U.S. patent application number 16/135154 was filed with the patent office on 2020-03-19 for pairing augmented reality devices with electronic gaming machines.
This patent application is currently assigned to IGT. The applicant listed for this patent is IGT. Invention is credited to Dwayne NELSON.
Application Number | 20200090453 16/135154 |
Document ID | / |
Family ID | 69773095 |
Filed Date | 2020-03-19 |











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United States Patent
Application |
20200090453 |
Kind Code |
A1 |
NELSON; Dwayne |
March 19, 2020 |
PAIRING AUGMENTED REALITY DEVICES WITH ELECTRONIC GAMING
MACHINES
Abstract
An augmented reality (AR) viewing device includes a processor
circuit and a memory including computer readable instructions that
cause the processor circuit to generate an image of the EGM,
obtain, based on the image of the EGM, a network address associated
with the EGM, transmit a registration message to the network
address associated with the EGM, and receive a registration
response from the EGM in response to the registration message.
Inventors: |
NELSON; Dwayne; (Las Vegas,
NV) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
IGT |
Las Vegas |
NV |
US |
|
|
Assignee: |
IGT
|
Family ID: |
69773095 |
Appl. No.: |
16/135154 |
Filed: |
September 19, 2018 |
Current U.S.
Class: |
1/1 |
Current CPC
Class: |
G06T 19/006 20130101;
G06F 3/011 20130101; G07F 17/3223 20130101; G07F 17/3216 20130101;
G07F 17/3211 20130101 |
International
Class: |
G07F 17/32 20060101
G07F017/32; G06T 19/00 20060101 G06T019/00 |
Claims
1. An augmented reality (AR) device, comprising: a processor
circuit; a memory coupled to the processor circuit; a wireless
transceiver coupled to the processor circuit; and a camera coupled
to the processor circuit; wherein the memory comprises computer
readable instructions that cause the processor circuit to: generate
an image of a first plurality of electronic gaming machines (EGMs)
using the camera; determine a current location of the AR device;
access an EGM database comprising EGM data for a second plurality
of EGMs; based on the current location of the AR device, select a
plurality of candidate EGMs from the second plurality of EGMs,
wherein each candidate EGM of the of the plurality of candidate
EGMs comprises a known location corresponding to the current
location of the AR device; based on the image of the first
plurality of EGMs, generate a correlation between the plurality of
EGMs with a corresponding subset of the plurality of candidate
EGMs; obtain, based on the correlation, a network address
associated with a first EGM of the plurality of EGMs; transmit a
registration message using the wireless transceiver to the network
address associated with the first EGM; and receive a registration
response using the wireless transceiver from the EGM in response to
the registration message.
2. The AR device of claim 1, wherein the computer readable
instruction that cause the processor circuit to generate the
correlation further cause the processor circuit to: identify, from
the image, a visible feature associated with the first EGM; and
determine that one of the subset of the plurality of candidate EGMs
is associated with the visible feature.
3. The AR device of claim 2, wherein the visible feature comprises
a credit meter displayed on a display screen of the first EGM,
wherein the credit meter comprises a current credit balance of a
player playing at the first EGM.
4. The AR device of claim 1, wherein the computer readable
instructions further cause the processor circuit to: transmit a
request to the first EGM to display a predetermined graphic at an
identified location on the first EGM; generate a second image of
the first EGM that comprises the identified location; and analyze
the second image of the first EGM to determine if the predetermined
graphic is displayed on the first EGM at the identified
location.
5. The AR device of claim 1, wherein the computer readable
instructions further cause the processor circuit to: transmit the
image to a remote host; and receive the network address of the
first EGM from the remote host.
6. The AR device of claim 1, further comprising an AR display,
wherein the computer readable instructions further cause the
processor circuit to: display an AR graphic on the AR display to
visually augment the first EGM to a user of the AR device; and
display an indication on the AR display requesting confirmation
from the user of the AR device that the user desires to pair the AR
device with the first EGM.
7. The AR device of claim 1, wherein the registration message and
registration response are transmitted over a wireless local area
network (LAN).
8. The AR device of claim 7, wherein the computer readable
instructions further cause the processor circuit to: receive a
pairing code associated with the first EGM over the wireless LAN;
and transmit the pairing code to the first EGM over a second
wireless network that is different from the wireless LAN.
9. The AR device of claim 8, wherein the second wireless network
comprises a Bluetooth network, and wherein the pairing code
comprises a Bluetooth pairing code.
10. The AR device of claim 1, wherein the computer readable
instructions further cause the processor circuit to: analyze the
image of the first EGM to determine the network address of the
first EGM.
11. The AR device of claim 1, wherein the computer readable
instructions further cause the processor circuit to: determine a
game state of the first EGM based on the image; request game state
information for the plurality of candidate EGMs from a remote host;
and compare the game state of the first EGM to the game state
information for the plurality of candidate EGMs to identify the
first EGM.
12. The AR device of claim 1, wherein the computer readable
instructions further cause the processor circuit to: send a request
to a remote host to cause the first EGM to display a unique
graphic; analyze the image to determine that the unique graphic is
being displayed by the first EGM; and in response to determining
that the unique graphic is being displayed by the first EGM, obtain
the network address of the first EGM from the remote host.
13. A host computer system, comprising: a processor circuit; a
memory coupled to the processor circuit; and a transceiver coupled
to the processor circuit; wherein the memory comprises computer
readable instructions that cause the processor circuit to: receive,
via the transceiver, an image of a plurality of electronic gaming
machines (EGMs) from an augmented reality (AR) device, the image
comprising a first feature of a first EGM of the plurality of EGMs
and a second feature of a second EGM of the plurality of EGMs;
identify the first EGM based on the first feature and the second
feature in the image; and transmit, via the transceiver, identity
information regarding the first EGM to the AR device.
14. The host computer system of claim 13, wherein the computer
readable instructions further cause the processor circuit to:
transmit a pairing code to the first EGM.
15. The host computer system of claim 13, wherein the computer
readable instructions further cause the processor circuit to:
receive a request from the AR device to cause the first EGM to
display a unique graphic; and in response to the request, send a
message to the first EGM to display the unique graphic.
16. The host computer system of claim 13, wherein the computer
readable instructions further cause the processor circuit to:
receive position and orientation information relating to the AR
device from the AR device, wherein identifying the first EGM based
on the first feature and the second feature in the image of the
first EGM further comprises identifying the first EGM based on the
first feature and the second feature in the image of the first EGM
and the position and orientation information relating to the AR
device.
17. The host computer system of claim 13, wherein the computer
readable instructions further cause the processor circuit to:
receive a request from the AR device for game state information
regarding the plurality of EGMs; determine game states of the
plurality of EGMs; and transmit the game states of the plurality of
EGMs to the AR device.
18-20. (canceled)
21. A method comprising: generating an image of a first plurality
of electronic gaming machines (EGMs) using a camera of an augmented
reality (AR) device; determining a current location of the AR
device; accessing an EGM database comprising EGM data for a second
plurality of EGMs; based on the current location of the AR device,
selecting a plurality of candidate EGMs from the second plurality
of EGMs, wherein each candidate EGM of the of the plurality of
candidate EGMs comprises a known location corresponding to the
current location of the AR device; based on the image of the first
plurality of EGMs, generating a correlation between the plurality
of EGMs with a corresponding subset of the plurality of candidate
EGMs; obtaining, based on the correlation, a network address
associated with a first EGM of the plurality of EGMs; transmitting
a registration message using a wireless transceiver of the AR
device to the network address associated with the first EGM; and
receiving a registration response using the wireless transceiver
from the EGM in response to the registration message.
22. The method of claim 21, wherein generating the correlation
further comprises: identifying, from the image, a visible feature
associated with the first EGM; and determining that one of the
subset of the plurality of candidate EGMs is associated with the
visible feature.
23. The method of claim 22, wherein the visible feature comprises
game feature graphic displayed on a display screen of the first
EGM, wherein the game feature graphic is indicative of a game state
of a wagering game.
Description
BACKGROUND
[0001] Embodiments described herein relate to augmented reality
systems and methods, and in particular to augmented reality systems
and methods for use in connection with gaming.
[0002] Electronic and electro-mechanical gaming machines (EGMs) are
systems that allow users to place a wager on the outcome of a
random event, such as the spinning of mechanical or virtual reels
or wheels, the playing of virtual cards, the rolling of mechanical
or virtual dice, the random placement of tiles on a screen, etc.
Manufacturers of EGMs have incorporated a number of enhancements to
the EGMs to allow players to interact with the EGMs in new and more
engaging ways. For example, early slot machines allowed player
interaction by pulling a lever or arm on the machine. As mechanical
slot machines were replaced by electronic slot machines, a range of
new player interface devices became available to EGM designers and
were subsequently incorporated into EGMs. Examples of such
interface devices include electronic buttons, wheels, and, more
recently, touchscreens and three-dimensional display screens.
BRIEF SUMMARY
[0003] An augmented reality (AR) viewing device according to some
embodiments includes a processor circuit, a memory coupled to the
processor circuit, a wireless transceiver coupled to the processor
circuit, and a camera coupled to the processor circuit. The memory
includes computer readable instructions that cause the processor
circuit to generate an image of the EGM using the camera, obtain,
based on the image of the EGM, a network address associated with
the EGM, transmit a registration message using the wireless
transceiver to the network address associated with the EGM, and
receive a registration response using the wireless transceiver from
the EGM in response to the registration message.
[0004] A method of pairing an augmented reality (AR) viewing device
including a camera with an electronic gaming machine (EGM) includes
generating an image of the EGM using the camera, obtaining, based
on the image of the EGM, a network address associated with the EGM,
transmitting a registration message to the network address
associated with the EGM, and receiving a registration response from
the EGM in response to the registration message.
[0005] A method of pairing an augmented reality viewing device
including a camera with an electronic gaming machine according to
some embodiments includes sending an inquiry signal via a short
range wireless communication link, receiving a response to the
inquiry signal via the short range wireless communication link from
the EGM, wherein the response may include a network address of the
EGM on the short range wireless communication link, generating an
image of the EGM using the camera, obtaining confirmation that a
user of the AR device wishes to pair the AR device with the EGM in
the image, and confirming based on the image that the EGM is the
EGM that the user of the AR device wishes to pair with the AR
device.
[0006] A host computer system according to some embodiments
includes a processor circuit, a memory coupled to the processor
circuit, and a transceiver coupled to the processor circuit. The
memory includes computer readable instructions that cause the
processor circuit to receive, via the transceiver, an image of an
EGM from the AR device, identify the EGM based on the image of the
EGM, and transmit, via the transceiver, identity information
regarding the EGM to the AR device.
[0007] A method, by a host computer system, of pairing an augmented
reality viewing device including a camera with an electronic gaming
machine according to some embodiments includes receiving an image
of an EGM from the AR device, identifying the EGM based on the
image of the EGM, and transmitting identity information regarding
the EGM to the AR device.
[0008] A method, by an electronic gaming machine, of pairing an
augmented reality viewing device including a camera with the EGM
according to some embodiments includes receiving a request to
display a confirmation graphic, displaying the confirmation
graphic, receiving a pairing request from the AR device, and
pairing with the AR device in response to the pairing request.
BRIEF DESCRIPTION OF THE DRAWINGS
[0009] FIG. 1 is a schematic block diagram illustrating a network
configuration for a plurality of gaming devices according to some
embodiments.
[0010] FIGS. 2A to 2D illustrate mixed reality viewers according to
various embodiments.
[0011] FIG. 2E is a schematic block diagram of an augmented reality
device according to some embodiments.
[0012] FIG. 3A is a map of a gaming area, such as a casino
floor.
[0013] FIG. 3B illustrates a three-dimensional wireframe model of
the gaming area of FIG. 3A.
[0014] FIGS. 4A and 4B are perspective views illustrating players
viewing groups of electronic gaming machines using an augmented
reality viewer according to some embodiments.
[0015] FIG. 5 illustrates an example of a view of an electronic
gaming machine as seen using an augmented reality viewer according
to some embodiments.
[0016] FIGS. 6A-6F are flow diagrams illustrating message flows
according to some embodiments.
