The present invention relates generally to gaming devices and systems, and more specifically to gaming devices with touch screen displays and physical button panels.
Gaming in the United States is divided into Class I, Class II and Class III games. Class I gaming includes social games played for minimal prizes, or traditional ceremonial games. Class II gaming includes bingo games, pull tab games if played in the same location as bingo games, lotto, punch boards, tip jars, instant bingo, and other games similar to bingo. Class III gaming includes any game that is not a Class I or Class II game, such as a game of chance typically offered in non-Indian, state-regulated casinos. Many games of chance that are played on gaming machines fall into the Class II and Class III categories of games.
As technology in the gaming industry progresses, the traditional mechanically driven reel slot machines are being replaced with electronic counterparts, that is, electronic gaming machines having video displays based on CRT, LCD, plasma, or the like. Electronic gaming machines such as video slot machines and video poker machines are becoming increasingly popular. Part of the reason for their increased popularity is the nearly endless variety of games that can be made available for play on a single gaming machine. Advancements in video and electronic gaming enable the operation of more complex games that would not otherwise be possible on mechanical-driven gaming machines or personal computers.
Various games, particularly the Class II and Class III categories of games, can be implemented as server-based games in a server-client system. In a server-based gaming arrangement, a gaming server serves multiple gaming machines as clients. For example, a casino can include a plurality of gaming machines located on the game floor, and a connected gaming server located in a back room of the casino. Generally, the games and capabilities of a gaming machine depend on the central server. Games can be downloaded from the central server to the gaming machines for execution, for instance, when initiated by casino operations management. Alternatively, the central server can execute the games and output game data to the gaming machines.
To enhance the gaming experience, there are a number of peripheral components/devices that can be connected to a gaming machine such as a slot machine or video poker machine. Examples of these devices include player tracking units, lights, ticket printers, card readers, speakers, bill acceptors/validators, ticket readers, coin acceptors, display panels, key pads, coin hoppers and button pads. These peripheral devices are built into the gaming machine or otherwise attached to the gaming machine. For instance, a top box is often constructed as a separate component on top of the gaming machine.
Typically, using a master gaming controller, a gaming machine controls various combinations of devices that allow a player to play a game on the gaming machine and also encourage game play on the gaming machine. For example, a game played on a gaming machine usually requires a player to input money or an indicia of credit into the gaming machine, indicate a wager amount, and initiate game play. These steps require the gaming machine to control input devices, such as bill acceptors/validators and coin acceptors, to accept money into the gaming machine and recognize user inputs from devices, including key pads, button pads, card readers, and ticket readers, to determine the wager amount, and initiate game play.
After game play has been initiated, the gaming machine determines a game outcome, presents the game outcome to the player and may dispense an award of some type depending on the outcome of the game. A game outcome presentation may utilize many different visual and audio components such as lights, music, sounds and graphics. The visual and audio components of the game outcome presentation may be used to draw a player's attention to various game features and to heighten the player's interest in additional game play.
Maintaining a game player's interest in game play, such as on a gaming machine or during other gaming activities, is an important consideration for an operator of a gaming establishment. More and more gaming services are being provided to gaming machines to maintain player interest. These services can be offered via communication networks that link groups of gaming machines to a remote computer, such as a host server, that provides one or more gaming services. As an example, gaming services that may be provided by a remote computer to a gaming machine via a communication network of some type include player tracking, accounting, cashless award ticketing, lottery, progressive games, and bonus games or prizes. These services and features are provided in addition to the games that are available for play on the gaming machines.
Disclosed are methods, apparatus, and systems implementing techniques for providing input for playing a game of chance.
According to one embodiment of the invention, a gaming machine includes a touch screen display. The touch screen display is configured to display input selections, auxiliary input selections, and auxiliary data. The touch screen display is further configured to receive game input corresponding to the input selections and auxiliary input corresponding to the auxiliary input selections. The received game input and auxiliary input are transmitted to a controller of the gaming machine.
According to another embodiment of the invention, a gaming machine includes a hybrid touch screen display. The hybrid touch screen display includes a physical button overlaying the touch screen display. The physical button has a depressed level in which it activates a region of the touch screen display and a raised level where it does not active a region of the touch screen display. The hybrid touch screen display is configured to display input selections, at least one input selection visible though the physical button. The hybrid touch screen is further configured to receive game input corresponding to the input selection visible though the physical button and transmit the received game input to a controller of the gaming machine. The hybrid touch screen display may also have an electroactive polymer coupled to it to control the tactile feel of the hybrid touch screen display.
According to another embodiment of the invention, a gaming machine includes a hybrid touch screen display. The hybrid touch screen display includes a physical button overlaying the touch screen display. The physical button has a depressed level in which it activates an electroactive polymer situated between the physical button and the display. The physical button also has a raised level in which it does not activate the electroactive polymer. The hybrid touch screen display is configured to display input selections, at least one input selection visible though the physical button. The hybrid touch screen is further configured to receive game input corresponding to the input selection visible though the physical button and transmit the received game input to a controller of the gaming machine. The electroactive polymer associated with the physical button may be configured to control the tactile feel of the physical button.
