U.S. patent application number 13/276868 was filed with the patent office on 2013-04-25 for card having a flexible, dynamically changeable display, a set of such cards and related system and method.
The applicant listed for this patent is Stephen Patton. Invention is credited to Stephen Patton.
Application Number | 20130099447 13/276868 |
Document ID | / |
Family ID | 48135323 |
Filed Date | 2013-04-25 |
United States Patent
Application |
20130099447 |
Kind Code |
A1 |
Patton; Stephen |
April 25, 2013 |
CARD HAVING A FLEXIBLE, DYNAMICALLY CHANGEABLE DISPLAY, A SET OF
SUCH CARDS AND RELATED SYSTEM AND METHOD
Abstract
A dynamically changeable, flexible card is set forth such as a
playing card or a set of playing cards. The cards have one or more
flexible displays controlled by a controller to change the
display(s). The controller may interface with a wireless
communication device to control the displays For card games, the
electronic display can be changed so that only several such cards
need be used to play the game. The face value content of the
display can be changed by contact or wirelessly.
Inventors: |
Patton; Stephen; (Reno,
NV) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Patton; Stephen |
Reno |
NV |
US |
|
|
Family ID: |
48135323 |
Appl. No.: |
13/276868 |
Filed: |
October 19, 2011 |
Current U.S.
Class: |
273/293 |
Current CPC
Class: |
A63F 1/02 20130101; A63F
2001/022 20130101; G07F 17/326 20130101 |
Class at
Publication: |
273/293 |
International
Class: |
A63F 1/02 20060101
A63F001/02 |
Claims
1. A card to display content comprising: a first flexible
electronic display device defining front and back displays; a
processor unit to control at least one of said displays to display
variable content; and a power source to power said display.
2. The card of claim 1 comprising said processor unit includes a
memory device, a video controller to control the content at said
display and a wireless receiver.
3. The card of claim 1 including one or more of an orientation
detector, motion detector or location detector.
4. The card of claim 1 comprising a playing and said processor is
configured to display at said display content representing a suit
and value of a playing card.
5. The card of claim 1 comprising said card is a trading card and
said processor is configured to control the display to display
content corresponding to a trading card.
6. The card of claim 1 comprising said first electronic display is
configured to display content at a card front side and a second,
flexible electronic display mated to said first electronic display
to display content at a card back side.
7. The card of claim 6 comprising said processor unit is sandwiched
between said first and second electronic displays.
8. The card of claim 6 comprising said card is a playing card and
said first electronic display is configured to display content at
said front side representing a card value and suit and said second
display is configured to display content at said back side
unrelated to either the suit or value of the first display.
9. The card of claim 8 comprising means for randomly assigning said
suit and value to said first display.
10. The card of claim 9 comprising a random number generator to
select said suit and value.
11. The card of claim 8 comprising means external to the card to
communicate with said processor to cooperate with the processor to
select and display a card suit and value at said front side.
12. The card of claim 11 comprising a wireless receiver to receive
signals to influence said processor to select and display said
value and suit.
13. The card of claim 11 comprising a data communication interface
on said card to communicate data to said processor to influence
said processor to select and display said value and suit.
14. A set of cards where each displays different content to
distinguish one card from another comprising: each card includes a
first flexible electronic display device defining front and back
displays, a processor unit to control at least one of said displays
to display variable content and a power source to power said
display; and external apparatus in communication with said
processor for controlling said displays to display different
content for each card
15. The set of cards of claim 14 comprising said set represents at
least a subset of playing cards where said processors are
configured to display at each card a different suit and value.
16. The set of cards of claim 14 comprising each card includes a
wireless receiver in communication with the processor unit, said
external apparatus is a wireless transmitter.
17. The set of cards of claim 14 comprising each card includes said
first electronic display configured to display content at a card
front side and a second, flexible electronic display mated to said
first electronic display to display content at a card back
side.
18. A system including a set of cards for playing a game hands
comprising: each card includes a first flexible electronic display
device defining front and back displays, a processor unit to
control at least one of said displays to display indicia used in
the play of the game to define outcomes and a power source to power
said display, apparatus external to the cards to interface with
said processor units to influence the indicia to be displayed on at
least the cards in play of the game for the hands of play; a host
computer configured to read the cards in play to generate a
historical record.
Description
COPYRIGHT NOTICE
[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.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] These disclosed embodiments pertain generally to the use of
small displays, including flexible displays, and miniaturized
computer components to create dynamic playing cards, called Dynamic
Playing Cards (DPC).
[0004] 2. Description of the Related Art
[0005] Modern Card games have been a staple of game play, gambling
in particular, as possibly as early as 1000 years ago in China.
Over the centuries, several physical innovations have been
incorporated to bring us the features of a standard deck of cards
we have today, some of which include manufacturing materials and
processes, rounded corners, suits and face values, and card value
in the corners for easy viewing.
[0006] A typical playing card consists of a "face" side and "back"
side. The face Side identifies the card and thus distinguishes each
card from another. The backs of all the cards in a deck are
identical so that the identity of the card can be concealed by
anyone viewing the back of the card.
[0007] Typically the face value of a card is defined by a rank and
a suit. Different cultures use different suits and ranks. For
example, the Anglo-American-French playing deck usually consists of
four suits Hearts, Diamonds, Spades, and Clubs and ranks 2-10 and
Jack, Queen, King, and Ace. Many Central European cultures play
with suits Hearts, Bells, Leaves, and Acorns and ranks VII, VIII,
IX, X, Under, Over, King and Ace. The Swiss often play with a deck
consisting of Roses, Bells, Acorns, and Shields and ranks 6 to 10,
jacks, queens, kings and aces. As one can image, the possibilities
for suits and ranks are limitless. The set of all unique playing
cards is a deck of cards. In most cases each card is unique, but
some decks of playing cards allow duplicate rank/suit pairs (e.g.
game of Uno). Some games use multiple decks. In such games there
are duplicate rank/suit pairs.
[0008] Playing cards have been used in a variety of venues. The
most common are game playing (many of which incorporate a wagering
component), magic tricks, fortune telling, board games, encryption,
toy building components (e.g. house of cards), educational tools,
and many other entertainment purposes.
[0009] Another auxiliary use of playing cards has been advertising
or providing secondary entertainment value. Traditionally, this has
been done by 1) utilizing the space on the backs of cards to
advertise one or more products (e.g. branded cards), 2) having a
customized face design for special cards or rank/suite pairs like
the jokers or Ace of Spades that promote or highlight one or more
the products, or 3) designing custom designs for each card which
promotes or highlights one or more products (e.g. women, high value
Iraqi targets, etc). Sports or other entertainment activities have
also generated cards for collection which include on one side a
picture of a Baseball player on one side and his statistics on the
other.
[0010] Although there are a variety of techniques and materials
used, the traditional playing card involves printing on a plastic,
card board, or otherwise flexible material. As a result, the
playing card, once printed, is static and forever defined.
Moreover, the card has no intelligence and therefore cannot
interact with the player, surrounding cards, or any other aspect of
its environment.
[0011] Since all cards are included in a deck and also since the
rank/suit of each card does not change; randomization of the
sequence of cards is accomplished by shuffling the deck. Shuffling
may be done manually by hand or through the use of a shuffling
machine. Shuffling can consume more than an insignificant amount of
time. There are numerous situations where this time is at best
inconvenient (e.g. playing games at home) or at worst costly (e.g.
casino where time spent shuffling could be used having the players
wager). In cases where shuffling has been mechanically automated,
there is a cost associated with the automated shuffling device.
[0012] Finally, in order to include all playing cards in a deck;
the entire deck must be printed. For example, to include all 52
cards (e.g. from a standard Anglo-American-French deck) in a game
(e.g. Poker), even though only a maximum of 19 cards (6
players.times.2 cards+5 common cards+2 burned cards) are ever in
play. For games that employ more than one deck, the inefficiency is
multiplied.
[0013] In prior art, tracking card play in a casino environment has
been achieved by the use of cameras, bar code or other types of
optical scanners, RFID tags combined with some recognizable
printing or component on a physical card, such as an optically
identifiable pattern or image that is indistinguishable to the
naked eye (e.g. bar code) or RFID tag, or through optical character
recognition read by cameras either below the table, in the table,
over the table, or in the card shoe or chute that is read is the
dealer pulls a card to deal. Except in games where card position is
non-discretionary, knowing which cards a player has had been
challenging.
[0014] A need arises to provide a dynamic, visually alterable,
smart card that maintain as many of the physical features as
possible of traditional cards that players enjoy.
[0015] A need arises for a general purpose playing card that can
change the suit, rank, and/or number of cards in a deck based on
which game or other purpose the deck is being used for.
[0016] A need arises to minimize the inefficient use of physical
cards required for a game, requiring only a card for the maximum
number of physical cards in play rather than physical card for
every possible card face.
[0017] A need arises to not incur the hard or soft expense of
shuffling cards.
[0018] A need arises to increase the auxiliary advertising or
secondary entertainment on the back of cards by having the back be
dynamic so that it cannot be used by a player to physically
identify the face.
[0019] A need arises to have a physical card to be aware of and
interact with its environment, including the player, other cards,
or other participants in the game.
[0020] A need arises for a physical card to identify or
authenticate the person holding the card.
[0021] A need arises to record which cards were dealt to, selected
by, and/or played by a player. A need also arises to record which
cards were handled by anyone, including a dealer, another player,
or someone else.
SUMMARY OF THE INVENTION
[0022] A dynamic Playing Card and the system and method of
integrating it into a game, with or without wagering, are
disclosed.
[0023] In accordance with one or more embodiments, a dynamic
playing card (DPC) consists of two displays, back to back,
representing a face and back, or a single display representing a
face with a static back, shaped and sized and forming the
appearance of a traditional physical playing card. The DPC
includes, but is not limited to, a video display processor, a
central logic processor, a power store, power receiver or
generator, and a physical contact component for power store
replenishment and/or communication, all miniaturized to fit into
the dynamic playing card with the goal of not significantly
modifying the look and feel of the DPC from that of a traditional
playing card. The DPC is able to change the face value displayed,
and possibly its back appearance, assuming a back display. Game
play can remain the same or it can be streamlined by time saving
modifications such as not having to physically shuffle the cards or
even deal cards. The physical DPC's can be assigned to players and
held continuously during the gaming session and the faces changed
as needed. Moreover, the DPC can visually communicate to the player
to provide game hints, help, advertisements, bonus games, or other
entertainment or informational messages. Where the back of the card
is dynamic, the DPC can display various, possibly unrelated, images
and messages without compromising the integrity of the DPC, or give
away its face value.
[0024] Other aspects of this invention may include one or more of
the following: a touch detection layer (i.e. touch screen) on one
or both sides of the playing card and a touch controller processor,
a wireless communication component, a proximity component,
gyroscope or other motion detector, or location detecting device,
all miniaturized to fit into the dynamic playing card with the goal
of not significantly modifying the look and feel of the DPC from
that of a traditional playing card. Through the wireless or contact
communication component(s), the DPC communicates with a central
game control system and is aware of and can collaborate with nearby
cards, for example, those also held or assigned to a certain
player. Further embodiments disclose the DPC being aware of
surrounding players as well. The touch detector can detect single
or multiple touches on one or both sides of the cards, allowing a
person to physically interact with the DPC and in some case the DPC
to read one or more finger prints of the holder for the purpose of
identification or authentication. The gyroscope can determine when
the DPC is in motion, possibly using the motion to seed a random
number generator. The location detection enables the DPC to know
its location. Through the wireless communication component, the DPC
may communicate location data, motion data, player data, player
interactions, and/or computations based on the aforementioned data
to the central system, other DPC's, or other devices.
[0025] Other features and numerous advantages of the various
embodiments will become apparent from the following detailed
description when viewed in conjunction with the corresponding
drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
[0026] FIG. 1A is a diagram of an embodiment of a dynamic playing
card.
[0027] FIG. 1B illustrates a cross section of a dynamic playing
card (DPC).
[0028] FIG. 2 is a high-level diagram of the core electronic
processing and logic components of a dynamic playing card.
[0029] FIGS. 3A and 3B are a side view and front prospective view
of a card shoe modified to accommodate a deck of dynamic playing
cards and communicate through the use of a metal contact place.
[0030] FIG. 4 is an exemplar depiction of front and back display
graphics.
[0031] FIG. 5 is a diagram of an exemplary system architecture.
[0032] FIG. 6 is a diagram of DPC's coordinating to create a larger
virtual display
[0033] FIG. 7 is a flowchart describing one embodiment of the
process of a DPC Manager initiating management control of a DPC,
transferring from an existing manager if necessary.
[0034] FIG. 8 is a diagram of several examples of DPC's providing
helpful game related information.
[0035] FIG. 9 is a diagram of an example DPC's automatically
sorting a player's hand
[0036] FIG. 10 is a logic diagram illustrating operation of a bonus
feature.
DETAILED DESCRIPTION
[0037] This invention incorporates a broad definition of a playing
card and card game, as it is played with a deck of playing cards.
