U.S. patent application number 11/742429 was filed with the patent office on 2007-12-13 for soft key hot spot activation system and method.
Invention is credited to Carmen DiMichele, Brahmandam Kiran, Vijay Kompella, James W. Morrow.
Application Number | 20070287540 11/742429 |
Document ID | / |
Family ID | 39713978 |
Filed Date | 2007-12-13 |
United States Patent
Application |
20070287540 |
Kind Code |
A1 |
Kiran; Brahmandam ; et
al. |
December 13, 2007 |
Soft key hot spot activation system and method
Abstract
A gaming system includes one or more gaming machines, a display
system, and a player input system. The display system includes a
display screen that displays player interactive information, and
the player input system includes a secondary input means. The
secondary input means include soft keys that are mapped to
particular coordinate-defined point or region ("hot spots"). In
this regard, activation of a soft key replicates a mouse "click" or
a touch screen "event." The software implementation of the
soft-keys is independent of the content being displayed, as long as
the navigation buttons fall on the "hot-spots" associated with the
soft-keys. In regard, when a soft-key is pressed it generates a
mouse click event at its respective "hot-spot" coordinates.
Soft-keys may be implemented with existing content since they
require no code change. Accordingly, soft keys enable a content
developer to develop content without requiring addition coding to
implement the soft-keys themselves. In this manner, soft keys
implementation is simplified due to their communication with the
operating system of a generated mouse click event at a "hot-spot"
coordinate.
Inventors: |
Kiran; Brahmandam; (Las
Vegas, NV) ; Kompella; Vijay; (Las Vegas, NV)
; Morrow; James W.; (Sparks, NV) ; DiMichele;
Carmen; (Sparks, NV) |
Correspondence
Address: |
STEPTOE & JOHNSON, LLP
2121 AVENUE OF THE STARS
SUITE 2800
LOS ANGELES
CA
90067
US
|
Family ID: |
39713978 |
Appl. No.: |
11/742429 |
Filed: |
April 30, 2007 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
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11223799 |
Sep 8, 2005 |
|
|
|
11742429 |
Apr 30, 2007 |
|
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Current U.S.
Class: |
463/37 |
Current CPC
Class: |
G07F 17/3239 20130101;
G07F 17/32 20130101 |
Class at
Publication: |
463/037 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A gaming system, wherein the gaming system includes an operating
system that operates on an operating system level, and wherein the
gaming system includes one or more applications that operate at an
application level above the operating system level, the gaming
system comprising: at least one gaming machine; a display system
for presenting player interactive information, wherein the display
system includes a display screen; and a player interface system
including one or more soft keys, wherein each soft key is
indirectly mapped to associated coordinate-defined point or region
on the display screen, and wherein activation of a soft key sends a
signal to a program at the operating system level which in turn
signals an application at the application level to register an
event at the associated coordinate-defined point or region on the
display screen.
2. The gaming system of claim 1, wherein activation of a soft key
sends no direct signal to any application at the application level,
but rather signals an application at the application level via the
operating system level.
3. (canceled)
4. The gaming system of claim 1, wherein a soft key press
replicates a touch screen touch event.
5. The gaming system of claim 1, wherein software implementation of
the soft keys is independent of the software application at the
application level due to soft keys being mapped through the program
at the operating system level
6. The gaming system of claim 1, wherein implementation of soft
keys requires no addition software code at the application level
due to soft keys being mapped through the program at the operating
system level.
7. The gaming system of claim 1, wherein a soft key is mapped to
specific function via the program at the operating system
level.
8. The gaming system of claim 1, wherein a soft key is mapped to a
keyboard key via the program at the operating system level.
9. The gaming system of claim 1, wherein a soft key is mapped to an
associated function table at the operating system level that
determines an appropriate response to a soft key activation.
10. The gaming system of claim 1, wherein a soft key is mapped to
an associated function database at the operating system level that
determines an appropriate response to a soft key activation.
11. A method for user interface in a gaming system, wherein the
gaming system includes an operating system that runs at an
operating system level, and wherein the gaming system includes one
or more applications that runs at an application level above the
operating system level, the method comprising: presenting player
interactive information on a display system of a gaming machine,
wherein the display system includes a display screen; mapping one
or more soft keys to associated coordinate-defined point or region
on the display screen, wherein activating a soft key sends a signal
to a program at the operating system level which in turn signals an
application at the application level to register an event at the
associated coordinate-defined point or region on the display
screen; and receiving user input via one or more of the soft
keys.