[0017] FIG. 7 is a perspective view illustrating users viewing a
group of electronic gaming machines using augmented reality viewers
according to some embodiments.
[0018] FIGS. 8A-10 are flowcharts illustrating operations of
systems/methods according to some embodiments.
[0019] FIG. 11A is a perspective view of an electronic gaming
device that can be configured according to some embodiments.
[0020] FIG. 11B is a schematic block diagram illustrating an
electronic configuration for a gaming device according to some
embodiments.
[0021] FIG. 11C is a block diagram that illustrates various
functional modules of an electronic gaming device according to some
embodiments.
[0022] FIG. 11D is perspective view of a handheld electronic gaming
device that can be configured according to some embodiments.
[0023] FIG. 11E is a perspective view of an electronic gaming
device according to further embodiments.
[0024] FIG. 12 is a schematic block diagram illustrating an
electronic configuration for an augmented reality controller
according to some embodiments.
DETAILED DESCRIPTION
[0025] Embodiments of the inventive concepts provide systems and
methods for displaying three-dimensional content on or in
connection with an electronic gaming machine (EGM), or even
independently from an EGM, to a player of an EGM or an observer
(non-player) who is watching a player play an EGM. The three
dimensional content may be associated with two-dimensional content
that is displayed on the EGM. According to various embodiments, the
3D content can be rendered to the player on an augmented reality
viewer, such as an augmented reality headset that communicates with
the EGM so that the 3D content displayed to the player on the
augmented reality headset is coordinated with the 2D content
displayed on the EGM. "Augmented reality" may also be referred to
as "mixed reality."
[0026] Some embodiments provide a headset display with pass through
mixed reality rendering and which supports room scanning to
generate a 3D model of an area around a user of the headset. The 3D
model and 3D scanner can be used to track and locate objects, such
as a user, a user's hand, other players, EGMs, etc., within an
area, such as a casino floor. The headset display allows the user
to see 3D virtual objects that appear to be physically present in
the real world. The headset display also allows the user move
around while 3D rendered virtual objects (e.g. interface buttons,
avatars, videos, personally pinned alerts/notifications/statistics
etc.) may appear to stay in place or move along with the
player.
[0027] In particular embodiments, a casino operator or patron may
use a mixed reality headset display to obtain information about a
player in the casino.
[0028] These and other embodiments are described in more detail
below.
[0029] Augmented Reality EGM Systems and Viewers
[0030] Referring to FIG. 1, a gaming system 10 including a
plurality of EGMs 100 is illustrated. The gaming system 10 may be
located, for example, on the premises of a gaming establishment,
such as a casino. The EGMs 100, which are typically situated on a
casino floor, may be in communication with each other and/or at
least one central controller 40 through a data network or remote
communication link 50. The data communication network 50 may be a
private data communication network that is operated, for example,
by the gaming facility that operates the EGM 100. Communications
over the data communication network 50 may be encrypted for
security. The central controller 40 may be any suitable server or
computing device which includes at least one processor circuit and
at least one memory or storage device. Each EGM 100 may include a
processor circuit that transmits and receives events, messages,
commands or any other suitable data or signal between the EGM 100
and the central controller 40. The EGM processor circuit is
operable to execute such communicated events, messages or commands
in conjunction with the operation of the EGM. Moreover, the
processor circuit of the central controller 40 is configured to
transmit and receive events, messages, commands or any other
suitable data or signal between the central controller 40 and each
of the individual EGMs 100. In some embodiments, one or more of the
functions of the central controller 40 may be performed by one or
more EGM processor circuits. Moreover, in some embodiments, one or
more of the functions of one or more EGM processor circuits as
disclosed herein may be performed by the central controller 40.
[0031] A wireless access point 160 provides wireless access to the
data communication network 50. The wireless access point 160 may be
connected to the data communication network 50 as illustrated in
FIG. 1, or may be connected directly to the central controller 40
or another server connected to the data communication network
50.
[0032] A player tracking server 45 may also be connected through
the data communication network 50. The player tracking server 45
may manage a player tracking account that tracks the player's
gameplay and spending and/or other player preferences and
customizations, manages loyalty awards for the player, manages
funds deposited or advanced on behalf of the player, and other
functions. Player information managed by the player tracking server
45 may be stored in a player information database 47.
[0033] An EGM database 48 that stores EGM information about EGMs
100 in the gaming environment may be connected to the network 50
and may be accessible to one or more other devices, such as the AR
controller 70, the central controller 40, the EGMs 100 and/or the
AR devices 200, as will be discussed in more detail below.
[0034] As further illustrated in FIG. 1, a mixed reality viewer
200, or AR viewer 200, is provided. The AR viewer 200 communicates
with one or more elements of the system 10 to render two
dimensional (2D) and/or three dimensional (3D) content to a player
of one of the EGMs 100 in a virtual space, while at the same time
allowing the player to see objects in the real space around the
player. That is, the AR viewer 200 combines a virtual image with
real images perceived by the user, including images of real objects
as well as images displayed by the EGM 100. In this manner, the AR
viewer 200 "mixes" real and virtual reality into a single viewing
experience for the player. In some embodiments, the AR viewer 200
may be further configured to enable the player to interact with
both the real and virtual objects displayed to the player by the AR
viewer 200.
[0035] The AR viewer 200 communicates with one or more elements of
the system 10 to coordinate the rendering of mixed reality images,
and in some embodiments mixed reality 3D images, to the player. For
example, in some embodiments, the AR viewer 200 may communicate
directly with an EGM 100 over a wireless interface 202, which may
be a WiFi link, a Bluetooth link, an NFC link, etc. In other
embodiments, the AR viewer 200 may communicate with the data
communication network 50 (and devices connected thereto, including
EGMs) over a wireless interface 204 with the wireless access point
160. The wireless interface 204 may include a WiFi link, a
Bluetooth link, an NFC link, etc. In still further embodiments, the
AR viewer 200 may communicate simultaneously with both the EGM 100
over the wireless interface 202 and the wireless access point 160
over the wireless interface 204. In these embodiments, the wireless
interface 202 and the wireless interface 204 may use different
communication protocols and/or different communication resources,
such as different frequencies, time slots, spreading codes, etc.
For example, in some embodiments, the wireless interface 202 may be
a Bluetooth link, while the wireless interface 204 may be a WiFi
link.
[0036] The wireless interfaces 202, 204 allow the AR viewer 200 to
coordinate the generation and rendering of mixed reality images to
the player via the AR viewer 200.
[0037] In some embodiments, the gaming system 10 includes a mixed
reality controller, or AR controller 70. The AR controller 70 may
be a computing system that communicates through the data
communication network 50 with the EGMs 100 and the AR viewers 200
to coordinate the generation and rendering of virtual images to one
or more players using the AR viewers 200. The AR controller 70 may
be implemented within or separately from the central controller
40.
[0038] In some embodiments, the AR controller 70 may coordinate the
generation and display of the virtual images of the same virtual
object to more than one player by more than one AR viewer 200. As
described in more detail below, this may enable multiple players to
interact with the same virtual object together in real time. This
feature can be used to provide a shared multiplayer experience to
multiple players at the same time.
[0039] Moreover, in some embodiments, the AR controller 70 may
coordinate the generation and display of the same virtual object to
players at different physical locations, as will be described in
more detail below.
[0040] The AR controller 70 may store a three dimensional wireframe
map of a gaming area, such as a casino floor, and may provide the
three dimensional wireframe map to the AR viewers 200. The
wireframe map may store various information about EGMs in the
gaming area, such as the identity, type and location of various
types of EGMs. The three dimensional wireframe map may enable an AR
viewer 200 to more quickly and accurately determine its position
and/or orientation within the gaming area, and also may enable the
AR viewer 200 to assist the player in navigating the gaming area
while using the AR viewer 200. The generation of three dimensional
wireframe maps is described in more detail below.
[0041] In some embodiments, at least some processing of virtual
images and/or objects that are rendered by the AR viewers 200 may
be performed by the AR controller 70, thereby offloading at least
some processing requirements from the AR viewers 200.
[0042] An AR viewer 200 may communicate with the back bet server 60
through the wireless interface 204 and network 50.
[0043] Referring to FIGS. 2A to 2D, the AR viewer 200 may be
implemented in a number of different ways. For example, referring
to FIG. 2A. in some embodiments, an AR viewer 200A may be
implemented as a 3D headset including a pair of semitransparent
lenses 212 on which images of virtual objects may be displayed.
Different stereoscopic images may be displayed on the lenses 212 to
create an appearance of depth, while the semitransparent nature of
the lenses 212 allow the user to see both the real world as well as
the 3D image rendered on the lenses 212. The AR viewer 200A may be
implemented, for example, using a Hololens.TM. from Microsoft
Corporation. The Microsoft Hololens includes a plurality of cameras
and other sensors 211 that the device uses to build a 3D model of
the space around the user. The device 200A can generate a 3D image
to display to the user that takes into account the real world
objects around the user and allows the user to interact with the 3D
object.
[0044] The device 200A may further include other sensors, such as a
gyroscopic sensor, a GPS sensor, one or more accelerometers, and/or
other sensors that allow the device 200A to determine its position
and orientation in space. In further embodiments, the device 200A
may include one or more cameras that allow the device 200A to
determine its position and/or orientation in space using visual
simultaneous localization and mapping (VSLAM). The device 200A may
further include one or more microphones and/or speakers that allow
the user to interact audially with the device.
[0045] Referring to FIG. 2B, an AR viewer 200B may be implemented
as a pair of glasses 200B including a transparent prismatic display
214 that displays an image to a single eye of the user. An example
of such a device is the Google Glass device. Such a device may be
capable of displaying images to the user while allowing the user to
see the world around the user, and as such can be used as a mixed
reality viewer. However, it will be appreciated that the device
200B may be incapable of displaying 3D images to the user.
[0046] In other embodiments, referring to FIG. 2C, the AR viewer
may be implemented using a virtual retinal display device 200C. In
contrast to devices that display an image within the field of view
of the user, a virtual retinal display raster 213 scans an image
directly onto the retina of the user. Like the device 200B, the
virtual retinal display device 200C combines the displayed image
with surrounding light to allow the user to see both the real world
and the displayed image. However, also like the device 200B, the
virtual retinal display device 200C may be incapable of displaying
3D images to the user.
[0047] In still further embodiments, an AR viewer 200D may be
implemented using a mobile wireless device, such as a mobile
telephone, a tablet computing device, a personal digital assistant,
or the like. The device 200D may be a handheld device including a
housing 205 on which a touchscreen display device 216 including a
digitizer 252 is provided. An input button 230 may be provided on
the housing and may act as a power or control button. A rear facing
camera 227 may be provided in a front face of the housing 205. The
device 200D may further include a front facing camera 228 on a rear
face of the housing 205. The device 200D may include one or more
speakers 250 and a microphone 229. The device 200D may provide a
mixed reality display by capturing a video signal using the front
facing camera 228 and displaying the video signal on the display
device 216, and also displaying a rendered image of a virtual
object over the captured video signal. In this manner, the user may
see both a mixed image of both a real object in front of the device
200D as well as a virtual object superimposed over the real object
to provide a mixed reality viewing experience.
[0048] FIG. 2E is a block diagram that illustrates various
components of an AR viewer 200 according to some embodiment. As
shown in FIG. 2E, the AR viewer 200 may include a processor circuit
210 that controls operations of the AR viewer 200. Although
illustrated as a single processor circuit, multiple special purpose
and/or general purpose processor circuits and/or processor circuit
cores may be provided in the AR viewer 200. For example, the AR
viewer 200 may include one or more of a video processor, a signal
processor, a sound processor and/or a communication controller that
performs one or more control functions within the AR viewer 200.
The processor circuit 210 may be variously referred to as a
"controller," "microcontroller," "microprocessor" or simply a
"computer." The processor circuit may further include one or more
application-specific integrated circuits (ASICs).
[0049] Various components of the AR viewer 200 are illustrated in
FIG. 2E as being connected to the processor circuit 210. It will be
appreciated that the components may be connected to the processor
circuit 210 through a system bus, a communication bus and
controller, such as a USB controller and USB bus, a network
interface, or any other suitable type of connection.
