[go: up one dir, main page]

WO2014172772A1 - Machine de jeu ayant une caméra pour adapter des images affichées à un joueur ou non-joueur détecté - Google Patents

Machine de jeu ayant une caméra pour adapter des images affichées à un joueur ou non-joueur détecté Download PDF

Info

Publication number
WO2014172772A1
WO2014172772A1 PCT/CA2013/050384 CA2013050384W WO2014172772A1 WO 2014172772 A1 WO2014172772 A1 WO 2014172772A1 CA 2013050384 W CA2013050384 W CA 2013050384W WO 2014172772 A1 WO2014172772 A1 WO 2014172772A1
Authority
WO
WIPO (PCT)
Prior art keywords
player
machine
stored
software
gaming machine
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Ceased
Application number
PCT/CA2013/050384
Other languages
English (en)
Inventor
Stefan KEILWERT
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
IGT Canada Solutions ULC
Original Assignee
Spielo International Canada ULC
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority claimed from US13/870,713 external-priority patent/US20140323193A1/en
Priority claimed from US13/870,658 external-priority patent/US9269216B2/en
Priority claimed from US13/870,738 external-priority patent/US20140323194A1/en
Application filed by Spielo International Canada ULC filed Critical Spielo International Canada ULC
Publication of WO2014172772A1 publication Critical patent/WO2014172772A1/fr
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

Links

Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3204Player-machine interfaces
    • G07F17/3206Player sensing means, e.g. presence detection, biometrics
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T13/00Animation
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • A63F13/655Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition by importing photos, e.g. of the player
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T2215/00Indexing scheme for image rendering
    • G06T2215/16Using real world measurements to influence rendering
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06VIMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
    • G06V40/00Recognition of biometric, human-related or animal-related patterns in image or video data
    • G06V40/10Human or animal bodies, e.g. vehicle occupants or pedestrians; Body parts, e.g. hands
    • G06V40/16Human faces, e.g. facial parts, sketches or expressions
    • G06V40/172Classification, e.g. identification
    • G06V40/173Classification, e.g. identification face re-identification, e.g. recognising unknown faces across different face tracks
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06VIMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
    • G06V40/00Recognition of biometric, human-related or animal-related patterns in image or video data
    • G06V40/10Human or animal bodies, e.g. vehicle occupants or pedestrians; Body parts, e.g. hands
    • G06V40/16Human faces, e.g. facial parts, sketches or expressions
    • G06V40/178Human faces, e.g. facial parts, sketches or expressions estimating age from face image; using age information for improving recognition