Various embodiments are directed to traditional wagering card
games, but to one skilled in the arts, it is easy to extrapolate
these embodiments to other non-wagering card games.
[0038] The embodiments are illustrated and described herein, by way
of example only, and not by way of limitation. Referring now to the
drawings, there are shown illustrative examples of dynamic playing
card or referred to hereafter as a DPC 10 for use in a casino or
other wagering venue such as a keno, bingo, or poker parlor
(including amusement for prizes).
[0039] Turning to the drawings there is shown a diagram of an
embodiment of a two-sided dynamic player card (DPC) 10 according to
the present invention. In it, the DPC 10 consists of two dynamic
displays; the card face or front display 12, and the card back or
back display 14 manufactured back-to-back so that the displays
create each side of the DPC 10. In an alternative embodiment, the
back display 14 is replaced with a static representation of the
back of a playing card such as a printed velum, plastic, paper
layer or the like.
[0040] In an alternative embodiment, the DPC 10 may have more than
two displays arranged side by side at one or both of the front and
back displays 12, 14, and/or back-to-back to create a flat playing
card. In this case, the displays constructing the front display 12
of the DPC 10 can be considered as a single front display for the
purpose of this disclosure and is within the scope of this
invention. Likewise, the display(s) constructing the back display
14 of the DPC 10 can be considered as a single back display for the
purpose of this disclosure and is within the scope of this
invention. In another embodiment, the multiple displays are
assembled to create a three dimensional object, such as, but not
limited to, a cube or pyramid. As herein described the DPC may have
more than two touch screens 16a, 16b associated with the front
and/or back displays 12, 14 to accept a user's touch as input as is
known in the art.
[0041] In the preferred embodiment and with reference to FIGS. 1
and 2, a core 18 defines the main electrical, processing, and logic
components for the DPC 10. In one non-limiting example, the core 18
is a flexible printed circuit board. FIG. 2 is a high level
schematic diagram that portrays the preferred embodiment where core
18 contains one or more main processors 200, one or more video
controllers 202, random access memory 204, and non-volatile random
access memory 206, all miniaturized to fit into the DPC 10 with the
goal of not significantly modifying the look and feel of the DPC 10
from that of a traditional playing card.
[0042] In one embodiment, the DPC 10 is secured through a tamper
detection device. In another embodiment, the tamper detection
disables the DPC 10 when a physical security breach is
detected.
Processing and Core Platform
[0043] In one embodiment, the platform is a Picotux 100 or similar
platform utilizing a 32-bit ARM 7 Netsilicon processor 200,
modified to drive the front and back displays 12, 14, receive input
from one or more touch screen microcontrollers 208, interfaced to a
wireless module rather than an RJ45 connector, and mounted on a
flexible printed circuit board (PCB). It has 2 MB of flash,
non-volatile RAM 206. In an alternative embodiment, the platform is
built around the PIC32MX family of microcontrollers from Microchip.
One skilled in the art will easily recognize the actual processor
selection is arbitrary and the incorporation of any other
processor, including multi-core processors, for controlling a DPC
10 is within the scope of this invention.
[0044] In the preferred embodiment, the central processing unit 200
reads a program out of RAM 204 and/or NV RAM 206. In one
embodiment, the program consists of processor-ready instructions
and the processor 200 is able to execute them as-is. In another
embodiment, the processor 200 must compile or translate the
instructions into processor-ready instructions before executing
them. A non-limiting example is a Java program that the processor
200 must compile or translate into processor-ready instructions. In
one embodiment, there are multiple programs running simultaneously
on a single DPC 10. The programs that are primary executors of
higher level DPC 10 behavior, display, and communication logic can
be called applications.
[0045] In the preferred embodiment, there is a program, called an
Operating System that instructs the processor 200 on how to access
RAM 204 and other connected components. Part of its responsibility
is to read the applications and manage their execution. This is
similar to other computer system operating systems, such as the
Microsoft Windows family of OS's, Apple's OSX, the Linux flavors,
QNX, etc. These are hereby incorporated as non-limiting examples of
possible operating systems implemented on a DPC 10. In another
non-limiting embodiment, the operating system is the TinyOS
developed at UC Berkley for use in devices that are severely
resource constrained.
[0046] In one embodiment, the program code, including but not
limited to operating system and application programs, is stored in
nonvolatile RAM 206. In an alternative embodiment, the programs are
stored on a read only medium (not shown). In yet another
embodiment, the programs are stored outside the DPC 10 and are
loaded through one or more communication mediums existing in the
DPC 10. In an alternative embodiment, different programs or
portions of the same program are stored and loaded from a plurality
of sources.
[0047] In one embodiment, the program and or data are secured. In
one non-limiting embodiment, the program and/or data are secured
through the use of a signature. A signature is calculated for the
program or data file and stored either with the file or separately
somewhere else accessible to the processor. When the processor 200
loads the program it calculates the signature and compares it to
the previously calculated signature. Non-limiting examples of
signature algorithms are Secure Hash Algorithm family of algorithms
(e.g. SHA-1, SHA-2, etc) and Message Digest algorithms (e.g.
MD5).
[0048] In the preferred embodiment, the front and back displays 12,
14 are connected to the core 18 housing the processor 200 and a
video controller 202. In one embodiment, in the core 18, the
processor 200 sends instructions and data to the video controller
202, which in turn sends video signals to be displayed as graphic
images on the front 12 and/or back 14 displays. The content of the
video signal, or the execution of its instructions, results in
displaying either a static image or a variable image such as an
animation or video clip. In another embodiment, the variable image
may be displaying an image that is perceived to be static. In an
alternative embodiment, the core 18 sends the definition of a
static image to be maintained by one of the displays 12, 14 until
instructed to change. Non-limiting examples of Video formats and
containers include: MJPEG, Motion JPEG 2000, MPEG-1, MPEG-2, MPEG-4
ASP, MPEG-4/AVC, H.120, H.261, H.262, H.263, H.264, AMV, AVS,
Dirac, Indeo, Pixlet, RealVideo, RTVideo, SheerVideo, Smacker,
Snow, Theora, VC-1, VP6, VP7, WMV, 3GP, ASF, AVI, Bink, DMF, DPX,
FLV, Matroska, MP4, MXF, NUT, Ogg, Ogg Media, QuickTime MOV,
RealMedia, Smacker, RIFF, VOB, AIFF, AU, WAV, Shockwave SWA.
Non-limiting examples of Image formats include: JPEG, JPEG 2000,
lossless JPEG, JBIG, JBIG2, PNG, WBMP, BMP, GIF, ICER, ILBM, PCX,
PGF, TGA, TIFF, JPEG XR/HD Photo.
[0049] In one embodiment, the DPC 10 includes miniaturized on-board
speakers (not shown). In another embodiment, the DPC 10
communicates to external speakers through a wireless connection
such as BlueTooth. In one embodiment, the processor 200 and/or
video controller 202 synchronizes the video and animation with
audio communicated to internal and/or external speakers. External
speakers include, but are not limited to, physically connected
headsets, wireless headsets, wireless speakers, directed sound
speakers, or a cell phone or other communication device with a
speaker.
[0050] Referring back to FIG. 1, in the preferred embodiment, the
DPC 10 is flexible to some degree. This requires the front display
12 (and back display 14 if provided) to be flexible. In other
embodiments, the DPC 10 has one or more of the following: back
display 14, front touch screen 16a, back touch screen 16b. In this
case, these components must also support some degree of
flexibility. Similarly the core 18 and other components are either
flexible, small enough to not impede the desired degree of
flexibility or both. Likewise, in related embodiment, the displays,
touch screens 16a, b, and other components are secured together
essentially forming layers. In these embodiments, the layers are
constructed in such a way that each layer flexes without separating
or splitting from the adjoining components or layers. In an
alternative embodiment, the DPC 10 is not flexible and is not
intended to be bent or flexed. In yet another embodiment, portions
of the DPC 10 support flexibility. In a non-limiting example, the
corners of the DPC 10 are flexible allowing the player to bend the
corner of the DPC 10 up slightly while the front face 12 is face
down such that the turned-up corner reveals the face value of the
DPC 10 similarly to how players often look at traditional playing
cards.
Front/Back Displays
[0051] In the preferred embodiment, the front and back displays 12,
14 are from the class of electrophoretic flexible displays. In one
non-limiting embodiment, the front and back displays 12, 14 are
manufactured using electrophoretic imaging film, where the display
is constructed from microcapsules of tiny particles, colored black
or white. To produce an image, the particles are positively or
negatively charged to get the correct balance of grey tone to the
top microcapsule where they are visible and remaining particles to
the bottom of the microcapsule where they are hidden. In effect,
each of these microcapsules is equivalent to a pixel on a standard
LED, LCD style display. Two key benefits of this type of display
are that it does not require a back light and once the particles
have been charged, no additional power is required to maintain the
image. Moreover, it is advantageous that the display is not backlit
in that it maintains a look and feel similar to a traditional
playing card. In one non-limiting embodiment, the front and/or back
displays 12, 14 are flexible displays from E-Ink Corp, 733 Concord
Ave., Cambridge, Mass. 02138. Another non-limiting example is the
rollable display by Polymer Vision (Kastanjelaan 1000, Building
SFH, 5616 LZ Eindhoven, The Netherlands) used in its Readius.RTM.
reader product In one embodiment, the displays are active matrix.
In an alternative the displays are passive matrix.
[0052] In an alternative embodiment, the front and/or back displays
12, 14 are from the class of electrochromic, color, flexible
displays such as the Siemens (Siemens Corporation, 300 New Jersey
Ave., Suite 1000, Washington, D.C. 20001) thin printable display.
This type of display is controlled by a printed circuit and can be
powered by a very thin printable battery or a photovoltaic cell.
The goal is to be able to create the entire device--the display and
its power source--using the same printing method."
[0053] In another non-limiting example of a flexible display, the
displays are flexible electroluminescent displays. In one
non-limiting example, Sony Corporation (7-1, Konan, 1-Chome,
Minato-Ku, Tokyo, Japan 108-0075) manufactures an Organic Light
Emitting Diode (OLED) on an organic thin-film transistor (TFT) on a
plastic substrate rather than glass creating a thin, lightweight
and flexible full-color display.
[0054] In certain embodiments of the flexible display (e.g.
electronphoretic, electrochromic, and electroluminescent), the
substrate materials used to construct the flexible displays are
plastic. In an alternative embodiment, the substrate is stainless
steel.
[0055] In an alternative embodiment, the front and/or back displays
12, 14 are not flexible, but rather use traditional rigid display
technology. Non-limiting examples are thin LCD and LED
displays.
[0056] The use of any thin display technology for the front and/or
back displays 12, 14 of a DPC 10 is within the scope of this
invention. Also, as technology advances and flexible displays
become higher quality, less power demanding, and fuller featured
(such as 3D and holograms), assembling these into a DPC 10 is
within the scope of this invention.
[0057] In the preferred embodiment, the front display 12 primarily
displays the image of a traditional playing card which includes its
suit and rank. In one embodiment, similar to prior art paper-based
playing cards, the front display 12 shows the DPC's 10 rank and
suit in diagonally opposite corners (upper left and lower right) as
well as in the middle. FIG. 4 depicts a representative DPC 10 front
display 12, as well as a back display 14. In FIG. 2, a King of
Hearts is being displayed. In this example, two opposite corners
400a, b display the rank of the DPC 10. In the center of the front
display 12 is displayed a graphic 402a, b showing the rank and
suit. In one non-limiting example the top left corner 400a displays
the rank right side up and the lower right corner 400b upside side,
similar to a traditional playing card.
[0058] In a non-limiting embodiment, the back display 14 primarily
presents a design or image common to all DPC 10 in a deck.
Non-limiting examples of this common image is an interesting
pattern or graphic 404, a branded image (e.g. branded for the
casino) 406, an advertisement 408, or some combination thereof. In
another embodiment, the back display 14 presents a common variable
image such as an animation or video clip. In yet another
embodiment, the back display 14 shows a combination of common
static or variable images.
[0059] In a usual configuration the back display 14 of a DPC 10
shows the same graphic for all cards to prevent players from
determining the value of the DPC 10 from the image of the back
display 14. It would be advantageous to have different graphics on
the backs of individual cards without inappropriately compromising
the face value. In the preferred embodiment of the DPC 10, the back
display 14 presents a design or image, or alternatively a variable
image such as an animation or video clip, or a combination of
static and variable images that are not the same for each DPC 10 in
a deck. The possible back images are assigned to the DPC's 10 so
that a person does not have an increased chance of knowing the face
value of the DPC. In one embodiment, the face value of the DPC 10
is displayed or communicated through symbols or otherwise encoded
in the static or variable images 410 on the back display 14 so that
the face value can be determined with the aid of a machine such as
an optical reader located outside the DPC 10. However, the encoding
is a machine readable set of symbols 410 (e.g. bar code, glyph or
other design) that may not be readable, understandable,
recognizable, noticeable, distinguishable by, or possibly even
visible to the human eye or some combination thereof of said
characteristics. Symbols 410 may be a sequence of symbols displayed
continuously or only at certain times, in subsets (like an
animation) or in its entirety. If the face value is displayed in
such a way as to be recognizable by a human, then that display is
considered, by definition, to be a card face, not the back.