[0050] The AR viewer 200 further includes a camera 230 for
generating a video signal and a display 240 for displaying AR
graphics to a user as virtual images or virtual elements, and a
microphone 229 for receiving audio signals, such as voice commands
from a user. The AR graphics may be displayed directly within a
field of view so as to appear to be present within a scene and/or
may be digitally added to a live video signal so as to appear to be
present within the live video signal.
[0051] The AR viewer 200 may further include a position/orientation
module 231 that is configured to provide information about a
position and/or orientation of the AR viewer 200. Such information
may be provided, for example, using a global positioning system
(GPS) unit and/or via cellular or WiFi-assisted positioning that
may use triangulation with known base stations using, for example,
a received signal strength indicator (RSSI) signal. The
position/orientation module 231 may further include one or more
accelerometers and/or a magnetometer (compass) that can be used to
determine a physical orientation of the AR viewer 200.
[0052] The AR viewer 200 further includes a memory device 212 that
stores one or more functional modules 214 for performing the
operations described herein.
[0053] The memory device 212 may store program code and
instructions, executable by the processor circuit 210, to control
the AR viewer 200. The memory device 210 may include random access
memory (RAM), which can include volatile and/or non-volatile RAM
(NVRAM) and other forms as commonly understood in the gaming
industry. In some embodiments, the memory device 212 may include
read only memory (ROM). In some embodiments, the memory device 212
may include flash memory and/or EEPROM (electrically erasable
programmable read only memory). Any other suitable magnetic,
optical and/or semiconductor memory may operate in conjunction with
the gaming device disclosed herein.
[0054] The AR viewer 200 may include a wireless interface 220
including wireless transceiver circuitry that enables the AR viewer
200 to communicate with remote devices, such as EGMs 100 and/or an
AR controller 70 over a wired and/or wireless communication
network, such as a local area network (LAN), wide area network
(WAN), cellular communication network, wireless LAN (Wifi),
Bluetooth, near-field communications (NFC) or other data
communication network. The wireless interface 220 may include
multiple radios to support multiple types of simultaneous
connections. For example, the wireless interface may include both a
Wifi radio transceiver and a Bluetooth radio transceiver.
[0055] 3D Environment Generation
[0056] FIG. 3A illustrates, in plan view, an example map 110 of a
gaming area 120. The gaming area 120 may, for example, be a casino
floor. The map 110 shows the location of a plurality of EGMs 100
within the gaming area 120. As will be appreciated, the locations
of the EGMs 100 within a gaming area 120 are generally fixed,
although a casino operator may relocate EGMs from time to time,
such as when new EGMs are introduced, to create new traffic flow
patterns within the gaming area 120, to feature or highlight
certain games, etc. As noted above, in order to assist the
operation of the AR viewers 200, the AR controller 70 may store a
three dimensional wireframe map of the gaming area 120, and may
provide the three dimensional wireframe map to the AR viewers
200.
[0057] An example of a wireframe map 121 is shown in FIG. 3B. The
wireframe map is a three-dimensional model of the gaming area 120.
As shown in FIG. 3B, the wireframe map 121 includes wireframe
models 101 corresponding to the EGMs 100 that are physically in the
gaming area 120. The wireframe models 101 may be pregenerated to
correspond to various EGM form factors, such as single display
EGMs, mechanical slot EGMs, dual display EGMs, etc. The
pregenerated models may then be placed into the wireframe map, for
example, by a designer or other personnel. The wireframe map 121
may be updated whenever the physical location of EGMs in the gaming
area 120 is changed.
[0058] In some embodiments, the wireframe map 121 may be generated
automatically using an AR viewer 200, such as a 3D headset, that is
configured to perform a three-dimensional depth scan of its
surroundings and generate a three dimensional model based on the
scan results. Thus, for example, an operator using an AR viewer
200A (FIG. 2A) may perform a walkthrough of the gaming area 120
while the AR viewer 200A builds the 3D map of the gaming area.
[0059] The three dimensional wireframe map 121 may enable an AR
viewer 200 to more quickly and accurately determine its position
and/or orientation within the gaming area. For example, an AR
viewer 200 may determine its location within the gaming area 120
using one or more position/orientation sensors. The AR viewer 200
then builds a three dimensional map of its surroundings using depth
scanning, and compares its sensed location relative to objects
within the generated three dimensional map with an expected
location based on the location of corresponding objects within the
wireframe map 121. The AR viewer 200 may calibrate or refine its
position/orientation determination by comparing the sensed position
of objects with the expected position of objects based on the
wireframe map 121. Moreover, because the AR viewer 200 has access
to the wireframe map 121 of the entire gaming area 120, the AR
viewer 200 can be aware of objects or destinations within the
gaming area 120 that it has not itself scanned. Processing
requirements on the AR viewer 200 may also be reduced because the
wireframe map 121 is already available to the AR viewer 200.
[0060] In some embodiments, the wireframe map 121 may store various
information about EGMs in the gaming area, such as the identity,
type, orientation and location of various types of EGMs, the
locations of exits, bathrooms, courtesy desks, cashiers, ATMs,
ticket redemption machines, etc. Such information may be used by an
AR viewer 200 to help the user navigate the gaming area. For
example, if a user desires to find a destination within the gaming
area, the user may ask the AR viewer 200 for directions using a
built-in microphone and voice recognition function in the AR viewer
200 or use other hand gestures or eye/gaze controls tracked by the
AR viewer 200 (instead of or in addition to voice control). The AR
viewer 200 may process the request to identify the destination, and
then may display a virtual object, such as a virtual path on the
ground, virtual arrow, virtual sign, etc., to help the user to find
the destination. In some embodiments, for example, the AR viewer
200 may display a halo or glow around the destination to highlight
it for the user, or have virtual 3D sounds coming from it so
players could more easily find the machine.
[0061] Mixed Reality Applications
[0062] A user of an AR viewer 200 may use the AR viewer to obtain
information about players and/or EGMs on a casino gaming floor. The
information may be displayed to the user on the AR viewer 200 in a
number of different ways such as by displaying images on the AR
viewer 200 that appear to be three dimensional or two dimensional
elements of the scene as viewed through the AR viewer 200. In
general, the type and/or amount of data that is displayed to the
user may depend on what type of user is using the AR viewer 200
and, correspondingly, what level of permissions or access the user
has. For example, an AR viewer 200 may be operated in one of a
number of modes, such as a player mode, an observer mode or an
operator mode. In a player mode, the AR viewer 200 may be used to
display information about particular EGMs on a casino floor. The
information may be generic information about an EGM or may be
customized information about the EGM based on the identity or
preferences of the user of the AR viewer 200. In an observer mode,
the AR viewer 200 may be used to display information about
particular EGMs on a casino floor or information about players of
EGMs on the casino floor. In an operator mode, the AR viewer 200
may also be used to display information about particular EGMs on a
casino floor or information about players of EGMs on the casino
floor, but the information may be different or more extensive than
the information displayed to an observer. Each of these situations
is described in more detail below.
[0063] FIG. 4A illustrates an example of the use of an AR viewer
200 in player mode. In the example shown in FIG. 4A, a player 225
may use an AR viewer 200 to view a casino floor area in which three
EGMs 100A, 1006, 100C are located. The AR viewer 200 generates a
live video signal of the casino floor including the three EGMs
100A, 1006, 100C, and using a digital map of the casino floor as
described above, the AR viewer 200 may identify the three EGMs
100A, 1006, 100C. The AR viewer 200 may further communicate with
the EGMs 100A, 1006, 100C over the wireless interface 202 and/or
with the AR controller 70 over the wireless interface 204 shown in
FIG. 1 to obtain information about the EGMs 100A, 1006, 100C,
including information that is specific to the user of the AR viewer
200.
[0064] In some embodiments, the AR viewer 200 may transmit the live
video signal and/or position/orientation data of the AR viewer 200
to the AR controller 70, and the AR controller 70 may use the video
signal and/or the position/orientation data of the AR viewer 200 to
identify EGMs visible in the live video signal. The AR controller
70 may provide information to the AR viewer 200 identifying the
EGMs 100A, 100B, 100C along with information about the EGMs 100A,
100B, 100C that can be displayed on the AR viewer 200 as virtual
images 360A, 360B, 360C in the video signal displayed to the user
as illustrated in FIG. 4.
[0065] In some embodiments, the information about the EGMs 100A,
100B, 100C may include EGM-specific information that relates to
features of the EGM, such as whether the EGM has a progressive
jackpot associated with it (e.g., virtual image 360C) or that a
special bonus or free play is being offered (e.g., virtual images
360A, 360B).
[0066] In some embodiments the information displayed on the AR
viewer 200 may be specific to the player 225. For example, when the
AR viewer 200 is activated, it may register with the AR controller
70. As part of the registration process, the AR viewer 200 may
identify the player 225 that is using the AR viewer 200 to the AR
controller 70. Using the player identification information provided
by the AR viewer 200, the AR controller 70 may query the player
tracking server 45 (FIG. 1) to obtain information about the player
225. The AR controller 70 may receive information from the player
tracking server 45 about the player's reward status and/or past
game play, and may generate special offers that are unique to the
player 225 based on the player's reward status and/or past game
play. Thus, for example, the AR controller 70 may determine that
the player 225 is entitled to free play on a particular EGM 10A.
The AR controller 70 communicates this to the AR viewer 200, which
responsively displays the message 360A ("Free Play!") alongside the
image of the EGM 10A in the video signal shown to the player
225.
[0067] Referring to FIG. 4B, AR messages may be displayed to a
player to entice the player to use different EGMs by, for example,
offering bonuses to the player to play different EGMs, or to play
EGMs in a particular order. For example, referring to FIG. 4B, an
AR viewer 200 may display information to a player 225 indicating
that progressive bonuses are available to the player on EGMs 100A,
100B, 100C if the player plays the EGMs in order. For example,
informational messages 370A, 370B, 370C may be displayed to the
player indicating that the player may be eligible for a first bonus
by playing the first EGM 100A, a second bonus by playing the second
EGM 100B, and a third bonus by playing the EGM 100C. The bonus may
be made available if the player plays the EGMs for a predefined
period of time or by wagering a predefined total amount on each
EGM. The bonus may increase with each machine. In this manner, AR
may be used to encourage a player to try new or different
machines.
[0068] Still other informational messages about EGMs could be
displayed to a player using AR informational messages, such as a
total amount of player reward points that a player may earn for
playing a particular machine, a countdown timer indicating how long
a particular bonus, award or other promotion will last on a
particular machine, etc.
[0069] In some embodiments, as illustrated in FIG. 5, the AR viewer
200 may be used by a player 225 to interact with a game on an EGM
100, such as by displaying images or avatars associated with a game
on an EGM 100A, such as the image 362, informational messages, or
other information, before, during or after gameplay on an EGM.
[0070] EGM Pairing
[0071] Before an AR viewer 200 can interact with a particular EGM
100, the AR viewer 200 must establish a communication link, such as
a wireless communication link, with the EGM 100. The establishment
of a communication link between an AR viewer 200 and an EGM 100 may
be referred to as "pairing" the devices. Because EGMs are typically
arranged in close proximity with each other in a gaming
environment, and because there are typically many other people in
the gaming environment, pairing an AR viewer 200 with an EGM 100
may be important to ensure that the AR viewer 200 is interacting
with the correct EGM 100, and that the EGM 100 is sending
AR-related signals and information to the correct AR device. That
is, when a player is in a gaming environment, such as on a casino
floor, there will typically be many EGMs within the player's view
at any given moment, and a player may wish to pair an AR viewer 200
with a particular machine that the player wishes to play.
[0072] One problem that may arise when pairing an EGM 100 and an AR
viewer 200 is that the AR viewer 200 must identify a network or
other address associated with a particular EGM 100 out of
potentially a large number of closely arranged EGMs so that
messages to/from the AR viewer 200 are sent/received from the
correct EGM 100. Some embodiments described herein provide systems
and/or methods for reliably and accurately pairing AR devices 200
with EGMs 100.