According to another embodiment of the invention, a gaming machine includes an auxiliary display. The auxiliary display is configured to display input selections. A button panel is adjacent to the auxiliary display. The button panel includes a physical button, the physical button corresponding to an input selection displayed on the auxiliary display. The physical button has a depressed level in which it activates an electroactive polymer. The physical button also has a raised level in which it does not activate the electroactive polymer. The button panel is further configured to receive game input corresponding to the input selection corresponding to the physical button and transmit the received game input to a controller of the gaming machine. The electroactive polymer associated with the physical button may be configured to control the tactile feel of the physical button.
According to another embodiment of the invention, a gaming machine includes a hybrid touch screen display. The hybrid touch screen display includes a material overlaying the touch screen, the material having at least one variation defining an input area. The hybrid touch screen display is configured to display input selections, at least one input selection visible on the input area. The hybrid touch screen is further configured to receive game input corresponding to the input selection visible on the input area and transmit the received game input to a controller of the gaming machine.
The included drawings are for illustrative purposes and serve only to provide examples of possible structures and process steps for the disclosed inventive systems and methods of gaming devices with a touch screen display with physical buttons. These drawings in no way limit any changes in form and detail that may be made to the invention by one skilled in the art without departing from the spirit and scope of the invention.
Exemplary applications of systems and methods according to the present invention are described in this section. These examples are being provided solely to add context and aid in the understanding of the present invention. It will thus be apparent to one skilled in the art that the invention may be practiced without some or all of these specific details. In other instances, well known process steps have not been described in detail in order to avoid unnecessarily obscuring the present invention. Other applications are possible, such that the following examples should not be taken as definitive or limiting either in scope or setting.
In the following detailed description, references are made to the accompanying drawings, which form a part of the description and in which are shown, by way of illustration, specific embodiments of the present invention. Although these embodiments are described in sufficient detail to enable one skilled in the art to practice the invention, it is understood that these examples are not limiting, such that other embodiments may be used and changes may be made without departing from the spirit and scope of the invention.
Although the present invention is directed primarily to gaming machines and systems, it is worth noting that some of the apparatuses, systems and methods disclosed herein might be adaptable for use in other types of devices, systems or environments, as applicable, such that their use is not restricted exclusively to gaming machines and contexts. Such other adaptations may become readily apparent upon review of the inventive apparatuses, systems and methods illustrated and discussed herein.
Top box 6, which typically rests atop of the main cabinet 4, may contain a ticket dispenser 18, a key pad 22, one or more additional displays 16, a card reader 24, one or more speakers 10, and a top glass 20. It will be understood that many makes, models, types and varieties of gaming machines exist, that not every such gaming machine will include all or any of the foregoing items, and that many gaming machines will include other items not described above.
With respect to the basic gaming abilities provided, it will be readily understood that gaming machine 2 can be adapted for presenting and playing any of a number of gaming events, particularly games of chance involving a player wager and potential monetary payout, such as, for example, a wager on a sporting event or general play as a slot machine game, a keno game, a video poker game, a video blackjack game, and/or any other video table game, among others. Other features and functions may also be used in association with gaming machine 2, and it is specifically contemplated that the present invention can be used in conjunction with such a gaming machine or device that might encompass any or all such additional types of features and functions.
With respect to electronic gaming machines in particular, the electronic gaming machines made by IGT, Inc. are provided with special features and additional circuitry that differentiate them from general-purpose computers, such as a laptop or desktop personal computer (“PC”). Because gaming machines are highly regulated to ensure fairness, and in many cases are operable to dispense monetary awards of millions of dollars, hardware and software architectures that differ significantly from those of general-purpose computers may be implemented into a typical electronic gaming machine in order to satisfy security concerns and the many strict regulatory requirements that apply to a gaming environment. A general description of many such specializations in electronic gaming machines relative to general-purpose computing machines and specific examples of the additional or different components and features found in such electronic gaming machines will now be provided.
At first glance, one might think that adapting PC technologies to the gaming industry would be a simple proposition, since both PCs and gaming machines employ microprocessors that control a variety of devices. However, because of such reasons as 1) the regulatory requirements that are placed upon gaming machines, 2) the harsh environment in which gaming machines operate, 3) security requirements and 4) fault tolerance requirements, adapting PC technologies to a gaming machine can be quite difficult. Further, techniques and methods for solving a problem in the PC industry, such as device compatibility and connectivity issues, might not be adequate in the gaming environment. For instance, a fault or a weakness tolerated in a PC, such as security holes in software or frequent crashes, may not be tolerated in a gaming machine because in a gaming machine these faults can lead to a direct loss of funds from the gaming machine, such as stolen cash or loss of revenue when the gaming machine is not operating properly.
