U.S. patent application number 11/041339 was filed with the patent office on 2006-07-27 for gaming machine with proximity-sensitive input device.
This patent application is currently assigned to WMS Gaming Inc.. Invention is credited to Gilbert Joseph Querubin Burak.
Application Number | 20060166727 11/041339 |
Document ID | / |
Family ID | 36697552 |
Filed Date | 2006-07-27 |
United States Patent
Application |
20060166727 |
Kind Code |
A1 |
Burak; Gilbert Joseph
Querubin |
July 27, 2006 |
Gaming machine with proximity-sensitive input device
Abstract
A gaming device includes a proximity-sensitive input device that
receives input from a gaming patron based upon placement of an
object near the input device but without necessarily touching the
input device. In an embodiment, the input device is behind a plate
of glass. In another embodiment, the proximity-sensitive input
device includes a projected-capacitance sensor grid.
Inventors: |
Burak; Gilbert Joseph Querubin;
(Chicago, IL) |
Correspondence
Address: |
SCHWEGMAN, LUNDBERG, WOESSNER & KLUTH, P.A.
P.O. BOX 2938
MINNEAPOLIS
MN
55402
US
|
Assignee: |
WMS Gaming Inc.
|
Family ID: |
36697552 |
Appl. No.: |
11/041339 |
Filed: |
January 24, 2005 |
Current U.S.
Class: |
463/16 |
Current CPC
Class: |
G07F 17/3209 20130101;
G07F 17/32 20130101 |
Class at
Publication: |
463/016 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A gaming machine comprising: a processor circuit to administer a
wagering game; a layer of dielectric material having an outer
surface; and a proximity-sensitive input device including a
proximity sensor to detect through the layer of dielectric material
an object proximate the outer surface of the layer, the
proximity-sensitive input device communicatively coupled to the
processor circuit, wherein the proximity-sensitive input device is
configured to receive an input relating to the wagering game.
2. The gaming machine of claim 1, wherein the gaming machine
includes a mechanical stepper reel that is visible through the
layer of dielectric material and the proximity-sensitive input
device.
3. The gaming machine of claim 1, wherein the proximity-sensitive
input device includes a projected-capacitance sensor system.
4. The gaming machine of claim 3, wherein the projected-capacitance
sensor system includes a multiplicity of conductors laminated
between layers of flexible dielectric material to form a
proximity-sensitive film, the proximity-sensitive film proximate an
inner surface of the layer of dielectric material.
5. The gaming machine of claim 1, wherein the proximity-sensitive
input device includes conductors integrated into the layer of
dielectric material.
6. The gaming machine of claim 1, wherein the gaming device further
includes an electronic display communicatively coupled to the
processing unit to display a result of the wagering game that is
visible through the layer of dielectric material.
7. The gaming machine of claim 6, wherein a portion of the display
device presents an option relating to the wagering game visible
through the layer of dielectric material, the processor configured
to receive an input from the proximity-sensitive input device based
upon detection of an object proximate a region of the
proximity-sensitive input device that extends over the portion of
the display device that presents the option relating to the
wagering game.
8. The gaming machine of claim 6, further comprising at least one
marking on the layer of dielectric material identifying a region of
the projected capacitance sensor grid and an option associated with
the region, the option selectable by placing an object proximate
the region identified by the marking.
9. The gaming machine of claim 8, wherein the display device has an
outer perimeter, the region of the proximity-sensitive input device
associated with the option located outside the outer perimeter of
the display device.
10. The gaming machine of claim 1, further comprising a light tower
including a light source and a layer of dielectric material
extending around the light source, the proximity-sensitive input
device positioned between the light source and the layer of
dielectric material, and the input relating to the wagering game
includes an input that changes the color of the light tower to
indicate a parameter of the game.
11. The gaming machine of claim 1, wherein the display device
includes a volumetric three-dimensional display and the
proximity-sensitive input device is configured to sense an object
proximate the volumetric three-dimensional display.
12. The gaming machine of claim 11, wherein the volumetric
three-dimensional display includes a rotating projection surface
and a transparent layer extending around the rotating projection
surface, the proximity-sensitive input device proximate an inner
surface of the transparent layer.
