to the interaction by the player in 3D space to make casting motions with a physical fishing reel-like device 1204. The casting motion, which is not constrained to two dimensions, is thus related to the fishing theme of the wagering game. Allowing three degrees of freedom of movement in this manner offers an unsurpassed realism and level of control by the player compared with existing wagering games. As the player is consumed by the realism of the wagering environment, the player's excitement level increases and the player's inhibitions decrease, encouraging the player to place more wagers on the wagering game 1200.
Another important aspect to the 3D interaction implementations disclosed herein is that they encourage an element of practice in the player because of the physical interactions required to interact with the wagering games disclosed herein. The first time learning to ride a bicycle, a child becomes determined to master the skill by practicing and incrementally improving the skill. Likewise, the same determination inherent in humans is exploited to encourage the player to “master” the physical skill required to interact with the wagering game, even though physical skill does not affect or minimally affects the game outcome. Nevertheless, the player seeks to master the physical gestures to gain a comfort level with the wagering game and the associated impression (albeit incorrect) of control over the wagering-game elements. As a result, the player is encouraged to place more wagers as she attempts to master the physical skills that are required to interact with the gaming machine.
From the onlookers' perspective, onlookers will see players who are playing wagering games disclosed herein interacting in 3D space with the associated gaming machines. The physical movements by the players will attract the interest of onlookers or bystanders who may be encouraged to place wagers. In a carnival environment where physical skill may be required, for example, to toss a ring around a bottle neck, onlookers tend to think the activity requires less skill than is actually required. Wagering games according to various aspects herein tap into that same onlooker envy or sense that the onlooker can fare better than the person currently engaged in the activity.
In
When RFID emitters or receivers 1220 are used, the hook 1208 includes an RFID tag, which may be passive or active. When active, it may be powered by a battery or other electrical source via the fishing rod 1204. Location detection of the hook 1208 is carried out in a similar manner to that described above in connection with
It should be noted that multiple fishing reels may be cast into the open tank of the wagering game 1200 shown in
In
Although
It should be noted that any of the video displays, such as the displays 14, 16, disclosed herein may be true 3D displays that display images in voxels rather than pixels. Examples of true 3D displays include multi-layered LCD displays and holographic displays. Other 3D displays such as persistence-of-vision (POV) displays may also be used and their shapes utilized as part of the wagering game theme. When a player interacts in 3D space as disclosed herein with a 3D display, the interactions may be translated or associated with corresponding graphics displayed on the 3D display to create a seamless interaction between the physical movement in 3D space and the human eye's perception of a wagering-game element affected by the physical movement in 3D space on a 3D display. Suitable POV or 3D displays are disclosed in common assigned U.S. Patent Application Publication No. 2003-0176214, entitled “Gaming Machine Having Persistence-of-Vision Display,” filed Mar. 27, 2003, and U.S. Patent Application Publication No. 2004-0192430, entitled “Gaming Machine Having 3D Display,” filed Mar. 27, 2003.
The handheld or mobile gaming machine 110 shown in
The lenticular display 1402 displays a row of presents 1406a-c that appear to pop out of the display 1402. This effect relies on a trompe d'oeil, even though the images corresponding to the presents 1406a-c are not actually jumping out of the surface of the display. They simply appear to be displayed in a region in front of the lenticular display 1402 within the 3D gesture space in front of the display 1402. Because the presents 1406a-c appear to be projecting away from the surface of the display 1402, the player can “reach” for any of the presents 1406a-c arrayed in the frontmost row by making a movement gesture toward the intended target. As the player's hand approaches the desired present 1406a, the display can highlight the present 1406a by making it glow, changing its form or color or some other characteristic of the object to be selected. To make a selection of the desired present 1406a, the player makes a selection gesture, such as closing the player's hand to form a fist. A reflection 1408 of a bow of the present can appear on the top of the player's hand as the player's hand draws near the desired present 1406a. Upon selecting the present 1406a using one or more gestures within the 3D gesture space, the wagering game system 1400 “reveals” the hidden gift in the form of a randomly selected award to the player or other special wagering game element such as a multiplier or free spin. Although the display 1402 in the illustrated example is a lenticular display, alternatively, the display 1402 can be any 2D or 3D video display or a persistence-of-vision display.