Accordingly, one difference between gaming machines and common PC based computers or systems is that gaming machines are designed to be state-based systems. In a state-based system, the system stores and maintains its current state in a non-volatile memory, such that in the event of a power failure or other malfunction the gaming machine will return to its current state when the power is restored. For instance, if a player were shown an award for a game of chance and the power failed before the award was provided, the gaming machine, upon the restoration of power, would return to the state where the award was indicated. As anyone who has used a PC knows, PCs are not state machines, and a majority of data is usually lost when a malfunction occurs. This basic requirement affects the software and hardware design of a gaming machine in many ways.
A second important difference between gaming machines and common PC based computer systems is that for regulation purposes, the software on the gaming machine used to generate the game of chance and operate the gaming machine must be designed as static and monolithic to prevent cheating by the operator of gaming machine. For instance, one solution that has been employed in the gaming industry to prevent cheating and satisfy regulatory requirements has been to manufacture a gaming machine that can use a proprietary processor running instructions to generate the game of chance from an electrically programmable read only memory (EPROM) or other form of non-volatile memory. The coding instructions on the EPROM are static (non-changeable) and must be approved by a gaming regulator in a particular jurisdiction and installed in the presence of a person representing the gaming jurisdiction. Any change to any part of the software required to generate the game of chance, such as, for example, adding a new device driver used by the master gaming controller to operate a device during generation of the game of chance, can require a new EPROM to be burnt, approved by the gaming jurisdiction, and reinstalled on the gaming machine in the presence of a gaming regulator. Regardless of whether the EPROM solution is used, to gain approval in most gaming jurisdictions, a gaming machine must demonstrate sufficient safeguards that prevent an operator of the gaming machine from manipulating hardware and software in a manner that gives the operator an unfair or even illegal advantage over a player. The code validation requirements in the gaming industry affect both hardware and software designs on gaming machines.
A third important difference between gaming machines and common PC based computer systems is that the number and kinds of peripheral devices used on a gaming machine are not as great as on PC based computer systems. Traditionally in the gaming industry, gaming machines have been relatively simple in the sense that the number of peripheral devices and the number of functions on the gaming machine have been limited. Further, the functionality of a gaming machine tends to remain relatively constant once the gaming machine is deployed, in that new peripheral devices and new gaming software is infrequently added to an existing operational gaming machine. This differs from a PC, where the users tend to buy new and different combinations of devices and software from different manufacturers, and then connect or install these new items to a PC to suit their individual needs. Therefore, the types of devices connected to a PC may vary greatly from user to user depending on their individual requirements, and may also vary significantly over time for a given PC.
Although the variety of devices available for a PC may be greater than on a gaming machine, gaming machines still have unique device requirements that differ from a PC, such as device security requirements not usually addressed by PCs. For instance, monetary devices such as coin dispensers, bill validators, ticket printers and computing devices that are used to govern the input and output of cash to a gaming machine have security requirements that are not typically addressed in PCs. Many PC techniques and methods developed to facilitate device connectivity and device compatibility do not address the emphasis placed on security in the gaming industry. To address some of these issues, a number of hardware/software components and architectures are utilized in gaming machines that are not typically found in general-purpose computing devices, such as PCs. These hardware/software components and architectures include, but are not limited to, items such as watchdog timers, voltage monitoring systems, state-based software architectures and supporting hardware, specialized communication interfaces, security monitoring, and trusted memory.
A watchdog timer is normally used in IGT gaming machines to provide a software failure detection mechanism. In a normal operating system, the operating software periodically accesses control registers in a watchdog timer subsystem to “re-trigger” the watchdog. Should the operating software not access the control registers within a preset timeframe, the watchdog timer will time out and generate a system reset. Typical watchdog timer circuits contain a loadable timeout counter register to allow the operating software to set the timeout interval within a certain time range. A differentiating feature of some preferred circuits is that the operating software cannot completely disable the function of the watchdog timer. In other words, the watchdog timer always functions from the time power is applied to the board.
IGT gaming computer platforms preferably use several power supply voltages to operate portions of the computer circuitry. These can be generated in a central power supply or locally on the computer board. If any of these voltages falls out of the tolerance limits of the circuitry they power, unpredictable operation of the computer may result. Though most modern general-purpose computers include voltage-monitoring circuitry, these types of circuits only report voltage status to the operating software. Out of tolerance voltages can cause software malfunction, creating a potential uncontrolled condition in the gaming computer. IGT gaming machines, however, typically have power supplies with tighter voltage margins than that required by the operating circuitry. In addition, the voltage monitoring circuitry implemented in IGT gaming computers typically has two limitations of control. The first limitation generates a software event that can be detected by the operating software and an error condition generated. This limitation is triggered when a power supply voltage falls out of the tolerance range of the power supply, but is still within the operating range of the circuitry. The second limitation is set when a power supply voltage falls out of the operating tolerance of the circuitry. In this case, the circuitry generates a reset, halting operation of the computer.