13. A gaming machine comprising: means for displaying information
relating to a wagering game; a layer of dielectric material having
an inner surface and an outer surface, the inner surface facing the
means for displaying information; means for sensing an object
proximate the outer surface of the layer of dielectric material to
receive an input relating to the wagering game; means for
administering a wagering game in response to the input relating to
the wagering game, the means for administering the wagering game
communicatively coupled to the means for displaying information
relating to the wagering game.
14. The gaming machine of claim 13, wherein the means for
displaying information relating to a wagering game includes a
mechanical stepper reel, the layer of dielectric material includes
a layer of glass, and the means for sensing an object proximate the
outer surface of the layer of dielectric material includes a
projected capacitance sensor system.
15. The gaming machine of claim 13, wherein the means for
displaying a result of the wagering game includes an electronic
display device and the means for administering the wagering game
includes a processing circuit configured to present information
relating to the wagering game on the display device.
16. The gaming machine of claim 13, wherein the means for
administering the wagering game includes a mechanical slot machine
including mechanical reels, the means for displaying information
relating to the wagering game including external surfaces of the
mechanical reels.
17. A method comprising: mounting a slot machine display device in
an interior of a cabinet; coupling a projected capacitance sensor
system to an inner surface of a layer of dielectric material; and
coupling the layer of dielectric material to the cabinet, the inner
surface of the layer of dielectric material facing the slot machine
display device, wherein the projected capacitance sensor system is
configured to receive an input through the layer of dielectric
material.
18. The method of claim 17, wherein the slot machine display device
includes a mechanical stepper reel.
19. The method of claim 17, wherein the slot machine display device
includes an electronic display device.
20. The method of claim 17, wherein the projected capacitance
sensor system is coupled to the layer of dielectric material before
the layer of dielectric material is coupled to the cabinet.
Description
COPYRIGHT
[0001] A portion of the disclosure of this patent document contains
material that is subject to copyright protection. The copyright
owner has no objection to the facsimile reproduction by anyone of
the patent document or the patent disclosure, as it appears in the
Patent and Trademark Office patent files or records, but otherwise
reserves all copyright rights whatsoever. The following notice
applies to the software and data as described below and in the
drawings that form a part of this document: Copyright 2005, WMS
Gaming, Inc. All Rights Reserved.
FIELD
[0002] This patent application pertains generally to gaming
devices, and more particularly to a gaming device including a
proximity sensitive screen.
BACKGROUND
[0003] Modern gaming devices such as slot machines typically
include a user interface that allows a game patron to interact with
a computer. Some gaming machines include a touch screen interface.
Typically, a touch screen interface is placed in front of a display
device. The touch screen is generally transparent, so that a gaming
patron can see through the touch screen to an image presented on
the display device. The touch screen is typically coupled to a
computer system that controls the display device, so that user
input through the touch screen can be coordinated with information
presented on the display device.
SUMMARY
[0004] One embodiment of a gaming machine includes a processor
circuit to administer a wagering game, a layer of dielectric
material having an outer surface, and a proximity-sensitive input
device including a proximity sensor to detect through the layer of
dielectric material an object proximate the outer surface of the
layer, the proximity-sensitive input device communicatively coupled
to the processor circuit, wherein the proximity-sensitive input
device is configured to receive an input relating to the wagering
game.
[0005] Another example of a gaming machine includes a means for
displaying information relating to a wagering game, a layer of
dielectric material having an inner surface and an outer surface,
the inner surface facing the means for displaying information,
means for sensing an object proximate the outer surface of the
layer of dielectric material to receive an input relating to the
wagering game, and means for administering a wagering game in
response to the input relating to the wagering game, the means for
administering the wagering game communicatively coupled to the
means for displaying information relating to the wagering game.
[0006] An example of a method of making a gaming device includes
mounting a slot machine display device in an interior of a cabinet,
coupling a projected capacitance sensor system to an inner surface
of a layer of dielectric material, and coupling the layer of
dielectric material to the cabinet, the inner surface of the layer
of dielectric material facing the slot machine display device,
wherein the projected capacitance sensor system is configured to
receive an input through the layer of dielectric material.
BRIEF DESCRIPTION OF THE DRAWINGS
[0007] FIG. 1A is a perspective view of an embodiment of a video
gaming machine including a proximity-sensitive input device.
[0008] FIG. 1B is a front view of a video display and a proximity
sensitive input device.