12. The method of claim 11, wherein activating a soft key sends no
direct signal to any application at the application level, but
rather signals an application at the application level via the
operating system level.
13. (canceled)
14. The method of claim 11, wherein activating a soft key
replicates a touch screen touch event.
15. The method of claim 11, wherein software implementation of the
soft keys is independent of the software application at the
application level due to soft keys being mapped through the program
at the operating system level.
16. The method of claim 11, wherein implementation of soft keys
requires no addition software code at the application level due to
soft keys being mapped through the program at the operating system
level.
17. The method of claim 11, wherein a soft key is mapped to
specific function via the program at the operating system
level.
18. The method of claim 11, wherein a soft key is mapped to a
keyboard key via the program at the operating system level.
19. The method of claim 11, wherein a soft key is mapped to an
associated function table at the operating system level that
determines an appropriate response to a soft key activation.
20. The method of claim 11, wherein a soft key is mapped to an
associated function database at the operating system level that
determines an appropriate response to a soft key activation.
21. A method for enabling user input in a gaming system, wherein
the gaming system includes an operating system that runs at an
operating system level, and wherein the gaming system includes one
or more applications that runs at an application level above the
operating system level, the method comprising: providing at least
one gaming machine, wherein the gaming machine includes a display
screen and soft keys indirectly associated with coordinate-defined
point or region on the display screen, wherein the soft keys are
not directly associated with any application running at the
application level; receiving user input via one or more soft keys
being activated in a player interface system; generating an
interrupt signal that is sent to a control module at the operating
system level, in response to a soft key being activated; sending a
key code instruction to an application at the application level to
register an event on the display screen, in response to an command
from the control module at the operating system; generating a
signal at the application level to designate a received event at
the associated coordinate-defined point or region, in response to
received the key code instruction; and recording the received event
at the associated coordinate-defined point or region on a display
screen.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application is a continuation-in-part of U.S. patent
application Ser. No. 11/223,799 filed Sep. 8, 2005, entitled Player
Interaction Systems, which is hereby incorporated herein by
reference.
COPYRIGHT NOTICE
[0002] 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.
FIELD OF THE INVENTION
[0003] This invention relates generally to player input devices,
systems, and methods, and more particularly, to a system and
methodology that utilize soft key hot spot activation on a display
screen.
BACKGROUND
[0004] Traditionally, gaming machines have been designed for the
presenting a game of chance, game of skill, or a combination
thereof. Recently, however, casino operators have become aware that
by providing additional features in gaming machines, such features
may maintain a player's attention at the gaming machines for a
longer period of time. For example, secondary displays have been
added to gaming machines to provide players with access to
gaming-related information, news, and advertisements. The
gaming-related information may include, for example, information on
sports betting and various betting options relating to sporting
events. News and advertisements can also maintain a player's
attention by providing the player with access to information, such
as, but not limited to, casino attractions, show times, restaurant
and hotel specials, and world events.
[0005] Additionally, these secondary displays allow casino
operators to implement focused promotions and marketing.
Accordingly, the focused promotions and marketing presented on
these displays may be used to encourage further game play. Thus, a
player's desire or need to leave the gaming machine is reduced by
providing the player with access to such non-gaming information.
This, in turn, increases player wagering by encouraging the player
to remain at the gaming machine for longer time periods, thereby
increasing casino profits.
[0006] In addition to providing players with supplemental
information, casino operators also have found that providing
interactive access to the above information enhances the player
experience. This type of interactivity allows players significantly
more flexibility to make use of the above-described information.
Accordingly, components such as touch screens have been developed
to provide players with an interactive gaming experience. While
these system components have been useful, there remains a need for
further interactive devices that are easy to use, cost effective,
and enhance the player's gaming experience. There also remains a
need for interactive devices used in association with an input
device, such as a keypad to enhance the player's interactivity with
the gaming device and to enhance the flexibility of the player
device.
SUMMARY
[0007] Briefly, and in general terms, various embodiments are
directed to gaming devices having player interaction systems. The
player interaction system provides various types of information and
services to a player. For example, the information and services
include gaming related information, non-gaming related information,
and concierge services. The player is not only provided with this
information, but the player is also able to interact and select
various services and to obtain additional information. Furthermore,
the player's interaction with the system is intuitive and easy to
use. Accordingly, the player's gaming experience is enhanced beyond
mere playing of the gaming machine.