The standard method of operation for IGT gaming machine game software is to use a state machine. Each function of the game (e.g., bet, play, result) is defined as a state. When a game moves from one state to another, critical data regarding the game software is stored in a custom non-volatile memory subsystem. In addition, game history information regarding previous games played, amounts wagered, and so forth also should be stored in a non-volatile memory device. This feature allows the game to recover operation to the current state of play in the event of a malfunction, loss of power, or the like. This is critical to ensure that correct wagers and credits are preserved. Typically, battery backed random access memory (RAM) devices are used to preserve this critical data. These memory devices are not used in typical general-purpose computers. Further, IGT gaming computers normally contain additional interfaces, including serial interfaces, to connect to specific subsystems internal and external to the gaming machine. The serial devices may have electrical interface requirements that differ from the “standard” EIA RS232 serial interfaces provided by general-purpose computers. These interfaces may include EIA RS485, EIA RS422, Fiber Optic Serial, optically coupled serial interfaces, current loop style serial interfaces, and the like. In addition, to conserve serial interfaces internally in the gaming machine, serial devices may be connected in a shared, daisy-chain fashion where multiple peripheral devices are connected to a single serial channel.
IGT gaming machines may alternatively be treated as peripheral devices to a casino communication controller and connected in a shared daisy chain fashion to a single serial interface. In both cases, the peripheral devices are preferably assigned device addresses. If so, the serial controller circuitry must implement a method to generate or detect unique device addresses. General-purpose computer serial ports are not able to do this. In addition, security-monitoring circuits detect intrusion into an IGT gaming machine by monitoring security switches attached to access doors in the gaming machine cabinet. Preferably, access violations result in suspension of game play and can trigger additional security operations to preserve the current state of game play. These circuits also function when power is off by use of a battery backup. In power-off operation, these circuits continue to monitor the access doors of the gaming machine. When power is restored, the gaming machine can determine whether any security violations occurred while power was off, such as by software for reading status registers. This can trigger event log entries and further data authentication operations by the gaming machine software.
Trusted memory devices are preferably included in an IGT gaming machine computer to ensure the authenticity of the software that may be stored on less secure memory subsystems, such as mass storage devices. Trusted memory devices and controlling circuitry are typically designed to not allow modification of the code and data stored in the memory device while the memory device is installed in the gaming machine. The code and data stored in these devices may include, for example, authentication algorithms, random number generators, authentication keys, operating system kernels, and so forth. The purpose of these trusted memory devices is to provide gaming regulatory authorities a root trusted authority within the computing environment of the gaming machine that can be tracked and verified as original. This may be accomplished via removal of the trusted memory device from the gaming machine computer and verification of the secure memory device contents is a separate third party verification device. Once the trusted memory device is verified as authentic, and based on the approval of verification algorithms contained in the trusted device, the gaming machine is allowed to verify the authenticity of additional code and data that may be located in the gaming computer assembly, such as code and data stored on hard disk drives.
Mass storage devices used in a general-purpose computer typically allow code and data to be read from and written to the mass storage device. In a gaming machine environment, modification of the gaming code stored on a mass storage device is strictly controlled and would only be allowed under specific maintenance type events with electronic and physical enablers required. Though this level of security could be provided by software, IGT gaming computers that include mass storage devices preferably include hardware level mass storage data protection circuitry that operates at the circuit level to monitor attempts to modify data on the mass storage device and will generate both software and hardware error triggers should a data modification be attempted without the proper electronic and physical enablers being present. In addition to the basic gaming abilities provided, these and other features and functions serve to differentiate gaming machines into a special class of computing devices separate and distinct from general-purpose computers.
A general-purpose server 60 may be one that is already present within a casino or other establishment for one or more other purposes beyond any monitoring or administering involving gaming machines. Functions for such a general-purpose server can include other general and game specific accounting functions, payroll functions, general Internet and e-mail capabilities, switch board communications, and reservations and other hotel and restaurant operations, as well as other assorted general establishment record keeping and operations. In some cases, specific gaming related functions such as cashless gaming, downloadable gaming, player tracking, remote game administration, video or other data transmission, or other types of functions may also be associated with or performed by such a general-purpose server. For example, such a server may contain various programs related to cashless gaming administration, player tracking operations, specific player account administration, remote game play administration, remote game player verification, remote gaming administration, downloadable gaming administration, and/or visual image or video data storage, transfer and distribution, and may also be linked to one or more gaming machines, in some cases forming a network that includes all or many of the gaming devices and/or machines within the establishment. Communications can then be exchanged from each adapted gaming machine to one or more related programs or modules on the general-purpose server.
In one embodiment, gaming system 50 contains one or more special-purpose servers that can be used for various functions relating to the provision of cashless gaming and gaming machine administration and operation under the present methods and systems. Such a special-purpose server or servers could include, for example, a cashless gaming server, a player verification server, a general game server, a downloadable games server, a specialized accounting server, and/or a visual image or video distribution server, among others. Of course, these functions may all be combined onto a single specialized server. Such additional special-purpose servers are desirable for a variety of reasons, such as, for example, to lessen the burden on an existing general-purpose server or to isolate or wall off some or all gaming machine administration and operations data and functions from the general-purpose server and thereby increase security and limit the possible modes of access to such operations and information.