[0009] FIG. 1C is a front view of an embodiment of another video
gaming machine including a proximity-sensitive input device.
[0010] FIG. 1D is a perspective view of an embodiment of a video
gaming machine that has two electronic displays and at least one
proximity-sensitive input device.
[0011] FIG. 1E is a perspective view of an embodiment of a gaming
machine that includes mechanical reels and a proximity-sensitive
input device.
[0012] FIGS. 2A and 2B are side views of an embodiment of a gaming
machine that includes mechanical reels and a video display.
[0013] FIG. 3 is a schematic representation of an exemplary gaming
device.
[0014] FIG. 4A is a schematic illustration of one embodiment of a
projected-capacitance sensor system.
[0015] FIG. 4B is a schematic illustration of a bottom view of the
illustration of 4A.
[0016] FIG. 5A is a side-view of a proximity-sensitive film and a
layer of dielectric material.
[0017] FIG. 5B is a side-view of a projected-capacitance sensor
grid and a layer of dielectric material.
[0018] FIG. 6 is a schematic illustration of proximity-sensitive
input device and an exemplary volumetric display.
[0019] FIG. 7 is a schematic illustration of a method of making a
gaming device.
[0020] FIG. 8 is a schematic illustration of a method of receiving
input from a projected-capacitance sensor grid.
[0021] FIG. 9 is a cut-away partial perspective view a
proximity-sensitive input device between a glass plate and a
flat-screen display.
[0022] FIG. 10 is a cross-sectional view of a light tower and a
proximity-sensitive device.
DETAILED DESCRIPTION
[0023] Methods and apparatus for providing gaming machines
incorporating a proximity-sensitive input device are described in
this application. In the following description, numerous specific
details are set forth. However, it is understood that embodiments
of the invention may be practiced without these specific details.
In other instances, well-known circuits, structures, and techniques
have not been shown in detail in order to avoid obscuring the
understanding of this description. Note that in the description,
references to "one embodiment" or "an embodiment" mean that the
feature being referred to is included in at least one embodiment of
the invention. Further, separate references to "one embodiment" in
this description do no necessarily refer to the same embodiment.
However, neither are such embodiments mutually exclusive, unless so
stated and except as will be readily apparent to those of ordinary
skill in the art. Thus, embodiments of the invention include any
variety of combinations and/or integrations of the embodiments
described herein. Moreover, in this description, the phrase
"exemplary embodiment" means that the embodiment being referred to
serves as an example or illustration. Embodiments are also referred
to herein as "an example" or "examples."
[0024] Referring now to FIG. 1A, an exemplary gaming machine 2
administers a wagering game. The gaming machine 2 includes a
cabinet 4 and a display device 6 that is typically mounted to the
cabinet 3. In an example, the display device 6 includes a liquid
crystal display (LCD), plasma screen, a cathode ray tube (CRT),
volumetric display, or other type of display. One or more central
processing units (CPU's) interact with a memory circuit and data
storage to present a wagering game on the display 6. The gaming
device 2 receives input from a player through at least one
proximity-sensitive input device 8, which is typically transparent
but is shown with a dotted line for purposes of illustration. An
example of a proximity-sensitive input device is available from
Binstead Designs Ltd. of Nottingham, England.
[0025] Some gaming device embodiments also include buttons 7. The
gaming device receives payment for game play through one or more
payment mechanisms, such as a card slot 10, a cash slot 12, or a
coin slot 14. The device provides a payoff in a coin tray 16 or on
a card through card slot 10.
[0026] In an example, a proximity-sensitive input device 8 is
mounted in front of the display device 6. In one example, a portion
of the display 6 that corresponds with a gaming-related option is
selectable by placing a conductive object such as a finger
proximate a region of the proximity sensitive input device that is
associated with the option. For example, in FIG. 1A, a virtual
button 19 on the display device 6 is labeled "Bet One" and is
associated with a betting option where a patron makes a one-credit
bet. The virtual button 19 is selectable by placing a finger
proximate a region 18 of the proximity-sensitive input device.
Another virtual button on the display device 6 is labeled "Bet Max"
21 and is associated with a second betting option where a patron
makes a maximum bet. The "Bet Max" button is selectable by placing
a finger proximate region 20 of the proximity-sensitive input
device. In another example, the proximity-sensitive input device 8
is used to position a pointer on the display 6.
