Remote gaming device operation and video stream switching for live gaming
By using video stream switching technology for live game operation, players can remotely select and operate game machines, achieving seamless switching between the live game lobby and the game machine view. This solves the problem of differences between remote participation in live games and enhances the player experience and the attractiveness of gaming venues.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- INTERBLOCK DOO
- Filing Date
- 2024-05-17
- Publication Date
- 2026-04-21
AI Technical Summary
Players cannot remotely participate in live games at casinos or gaming venues, resulting in a significant difference in gaming experience compared to online gaming platforms, making it difficult for game providers to attract and retain players.
It provides video streaming switching technology for on-site gaming operations, allowing players to interact with the gaming area via smart devices, select and operate game machines, achieve seamless switching between the on-site gaming lobby view and the game machine view, support remote reservation of game machines, and enhance personalized experience.
It increased players' interest in the game and their entertainment experience, increased the frequency of game play, satisfied player preferences, and enhanced the attractiveness of game institutions and player satisfaction.
Smart Images

Figure CN121909062A_ABST
Abstract
Description
[0001] Cross-references to related applications
[0002] This application claims priority to U.S. Patent Application No. 63 / 504,466, filed May 26, 2023; U.S. Patent Application No. 63 / 502,811, filed May 17, 2023; U.S. Patent Application No. 18 / 390,086, filed December 20, 2023; and U.S. Patent Application No. 18 / 390,109, filed December 20, 2023, the entire contents of each of which are incorporated herein by reference. Technical Field
[0003] This invention relates generally to, but is not limited to, the field of gaming, particularly live gaming systems. Background Technology
[0004] Casinos offer a variety of games to attract players. These games can include live table games (such as roulette, throwing games, etc.), virtual games, physical machines, single-player game stations, arena-style group stations, and various combinations of games. Traditionally, players had to travel to the casino or gaming area to participate. However, this is not always possible, and players miss out on the gaming experience when they cannot play at the casino.
[0005] While online gaming platforms offer players a way to participate in casino games and other gaming activities remotely, the online experience is very different from face-to-face and live gaming in a physical location. Many players prefer to play at specific casinos or gaming venues or on specific machines, and online gaming platforms cannot provide a comparable experience and familiarity.
[0006] In addition, players have a wide variety of game genres, options, and platforms to choose from. Casinos and game providers must constantly innovate to attract and retain players and enhance the player experience. Summary of the Invention
[0007] This document discloses methods, systems, and computer-readable storage media for providing video streaming switching techniques for live gaming operations. Depending on various aspects, players can interact with smartphones or other user devices to view gaming areas (e.g., gaming floors, casino tables, etc.), interact with gaming machines (e.g., their single-player gaming stations / racks, etc.), and participate in live gaming events. The live video stream can provide a live gaming floor view and a live gaming view, respectively displaying the gaming area / floor and live gaming on one or more gaming machines (or their gaming stations) within the gaming floor. Remote players can switch between views (e.g., between video outputs from cameras and / or gaming machines located in the gaming floor) to view different views, such as the gaming floor or various gaming stations. Players can select gaming machines / stations, such as single-player gaming machines, and operate the machine / station based on their selection on their user device. In some examples, players can reserve and / or exclusively use single-player gaming machines in advance, preventing other players from operating the machine. From the user device, players can also control the camera view, as well as zoom in and out of the player's machine, switch views (e.g., between the game console / game station and the game lobby), zoom in and out, and change the view of different areas of the game console / game station (e.g., between the monitor, control area, game events, etc.).
[0008] In the following text, the phrase "game hall" is generally used to refer to a gaming area / zone where a game station for one or more game machines is located. The phrase "game machine" is used herein to refer to a machine that uses computerized and / or mechanical technology to operate one or more games played thereon. Game machines in a game hall are often associated with or include one or more game stations where local users can play games operated by the game machines. A game station for a game machine typically includes one or more "game interfaces" that allow users to operate the game and / or make selections on the game machine. For this purpose, "game interface" as used herein refers to mechanical and / or electrical controls (e.g., levers, buttons, touchscreens, mice / keyboards, joysticks, or other controls) that allow users to initiate and / or control the game on the game machine. In many types of game machine game stations, a "game interface" also includes a visual display (screen) and / or audio output, through which data indicating the status of the game being played can be conveyed (displayed to the user via display and / or audio indicators). Typically, a game station for a game machine also includes seating and / or cabinets, and a game console on which the game interface is included. Typically, a game console can be associated with one or more gaming stations, via which one or more games can be played in parallel and / or one after another on the console. Some types of game consoles can be single-player consoles, played by one player at a time. Some single-player consoles can be integrated with gaming stations (e.g., which include a game cabinet with a game interface / controller and / or player seating). Alternatively, or additionally, a gaming station can be physically separate from the game console, and the game console can be connected to it via wired or wireless means to allow for gameplay. In some types of game consoles (e.g., electronic board games), a single game console (e.g., which may be embedded in an electronic tabletop) can be associated with multiple gaming stations, enabling simultaneous multiplayer gameplay. In some cases, the association between a gaming station and a game console may not be a priori fixed, and / or it may a priori (e.g., through the settings of the game lobby operator) and / or dynamically (e.g., by the player selecting which game console to play on the gaming station) connect to / be able to connect to any of the different machines, provided that the gaming station is suitable for operating games on different machines.
[0009] The remote gaming technology disclosed herein can provide a seamless transition between a live gaming lobby view and a live gaming view displayed at a gaming machine or its associated gaming station. Various aspects allow players additional control and customization of their overall gaming experience. For example, players can reserve specific machines / gaming stations, such as frequently used, preferred, or favored machines. The gaming machines can offer any of a variety of games, including but not limited to roulette, poker or other card games, throwing games, or video-based games. This remote gaming technology can increase player interest and entertainment experience, and the improved player experience can increase game frequency.
[0010] Furthermore, gaming establishments can create dedicated gaming lobbies for remote gaming. A group of player machines can be placed in a room, such as a casino, storage area, room, or other area, and the player machines can be entirely dedicated to remote gaming. In some examples, the player machines can be operated both on-site and remotely.
[0011] In either case, various parties can enable remote players to reserve game stations in advance, thereby preventing other players from accessing and operating the game console, and / or reserving game stations. According to some embodiments, game stations and / or game consoles can be specifically reserved for VIP players or other players. In this case, only the player who reserved the game station can operate the game console remotely and / or in person. The environment in which the player's machine is specially reserved (e.g., a VIP room) can also be specially configured for the player. VIP rooms can be physically or virtually decorated in a way chosen by the player or based on one or more criteria (e.g., color preference, decorating style, cultural preference, furniture configuration preference, historical period, etc.).
[0012] A reserved machine / game station can provide a time window for the first player to operate the device and play a live game. In some examples, a player may have a period of time to start playing before another user can access the machine / game station. In other examples, the time period can be a time window for remote gaming on a user's device. In some cases, if a player does not start playing within the first time period (e.g., one minute, ten minutes, thirty minutes, etc.), the reservation may expire, and the player's machine may become available to other players. In other examples, the reservation may grant exclusive access and operation within a second time period (e.g., one hour, two hours, twelve hours, twenty-four hours, or more, etc.). A player's machine can also be reserved indefinitely for a specific player. Remote players can also be notified when a specific player's machine will be available for gaming. Such notifications can include alerts, text messages, emails, phone calls, or communications with the user's device.