Therefore, in one embodiment, it is possible for a DPC 10 to have
two face displays 12 and no back display 14. In another embodiment,
it is possible for a DPC 10 to have two face displays 12 at one
time, and a front and back display 12, 14 at other times. In yet
another embodiment, the definition of a DPC display may change so
that the front display 12 becomes the back display 14 and the back
display 14 becomes the front display 12.
[0060] In the prior art, multiple decks may be combined together,
some of which may have different images at the back displays 14.
This same concept can apply to multiple decks of DPC's 10. A deck
can be defined as any arbitrary subset of DPC's 10, including a
single DPC 10, and that a deck can be considered a virtual, dynamic
subset of DPC's 10, rather than an constant physical subset. In one
embodiment, a DPC 10 is assigned to one or more decks. In a
non-limiting example, there are a set of n physical DPCs 10 {c1, .
. . , cn}. There are two Decks {A,B}. A given card cx may an
element of A, B, both A and B, or neither, and this may change over
time. Likewise, just because cx and cy are elements of A, it does
not follow that cx and cy are elements of B. Using this example, in
one embodiment, back images may be assigned based on membership in
a particular deck. In the prior art case of multiple decks, after
certain cards have been revealed, it is possible that a person can
have a higher probability of guessing what a given card is or is
not compared with another card. For example, if there are two
decks, one is blue and one is red, if the Ace of Hearts, Ace of
Diamond, Ace of Spades, and Ace of Clubs from the blue deck is
revealed, then when the player is looking at a blue deck card face
down, he can know that the odds of the face value of that card
being an ace is zero. Whereas, if that card were a red card, then
the odds would be 1 in 13. In the preferred embodiment of a deck or
multiple decks of a DPC 10, a person cannot increase his odds of
guessing cards by knowing of which deck a physical card is a member
combined with knowing which cards of certain decks have been
revealed. In an alternative embodiment, the aforementioned nature
of the changing odds of the physical deck is preserved.
Touch Detection
[0061] Referring back to FIG. 1, in another embodiment, one or more
of the front and/or back displays 12, 14 have the thin touch
screens 16a,b that detect a person's touch and preferably the
location of the touch. In the preferred embodiment, the touch
screens 16a, b can detect multiple simultaneous touches. In an
alternative embodiment, the touch screens 16a, b can only detect
one touch at a time. Non-limiting examples of touch screen
technologies include: Resistive, Surface acoustic wave, Capacitive,
Infrared, Strain gauge, Optical imaging, Dispersive signal
technology, Acoustic pulse recognition, Frustrated total internal
reflection, and Diffused laser imaging.
[0062] In one embodiment, referring to FIG. 2, the core 18 also
contains one or more touch screen microcontrollers 208. The touch
screens 16a, b are connected to one or more touch controllers 208.
The touch controllers 208 communicate touch data to the main
processor 200.
[0063] In one embodiment, the touch data is associated to a virtual
object displayed under or in the proximity of the touch location.
Actions are attributed to the touch. Non-limiting examples are
pressing a button, or selecting an object or item. In another
embodiment, the touch screen 16a, b tracks a touch and drag and
associates an action on a virtual object with the touch and drag.
One non-limiting example is touching an icon on the front display
12 and moving the icon to a new location by sliding the finger
(i.e. dragging) to the new location and lifting the finger to
signify the end. In this example, the DPC 10 continually re-draws
the icon to coincide with the finger's new position during the drag
to provide the person the necessary visual feedback of the
action.
[0064] In another embodiment, the touch data is not associated with
any displayed object, but rather used to track if and how the DPC
10 is being held. In another embodiment, the touch data is able to
detect if and how the DPC 10 is being covered. In one non-limiting
example the DPC 10 is face up, but not displaying the face value of
the card. The player places his hand curved over the front display
12 and the touch screen 16a detects how the player is covering the
DPC 10 and the DPC 10 determines that the player is sufficiently
covering the card to conceal the front display 12 from the view of
other players. As a result, the DPC 10 displays the face value on
the front display 12. In another embodiment, the DPC 10 displays
only a portion of the face value based on which part of the front
display 12 is sufficiently concealed from view by other
players.
[0065] In another embodiment, the DPC 10 is face down and the
player touches the back display 14 causing the DPC 10 to "turn
over" and reveal the face value by switching which displays are the
front and back displays 12, 14. The display showing then shows the
graphics and images assigned to the face value of the DPC 10. In an
alternative embodiment, the DPC 10 consists of a single display, in
which case it has been displaying a back of a card and upon
touching displays the face. In yet another alternative embodiment,
the player touches the DPC 10 to turn it back over so that the
content of the back display 14 is showing. This is referred to at
Tap Turn Over or Tap Reveal.
[0066] In another embodiment, the touch screen 16a is a touch
screen scanner and is able to scan an object touching the DPC 10.
In one embodiment, the touch screen scanner scans the person's
finger print. In another embodiment, the DPC 10 is able to
distinguish between a finger touching the screen and some other
object. Non-limiting examples include: the table, another DPC 10,
chips, or other game pieces. In another embodiment, the one or more
front and back displays 12, 14 are interlaced or interwoven with
tiny cameras (not shown) and are able to track a player's fingers
on the screen. In yet another embodiment, the tiny cameras have a
viewing distance of a few feet in front of the DPC 10 and are able
to view objects near the DPC 10. A single image is created from a
composite of the images from all of the cameras. In one
non-limiting embodiment, the DPC 10 is able to create an image of
the face of the person in front of the cards for the purpose of
facial recognition.
Environmental Awareness
[0067] Referring back to FIG. 1, in an embodiment, the DPC 10
contains one or more components that detect the physical
orientation, direction, motion, and/or location of the DPC 10 and
is aware of its physical orientation, direction pointing, current
motion, and/or absolute location or its location relative to some
other object, and any changes in such.
[0068] In one embodiment, the DPC 10 contains a physical
orientation monitor 20. In another non-limiting embodiment, the
physical orientation monitor 20 is a tiny gyroscope which provides
the DPC 10 vertical orientation. In one embodiment, the gyroscope
provides angular data such that 0.degree. means the DPC 10 is
completely vertically upright, 90.degree. means the DPC 10 is lying
completely flat with the face up, 180.degree. means the card is
completely vertically upside down, and 270.degree. means the card
is lying completely flat face down, and other measurements provide
different orientations proportionally between these extremes.
[0069] In one embodiment, the DPC 10 contains a direction detector
22. In another non-limiting embodiment, the direction detector 22
is a tiny compass that reports angular direction such that
0.degree. means the DPC 10 is oriented with a basis side facing
North, 90.degree. means the DPC 10 is oriented East, 180.degree.
means the card is oriented South, and 270.degree. means the card is
oriented West, and other measurements provide different
orientations proportionally between.
[0070] In one embodiment, the DPC 10 contains a location detector
24. In another non-limiting embodiment, the location detection
component 24 is a global positioning system (GPS) chip which
provides the DPC 10 its physical location. One non-limiting example
of a miniaturized GPS chip is SE4110S global positioning system
receiver such as a GNSS (Global Navigation Satellite System)
receiver), which measures 2.2 mm square and 0.4 mm thick.
[0071] In the preferred embodiment, the DPC 10 is aware of its
physical orientation and displays its static or variable images, or
a portion of its images, so that they are properly aligned with the
orientation of the DPC 10. A non-limiting example of the image is
the middle rank and suit symbols. The result is that no matter
which way a person holds a card, the middle rank and suit and
displayed for ease of reading. In an alternative embodiment, the
DPC 10 is aware of its directional orientation (e.g. North, South,
East, or West) and can adjust its images or portion of its images
appropriately. A non-limiting example is that the DPC 10 is aware
of its directional orientation in relation to a player's view and
adjusts the displays of its middle rank and suit graphic 402a, b
for ease of reading by the player.
[0072] In one embodiment, the DPC 10 contains a motion detector 26.
In another non-limiting embodiment, the motion detector 26 is an
accelerometer which is able to detect motion, speed or velocity,
and/or acceleration of the DPC 10. In an alternative embodiment,
the wireless component 210 is able to calculate position and
motion. In one non-limiting example, the wireless is able to
triangulate its position relative to one or more transmitters or
wireless access points 500 (FIG. 5) and from this determine its
absolute or relative location and interpret change is location as
motion, including velocity or speed and acceleration.
[0073] In an alternative embodiment, a single component performs a
plurality of functions such as detect the physical orientation,
direction, motion, and/or location. In another embodiment, there is
a plurality of these multi-function components that in aggregate
accomplish a subset of the aforementioned functions.
Power and Battery
[0074] In one embodiment, the DPC 10 has a plurality of power
sources 28 that supply the power needed to drive the front display
12, back display 14, and all other components on the DPC 10.
Non-limiting examples of power consumers include core electrical
and logic components 18, location detection 24, direction and
physical orientation component(s) 20, touch screen 16a, b, or one
or more batteries 30 that temporarily store the power for later use
by one of the other power consumers.
[0075] In one embodiment, the power source 28 is a receiver of
wireless power. In a non-limiting embodiment, the wireless receiver
power source 28 is a miniaturized magnetic resonant coupling coil.
In one non-limiting embodiment, a master resonant coil is
positioned in a defined area. Non-limiting examples include one
side of a card shoe 300 (FIG. 3) or other storage device for the
DPC 10, the perimeter of a defined area that the DPC 10 is expected
to remaining such as a Blackjack table 502 (FIG. 5). Another
miniaturized coil tuned to the same frequency is the DPC 10 power
source 28. When power is applied to the master coil, it creates a
magnetic field. The power source 28 resonates with the magnetic
field generating an electric current. In an alternative embodiment,
there is a plurality of master coils strategically placed around a
defined area, such as a casino gaming floor, and powers multiple
DPC's 10. This approach to wirelessly providing power is described
in Technology Review (Published by MIT), March/April 2008 issue
found at: http://www.technologyreview.com/read
article.aspx?ch=specialsections&sc=emerging08&id=2
0248.
[0076] In another embodiment, the power source 28 is a
miniaturized, thin voltaic cell which converts light energy into
electrical current. In one embodiment, photovoltaic cell is a
silicon wafer. In another embodiment, the photovoltaic device
employs a thin, flexible, and possibly transparent substrate,
possibly printed on a flexible polymer film.
[0077] In one embodiment, the power source 28 is a device that
converts mechanical energy into electrical current. In one
non-limiting example, the power source 28 includes miniaturized
coil around a sliding magnet so that movement causes the magnet to
pass through the coil to cause variation of a magnetic field of the
coil, so that the coil produces an electric current by variation of
the magnetic field, thereby generating the electricity so as to
supply an electric power.
[0078] In an alternative embodiment, the power source is a receiver
of electrical power through a physical connection. In one
non-liming example, a physical metal contact 32 receives an
electrical charge from a corresponding contact external to the DPC
10.
[0079] Other non-limiting embodiments of the power source 28
include: electrical currents going through a person's skin,
thermoelectric materials which use miniature, thin-film
technologies to convert thermal energy into electrical power,
possibly sourced by the thermal energy generated by a person's body
as he touches the DPC 10. One skilled in the arts will recognize
that the miniaturized power source 28 may include a plurality of
the solutions described by the aforementioned embodiments and
examples but is not limited by those embodiment and examples.
[0080] In an embodiment, the power source 28 charges or recharges
the battery 30 which then supplies the needed power for the
components. In another embodiment, the battery 30 is actually a
capacitor and the power source 28 charges the capacitor. In another
embodiment, there is a plurality of power sources 28 and/or
batteries/capacitors 30 receiving its power from any or all of the
power sources 28. In yet another embodiment, one or more of the
individual power consumers on the DPC 10 has its own power source
28, battery 30, or both. In an alternative embodiment, the
batteries 30 are not charged by a power source, but directly from
an external power source (not shown). In yet another embodiment,
one or more batteries 30 are physically replaced in lieu of being
recharged.
[0081] In one embodiment, the battery 30 is one or more thin film
batteries (TFB). One non-limiting example of a thin film batteries
are LiTE*STAR thin-film batteries. They are thin electrochemical
batteries where the cathode and anode are separated by an
electrolyte and are capable of being 0.5 mm thick and can be
integrated onto a flexible PCB.
[0082] In another embodiment, the battery 30 is one or more
nano-wire batteries, where the TFB cathode is made of nano-wires,
thus increasing the surface area of the cathode and increasing the
capacity for a given size. One non-limiting example is the
nano-wire battery as providied by Enable IPC (4005 Felland Road,
Suite 107, Madison, Wis. 53718)
[0083] In another embodiment, the battery 30 is a thin, flexible,
printed battery, printed on a flexible plastic substrate. One
non-limiting example is the battery used to power Power Paper by
Power Paper, Inc (3 Ha'amal Street, West Industrial ZoneBelt
Shemesh, 99102, Israel) which can be about 0.5 mm to 0.7 mm
thick.