[0008] In one embodiment, the gaming system comprises one or more
gaming machines, a display system, a player interface system, and a
player tracking system. The display system includes a display
screen that provides player interactive information. The player
interface system includes a keypad and a secondary input means. The
player tracking system is in communication with the display system
and the player interface system, and the player tracking system
includes a card reader for accepting and reading player cards.
[0009] In another embodiment, the gaming system comprises one or
more gaming machines having a game display for displaying one or
more games, a player interaction system, and a player tracking
system. The player interaction system includes a transparent LCD
screen or the like. The player interaction system further includes
a keypad positioned behind the transparent LCD screen, wherein the
keypad is visible through the transparent LCD screen. Moreover, the
player tracking system is in communication with the player
interaction system, and the player tracking system includes a card
reader for accepting and reading player cards.
[0010] In addition to gaming machines and gaming systems, methods
for enhancing player interaction with a gaming machine are
disclosed herein. In one method, the gaming machine obtains player
information from the player. The gaming machine then displays
player services information or game parameters on a display screen.
The gaming machine is provided with keyboard and secondary input
means to enable the player to request player services or to modify
various game parameters.
[0011] In yet another embodiment, a gaming system includes an
operating system that operates on an operating system level, and
includes one or more applications that operate at an application
level above the operating system level. Specifically, the gaming
system includes: at least one gaming machine; a display system for
presenting player interactive information, wherein the display
system includes a display screen; and a player interface system
including one or more soft keys. Notably, each soft key is
indirectly mapped to associated coordinate-defined point or region
(e.g., X-Y coordinate, X-Y-Z coordinate, X.sub.1-2-Y.sub.1-2
coordinate, X.sub.1-2- Y.sub.1-2-Z.sub.1-2 coordinate, and the
like) on the display screen. In this manner, activation of a soft
key sends a signal to a program at the operating system level which
in turn signals an application at the application level to register
an event at the associated coordinate-defined point or region on
the display screen.
[0012] In another embodiment, a gaming method enables user
interface in a gaming system, wherein the gaming system includes an
operating system that runs at an operating system level, and
wherein the gaming system includes one or more applications that
runs at an application level above the operating system level. The
method includes: presenting player interactive information on a
display system of a gaming machine, wherein the display system
includes a display screen; mapping one or more soft keys to
associated coordinate-defined point or region on the display
screen, wherein activating a soft key sends a signal to a program
at the operating system level which in turn signals an application
at the application level to register an event at the associated
coordinate-defined point or region on the display screen; and
receiving user input via one or more of the soft keys.
[0013] In still another embodiment, a gaming method again enables
user input in a gaming system, wherein the gaming system includes
an operating system that runs at an operating system level, and
wherein the gaming system includes one or more applications that
runs at an application level above the operating system level. The
method includes: providing at least one gaming machine, wherein the
gaming machine includes a display screen and soft keys indirectly
associated with coordinate-defined point or region on the display
screen, wherein the soft keys are not directly associated with any
application running at the application level; receiving user input
via one or more soft keys being activated in a player interface
system; generating an interrupt signal that is sent to a control
module at the operating system level, in response to a soft key
being activated; sending a key code instruction to an application
at the application level to register an event on the display
screen, in response to an command from the control module at the
operating system; generating a signal at the application level to
designate a received event at the associated coordinate-defined
point or region, in response to received the key code instruction;
and recording the received event at the associated
coordinate-defined point or region on a display screen.
[0014] Other features will become apparent from the following
detailed description, taken in conjunction with the accompanying
drawings, which illustrate by way of example, the features of the
various embodiments.
BRIEF DESCRIPTION OF THE DRAWING
[0015] FIG. 1 is a perspective view of one embodiment of a gaming
machine having a player interaction system;
[0016] FIG. 2 is a front view of another embodiment of a player
interaction system;
[0017] FIG. 3 is a front view of another embodiment of a player
interaction system;
[0018] FIG. 4 is a front view of yet another embodiment of a player
interaction system;
[0019] FIG. 5A is a plan view of one embodiment of a player
interaction system;
[0020] FIG. 5B is a plan view of another embodiment of a player
interaction system;
[0021] FIG. 5C is a plan view of one embodiment of a player
interaction system;
[0022] FIG. 6 is a front view of yet another embodiment of a player
interaction system;
[0023] FIG. 7 is a logical flow diagram of the signalling
instructions produced by a press of a soft key in one embodiment of
a player interaction system; and
[0024] FIG. 8 is a front view of another embodiment of a player
interaction system using soft keys that are associated with
hot-spots on the display screen.