[0013] The various techniques and examples discussed herein enable gaming establishments to adapt to diverse player preferences, including but not limited to device and / or machine preferences, game type, playtime, and location. Such techniques can encourage and enhance gaming behavior, player entertainment experience, player satisfaction, and overall experience. To this end, embodiments relate to a method for live gaming. A camera can stream video output to a display associated with a user device. The video output captures a first field of view, which includes a gaming area (e.g., a casino / gaming lobby) having at least one gaming station (e.g., a gaming machine). The user device receives player input to update the video output to a second field of view, which may be an area selected within the first field of view. After determining that the second field of view corresponds to a gaming station within the gaming area, video output corresponding to the live game at the gaming station can be streamed from the gaming station or from another camera associated with it to the display associated with the user device. The user device can then operate the live game based on the received user input. According to some examples, after determining that the selected area / second field of view corresponds to the game screen of the gaming station, the user equipment can switch from streaming video output from the camera capturing the first field of view to streaming video output from the gaming console / gaming station (e.g., its display video output) or from the camera capturing the gaming station or a portion thereof. In other examples, game controls from the gaming station are transmitted to the user equipment along with the video output.
[0014] Another embodiment may include a camera capturing the game area, a game station, and an application operating on a user device. The user device may include at least one of a telephone, a personal computer (PC), or a gaming device. The game station may be one of several game stations associated with, for example, a multiplayer game console (e.g., an electronic tabletop game console) and / or a game station integrated with a game console (e.g., in the case of a single-player game console). An external controller may be connected to the user device to perform one or more game operations. The external controller may be connected to the user device via a Universal Serial Bus (USB).
[0015] Other embodiments include technologies for streaming live game events and providing remote gaming. In one example, video output can be streamed from a camera to a display associated with a user device. The video output can capture a first-view view of live game events at a gaming venue / lobby (e.g., a casino). The user device can provide game data indicating predicted outcomes of game sessions associated with the live game events. Actions performed by players or operators can initiate game sessions. The outcomes of game sessions can be streamed to the user device in real time, and game data can be calculated based on the outcomes of the game sessions.
[0016] The embodiments relate to a method for remote live gaming on a gaming machine (e.g., at its gaming station). Aspects may stream live video output from a first camera to a display associated with a user device. The live video output may present a live gaming lobby view showing a casino table or other gaming location including one or more remotely accessible gaming machines. In various examples, a selection from the user device may initiate a game at the gaming machine / gaming station shown in the live gaming lobby view. Aspects may switch from streaming the live video output displaying the live gaming lobby view to streaming a live gaming view showing a specific gaming station (e.g., a gaming machine) or portion thereof where live gaming is taking place or will take place. The live gaming view may be captured from the display output of the gaming machine itself, and / or from a camera, which is either the first camera or another camera oriented or zoomed to specifically capture the gaming machine or portion thereof where live gaming is taking place. Thus, once a game is initiated and the live video stream is switched to display the live gaming view, the gaming machine can be operated based on game input received at the user device. According to various embodiments, game consoles / game stations can be reserved in advance by players (e.g., VIPs or high-spending players) or players associated with a user's device, for example, for exclusive use. Such selection and reservation allow players to reserve and play their preferred machines at specific times and / or when needed.
[0017] Dedicated gaming areas (such as gaming tables, separate rooms, storage areas, or other facilities) may include one or more gaming machines accessible via the systems and methods discussed herein for remote gaming. In various embodiments, a user device may receive a notification when a gaming machine or its associated gaming station becomes available for gaming. Players may have a time period during which they can begin playing before another user can access the gaming machine / gaming station. In other examples, this time period may be a reserved window for remote gaming on the user device.
[0018] Various embodiments also provide switching between a live game lobby output / view (e.g., displaying a game area / lobby) and a live game output / view, which can be provided from the game console itself or its associated game station (e.g., as its video display output) or from a suitably positioned / operated camera to display a game on a particular game console of interest on which remote live gaming can be initiated. Alternatively, or additionally, in some embodiments, the live video from a first camera can be modified, switched, zoomed in and out, or otherwise adjusted based on input from a user device. In embodiments, modifications to the live video (e.g., zooming in on a particular game station shown in the live game lobby view) can affect the transition between streaming the live game lobby view to the user device and streaming the live game view of that game station. The live game view can display the game station or a portion thereof (e.g., its game interface) based on video output from a camera positioned near the game station or from a game console associated with the game station. Typically, the live game view displays at least a portion of the game interface of the game to be played on the game console, enabling a remote player to operate the game console to play. In some cases, switching from the Live Lobby View to the Live Game View will also select a machine / game station for users to play remotely and / or launch a game on the machine. The Live Lobby View and the Live Game View can be presented before, during, or after playing games on a game station to enhance the player experience and personalization during remote gaming.
[0019] Therefore, it should be noted that the phrases “live gaming lobby view” and “live gaming view” are used herein to refer to: a live view of a gaming area / venue or casino lobby (where one or more gaming stations are typically deployed); and a live view of the gaming interface or portions thereof (e.g., its visual display and / or controls) of a gaming station / machine, through which gameplay can be remotely performed on the gaming machine. The systems and methods disclosed herein may include cameras capturing the gaming area / lobby, one or more gaming machines in the gaming area, one or more cameras or other video streaming entities (e.g., video cards) associated with and capable of acquiring a gaming view of one or more gaming machines, and an application operating on a user device. The user device may include at least one of a telephone, a personal computer (PC), or a gaming device. The gaming machine may be an electronic tabletop game. An external controller may be connected to the user device to perform one or more gaming operations. The external controller may be connected to the user device via a universal serial bus (USB).
[0020] These and other features will become clearer from the following detailed description taken in conjunction with the accompanying drawings and claims. This summary is provided to introduce a series of concepts in a simplified form, which are further described in the detailed description below. This summary is not intended to identify key or essential features of the claimed subject matter, nor is it intended to limit the scope of the claimed subject matter. Attached Figure Description
[0021] Figure 1 This is a schematic front view of the system according to an embodiment.
[0022] Figure 2 An example graphical user interface (“GUI”) displayed by a game station according to an embodiment is shown.
[0023] Figure 3 This is a schematic top view of the game area / hall in a stadium-style configuration according to an embodiment.
[0024] Figure 4A An interactive game lobby video feed according to an embodiment is shown.
[0025] Figure 4B A live game on a user device according to an embodiment is shown.
[0026] Figure 5 This is a flowchart of the on-site game operation according to an embodiment.
[0027] Figure 6 This is a schematic perspective view of an example game station (base) of a game console according to an embodiment.
[0028] Figure 7 This is a perspective view of a game console with a game station integrated in the form of a top cover according to an embodiment. The game station includes a seat, a display, and audio effects components.
[0029] Figure 8A This is a schematic perspective view of an example game machine for a throwing game according to an embodiment.
[0030] Figure 8B This is a schematic perspective view of an example game machine for playing card games according to an embodiment.
[0031] Figure 8C This is a schematic perspective view of an example game machine for playing card games according to an embodiment.
[0032] Figure 8D This is a schematic perspective view of an example game machine for a roulette game according to an embodiment.
[0033] Figure 8E This is a perspective view of an example game console with an additional display according to an embodiment.
[0034] Figure 9 This is a schematic diagram of a game area / lobby with player machines according to an embodiment.
[0035] Figure 10A This is an interactive game lobby video feed according to an embodiment.
[0036] Figure 10B This is a player station video feed according to an embodiment.
[0037] Figure 10C This is a game video feed according to an embodiment.
[0038] Figure 11 This is a flowchart of the on-site game operation according to an embodiment.