[0084] Other non-limiting embodiments of the battery 30 include:
the use of carbon-micro-electro-mechanical (C-MEM) as the basis for
fabrication of smart switchable array of batteries, or the use of
electrode elements comprising flexible sheets of polymeric
composition in which are dispersed finely-divided particulate
materials capable of reversibly intercalating lithium ions during
battery charge/discharge cycles to create polymeric laminated
battery. One skilled in the arts will recognize that the
miniaturized battery 30 may include a plurality of the solutions
described preceding non-limiting embodiments and examples.
[0085] In one embodiment, the DPC 10 implements a plurality of
power saving or power reduction strategies. Non-limiting examples
include the use of electrophoretic flexible displays, such as that
produce by eInk, whereby power is only used to change the display
and no power is required to maintain an image on the display, and
the use of IC and chips that employ intelligent sleep, suspend, or
low power modes to lower power requirements in the other components
that make up the DPC 10.
Random Number Generator
[0086] Referring again to FIG. 2, in another embodiment, the DPC 10
has a random number generator 212. In one embodiment, the RNG 212
produces a pseudorandom sequence of numbers and uses a plurality of
environmental inputs to seed its algorithm. In another embodiment,
the RNG 212 is truly random and uses a plurality of environmental
inputs to calculate its random number. In one non-limiting example,
the RNG 212 uses certain data or output from the motion detector 26
as its input. In another embodiment, the RNG 212 uses touch data
from one or more touch screens 16a, b or their associated touch
microcontrollers 208 as its input. In another embodiment, the RNG
212 uses random noise or signal data from the wireless
communication component 210 as input. In yet another embodiment,
the RNG 212 uses some combination or alternation of a plurality of
sources as its input. One skilled in the art will easily understand
that any data from any onboard component, or any component external
to the DPC 10 but communicated wirelessly, can be used as input to
the RNG 212 and is included in the scope of this invention. In an
alternative embodiment, seeds numbers and/or input data is stored
in RAM 204. In another embodiment, the seed numbers and/or input
data is stored in NV RAM 206. In yet another embodiment, the seed
number and/or data used by the RNG 212 is constructed from a
combination of one or more environmental inputs, such as those
listed above, data stored in RAM 204, or NV RAM 206, or some
combination thereof.
Communication
[0087] Referring back to FIG. 2 in an embodiment, the core 18
contains one or more wireless components 208. In one embodiment,
the wireless component is a Wi-Fi communication chip which
communicates to a plurality of wireless access points 500 (FIG. 5).
In another embodiment, the wireless component is a Bluetooth chip.
One non-limiting example is the Memory Spot chip from
Hewlett-Packard is 2 mm square and capable of 10 megabits per
second communication with a built in antenna. Another non-limiting
example, the wireless component is similar to the highly
miniaturized wireless MEMS (micro-electro-mechanical system)
foldable transceiver designed at the University of Florida that
uses WLAN technology (described in TechID 04A026 at
http://www.research.usfedu/p1/04A026.pdf). Other non-limiting
examples are miniature Wi-Fi and Bluetooth chips from
QualcommAtheros (1700 technology Drive, San Jose, Calif. 95110)
which measure 32 square mm and 9.2 square mm respectively.
[0088] In another embodiment, the wireless component is an RFID
tag. In one embodiment, the RFID chip communicates data to a nearby
RFID reader. In another embodiment, the RFID chip is not connected
to or communicated directly with or indirectly through other
components physically located on the DPC to the main processor 200.
One non-limiting example of a miniaturized RFID chip is Hitachi's
RFID chip, dubbed Powder or Dust which measures 0.15 square mm in
size and 7.5 micrometers thick.
[0089] In another embodiment, one or more nano-radios are used to
receive, transmit, or both, data wirelessly. In yet another
embodiment, the DPC 10 incorporates a plurality of communication
components, chips, protocols, and/or methods.
[0090] In one embodiment, the wireless component uses one or more
specific frequencies. In an alternative embodiment, the wireless
component implements Frequency Hopping spread spectrum (FHSS). In
yet another embodiment, the wireless component implements
direct-sequence spread spectrum (DSSS).
[0091] In one embodiment, the wireless communication is secured
from tampering or undetected modification. In another embodiment,
the wireless is completely encrypted to prevent unauthorized
reading of the data. Non-limiting examples of wireless
communication security include WEP and WPA style security methods
as well as methods incorporated into the communication protocol
standards implemented by the wireless components. One skilled in
the arts will see that other public/private key encryption,
asymmetric and symmetric key encryption methods are within the
scope of this invention.
[0092] Non-limiting examples of wireless protocols include: Wi-Fi,
802.11 family of protocols, Bluetooth, Wibree, DECT, WiBro, WiMAX,
UMTS-TDD, HSPA, EV-DO, Satellite, IR, LTE, DNS, TFTP, TLS/SSL, FTP,
Gopher, HTTP, IMAP, IRC, NNTP, POP3, SIP, SMTP, SNMP, SSH, TELNET,
ECHO, RTP, PNRP, rlogin, ENRP, TCP, UDP, DCCP, SCTP, IL, RUDP,
RSVP, IP (IPv4, IPv6) ICMP, IGMP, ICMPv6. Other non-limiting
examples of cellular protocols include: Global System for Mobile
Communications (GSM), General Packet Radio Service (GPRS), Code
Division Multiple Access (CDMA), Evolution-Data Optimized (EV-DO),
Enhanced Data Rates for GSM Evolution (EDGE), 3GSM, Digital
Enhanced Cordless Telecommunications (DECT), Digital AMPS
(IS-136/TDMA), and Integrated Digital Enhanced Network (iDEN).
[0093] In another embodiment, the DPC 10 communicates to Bluetooth
enabled devices such as wireless headphones.
[0094] Referring back to FIG. 1, in one embodiment, the DPC 10 has
an antenna 34 external to any chip set and is connected to the
wireless component 210 in the core 18. In one embodiment, the
antenna 34 extends between the front side display 16a and back side
disply 16b display, or the front display 16a and any static back
side, in the case of a single display DPC 10. In another
embodiment, the antenna 34 is enlarged for increased range
capabilities.
[0095] In other non-limiting embodiments, there is a plurality of
components encompassed in a single chip. In one non-limiting
example, the functions of the main processor 200, the wireless
communication, and the touch microcontroller 208 are performed by a
single chip which may or may not have multiple cores or
processors.
[0096] In one embodiment, the DPC 10 has a small physical metal
contact plate 32 through which it can communicate which in contact
with corresponding contact on another device. In another
embodiment, the contact connection is used for charging the battery
30. In another embodiment, the contact plate 32 is used for both
communication and charging the battery 30. In one non-limiting
example, the charge and the communication do not occur
simultaneously. In another non-limiting example, the communication
and charging occur effectively at the same time, although it may be
time-shared. In one embodiment, a card shoe 300 (FIG. 3) is
modified to charge and/or communicate with a DPC 10 while it is in
the shoe 300 before it is drawn out of the shoe 300. In another
embodiment, the DPC 10 metal contact plate 32 makes contact with a
longer corresponding plate 302 on the shoe 300 as it slides out the
shoe 300. FIG. 3 is a diagram of a non-limiting example of such a
modified card shoe 300. In prior art, a card shoe is a box
appropriately sized and shaped to hold a deck of playing cards 304
so that one card 10 is available at the end to be pulled out by the
dealer. The deck of cards 304 is pushed to the end by a back plate
306, which is in turn pushed by some type of spring device 308. The
shoe 300 is modified to accommodate dynamic playing cards DPCs 10
with a contact 302 aligned so that it touches the corresponding
contact plate 32 on the DPC 10. In one embodiment, the length of
the contact 302 on the shoe 300 is determined based on the time
needed to initiate and complete any communication and data
transfer. This is a function of speed of communication and amount
of data to be transferred. In another embodiment, the DPC 10 is
laid on a contact point to initiate charging and/or communication.
Non-limiting examples of the metal contacts are copper and brass,
possibly plated with nickel, tin, gold, or silver.
System Architecture
[0097] FIG. 5 is a diagram of one embodiment of the system
architecture. In the preferred embodiment, the DPC 10 communicates
wirelessly over a wireless network which gives allows the DPC 10 to
communicate directly or indirectly to various back end computers,
servers, and systems as well as other DPC's 10 and devices such as
mobile telephones.
[0098] In one embodiment, the wireless network uses one or more of
the previously mentioned wireless protocols and their associated
technologies. In another embodiment, there is plurality of wireless
networks. In a related embodiment, the multiple physical networks
are combined virtually into one or more virtual networks. In
alternative embodiment, multiple virtual networks are implemented
on a single physical network. In the preferred embodiment, the DPC
10 communicates to one or more wireless network access points shown
as antenna 500. In one non-limiting example, the antenna 500 are
distributed across the expected play area or multiple play areas,
such as a casino floor. In another embodiment, the DPC 10
communicates to an RFID receiver 502. In one embodiment, RFID
receivers 502 are on tables where one or more DPC's 10 are intended
to be physically located. In another embodiment, the RFID receivers
502 are located around the expected play area.
Communication with DPC Manager
[0099] In one embodiment, the DPC 10 communicates to a DPC Manager
504. In one embodiment, the DPC Manager 504 keeps track of and
manages all DPC's 10 at a gaming establishment. For a DPC Manager
504 to manage a DPC 10, it performs one or more of the following
functions: enable or disable the DPC 10, maintain and communicate
global settings, maintain and communicate DPC-specific settings,
maintain official code signatures for authorized DPC 10 software,
interrogates the DPC 10 at defined and/or random times for the
authenticity of its software, conducts periodic randomness checks,
downloads operating system, micro-controller software, driver,
application, etc authorized updates to the DPC 10, maintains
current status of the DPC 10, including location, orientation,
contents of front and back display 16a, b, receives log entries
from the DPC 10, instructs the DPC 10 to show or hide all or
portions of its front and/or back display(s), routes, processes and
issues commands, and/or translates communications from other
systems to the DPC 10, maintains location restrictions and/or
associations (e.g. the DPC 10 is supposed to be at this table),
maintains player or dealer associations (e.g. the DPC 10 is
currently associated with this player and/or this dealer or is
still in the shoe 300), tracks face value of the DPC 10, maintains
which deck 304 or decks it is a member of.
[0100] In one embodiment, the DPC Manager 504 stores all
application code and/or operating system code, except possibly some
bootstrap code. The DPC 10 boots from the wireless network and
downloads the latest approved application and/or operating system
code from the DPC Manager 504. One non-limiting example of a DPC
Manager 504 is the Bally Download and Configuration manager
available from Bally Gaming, Inc. of Las Vegas, Nev., modified to
track and manage DPC's 10.
[0101] In one embodiment, an RFID receiver 502 reads a plurality of
DPC RFID tags 210 and communicates their proximity to the central
DPC Manager 504, and as such the DPC Manager 504 can determine
their locations. In one embodiment, the DPC Manager 504
communicates a DPC's 10 location back to the DPC 10 through a
wireless network or equivalent wireless communication method. In
another embodiment, the DPC Manager 502 communicates a subset of
all DPCs 10 locations back to a certain DPC 10 so that the DPC 10
can know other DPCs 10 that are nearby.
[0102] In one non-limiting embodiment, the DPC 10 is restricted to
a certain physical location. The DPC Manager 504 is aware of the
DPC's 10 location and if it is within its defined region. In this
example, the DPC Manager 504 is aware that the DPC 10 has left the
region subject to and based on the gaming establishment's business
rules or regulatory rules, the DPC Manager 504 disables the DPC 10.
Some non-limiting examples of location restrictions include a
casino gaming floor, a specific pit, a specific table. In another
embodiment, the DPC Manager 504 combines data on a player's or
dealer's proximity with the DPC 10 location so that it can detect
if a DPC 10 is near its associated player or dealer. If not, it
disables the DPC 10. In a related embodiment, the DPC Manager 504
combines data on a player's or dealer's proximity, combined with
the DPC 10 location as well as acknowledgment from DPC 10 that it
is being touched or held to determine if the DPC 10 is being
touched or held by its associated player or dealer. If not, it
disables the DPC 10.
[0103] Non-limiting alternatives for disabling the DPC 10 is to
simply conceal the face value and display an alert message on the
front and/or back display 12, 14 until the DPC 10 returns to the
appropriate location, disable the DPC 10 and require some
management process before wirelessly re-enabling, or completely
disable the DPC 10 and require a special physical and/or manual
process to re-enable the DPC 10. In another embodiment, the DPC
Manager 504 notifies other system components and services, and
possibly other DPC Managers 504 that the DPC 10 has been disabled
and is removed from play or that it has been enabled or re-enabled
and is in or available for play.