[0027] In another example, a proximity-sensitive input device 22 is
located outside the visible playing field defined by the electronic
display 6. In FIG. 1A, for example, a proximity-sensitive input
device 22 extends over a portion of the front of the cabinet that
is marked with the options "Collect" and "Call Attendant." In an
example, the proximity-sensitive input device is behind a sheet of
glass 23. In an example, artwork on the glass includes the
"collect" and "call attendant" markings. In an example, the glass
23 is backlit. Portions of the proximity-sensitive input device 22
around the "collect and "call attendant" markings are selectable to
collect winnings or call an attendant. The location and arrangement
of these selectable options on the cabinet 4 is merely exemplary,
and other locations and arrangements are possible.
[0028] FIG. 1B illustrates a proximity-sensitive device 100 and a
video display 105 showing an exemplary image 106 from a wagering
game. In the example shown in FIG. 1B, fifteen items are shown
arranged in three rows and five columns. In an example, the display
includes virtual buttons including a collect button 110, a help
button 115, a pay table button 120, a spin reels button 125, a max
bet button 130, a change denomination button 135, a select lines
button 140, and a bet per line button 145. The proximity-sensitive
device receives input based upon placement of an object such as a
finger proximate one of the buttons. For example, the
proximity-sensitive device can receive an input from a patron to
change denomination when the patron places a finger proximate the
"change demon" button 135. In an example, the collect button 110
allows a patron to cash out credits remaining on a credit meter,
the help button 115 allows a patron to access a help screen, the
pay table button 120 shows the pay table for various bets, the spin
reels button 125 spins the reels to play a game, the max bet button
130 inputs a wager for a maximum bet (e.g. bet all lines), the
select lines button 140 allows a patron to select the number of
lines to play, and the bet per line button 145 allows a patron to
enter a bet for lines individually.
[0029] In an example, or more buttons are located outside the field
of view of the electronic display. For example, the "Call
Attendant" button 150 is located outside the field of view of the
display. In an example, the call attendant button 150 includes
artwork on a glass. In an example, the artwork is backlit.
[0030] FIG. 1C shows a gaming machine 24. A video display device 26
displays a video image 25 and that includes virtual buttons 27 that
are selectable through a proximity-sensitive input device 29. In an
example, the proximity-sensitive input device 29 extends beyond the
field of view of the video display, so that a portion 28 of the
gaming machine below the video display is selectable through the
proximity-sensitive input device 29. In an example, gaming inputs
are selectable through buttons 31 on the lower portion 28. In an
example, the buttons 31 include artwork on a backlit glass.
[0031] Referring now to FIG. 1D, another example of a video gaming
machine 30 includes a cabinet 32 containing two video displays 34
and 36. In an example, a first proximity-sensitive input device 38
is mounted in front of video display 34 and a second
proximity-sensitive input device 40 is mounted in front of video
display 36. In an example, a proximity-sensitive input device 42 is
also mounted over or within a light tower 44. In an example, the
light tower 44 includes a light source and a layer of dielectric
material 46 extending around the light source, and the
proximity-sensitive input device 42 is positioned between the light
source and the layer of dielectric material. A cross-section of an
exemplary light tower is shown in FIG. 10. In an example, the
proximity-sensitive input device 42 on the light tower is coupled
to a controller that switches the color of the light in the light
tower to communicate a parameter of the game, such as the minimum
bet. In an example, the color of the light tower can be changed by
an attendant by touching the light tower proximate the input
device. In another example, light tower 44 is positioned so that it
is reachable by a patron to select an input. In another example,
the artwork in the top glass 37 or belly glass 39 is selectable or
changeable by an attendant through a proximity-sensitive input
device. In an example, the art work in the top glass is selectable
or changeable by touching a proximity-sensitive input device
proximate the top glass. In an example, a contiguous sheet of glass
covers the artwork in the top glass 37 and the video display 36. In
an example, a proximity-sensitive input device is configured under
the top glass. In an example, the "5000 coins" jackpot or the "1500
coins" bonus game payoff is changeable through a proximity
sensitive input device.
[0032] While the video displays 34 and 36 are shown stacked
vertically in FIG. 1D, it will be appreciated that the displays are
stackable side by side. In another example, more than two video
displays are used.