DETAILED DESCRIPTION
[0025] Various embodiments disclosed herein are directed to gaming
machines having a player interaction system. The player interaction
system generally includes a graphics display, a keypad, a secondary
input means, and a card reader. The player interaction system
provides a player-friendly interface for a player to obtain gaming
and non-gaming information, to control game play, or to control
various functions of the gaming machine. Furthermore, the features
of the player interaction system may be adapted to or customized by
the player. In some embodiments, the player interaction system uses
encrypted keypads or other input devices to provide additional
levels of security.
[0026] Referring now to the drawings, wherein like reference
numerals denote like or corresponding parts throughout the drawings
and, more particularly to FIGS. 1-6, there are shown various
embodiments of a gaming machine having a player interaction system.
Specifically, referring to FIG. 1, the gaming machine 10 includes a
cabinet 24, a game display 26, a plurality of player-activated
buttons 28, and a player interaction system 11. The cabinet 24 is a
self-standing unit that is generally rectangular in shape. In other
embodiments, the cabinet (not shown) may be a slant-top, bar-top,
or table-top style cabinet. However, any shaped cabinet may be used
with any embodiment of the gaming machine 10.
[0027] The game display 26 presents one or more games of chance
such as, but not limited to, mechanical slots, video slots, video
keno, video poker, or Class II bingo. In alternate embodiments, the
game display 26 may present games of skill or games of chance
involving some player skill. In one embodiment, the game display 26
is a CRT or a panel display such as, but not limited to, liquid
crystal, plasma, electroluminescent, vacuum fluorescent, field
emission, or any other type of panel display known or developed in
the art. Additionally, the game display 26 may also include a touch
screen or touch glass system (not shown).
[0028] As shown in FIG. 1, one embodiment of the player interaction
system 11 comprises a graphics display 12, a touch bezel 14, a
keypad 16, and a player card reader 18, and a card reader bezel 20.
The graphics display 12 may display any visual screen images (e.g.,
pictures, characters, symbols) and video images that have been
converted for compatibility with digital or computer manipulation,
transport and storage. The player interaction system 11 is
positioned above the game display 26 as shown in FIG. 1.
Alternatively, the player interaction system 11 may be positioned
below or next to the game display 26 on any other location so
desired.
[0029] In one embodiment, the graphics display 12 for the player
interaction system 11 is generally a panel display such as, but not
limited to, liquid crystal, plasma, electroluminescent, vacuum
fluorescent, field emission, or any other type of panel display
known or developed in the art. In another embodiment, the graphics
display 12 is a transparent LCD display. According to one
embodiment, the graphics display 12 is a 320x240 display. However,
virtually any size or type of display 12 may be used in conjunction
with the player interaction system 11.
[0030] In the embodiment shown in FIG. 1, a touch bezel 14
surrounds the display 12. The touch bezel 14 forms a frame
surrounding the display 12 where no portion of the touch bezel
contacts the display. As shown in FIG. 1, the touch bezel 14 is a
single component, but the touch bezel may be made from one or more
touch screen or touch glass components (not shown). For example,
one or more touch-activated bars 22 may be positioned around the
perimeter of the display 12. As shown in FIG. 2, two
touch-activated bars 22 are positioned below and to the right of
the display 12. In an alternate embodiment, the touch-activated
bars 22 may be positioned on opposite sides of the display 12. As
those skilled in the art will appreciate, any number, combination,
or positions of the touch-activated bars is contemplated.
[0031] The touch bezel 14 and touch-activated bars 22 may use, for
example, either touch screen or touch glass technology to receive
and interpret player touches. Various touch types may be used to
activate the touch bezel 14 and touch-activated bars 22 such as,
but not limited to, taps, drags, double taps, or the like.
Alternatively, a stylus or other input means may be used to
activate the touch bezel 14 or touch-activated bars. The duration
and quantity of touches may be used to initiate a function or to
make a selection. For example, the touch-activated bars 22 may have
a scroll-bar functionality. Accordingly, a player may drag his or
her finger along the touch-activated bar 22 to scroll down or
across a page on the display 12. Alternatively, the touch bezel 14
or touch-activated bar 22 may be touched or tapped at a particular
position to designate a particular selection or function that is
presented on the display 12. That is, touching or tapping a
particular area on the touch bezel 14 or touch-activated bar 22
activates or selects a particular function or selection presented
on the display 12. Accordingly, a player can make a selection or
navigate around the display 12 based upon the information presented
on the display by touching the appropriate region of the
touch-activated bar 22.