Definitions

  • This invention relates to gaming machines and, in particular, to a gaming machine having a camera and software that causes a displayed image (e.g., animation) to be adapted to a detected player or observer.
  • a displayed image e.g., animation
  • Gaming machines such as slot machines, are frequently video gaming machines where animated virtual reels are displayed on a flat panel screen.
  • the screen may also display animated bonus games and any information needed to play the games.
  • the screen may be a touch screen where the player can make selections by touching icons (e.g., virtual buttons) displayed on the screen.
  • Conventional video gaming machines of the same theme i.e., same proprietary game
  • the gaming machines of the same theme display the same attract mode.
  • the display animation does not automatically adapt to the particular player or to a particular spectator, such as a passerby.
  • a gaming machine console incorporates a conventional video and/or still-frame camera at the front of the console.
  • the camera periodically takes a picture or takes a video of the player or other people in its field of view, and software processes the frames.
  • the frames are then analyzed and are used to adapt the gaming machine's displayed animation to the player or people detected.
  • the player's face is analyzed by face recognition software to determine the player's age.
  • the displayed game animation and the game itself may then automatically be adapted to the player's detected age.
  • the face recognition software also detects the gender of the player, and the displayed game animation and the game itself may then automatically be adapted to the player's detected gender.
  • the player's detected face i.e., a set of standard digital markers
  • stored images stored digital markers
  • the gaming machine may then display a personalized message such as, "Welcome Back" and offer the player the option to present content based on the player's previous playing preferences (e.g., specific games in a multigame).
  • the message may also identify the player by name.
  • the camera and software may also detect non-players that are spectators or just passing by the gaming machine. In such a case, it is desirable for the gaming machine to attract that potential player by adapting its display to the particular detected person.
  • a stored character "looks" in the direction of a moving spectator and may address the spectator, such as by referring to the spectator's actual appearance (e.g., refer to a detected logo on the spectator's clothes, etc.).
  • a particular amusing character may selected that generally looks like the detected player, and the software may combine stored features to generally recreate the detected player.
  • a gaming machine includes at least one display screen for displaying a game of chance; a digital camera for taking a set of pictures of a player of the gaming machine; a processor for controlling the at least one display screen to display the game of chance, having a pseudo-random element, and any award to a player based on an outcome of the game, when the gaming machine is being actively played; detection software for detecting physical movement of the player from the pictures; and display software for displaying, on the display screen, animation images that are selected based on the detected physical movement of the player.
  • a method performed by a gaming machine includes taking a set of pictures of a player of the gaming machine using the camera; displaying a game of chance on at least one display screen; detecting physical movement of the player from the pictures using detection software; and displaying, on a display screen, using display software, animation images that are selected based on the detected physical movement of the player.
  • a gaming machine includes at least one display screen for displaying a game of chance; a digital camera for taking at least one picture of at least one person in a field of view of the camera; a processor for controlling the at least one display screen to display the game of chance, having a pseudo-random element, and any award to a player based on an outcome of the game, when the gaming machine is being actively played; detection software for detecting physical characteristics of the person from the picture; a plurality of sets of alternative animation images stored in a memory for selection and display on the at least one display screen; rules software stored in the memory for associating detected physical characteristics of the person with a particular set of stored animation images and selecting the particular set of stored animation images for display; and display software stored in the memory for displaying, on the at least one display screen, the set of stored animation images selected by the rules software based on the detected physical characteristics of the person.
  • a method performed by a gaming machine includes taking at least one picture of at least one person in a field of view of the camera; detecting physical characteristics of the person from the picture using detection software; applying rules software associating the detected physical characteristics of the person with a particular set of stored animation images, among a plurality of sets of stored alternative animation images, and selecting the particular set of stored animation images for display; and displaying, on a display screen of the gaming machine, the set of stored animation images selected by the rules software based on the detected physical characteristics of the non- player.
  • the invention may also be applied to home computers, laptops, smartphones, and other computing devices with cameras that are temporarily used a gaming machines for carrying out a game of chance.
  • Fig. 1 is a perspective view of a particular gaming machine console containing a camera, speakers, a microphone, and suitable software to carry out the present inventions.
  • Fig. 2 illustrates various functional units in the gaming machine for carrying out the inventions.
  • Fig. 3 A is a side view of a gaming machine console, such as in Fig. 1, illustrating the camera's detection of the player's face.
  • Fig. 3B is a top down schematic view of the camera detecting the player's face.
  • Fig. 4 is a flowchart identifying various examples of adaptions of the display animation to the player's detected gender or age.
  • Fig. 5 is a flowchart identifying an example of an adaption of the display animation when the player's identity is detected.
  • Fig. 6 is a schematic top down view of the camera detecting spectators or passersby.
  • Fig. 7 is a flowchart identifying examples of adaptions of the display animation to spectators or to the specific appearance or identities of spectators.
  • Fig. 8 is a flowchart identifying examples of adaptions of the display animation to movements of the player.
  • Fig. 1 is a perspective view of a gaming machine 10, which is a gaming machine console, that incorporates the present invention.
  • Machine 10 includes a display 12 that may be a thin film transistor (TFT) display, a liquid crystal display (LCD), a cathode ray tube (CRT), or any other type of display.
  • the display 12 displays the main game, which may be an animated video reels-type game that emulates the spinning and random stopping of physical reels.
  • the display 12 may also display an attention-getting attract mode animation when the machine 10 is not being used by a player.
  • a second display 14 provides game data or other information in addition to display 12.
  • Display 14 may provide information such as an advertisement for the game, an attract mode animation, the rules of the game, pay tables for each bet amount and winning symbol combination, or other information, or may even display the main game or the bonus games along with display 12. Possible other uses of the displays in accordance with the invention are discussed below.