Alternatively, exemplary gaming system 50 can be isolated from any other network at the establishment, such that a general-purpose server 60 is essentially impractical and unnecessary. Under either embodiment of an isolated or shared network, one or more of the special-purpose servers are preferably connected to sub-network 80, which might be, for example, a cashier station or terminal. Peripheral devices in this sub-network may include, for example, one or more video displays 81, one or more user terminals 82, one or more printers 83, and one or more other input devices 84, such as a ticket validator or other security identifier, among others. Similarly, under either embodiment of an isolated or shared network, at least the specialized server 70 or another similar component within a general-purpose server 60 also preferably includes a connection to a database or other suitable storage medium 90. Database 90 is preferably adapted to store many or all files containing pertinent data or information for a particular purpose, such as, for example, data regarding visual image data, video clips, other displayable items, and/or related data, among other potential items. Files, data and other information on database 90 can be stored for backup purposes, and are preferably accessible at one or more system locations, such as at a general-purpose server 60, a special purpose server 70 and/or a cashier station or other sub-network location 80, as desired.
While gaming system 50 can be a system that is specially designed and created new for use in a casino or gaming establishment, it is also possible that many items in this system can be taken or adopted from an existing gaming system. For example, gaming system 50 could represent an existing cashless gaming system to which one or more of the inventive components or controller arrangements are added, such as controllers, storage media, and/or other components that may be associated with a dynamic display system adapted for use across multiple gaming machines and devices. In addition to new hardware, new functionality via new software, modules, updates or otherwise can be provided to an existing database 90, specialized server 70 and/or general-purpose server 60, as desired. Other modifications to an existing system may also be necessary, as might be readily appreciated. Such gaming systems are further described in U.S. patent Ser. No. 11/225,407, entitled METHODS AND DEVICES FOR MANAGING GAMING NETWORKS and U.S. patent application Ser. No. 11/225,408, entitled METHODS AND DEVICES FOR AUTHENTICATION AND LICENSING IN A GAMING NETWORK. These gaming systems are also referred to as server based gaming systems.
With the advent of gaming devices and machines which can change game themes, game types, and receive content via high speed networks, such as gaming machines in server based gaming systems as described herein, a need exists for more advanced player interfaces and input devices. The player interface on a gaming device or machine that is part of a server based gaming system is preferably readily changeable to accommodate the requirements of different games that may be provided by the server. For example, if the gaming machine changes from a slot machine type game to a video poker type game, the player interface would also need to change. Since the early to mid-1990's, gaming machines have used a touch screen mounted to the main display as a supplemental player input device to a traditional button panel. With such a gaming machine, a player can play a game of chance either by using the buttons on the traditional button panel or by using the touch screen on the main display (i.e., making selections on the touch screen of the main display of the gaming machine).
While attaching a touch screen to the main display of a gaming machine provides a versatile player input device that can be reconfigured based on the game or other information displayed on the main display, such a touch screen does pose at least two shortcomings. First, the ergonomics inherent to the placement of a touch screen on the main display are inferior to those of a traditional button panel. The button panel is closer to where players normally rest their hands and therefore less motion is required in order to touch an input selection (i.e., a button) on the button panel. In addition, the angle of the button panel relative to a player's wrists is less prone than that of the touch screen/main display to cause wrist pain and/or carpal tunnel syndrome.
Second, to the degree that a touch screen/main display is used in lieu of a traditional button panel, this both reduces the use of an available resource (i.e., the buttons) and more importantly, diminishes the size of the main display that can be dedicated to the game graphics. While a game graphics designer may sometimes be able to weave touch screen input selections within the game content displayed on the main display, it is undesirable to make this a requirement of game design.
A touch screen display that replaces a traditional button panel (i.e., a touch screen display, separate from the main display of the gaming machine, which is positioned where the traditional button panel would be placed) solves these shortcomings. The input selections on such a touch screen display become ‘virtual’ in that their function, size, and placement can be changed according to the game being played, the game there, events occurring in the game, and player preferences. Furthermore, content that would otherwise be displayed on the main display or other secondary display may be displayed on a touch screen display that replaces a traditional button panel.
“Dynamic Buttons” which embed a small LCD display within each switch body may also be used on traditional button panels to provide a user interface on a gaming machine or device. These dynamic buttons are readily changeable to accommodate the requirements of different games. With the small LCD display in each dynamic button, a button may be relabeled for a different purpose, depending on the requirements of different games. An array of ten such dynamic buttons is typically installed on a button panel. This is a complex and costly solution to providing a reconfigurable user interface, however.
A touch screen display that replaces a traditional button panel having dynamic buttons offers many advantages. First, dynamic buttons use multiple (currently, as many as ten), small form factor LCD or OLED displays which collectively have much less viewing area than a single touch screen display. Relative to the displays embedded within individual dynamic buttons, legibility, font sizing, and image contrast on a touch screen display are superior. Second, discrete buttons cannot be effectively aggregated to form a single, large display. In contrast, a touch screen display is a single, large display. This allows a touch screen display to be used as a display supplemental to the main display in the game play presentation. Third, a complete button assembly with dynamic buttons for a gaming machine consists usually of ten LCD screens, ten backlights, ten button housing assemblies (main body, plunger, spring, nut, etc.), ten mechanical switches, ten microprocessors, a flex ribbon cable, and a central controller board with its own processor. This collectively represents substantially more parts, more cost, and more points for potential failure than a touch screen display. Furthermore, a touch screen display has resistance to liquids that might be spilled on the button panel area.