[0104] In one embodiment, the DPC Manager 504 communicates the
information, text, graphics, images, video, animations, or any
combination thereof, collectively referred to as content, to the
DPC 10 for immediate or deferred display and instructs the DPC 10
when and what to display. In an alternative embodiment, the DPC 10
determines what content to display and when to display it. In yet
another embodiment, a lead DPC 10 determines what content the DPC
10 will display and when to display it.
[0105] In one embodiment, the DPC Manager 504 is aware of the
location of each DPC 10 and instructs the DPC 10 to show or conceal
its front and/or back display 12, 14 based on its location. In an
alternative embodiment, the DPC 10 is environmentally aware and
determines to show or conceal its front and/or back display 12, 14.
In one non-limiting example, the DPC 10 is in a storage area or
holding device, such as card shoe 300, and not assigned to a player
or dealer and is not in play. In this case, the DPC 10 turns off or
refrains from updating its front and back display 12, 14 since it
is not visible to anyone. Another non-limiting example the face
display 12 is not turned on or updated when it is face down.
Similarly, the back display 14 is not turned on or updated when it
is face up. In another embodiment, such situations are also not
included in being sent, do not receive, or do not respond to
certain communications. In one non-limiting example, a DPC 10 knows
that it is in a modified card shoe 300 so it disables its wireless
communications. When the DPC 10 is pulled out of the shoe 300, it
communicates or otherwise knows through the physical metal contact
302 that it has exited the shoe 300 and then turns on its wireless
communication. One advantage of such embodiments and examples is
that power is conserved by not updating that portion of any of the
front and/or back display 12, 14.
[0106] In one embodiment, the content is dynamic and the DPC 10
must begin showing the content at the appropriate point in time.
One such example is where the content is a 100 frame animation. At
the time when the DPC 10 should begin displaying the animation, the
animation should be at frame 27, for a variety of possible reasons.
In one embodiment, the DPC Manager 504 synchronizes the animation
for the DPC 10.
[0107] In one embodiment, the DPC Manager 504 provides the
appropriate place in the content sequence to begin displaying. In
another embodiment, a designated lead DPC 10 provides this, while
in yet another embodiment the DPC 10 itself understands where in
the content sequence it should begin displaying. In one embodiment,
the sequence start is slightly in the future, by specifying a
delayed sequence start, possibly a few milliseconds, to accommodate
delay encountered in processing the command. In an alternative
embodiment, the DPC 10 has an internal clock (not shown) either as
a separate miniaturized component or as part of another component
so that it knows the exact time and the display instruction or
determination includes both a sequence start location and a start
time as well.
[0108] In one embodiment, the DPC Manager 504 coordinates
activities between one or more DPCs 10. In one embodiment, the DPCs
10 communicate with each other to collaboratively coordinate such
activities. In yet another embodiment, the DPCs 10 communicate
pertinent data to the designated lead DPC 10 which coordinates such
activities among the other DPCs 10. One non-limiting example of
such activity coordination is the display of content spanning
across the front, back, or both displays 12, 14 of more than one
DPC 10 providing the visual effect of a larger single display. In
one embodiment, one or more DPCs 10 are aware of their locations
relative to each other, including distance between or overlap and
directional orientation relative to each other. Each DPC 10 is able
to distinguish between the display area visible and that which is
obscured by another card. In another embodiment, the DPC Manager
504 provides the location and directional orientation relative to
each other to the applicable DPCs 10. In one embodiment, one or
more DPCs 10 identify other candidate DPCs 10 to work with to
create a single display effect. In an alternative embodiment, such
identification and/or determination are collaborative efforts
between one or more DPCs 10 and the DPC Manager 504. In one
embodiment, the DPCs 10 communicate with each other to establish
which portion, position, and size of the content each will show on
its display and to synchronize its presentation so that the
combined effect of each DPC 10 is perceived as a single
informational message, text message, graphic, image, video, or
animation, accounting for overlaps or gaps between the DPCs 10. In
another embodiment, the lead DPC 10 provides the portion, position,
and size of the content to each DPC 10 and the synchronization
data. In yet another embodiment, the DPC Manager 504 provides this
management. In yet another embodiment, a plurality of the
aforementioned methods are employed to collectively provide this
management.
[0109] FIG. 6 is a diagram of two examples of single images
spanning two DPCs 10. The first example is two DPCs 600, 602 that
are physically positioned side by side. One DPC 600 displays a
visual message 604a centered along its long edge, but flushed
right. The other DPC 602 displays a corresponding visual message
604b also centered along its long edge, but flushed left. The
resulting visual effect of the side by side images is a single
image 606 spanning both DPCs 600, 602 that advertizes "Eat at
Joe's". In the second example, two DPCs 600, 602 are positioned so
that DPC 602 is partially overlapping DPC 600. One DPC 600 is
displaying one image 604a and the second DPC 602 is displaying its
image 604b such that the result is a single celebratory image 606
spanning both DPC's 600, 602.
[0110] In one embodiment, the DPC 10 knows which portion of its
front or back display 12, 14 is not visible due to being obscured
by another DPC 10 and does not modify the graphic or video display
in the obscured region. One advantage of such an embodiment is that
power is conserved by not updating that portion of the display. In
another embodiment, the DPC Manager 504 is aware of which portions
of a given DPC 10 are obscured by another DPC 10 and instructs the
DPC 10 to not update that portion of its display. In an alternative
embodiment, the DPC Manager 504 alters the content, image, video,
or animation so that the obscured portion of the DPC's 10 front or
back display 12, 14 is not modified.
[0111] This invention allows for a plurality of DPC Managers 504 to
keep track of and manage the DPCs 10 at a gaming establishment. In
one embodiment, a DPC 10 is managed by one and only one DPC Manager
504. In an alternative embodiment, a DPC 10 may be managed by a
plurality of DPC Managers 504, some simultaneously. In one
non-limiting embodiment, each DPC Manager 504 is assigned a subset
of DPCs 10 to manage. In another embodiment, the DPC Manager 504
manages the DPCs 10 located in a region of the gaming
establishment. In yet another embodiment, the DPC Manager 504
manages one or more decks and the DPCs 10 in those decks.
[0112] One aspect of this invention allows for the management of a
DPC 10 to be transferred between two or more DPC Managers 504. FIG.
7 is a flowchart describing one embodiment of the process of a DPC
Manager 504 initiating management control of a DPC 10, transferring
from an existing manager if necessary. In one embodiment, a DPC
Manager 504 detects a DPC at 700. In an alternative embodiment, the
DPC Manager 504 is already aware of the DCP 10, but some status has
changed causing the DPC Manager 504 to consider taking management
control of the DPC 10 at 700. The DPC Manager 504 may be configured
to periodically pool for DPCs 10 in its area of control. One
non-limiting example is the DPC Managers 504 manage DPCs 10 in a
certain physical area. A certain DPC 10 is in both regions. The
non-managing DPC Manager 504 detects that the DPC 10 is moving out
of the managing DPC Manager's 504 region and more into its region;
hence it elects to consider taking management control.
[0113] After determining to consider taking management control of
the DPC 10, the DPC Manager 504 sends out a request for status for
the DPC at 702 from other DPC Managers 504. In one embodiment, the
request for status is also sent or is alternatively sent to the DPC
10 itself. In one embodiment, the status provided includes at least
the DPC 10 identification and identification of the managing DPC
Manager 504. In another embodiment, other data provided includes
one or more of the following: associated player or dealer, face
value, physical location, display status, other identifying
information, hardware configuration, communication parameters,
security information such as, but not limited to keys and
passwords. In an alternative embodiment, the DPC 10 is managed by
multiple DPC Managers 504 and the data in the status response
reflects the multiple DPC Managers 504.
[0114] Once the DPC Manager 504 receives all the responses from its
request, it performs a check to ensure agreement among the
respondents at 704. If there is disagreement, the DPC Manager 504
must initiate a process at 706 to resolve the differences. It then
reissues the request. In an alternative embodiment, the DPC Manager
504 is able to resolve the differences and continue with the
process (not shown).
[0115] Assuming the respondents are in agreement or disagreements
have been resolved with regards to the status of the DPC 10, the
DPC Manager 504 must check if the DPC 10 is currently being managed
at 708. If it is, then it must determine at 710 if it can transfer
the management control of the DPC 10. In one embodiment, the
existing DPC Manager 504 makes the decision to allow the new DPC
Manager 504 to take management control. As a result, the new DPC
Manager 504 negotiates with the existing manager to determine which
will control the DPC 10. In an alternative embodiment, the DPC 10
itself makes the decision to allow the new DPC Manager 504 to take
management control, so the DPC Manager 504 must negotiate with the
DPC 10. In yet another embodiment, the new DPC Manager 504 is able
to make the decision itself, based on status responses. In any
case, the DPC Manager 504 has either negotiated to transfer
management control or not at 712. If not, the DPC Manager 504
continues to monitor the DPC 10 at 714 for any change in status
that might cause the DPC Manager 504 reattempt negotiating for
management control of the DPC 10.
[0116] In the event that the DPC Manager 504 has negotiated to
transfer management control at 712 of the DPC 10 to itself or the
DPC 10 is not currently be managed at 708, then the DPC Manager 504
beings the process of initiating management control of the DPC 10.
It begins this by issuing a command/request to the DPC 10 to
initiate management at 716. If the DPC 10 is being managed at 718
the DPC 10 notifies the existing manager of the request at 720 and
the current managing DPC Manager 504 confirms with the DPC 10 at
722. In the case where the current managing DPC Manager 504 does
not confirm the request, the DPC 10 must enter an error state to
resolve the inconsistencies (not shown).
[0117] The DPC 10 accepts the new management control from the DPC
Manager 504 and communicate any pertinent data to the new managing
DPC Manager 504 at 724. Non-limiting examples of possible data
exchanged include, but are not limited to: current state, current
face value, any face value sequence, location, orientation,
direction, associated player/dealer, hardware information, etc. If
the DPC 10 was previously being managed at 726, the DPC 10 confirms
the transfer with the old DPC Manager 504 at 728. The old DPC
Manager 504 confirms the transfer complete with the new DPC Manager
504 at 730 and the old DPC Manager 504 relinquishes control of the
DPC 10 at 732. In an alternative embodiment, the new DPC Manager
504 confirms the transfer with the old DPC Manager 504 at 728. The
transfer of management from one DPC Manager 504 to another is then
complete at 734.
[0118] In alternative embodiments, the communication with the DPC
Manager 504 is not wireless, but rather through a method which
requires physical contact. In one specific embodiment, the DPC
Manager 504 communicates with the DPC 10 through the metal contact
32. In one non-limiting example, the contact occurs as the DPC 10
is exiting a modified card shoe 300. As a person pulls the DPC 10
out of the card shoe 300, the DPC 10 contact 32 physically touches
the shoe contact 302. As it does, the DPC Manager 504 communicates
data to the DPC 10. Non-limiting examples of data communicated
include front display 12 content, e.g. card face value and suit,
back display 14 content, physical location, assigned player/dealer
and associated data including biometric and other identification,
data, skill data, and personalization data. In another embodiment
the DPC 10 communicates data to the DPC Manager 504 during this
process. Non-limiting examples include DPC 10 identifying data,
security checks, etc. In another embodiment, the DPC 10 is placed
on a physical contact on the table so that the DPC Manager 504 can
communicate to/with the DPC 10.
[0119] The DPC Manager 504 may act as a routing device, receiving,
forwarding, interpreting, translating, or otherwise facilitating
communication between a DPC 10 and server, workstation or any other
device on the network, or another DPC 10 and such communication may
be wired or wireless or combination. Consequently, it is disclosed
that any communication between a DPC 10 and server, workstation or
any other device on the network, or another DPC 10 that is referred
to as direct communication may or may not utilize one or more DPC
Managers 504 as intermediaries for that direct communication
whether explicitly mentioned or not.
Communication with Game Server
[0120] With reference to FIG. 5, in one embodiment, the DPC 10
communicates to a Game Server 506. In an alternative embodiment,
communication between the DPC 10 and the Game Server 506 is through
one or more DPC Managers 504. In either case, the DPC 10 is
considered communicating to a Game Server 506.
[0121] The Game Server 506 oversees, manages, or directly instructs
the DPC 10 with regards to game logic. One skilled in the art will
recognize that this invention allows any and all games capable of
being played on or with cards, including playing cards as defined
and referenced above, or specialized decks of cards. In one
embodiment, a Game Server 506 manages one type of game. In one
embodiment the Game Server 506 knows the game context. The game
context consists of one or more of, but not limited to, the
following: the value of each hand in play for all players and
dealer (competitive hands), the game rules, game odds, number and
type of decks in play, and what is currently going on in the play
of the game (e.g. a certain player is being dealt another card),
what needs to happen next (e.g. a certain player must make a
decision while the remainder of the players wait). Any subset of
these is called a partial game context. One non-limiting example of
a partial game context is a particular player's hand and the
dealer's hand, and the state of game play relative to a certain
player. In another embodiment, the Game Server 506 communicates the
game context or a partial game context to one or more DPC's 10. In
another embodiment, the Game Server 506 communicates the same
information to each DPC 10, but in an alternative embodiment, the
Game Server 506 communicates selective information and creates a
partial game context customized for a given DPC 10 or hand. In yet
another embodiment, a DPC 10 in a hand is selected as the lead DPC
10 for that hand and the Game Server 506 communicates the game
context or a partial game context to the lead DPC 10, which may or
may not communicate all or a subset of the data to the other DPCs
10 in the hand. In still another embodiment, a given DPC 10 or a
lead DPC 10 constructs a partial game context or the entire game
context by communicating with one or more DPCs 10. This invention
allows for a given DPC 10 to create its partial game context or the
entire game context from a plurality of sources and through a
plurality of methods.