[0032] Referring back to FIG. 1, the player interaction system 11
includes a keypad 16. The keypad 16 may be configured with a
plurality of alphanumeric buttons, numerical buttons, a combination
thereof, and the like. The alphanumeric buttons allow a player to
input numbers, alphabetical characters, or symbols. The numerical
buttons allow a player to only input numbers. In one embodiment,
the keypads may have a three dimensional aspect to them that
changes in aspect to reflect activation. Additionally, the keypad
16 may include one or more dedicated function buttons. The
functions may include enter, clear, cancel, yes, no, forward, or
back. In one embodiment, the keypad 16 is a secured keypad. That
is, once any data (e.g., PIN number or credit card number) is
inputted, the data is encrypted so that all PIN related
transactions comply with industry standards for credit card and
automated teller machine (ATM) transactions. Accordingly, a player
may use an ATM, a debit card, or a credit card, in lieu of cash to
play a game on the gaming machine 10. Alternatively, other cashless
technology may similarly be used.
[0033] A card reader 18 and a card reader bezel 20 are also
components of the player interaction system 11. The card reader 18
is generally a device that reads magnetic stripe cards. In this
regard, the card reader 18 is used to read player promotional
cards, player tracking cards, casino employee cards, smart cards,
and the like. Additionally, the card 18 may be configured to also
accept and/or read information from a credit card or an ATM card.
Generally, the card reader 18 monitors and tracks player and
employee activity each time a player or employee inserts his or her
card into the reader.
[0034] As shown in FIG. 1, a lighted card bezel 20 surrounds the
card reader 18. The bezel 20 draws attention to the card reader 18
to visually prompt a player and/or employee to insert and/or remove
his card. When a player or employee card is inserted into the card
reader 18, the bezel 20 may be illuminated with one or more colors
or it may begin flashing. Alternatively, the card reader 18 may not
include a lighted card bezel 20. In another embodiment, the player
tracking system 11 may include one or more card readers 18. For
example, one card reader is dedicated to receiving credit or ATM
cards, and the other card reader is adapted to read information
from casino-issued player or employee cards.
[0035] FIG. 3 illustrates another embodiment of a player
interaction system 11. Like previous embodiments, the player
interaction system 11 includes a graphics display 12, a keypad 16,
card reader 18, card bezel 20, and one or more secondary input
means. In the embodiment depicted in FIG. 3, the secondary input
means is one or more "soft keys." Soft keys 30 are multi-functional
keys that use a portion of the graphics display 12 to identify each
key's function. As shown in FIG. 3, the six soft keys 30 are
physical (i.e., not virtual) buttons that are positioned adjacent
to the graphics display 12. In other embodiments, the soft keys 30
may be touch-actuated buttons. As those skilled in the art will
appreciate, the number and positioning of the soft keys 30 may be
varied from the depiction in FIG. 3.
[0036] When compared to soft keys that may be positioned directly
on the display (not shown), the soft keys 30 shown in FIG. 3 are
more durable and able to withstand repeated use. Accordingly, these
keys 30 require less maintenance thereby minimizing service-related
costs. Furthermore, the soft keys 30 provide design flexibility as
each key may have one or more associated functions. For example,
the soft keys 30 may have functions, such as, enter, clear, cancel,
or continue. The soft keys 30 may be associated with answers, such
as "yes," "no," or "maybe." Additionally, the soft keys 30 may have
functions that allow a player to navigate between pages shown on
the graphics display 12.
[0037] Referring now to FIG. 4, another embodiment of a player
interaction system 11 is shown. Like previous embodiments, the
player interaction system 11 includes a graphics display 12, a
keypad 16, card reader 18, card bezel 20, and one or more secondary
input means. In this embodiment, the secondary input means is a
touchpad 42. As shown in FIG. 4, the touchpad 42 is a generally
rectangular pad including one or more buttons 44. In an alternate
embodiment, an annular touchpad (not shown) may be provided in
association with the player interaction system 11. Alternatively,
the touchpad (not shown) may not have any buttons. The touchpad 42
allows a player to navigate around the display 12 with a pointer,
scroll through menus, make selections based upon information
provided on the display, or to input data. Optionally, the buttons
44 may be used in combination with the touchpad 42 to provide the
player with additional means of inputting data.