[0039] Figure 12 It is an illustration of an example block diagram representing a general-purpose computer system, in which aspects or parts of the methods and systems disclosed herein may be incorporated. Detailed Implementation
[0040] This disclosure describes specific embodiments and their detailed construction and operation. The embodiments described herein are illustrative and not restrictive. Based on the teachings herein, those skilled in the art will recognize that various equivalents may exist for the exemplary embodiments described herein. Most notably, other embodiments are possible, modifications may be made to the embodiments described herein, and equivalents of components, parts, or steps constituting the described embodiments may exist. For clarity and brevity, certain aspects of components or steps in some embodiments are presented without giving unnecessary details, wherein such details would be obvious to those skilled in the art based on the teachings herein, and / or wherein such details would obscure the understanding of more critical aspects of the embodiments.
[0041] This document discloses methods, systems, and computer-readable storage media for providing video streaming switching techniques for live gaming operations. Depending on various aspects, players can interact with smartphones or other user devices to view gaming areas, interact with game consoles / game stations within the gaming area presented on the user device, and remotely perform live gaming events on game consoles / game stations. The live video stream can provide a live lobby view and / or a game view. Players can select game consoles (such as game stations) or participate in live gaming based on their selections on the device. In some examples, a player presented with a live lobby view can select a specific game station displayed therein, for example, by zooming in on the specific game station (e.g., making its view almost fill the player's device), or by other means (e.g., clicking on the specific game station presented in the lobby view). Once a specific game station is selected, the video streamed to the user device can switch from displaying the live lobby view on the player's screen to displaying a live gaming view showing the selected specific game station.
[0042] This type of technology allows for seamless transitions between the live game lobby view and the live game view. Various aspects enable players to have additional control and personalization over their overall gaming experience. This can enhance player engagement and entertainment during gameplay, and an improved player experience can increase game frequency.
[0043] Figure 1 A live gaming system 100 according to various aspects of the present invention is shown. For example... Figure 1 As shown, the on-site gaming system 100 can be, for example, an automatic turntable system, including a turntable machine (game machine) 110, a central display 120, and multiple game stations 130 for the turntable game machine 110. Although in Figure 1 The depicted embodiment shows six game stations 130, but those skilled in the art will recognize that the live gaming system 100 may also include a single game station or any number of game stations.
[0044] For example, the live gaming system 100 may include one gaming station, two gaming stations, or ten gaming stations, etc. In an embodiment, the live gaming system 100 may not include any gaming station 130. For example, the live gaming system 100 may serve one or more remote clients or user devices that are not physically located near the live gaming system 100. That is, the roulette wheel 110 of the live gaming system 100 may be an unattended live tabletop interactive game that provides game results to one or more gaming stations physically far from the roulette wheel 110. In an embodiment, the live gaming system 100 may serve a combination of local gaming stations (e.g., gaming station 130) and remote gaming stations. And, although a roulette wheel is shown, any type of electronic game machine can be used, including throwing systems (for projectile throwing games) and systems for poker.
[0045] In one embodiment, the live gaming system 100 is located at a first geographic location and provides game results to remote clients physically located at one or more remote geographic locations (which are not physically close to the first geographic location). For example, the live gaming system 100 may be located in a warehouse and provide game results to remote clients located at a casino several miles away from the warehouse, or at home, or on the move. As another example, the live gaming system 100 may be located at a first casino and provide game results to remote clients located at a second casino or gaming establishment, or elsewhere. The first casino and the second casino or gaming establishment may be located in different cities, states, countries, etc.
[0046] The spinner 110 is configured to run an unattended live spinner game in which a physical spinner ball is launched onto an inclined circular track surrounding a spinner-like wheel. In embodiments, the spinner 110 can be configured to run any known live tabletop interactive game. Each live spinner game run by the spinner 110 consists of a game round. A game round of a live spinner game begins with the spinner ball being positioned to be launched onto the circular track. The spinner ball is launched onto the circular track and rotates around the track multiple times. In embodiments, the spinner ball rotates around the circular track in a first direction, while the spinner-like wheel rotates around a central axis in a second direction opposite to the first direction. Friction between the spinner ball and the circular track reduces the momentum of the spinner ball until gravity causes the spinner ball to leave the circular track.
[0047] After the ball leaves the circular track, it travels down a sloping path between the circular track and the roulette wheel, moving towards the center of the roulette wheel. During this journey, the ball may interact with one or more ball deflectors located on the sloping path. When the ball contacts the roulette wheel, it bounces multiple times before landing in one of several slots around the roulette wheel's outer perimeter. The game ends when the ball lands in one of these slots. The game result is determined based on the number (and possibly the color) of the specific slot the ball lands in.
[0048] Each live roulette game operated by the roulette machine 110 also includes a selection window associated with the game session. The selection window includes options for an open time and an end time. The open time indicates the point in time when the selection window transitions from a closed state to an open state. After an open time is selected, the selection window remains open, allowing the player to make one or more selections for the associated game session. In this embodiment, when the selection window is open, the player is allowed to make one or more additional selections for at least one other interactive game.
[0049] The selected end time indicates the point in time when the selection window transitions from an open to a closed state. After the selected end time, the selection window is closed, and the player is no longer allowed to select associated game sessions. In one embodiment, the selected end time is earlier than the time the disc ball lands in one of the multiple slots. In another embodiment, the selected end time is earlier than the time the disc ball leaves the circular track. In yet another embodiment, the selected end time may be adjusted based on the inertia value associated with the disc ball.
[0050] During operation, the electronic game machine, including the roulette wheel 110, utilizes one or more random number generators to control various mechanical aspects of the game (including live roulette games). The one or more random number generators are used to increase the randomness of the events constituting the game. Increasing the randomness of the events constituting the game reduces the predictability of the game's outcome. For example, the random number generator can determine the speed at which the roulette wheel 110 launches the ball onto the inclined circular track, the number of times the ball rotates around the inclined track, the direction of the ball's rotation while rotating around the inclined track, and the timing of various events constituting the live roulette game.
[0051] The central display 120 is configured to present information related to the live roulette game operated by the roulette machine 110 to players and other guests at the casino or other gaming establishment. This information may be presented in a visual format, an auditory format, or a combination thereof. The information presented by the central display 120 may include individual results of previous game rounds, the status of the current selection window associated with the roulette machine 110, statistics of previous game rounds, operating conditions of the roulette machine 110, cumulative data associated with the roulette machine 110, and so on. In an embodiment, the central display 120 is also configured to present advertising content to players and other guests at the casino or other gaming establishment.
[0052] Each of the multiple gaming stations 130 is typically configured to enable players to participate in a live roulette game operated by roulette machine 110. In an embodiment, each of the multiple gaming stations 130 is also configured to enable players to participate in at least one additional interactive game. In an embodiment, at least one interactive game is operated by a gaming device other than roulette machine 110. For example, gaming station 130 may enable players to select in an interactive game (e.g., a live roulette game operated by roulette machine 110) to choose a recharge balance, receive results associated with the selection in the interactive game, and so on. In an embodiment, the gaming station may enable players to interact with objects associated with the interactive game. Examples of such objects include projectiles, balls, roulette wheels, etc.
[0053] like Figure 2As clearly shown, game station 130 may present a graphical user interface (“GUI”) 200 that enables players to participate in a live roulette game operated by roulette machine 110. For example, GUI 200 may display account information 210 to the player, indicating the maximum credit balance the player can use to play the live roulette game. In this embodiment, players can insert items into game station 130.