[0073] The communication link between an AR viewer 200 and an EGM
100 may be established using one of several wireless communication
protocols, such as wireless Local Area Network (WLAN), or WiFi,
connection protocol, a Bluetooth connection protocol, a Near Field
Communication (NFC) connection protocol, etc. As will be described
in more detail below, the connection may be established directly or
indirectly between the EGM 100 and the AR viewer 200 or with or
without the aid of a separate server, such as an AR controller 70,
the central controller 40, or other remote host server 300, router
or other hardware in various embodiments. For example, FIG. 6A is a
flow diagram that illustrates embodiments in which a remote host
server 300 assists in the pairing of an EGM 100 with an AR viewer
200 via a WLAN. The remote host server may be implemented by the
central controller 40, the AR controller 70, or another host system
connected to the network 50. In the embodiments illustrated in FIG.
6A, an AR viewer 200 and an EGM 100 both communicate with a remote
host 300 via a wireless local area network (WLAN) 150. The WLAN 150
may include one or more base stations, routers, access points, or
other infrastructure (not shown). Each of the AR viewer 200 and the
EGM 100 may each have assigned a local IP address on the WLAN 150
(e.g., 10.10.1.280) which may be used to communicate with the
device over the WLAN 150. Moreover, each of the AR viewer 200 and
the EGM 100 may have a dedicated port over which EGM-related
messages may be sent and/or received. Accordingly, a message may be
sent from the AR viewer 200 to the EGM 100 using an IP address/port
pair, such as 10.10.1.280:2000, where port 2000 has been configured
in the EGM for receiving messages from an AR viewer 200.
[0074] According to some embodiments, an AR viewer 200 may initiate
a data communication session 602 with a host device 300 (which may
be the AR controller 70 or another host system operated by the game
provider) whose IP address is configured in the AR viewer 200 via
the WLAN 150. When a player wishes to interact with a particular
EGM 100, the player may indicate his or her interest, for example,
by looking at the EGM 100 and speaking a command to the AR viewer
200 (e.g., "connect me to that game") via the microphone 229. The
AR viewer 200 may visually confirm which EGM 100 the player is
referring to, for example, by displaying an AR graphic to the
player on or around the EGM 100, such as a halo graphic that
appears to light up the outline of the EGM 100. The AR viewer 200
may ask for voice confirmation from the player of the selection,
and following such confirmation, may capture an image of the EGM
100 via the camera 230. The AR viewer 200 may also obtain position
and orientation information of the AR viewer 200 at the time the
image was captured, such as by means of a position/orientation
module 231 as described above.
[0075] The AR viewer 200 may transmit the location and/or
orientation of the AR viewer 200 to the host device 300 in a
message 606 via the WLAN 150. The AR viewer 200 may also transmit
the captured image of the EGM to the host device 300 in a message
612 via the WLAN 150. The host device 300 receives the information
from the AR viewer 200 and, using the information provided by the
AR viewer, identifies the EGM 100 in the image (block 614). In
particular, the host device 300 may be configured with or otherwise
obtain information about EGMs within the gaming environment,
including both static information about the EGMs and dynamic
information about the EGMs. Static information about the EGMs may
include, for example, information about the EGMs that does not
change over time or with game state, such as the location,
orientation, cabinet type, hardware configuration, graphic design,
etc. of the EGM. In some embodiments, the static information may
include a visible code, such as a machine or inventory number, or a
bar code or QR code, that uniquely identifies the EGM. Static
information may further include information such as the size,
location and color of the service window of the EGM. Static
information may be stored in the EGM database 48, and may be
accessible by the host device 300 through the network 50 (FIG.
1).
[0076] Dynamic information about the EGMs may include information
about the EGM state that changes over time, such as a current
screen, static image or animation displayed on the EGM, a state of
a credit meter, win meter, or service window, a current sound being
played by the EGM, the current position of elements on the screen,
etc. Dynamic information may further include information such as a
theme currently displayed on is a display screen of the EGM, a
current value of a meter, such as a paid meter shown on the a
display screen, a state of state of door icons of the EGM, a
background color of the game, a state and information about an
error or tilt message, a state of status icons on the EGM such as a
door open icon, color and intensity of lighting currently displayed
on the EGM, color or lighting on the bill validator, card reader or
other device, and/or whether a player is currently playing at the
EGM.
[0077] The host device 300 may collect dynamic information from
EGMs in the gaming environment from time to time and/or may query
an EGM 100 to obtain dynamic information about the EGM 100 on an
as-needed basis. In some embodiments, the host device 300 may use
the position and/or orientation of the AR viewer 200 to narrow down
the number of possible EGMs that are potential candidates, and then
use the static and/or dynamic information about the EGMs 100 in the
narrowed list of candidates to identify the particular EGM 100 in
the image provided by the AR viewer 200.
[0078] Brief reference is made to FIG. 8A, which is a flowchart of
operations that may be performed by a host device 300. Referring to
FIG. 8A, the host device receives an identification request from an
AR viewer 200 requesting the host device 300 to identify an EGM on
behalf of the requesting AR device. The request may include
position/orientation information of the AR viewer 200 (block 802).
The host device 300 also receives an image of an EGM 100 that the
requesting AR viewer 200 would like for the host device 300 to
identify (block 804). At block 806, the host device 300 identifies
one or more candidate EGMs based on the position/orientation
information provided by the AR device.
[0079] The host device 300 may then obtain static information known
about the candidate EGMs 100, such as from a local database (block
808). The host device 300 compares the image of the EGM 100 to the
static information about the candidate EGMs 100 to first narrow the
list of candidate EGMs using the static information (block 810) and
then determine whether the EGM 100 in the image can be uniquely
identified based on the static information (block 812). For
example, in one embodiment, the static information about the
candidate EGMs may include information about the display
configuration of the EGMs. The host device 300 may identify, based
on the position/orientation of the AR viewer 200, four candidate
EGMs, of which only one candidate EGM has a dual screen display.
The host device may determine from the image provided by the AR
viewer 200 that the EGM in the image has a dual screen display. In
that case, the host device 300 may then make a hypothesis about the
identity of the EGM based on the comparison of the image with the
static information, namely, that the EGM in the image is the
candidate EGM having a dual screen display. In another embodiment,
the host device 300 may narrow the list of candidate EGMs to
include only those EGMs having a dual screen display based on the
image provided by the AR viewer 200.
[0080] It will be appreciated that in some embodiments, the AR
device may not provide position/orientation data, and that the list
of candidate EGMs may be all EGMs in the gaming facility. Moreover,
as discussed below, in some embodiments it will be desirable for
the AR viewer 200 to confirm the identity of the EGM to ensure that
the hypothesis by the host device 300 is correct.
[0081] If the host device 300 determines at block 812 that the EGM
can be uniquely identified (with an acceptable level of confidence)
based on the static information, operations proceed to block 816,
where the host device 300 identifies the EGM 100, for example, by
determining a network address or address/port combination of the
identified EGM, and then sends the address or address/port
information to the AR device (block 820).
[0082] If the host device 300 determines at block 812 that the EGM
cannot be uniquely identified based on the static information (such
as, for example, if the AR viewer 200 is oriented towards a bank of
identical EGMs), the host device 300 may obtain dynamic information
about current states of the candidate EGMs (block 814). Dynamic
information can be obtained directly from the EGMs, such as by
querying the EGMs via a network connection. The host device 300 may
then determine the identity of the EGM in the image based on both
the static and dynamic information about the candidate EGMs at
block 816. Once the host device 300 has determined the identity of
the EGM in the image provided by the AR viewer 200, the host device
sends the network address of the EGM to the AR viewer 200 at block
820.
[0083] Returning to FIG. 6A, the host device 300 may transmit the
network address of the identified EGM to the AR device in a message
616 via the WLAN 150. The AR viewer 200 may then send a message 620
to the EGM 100 using the address provided by the host device 300
requesting confirmation of the identity of the EGM 100. In
response, the EGM 100 may display a confirmation graphic (block
630). The EGM 100 may simultaneously transmit the confirmation
graphic to the AR viewer 200 via the WLAN 150. If the AR viewer 200
determines that the confirmation graphic provided by the EGM 100
via the WLAN 150 is actually being displayed by the desired EGM
(i.e., the EGM captured in the image at block 604), the AR viewer
200 and the EGM 100 can confirm the pairing of the devices via a
message exchange 634.
[0084] FIG. 6B illustrates embodiments in which pairing via WLAN is
performed without the assistance of a separate host device.
Referring to FIG. 6B, both an AR viewer 200 and an EGM 100 may be
connected to a WLAN 150.
[0085] When a player indicates interest to the AR viewer 200 in
connecting to an EGM 100, for example, with a spoken command to the
AR viewer 200 (e.g., "connect me to that game") via the microphone
229, the AR viewer 200 may attempt to identify the EGM 100
indicated by the player. In particular, the AR viewer 200 may
capture an image of the EGM 100 via the camera 230 (block 604). The
image may be a still image or a video. Audio from the EGM 100 may
also be captured. The AR viewer 200 may also obtain position and
orientation information of the AR viewer 200 at the time the image
was captured, such as by means of a position/orientation module 231
as described above.
[0086] The AR viewer 200 may then attempt to identify the EGM 100
from the image. In particular, the AR viewer may attempt to
determine a network address of the EGM 100 on the WLAN 150 so that
it can communicate with the EGM 100. In this regard, the AR viewer
200 may have EGM information, such as static information, about
EGMs in the gaming environment stored locally in the AR viewer 200,
or may obtain information about EGMs in the environment from the
EGM database 48. As noted above, static information about the EGMs
may include, for example, information about the EGMs that does not
change over time or with game state, such as the location,
orientation, cabinet type, hardware configuration, graphic design,
etc. of the EGM. In some embodiments, the static information may
include a visible code, such as a machine or inventory number, an
asset number, or a bar code or QR code, that uniquely identifies
the EGM. Static information may further include information such as
the size, location and color of the service window of the EGM.
[0087] In some embodiments, the AR viewer 200 may obtain dynamic
information about EGMs in the environment, for example, from the AR
controller 70, which may collect dynamic information from EGMs in
the gaming environment from time to time and/or may query an EGM
100 to obtain dynamic information about the EGM 100 on an as-needed
basis. In some embodiments, the AR viewer 200 may use the position
and/or orientation of the AR viewer 200 to narrow down the number
of possible EGMs that are potential candidates, and then use the
static and/or dynamic information about the EGMs 100 in the
narrowed list of candidates to identify the particular EGM 100 that
the user wishes to connect to.
[0088] Brief reference is made to FIG. 8B, which is a flowchart of
operations that may be performed by an AR viewer 200 to identify an
EGM 100. Referring to FIG. 8B, the AR viewer 200 may receive a user
command requesting the AR viewer 200 to pair with an EGM (block
822). In response, the AR viewer 200 may obtain image of an EGM 100
that the user would like to pair with (block 824). At block 826,
the AR viewer 200 obtains static information known about the
candidate EGMs 100, such as from a local database or from the EGM
database 48 (block 826). The AR viewer 200 then compares the image
of the EGM 100 to the static information about the candidate EGMs
100 to first narrow the list of candidate EGMs using the static
information (block 828) and then determines whether the EGM 100 in
the image can be uniquely identified based on the static
information (block 830). If the AR viewer 200 determines at block
830 that the EGM can be uniquely identified (with an acceptable
level of confidence) based on the static information, operations
proceed to block 834, where AR viewer 200 identifies the EGM 100,
for example, by determining a network address or address/port
combination of the identified EGM.
[0089] If the AR viewer 200 determines at block 830 that the EGM
cannot be uniquely identified based on the static information (such
as, for example, if the AR viewer 200 is oriented towards a bank of
identical EGMs), the AR viewer 200 may obtain dynamic information
about current states of the candidate EGMs (block 832). Dynamic
information can be obtained, for example, from the AR controller
70, from the EGM database 48, or from some other source. The AR
viewer 200 may then determine the identity of the EGM in the image
based on both the static and dynamic information about the
candidate EGMs at block 834. Once the AR viewer 200 has determined
the identity of the EGM in question, the host device can determine
the network address of the EGM.
[0090] Returning to FIG. 6B, the AR viewer 200 may then send a
message 620 to the EGM 100 using the address provided by the host
device 300 requesting confirmation of the identity of the EGM 100.