[0122] In another embodiment, the Game Server 506 manages a
plurality of games. This invention allows for a DPC 10 to
communicate to one or more Game Servers 506 simultaneously or
sequentially. In one embodiment, the Game Server 506 tracks which
game each DPC 10 is being used in. In another embodiment, the Game
Server 506 changes or instructs the DPC Manager 504 or DPC 10 to
change some or all of its representation on the front and/or back
display 12, 14. In another embodiment, the Game Server 506
downloads game specific logic and or graphic or other content based
on one or more game types that DPC 10 may be playing.
[0123] In one embodiment, the DPC 10 may be involved in two games
simultaneously In one embodiment the card value is the same for
each game. In another embodiment, the DPC 10 has more than one card
face values and the front display 12 is divided so that the
player/dealer can see all the card face values at the same time. In
another embodiment, the DPC 10 only displays a subset of the card
face values at a given time. In one embodiment, the Game Server 506
coordinates between the actions in the multiple games and displays
the appropriate face value at the appropriate time. In another
embodiment, the player is able to select the appropriate card face
value to display, based on his preference and current game play
action.
[0124] In one embodiment, the Game Server 506 instructs the DPC 10
to display game-related messages. Game-related messages include,
but are not limited to celebrations, hints, help, instructions, or
any other game-related, game-specific, partial game context
dependent or independent information, or any combination thereof.
FIG. 8 provides some non-limiting examples of messages or
information displayed on a player's hand of a Black Jack game. In
example A, the player is dealt a two-card hand 800 consisting of an
Ace and King. The Game Server 506 recognizes that the player has a
winning hand and instructs the DPC's 10 in the hand 800 to display
a celebratory "Blackjack!" message 802. In example B, the player
currently has three cards in his hand 804 consisting of an Ace, a
Seven, and a Four. The Game Server 506 recognizes that the total
value of the hand 804, under the rules of Blackjack, is either 12
or 22 (since an Ace can have a value of 1 or 11). The Game Server
506 instructs one of the DPCs 10 to display a game hint or game
instruction "Hit Me" message 806. In example C, the hand 808
consists of two Queens. The Game Server 506 understands the game
context and that the optimal decision is that the player split the
two cards. It instructs the DPCs 10 in the hand 808 to display the
game hint "Split!" message 810. In example D, the player currently
has three cards in his hand 812 consisting of an Ace, Four, and
Five. The Game Server 506 recognizes that the total value of the
hand 812 is either ten or twenty. The Game Server 506 compares the
player's total to the dealer's (not shown) and in the case is
higher and therefore is a winner. It instructs one DPC 10 to
display a celebratory message "You Win!" 814 and another DPC 10 to
display a game hint or game informational message "You have 20 or
10" 816. In another non-limiting example (not shown) the game is a
5-card stud poker game. The game hint is "Hold Me" and/or "Discard
Me" and is specific to each DPC 10. In one embodiment, all the DPCs
10 in a hand display all messages, whereas in an alternative
embodiment, only a subset of the hand displays a given game-related
message. In yet another embodiment, a DPC 10 may display a
plurality of game-related messages.
[0125] In an alternative embodiment, one or more of the DPCs 10
which make up a player's hand 800, 804, 808, 812 are aware of the
other cards in the hand and their face values as part of a partial
game context. The DPCs 10 know the game context or a partial game
context and determine that it should display a game-related
message. In yet another alternative embodiment, the lead DPC 10 in
a hand knows the game context or a partial game context and
instructs the other cards in the hand to display a game-related
message. In another embodiment, the Game Server 506 instructs the
lead DPC 10 to display a game related message, which in turn sends
the command to one or more of the other DPCs 10 in the hand.
[0126] In another embodiment, the Game Server 506 tracks the face
value of a given DPC 10. The Game Server 506 assigns the face value
to a DPC 10 and instructs the DPC 10 front display 12 to display a
face value to the assigned value. In one embodiment, the DPC 10
assigns its own face value randomly using an internal random number
generator 212. In yet another embodiment, the lead DPC 10 assigns
the face values and communicates them to the other DPCs 10 in a
hand and/or back to the Game Server 506. In another embodiment, the
Game Server 506 communicates a list of card assignments to a DPC 10
or to a lead DPC 10. The DPC 10 assigns its own face value or the
lead DPC 10 assigns face values to other DPCs 10 by iterating
through the list of card assignments. In one embodiment, the Game
Server 506 instructs the DPC 10 to change its face value, but does
not assign the face value, leaving the face value to be assigned by
the lead DPC 10 or the DPC 10 itself.
[0127] In one embodiment, the DPC 10 communicates its face value
back to the Game Server 506. In the case where the Game Server 506
did not assign the face value, it is for the purpose of providing
information the Game Server 506 of the face value. In the case
where the Game Server 506 originally assigned the face value, the
purpose is for confirmation, security, and/or authentication that
the DPC 10 set and/or displayed the face value as assigned. In
another embodiment, the Game Server 506 queries the DPC 10 for its
face value and the DPC 10 responds with the face value being
displayed or assigned. In one embodiment, the Game Server 506
records the face value originally assigned, if applicable, and the
face value the DPC 10 communicated for regulatory purposes such as
replay, managing disputes, or other troubleshooting purposes.
[0128] In one embodiment, the Game Server 506 communicates the face
value assignments through one or more DPC Managers 504 using
wireless or wired methods previously described is the DPC Manager
504 discussion. In a non-limiting embodiment, the DPC 10 is
instructed to set its face value as it is being dealt to the
player. In another embodiment, the DPC 10 is instructed to set its
face value while it is being held by or in the near vicinity of its
assigned player as part of the player's hand. In alternative
embodiments, the lead DPC 10 performs the role of the Game Server
506 in the preceding embodiments. In another embodiment, the dealer
inserts the DPC 10 into a device or places the DPC 10 on a special
contact so that the DPC 10 can receive its card assignment. In one
embodiment, the DPC 10 delays displaying its face value for a
certain period of time after the assignment to allow time for the
DCP 10 to be placed face down after exiting the device or being
removed from the contact. In another embodiment, the player places
the DPC 10 in a similar device or on a similar contact. In another
embodiment, each player is assigned a specific contact, and the
Game Server 506 and/or DPC Manager 504 determines which player the
DPC 10 is assigned to by which contact the DPC 10 communicates
through.
[0129] In one embodiment, the assigning of face values or the
instruction to change face value is in response to dealing a card.
In one embodiment, the DPC 10 is physically dealt to a player. The
DPC 10 sets its face value at some point before the deal, as the
card is being physically dealt, or after the card has been dealt
and is part of the player's hand. In one non-limiting example, the
DPC 10 is aware of its motion and changes the display of its face
value either while it is in motion or immediately or soon after it
stops or slows to specific speed. In another embodiment, the DPC 10
doesn't display its face value until the assigned player or dealer
touches the card. In another embodiment, the Game Server 506
instructs the DPC 10 when to display its face value. In one
non-limiting example, the Game Server 506 delays that instruction
until all the physical DPCs 10 in a player's hand, or dealer's
hand, or all DPCs 10 that will be in play are physically dealt. In
another embodiment, the DPC 10 is part of a player's hand for an
extended period (e.g. longer than a single game hand) and the face
values of the DPC 10 change over time. One non-limiting example is
the case of a 5 card stud poker game where a player maintains five
cards in his hand at all times. The player continues to hold the
same five physical DPCs 10 (either by physically handling them or
by having them sit in the vicinity of the player), but the values
of the DPCs 10 change to simulate the player being dealt different
cards or a new hand of cards (virtual dealing).
[0130] In another embodiment, a subset of DPCs 10 rearrange or
exchange their face values. In one non-limiting example, this
achieves a shuffling of the deck. In another non-limiting
embodiment, the DPCs 10 that make up a hand have their face values
rearranged in an effort to visually sort themselves. In this
embodiment, the set of face values represented by the DPCs 10 in
the hand does not change, but the assignment of those face values
to particular DPCs 10 changes so that the DPCs 10 in a hand holding
are sorted appropriately according to face values in the player's
hand or on the table without the player or dealer having to
physically move the cards. The sort order is part of or defined by
a game context. In one non-limiting example, a standard poker game
would sort a 2 towards the end, however, in a Deuces Wild, game the
2 might be sorted higher up. In one embodiment, the sort shows the
best possible hand as it currently stands. In another embodiment,
the sort shows moves any card values that should be discarded
(assuming the game allows for discards) to a certain location. In
one embodiment, the sort order represents a pleasing or orderly
visual appearance. In another embodiment, the sort order suggests a
certain play strategy. In yet another embodiment, the sort order
achieves or attempts to achieve a plurality of such goals.
[0131] In one embodiment, the Game Server 506 is informed of one or
more of the following environmental attributes of the DPC's 10:
physical location, physical orientation, direction pointing,
current motion, how the player or dealer is holding the entire hand
or how the DPCs 10 are laid out and the order of the DPCs 10 from
the holder's perspective, and/or any other such data relative to
other DPCs 10 or assigned players/dealer. The Game Server 506 is
provided this information from one or more DPC Managers 504, one or
more DPCs 10, or any combination thereof. With this physical
environmental information and a partial game context, the Game
Server 506 determines the optimal sort order of the DPCs 10 in a
hand. The Game Server 506 assigns the physical DPCs 10 their new
face values to affect this visual sorting and communicates the new
assignments to the DPCs 10 or lead DPC 10. The lead DPC 10
communicates the new face values to the other DPCs 10 for a visual
sort. In yet another embodiment, each DPC 10 is environmentally
aware and achieves a visual sort by communicating with the DPC 10
on either side of it. A collective sort is achieved through a local
sorting algorithm. One non-limiting example is bubble sort, where
adjacent values exchange places if the sort order demands it and
the collective affect is a completely sorted list. FIG. 9 depicts a
5 card stud poker hand of DPCs 10 pre-sorting at 900 and
post-sorting at 902. In this example the following DPCs 10 are the
same physical DPCs 10: 904a-904e. DPCs 10 at 900 depict the hand
904a-e as dealt and are assigned these respective values, from left
to right: Queen, Five, Queen, Ten, and Queen. In one embodiment,
the optimal sort is to group the Queens together as a
three-of-a-kind. After the sorting algorithm is applied either by
the Game Server 506, the lead DPC 10, or individually by each DPC
10 with its adjacent DPCs 10, the final result is that the physical
DPCs 10 904a-e have not physically moved, but rather their face
values have been rearranged and are assigned the respective values,
from left to right: Queen, Queen, Queen, Ten, and Five.
[0132] In an alternative embodiment, the Game Server 506 downloads
the UI (user interface) logic, game response logic, game rules,
business logic or rules, user preferences involved in the
aforementioned embodiments and examples, but not limited to those
embodiments and examples, to the DPC 10 so that the DPC 10, nearby
DPCs 10, the DPC Manager 504, the Game Server 506, or some
combination thereof controls or guides what/when/how the DPC 10
displays content and communicates. In another embodiment, the Game
Server 506 downloads the data to the DPC Manager 504. In one
embodiment, the Game Server 506 still coordinates timing and
initiates when and what the DPC 10 should display or do. In an
alternative embodiment, the DPC 19 or DPC Manager 504 controls all
of that.
[0133] In another embodiment, the DPC 10 is able to detect touches
and the player communicates play actions through touching the DPC
10. In one non-limiting example, the DPC 10 displays a graphical
object, such as a representation of a button, and detects with the
player or dealer touches the graphic or surrounding area to
initiate the action. In this way, the DPC 10 is able to provide the
player or dealer opportunities to initiate certain actions or
indicate decisions or preferences. In one non-limiting example, a
DPC 10 that is part of a poker hand may display a game-related
message that prompts the player to Hold or Discard the card. The
user is able to touch the desired action. In one embodiment, the
DPC 10 communicates the user input to the Game Server 506 directly
or indirectly through the DPC Manager 504 or a lead DPC 10. The
Game Server 506 then initiates a response to the user input. In the
current example, the Game Server 506 will assign the DPC 10 a new
face value and instruct the DPC 10 to set and change its display.