A touch screen display may also complement the information displayed on the main display of a gaming machine, as described herein. For example, a gaming machine may initially present video such that a player's attention is drawn to the main display, which shows a wide field of view. Then, certain events may prompt the player to draw their focus to the touch screen display displaying gauges, a special viewing ‘portal’, web cam output, etc., in order to obtain additional information. Intrinsic to the game play, the player may even be offered the ability to select from an array of ‘viewing portals’ into different scenes and perspectives associated with the game play. These supplemental, localized views may be presented on the touch screen display while the overall or ‘world view’ of the game remained on the main display.
In another example, players may be presented with an array of objects to pick from, such as picking a balloon from a group of balloons, each balloon having a different award associated with it. The player could use a touch screen associated with the main display to pick a balloon, but this may become fatiguing. A more ergonomic alternative would be to display, on the touch screen display, a smaller scale replica of what is shown on the main display and allow the player to make a selection using the touch screen display. Such a setup could also be implemented with video poker, for example.
While a touch screen display offers many advantages over a touch screen/main display and a traditional button panel on a gaming machine, one shortcoming of touch screen displays is that they provide little or no tactile feedback when a player makes an input selection. For example, when a player makes an input selection on a touch screen display, the player usually taps or touches the input selection on the touch screen display. There is no movement of the touch screen and no indication that the input selection has been accepted by the gaming machine except the gaming machine performing as instructed with the input selection. In contrast, physical buttons provide tactile feedback when a player makes an input selection. Generally, a physical button moves when it is depressed and may further provide auditory feedback indicating that the physical button has been depressed.
Basically, a touch screen display generally includes a display and a touch screen. Some optically based touch screen displays, however, do not require a separate display and touch screen to sense input. Touch screen displays may also have a scratch resistant or other protective material overlaying the touch screen. This scratch resistant material may be a glass material or a plastic material, for example. A scratch resistant material is not generally used with some touch screen technologies, however, such as optically based touch screens using infrared emitters with infrared sensors, for example. The display may be any of a number of different types of high-resolution displays. For example, CRT displays, LED displays, OLED displays, LCD displays, displays using lasers, liquid crystal on silicon displays, 3-D displays, multi-layer displays, and front and rear projection displays may be used as the display for a touch screen display.
A touch screen generally overlays the display to form the touch screen display. The touch screen may be any of a number of different types of touch screens. For example, resistive based touch screens, capacitive based touch screens, surface acoustic wave touch screens, and optically based touch screens may be used as the touch screen for a touch screen display. Optically based touch screens may detect input above the display surface or based on detection of frustrated total internal reflectance. Capacitive based touch screens include projected capacitance touch screens. Some touch screens may employ two or more sensing technologies. Further descriptions of touch screen displays may be found in U.S. Pat. Nos. 6,712,698 and 7,294,059 which are herein incorporated by reference for all purposes. Touch screen displays are also described in U.S. patent application Ser. No. 10/662,755 entitled GAMING APPARATUS HAVING A CONFIGURABLE CONTROL PANEL, U.S. patent application Ser. No. 10/804,689 entitled TOUCH SCREEN APPARATUS AND METHOD, and U.S. patent application Ser. No. 10/955,679 entitled GAMING APPARATUS HAVING A CONFIGURABLE CONTROL PANEL, all of which are herein incorporated by reference for all purposes.
The touch screen may also be a multi-touch touch screen. Multi-touch touch screens are configured to detect multiple touches. Multi-touch touch screens enable a player to employ a wide range of motions and gestures to interact with and control the touch screen display. For example, these motions include “pinch-zoom”, “swipe”, “scroll”, and “rotate”.
One concern regarding a server based gaming system is that the main display may appear cluttered and confusing to the player if too much different information is displayed. As an alternative to having the main display concurrently show the main game and content provided by a server, at least some of the server based content may be moved from the main display to the touch screen display. By physically separating the areas where different content is displayed (i.e., on the main display and on the touch screen display), distractions to game play can be minimized. Thus, for a gaming machine that is part of a server based gaming system, the output information displayed on the touch screen display may also be content, provided from a server, which is not associated with the game shown on the main display. Such content is also referred to as service window information. Service window information includes, for example, information regarding promotions from a casino in which the gaming machine is located, information regarding promotions from a manufacturer of the gaming machine, content from a web-camera in the casino where the gaming machine is located, player tracking information, and information about the one or more games of chance. As a further example of input selections and output information, the touch screen display may have input selections for displaying help or tutorial information for the game, including directions or suggestions on the use of the game and information about different wagers on the game. Such information may be displayed on the main display or the touch screen display. The touch screen display may also display output information informing the player that a show is about to begin or that a table at a restaurant is available. Various input selections and output information are further described herein.