In response, the EGM 100 may display a confirmation graphic (block
630). The EGM 100 may simultaneously transmit the confirmation
graphic to the AR viewer 200 via the WLAN 150. If the AR viewer 200
determines that the confirmation graphic provided by the EGM 100
via the WLAN 150 is actually being displayed by the desired EGM
(i.e., the EGM captured in the image at block 604), the AR viewer
200 and the EGM 100 can confirm the pairing of the devices via a
message exchange 634.
[0091] FIG. 6C is a flow diagram that illustrates embodiments in
which a remote host server 300 assists in the pairing of an EGM 100
with an AR viewer 200 via Bluetooth with assistance from a host
device 300. In the embodiments illustrated in FIG. 6C, the AR
viewer 200 may communicate with a remote host 300 via a wireless
local area network (WLAN) 150, while the connection between the AR
viewer 200 and the EGM 100 may be established using a different
network interface, such as a Bluetooth interface 155. The WLAN 150
may include one or more base stations, routers, access points, or
other infrastructure (not shown). As is well known in the art, in
some cases, a Bluetooth connection may be established when two
devices share a common pairing code. Security of the connection may
be enhanced when both devices know a secret pairing code. In the
embodiments of FIG. 6C, an EGM 100 may be configured to broadcast a
pairing signal 620 which may be received by an AR viewer 200. To
respond to the pairing signal 620, the AR viewer 200 must provide a
correct pairing code.
[0092] According to some embodiments, an AR viewer 200 may initiate
a data communication session 602 with a host device 300 (which may
be the AR controller 70 or another host system operated by the game
provider) whose IP address is configured in the AR viewer 200 via
the WLAN 150. When a player wishes to interact with a particular
EGM 100, the player may indicate his or her interest, for example,
by looking at the EGM 100 and speaking a command to the AR viewer
200 via the microphone 229. The AR viewer 200 may visually confirm
which EGM 100 the player is referring to, and following such
confirmation, may capture an image of the EGM 100 via the camera
230. The AR viewer 200 may also obtain position and orientation
information of the AR viewer 200 at the time the image was
captured, such as by means of a position/orientation module 231 as
described above.
[0093] The AR viewer 200 may transmit a request 605 to the host
device 300 to obtain a pairing code for an EGM. The AR viewer 200
also, in the pairing request 605 or in a separate message 613,
transmit the image of the EGM 100 whose pairing code is requested
along with the location and/or orientation of the AR viewer 200 to
the host device 300 via the WLAN 150. The host device 300 receives
the information from the AR viewer 200 and, using the information
provided by the AR viewer, identifies the EGM 100 in the image
(block 614), such as via the operations described above with
respect to FIG. 8A.
[0094] Once the host device has identified the EGM 100, the host
device 300 may transmit a Bluetooth pairing code of the identified
EGM to the AR device in a message 616 via the WLAN 150. The AR
viewer 200 may then send the pairing code to the EGM 100 in a
Bluetooth pairing message 620. The EGM 100 confirms the pairing
code (block 615), and, if the pairing code is confirmed,
establishes a Bluetooth data connection 634 with the AR viewer
200.
[0095] FIG. 6D is a flow diagram that illustrates embodiments in
which a remote host server 300 assists in the pairing of an EGM 100
with an AR viewer 200 via Bluetooth with assistance from a host
device 300 according to further embodiments. In the embodiments
illustrated in FIG. 6D, the AR viewer 200 may communicate with a
remote host 300 via a wireless local area network (WLAN) 150, while
the connection between the AR viewer 200 and the EGM 100 may be
established using a different network interface, such as a
Bluetooth interface 155. In the embodiments of FIG. 6D, an EGM 100
may be configured to broadcast a pairing signal 620 which may be
received by an AR viewer 200. To respond to the pairing signal 620,
the AR viewer 200 must provide a correct pairing code.
[0096] After initiating a data communication session 602 with a
host device 300 (which may be the AR controller 70 or another host
system operated by the game provider) whose IP address is
configured in the AR viewer 200 via the WLAN 150, when a player
wishes to interact with a particular EGM 100, the AR viewer 200 may
capture an image of the EGM 100 via the camera 230. The AR viewer
200 may also obtain position and orientation information of the AR
viewer 200 at the time the image was captured, such as by means of
a position/orientation module 231 as described above.
[0097] The AR viewer 200 may then identify the EGM 100 in the
image, either by itself or with the help of the host device 300
(block 623). Once the AR viewer 200 has identified the EGM 100, the
AR viewer 200 may transmit a request 605 to the host device 300 to
obtain a pairing code for the EGM 100. The pairing request 607 may
identify the EGM 100 with which the AR viewer 200 wishes to
pair.
[0098] In response, host device 300 may transmit a Bluetooth
pairing code to the AR viewer 200 in a message 616 via the WLAN 150
and also transmit the Bluetooth pairing code to the identified EGM
100 via the WLAN 150 or the network 50 (FIG. 1) via a message 617.
The AR viewer 200 may then send the pairing code to the EGM 100 in
a Bluetooth pairing message 620. The EGM 100, which has received
the pairing code from the host device 300, confirms the pairing
code (block 615), and, if the pairing code is confirmed,
establishes a Bluetooth data connection 634 with the AR viewer
200.
[0099] FIG. 6E is a flow diagram that illustrates embodiments in
which a remote host server 300 assists in the pairing of an EGM 100
with an AR viewer 200 via Bluetooth with assistance from a host
device 300 according to still further embodiments. In the
embodiments illustrated in FIG. 6E, the AR viewer 200 may
communicate with a remote host 300 via a wireless local area
network (WLAN) 150, while the connection between the AR viewer 200
and the EGM 100 may be established using a different network
interface, such as a Bluetooth interface 155. In the embodiments of
FIG. 6E, an EGM 100 may be configured to broadcast a pairing signal
620 which may be received by an AR viewer 200. To respond to the
pairing signal 620, the AR viewer 200 must provide a correct
pairing code.
[0100] After initiating a data communication session 602 with a
host device 300 (which may be the AR controller 70 or another host
system operated by the game provider) whose IP address is
configured in the AR viewer 200 via the WLAN 150, when a player
wishes to interact with a particular EGM 100, the AR viewer 200 may
capture an image of the EGM 100 via the camera 230 (block 604). The
AR viewer 200 may also obtain position and orientation information
of the AR viewer 200 at the time the image was captured, such as by
means of a position/orientation module 231 as described above.
[0101] To assist with identifying the EGM 100, the AR viewer 200
may request information about states of EGMs within a gaming area
or within a predetermined range around a location of the AR viewer
200 in a message 642. The host device 300 responds in a message 644
with the requested state information. The AR viewer 200 may then
identify the EGM 100 in the image in accordance with the operations
illustrated in FIG. 8B. Once the EGM 100 has been identified, the
AR viewer 200 may know a network address for the EGM 100 on the
WLAN 150.
[0102] Once the AR viewer 200 has identified the EGM 100, the AR
viewer 200 may transmit a request 613 to the EGM 100 to obtain a
pairing code for the EGM 100, which the EGM 100 may provide in a
message 616 via the WLAN 150. The AR viewer 200 may then send the
pairing code to the EGM 100 in a Bluetooth pairing message 620. The
EGM 100, which has received the pairing code from the host device
300, confirms the pairing code (block 615), and, if the pairing
code is confirmed, establishes a Bluetooth data connection 634 with
the AR viewer 200.
[0103] Game state information provided by the host device 300 may
include dynamic game information as described above. For example,
game state information about the EGMs may include information about
the EGM state, such as a current screen, static image or animation
displayed on the EGM, a state of a credit meter, win meter, or
service window, etc. Dynamic information may further include
information such as a theme currently displayed on is a display
screen of the EGM, a current value of a meter, such as a paid meter
shown on the a display screen, a state of state of door icons of
the EGM, a background color of the game, a state and information
about an error or tilt message, a state of status icons on the EGM
such as a door open icon, color and intensity of lighting currently
displayed on the EGM, color or lighting on the bill validator, card
reader or other device, and/or whether a player is currently
playing at the EGM.
[0104] The game state information may be used by the AR viewer 200
to narrow down a list of possible EGMs and/or to uniquely identify
an EGM out of a list of possible EGMs.
[0105] Some embodiments may employ a Bluetooth Low Energy (BTLE)
protocol, which does not require a pairing code. For example,
referring to FIG. 6F, an AR viewer 200 may receive Bluetooth low
energy pairing signals 682 from a plurality of EGMs 100. The BTLE
pairing codes may carry identifying information about the EGMs,
such as asset number, current state information, or other
information. The user of the AR viewer 200 may select an EGM 100
with which to pair, and the AR viewer 200 may use the
identification data provided in the BTLE pairing signals to attempt
to determine which EGM 100 has been selected. Once an EGM 100 has
been selected by the AR viewer 200, the AR viewer 200 may send a
pairing request 686 to the EGM 100, at which point a BTLE
connection 688 is established. To confirm that the AR viewer 200
has paired with the correct EGM, the AR viewer 200 may send a
confirmation request 690 to the EGM 100 via the BTLE connection. In
response, the EGM 100 may display a confirmation graphic (block
692), which is confirmed by the AR viewer 200 at block 694, at
which point the BTLE connection is confirmed, and the user can
commence to operate the EGM 100 using the AR viewer 200.
[0106] The confirmation graphic could take the form of any of a
number of visible state changes by the EGM 100. For example,
displaying the confirmation graphic may include changing the one or
more of EGM cabinet lights, EGM game screen(s), pixels (color
and/or intensity). Displaying the confirmation graphic may include
flashing a pattern, displaying a text message or a QR code on the
screen, displaying a game theme icon, etc. In some embodiments,
displaying the confirmation graphic may include changing the timing
of graphical elements on the screen, such as slowing down or
speeding up an animation on the screen, spinning virtual reels or
slip cards, changing the game theme (e.g., switching from poker to
slot games), displaying a main menu or a particular set of game
icons in the main menu, and/or change the visual state of a top
box, bill validator or ticket printer
[0107] For example, referring to FIG. 7, a user 305 using an AR
viewer 200 may wish to pair with an EGM 100C in a bank of EGMS
100A, 100B, 100C. The EGMs 100A, 100B, 100C may each broadcast a
BTLE pairing signal, and the AR viewer 200 may be close enough to
the bank of machines to receive all three pairing signals. The
pairing signals may indicate certain identification information
about the EGMs that may help the AR device uniquely identify a
desired machine. For example, the information may indicate whether
the EGM is currently in use by another player 310B, whether a
service window 267 is open, etc. In the example shown in FIG. 7, a
player may direct the AR device to pair with EGM 100C. The AR
viewer 200 may receive a pairing signal from all three EGMs 100A,
100B, 100C. The pairing signal from EGM 100A may indicate that a
service window 267 is open on the machine, while the pairing signal
from EGM 100B may indicate that it is currently in use by a player.
From this information, the AR device may decide to pair with EGM
100B, whose state appears to correspond with the state of the
machine selected by the user. Once paired, the AR viewer 200 can
request the EGM 100C to display a confirmation graphic confirming
that the AR device has paired with the correct EGM.
[0108] Operations according to some embodiments are illustrated in
the flowchart of FIG. 9. As shown therein, operations that may be
performed by an AR viewer 200 according to some embodiments include
generating an image of an EGM 100 with which a user of the AR
device would like to pair the AR device (block 902). The AR device
then obtains a network address of the EGM (block 904), such as an
IP address or Bluetooth address associated with the EGM pictured in
the image. The AR viewer 200 then transmits a connection request to
the address of the EGM (block 906) and receives a registration
response from the EGM (block 908) indicating that a connection has
been established. The connection request may, for example be a
pairing request sent via Bluetooth, or a session initiation request
sent via a local area network. The AR viewer 200 may then confirm
that the correct EGM has been paired as described above.
[0109] Further operations of an AR device to pair with an EGM are
illustrated in FIG. 10. As shown therein, according to some
embodiments, an AR device may receive a signal from an EGM over a
short range communication link, such as a Bluetooth interface or
NFC interface (block 1002). The signal may, for example, be a
Bluetooth pairing signal transmitted by the EGM. The AR device
determines an address of the EGM, such as a Bluetooth address,
based on the signal (1004) and generates an image of the EGM (block
1006). The AR device uses the image of the EGM to confirm the
identity of the EGM with which it is paired (block 1008).