  • the area for display 14 may be a display glass for conveying relevant information.
  • Display 12 or 14 may have a touch screen lamination that includes a transparent grid of conductors. Touching the screen changes the capacitance between the conductors, and thereby the X-Y location of the touch may be determined. The processor associates this X-Y location with a function to be performed.
  • touch screens are very well known in the field of slot machines.
  • a coin slot 16 accepts coins or tokens in one or more denominations to generate credits within machine 10 for playing games.
  • An input slot 18 for an optical reader and printer receives machine readable printed tickets and outputs printed tickets for use in cashless gaming.
  • a bill acceptor 20 accepts various denominations of banknotes.
  • a coin tray 22 receives coins or tokens from a hopper upon a win or upon the player cashing out.
  • a card reader slot 24 accepts any of various types of cards, such as smart cards, magnetic strip cards, player tracking cards, or other types of cards conveying machine readable information.
  • the card reader reads the inserted card for player and credit information for cashless gaming.
  • the card reader may also include an optical reader and printer for reading and printing coded barcodes and other information on a paper ticket.
  • a keypad 26 accepts player input, such as a personal identification number (PIN) or any other player information.
  • a display 28 above keypad 26 displays a menu for instructions and other information and provides visual feedback of the keys pressed.
  • Player control buttons 30 include any buttons needed for the play of the particular game or games offered by machine 10 including, for example, one or more bet buttons, a repeat bet button, a spin reels button, a maximum bet button, a cash-out button, a display payout tables button, select icon buttons, free game play buttons, and any other suitable button. Buttons 30 may be replaced by a touch screen with virtual buttons. In one embodiment, to simplify betting, there are only a limited number of betting options, such as five, and each betting option has a separate button 30.
  • Speakers 32 generate stereo sound.
  • a microphone 34 may allow the player to interact with the gaming machine software.
  • FIG. 2 illustrates basic circuit blocks in a suitable gaming device.
  • a control unit (CPU 40) runs gaming programs stored in a program RAM/ROM 43.
  • the programs also include software files used to carry out the present inventions, including a face recognition program 44, a motion detection program 45, and a clothing/appearance detection program 46.
  • Multiple alternative animations are also stored in the RAM/ROM 43 and are selected for display based on the visual detection of a player or spectators, as described below.
  • the rules software for determining which stored animation should be displayed based on the analysis performed by the programs 44-46 is also contained in the RAM/ROM 43.
  • the RAM/ROM 43 also contain any audio files and audio rules software for selecting audio files based on the visual detection of the player or spectator. All memory accessed by the gaming machine, even if distributed, is grouped herein in the single term "memory" since the specific hardware used for the memory is not relevant to the invention.
  • a coin/credit bet detector 48 enables the CPU 40 to initiate a next game and generate credits.
  • a paytable ROM 49 detects the outcome of the game and identifies awards to be paid to the player.
  • a payout device 50 pays out an award to the player in the form of coins, a coded paper ticket, credits on a smart card or magnetic strip card, or any other form upon termination of the game or upon the player cashing out.
  • a display controller 52 receives commands from the CPU 40 and generates signals for the various displays 54. If a display 54 is a touch screen, player commands may be input through the display screen into the CPU 40. All components may be connected to a single bus.
  • the player's face is analyzed using the digital camera 36 and the face recognition program 44 to determine the player's age.
  • Fig. 3 A and the top down view of Fig. 3B illustrate the typical position of a player's 58 face relative to the camera 36.
  • the camera 36 may have a wide field of view, in the face recognition phase only the central portion of the picture frame is analyzed since it contains the player's facial features. The operation of the gaming machine 10 when using face recognition of the player 58 is described with respect to the flowchart of Fig. 4.
  • step 60 the software detects that a new player 58 has just deposited money for credits or has inserted her player tracking card into the gaming machine 10, and the camera 36 is controlled to take a picture of the player (step 62).
  • the picture is analyzed using any suitable face recognition software (step 64), such as the SHORETM (Sophisticated High-Speed Object Recognition Engine) program
  • the player's gender and approximate age are detected (step 66).
  • the detected age may be categorized into one of the following groups, for example: below 40, 40-60, and above 60, since the specific age is not important.
  • the different groups of players are generally assumed to have different preferences for style, music, and culture and have different physical attributes.
  • the gaming program contains a variety of rules that are automatically triggered by the player's detected gender and age group. These different rules cause the displayed animation on the displays 12 and 14 to change as described below.
  • the displayed game animation, sounds, and the game itself may automatically be adapted to what are typical characteristics of a player in one of the age groups.
  • the changes in the animation, sound, or game may relate to the music (or sound effects) presented, the game theme (e.g., themes relating to events/styles from the 1950s, 1960s, 1980s, 2000s, etc.), the increasingly poor eyesight as a player ages, the complexity of the game, etc.
  • the following features may be adapted to the detected age group: the selection of games (e.g., in a multigame gaming machine); the game content (game characters, symbols, game theme, sounds, rumble feature, haptic responses, etc.); alpha-numeric font sizes (enlarged with detected ages over 40); color scheme and screen contrast/brightness; the user interface and game symbols (size/position of buttons, varying timeouts for decision making, size of symbol/reel s/reel shape, etc.); and sound volume adjustments may be made.
  • games e.g., in a multigame gaming machine
  • the game content game characters, symbols, game theme, sounds, rumble feature, haptic responses, etc.
  • alpha-numeric font sizes enlarged with detected ages over 40
  • color scheme and screen contrast/brightness the user interface and game symbols (size/position of buttons, varying timeouts for decision making, size of symbol/reel s/reel shape, etc.); and sound volume adjustments may be made.
  • the displayed game animation and the game itself may automatically be adapted to what are typical preferences of a male or female player in the detected age group.
  • the game theme and/or graphic style changes accordingly such as the use of male/female game-characters and male game themes (e.g., car, sport, action) vs. female themes (e.g., nature, fantasy); the color scheme adapts to gender; voice-overs of game change accordingly such as from male to female; cabinet ergonomics adapt accordingly; and sound volume adapts accordingly (assuming males want louder sounds).
  • the various adaptions that are most preferred for certain ages and genders may be determined by empirical testing.