[0054] The GUI 200 can also display an electronic representation of the felt selection area 220 (or layout) of a live roulette game operated by the roulette machine 110, or some other electronic representation of any other type of game. Players can select game data on the live roulette game by placing one or more virtual props 230 on the felt selection area 220. For example, a player can place a virtual prop 230 on an area of the felt selection area 220 that identifies a specific ball slot in which the player believes the roulette ball will land in a particular game round. As another example, a player can place a virtual prop 230 on an area of the felt selection area 220 that identifies a specific range of ball slots in which the player believes the roulette ball will land. Players can also place virtual props 230 on the felt selection area 220 to select that, during a particular game round, the roulette ball will land in a ball slot associated with a specific color (e.g., red or black). As another example, players can also place virtual props 230 on the felt selection area 220 to select which ball slot, associated with an odd or even number, the spinning ball will fall into.
[0055] The game data update area 240 of the GUI 200 can also display current game data set by the player on the live roulette game operated by the player on the roulette machine 110. Information about game data obtained by the player through previous selections can also be presented to the player in the game data update area 240. In an embodiment, the game data update area 240 can also present the player with cumulative data and / or data information in the current session. In an embodiment, the game data update area 240 can also present the player with information about cumulative data selected and / or obtained within a predetermined time period (e.g., hour, day, month, year, lifetime, etc.).
[0056] The GUI 200 can also display a status update area 250, which provides players with information about the current game state of the live roulette game operated by the roulette machine 110. For example, the status update area 250 can notify the player that the selection window associated with the current game state is open. The selection window remains open between a selection open time and a selection end time. As long as the selection window remains open, the player can freely play the current game state of the live roulette game. When the selection end time is reached, the selection window associated with the current game state changes from open to closed. The status update area 250 can then notify the player that the selection window associated with the current game state is closed.
[0057] The history data area 260 of the GUI 200 can provide players with information about the results of previous rounds of the live roulette game. For example, the history data area 260 can display a sequence of individual results from previous rounds. As another example, the history data area 260 can display statistics about previous rounds. The statistics can include the percentage of the roulette ball landing in a specific color, a slot associated with an odd number, a slot within a specific range, etc., in a predetermined number of previous rounds.
[0058] Figure 3 The illustration shows a live table game set up in a game area 300 arranged in a stadium-like configuration. While the live game table 310, serving as the game machine in this example, shows a throwing table, live game tables can also provide a platform for a variety of in-person and remote selections, as well as casino games, including but not limited to throwing games, roulette, and various game machines that can be played live (i.e., physically in a physical environment) and remotely controlled by the player. Live table games can be played with one or more game stations 340 and / or with the games described herein. Figure 1 and Figure 2 The discussion considers any game example combined with a multiplayer gaming machine. One or more cameras 360 can provide video output to the game area 300 or the gaming machine 310. The game area 300 may include any or all of a live gaming table 310 and a gaming station 340. As discussed herein, the video output may be streamed to a player device, such as a remote player device or gaming station. In some examples, input at the player device may adjust the camera video, for example, to bring a particular gaming station 340, live gaming table 310, machine, or other object within the game area 300 closer or magnify its field of view, or to adjust the camera's field of view, angle, or which camera is streaming video output.
[0059] Various aspects may include at least one image sensor. At least one image sensor 370 is configured to capture image data associated with a specific game session of a game played at the game station 340. The image sensor can provide the captured image data to a controller associated with the camera 360 as a video stream, a sequence of individual image frames, raw image data, etc. In embodiments, the controller associated with the game station 340 and / or the user equipment (in the form of a computer system, see, for example...) Figure 6 The image sensor can be configured by specifying frame rate, resolution, color values, video stream encoding format, subset of available pixels of the image sensor to be activated and / or deactivated, etc.
[0060] In some examples, camera 360 may include an image sensor configured to continuously capture image data. For example, the image data captured by the image sensor can provide a live video feed of a live game operating on game table 310 or another machine. In embodiments, the camera may capture image data for a predefined time period (e.g., a specific game session). For example, this predefined time period may be associated with a throw notification, a spinner ball launch, a spinner ball landing result, a game machine roll, a selection window associated with a specific game, or another event occurring at game table 310.
[0061] In this embodiment, the image sensor is configured to capture image data associated with a specific area of the game table 310 or the machine. For example, if the turntable is located in the game table area, the specific area may include the launch point, the arcuate portion of the circular track, a predefined reference point of the turntable, the table stop position of the turntable, etc.
[0062] In one example, the on-site game table 310 is a typical throwing game table, with a layout shown and a thrower 302 able to throw items. A single operator 304 can be located at one end of the table opposite the thrower. The operator can have the player walk to the table 310 to throw items. Once the player walks to the table 310 and becomes the thrower, the operator can walk over and place five thrown items in the throwing area 306 on the table near the thrower 302. Alternatively, the operator can act as a throwing controller to control the items. For example, the operator can use a long stick 320 to push the five items into the throwing area 306. Once the thrower 302 has selected two items to throw, the remaining three items are removed.
[0063] According to various embodiments, a game played on table 310 initiates a game session, such as a round, and the game can be reflected on game station 340, player devices, or both. Actions taken by on-site players or operators can initiate game sessions played by remote and / or local players. In a throwing game example, when a projectile is thrown onto table 310, thrower 302 can initiate a game session, and the outcome of the game session corresponds to the result of the projectile throw. The outcome of the game session can be determined automatically, for example, using a projectile recognition system. In other examples, operator 304 can determine and record the outcome of the game session.
[0064] The screen 322 of the game station or player device can reflect various aspects of the game and / or the results of the live game played on table 310. The local player 324 can interact with the game console / table 310 via the local player device (game station) 340 and provide control input based on live game selections or otherwise. Similarly, a remote player (not specifically shown) with a remote player device connected to the system (i.e., a user's device, such as a player's smartphone) can be displayed a game view of the game session at the game console / table 310 and can interact with the game console / table 310 via their player device to remotely select based on live game selections or otherwise provide game control input.
[0065] In some examples, the screen 322 on the local player device 340 and / or the remote player device (not specifically shown) is an interactive touchscreen and may provide one or more game displays. The game displays may be associated with the live game table 310. The screen 322 or the player device may also provide game information separate from the live game on the table 310.
[0066] Therefore, game events occurring at game table 310 can be streamed in real time to one or more remote player devices, allowing remote players to select game events similar to playing locally or on a game station. For example, remote players can select various actions and / or outcomes occurring at game table 310. In throwing games (e.g., object throwing games), remote players can select the predicted outcome of an object throw, a combination of throws, or any other aspect associated with the throwing game. In roulette games using one, two, or more roulette wheels, players can select the predicted outcome of a roulette spin or any combination of roulette spins and their sequences. In card games (e.g., poker), players can select the draw, the last hand, a round of play, or any other aspect associated with the card game. Besides object throwing games, roulette games, and card games, this may also apply to other types of games, including but not limited to games requiring live players and / or operators.
[0067] In some examples, applications, web-based platforms, or other interactive user interfaces provide a game interface for remote users to select and participate in game events. In other examples, the game interface may simultaneously provide a live video stream of the game event and an area for selection. The interactive user interface can be customized, allowing remote players to personalize their remote gaming experience.
[0068] In some embodiments, a live stream can be provided via camera 360, allowing remote players to adjust their field of view. For example, a remote player can switch between two or more cameras within the game location, switch between different views of the game area 300, and zoom in, zoom out, and / or adjust the focus area. In another example, a user can change the field of view of the video output via a user device to focus on a specific area of the live game event. The field of view can also be changed to focus on and / or zoom in on an area of the game area associated with the game station.