[0038] FIGS. 5A-C illustrate other embodiments of a player
interaction system 11 using other secondary input devices 52. As
shown in FIGS. 5A-5C, the secondary input devices 52 may be a
trackball 54, joystick 56, micro-joystick 58, or any other
navigation means known or developed in the art. In an alternate
embodiment, one or more secondary input devices 52 may be provided
in association with the player interaction system 11. The secondary
input devices 52 provides a player with the ability to maximize his
or her gaming experience by allowing the player to interact with
the gaming machine and/or a player services system.
[0039] FIG. 6 illustrates still another embodiment of a player
interaction system 11 having a transparent LCD screen 62.
Additionally, a keypad 64 is positioned behind the transparent LCD
screen 62. In one embodiment, the keypad 64 is in direct contact
with the LCD screen 62. Alternatively, there may be a small amount
of space between the keypad 64 and the LCD screen. In use, when the
area on the LCD screen 62 above a particular key of the keypad 64
is touched, the force of the touch is transmitted through the LCD
screen 62 to activate the key. That is, the screen 62 has enough
flexibility to deflect when depressed to physically contact the key
located behind the screen. While the keypad 62 is placed at the
bottom of the LCD screen 62 in FIG. 6, the keypad may be placed in
any location under the LCD screen. The keypad 62 may have keys for
inputting alphanumeric and/or numerical data. In another
embodiment, dedicated keys may also be provided with the keypad 62.
Additionally, the keypad 62 may be a secured keypad that
immediately encrypts the inputted information. In other embodiments
(not shown), additional secondary input devices may be included
with the player interaction system 11.
[0040] In an alternate embodiment, the player interaction system
11, as shown in FIG. 6, may also be used to actually play one or
more portions of the game presented on the gaming machine 10. For
example, one or more of the keys may be associated with a game play
function such as initiating the game, initiating a bonus sequence,
or the like. In another embodiment, images displayed on the
transparent LCD 62 may be related to the game and prompt the player
to depress one or more keys of the keypad 62. The images displayed
on the LCD screen 62 may be displayed on the areas adjacent to the
keypad 26 or directly over the keypad. In one embodiment, once a
player depresses the key, the inputted information is encrypted to
minimize tampering with the game.
[0041] In another embodiment, the player interaction system (not
shown) may include a graphics display, card reader, and one or more
secondary input devices. The secondary input devices may be a touch
bezel, touch-activated bars, touchpad, trackball, joystick,
micro-joystick, or the like. These secondary input devices provide
a player with the ability to maximize his or her gaming experience
by allowing the player to interact with the gaming machine, a
player services system, or play a game provided by the player
interaction system.
[0042] One of ordinary skill in the art will appreciate that not
all gaming machines 10 will have all these components and may have
other components in addition to, or in lieu of, those components
mentioned here. Furthermore, while these components are viewed and
described separately, various components may be integrated into a
single unit in some embodiments.
[0043] In addition to gaming devices disclosed above, various
methods for enhancing player interaction with a gaming device are
also provided. In one method, player information is obtained from a
player card by reading the information from the card with a card
reader 18. The player information may contain a player's name,
identification number, gaming habits, player rating, or the like.
Other player information stored on a player card may be related to
a player's non-gaming preferences and/or interests, such as, but
not limited to, shows, favorite restaurants, favorite foods or
drinks, or any combination thereof. Additionally, player
information stored on a player card may be related to a player's
gaming preferences, such as, but not limited to, favorite types of
games, speed of game (e.g., fast or slow game play), font size on
the game display 26, preferred wager denominations, preferred
number of paylines to be played, or a combination thereof. By
providing this information on the player card, the gaming machine
10 may be customized to the player's preferences once the player
card has been inserted into the card reader 18, thereby enhancing
the player's gaming experience.
[0044] In another method, in lieu of inserting a player card,
player information is inputted into the gaming machine 10 by using
the keypad 16 or a secondary input devices such as, but not limited
to, the touch bezel 14, touch-activated buttons, touch bar 22, soft
keys 30, touchpad 42, annular touchpad, touchpad buttons 44,
trackball 52, joystick, micro-joystick, or other input devices
known or developed in the art. The player-inputted information may
be the player's name, a casino-issued player identification number,
a driver's license number or the like. This information may then be
transmitted to a host network (e.g., player tracking network (not
shown)) to access the player's profile stored on the network.