In another embodiment, the lead DPC 10 may respond to the user
input. In yet another embodiment, the DPC 10 responds to the user
input. In this example, the DPC 10 assigns itself a new face value
or requests a new face value from the Game Server 506, lead DPC 10,
or DPC Manager 504. In an alternative embodiment, a plurality of
methods is employed to respond to user inputs.
[0134] In another embodiment, there is a separate device, such as a
key pad, touch screen connected to a separate CPU, a wireless input
device communicating to the DPC 10, lead DPC 10, one or more DPC
Managers 504. In one embodiment, the player has a 5 button key pad
embedded into the table in front of him allowing him to indicate to
hold or discard an associated DPC 10. The DPCs 10 are placed next
to the associated keys. In one embodiment, the DPC 10 is
environmentally aware and is associated to the closest button. In
another embodiment, the association is determined by the order the
DPCs 10 are assigned to the player and/or dealer. In one
embodiment, the DPC 10 visually indicates where it should be laid
based on this order. One skilled in the arts will recognize that
this invention allows for the association or binding of a DPC 10 to
any external device, such as but not limited to other input
devices, display (e.g. OLED, LCD, eInk), card readers,
communication devices, audio speaker, personal Bluetooth or other
wireless devices. In an alternative embodiment, a plurality of
input methods is employed for a player or dealer to inform the DPC
10, Game Server 506, and/or DPC Manager 504 of preferences and
decisions.
[0135] In another embodiment, the Game Server 506 is a completely
automated display tables (similar to the automated Poker product
provided by PokerTek located in Matthews, N.C., USA). The DPC 10
coordinates its display with the virtual cards presented on the
automated table. In one non-limiting example, the automated display
table is a 5 Card Stud Poker game, and incorporating DPCs 10. In
this example, the players keep their physical DPCs 10 lying on the
table. When the hand is over and the cards are to be collected from
the players, the player keeps his physical DPCs 10 but the DPCs 10
are now blank or show a pending graphic until the next deal. In one
non-limiting embodiment, the pending graphic matches the table
graphic where the DPC 10 is located, so that the DPC 10 blends in
with the underlying table graphic. As the automated table deals the
player a new card, the table displays the graphic of a card being
dealt across the table towards the physical DPC 10. The Game Server
506 times the command to the DPC 10 to display the appropriate
animation so that when the table graphic seems to slide onto the
physical DPC's 10 front display 12. In another non-limiting
embodiment, the DPC 10 simply shows its graphic, rather than
attempting to mimic the underlying graphic sliding into position on
the card.
[0136] In alternative embodiment, the DPC 10 does not represent a
traditional playing card, such as a 52 card deck of cards, but
rather one or more of the following: a keno card, a bingo card, a
sports-betting ticket, or a plurality of any of these.
[0137] In an alternative embodiment, the DPC 10 communicates to
some of all of the Game Servers 506 through one or more DPC
Managers 504. In yet another alternative environment, no Game
Server 506 exists and the above embodiments are achieved through
collaboration between and among two or more DPC's 10.
Communication with Player Database, DPC Player Tracking and
Personalization
[0138] Referring back to FIG. 5, in one embodiment, the DPC 10
communicates to a Player Tracking Server 508. The DPC 10
communicates player or dealer choices, including time elapses to
make the choices to the Player Tracking Server 508 and related
database for storage, later retrieval, reporting, and analysis.
There may be multiple players in a game and hence the DPC 10 and/or
DPC Manager 504 are aware of individual players and a session is
established with the DPC 10, DPC Manager 504, Game Server 506,
Player Tracking Server 508, or related systems, or any combination
thereof. In any case, the player may or may not have one or more
associated records in the Player Tracking Server 508.
[0139] Where the DPC 10 and/or DPC Manager 504 are not aware of the
player's identity, they may establish an anonymous session. In one
embodiment, player awareness is achieved through the use of one or
more player existence recognition devices. Examples of such devices
include, but are not limited to, a camera recognition system
recognizing an unidentified player occupying a playing location, a
device detecting someone sitting in a seat, a device to capture
manual input from a dealer or related employee, or any combination
thereof. The device communicates the unidentified player existence
to the DPC 10, DPC Manager 504, Game Server 506, and/or other
system which creates a session.
[0140] In another embodiment, the DPC 10 and/or DPC Manager 504 are
aware of the player's identity and establish a session for the
identified player. In an alternative embodiment, the DPC Manager
504 is aware of the player's identity and creates a session for the
identified player, but the DPC 10 is not and creates an anonymous
session. In an alternative embodiment, the DPC 10 is aware of the
player identity and creates a session for the identified player,
but the DPC Manager 504 is not and creates an anonymous session. In
one embodiment, the player is identified through the use of one or
more of, but not limited to, the following devices or systems: a
player club card (aka loyalty card, identification card) with
magnetic strip and mag card reader, player club card with bar code
and a bar code reader, player club card or player-owned device with
embedded RFID tag and an RFID reader, player club card or
player-owned device with wireless capabilities and wireless access
points, optical reader that can identify and read a player club
card, player club card with biometric detection system and
biometric recognition system, external biometric recognition
system, player club card with other wireless communication. The
device communicates the player identification either directly or
indirectly to the DPC 10, DPC Manager 504, Game Server 506, and/or
other system which creates a session.
[0141] The player club card may be a specialized DPC 10 with all
the display and communication capabilities. In non-limiting
embodiment, the DPC 10 player club card and is environmentally
aware, similar to other DPC's 10, knowing its location. In another
embodiment, the DPC Manager 504 is aware of the DPC 10 player club
card's location and identity The DPC Manager 504 determines the
player associated with the DPC 10 player club card and initiates a
session for the identified player. In another the embodiment, the
DPC Manager 504 communicates the DPC 10 player club card identifier
to the Player Tracking Server 508 and/or other system to look up
the player associated with the DPC 10 player club card. In yet
another embodiment, the DPC Manager 504 communicates the DPC 10
player club card and/or player identification to the Game Server
506, and/or other system which creates a session for the identified
player. Conversely, similar methods and embodiments are used to
determine when a player has discontinued playing and the session(s)
for the identified or anonymous player is closed.
[0142] When the player session is created, one or more DPCs 10 are
assigned to the player. In another embodiment, one or more DPCs 10
are assigned as the dealer deals the physical DPCs 10 to the
player. In one embodiment, the DPCs 10 assigned to a player are
tracked in the Player Tracking Server 508.
[0143] In one embodiment, the DPC 10, DPC Manager 504, Game Server
506, or any other system that maintains a player session, retrieves
the player's preferences and settings from the Player Tracking
Server 508. In one embodiment, only a subset of preferences or
options is retrieved. Examples by which such subsets can be defined
include, but not limited to, device or system, game, location,
player tier, or any combination thereof. Changes in preferences or
options are stored back on the Player Tracking Server 508. In
another embodiment, preferences or options are associated to groups
or players, rather than specific players. In yet another embodiment
some preferences or options are associated to groups of players and
others are associated to specific players. In one non-limiting
example of a player preference, the player can select sorting
options which are saved as part of the player's profile in the
player tracking database. In another non-limiting example, the
sorting options are selected and stored by type of game, such as,
but not limited to, 5 Card Draw Poker, Texas Hold 'Em, Black Jack,
etc. In another non-limiting example, the player has selected the
style or graphics to use for the card back or the card face and its
face values. In another embodiment, the Bluetooth parameters and
binding information is maintain in a Player Tracking Server 508 and
retrieved when needed so that the player is not required to re-bind
the device.
[0144] In one embodiment, the DPC 10, DPC Manager 504, Game Server
506, or any other system that maintains a player session,
accumulates tracked data and transmits the raw data and/or any
accumulated or processed data to the Player Tracking Server 508
when it closes its player session. In another embodiment, such
systems transmit raw and/or any accumulated or processed data to
the Player Tracking Server 508 periodically or continuously during
the session. In yet another embodiment, such systems send some data
continuously, some data periodically, and some data after the
session closes, or any combination thereof, to the Player Tracking
Server 508. Non-limiting examples of tracked data are include:
assigned DPC's 10, dealt face value(s), dealer and/or other
competitive face values, player and or competitive decisions, games
participated in, wagers made and surrounding game context,
environmental data, player preferences and selections, and any
other play behaviors such as time between decisions, etc.
[0145] In one embodiment, the Player Tracking Database 508 assesses
skill The skill assessor combines data from a plurality of DPC's
10, Game Servers 504, DPC Managers 506, Player Tracking Server 508,
or any combination thereof, to determine the skill level of the
player/dealer. This data can be used in player or dealer fraud
detection, player reinvestment, suggestions back to the player,
matching players for head to head competitive play, team play in
the same, similar, or completely different style games, rank
players, or alter the game experience in some other fashion,
including but non-limited to, changing game outcomes.
[0146] A bonus may simply be an award, a separate game or
additional round in a game which then may or may not provide an
award which may or may not be dependent on the outcome, or a
combination thereof. Non-limiting examples of awards include
cashable awards, such as cash or credit, coupons, discounts,
services, amenities, prizes, intangibles such as loyalty tier
advancement, and any combination thereof. A bonus award may be
based on, calculated from, funded by, or otherwise driven by game
activity and/or the player's wagering activity. Alternatively, a
bonus may not funded by the player's wagering on game activity, but
rather through a separate funding source, such as a marketing
budget.
Communication with Bonus Server and DPC Bonusing
[0147] It would be advantageous to employ a bonus on a DPC 10,
providing superior player experience over physical cards. In one
embodiment, the DPC 10 communicates to a Bonus Server 510. In one
non-limiting example the Bonus Server 510 bases and/or funds
bonuses on game or wagering activity. In another non-limiting
example, the Bonus Server 510 bases and/or and funds bonuses on
non-gaming activity or non-gaming funds, such as a marketing
budget. In another embodiment, the Bonus Server 510 bases and/or
funds bonuses on both game and non-game activity or funding
sources. In another embodiment the Bonus Server 510 can be
considered a Game Server 506. In an alternative embodiment, the
Bonus Server 510 is a marketing application.
[0148] FIG. 10 is a flowchart of one non-limiting embodiment of
determining and commencing a bonus, whether it is a gaming or
non-gaming bonus. A bonus is commenced, in the case of a separate
game or additional round in the existing game, or distributed, in
the case of the bonus simply being and award, after encountering a
bonusing event. In one embodiment, the Bonus Server 510 monitors
for a predetermined bonus event at 1000 and recognizes at 1002 the
bonus event and determines the bonus to commence or award at 1004.
In another embodiment, the Game Server 506, DPC Manager 504, or
other system, or any combination thereof, possibly in collaboration
with the Bonus Server 510 monitor for at bonus event at 1000 and
recognize the bonus event at 1002 and one or more collaboratively
or independently determine the bonus to commence or award at 1004.
In another embodiment, the individual DPC's 10 communicate face
values, game state, and/or game activity directly to the Bonus
Server 510 or Game Server 506, or to the lead DPC 10, which in turn
communicates individual or accumulated face values, game state,
and/or game activity to the Bonus Server 510, DPC Manager 504, Game
Server 506, or other system, or any combination thereof, which
individually or jointly monitor for an event at 1000 and recognize
at 1002 the event.
[0149] In one embodiment, the rules defining the bonus events,
awards, and other bonus definition data are provided by Bonus
Server 510, DPC Manager 504, Game Server 506, or other system, or
any combination thereof, to one or more DPCs 10. In one
non-limiting example, one or more DPCs 10 communicate the face
values, game state, and/or game activity between themselves and
monitor at 1000 and recognize at 1002 the bonus event collectively,
or independently. In another embodiment, the lead DPCs 10 receives
face values, game state, and/or game activity from one or more DPCs
10 to monitor at 1000 and recognize at 1002 the bonus event. In one
embodiment, the Bonus Server 510, DPC Manager 504, Game Server 506,
or other system, or any combination thereof, determine the bonus to
commence or award at 1008.
[0150] In another embodiment, one or more communicate the bonus
event to one or more DPCs 10 and either the DPCs 10 collectively or
the lead DPC 10 determines the bonus to award or commence. In one
embodiment, the bonusing event is triggered by a game event. One
non-limiting example of a game event is a predefined sequence of
face values being assigned or dealt to the player (i.e. in the
player's or dealer's hand). In another non-limiting example, the
bonusing event is triggered by a predefined sequence of face values
being assigned or dealt to a group of players and/or the dealer.
Referring back to FIG. 8, in example F the player is dealt at 818
three 7's and triggers a Triple & Bonus. One or more of the
DPCs 10, lead DPC 10, DPC Manager 504, Game Server 506 and Bonus
Server 510 recognize the bonus event and controls the DPC 10 front
faces 12 in the bonus holding to display bonus messages "Triple 7
Bonus" 820a, "Pick a 7 to Reveal Your Prize" 820b and one or more
buttons 822 which, when touched by the player, cause one or more of
the DPCs 10 of the holding 818 to display prize information to the
player. In alternative embodiment, the bonus event is triggered by
a predefined collection of face values assigned to one or more
players/dealer, independent of order assigned or dealt. Other
non-limiting examples of game events include player decisions,
wager amounts, dealer actions, and game results such as going bust
(over 21 in Blackjack, winning, etc). One skilled in the art knows
that there are many such game events. This invention allows for all
such game events triggering a bonus on one or more DPCs 10 where
the game events occur on the Game Server 506, on a single DPC 10,
collectively over several DPCs 10 within a certain time allotment,
or some other separate system contributing to the game, or some
combination thereof. In another embodiment, a bonusing event is
triggered by an event on a non-game system, a system event.