[0033] Referring now to FIG. 1E, another example of a gaming
machine 60 has three mechanical spinning reels 62, 64, 66. In
response to a wager, the reels 62, 64, 66 are rotated and stopped
to randomly place symbols on the reels in visual association with a
display area 68. Payouts are awarded based on combinations and
arrangements of the symbols appearing in the display area 68. The
gaming device may, for example, include five paylines in the form
of three horizontal lines and two diagonal lines.
[0034] Referring again to FIG. 1E, the gaming machine 60 includes a
proximity-sensitive input device 70 that is mounted in front of the
reels 62, 64, 66. In an example, five buttons 72, 74, 76, 78, 80
corresponding to five pay lines appear on the display area
proximate the three mechanical reels. In an example, the buttons
72, 74, 76, 78, 80 correspond to selectable regions of the
proximity-sensitive input device 70. In an example, buttons 110,
115, 120, 125, 130, 135, 140 which appear in FIG. 1B also appear on
the display area proximate the three mechanical reels. In an
example, the location of the buttons is indicated by a marking on a
layer of dielectric material that extends over the
proximity-sensitive input device. In an example, the buttons are
printed or etched on the layer of dielectric material. In another
example, a marked film is overlaid on the layer of dielectric
material. In an example, the gaming device 10 also includes
optional electro-mechanical buttons 81.
[0035] In an example, the gaming device 10 also includes an
electronic display 82. In an example, a bonus game is triggered by
a start-bonus outcome in the wagering game and administered through
the electronic display 82. In an example, a second
proximity-sensitive input device 84 extends over the electronic
display.
[0036] In an example, the gaming device 60 also includes a video
display (see FIGS. 2A and 2B) that provides a video image 86 in the
display area 68. In an example, the video image 86 appears to the
patron to blend or interact with the reels 62, 64, 66. In an
example, the buttons 72, 74, 76, 78, 80 are part of the video image
86. In an example, the video image 86 is interactive with the reels
62, 64, 66. In an example, the video image also includes other
buttons, such as the "collect," "help," and other buttons shown in
FIG. 1B. In an example, options associated with the buttons are
selectable through the proximity-sensitive input device.
[0037] FIG. 2A shows a partially cut-away side view of a portion of
game machine 60 shown in FIG. 1E. The video image 86 is generated
by a flat panel transmissive video display 88 positioned in front
of reels 62, 64, 66, which are visible through the display. In FIG.
2A, reels 64, 66 are aligned behind reel 62 and thus are not
visible in FIG. 2A. In an example, the transmissive display 88 is a
transmissive liquid crystal display (LCD). In an example, the
proximity-sensitive input device 70 is mounted between the display
88 and the reels 62, 64, 66. In an example, the proximity-sensitive
screen is mounted to a back surface 90 of the display 88. In an
example, the proximity-sensitive input device contains regions that
correspond to buttons 72, 74, 76, 78, 80 denoted by the image on
the display 88. In an alternative example, the proximity-sensitive
input device 70 is mounted to a front surface of the display 88,
and the display is positioned behind a plate of glass, as
illustrated in FIG. 9.
[0038] FIG. 2B shows a partially cut-away side view of a portion of
an alternate configuration of the game machine 60 shown in FIG. 1E,
where the video image 86 is a virtual image. The virtual image is
preferably generated by a projection arrangement including a video
display 92 and a partially reflective mirror 94. The video display
92 and the partially reflective mirror 94 are positioned to project
the virtual image through a proximity-sensitive input device 70 and
a transparent plate 87. The video display 92 is preferably mounted
below the reels 62, 64, 66. Reels 64 and 66 are aligned behind reel
62 and are not visible in FIG. 2B. The mirror 94 is preferably
mounted in front of the reels 62, 64, 66 and is oriented at
approximately a forty-five degree angle relative to the video
display 92 and the display area 68. In an example, the display area
16 includes a layer of dielectric material, such as a glass cover
or window. In an example, the proximity-sensitive input device 70
is coupled to an inside surface 91 of the transparent plate 87.
Alternatively, the proximity-sensitive input device 70 is
integrated into the transparent plate 91.
[0039] In the examples illustrated in FIGS. 1A-1E and 2A-2B, the
gaming machines are shown as "upright" versions in which a display
is oriented generally vertical relative to the player. In an
alternative configuration, the gaming machine is a "slant-top"
version in which a display is slanted at about a thirty-degree
angle toward the player.