Accordingly, the network may transmit the player's name, player
rating, and other preferences to the gaming machine 10.
[0045] Once the player information has been received, a prompt or
acknowledgement may be displayed on the graphics display 12. For
example, the player information such as player name and/or player
rating may be displayed on the graphics display 12. The display
screen 12 also displays advertisements, player services
information, gaming related information, System gaming, and game
parameters for the game displayed on the gaming machine 10. For
example, player services information may pertain to casino
promotions, show times, restaurant choices, or hotel specials. The
gaming related information may include, for example, information on
sports betting and various betting options for those sporting
events. For example, the gaming related information may include
information relating to horse racing and/or off-track betting.
Alternatively, the information provided on the graphics display 12
may be non-gaming related information, such as, but not limited to,
local or world news. System gaming relates to games that may be
presented by the player interaction system 11 that are displayed on
the graphics display 12. The gaming parameters provided by the
player interaction system 11 and presented on the graphics display
12 may include speed of game (e.g., fast or slow game play), font
size on the game display 26, wager denomination, number of paylines
to be played, or any combination thereof.
[0046] In one method, this information is presented on the screen
whether or not a player is identified by a player card or
player-inputted information. That is, a casino operator may
determine a default list of services to be provided via the player
interaction system 11. In another method, the player services
information and other information displayed on the screen 12 may be
accessed or modified when the player accesses a series of menus or
answers particular questions when prompted by the player
interaction system 11. In another method, the information provided
on the display screen 12 is customized according to a player's
predetermined preferences.
[0047] The various types of information presented on the graphics
display 12 may be stored locally in the gaming device 10.
Alternatively, the information presented on the graphics display 12
may be stored in a remote location such as a central server. In yet
another embodiment, multiple remote sources may store the
information presented on the graphics display 12.
[0048] Generally, the player services information, gaming related
information, non-gaming information, and game parameters displayed
on the graphics display 12 are associated with secondary input
devices. For example, a soft key 30 may correspond to "game
parameter." Once the player actuates the soft key 30 associated
with the "game parameter," another series of game parameter options
appear on the display 12, and these game parameter options are also
associated with the soft keys. For example, one soft key 30 may
correspond to game instructions. When a player actuates the
associated soft key 30, the game instructions, rules, and,
optionally, a pay table are displayed on the graphics display 12.
In another embodiment, player services information, gaming and
non-gaming related information is displayed on the graphics display
12 as links or hyperlinks, and a pointer may be used to select the
particular information or service desired. The pointer may be
controlled by using a secondary input device such as a trackball,
joystick, micro-joystick, trackball, touchpad, or the like.
[0049] Accordingly, the player's gaming experience is enhanced by
allowing the player to interact with the information provided by
the player interaction system 11 on the graphics display 12. The
player has the ability to obtain as much additional information as
he/she desires. Furthermore, the player is able to interact with
the information provided on the player interaction system 11 and to
customize the game he/she is playing. Moreover, the player's gaming
experience may be enhanced as the player may be able to order a
drink, make dinner or show reservations, redeem a coupon, all
without leaving the gaming machine 10. Players may also be less
fatigued and enjoy their gaming experience more because they can
customize various game parameters by inputting their selections
using familiar input devices (e.g., the keypad 16 and/or the one or
more secondary input devices).
[0050] In an alternate embodiment, a cellular phone or other input
device (e.g., PDA), separate and apart, from the gaming machine may
also be used to input various player choices and information to
enhance the player's interactive experience with the gaming system.
Furthermore, inputting information via these devices provides an
added level of security as any key presses may be hidden from view.
In yet another embodiment, a player may call or send a short
message service (SMS) to the gaming machine.
[0051] While the above embodiments relate to gaming systems, one of
ordinary skill in the art will appreciate that the use of a keypad
in combination with a secondary input device may find applicability
in other non-gaming environments. For example, but not by way of
limitation, ATM system, information gathering systems (e.g.,
wedding registries), may also employ the above-disclosed
technology.
[0052] Referring now to FIG. 7, a logical flow diagram illustrating
the activation of a key press on the soft keys 30 is shown. As
described above, in one embodiment of a player interaction system
11, the display system includes a display screen that presents
player interactive information and a player input system that
includes a secondary input means. In one embodiment shown in FIG.