To cause the presents 1406d-f in the second row to move closer to the player, the player gestures in the 3D gesture space with one or two hands with a beckoning motion toward the player's body. The beckoning motion toward the player causes the frontmost presents 1406a-c to be replaced with the presents 1406d-f on the adjacent row. The frontmost presents 1406a-c can be removed from the display or can be repositioned in the rearmost row. Conversely, by gesturing with a pushing motion with one or both hands away from the player's body, the frontmost row of presents 1406a-c replaces the second row of presents 1406d-f. In this respect, the player makes one of several gestures to cause different actions in the wagering game. The beckoning gesture where the player moves one or both hands toward or a pushing gesture where the player moves one or both hands away from the body causes the wagering game elements to be repositioned for selection by a different gesture or combination of gestures. A reaching gesture in which the player reaches toward a wagering game element displayed on the display 1402 identifies a wagering game element to be selected. A selection gesture, such as a closed fist, selects a wagering game element. Finally, a confirmation gesture can be made by the player to confirm the player's selection. Each of these gestures is distinct from one another, and has one or more of the following gesture characteristics: shape (e.g., thumb out), location, orientation (e.g., thumbs up or thumbs down), and movement in any direction in the 3D gesture space. The gestures can be used for selection, navigation, or confirmation. A gesture characteristic (or a characteristic of a gesture) refers to a characteristic of a gesture made by the player in 3D space that is detected by a gesture detection system, such in as any of the gaming systems as disclosed herein.
In an aspect, two or more gesture characteristics are used to differentiate valid gestures in a wagering game. For example, the gesture shape and orientation can be used to confirm or deny a selection. For example, a thumbs up gesture can confirm a selection, whereas a thumbs down denies the selection. In another aspect, gestures made by two or more hands or other body parts are detected for playing a wagering game. For example, two players can gesture with their hands to push apart or pull together a wagering game element or otherwise manipulate or affect a movement of a wagering game element. For example, one hand can be used to make a gesture that approximates a sword swinging motion and another hand can be used to make a gesture that simulates raising a shield to deflect a blow. The gaming system detects one or more gesture characteristics associated with each of the hands making a valid gesture within a predefined 3D gesture space, and causes a navigation or selection function or other wagering game function to be executed in response thereto. Data indicative of a gesture characteristic is referred to as gesture characteristic data.
To play the wagering game shown in
A calibration routine for calibrating the player's gestures to valid gestures accepted by the wagering game shown in
Although the example shown in
Another exemplary wagering game that uses different physical gestures to cause different wagering game functions to be executed can be based on the rock-paper-scissors game. The video display prompts the player to make a gesture corresponding to a rock (closed fist), paper (open hand), or scissors (closed fist with index and middle fingers extended). Very shortly after the player makes a gesture and the gesture is accepted as a valid gesture by the wagering game, the video display displays a randomly selected one of the rock, paper, or scissors. If the player beats the wagering game, the player can be awarded an award or can be given the opportunity to play a bonus game. In this aspect, different gestures are recognized, and a calibration routine can walk a player through a sequence of gestures (e.g., a rock, paper, or scissors gesture) and store calibration gesture data associated with each. Because different players gesture differently, this calibration gesture data will ensure that variations in each player's gestures will be recognized by the gaming machine as corresponding to valid gestures. The wagering game can even differentiate between players who prefer to gesture with their right hands or their left hands, by for example, locating a thumb on a finger of the player.
By way of another example, the player can make gestures to cause wagering game objects to move. For example, in a wagering game having a fishing theme, a school of fish (wagering game objects) each representing a different possible award (or non-award) swim around a pond. To try to grab a fish that appears to be in the back of the pond, the player makes a gesture by moving a hand side to side, which causes the frontmost fish to get out of the way allowing access to the fish in the back of the pond. The faster the player gestures, the faster the fish move out of the way. In this respect, a speed or velocity characteristic of the gesture is determined to affect a speed or velocity of a displayed wagering game object.