[0040] FIG. 3 shows a schematic representation of an exemplary
gaming device. A game can be played through a CPU 305 that is
coupled to a memory circuit 310 and data storage 315 such as a hard
drive. A network interface 320 allows the gaming device to interact
with a server (not shown in FIG. 3) to coordinate multiple devices,
for example, in a progressive jackpot environment. An optional
mechanical reel 350 presents game results to a patron. A display
device 325 presents game choices or results to a patron. In an
example, advertisements, entertainment, or videos are also
presented on the display device. A proximity-sensitive input device
330 allows input from a game patron. In an example, the
proximity-sensitive input device 330 includes a
projected-capacitance sensor system. In an example, one or more
addition other input device 337, such as buttons, are also be
provided and coupled to the CPU 305. A payment mechanism 340
receives payment for game play through on or more of coins, bills,
cash-value cards, or credit cards, network-based password systems.
A payoff mechanism 345 pays a gaming patron in coins, bills, and/or
a cash-value card. In one example, a balance is maintained on an
account associated with a tracking card. A switch 335 allows the
gaming device to be shut off. A variety of gaming device systems
are possible, and it is understood that the devices illustrated in
FIGS. 1A-1E, FIGS. 2A-2B, and FIG. 3 are merely examples.
[0041] FIG. 4A is a schematic illustration of an example of a
projected-capacitance sensor system 400 coupled to a processor 425.
The sensor system 400 includes a sensor grid 405 and one or more
layers of dielectric material 406. The sensor grid 405 includes a
plurality of conductors 410. In an example, the sensor grid 405
includes a first group of conductors 415 and a second group of
conductors 420 that is separated from the first group of conductors
by a layer of dielectric material 430, shown in FIG. 4B. The
conductors 410 shown in FIGS. 4A and 4B are schematic illustrations
and are not drawn to scale. In an example, the first group of
conductors 415 is orthogonal to the second group of conductors 420.
In an example, the conductors 410 are assembled in a laminated
structure between three layers of dielectric material 430, 435,
440, as shown in FIG. 4B. In an example, the layers 430, 435, 440
are flexible dielectric film, and the layers and conductors
together form a flexible sensor film. In another example, one or
more of the layers 430, 435, 440 is glass. In an example, the
conductors are deposited, embedded, or assembled into a glass
structure. In an example, the conductors 410 are made from silver
or a metal oxide such as indium oxide.
[0042] A low-voltage AC signal is applied to the conductors 410.
The low-voltage AC signal creates an electrostatic field. When a
conductive object is placed proximate the sensor grid 405, a
capacitance forms between the object and one or more conductors 410
in the sensor grid 405, which disturbs the electric field. The
disturbance of the electric field by the conductive object is
detectable through two or more of the conductors. A processor
circuit 425 that is electrically coupled to the conductors
determines the location of the object relative to the conductors
410. In an example, the processor circuit 425 also administers the
wagering game.
[0043] FIG. 5A shows a side-view of a proximity-sensitive film 501
that includes a projected capacitance sensor system, such as the
system 400 shown in FIGS. 4A-4B. The proximity-sensitive film is
coupled to a layer of dielectric material 505. A conductive object
520 is detectable through the layer of dielectric material 505 by
the proximity-sensitive film 501. In an example, the conductive
object is a finger 520. The proximity-sensitive film 501 is
electrically coupled to a processor 540. In an example, the sensor
film 501 and one or more layers of dielectric material 530 are
mounted in a gaming machine. In an example, the layer of dielectric
material protects the proximity-sensitive film by providing a
barrier between the sensor film and the outside environment
proximate the outer surface 530 of the layer of dielectric
material. In an example, the layer of dielectric material is a
glass plate. In an example, an optional second layer of dielectric
material 510, such as a second glass plate or a front surface of a
display, is provided behind the sensor film 501, so that the sensor
film is sandwiched between the two layers of dielectric materials.
In another example, shown in FIG. 5B, conductors 525, 530 are
integrated into the layer of dielectric material 505. The
structures shown in FIGS. 4A, 4B, 5A, and 5B are schematic
representations and are not necessarily shown to scale.