  • the game designer may have any number of stored alternative animations (displayed images) in the RAM/ROM 43 for each combination of age and gender.
  • the animation may be part of the main game, the bonus game, and/or the user interface.
  • animation refers to any displayed image (including letters, numbers, characters, etc.) on the display screen.
  • the animation may also be adapted to the player's detected facial expression. For example, a message or animation may be selected in an attempt to cause the player to smile, and the animation adapts to whether the software recognizes that the player is smiling.
  • the player's face i.e., a set of standard digital markers generated by the face recognition software
  • stored images stored digital markers
  • the stored images may have been obtained when the player played other gaming machines with the camera feature, or the stored images may be from when the player initially registered for a player tracking card. If there is a match (step 78), the player's stored gaming history is then known to the system.
  • the gaming machine may then display a personalized message (step 80) such as, "Welcome Back", and offer the player the option to present content based on the player's previous playing preferences (e.g., specific games in a multigame machine). If there is no match, the game may be carried out without such a personalized message (step 82).
  • the camera and software may also detect non-players that are spectators or just passing by the gaming machine.
  • Fig. 6 is a top down view showing various spectators or passersby 86-88 and the wide field viewing angle of the camera 36. In such a case, it is desirous for the gaming machine 10 to attract those potential players by adapting its display to one or more of the detected people.
  • Fig. 7 illustrates certain steps performed by the gaming machine in its attract mode (step 92).
  • the camera 36 periodically (e.g., every 0.1 second) takes a picture frame encompassing a wide angle to detect nearby people (step 94).
  • the face recognition software analyzes the peoples' faces, clothing, body types, and movement.
  • the rules are then applied to a selected one of the spectators to determine the spectator's identification, gender, clothing, body type, movement, etc. (step 96).
  • the detected features are then categorized and applied to the attract mode animation rules to modify the attract mode images accordingly (step 98).
  • the recognition software is used to select one or a combination of stored animations to display.
  • a selected stored character (which most looks or dresses like the spectator) "looks" in the direction of a moving spectator and may address the spectator, such as by referring to the spectator's actual appearance (clothing); a displayed character follows the spectator in a coordinated fashion across several linked gaming machines' displays; a displayed character selected from a library of characters that appears most similar to the spectator appears on screen; and a displayed character interacts with a spectator by recognizing the spectator's speech (via a microphone 34 in the GM) and responding via the speakers 32.
  • Spectators who are recognized from a comparison to stored images may be identified on screen and asked to play by an animated character or a message. If the spectator is recognized, the game offered by the GM may be changed to be a historically preferred game by the spectator. The GM may present a customized message to a recognized spectator on an overhead display (e.g., during a community game with linked GMs). As shown in Fig. 8, motion detection software may also be applied to video frames taken by the camera 36 while the player 58 is actively playing a game. The player's motions are applied rules to adapt the animations displayed on the gaming machine to the player's motions. In Fig. 8, the player initiates the game by inserting money or a card and obtaining credits (step 110).
  • the camera takes a video of the player (step 112) and the software detects the motions of a recognized object (step 114), such as the player moving her finger or hand to wave a magic wand in the bonus game.
  • the motion detection software then triggers various animation rules that causes the animated object to move in accordance with the player's movement, or causes an animated character to move (step 116).
  • step 118 including: player moving a finger or hand causes the display of moving action to correspond to finger movement; player pointing finger selects icon player points to, such as in a bonus game; raising a smartphone in front of the GM lowers the sound volume automatically; lighting a cigarette lighter ignites torches in an ancient themed bonus round; detecting a player turning her head away from the GM causes important events/situations of the game play to be delayed until the player's attention is present again; player's eyes (gaze direction) are detected to cause important information to be displayed exactly at the spot the player is looking at; tracking the gaze of players allows the analysis of points of interest to optimize visual game content (evaluation of alternative graphics); and detecting a new player sitting down (new player's head sufficiently proximate and centered to camera) automatically causes the screen to present an active welcoming of the new player (e.g., game instructions displayed rather than normal attract mode).
  • player moving a finger or hand causes the display of moving action to correspond to finger movement
  • player pointing finger selects icon player points to,
  • the various animations may be displayed on either of the displays 12 or 14 in Fig. 1.
  • the adaption only affects the images on the top display 14 so as not to affect the game displayed on the bottom display 12.
  • the camera system detects the brightness of its environmental light and adjusts screen settings accordingly to increase player convenience and save energy • If a group of spectators observes a community game playoff, they get recognized as such, they get specific content (messages, games, etc.) on the overhead display to "onboard" them to the community game
  • the camera acts as a mirror, so the player and spectators can see the player's face on the gaming machine's display screen or on an overhead display
  • the camera reads various codes (QR, barcode, logos, etc.) and processes the data and/or modifies the displayed content
  • the camera records special moments of the players sessions (audio, video, stills) and provides a functionality
  • gaming machine includes any computer device that is a dedicated gaming machine, typically housed in a special cabinet for security, or any computing device that has multiple uses but is temporarily configured (by programming) as a gaming device, such as a home computer, a laptop computer, or a smartphone.
  • gaming machine console refers to a gaming machine console of the type used in a licensed establishment (e.g., a casino).
  • the gaming machine displays at least a game of chance involving a pseudo-random element, such as a video reels game, a card game, a wheel spinning game, or any other game of chance.
  • a gaming machine in the context of the present invention, is distinguished from an interactive amusement game (not considered “gaming") where the player's movements directly control an image (an avatar), such as for playing a simulated sports game. It is known to use a camera for directly controlling an avatar in an amusement game to emulate movement of the player; however, such controlling of an avatar does not relate to the very different uses of the present invention in the field of gaming, such as configuring a game of chance for the detected age or gender of the player, or attracting passersby to a gaming machine, etc.