In another example, the player makes a gesture that results in a more natural interaction with a wagering game element. For example, in a physical roulette wagering game, a player spins the roulette wheel by reaching down and touching a part of the wheel and rotating the arm while releasing the wheel. A similar gesture can be recognized for a roulette wagering game that relies on gestures to cause the roulette wheel to spin. The gesture mimics the movement of the player's arm while spinning a physical roulette wheel. The wagering game can also calibrate the player's arm movement with a valid gesture. The gesture characteristics associated with a roulette wheel spin include a direction and a movement (e.g., acceleration) of the player's arm or hand. The acceleration characteristic of the player's gesture can be correlated with a wheel-spinning algorithm that uses the acceleration of the gesture to determine how many revolutions to spin the wheel.
It should be emphasized that the movements corresponding to the gestures herein can encompass all three axes of 3D space. Thus, gestures both up and down as well as left and right and everything in between are contemplated. It should also be emphasized that the gesture detection techniques and methods disclosed herein do not necessarily require that the player be tethered to anything, sit on any specialized chair, complete any circuit with their body, or hold any special object, though such restrictions are not precluded either. The gesturing can be carried out entirely by the player's body.
An important aspect of the gesture detection methods disclosed herein is foreign object detection. In a casino environment, it is possible that passerbys or other onlookers can enter a field of view of a gesture detection system. Such systems are preferably able to recognize when a foreign object is present and either ignore that object or query the player to confirm whether the foreign object is an intended gesture.
Thus, in
In
One difficulty with gesture-based wagering games is that the longer a player takes to interact with the wagering game, the less revenue that particular gaming system achieves for the casino or wagering establishment. To address this problem, the wagering game can incentivize the player to move quickly through the wagering game so that further wagers can be placed. For example, time limits can be imposed to penalize a player who takes too long after placing a wager to complete the wagering game. For example, the wagering game can begin limiting the types or number of gestures that the player can make. Some of these gestures that are eliminated could be used for advancement to a bonus round, for example. If the player takes too long, he loses his ability to achieve a bonus award. For example, in a wagering game having a fishing theme, the fishtank or pond can gradually drain the longer a player takes, and as the fishtank drains, fish representing potential awards begin to disappear. Alternately, a special gesture, like a scooping gesture that is easier to catch a fish than using a fishing reel, for example, can be disabled when a player takes too long. The scooping gesture may only be available in the first moments after the player has placed a wager.
Although foreign objects can be from a passerby or onlooker, in some aspects, a two-player wagering game is contemplated in which two players gesture in a 3D gesture space in front of a display of a gaming system. Each player calibrates his own gestures with the gaming system and the gaming system optionally differentiates between the players based on the differences in their gestures. Examples of two-player wagering games that require both players to make gestures in a 3D gesture space include cooperative or competitive wagering games in which the players use cooperative gestures to achieve a common award or competing gestures to vie for a single award.
Expert or advanced players can be rewarded by making available “hidden” or “secret” gestures that when made cause special events or special awards to be awarded to the player. These hidden gestures are not made known to the player but can be discovered by players preferably who play a wagering game for a long period of time. Alternately, for such devoted players, a hidden gesture can be revealed from time to time. To do so, the wagering game displays the hidden or secret gesture to the player optionally with some cautionary indicia to keep this secret gesture known only to that player. These hidden or secret gestures reward loyal and devoted players by making available special events or additional awards that are not available to those who do not know these secret gestures. The secret gesture can be a combination of gestures or a single gesture. Preferably, a combination of gestures will avoid a player's inadvertently discovering a hidden or secret gesture.
Expert or advanced players can also be provided with the option of skipping through calibration routines or performing multiple motions at once to complete the calibration instead of stepping through each calibrating gesture one at a time. As mentioned above, the calibration preferences, calibration gesture data, and other data relating to the calibration of player's gestures can be stored on the player's tracking card or on a remote player account that is accessed by the tracking card, which the player carries and brings in proximity to a sensor that initiates a communicative link between the player tracking card and the gaming system. The calibration data is downloaded or retrieved from the player tracking card for the particular wagering game being played.