[0044] FIG. 6 shows a schematic illustration of proximity-sensitive
input device 605 assembled with an exemplary volumetric display
610. In an example, the volumetric display 610 includes a hollow
transparent sphere 615 and a rotating projection screen 620 inside
the sphere. One or more high-speed projectors displays an image on
the rotating screen 620 to create the illusion of a
three-dimensional object in the sphere 615. In an example, the
sphere 615 is made of glass. In an example, the proximity-sensitive
device 605 includes a proximity-sensitive film that includes a
projected-capacitance sensor grid. In an example, the
proximity-sensitive film is attached to the inner surface of the
glass, as shown on flat glass in FIG. 5A. In another example, a
proximity-sensitive sensor grid is integrated into the glass, as
shown in FIG. 5B. A conductive object such as a finger is
detectable by the proximity-sensitive device through the glass
sphere. The proximity-sensitive input device is coupled to a
processor that receives input based upon detection of a conductive
object such as a finger at a location proximate the outer surface
of the sphere.
[0045] FIG. 7 illustrates a method 700 of receiving input from a
projected-capacitance sensor grid. At 705, a projected-capacitance
sensor grid detects the location of a conductive object such as a
finger. For example, X and Y coordinates of the object are
determined based upon disruption of an electric field by the
presence of a conductive object proximate conductors at known X and
Y coordinates. At 710, a game input is determined based upon the
detected location of the conductive object. At 715, a wagering game
is played using the input received from the projected-capacitance
sensor grid.
[0046] FIG. 8 illustrates a method 800 of making a gaming device.
At 805, a slot machine display device is mounted in an interior of
a cabinet. In an example, the slot machine display device includes
a mechanical stepper reel. In another example, the slot machine
display device includes an electronic display device, such as a LCD
display, CRT display, or volumetric display. At 810, a projected
capacitance sensor grid is coupled to an inner surface of a layer
of dielectric material. At 820, the layer of dielectric material is
coupled to the cabinet with the inner surface of the layer of
dielectric material facing the slot machine display device. The
projected capacitance sensor grid is protected by the layer of
dielectric material and receives an input through the layer of
dielectric material. In an example, the projected capacitance
sensor grid is coupled to the layer of dielectric material before
the layer of dielectric material is coupled to the cabinet. In
another example, the projected capacitance sensor grid is coupled
to the layer of dielectric material after the layer of dielectric
material is coupled to the cabinet. In an example, at least a
portion of the projected capacitance sensor grid is deposited
directly on the layer of dielectric material. In another example,
the projected capacitance sensor grid includes layers of conductors
laminated in layers of dielectric film. In an example, the
laminated dielectric film is coupled to the layer of dielectric
material.
[0047] Referring now to FIG. 9, in an example, a
proximity-sensitive input film 905 is mounted in a cabinet 900
between a protective glass plate 910 and a flat-screen display 915,
such as an LCD display. In an example, the proximity-sensitive film
905 is applied to the back side 911 of the glass plate 910. In
another example, the proximity-sensitive film 905 is attached to a
front surface 916 of the display 915. In an example, a gaming
machine is retrofitted with a proximity-sensitive input film by
attaching the proximity-sensitive film 905 to the glass 910 or
display 915.
[0048] FIG. 10 shows a cross-sectional view of a light tower 1005
that includes a proximity-sensitive input device 1020. In an
example, the light tower includes a transparent or translucent
dielectric shell 1010 and a light source 1015 inside the shell. In
an example, the proximity-sensitive input device is a
projected-capacitance sensor film 1020 that is situated on an inner
surface of the shell 1010. A conductive object such as a finger or
hand is detectable by the film through the dielectric shell.
[0049] It is to be understood that the above description is
intended to be illustrative, and not restrictive. For example, the
above-described embodiments (and/or aspects thereof) may be used in
combination with each other. Many other embodiments will be
apparent to those of skill in the art upon reviewing the above
description. The scope of the invention should, therefore, be
determined with reference to the appended claims, along with the
full scope of equivalents to which such claims are entitled. In the
appended claims, the terms "including" and "in which" are used as
the plain-English equivalents of the respective terms "comprising"
and "wherein." Also, in the following claims, the terms "including"
and "comprising" are open-ended, that is, a system, device,
article, or process that includes elements in addition to those
listed after such a term in a claim are still deemed to fall within
the scope of that claim.
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