[0069] As described herein, one or more game stations in the game area may be associated with live game events and provide local players with a game interface for selecting and / or participating in live game events. Remote players may also interact with such game stations through selections at their user devices. For example, a game lobby view showing live game events may be displayed on the screen of a remote player's device. By zooming in on the game lobby view, or otherwise selecting a specific game station 322 presented therein, the system can switch from streaming the game lobby view to a game view streaming the game interface of the game station. The game view displaying the game interface may be captured, for example, from the output of the game console / table 310 or the specific game station 322 (e.g., monitor output); or acquired via a camera (not specifically shown) arranged to capture the specific game station 322. In the example, embodiments may determine that the field of view at the user device corresponds to a game station or a portion thereof (e.g., its game interface), and in response, stream video output from the game station to the user device.
[0070] Although a stadium-style configuration is shown, any of the various game configurations and game station configurations can apply and utilize the various features and embodiments discussed herein. Such technologies allow remote players to participate in live game events and select preferred game stations, just as if they were playing at a game location. Therefore, both local and remote players can select, watch, and participate in the same live game event. These technologies improve player accessibility and provide greater engagement than either local or remote games alone.
[0071] Figure 4A and 4B This demonstrates interactive game and video streaming switching technology occurring at a remote player device 400. Figure 4AIn this context, the player's device can display a game lobby view 420 associated with video of the game area 300 captured by at least one camera 360 or image sensor. Figure 4B An interactive game view 430 is shown, which can be streamed after the user selects the game console or game station they wish to play. Although Figure 4A It showcases the arena-style setting, the on-site throwing table environment, and Figure 4B The layout of the turntable game is shown, but the key point is that anything displayed in an environment can start from a wider first field of view (referred to herein as the game lobby view) that displays the overall game environment and switch / zoom in to a narrower second field of view (referred herein as the game view), where the game interface for playing the game is displayed on the game screen 430. Switching from the first to the second field of view can be based on user selection, which can be made by a remote user through a specific selection 410 on the game station 340 or game console 310; and / or, for example, by continuously zooming in on the first field of view until a specific / important portion of the game station 340 or game console 310 is presented on the user's device screen 430.
[0072] like Figure 4A As shown, the first field of view 420 (game lobby view) can be streamed to a player or user device. In various embodiments, the user device is at least one of a telephone, smartphone, tablet, personal computer, or gaming device. In some examples, the first field of view 420 can be manipulated using screen clicks, voice commands, movements, selections, or other interactive devices (e.g., a stylus, mouse, controller, or other peripheral device). Players can zoom in or out of the first field of view 420 based on pinching movements of two fingers together or apart to control the zoom level. In other examples, users can click (e.g., single click, double click, multi-click, short press, long press, etc.) on the screen at desired zoom levels, or draw circles, squares, or other shapes around areas or objects of interest. Via voice commands, users can simply instruct their user device to zoom in on the first field of view 420, which is then slowly zoomed in until the user instructs the user device to stop or the maximum allowed zoom has been reached.
[0073] like Figure 4A As shown, the display can highlight the selection 410 made by any movement, click, or interaction discussed herein. Once the selection is confirmed, verified, or otherwise meets a visual threshold, the video stream switches from the first field of view (game lobby view) 420 to the second field of view (game view), as... Figure 4A As shown. In the example, to achieve this switch, the video stream can be switched from camera 360 to another camera displaying the game interface of the selected game station, or switched to the video output of the game station.
[0074] In the example, a player can select a specific game station shown in scene 420 by zooming in on their device. When the player zooms in close enough that the screen of the selected player's device meets a threshold, the video stream from camera 360 stops, and the video output from the selected game station fills the device screen 440. The video output from the selected game station can be, for example, video output from the game console / table 310 corresponding to the selected game station; and / or video output from the selected game station itself; and / or video output from a camera positioned to capture the selected game station.
[0075] In some embodiments, the selection threshold may be a click selection of the selected gaming station. In other embodiments, the selection threshold occurs when the selected gaming station is zoomed in to at least a certain extent. For example, when the player zooms in far enough to see only the screen of the gaming station, the camera video stream may stop and switch to game video output. In another example, the camera video stream may stop and switch to game video output when a specific portion of the gaming station fills the user device screen 440. The specific portion may be the game area, the screen area, the control area, or other parts of the gaming station. In yet another example, the selection threshold may occur when the gaming console / table 310 is selected (e.g., or at least zoomed in to a certain extent), and in this case, the camera video stream may stop the gaming console / table 310 video output when a specific portion of the gaming station fills the user device screen 440. In this case, the selected gaming station may be selected by the gaming console / table 310 from an idle gaming station (e.g., randomly), or the gaming console / table 310 may select and simulate a “virtual” gaming station, and then use any of the techniques described above to stream the video output corresponding to the selected gaming station to the user device screen 440.
[0076] Depending on the context, camera 360 can stream a default scene view indicating the first field of view. The first field of view can be the entirety or a portion of the game lobby. The first field of view can be larger than the screen of any game station. When scene 420 is adjusted to fill screen 440 with the screen of the selected game station and / or the game interface, the video stream can switch from camera 360 to a video output displaying the game station or its game interface. In some examples, a switch may occur when elements of the game station (e.g., screen bevels, borders, side portions of the game station, etc.) are no longer visible on screen 440. Therefore, a video stream switch can occur when the first field of view is adjusted to a second field of view within the first field of view.
[0077] Figure 4BThe video output 430 of the game station, streaming to the player's device 400, is shown. When the video stream switches from the lobby view (obtained via a 360-degree camera or image sensor) to the game view, the player can play the game directly on their device. The player can make selections, game choices, interactions, and other game inputs and interactions, just as if playing live at the game station. The player can also zoom out fully at any time to switch back to the lobby view, allowing them to confirm that what they see is a live game even when zooming in on the game station's screen / game interface or other designated areas. The ability to switch back and forth between the lobby view and the game station view creates a more reassuring and realistic experience for the player, as if they were actually in a live casino environment, rather than playing remotely elsewhere.
[0078] In some examples, the games may include live operators as well as electronic board games within the hall. Figure 3 The layout shown is similar, and real-time events can occur in the game area (e.g., desktop 310), visible to players playing on the game station. Events occurring in the game area can be selected, viewed, or otherwise interacted with by the single-player game station. In some cases, live events can be live operator actions, throwing projectiles, spinning wheels, or other real-time selection events.
[0079] For example, players can make selections using an interface saved on their device. These selections can be entered into the game application via the interface or made in other ways, similar to making selections on a game website.
[0080] In some examples, one or more peripheral devices can be connected to the user device to enhance the gaming experience. For instance, a button (e.g., a "tap button") can be connected to the user device to allow the player to initiate certain game events by activating the button. Depending on the gaming station and / or game type, other types of peripheral devices may also be applicable. In some examples, peripheral devices can be connected via Universal Serial Bus (USB). In another example, a card reader can be connected to the user device to enable the user to log in or access membership programs, play games, etc.
[0081] The gaming experience and interactions on a player's device can occur in real time, providing a live gaming experience. This also allows players remotely or otherwise unable to play the game locally on the gaming station to participate. Remote control of the gaming station via any of the technologies discussed herein enables more players to access the station. Beyond improved game accessibility, this also provides richer gameplay, which can increase player interest, entertainment experience, and engagement. Such improvements can further enhance the experience because more players can access and play the game remotely, and the number of gaming stations that are not running at any given time may decrease.