The gaming system can utilize a self-learning neural network that improves its ability to calibrate a wide range of gestures as more players calibrate their gestures with the gaming system. The calibration routines are finetuned by the neural network and tweaked to each individual player. The more players that the gaming system calibrates, the better the gaming system becomes at calibrating different gestures to valid gestures accepted by the wagering game. This improves the accuracy of and speeds up the calibration routines over time.
In
A player tracking card 1730 can store data indicative of the player's 3D gesture space, or this data can be stored on a remote player account accessible by the tracking card. By “remote,” it is meant that the player account is located on a server that is in communication via a network with the gaming system that accepts the tracking card. Once the player calibrates the 3D gesture space to his gestures at this gaming system 1700, the next time the player plays a wagering game on the gaming system 1700, the player simply inserts the player tracking card 1730, and once authenticated, the gaming system 1700 retrieves the player's calibration data and defines the 3D gesture space based on the calibration data.
At least three imaging devices 1712a-c, such as video cameras, are positioned around the body of the player to capture objects within a 3D volume in front of the player. Preferably, these cameras are positioned such that their field of view is at least 120 degrees from the field of view of the adjacent imaging device 1712 so that they can triangulate upon an object in three dimensions. The resolution of the video cameras depends upon the desired granularity of the gestures being detected. For gross or coarse gestures, such as gross arm movements (e.g., up or down, left or right), a low resolution is sufficient. For fine gestures, such as a cupped hand to catch virtual coins as they fall down the display 1702, or fine finger movements, a high resolution camera will be needed to discern these finer gestures.
Once the player's 3D gesture space 1704 has been defined, the gaming system 1700 can automatically adjust a perspective of 3D wagering game elements displayed on the display 1702, which is a 3D display. The images displayed on the 3D display 1702 are automatically recalibrated by the gaming system 1700 so that the perspective angle of the image is varied in response to the position of the 3D gesture space. For example, for shorter players, the wagering game elements high on the display can be tilted in a downward perspective, so that the player can more easily see them. Conversely, for taller players, whose 3D gesture space will be higher relative to the display 1702, the wagering game elements low on the display 1702 can be tilted in an upward perspective. If the player shifts on the seat so that the player is now sitting more to the left side of the display 1702, the wagering game elements on the right side of the display 1702 are rotated slightly to a left facing perspective. Thus, the height or position of the player relative to the display 1702 causes a perspective of the wagering game elements to be modified automatically. Not only is the player's individual gesture space defined, but the perspective of the images is modified based on a characteristic of the player's 3D gesture space or on a position of the player relative to the display 1702.
In another aspect, the gestures made by the player during calibration are synchronized with the 3D display 1702. This synchronization ensures that the video or animation displayed on the 3D display 1702 corresponds to the gesture made by the player. In a calibration routine, the player can be instructed to extend his arm and follow a moving icon or object displayed on the 3D display 1702. Taller players will perceive the image differently from shorter players, so differences in height can be accounted for with video-gesture synchronization.
As discussed herein, finer gestures can be used to define which wagering game function is carried out. Although there are a myriad of gesture possibilities, a few additional ones will be discussed here. The player can make a cupping gesture with a hand to catch a wagering game object on a wagering game, open the hand to release the object or objects, and use a pointing gesture with a finger to select a wagering game object. This is an example of using three different gestures (cupping the hand, opening the hand, pointing the finger) to cause different wagering game functions to be carried out.
Each of these embodiments, implementations, aspects, configurations, and obvious variations thereof is contemplated as falling within the spirit and scope of the claimed invention(s), which is set forth in the following claims.
Filing Document | Filing Date | Country | Kind | 371c Date |
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PCT/US2008/082990 | 11/10/2008 | WO | 00 | 5/7/2010 |
Publishing Document | Publishing Date | Country | Kind |
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WO2009/062153 | 5/14/2009 | WO | A |
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