Landscapes

  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Engineering & Computer Science (AREA)
  • Theoretical Computer Science (AREA)
  • Computer Graphics (AREA)
  • Processing Or Creating Images (AREA)

Abstract

Dans un premier mode de réalisation, une machine de jeu a une caméra numérique et prend automatiquement une photo d'un joueur. Un logiciel de détection faciale identifie certaines caractéristiques faciales du joueur, telles que l'âge approximatif et le genre. Un logiciel de règles sélectionne ensuite des ensembles appropriés d'images d'animation et de fichiers de son, qui sont associés aux caractéristiques physiques détectées du joueur. Le jeu, l'interface utilisateur, le thème, etc., sont affichés et sont ensuite adaptés aux caractéristiques détectées du joueur. Si le joueur est identifié, en comparant la photo à des photos stockées précédemment, un message personnalisé peut être affiché. Lorsque la machine de jeu est dans un mode d'attraction, la caméra peut prendre des photos/vidéos de passants et adapter l'animation de mode d'attraction à l'image ou mouvement physique du passant. Dans un autre mode de réalisation, la caméra est utilisée pour détecter des mouvements physiques du joueur pour commander des aspects du jeu ou d'autres caractéristiques affichées.
PCT/CA2013/050384 2013-04-25 2013-05-17 Machine de jeu ayant une caméra pour adapter des images affichées à un joueur ou non-joueur détecté Ceased WO2014172772A1 (fr)