[0082] Figure 5 A flowchart is provided outlining the on-site gaming operations from various perspectives. These operations can be performed using one or more computing devices, including processors and memory. Various technologies may utilize one or more cameras, user devices (e.g., mobile phones, smartphones, PCs, gaming devices, etc.), gaming consoles (e.g., electronic tabletop games) and / or their gaming stations, or applications running on user devices or other computing devices. In some examples, the user device may include a downloadable application that provides access to cameras displaying the gaming lobby and to the gaming machines therein, and manages one or more of the operations described herein. In some examples, the application may communicate with one or more remote computing devices, servers, databases, and computing elements to manage communication and operations between the various devices.
[0083] In box 510, the aspect can stream video output from a camera to a display associated with a user device, wherein the video output captures a first field of view (game lobby view) of a game lobby including one or more game consoles (or their associated game stations). The field of view may correspond to a visible area provided on the display associated with the user device. As discussed herein, the first field of view may be a game lobby (e.g., game area 300), at least one game station, or other on-site view within a game area. In the example, the first field of view captures one or more game stations, the game screens of the game stations, and surrounding elements of the game stations. Surrounding elements may be screen bevels, borders, sides of the game stations, etc.
[0084] There can be one or more selectable regions within the first field of view. These selectable regions may correspond to a gaming station and / or the game interface on that station. In some examples, selectable regions may be generated based on the identifiers of one or more objects within the first field of view, such as a gaming station and / or a monitor associated with that station.
[0085] The first-person view can capture a game lobby comprising multiple game stations, as described in this article, which can be selected from the user's device to initiate remote game operations. Received from the user's device,
[0086] In box 520, the aspect can receive player input at the user device, which instructs the initiation of an action involving a specific game console / game station presented in the game lobby view. Player input may be, for example, in the form of a command to update the video output to a second view that displays the specific game console / game station of interest to the user at closer range. Player commands may include clicks, pinches, holds, or other movements or manipulations of the scene depicted in the first view. For example, a player command may enable zooming in or out of various areas within or around the first view. Player commands may also be actions performed on the display that instruct the selection of a game station or a game area on a game station. This action may be a zoom action, a circle action, a screen tap, or a long press. Depending on some aspects, the video output on the display may be updated in real time based on player input.
[0087] In response to player input at the user's device, the first field of view can be updated to the second field of view (game view). In some examples, player input can cause the user's device to zoom in on an area within the first field of view, such as a game station or a monitor associated with a game station. This area can be an optional region within the first field of view.
[0088] Optionally, in box 530, the aspect can determine that the second view corresponds to the game interface or a portion thereof on the game station. In various examples, the second view displays an area within the first view. For example, the first view could be a game area / lobby, and the second view could be the game interface of the game station (e.g., elements such as screens and / or controls of the game station). In other examples, the second view could be an area adjacent to the first view. As discussed herein, it can be determined based on a threshold, such as a visual threshold or a selection threshold. A threshold could, for example, correspond to the size of an object or area relative to the size of the user device's display. The user can zoom in or out on an object (e.g., the game station's display), and when the size displayed on the player station reaches a threshold amount (e.g., 50%, 60%, 70%, 80%, 90%, 100%) of the user device's display, the second view can be determined to be associated with the game area. In other examples, reaching the threshold can initiate the selection of an optional area within the first view. Similar to the first view, the second view can provide a view of an area or object in real time.
[0089] In box 540, the aspect can stream the second field of view (game view) as video output from the gaming station (or its associated gaming console) or as video output from a camera capturing the gaming station to a display associated with the user device. Depending on the aspect, after the determination at box 530, the video streaming of the first field of view can be stopped, and the streaming of the game view (second field of view) can begin. In some examples, the streaming of the first field of view can be stopped when it is determined that the user / player has selected a second field of view corresponding to a gaming station or its game interface (e.g., its game screen) within the first field of view.
[0090] Video stream switching can also include transferring game controls from the gaming station to the user device. This can occur after it has been determined that the second view corresponds to the game interface. In some examples, because game operations on the gaming station have been transferred to the user device, the gaming station may no longer be playable by the on-site player or another remote player.
[0091] As shown above, the second field of view (game view) can be the video output from a camera capturing the game station (e.g., its game interface), the video output from the game station itself, or the video output from another game module associated with the game station (e.g., from a game console connected to the game station). Otherwise, this video output will be provided to the game station's display by the local player during gameplay. In some examples, the game station's video output can be provided on both the game station and the display associated with the user's device.
[0092] In box 550, the aspect can operate a live game based on game input received at the user device. The game input can correspond to a game on a gaming station and enable the user device to operate the gaming station. Therefore, a remote player can select and play a specific gaming station at a gaming venue / hall without physically being present at the venue. This aspect increases the player's choice and entertainment experience by enabling players to view a live stream of the gaming venue / hall in real time, select a specific gaming machine or its gaming station, and play and operate the live game on the machine / station. Thus, the aspect can simulate a live gaming experience for a remote player and provide unique gaming technology that combines live, virtual, and remote gaming with physical gaming devices. For example, game input can be a selection, a command (such as a fire command), or the initiation of an operation (such as seed determination). An external controller connected to the user device can be configured to perform gaming operations and provide game input. As described herein, the live game can be a throwing game, a spinning wheel game, or other virtual or tabletop game.
[0093] Game input can generate one or more commands, which are then sent to the game console to operate it in the same way as a live player at the console. For example... Figure 4BAs shown, the live game output can provide a live view of the game screen, reflecting the game provided to the game station on the gaming machine. Remote players can switch between the game screen and views of the game station and / or game lobby / venue, and make selections at their user devices, just like live players at the machine. Game input reflects the specific game being played and may include selections such as dealing cards, selecting one or more symbols on the selection layout, initiating a launch, selecting, etc.
[0094] In some examples, such as Figure 4B As shown, the live game output reflects the game screen associated with the game console or gaming station, and maps the user's selections / interactions with the live game to controlling the game console. For example, a live player can make one or more selections directly on their player machine by touching the screen. Selections at the user's device can be mapped and transmitted to the game console, allowing remote game commands to operate the machine in a manner similar to that of a live player operating the console.
[0095] As discussed in this article, to further enhance the live gaming experience, users can switch between various views, displays, and game outputs associated with the player's machine. Thus, users can view the game lobby (e.g., in the first view indicated above), zoom in to a specific console / station, and / or view / operate the live game at the selected console or station (e.g., in the second view indicated above), as if the player were physically present.
[0096] As discussed further in this article, Figure 5 Each block can be executed in reverse, such that when player input at the user's device indicates that the video input will be updated from the second view to the first view, the video output stream is reversed from the game view to the game lobby view.
[0097] Figure 6 An example game station of a game machine according to various aspects of the present invention is shown. According to some examples, the game machine may include a universal rack. In some universal rack configurations, different games / game machines may be connected to the top 601 of the upper portion 602 of the game station 600 (e.g., together forming a complete single-player game machine). The game station 600 may include a lower portion 603 on which the upper portion is located. Figure 7 and 8A As further illustrated in -8E, a gaming station may include several external components that provide visual and audio effects. These external components can be used to attract attention to the game, thereby enticing passersby to play the games offered by the general-purpose rack, or to enhance the gaming experience on the gaming console.