In each of
Input selections for playing a game include selections for selecting an amount to wager 410 and an input selection for placing the wager 412 on the game. Input selections for selecting features related to the game include an input selection for changing the theme of the game being played 420 (e.g., changing the theme from “100 Pandas” to “Kitten Kaboodle”). Input selections for selecting features related to the game of chance may also include an input selection for changing the denomination of the gaming machine 422. The input selections for selecting features separate from the first game of chance 430 may result in the touch screen display displaying the layouts shown in
The input selections 410, 412, 420, 422, and 430 may be displayed in different formats. Different format parameters associated with each input selection may include, but are not limited to: 1) a size of the input selection, 2) a shape of the input selection (e.g. square, oval, rectangular, star-shaped, n-sided polygon, etc), 3) a color scheme for the input selection, and 4) alpha-numeric text or symbols on the input selection. The input selections may be rendered in two dimensions.
In particular embodiments, the input selections may be rendered with surface shading and textures to appear three-dimensional and may be animated. For example, when an input selection is touched on the touch screen display, it may appear to move into the screen. Further, the symbols on the input selections may be appear to be animated in two dimensions or three dimensions. For instance, text on the input selections may appear to flash or move, or characters and symbols on the input selections may appear to move. The characters and symbols may be selected according to a theme of a game played on the gaming machine. For instance, for a “100 Pandas” themed game, an animation of a baby panda drinking may be used as an input selection to request a drink 430 on the gaming machine. In some embodiments, the layout of a display on the touch screen display may be customized according to the preferences of an individual player.
In further embodiments of the invention, the functions of a touch screen display are further expanded to include adjusting the display of the touch screen display based on events in the game. For example, the input selections and output information displayed on the touch screen display could change based on a player winning the game, a player being awarded a bonus, a player cashing out, and the like. The input selections and output information of the touch screen display could also change in response to a change in game mode, game theme, when different bets are available, and the like.
In some embodiments of the invention, the touch screen display may change from the display shown in
A login interface in the form of an alphanumeric keyboard could be displayed on a main display/touch screen. However, the touch screen display providing a login interface provides at least two advantages. A login interface on a touch screen display offers a player privacy when setting up an account or entering login information, such as a personal player information, passwords, Personal Identification Numbers (PIN), or the like. Furthermore, as described herein, the ergonomics of entering information on a touch screen display are generally better than entering information on the touch screen/main display. In further embodiments, an alphanumeric keyboard interface on the touch screen display could be used for Internet access, text messaging within a casino, and the like. For example, a player could use an alphanumeric keyboard interface on the touch screen display to set up an account with the casino or the manufacturer of the gaming machine via an Internet connection. In yet further embodiments, an alphanumeric keyboard interface on the touch screen display might be displayed on a group of gaming machines that are part of a gaming system for login for tournament play and the like.
Turning now to
In some embodiments of the invention, the touch screen display 602 may change from the display shown in
In further embodiments of the invention, a player may be playing a slot-based game on a gaming machine. The player may have also placed a wager on a real or virtual sports game. The touch screen display may be configured to display the sports game (such as the dog race shown in
In some embodiments of the invention, the touch screen display may display content as shown in
In some embodiments of the invention, the touch screen display may display content as shown in
Turning to
In some embodiments of the invention, the touch screen display incorporates light pipes in a material overlaying the touch screen. These light pipes may be placed over the input selections or output information displayed on the touch screen display. Generally, a light pipe refers a tube or pipe for transport of light to another location, minimizing the loss of light. As used herein, a light pipe is a portion of the material overlaying a touch screen display such that the input selections or output information is elevated above the other portions of the touch screen display. Touch screens that may be used with light pipes include projected capacitance touch screens. See, for example,
While a touch screen display is easily reconfigurable and adaptable, some players prefer the tactile feedback that physical buttons provide.
Input selections for playing a game include selections for selecting an amount to wager 1110, an input selection for placing the wager 1112, and an input selection for selecting more bets 1114. Input selections for selecting features related to the game of chance include an input selection for changing the theme of the game being played 1120 (e.g., changing the theme from “100 Pandas” to “Kitten Kaboodle”). Input selections for selecting features related to the game may also include an input selection for changing the denomination of the gaming machine 1122. As with touch screen display 402, the input selections of touch screen display 1102 may be displayed in different formats.
Touch screen display 1102 further has physical buttons associated with the touch screen display. Physical buttons 1160 correspond to input selections 1110, physical button 1162 corresponds to input selection 1112, and physical button 1164 corresponds to input selection 1114. Thus, if a player wishes to have the tactile feedback provided by physical buttons, the player may use physical buttons 1160, 1162, and 1164 for playing a game instead of the input selections on the touch screen display. Or, if the player prefers a touch screen, the player may still use the input selections on the touch screen display.