Applications Claiming Priority (6)

Application Number Priority Date Filing Date Title
US13/870,713 2013-04-25
US13/870,738 2013-04-25
US13/870,713 US20140323193A1 (en) 2013-04-25 2013-04-25 Gaming machine having camera for adapting displayed images to non-playing observers
US13/870,658 US9269216B2 (en) 2013-04-25 2013-04-25 Gaming machine having camera for adapting displayed images to detected players
US13/870,658 2013-04-25
US13/870,738 US20140323194A1 (en) 2013-04-25 2013-04-25 Gaming machine having camera for adapting displayed images to player's movements

Publications (1)

Publication Number Publication Date
WO2014172772A1 true WO2014172772A1 (fr) 2014-10-30

Family

ID=51790933

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/CA2013/050384 Ceased WO2014172772A1 (fr) 2013-04-25 2013-05-17 Machine de jeu ayant une caméra pour adapter des images affichées à un joueur ou non-joueur détecté

Country Status (1)

Country Link
WO (1) WO2014172772A1 (fr)

Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20110069085A1 (en) * 2009-07-08 2011-03-24 Apple Inc. Generating Slideshows Using Facial Detection Information
US20130005443A1 (en) * 2011-07-01 2013-01-03 3G Studios, Inc. Automated facial detection and eye tracking techniques implemented in commercial and consumer environments

Patent Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20110069085A1 (en) * 2009-07-08 2011-03-24 Apple Inc. Generating Slideshows Using Facial Detection Information
US20130005443A1 (en) * 2011-07-01 2013-01-03 3G Studios, Inc. Automated facial detection and eye tracking techniques implemented in commercial and consumer environments

Similar Documents

Publication Publication Date Title
US9269216B2 (en) Gaming machine having camera for adapting displayed images to detected players
US20140323194A1 (en) Gaming machine having camera for adapting displayed images to player's movements
US10347072B2 (en) Enhanced electronic gaming machine with dynamic gaze display
US10561928B2 (en) Using gaze detection to change timing and behavior
US10275985B2 (en) Enhanced electronic gaming machine with gaze-based dynamic advertising
US10896573B2 (en) Decomposition of displayed elements using gaze detection
US10512839B2 (en) Interacting with three-dimensional game elements using gaze detection
US11625973B2 (en) Multi-user gaze detection at electronic gaming devices
US10807000B2 (en) Concurrent gaming with gaze detection
US9997009B2 (en) Enhanced electronic gaming machine with X-ray vision display
US20140323193A1 (en) Gaming machine having camera for adapting displayed images to non-playing observers
US9799161B2 (en) Enhanced electronic gaming machine with gaze-aware 3D avatar
US10339758B2 (en) Enhanced electronic gaming machine with gaze-based dynamic messaging
US10089827B2 (en) Enhanced electronic gaming machine with gaze-based popup messaging
US20190384385A1 (en) Interacting with game elements using eye movement tracking
US11587388B2 (en) Determining a player's emotional state using player gaze movement at gaming devices
US12494104B2 (en) Customized display of virtual persons in a virtual reality environment based on user preferences
CA2816015C (fr) Machine de jeu pourvue d'une camera pour adapter les images affichees a un joueur ou non-joueur detecte
WO2014172772A1 (fr) Machine de jeu ayant une caméra pour adapter des images affichées à un joueur ou non-joueur détecté
US20250104503A1 (en) Sensory feedback in a shared virtual gaming evironment using biometric actuators and biometric sensor devices
CA2915285A1 (fr) Machine de jeu electronique amelioree offrant la messagerie dynamique fondee sur le regard
AU2016273828A1 (en) Enhanced Electronic Gaming Machine with Gaze=Based Features
CA2915291A1 (fr) Machine de jeu electronique amelioree offrant la messagerie contextuelle fondee sur le regard
CA2915028A1 (fr) Machine de jeu electronique equipee d'un afficheur de regard dynamique
CA2915274A1 (fr) Machine de jeu electronique amelioree offrant la publicite dynamique fondee sur le regard

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 13882803

Country of ref document: EP

Kind code of ref document: A1

NENP Non-entry into the national phase

Ref country code: DE

122 Ep: pct application non-entry in european phase

Ref document number: 13882803

Country of ref document: EP

Kind code of ref document: A1