[0098] External components may include soft-touch gel buttons (such as buttons 604 and 606), a gel armrest 608 located at the bottom of the upper part 602 (where the player's arm can rest for extended periods), and control buttons 610 for different games. Other lighting effects may include gel LED modules 612 of varying sizes and shapes and ambient LEDs 614 that illuminate the bottom 603 from below the upper part 602. The upper part 602 may also include a coin / points / card payment mechanism 616 and a display 618. Depending on the nature of the game being played, a speaker 620 in the lower part 603 may provide some or all of the sound effects. A foot pedal 622 may also be integrated into the lower part 602.
[0099] The interior of the universal cabinet may include a controller module that provides common connectivity for each different type of top-mounted game console and a USB connection to an embedded computer (not shown) in the bottom 603. The embedded computer may be a GANLOT AMDY-7005 designed for gaming applications. The controller module may also provide outputs for base cabinet lighting and buttons, enabling a wide variety of game console lighting designs. The controller module also allows for quick replacement of top-mounted game consoles on the game station 600. Access to the controller module may simply require removing the upper 602. The connection to an existing top cover can be disconnected, and the top cover removed from the upper 602. A new top cover can then be attached to the upper 602 and its connection can be inserted into the controller module. In one embodiment, a switch in the controller module can then be toggled to correspond to the new top cover. In other embodiments, a new top-mounted game console may be identified by connecting or inserting one or more additional modules for that top cover into the controller module or by changing the program of the embedded computer. This allows for quick changes to the type of game played on the Game Station 600's universal rack without removing the Game Station 600 from its row, moving other machines, or forcibly shutting them down. It also allows for prototyping and developing additional racks for new games, further reducing development and production costs.
[0100] Figure 7 The image further illustrates the game console's game station 600 when the seat 750 is connected to the tall, curved display top cover 740. The display top cover 740 may include one or more physical, visual, and / or virtual elements to provide the game console with a gaming experience.
[0101] In addition to the speaker 620, such as a 50-watt / 4-ohm woofer, built into the lower part 603 of the base 600, the seat 750 may also include additional speakers 702, such as two 25-watt / 8-ohm speakers in the upper part 703 of the seat 750. Additional speakers may be included in the top cover 740, such as two 25-watt / 8-ohm speakers 708 at the top of the top cover 740 and two 25-watt / 8-ohm speakers 710 at the bottom of the top cover 740. Besides these speakers, a 50-watt / 4-ohm vibration speaker 704 may also be provided in the bottom 705 of the seat 750. Such a large number of speakers allows for a variety of audio effects, especially when using a range of speaker types, including tweeters, midranges, and woofers or subwoofers.
[0102] Figures 8A-8E Single-player game machines (integrated / installed on the respective game station) offering different types of casino games are shown. According to some examples, as previously described, different games can be offered by adding / installing a game machine top cover on the respective game station 600. However, other types of single-player game machines, including standard player cabinets and machines with or without removable top covers, can also be used in the various aspects and embodiments discussed herein.
[0103] Figure 8A A game machine providing throwing games is shown. According to some embodiments, the top cover 800 of the throwing game machine can support throwing games and other types of throwing games. In some examples, the game machine may include a random generator (not shown) to control the randomness of the throwing of objects to ensure fair play. Although the objects are thrown as part of the game within the transparent area 802 of the throwing top cover 800, the game rounds may be as fast as those of a game machine, thus providing a different and more exciting form of play. Depending on the type of game integrated in the top cover, the game station 600 may send the random results of the game to the top cover, while in other cases, the top cover may send the random results to the bottom. For example, in a throwing game, the throwing result may be influenced by the randomness of the random generator in the base, but the throwing result cannot be predetermined and must therefore be determined in the top cover before being sent to the game station 600.
[0104] Figure 8B and Figure 8C A game machine offering card games is shown. Although Figure 8B Game 802 was shown. Figure 8CGame 804 is shown, but the player station can be configured to offer any of a variety of card games, including but not limited to poker and other card game variations. Some game machines that offer card games may include a dealing mechanism 806, such as the SUZO flipping module, which flips physical playing cards under the control of a random generator. Hands may vary depending on the game, such as classic hands (with or without jokers), as well as hands that include backs of the cards to cover them.
[0105] Figure 8D and 8E A game machine offering a spinning wheel game is shown. Figure 8D The configuration shown is a roulette wheel game machine with a vertical top cover 802 and a signboard 816 located on top of the roulette wheel 814. Figure 8E The configuration shown includes an additional display 828, above which is mounted a rotary wheel 822 and a sign 824. Other games include those involving rotating the wheel.
[0106] Figure 9 A sample floor plan of a casino hall 900 is provided, featuring multiple game stations 940 associated with / connected to one or more game machines. For simplicity, game stations and their associated game machines (e.g., possibly the top cover of a game station or other remote machine) are collectively referred to as game machines. As discussed herein, game machines offer a wide selection of casino games, including but not limited to poker, throwing games, roulette, other card games, throwing games, and electronic games, as well as various other game machines. In some examples, game machines can only be played remotely. In other examples, one or more game machines can also be played live.
[0107] Based on some examples, casino hall 900 is located in a dedicated gaming area, which can be a game lobby or a separate room containing one or more remotely accessible player machines. As discussed herein, player machines can be reserved for specific players or players, such as VIP players. Such players can have exclusive access to one or more machines within casino hall 900, thus preventing other players from playing those machines. The option of reserving and / or having exclusive access to game machines can attract new players and encourage existing players to play more games. Based on various examples, casino hall 900 may include any or all player machines 940.
[0108] One or more cameras 960a-d can provide video output to the gaming hall 900. These cameras can be placed in different areas to provide different perspectives of the gaming hall. In some examples, one or more cameras 960a-d can be focused on a specific player machine, and / or selectively pointed at a specific player machine, for example, via a user device or other computing device. Since players may not be playing on a machine dedicated to remote gaming, one of the one or more cameras 960a-d can be placed in front of the player machine, for example, on top of the seat if seating is provided, or in the location where the seat is typically placed.
[0109] Video output can be streamed to a user device, such as a smartphone, personal computer, or other gaming device. In some examples, input at the user device can select a first camera (e.g., camera 960a), and the live video output from the first camera can be viewed on a display associated with the user device to provide the user with a game lobby view of hall 900. Input at the user device can also adjust the camera's video, for example, bringing objects within hall 900 (such as player machines 940) closer or zooming in, or moving the camera to focus on different areas. Such user device input can also enable switching of live video feeds between cameras, such as switching from first camera 960a to any other camera 960b-d. In various embodiments, input received at the user device can also adjust any or all of the camera's field of view to view a desired area of interest. Changes to the camera view can occur before, during, or after gaming events to enhance player control over the user device and game customization.
[0110] In some examples, cameras 960a-d may include image sensors configured to continuously capture image data. At least one image sensor may be configured to capture image data associated with a specific game session of a game played at the player machine 940. The image sensor may provide the captured image data as a video stream, a sequence of individual image frames, raw image data, etc., to a controller associated with camera 960. In embodiments, the controller associated with player machine 940 and / or user equipment (in the form of a computer system, see, for example...) Figure 12 The image sensor can be configured by specifying frame rate, resolution, color values, video stream encoding format, subset of available pixels of the image sensor to be activated and / or deactivated, etc.
[0111] In some examples, image data captured by the image sensor can provide a live video feed, such as a live game view showing actions taking place at the game machine / station 940. In embodiments, the camera can capture image data over a predefined time period, such as a specific game session. For example, such a predefined time period can be associated with an object throw, a spinner ball launch, a spinner ball landing result, a throw reel roll, a card draw, a selection window related to a specific game, or another event occurring on the player machine 940.