8, the secondary input means include soft keys 30 that are mapped
to particular coordinate-defined point or region (e.g., X-Y
coordinate, X-Y-Z coordinate, X.sub.1-2-Y.sub.1-2 coordinate,
X.sub.1-2- Y.sub.1-2-Z.sub.1-2 coordinate, and the like) on the
display screen 12. These coordinate-defined points or regions are
referred to as hot spots 32. In this regard, activation (i.e.,
pressing) of a soft key 30 replicates a mouse "click" or a touch
screen "touch event" at the associated hot spot 32. It will be
appreciated by one of ordinary skill in the art that the hotspots
32 could be any where on the display screen 12 (including a 2
dimensional or a 3 dimensional display screen). The coordinates are
provided by way of example only, and not by way of limitation.
[0053] Specifically, FIG. 7 shows a user input 100 (soft key "key
press") of a key in the soft keys 110. The key press 100 generates
a key press interrupt 120 that is sent to a soft key control module
130. Next, the control module 130 interrupts the current
application (e.g., gaming application, technician maintenance
application, or the like) with a respective key code 140 to a
gaming machine 150. The current application maps the soft key code
with its respective hot-spot coordinate 32 on a display screen 160
(e.g., a traditional gaming display screen, a secondary display
screen, a player-tracking user-interface screen (such as an iView
screen shown in FIG. 8 and described in U.S. patent application
Ser. No. 10/943,771, entitled "User Interface System And Method For
A Gaming Machine," filed Sep. 16, 2004, which is incorporated
herein by reference in its entirely), or combinations thereof). In
this manner, a mouse "click" or a touch screen "touch event" is
recorded at a hot-spot coordinate 32 on a display screen 160 when
its respective soft key 30 is pressed.
[0054] In one embodiment of a player interaction system 11, the
software implementation of the soft-keys 30 is independent of the
content (gaming application or otherwise) being displayed. The only
implementation requirement is that the navigation targets on the
display screen are aligned with the hot-spot coordinates 32 of the
soft-keys 30. In regard, when a soft-keys 30 key is pressed, the
key generates a mouse click event at its respective hot-spot
co-ordinate 32. This architectural configuration saves content
developers' time by eliminating the need for writing addition code
to support the soft-keys 30. Additionally, this method reduces
complexity during content development and makes is very easy to
implement (i.e., retrofit) soft-keys on existing content by simply
aligning the on-screen button layout so that they have the soft-key
hot-spots 32 in the on-screen button regions.
[0055] When activated, a soft key 30 press sends a signal to the
operating system, rather than to the game being played. The
operating system in turn finds the appropriate response to be sent
to the game (or other application). The soft keys 30 are compatible
with buttons, touch screens, or both. In addition to gaming, soft
keys 30 may also be implemented on ticket machines, vending
machines, ATMs, car displays, mobile phones, and the like. As
described above, each soft key 30 maps a mouse "click" event to an
X-Y coordinate 32 or region. In another embodiment, one or more
soft keys 30 are mapped to a specific function or a keyboard key.
An associated (OS-based) table or database sends the event to the
appropriate device, system, or software process.
[0056] Soft keys 30 provide additional utility over touch screens
and other input techniques that translate into greater player
interest and functionality. Specifically, players typically favor
the tactile feedback the soft keys often provide over touch screens
that may leave a player (or technician) unsure as to whether or not
their touch screen "touch" (i.e., event) was registered.
Furthermore, soft keys tend to be more intuitive and have defined
outer boundaries (i.e., a user typically will not "miss" a button
as can occur with touch screens). Moreover, soft keys are
significantly less expensive and have far less maintenance issues
and associated costs than touch screens. In some embodiments, the
soft keys 30 provide a significant amount of tactile feedback,
while in other embodiments the tactile feedback provided by the
soft keys 30 may be modified for various purposes.
[0057] In conclusion, soft-keys 30 can be implemented with existing
content and with (little or) no code change at the application
level. This operating system-based, soft-key architecture enables
content developer to develop content without addition coding to
implement soft-keys 30. Specifically, the soft-key architecture
simplifies the complexness of the soft-keys 30 implementation by
effectively generating what will be received at the application
level as a mouse click event at a "hot-spot" coordinate 32.
[0058] The various embodiments described above are provided by way
of illustration only and should not be construed to limit the
claimed invention. Those skilled in the art will readily recognize
various modifications and changes that may be made to the claimed
invention without following the example embodiments and
applications illustrated and described herein, and without
departing from the true spirit and scope of the claimed invention,
which is set forth in the following claims.
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