Physical buttons 1160, 1162, and 1164 may be any of a number of different types of buttons. The physical buttons may include mechanical actuators, touch sensors, electromagnetic sensors, or other sensors for detecting input. The physical buttons may be connected along a strip of ribbon cable. The physical buttons may interface with a respective ribbon cable PCB connector on the ribbon cable. Each ribbon cable PCB connector on the ribbon cable may have a specific address, so different buttons are separately addressable. The ribbon cable may be connected at one end to a panel configuration board. The panel configuration board may be electrically connected to a controller, such as the “Black-Fin” controller available from IGT, by a cable (e.g., an HDMI cable). The panel configuration board may have DIP switches, which identify a button panel configuration.
The panel configuration board may provide signals carried on the ribbon cable to the cable that leads to the Black-Fin controller. The panel configuration board may also communicate the configuration of the button panel as governed by the DIP switches. The Black-Fin controller may control the buttons via the panel configuration board and, in one or more embodiments, may control other devices of the gaming machine, such as bonus wheels. The Black-Fin controller may also be connected to the gaming machine processor.
Physical buttons may also incorporate an electroactive polymer (a type of polymer material) acting as an actuator. Electroactive polymers are alternatively known as artificial muscle. Examples of electroactive polymers suitable for embodiments of the invention are available from Artificial Muscle, Inc. of Sunnyvale, Calif. When acting as an actuator, an electroactive polymer produces a signal when it is deformed.
Electroactive polymers also have the property of changing shape when a voltage is applied to them. One type of electroactive polymer is dielectric electroactive polymer. In some configurations, a layer of electroactive polymer is placed between two electrodes. When a voltage is applied across the electrodes, the electroactive polymer changes shape. Using a control circuit (not shown) to provide various voltage signals to a electroactive polymer, electroactive polymers can be used to make the physical button vibrate. By tailoring the frequency of the vibration of a physical button, different tactile sensations that may be sensed by a player may be produced. For example, the frequency of vibration of the physical button could be tailored to make the button feel like a liquid or to feel like sandpaper. In some embodiments of the invention, the control circuit is in communication with the gaming controller and controls the vibration of the electroactive polymer in response to events occurring during play of the game. Such events include, for example, a player winning the game, a player being awarded a bonus, a player cashing out, and the like. Thus, for example, when the player wins the game, the main display may show graphics indicating that the player has won, complemented by the physical button vibrating, also indicating that the player has won.
In further embodiments of the invention, the control circuit is used to vary the physical characteristics of the electroactive polymer (e.g., compressibility and modulus of elasticity) to control the tactile feedback that the physical button provides to a player. For example, the tactile sensation that a player feels with his or her finger or fingers when pressing a physical button from a raised level to a depressed level can be altered. This allows the tactile feedback provided by a physical button to be tailored to the greatest extent possible.
In another embodiment of the invention, an electroactive polymer is coupled to a touch screen display. For example, touch screen display 320 shown in
In some embodiments of the invention, physical buttons are overlaid on a touch screen display, creating a hybrid touch screen display. In further embodiments of the invention, only a portion of the touch screen display is overlaid with physical buttons. Such an embodiment is shown in
There are several additional advantages of overlaying the touch screen display or a portion thereof with translucent physical buttons. First, there are more options for game design with respect to control of lighting the physical buttons. The physical buttons can use the full range of colors and intensities offered by the underlying display. Second, because the physical buttons are merely an overlay on top of the touch screen display, in some embodiments of the invention, there are no openings around them that enable fluids to contaminate switches or other electronics. Third, changing the number of physical buttons merely requires changing the overlay and adjusting the software function supporting the physical buttons. While this does limit the configurability and adaptability of a touch screen display, changing the overlay on a touch screen display is less costly and time intensive than changing the number of buttons on a traditional button panel, for example. Fourth, the amount of travel and the detent which provides tactile feedback for a physical button can be tailored by changing the materials and/or geometry of the physical buttons.
Suitable materials with which a physical button may be constructed include plastics, glasses, and transparent versions of these materials. The support member is made from a material that is compressible but will return to its original shape after a force compressing the material is removed. Examples of suitable materials for the support member include polymeric materials. In other embodiments of the invention, the support member is an electroactive polymer. With an electroactive polymer support member, the tactile feedback that the physical button provides can be further tailored, as described herein.
In alternative embodiments of the invention, a transparent physical button overlays a portion of the display and a touch screen overlays a different portion of the display. An electroactive polymer incorporated with the physical button acts as an actuator for the physical button. With this configuration, the display may display an indication of the input selection that the physical button corresponds to, providing a physical button that is adaptable and configurable.
In some embodiments of the invention, the support member is attached to the physical button, to the touch screen, and to the material overlaying the touch screen. With a support member attached to the surfaces that the support member is in contact with, the support member acts as a seal. That is, the support member seals the area around the physical button such that contaminants, including liquids, cannot come into contact with the touch screen portion that the physical button overlays.
Although the foregoing invention has been described in some detail for purposes of clarity of understanding, it will be apparent that certain changes and modifications may be practiced within the scope of the appended claims.