[0110] Electronic Gaming Machines
[0111] An example of an electronic gaming machine (EGM) that can
interact with mixed reality viewers according to various
embodiments is illustrated in FIGS. 11A, 11B, and 11C in which FIG.
11A is a perspective view of an EGM 100 illustrating various
physical features of the device, FIG. 11B is a functional block
diagram that schematically illustrates an electronic relationship
of various elements of the EGM 100, and FIG. 11C illustrates
various functional modules that can be stored in a memory device of
the EGM 100. The embodiments shown in FIGS. 11A to 11C are provided
as examples for illustrative purposes only. It will be appreciated
that EGMs may come in many different shapes, sizes, layouts, form
factors, and configurations, and with varying numbers and types of
input and output devices, and that embodiments of the inventive
concepts are not limited to the particular EGM structures described
herein.
[0112] EGMs typically include a number of standard features, many
of which are illustrated in FIGS. 11A and 11B. For example,
referring to FIG. 11A, an EGM 100 may include a support structure,
housing or cabinet 105 which provides support for a plurality of
displays, inputs, outputs, controls and other features that enable
a player to interact with the EGM 100.
[0113] The EGM 100 illustrated in FIG. 11A includes a number of
display devices, including a primary display device 116 located in
a central portion of the cabinet 105 and a secondary display device
118 located in an upper portion of the cabinet 105. It will be
appreciated that one or more of the display devices 116, 118 may be
omitted, or that the display devices 116, 118 may be combined into
a single display device. The EGM 100 may further include a player
tracking display 140, a credit display 120, and a bet display 122.
The credit display 120 displays a player's current number of
credits, cash, account balance or the equivalent. The bet display
122 displays a player's amount wagered.
[0114] The player tracking display 140 may be used to display a
service window that allows the player to interact with, for
example, their player loyalty account to obtain features, bonuses,
comps, etc. In other embodiments, additional display screens may be
provided beyond those illustrated in FIG. 11A.
[0115] The EGM 100 may further include a number of input devices
that allow a player to provide various inputs to the EGM 100,
either before, during or after a game has been played. For example,
the EGM 100 may include a plurality of input buttons 130 that allow
the player to select options before, during or after game play. The
EGM may further include a game play initiation button 132 and a
cashout button 134. The cashout button 134 is utilized to receive a
cash payment or any other suitable form of payment corresponding to
a quantity of remaining credits of a credit display.
[0116] In some embodiments, one or more input devices of the EGM
100 are one or more game play activation devices that are each used
to initiate a play of a game on the EGM 100 or a sequence of events
associated with the EGM 100 following appropriate funding of the
EGM 100. The example EGM 100 illustrated in FIGS. 11A and 11B
includes a game play activation device in the form of a game play
initiation button 132. It should be appreciated that, in other
embodiments, the EGM 100 begins game play automatically upon
appropriate funding rather than upon utilization of the game play
activation device.
[0117] In some embodiments, one or more input devices of the EGM
100 are one or more wagering or betting devices. One such wagering
or betting device is as a maximum wagering or betting device that,
when utilized, causes a maximum wager to be placed. Another such
wagering or betting device is a repeat the bet device that, when
utilized, causes the previously-placed wager to be placed. A
further such wagering or betting device is a bet one device. A bet
is placed upon utilization of the bet one device. The bet is
increased by one credit each time the bet one device is utilized.
Upon the utilization of the bet one device, a quantity of credits
shown in a credit display (as described below) decreases by one,
and a number of credits shown in a bet display (as described below)
increases by one.
[0118] In some embodiments, one or more of the display screens may
a touch-sensitive display that includes a digitizer 152 and a
touchscreen controller 154 (FIG. 11B). The player may interact with
the EGM 100 by touching virtual buttons on one or more of the
display devices 116, 118, 140. Accordingly, any of the above
described input devices, such as the input buttons 130, the game
play initiation button 132 and/or the cashout button 134 may be
provided as virtual buttons on one or more of the display devices
116, 118, 140.
[0119] Referring briefly to FIG. 11B, operation of the primary
display device 116, the secondary display device 118 and the player
tracking display 140 may be controlled by a video controller 30
that receives video data from a processor circuit 12 or directly
from a memory device 14 and displays the video data on the display
screen. The credit display 120 and the bet display 122 are
typically implemented as simple LCD or LED displays that display a
number of credits available for wagering and a number of credits
being wagered on a particular game. Accordingly, the credit display
120 and the bet display 122 may be driven directly by the processor
circuit 12. In some embodiments however, the credit display 120
and/or the bet display 122 may be driven by the video controller
30.
[0120] Referring again to FIG. 11A, the display devices 116, 118,
140 may include, without limitation: a cathode ray tube, a plasma
display, a liquid crystal display (LCD), a display based on light
emitting diodes (LEDs), a display based on a plurality of organic
light-emitting diodes (OLEDs), a display based on polymer
light-emitting diodes (PLEDs), a display based on a plurality of
surface-conduction electron-emitters (SEDs), a display including a
projected and/or reflected image, or any other suitable electronic
device or display mechanism. In certain embodiments, as described
above, the display devices 116, 118, 140 may include a touch-screen
with an associated touch-screen controller 154 and digitizer 152.
The display devices 116, 118, 140 may be of any suitable size,
shape, and/or configuration. The display devices 116, 118, 140 may
include flat or curved display surfaces.
[0121] The display devices 116, 118, 140 and video controller 30 of
the EGM 100 are generally configured to display one or more game
and/or non-game images, symbols, and indicia. In certain
embodiments, the display devices 116, 118, 140 of the EGM 100 are
configured to display any suitable visual representation or
exhibition of the movement of objects; dynamic lighting; video
images; images of people, characters, places, things, and faces of
cards; and the like. In certain embodiments, the display devices
116, 118, 140 of the EGM 100 are configured to display one or more
virtual reels, one or more virtual wheels, and/or one or more
virtual dice. In other embodiments, certain of the displayed
images, symbols, and indicia are in mechanical form. That is, in
these embodiments, the display device 116, 118, 140 includes any
electromechanical device, such as one or more rotatable wheels, one
or more reels, and/or one or more dice, configured to display at
least one or a plurality of game or other suitable images, symbols,
or indicia.
[0122] The EGM 100 also includes various features that enable a
player to deposit credits in the EGM 100 and withdraw credits from
the EGM 100, such as in the form of a payout of winnings, credits,
etc. For example, the EGM 100 may include a ticket dispenser 136, a
bill/ticket acceptor 128, and a coin acceptor 126 that allows the
player to deposit coins into the EGM 100.
[0123] While not illustrated in FIG. 11A, the EGM 100 may also
include a note dispenser configured to dispense paper currency
and/or a coin generator configured to dispense coins or tokens in a
coin payout tray.
[0124] The EGM 100 may further include one or more speakers 150
controlled by one or more sound cards 28 (FIG. 11B). The EGM 100
illustrated in FIG. 11A includes a pair of speakers 150. In other
embodiments, additional speakers, such as surround sound speakers,
may be provided within or on the cabinet 105. Moreover, the EGM 100
may include built-in seating with integrated headrest speakers.
[0125] In various embodiments, the EGM 100 may generate dynamic
sounds coupled with attractive multimedia images displayed on one
or more of the display devices 116, 118, 140 to provide an
audio-visual representation or to otherwise display full-motion
video with sound to attract players to the EGM 100 and/or to engage
the player during gameplay. In certain embodiments, the EGM 100 may
display a sequence of audio and/or visual attraction messages
during idle periods to attract potential players to the EGM 100.
The videos may be customized to provide any appropriate
information.
[0126] The EGM 100 may further include a card reader 138 that is
configured to read magnetic stripe cards, such as player
loyalty/tracking cards, chip cards, and the like. In some
embodiments, a player may insert an identification card into a card
reader of the gaming device. In some embodiments, the
identification card is a smart card having a programmed microchip
or a magnetic strip coded with a player's identification, credit
totals (or related data) and other relevant information. In other
embodiments, a player may carry a portable device, such as a cell
phone, a radio frequency identification tag or any other suitable
wireless device, which communicates a player's identification,
credit totals (or related data) and other relevant information to
the gaming device. In some embodiments, money may be transferred to
a gaming device through electronic funds transfer. When a player
funds the gaming device, the processor circuit determines the
amount of funds entered and displays the corresponding amount on
the credit or other suitable display as described above.
[0127] In some embodiments, the EGM 100 may include an electronic
payout device or module configured to fund an electronically
recordable identification card or smart card or a bank or other
account via an electronic funds transfer to or from the EGM
100.
[0128] FIG. 11B is a block diagram that illustrates logical and
functional relationships between various components of an EGM 100.
As shown in FIG. 11B, the EGM 100 may include a processor circuit
12 that controls operations of the EGM 100. Although illustrated as
a single processor circuit, multiple special purpose and/or general
purpose processor circuits and/or processor circuit cores may be
provided in the EGM 100. For example, the EGM 100 may include one
or more of a video processor, a signal processor, a sound processor
and/or a communication controller that performs one or more control
functions within the EGM 100. The processor circuit 12 may be
variously referred to as a "controller," "microcontroller,"
"microprocessor" or simply a "computer." The processor circuit may
further include one or more application-specific integrated
circuits (ASICs).
[0129] Various components of the EGM 100 are illustrated in FIG.
11B as being connected to the processor circuit 12. It will be
appreciated that the components may be connected to the processor
circuit 12 through a system bus, a communication bus and
controller, such as a USB controller and USB bus, a network
interface, or any other suitable type of connection.
[0130] The EGM 100 further includes a memory device 14 that stores
one or more functional modules 20. Various functional modules 20 of
the EGM 100 will be described in more detail below in connection
with FIG. 11D.
[0131] The memory device 14 may store program code and
instructions, executable by the processor circuit 12, to control
the EGM 100. The memory device 14 may also store other data such as
image data, event data, player input data, random or pseudo-random
number generators, pay-table data or information and applicable
game rules that relate to the play of the gaming device. The memory
device 14 may include random access memory (RAM), which can include
non-volatile RAM (NVRAM), magnetic RAM (ARAM), ferroelectric RAM
(FeRAM) and other forms as commonly understood in the gaming
industry. In some embodiments, the memory device 14 may include
read only memory (ROM). In some embodiments, the memory device 14
may include flash memory and/or EEPROM (electrically erasable
programmable read only memory). Any other suitable magnetic,
optical and/or semiconductor memory may operate in conjunction with
the gaming device disclosed herein.
[0132] The EGM 100 may further include a data storage device 22,
such as a hard disk drive or flash memory. The data storage 22 may
store program data, player data, audit trail data or any other type
of data. The data storage 22 may include a detachable or removable
memory device, including, but not limited to, a suitable cartridge,
disk, CD ROM, DVD or USB memory device.
[0133] The EGM 100 may include a communication adapter 26 including
transceiver circuitry that enables the EGM 100 to communicate with
remote devices over a wired and/or wireless communication network,
such as a local area network (LAN), wide area network (WAN),
cellular communication network, or other data communication
network. The communication adapter 26 may further include
transceiver circuitry for supporting short range wireless
communication protocols, such as Bluetooth and/or near field
communications (NFC) that enable the EGM 100 to communicate, for
example, with a mobile communication device operated by a
player.
[0134] The EGM 100 may include one or more internal or external
communication ports that enable the processor circuit 12 to
communicate with and to operate with internal or external
peripheral devices, such as eye tracking devices, position tracking
devices, cameras, accelerometers, arcade sticks, bar code readers,
bill validators, biometric input devices, bonus devices, button
panels, card readers, coin dispensers, coin hoppers, display
screens or other displays or video sources, expansion buses,
information panels, keypads, lights, mass storage devices,
microphones, motion sensors, motors, printers, reels, SCSI ports,
solenoids, speakers, thumb drives, ticket readers, touch screens,
trackballs, touchpads, wheels, and wireless communication devices.
In some embodiments, internal or external peripheral devices may
communicate with the processor circuit through a universal serial
bus (USB) hub (not shown) connected to the processor circuit
12.