Non-limiting examples of other such systems include Player Tracking
Server 508, Bonus Server 510 (including perhaps a Lottery Server)
(FIG. 5), manual or automated drawings, etc.
[0151] In one embodiment, the DPC 10 displays additional symbols
beside those defined by its face value. Such symbols may be defined
by the Bonus Server 510, Game Server 506, or through preferences or
group definitions in the Player Tracking Server 508. Predefined
sequences or combinations of symbols trigger a bonusing event. In
one embodiment, the DPC 10 is a bingo card and the symbol is a star
specific in a certain location as determined by the Bonus Server
510 while the value of that location is determined by the bingo
Game Server 506. If the player hits a bingo and the winning pattern
includes the location with the symbol, then a bonus event is
triggered. If the last ball called is the location with the symbol,
then a different bonus event is triggered.
[0152] In one embodiment, a bonusing event is triggered randomly on
the Bonus Server 510. In another embodiment, the bonusing event is
triggered randomly on one or more DPC 10 through its 212. In
another embodiment, the bonus event is triggered randomly through a
collectively random process on one or more DPCs 10 through each
DPCs 10 RNG 212. In yet another embodiment, the bonusing event is
triggered randomly by some other system. In an alternative
embodiment, a bonusing event is triggered randomly through a
plurality of the aforementioned methods. In another embodiment, a
bonusing event is triggered by a plurality of game events, random
events, and/or events generated on another system.
[0153] Once a bonus event has been triggered, the player or players
receiving or participating in the bonus are selected at 1006 (FIG.
10). In one embodiment, a bonusing event occurs on one or more DPCs
10 associated to a single player (i.e. the player's hand), and that
player is bonused. In another embodiment, a single player is
selected through some other process or attribute. There is
substantial prior art on player selection to receive or
participation in a bonus and is hereby incorporated by
reference.
[0154] In another embodiment, more than one player is selected to
receive or participate in the bonus. In one embodiment, a group of
players selected to receive or participate in the bonus that have
one or more attributes common to or derived from an initially
selected player. Non-limiting examples such a common attribute
include being associated with a certain location, such as a table
or gaming area, player loyalty group such as tier level, race, age,
address or any other type of demographic attribute, theoretical or
actual value, some element of play history such as skill level,
hands played, and decision time, being associated to a dealer or
group of dealers. In another embodiment, a group of players are
selected independently from each other to receive or participate in
the bonus. In yet another embodiment, a group of players are
selected independently from each other to receive or participate in
the bonus and subsequent groups of players are selected that have
one or more attributes common to or derived from an initially
selected players. This invention allows for awarding a bonus based
on a plurality of such attributes. In an alternative embodiment,
the player or players being bonuses are selected through a random
process.
[0155] In one embodiment, the Bonus Server 510 selects the player
or players at 1006 to participate in or receive the bonus. In
another embodiment, one or more DPCs 10 associated with a player
determine at 1006, either collectively or independently, whether
that player participates in or receives a bonus. In an alternative
embodiment, a lead DPC 10 receives relevant information from the
other DPCs 10 and makes the determination at 1006. In yet another
embodiment, another system, such as the Player Tracking Server 508,
defines at 1006 which player or players participate in or receive
the bonus. In one non-limiting example, all carded or otherwise
identified players receive a bonus award, including those playing
at tables using with DPCs 10, those playing at tables using only
traditional playing cards, those playing on completely automated
display tables (e.g. similar to the automated Poker product
provided by PokerTek), those carded into slot machines on the
floor, those playing in completely separate locations, and/or any
combination thereof. In an alternative embodiment, a plurality of
the aforementioned methods is employed to collaboratively make the
determination at 1006.
[0156] In one embodiment, the bonus is the same for all players
selected to receive or participate in the bonus. In another
embodiment, the bonus is different based on either a random
variable (location) or some other bonus defining attribute.
Non-limiting examples of possible attributes include: game events
(see examples provided above), game state (such as specific face
values in player's hand), and player attributes (see examples
provide above).
[0157] After a bonus event is recognized at 1002, the bonus
determined at 1004 (either a bonus game or award, possibly on a
per-player or per-group-of-players basis), the receivers or
participants selected at 1006, then the bonus is initiated,
executed, run, awarded, or otherwise commenced at 1008. In one
embodiment, the bonus is an award or game that is not played or
communicated on the DPC 10, in which case it is commenced at 1008
by the Bonus Server 510, Game Server 506, Player Tracking Server
508, or some other system.
[0158] In one embodiment, the bonus is initiated by the Bonus
Server 510, Game Server 506, Player Tracking Server 508, or some
other system and communicated to one or more DPCs 10. In another
embodiment, the bonus is communicated to the lead DPC 10 only which
communicates the bonus to the other DPCs 10. In one embodiment, one
or more of the DPCs 10 display a celebratory message that the bonus
was award or that the player is participating in the bonus, but the
actual bonus is not executed, run, awarded or otherwise interacted
with by the player on any DPC 10.
[0159] In one embodiment, the bonus is an additional game or next
round of an existing game that requires interaction by the player
through one or more DPCs 10. In a non-limiting example, the player
may have to indicate selections or perform actions by touch or
moving the DPC 10. Non-limiting examples of touching are touching
to selecting a prize, or touching to uncover a hidden award. One
non-limiting example of a bonus which would require moving the DPC
10 is a virtual game of trying to navigate of ball through a maze
by physically moving the maze to control the direction of the ball
through gravity. In this bonus round, the DPC 10 uses one or more
of its internal miniaturized gyroscope, or accelerometer, or
possibly tiny cameras to determine its orientation and simulate the
affect of such movement on a graphical representation of a ball in
a virtual maze.
[0160] Referring to, the second example shows two DPCs 600, 602
displaying a celebratory message 606 spanning both cards. In
another embodiment, one or more of the DPCs 10 execute, run, or
otherwise commence the bonus on their displays, but other DPCs 10
either simply provide an informational or celebratory message or
display nothing at all related to the bonus. Referring to FIG. 8,
example F depicts a player hand 818 consisting of three 7's which
has initiated a Triple 7 Bonus. In this non-limiting example, the
Bonus Server 510 has instructed two of the DPCs 10 to display
celebratory graphic 820a while on the Bonus Server 510 has
instructed the third DPC to run a bonus game where the player
selects buttons or icons 822 to reveal is additional award.
Communication with other Back End Servers and Services
[0161] In one embodiment, the DPC 10 communicates to a Web Server
512. The main processor 200 executes a browser client and executes
the web pages and applets coming from the Web Server 512. In
another embodiment, the DPC 10 communicates to a plurality of Web
Servers 512. In one embodiment, a web page is served up and links
to multiple web sites (e.g. mash up). In one preferred embodiment,
the Web Servers 512 are behind a firewall and are on a private
virtual network. In another embodiment, the Web Servers 512 are
publicly accessible web sites on the Internet. In an alternative
embodiment, the some Web Servers 512 are secured behind a firewall
while others are not. Non-limiting examples of web protocols
implemented on the DPC 10 include, but are not limited to: the
following protocols or combination of protocols: tcp, upd, http,
ftp, rtp, rtsp, rtcp, web service and remote procedure protocols,
any flavor of XML-based protocols, and any of the secured versions
or other variants of the said protocols. In an alternative
embodiment, the DPC 10 communicates to some of all of the Web
Servers 512 through one or more DPC Managers 504.
[0162] In one embodiment, the DPC 10 is an ultrathin client for the
Web Server 512 as content is directly streamed to the DPC 10. In an
alternative embodiment, the DPC 10 is a thin client, in that is
receives display commands and data, and contains some user
interface logic, but all business, game, and other application
control and decision logic resides on the Web Server 512 and is
communicated to the DPC 10. In yet another embodiment, the DPC 10
is a modified web browser, and is capable of retaining application
and/or game logic as well as receiving content and other
application commands from the Web Server 512. In an alternative
embodiment, the Web Server 512 is simply an Application Server in
that it does not use traditional web protocols or technologies, but
rather uses traditional communication protocols and
technologies.
[0163] In one embodiment, the DPC 10 communicates to a Media
Content Management Server 514. The Content Management Server 514
manages and coordinates marketing content displayed on a DPC 10 as
it does with content displayed on other digital signage devices. In
another embodiment, the DPC 10 communicates to an Advertizing
Server 516. In one embodiment, the content is delivered in files
which are downloaded to the DPC. In an alternative embodiment, the
content is delivered through live streaming.
[0164] In one embodiment, the DPC 10, DPC Manager 504, Player
Tracking Server 508 or other system communicates the associated
player of a DPC 10 to the Media Content Server 514 and/or
Advertizing Server 516 which then selected a marketing message or
advertisement tailored to the player and provided to the DPC 10 to
display on either its back display 14 and/or its front display 12.
In another embodiment, the DPC 10 communicates one or more nearby
players to the Media Content Server 514 and/or Advertizing Server
516 which select(s) a marketing message or advertisement tailored
to or specifically selected for one or more of the nearby players
to be displayed on the DPC 10 in hopes that the nearby player will
see it.
[0165] In one embodiment, when the DPC 10 displays the marketing or
advertizing content, it confirms the play with the Media Content
Server 514 and/or Advertizing Server 516 so that they can maintain
proof of play logs.
[0166] In another embodiment, the Media Content Server 514
synchronizes or otherwise coordinates content being displayed on a
plurality of visual displays, including but not limited to one or
more DPCs 10. In another embodiment, the Media Content Server 514
synchronizes or otherwise coordinates content displayed on a
plurality of visual displays with other media, such as audio
devices. In one non-limiting example, the Media Content Server 514
plays a video on one or more DPCs 10 on a casino floor and the
audio attributable with that video is played through surrounding
speakers, possibly overhead or near to a player, such as in the
table in front of him, or in his seat.
[0167] In another embodiment, the marketing or advertizing content
is selected based on the face value of the DPC 10. Referring back
to FIG. 8, Example E depicts one non-limiting example where a
certain face value is being sponsored. The DPC 824 has a face value
of the Ace of Diamonds. The DPC 10 is displaying an ad 826 for
Jared's Diamonds. Other non-limiting examples of marketing content
include local amenities, services, and games. One skilled in the
arts will understand the capabilities of a Media Content Server 514
and Advertizing Server 516.
[0168] In one embodiment, the DPC 10 is capable of collecting
biometric information on the person's touch on the DPC 10 and
communicates that data to a Biometric Server 518. In one
embodiment, the touch screen 16a and/or 16b are touch scanners
capable of detecting or reading a fingerprint. In another
embodiment, the DPC 10 has one or more miniaturized cameras capable
of scanning the holders face. In both embodiments, the biometric
data is communicated to the Biometric Server 518 for either
identification or authentication. In one embodiment, the player
identification or authentication confirmation is communicated to
the DPC 10 directly. In another, the player information is
communicated to another system, such as the DPC Manager 504, Game
Server 506, or Player Tracking Server 508. In another embodiment, a
player session is created through one of the aforementioned
methods. In another embodiment, a player other than the player
associated to the DPC 10 is identified as holding the DPC 10 and
appropriate measures are taken. In one non-limiting example, the
DPC 10 is disabled through one of the aforementioned methods.
[0169] In one embodiment, the DPC 10 communicates to a Table
Management/Accounting Server 520. In one embodiment, the Table
Management/Accounting Server 520 maintains the location assignment
of the DPC 10, the player assignment of the DPC 10, the current
face value and face value history of the DPC 10, deck assignments,
play history, and/or wagers and wager history.
[0170] In another embodiment, the DPC Manager 504, the Game Server,
506, the Player Tracking Server 508, the Bonus Server 510, the Web
Server 512, the Media Content Server 514, the Biometric Server 518,
the Table Management/Accounting Server 520, and/or the Ad Server
516 provide raw or aggregated data to a reporting and analytics
engine (not shown), such as a Business Intelligence system. The
data transfer may be live data feed or batched timed feeds.
[0171] The foregoing description, for purposes of explanation, uses
specific nomenclature and formula to provide a thorough
understanding of the invention. It should be apparent to those of
skill in the art that the specific details are not required in
order to practice the invention. The embodiments have been chosen
and described to best explain the principles of the invention and
its practical application, thereby enabling others of skill in the
art to utilize the invention, and various embodiments with various
modifications as are suited to the particular use contemplated.
Thus, the foregoing disclosure is not intended to be exhaustive or
to limit the invention to the precise forms disclosed, and those of
skill in the art recognize that many modifications and variations
are possible in view of the above teachings.
* * * * *
References