[0135] In some embodiments, the EGM 100 may include a sensor, such
as a camera in communication with the processor circuit 12 (and
possibly controlled by the processor circuit 12) that is
selectively positioned to acquire an image of a player actively
using the EGM 100 and/or the surrounding area of the EGM 100. In
one embodiment, the camera may be configured to selectively acquire
still or moving (e.g., video) images and may be configured to
acquire the images in either an analog, digital or other suitable
format. The display devices 116, 118, 140 may be configured to
display the image acquired by the camera as well as display the
visible manifestation of the game in split screen or
picture-in-picture fashion. For example, the camera may acquire an
image of the player and the processor circuit 12 may incorporate
that image into the primary and/or secondary game as a game image,
symbol or indicia.
[0136] Various functional modules of that may be stored in a memory
device 14 of an EGM 100 are illustrated in FIG. 11C. Referring to
FIG. 11C, the EGM 100 may include in the memory device 14 a game
module 20A that includes program instructions and/or data for
operating a hybrid wagering game as described herein. The EGM 100
may further include a player tracking module 20B, an electronic
funds transfer module 20C, a wide area progressive module 20D, an
audit/reporting module 20E, a communication module 20F, an
operating system 20G and a random number generator 20H. The player
tracking module 20B keeps track of the play of a player. The
electronic funds transfer module 20C communicates with a back end
server or financial institution to transfer funds to and from an
account associated with the player. The Augmented Reality interface
module 20D interacts with an AR viewer 200 as described in more
detail below. The communication module 20F enables the EGM 100 to
communicate with remote servers and other EGMs using various secure
communication interfaces. The operating system kernel 20G controls
the overall operation of the EGM 100, including the loading and
operation of other modules. The random number generator 20H
generates random or pseudorandom numbers for use in the operation
of the hybrid games described herein.
[0137] In some embodiments, an EGM 100 may be implemented by a
desktop computer, a laptop personal computer, a personal digital
assistant (PDA), portable computing device, or other computerized
platform. In some embodiments, the EGM 100 may be operable over a
wireless network, such as part of a wireless gaming system. In such
embodiments, the gaming machine may be a hand held device, a mobile
device or any other suitable wireless device that enables a player
to play any suitable game at a variety of different locations. It
should be appreciated that a gaming device or gaming machine as
disclosed herein may be a device that has obtained approval from a
regulatory gaming commission or a device that has not obtained
approval from a regulatory gaming commission.
[0138] For example, referring to FIG. 11D, an EGM 100' may be
implemented as a handheld device including a compact housing 105 on
which is mounted a touchscreen display device 116 including a
digitizer 152. An input button 130 may be provided on the housing
and may act as a power or control button. A camera 127 may be
provided in a front face of the housing 105. The housing 105 may
include one or more speakers 150. In the EGM 100', various input
buttons described above, such as the cashout button, gameplay
activation button, etc., may be implemented as soft buttons on the
touchscreen display device 116. Moreover, the EGM 100' may omit
certain features, such as a bill acceptor, a ticket generator, a
coin acceptor or dispenser, a card reader, secondary displays, a
bet display, a credit display, etc. Credits can be deposited in or
transferred from the EGM 100' electronically.
[0139] FIG. 11E illustrates a standalone EGM 100'' having a
different form factor from the EGM 100 illustrated in FIG. 11A. In
particular, the EGM 100'' is characterized by having a large, high
aspect ratio, curved primary display device 116' provided in the
housing 105, with no secondary display device. The primary display
device 116' may include a digitizer 152 to allow touchscreen
interaction with the primary display device 116'. The EGM 100'' may
further include a player tracking display 140, a plurality of input
buttons 130, a bill/ticket acceptor 128, a card reader 138, and a
ticket generator 136. The EGM 100'' may further include one or more
cameras 127 to enable facial recognition and/or motion
tracking.
[0140] FIG. 12 is a block diagram that illustrates various
components of an AR controller 70 according to some embodiment. As
shown in FIG. 12, the AR controller 70 may include a processor
circuit 72 that controls operations of the AR controller 70.
Although illustrated as a single processor circuit, multiple
special purpose and/or general purpose processor circuits and/or
processor circuit cores may be provided in the AR controller 70.
For example, the AR controller 70 may include one or more of a
video processor, a signal processor, a sound processor and/or a
communication controller that performs one or more control
functions within the AR controller 70. The processor circuit 72 may
be variously referred to as a "controller," "microcontroller,"
"microprocessor" or simply a "computer." The processor circuit may
further include one or more application-specific integrated
circuits (ASICs).
[0141] Various components of the AR controller 70 are illustrated
in FIG. 12 as being connected to the processor circuit 72. It will
be appreciated that the components may be connected to the
processor circuit 72 through a system bus, a communication bus and
controller, such as a USB controller and USB bus, a network
interface, or any other suitable type of connection.
[0142] The AR controller 70 further includes a memory device 74
that stores one or more functional modules 76 for performing the
operations described above.
[0143] The memory device 74 may store program code and
instructions, executable by the processor circuit 72, to control
the AR controller 70. The memory device 74 may include random
access memory (RAM), which can include non-volatile RAM (NVRAM),
magnetic RAM (ARAM), ferroelectric RAM (FeRAM) and other forms as
commonly understood in the gaming industry. In some embodiments,
the memory device 74 may include read only memory (ROM). In some
embodiments, the memory device 74 may include flash memory and/or
EEPROM (electrically erasable programmable read only memory). Any
other suitable magnetic, optical and/or semiconductor memory may
operate in conjunction with the gaming device disclosed herein.
[0144] The AR controller 70 may include a communication adapter 78
including transceiver circuitry that enables the AR controller 70
to communicate with remote devices, such as EGMs 100 and/or a
player tracking server 45 (FIG. 1) over a wired and/or wireless
communication network, such as a local area network (LAN), wide
area network (WAN), cellular communication network, or other data
communication network.
[0145] The EGM 100 may include one or more internal or external
communication ports that enable the processor circuit 72 to
communicate with and to operate with internal or external
peripheral devices, such as display screens, keypads, mass storage
devices, microphones, speakers, and wireless communication devices.
In some embodiments, internal or external peripheral devices may
communicate with the processor circuit through a universal serial
bus (USB) hub (not shown) connected to the processor circuit
72.
Further Embodiments
[0146] An augmented reality (AR) viewing device according to some
embodiments includes a processor circuit, a memory coupled to the
processor circuit, a wireless transceiver coupled to the processor
circuit, and a camera coupled to the processor circuit. The memory
includes computer readable instructions that cause the processor
circuit to generate an image of the EGM using the camera, obtain,
based on the image of the EGM, a network address associated with
the EGM, transmit a registration message using the wireless
transceiver to the network address associated with the EGM, and
receive a registration response using the wireless transceiver from
the EGM in response to the registration message.
[0147] A method of pairing an augmented reality (AR) viewing device
including a camera with an electronic gaming machine (EGM) includes
generating an image of the EGM using the camera, obtaining, based
on the image of the EGM, a network address associated with the EGM,
transmitting a registration message to the network address
associated with the EGM, and receiving a registration response from
the EGM in response to the registration message.
[0148] The method may further include identifying, from the image,
a visible feature associated with the EGM, wherein the network
address is obtained based on the visible feature associated with
the EGM.
[0149] The visible feature may include a QR code, a credit meter, a
payout meter, a service window, or a graphic displayed on a display
screen of the EGM.
[0150] The method may further include transmitting a request to the
EGM to display a predetermined graphic at an identified location on
the EGM, generating a second image of the EGM that may include the
identified location, and analyzing the second image of the EGM to
determine if the predetermined graphic is displayed on the EGM at
the identified location.
[0151] The method may further include transmitting the image to a
remote host, and receiving the network address of the EGM from the
remote host.
[0152] The method may further include visually augmenting the EGM
by displaying an AR graphic to a user of the AR device on or near
the EGM, and requesting confirmation from the user of the AR device
that the user desires to pair the AR device with the visually
augmented EGM.
[0153] The registration message and registration response may be
transmitted over a wireless local area network (LAN).
[0154] The method may further include receiving a pairing code
associated with the EGM over the wireless LAN, and transmitting the
pairing code to the EGM over a second wireless network that is
different from the wireless LAN.
[0155] The second wireless network may include a Bluetooth network,
and wherein the pairing code may include a Bluetooth pairing code.
The pairing code may be received from a remote host and/or the
EGM.
[0156] The method may further include analyzing the image of the
EGM to determine the network address of the EGM.
[0157] The method may further include determining a game state of
the EGM based on the image, requesting game state information for a
plurality of EGMs from a remote host, and comparing the game state
of the EGM to the game state information for the plurality of EGMs
to identify the EGM.
[0158] The method may further include sending a request to a remote
host to cause the EGM to display a unique graphic, analyzing the
image to determine that the unique graphic is being displayed by
the EGM, and in response to determining that the unique graphic is
being displayed by the EGM, obtaining the network address of the
EGM from the remote host.
[0159] A method of pairing an augmented reality viewing device
including a camera with an electronic gaming machine according to
some embodiments includes sending an inquiry signal via a short
range wireless communication link, receiving a response to the
inquiry signal via the short range wireless communication link from
the EGM, wherein the response may include a network address of the
EGM on the short range wireless communication link, generating an
image of the EGM using the camera, obtaining confirmation that a
user of the AR device wishes to pair the AR device with the EGM in
the image, and confirming based on the image that the EGM is the
EGM that the user of the AR device wishes to pair with the AR
device.
[0160] Obtaining confirmation that the user of the AR device wishes
to pair the AR device with the EGM in the image may include
visually augmenting the EGM by displaying an AR graphic to a user
of the AR device on or near the EGM, and requesting confirmation
from the user of the AR device that the user desires to pair the AR
device with the visually augmented EGM.
[0161] Confirming based on the image that the EGM is the EGM that
the user of the AR device wishes to pair with the AR device may
include before generating the image, sending a request to the EGM
to cause the EGM to display a unique graphic, and analyzing the
image to determine that the unique graphic is being displayed by
the EGM.
[0162] Confirming based on the image that the EGM is the EGM that
the user of the AR device wishes to pair with the AR device may
include determining a game state of the EGM from the image,
requesting game state information for a plurality of EGMs from a
remote host, and comparing the game state of the EGM to the game
state information for the plurality of EGMs to identify the
EGM.
[0163] A host computer system according to some embodiments
includes a processor circuit, a memory coupled to the processor
circuit, and a transceiver coupled to the processor circuit. The
memory includes computer readable instructions that cause the
processor circuit to receive, via the transceiver, an image of an
EGM from the AR device, identify the EGM based on the image of the
EGM, and transmit, via the transceiver, identity information
regarding the EGM to the AR device.
[0164] A method, by a host computer system, of pairing an augmented
reality viewing device including a camera with an electronic gaming
machine according to some embodiments includes receiving an image
of an EGM from the AR device, identifying the EGM based on the
image of the EGM, and transmitting identity information regarding
the EGM to the AR device.
[0165] The identity information may include a network address of
the EGM. In some embodiments, the identity information may include
a pairing code associated with the EGM. The method may further
include sending the pairing code to the EGM.
[0166] The method may further include receiving a request from the
AR device to cause the EGM to display a unique graphic, and in
response to the request, sending a message to the EGM to display
the unique graphic.
[0167] The method may further include receiving position and/or
orientation information relating to the AR device from the AR
device, wherein identifying the EGM based on the image of the EGM
may include identifying the EGM based on the image of the EGM and
the position and/or orientation information relating to the AR
device.
[0168] The method may further include receiving a request from the
AR device for game state information regarding a plurality of EGMs,
determining game states of the plurality of EGMs, and transmitting
the game states of the plurality of EGMs to the AR device.
[0169] An electronic gaming machine (EGM) according to some
embodiments includes a processor circuit, a memory coupled to the
processor circuit, and a transceiver coupled to the processor
circuit. The memory includes computer readable instructions that
cause the processor circuit to receive, via the transceiver, a
request to display a confirmation graphic, display the confirmation
graphic, receive, via the transceiver, a pairing request from the
AR device, and pair with the AR device in response to the pairing
request.
[0170] A method, by an electronic gaming machine, of pairing an
augmented reality viewing device including a camera with the EGM
according to some embodiments includes receiving a request to
display a confirmation graphic, displaying the confirmation
graphic, receiving a pairing request from the AR device, and
pairing with the AR device in response to the pairing request.
[0171] Displaying the confirmation graphic may include displaying
the confirmation graphic on a primary display screen of the EGM, a
secondary display screen of the EGM, a credit meter, a win meter,
and/or a service window.
[0172] The request may be received from a remote host that is
separate from the AR device and/or from the AR device.
[0173] The method may further include receiving a first pairing
code from a remote host, receiving a second pairing code from the
AR device, comparing the first pairing code and the second pairing
code, and paring with the AR device in response to the
comparison.
[0174] The method may further include transmitting a first pairing
code to the AR device via a first wireless network, receiving a
second pairing code from the AR device via a second wireless
network, comparing the first pairing code and the second pairing
code, and paring with the AR device in response to the
comparison.
[0175] Other EGM Features
[0176] Embodiments described herein may be implemented in various
configurations for EGMs 100s, including but not limited to: (1) a
dedicated EGM, wherein the computerized instructions for
controlling any games (which are provided by the EGM) are provided
with the EGM prior to delivery to a gaming establishment; and (2) a
changeable EGM, where the computerized instructions for controlling
any games (which are provided by the EGM) are downloadable to the
EGM through a data network when the EGM is in a gaming
establishment. In some embodiments, the computerized instructions
for controlling any games are executed by at least one central
server, central controller or remote host. In such a "thin client"
embodiment, the central server remotely controls any games (or
other suitable interfaces) and the EGM is utilized to display such
games (or suitable interfaces) and receive one or more inputs or
commands from a player. In another embodiment, the computerized
instructions for controlling any games are communicated from the
central server, central controller or remote host to a EGM local
processor circuit and memory devices. In such a "thick client"
embodiment, the EGM local processor circuit executes the
communicated computerized instructions to control any games (or
other suitable interfaces) provided to a player.
[0177] In some embodiments, an EGM may be operated by a mobile
device, such as a mobile telephone, tablet other mobile computing
device.
[0178] In some embodiments, one or more EGMs in a gaming system may
be thin client EGMs and one or more EGMs in the gaming system may
be thick client EGMs. In another embodiment, certain functions of
the EGM are implemented in a thin client environment and certain
other functions of the EGM are implemented in a thick client
environment. In one such embodiment, computerized instructions for
controlling any primary games are communicated from the central
server to the EGM in a thick client configuration and computerized
instructions for controlling any secondary games or bonus functions
are executed by a central server in a thin client
configuration.
[0179] The present disclosure contemplates a variety of different
gaming systems each having one or more of a plurality of different
features, attributes, or characteristics. It should be appreciated
that a "gaming system" as used herein refers to various
configurations of: (a) one or more central servers, central
controllers, or remote hosts; (b) one or more EGMs; and/or (c) one
or more personal EGMs, such as desktop computers, laptop computers,
tablet computers or computing devices, personal digital assistants
(PDAs), mobile telephones such as smart phones, and other mobile
computing devices.
[0180] In certain such embodiments, computerized instructions for
controlling any games (such as any primary or base games and/or any
secondary or bonus games) displayed by the EGM are executed by the
central server, central controller, or remote host. In such "thin
client" embodiments, the central server, central controller, or
remote host remotely controls any games (or other suitable
interfaces) displayed by the EGM, and the EGM is utilized to
display such games (or suitable interfaces) and to receive one or
more inputs or commands. In other such embodiments, computerized
instructions for controlling any games displayed by the EGM are
communicated from the central server, central controller, or remote
host to the EGM and are stored in at least one memory device of the
EGM. In such "thick client" embodiments, the at least one processor
circuit of the EGM executes the computerized instructions to
control any games (or other suitable interfaces) displayed by the
EGM.
[0181] In some embodiments in which the gaming system includes: (a)
an EGM configured to communicate with a central server, central
controller, or remote host through a data network; and/or (b) a
plurality of EGMs configured to communicate with one another
through a data network, the data network is an internet or an
intranet. In certain such embodiments, an internet browser of the
EGM is usable to access an internet game page from any location
where an internet connection is available. In one such embodiment,
after the internet game page is accessed, the central server,
central controller, or remote host identifies a player prior to
enabling that player to place any wagers on any plays of any
wagering games. In one example, the central server, central
controller, or remote host identifies the player by requiring a
player account of the player to be logged into via an input of a
unique username and password combination assigned to the player. It
should be appreciated, however, that the central server, central
controller, or remote host may identify the player in any other
suitable manner, such as by validating a player tracking
identification number associated with the player; by reading a
player tracking card or other smart card inserted into a card
reader (as described below); by validating a unique player
identification number associated with the player by the central
server, central controller, or remote host; or by identifying the
EGM, such as by identifying the MAC address or the IP address of
the internet facilitator. In various embodiments, once the central
server, central controller, or remote host identifies the player,
the central server, central controller, or remote host enables
placement of one or more wagers on one or more plays of one or more
primary or base games and/or one or more secondary or bonus games,
and displays those plays via the internet browser of the EGM.
[0182] It should be appreciated that the central server, central
controller, or remote host and the EGM are configured to connect to
the data network or remote communications link in any suitable
manner. In various embodiments, such a connection is accomplished
via: a conventional phone line or other data transmission line, a
digital subscriber line (DSL), a T-1 line, a coaxial cable, a fiber
optic cable, a wireless or wired routing device, a mobile
communications network connection (such as a cellular network or
mobile internet network), or any other suitable medium. It should
be appreciated that the expansion in the quantity of computing
devices and the quantity and speed of internet connections in
recent years increases opportunities for players to use a variety
of EGMs to play games from an ever-increasing quantity of remote
sites. It should also be appreciated that the enhanced bandwidth of
digital wireless communications may render such technology suitable
for some or all communications, particularly if such communications
are encrypted. Higher data transmission speeds may be useful for
enhancing the sophistication and response of the display and
interaction with players.
Further Definitions and Embodiments
[0183] In the above-description of various embodiments, various
aspects may be illustrated and described herein in any of a number
of patentable classes or contexts including any new and useful
process, machine, manufacture, or composition of matter, or any new
and useful improvement thereof. Accordingly, various embodiments
described herein may be implemented entirely by hardware, entirely
by software (including firmware, resident software, micro-code,
etc.) or by combining software and hardware implementation that may
all generally be referred to herein as a "circuit," "module,"
"component," or "system." Furthermore, various embodiments
described herein may take the form of a computer program product
comprising one or more computer readable media having computer
readable program code embodied thereon.
[0184] Any combination of one or more computer readable media may
be used. The computer readable media may be a computer readable
signal medium or a non-transitory computer readable storage medium.
A computer readable storage medium may be, for example, but not
limited to, an electronic, magnetic, optical, electromagnetic, or
semiconductor system, apparatus, or device, or any suitable
combination of the foregoing. More specific examples (a
non-exhaustive list) of the computer readable storage medium would
include the following: a portable computer diskette, a hard disk, a
random access memory (RAM), a read-only memory (ROM), an erasable
programmable read-only memory (EPROM or Flash memory), an
appropriate optical fiber with a repeater, a portable compact disc
read-only memory (CD-ROM), an optical storage device, a magnetic
storage device, or any suitable combination of the foregoing. In
the context of this document, a computer readable storage medium
may be any tangible non-transitory medium that can contain, or
store a program for use by or in connection with an instruction
execution system, apparatus, or device.
[0185] A computer readable signal medium may include a propagated
data signal with computer readable program code embodied therein,
for example, in baseband or as part of a carrier wave. Such a
propagated signal may take any of a variety of forms, including,
but not limited to, electro-magnetic, optical, or any suitable
combination thereof. A computer readable signal medium may be any
computer readable medium that is not a computer readable storage
medium and that can communicate, propagate, or transport a program
for use by or in connection with an instruction execution system,
apparatus, or device. Program code embodied on a computer readable
signal medium may be transmitted using any appropriate medium,
including but not limited to wireless, wireline, optical fiber
cable, RF, etc., or any suitable combination of the foregoing.
[0186] Computer program code for carrying out operations for
aspects of the present disclosure may be written in any combination
of one or more programming languages, including an object oriented
programming language such as Java, Scala, Smalltalk, Eiffel, JADE,
Emerald, C++, C#, VB.NET, Python or the like, conventional
procedural programming languages, such as the "C" programming
language, Visual Basic, Fortran 2003, Perl, COBOL 2002, PHP, ABAP,
dynamic programming languages such as Python, Ruby and Groovy, or
other programming languages. The program code may execute entirely
on the user's computer, partly on the user's computer, as a
stand-alone software package, partly on the user's computer and
partly on a remote computer or entirely on the remote computer or
server. In the latter scenario, the remote computer may be
connected to the user's computer through any type of network,
including a local area network (LAN) or a wide area network (WAN),
or the connection may be made to an external computer (for example,
through the Internet using an Internet Service Provider) or in a
cloud computing environment or offered as a service such as a
Software as a Service (SaaS).
[0187] Various embodiments were described herein with reference to
flowchart illustrations and/or block diagrams of methods, apparatus
(systems), devices and computer program products according to
various embodiments described herein. It will be understood that
each block of the flowchart illustrations and/or block diagrams,
and combinations of blocks in the flowchart illustrations and/or
block diagrams, can be implemented by computer program
instructions. These computer program instructions may be provided
to a processor circuit of a general purpose computer, special
purpose computer, or other programmable data processing apparatus
to produce a machine, such that the instructions, which execute via
the processor circuit of the computer or other programmable
instruction execution apparatus, create a mechanism for
implementing the functions/acts specified in the flowchart and/or
block diagram block or blocks.
[0188] These computer program instructions may also be stored in a
non-transitory computer readable medium that when executed can
direct a computer, other programmable data processing apparatus, or
other devices to function in a particular manner, such that the
instructions when stored in the computer readable medium produce an
article of manufacture including instructions which when executed,
cause a computer to implement the function/act specified in the
flowchart and/or block diagram block or blocks. The computer
program instructions may also be loaded onto a computer, other
programmable instruction execution apparatus, or other devices to
cause a series of operational steps to be performed on the
computer, other programmable apparatuses or other devices to
produce a computer implemented process such that the instructions
which execute on the computer or other programmable apparatus
provide processes for implementing the functions/acts specified in
the flowchart and/or block diagram block or blocks.
[0189] The flowchart and block diagrams in the figures illustrate
the architecture, functionality, and operation of possible
implementations of systems, methods, and computer program products
according to various aspects of the present disclosure. In this
regard, each block in the flowchart or block diagrams may represent
a module, segment, or portion of code, which comprises one or more
executable instructions for implementing the specified logical
function(s). It should also be noted that, in some alternative
implementations, the functions noted in the block may occur out of
the order noted in the figures. For example, two blocks shown in
succession may, in fact, be executed substantially concurrently, or
the blocks may sometimes be executed in the reverse order,
depending upon the functionality involved. It will also be noted
that each block of the block diagrams and/or flowchart
illustration, and combinations of blocks in the block diagrams
and/or flowchart illustration, can be implemented by special
purpose hardware-based systems that perform the specified functions
or acts, or combinations of special purpose hardware and computer
instructions.
[0190] The terminology used herein is for the purpose of describing
particular aspects only and is not intended to be limiting of the
disclosure. As used herein, the singular forms "a", "an" and "the"
are intended to include the plural forms as well, unless the
context clearly indicates otherwise. It will be further understood
that the terms "comprises" and/or "comprising," when used in this
specification, specify the presence of stated features, steps,
operations, elements, and/or components, but do not preclude the
presence or addition of one or more other features, steps,
operations, elements, components, and/or groups thereof. As used
herein, the term "and/or" includes any and all combinations of one
or more of the associated listed items and may be designated as
"/". Like reference numbers signify like elements throughout the
description of the figures.
[0191] Many different embodiments have been disclosed herein, in
connection with the above description and the drawings. It will be
understood that it would be unduly repetitious and obfuscating to
literally describe and illustrate every combination and
subcombination of these embodiments. Accordingly, all embodiments
can be combined in any way and/or combination, and the present
specification, including the drawings, shall be construed to
constitute a complete written description of all combinations and
subcombinations of the embodiments described herein, and of the
manner and process of making and using them, and shall support
claims to any such combination or subcombination.
* * * * *