[0112] In embodiments, the image sensor is configured to capture image data associated with a specific area of the game console / game station (e.g., its game interface, such as screen 922 or an area on the top cover). For example, if a roulette wheel game console is located on the top cover of a game station, the image sensor may capture image data corresponding to any one or all of the following: the launch point, the arcuate portion of the circular track, a predefined reference point of the roulette wheel, the tabletop stop position of the roulette wheel, etc. As discussed herein, the image sensor can be remotely controlled, and the captured image data may correspond to input received at a user device.
[0113] Figure 10A -C illustrates the interactive gaming and video streaming switching technology occurring at user device 1000. Figure 10A In this context, the player's device can display a first-view live video feed 1020, which shows a live game lobby view of the casino hall 900 captured by a camera (e.g., any of cameras 960a-d).
[0114] Figure 10B The image shows a switch to a different second viewpoint 1050, which presents a game view of the selected gaming station. In some examples, input at the user device can switch between a first viewpoint output from a first camera (e.g., live video feed 1020) and a first viewpoint output from a second camera. The second camera view can display a region of interest at the selected gaming station. The region of interest can be the game interface of the selected player machine (e.g., the player control area or screen). Various embodiments enable user input to switch between different regions of interest, which can be associated with areas on the player machine or in a casino. Some embodiments enable switching between a live gaming lobby view (e.g., live video feed 1020) and a live gaming view (e.g., live gaming output 1030). In any of these examples, user device input enables zooming in and out of the view provided by the live video feed or the live gaming feed, and allows movement of the camera angle to change the field of view.
[0115] Figure 10CA live game view is shown, illustrating game output 1030 streamed from a game console to a game station's interactive game screen or a user device's interactive game screen, or both. Live game output can be streamed after a player station is selected (e.g., selection 1010) to start a game. Although... Figure 10C The layout of the roulette game options is shown, but the live game output will reflect any game associated with the selected game station. As discussed herein, the game can be a roulette, poker or other card games, throwing games, or video-based games.
[0116] In various embodiments, the user device is at least one of a telephone, smartphone, tablet, personal computer, or gaming device. In some examples, the live video feed 1020 (game lobby view) can be manipulated using screen clicks, voice commands, motion, selection, or other interactive devices such as a stylus, mouse, controller, or other peripheral device. Players can zoom in or out of the live video feed 1020 using a pinch gesture to control the zoom level by joining or separating two fingers. In other examples, users can tap the screen at the desired zoom level (e.g., single click, double click, multi-click, short press, long press, etc.) or draw circles, squares, or other shapes around areas or objects of interest. Via voice commands, users can simply instruct the user device to zoom in on the scene, which will then slowly zoom in until the user instructs the user device to stop or reaches the maximum allowed zoom.
[0117] like Figure 10A As shown, the display can highlight any selection made by any action, click, or interaction discussed herein. Once the selection is confirmed, verified, or otherwise meets a visual threshold, the video stream can switch from the live video feed from the first camera to the live game output, such as video output from the player's machine.
[0118] In the example, a player can select a specific player machine displayed in the game lobby view by zooming in on the player machine via the user device. When the player zooms in close enough that the screen of the selected player machine meets a threshold, the video stream from camera 960 stops, and the video output of the selected player machine fills the user device screen 1040. The player can then control the player machine by touching user interface controls displayed on the device screen 1040. In some embodiments, the selection threshold may be a click selection of the selected player machine. In other embodiments, the selection threshold occurs when the selected player machine is zoomed in to at least some extent. For example, when the player zooms in to see only the player machine's screen, the camera video stream may stop and switch to live game output. In another example, when a specific portion of the player machine fills the user device screen 1040, the camera video stream may stop and switch to live game view output. The specific portion may be the game interface (e.g., a screen area, a control area, or other parts of the player machine).
[0119] Selecting option 1010 allows you to reserve a player machine for exclusive use. This option can be associated with a specific player, player account, user device, or other player identifier. Reservation prevents a second player (such as a remote or on-site player) from reserving, using, or operating the machine for a specific time period. The time period can be, for example, the duration of one or more rounds of the game, or a pre-defined time period, such as thirty minutes, one hour, two hours, etc. Reservations can be made in advance, for example, reserving a specific date, time, and / or length. During the reserved time period, the reserved machine / station may not be selectable to play the game. In some examples, the player machine may still be reserved for an upcoming open time period even if operated by the current player.
[0120] like Figure 10A As shown, the live video output can provide indications of available machines for playing and / or booking. In some examples, the display associated with the player's machine can provide colors, text, animations, video, or other available indicators so that the player can easily understand the status of their machine from the video feed. Machine availability can be provided when a specific machine is selected (e.g., selecting 1010). The selection can provide one or more information about the current status, any upcoming reservations, and other game details.
[0121] In some examples, the player's machine can provide instructions or notifications regarding reservations. For instance, a machine with an upcoming reservation schedule can notify the current player that their game time is about to expire and can provide the time before expiry or a countdown. If the current player is not associated with an upcoming reservation, their game will end at the next reservation. Notifications (such as alerts, texts, emails, sounds, etc.) can be sent to the user's device as reminders of upcoming reservations and / or the arrival of reservation time.
[0122] Some machines offer a time slot during which players must start playing within the reserved period. For example, a reserved machine might remain available for five, ten, or fifteen minutes after the reserved time slot has expired before becoming available to another player. This can help prevent machines from being reserved but not played, allowing other players to play and thus contributing to increased game count, player engagement, and overall experience. VIPs, high-spending players, and certain players can be excluded from such rules based on their player status or other characteristics associated with their accounts. This allows gaming venues to offer benefits to particularly valuable players (such as high spenders) or other players who want to play on specific machines. Such reservation features facilitate additional game counts and a customizable player experience.
[0123] Depending on the context, the live video feed 1020 can stream a default scene view indicating the first field of view. The first field of view can be some or all of the game lobby. The first field of view can be larger than the screen of any player machine. The video stream can switch from the camera to the player machine when the scene is adjusted to fill the screen 1040 with the screen of the selected player machine or the game area. In some examples, a switch can occur when elements of the player machine (such as screen bevels, borders, sides of the player machine, etc.) are no longer visible on the screen 1040. Therefore, a video stream switch can occur when the first field of view is adjusted to a second field of view within the first field of view.
[0124] like Figure 10C As shown, when the live video stream switches from camera 960 to the live game output 1030 (e.g., player machine video), players can play the game directly on their devices. Players can make selections, game choices, interactions, and other game inputs and interactions, just like playing the game live on their player machine. Players can also zoom out at any time to switch back to the camera video stream, allowing them to confirm that what they are seeing is the live game even when zooming in on the gaming station's screen. The ability to switch back and forth between the camera video stream and the player machine video stream creates a more reassuring and realistic experience for players, as if they were actually in a live casino environment, rather than playing remotely elsewhere.
[0125] In some examples, players can make selections using an interface saved on their device. Selections can be entered into the game application via the interface or otherwise, similar to selections made on a game console.
[0126] In some examples, one or more peripheral devices can be connected to the user device to enhance the gaming experience. For example, a button (such as a "tap button") can be connected to the user device to allow the player to initiate certain game events by activating the button. Depending on the player's machine and / or the type of game, other types of peripheral devices may also be applicable. In some examples, peripheral devices can be connected via a Universal Serial Bus (USB). In another example, a card reader can be connected to the user device to enable the user to log in or access membership programs, play games, etc.
[0127] The gaming experience and interactions on the player's device can occur in real time, providing a live gaming experience. This also allows players to play remotely or who cannot play directly on their machine. Remote control of the player's machine via any of the technologies discussed herein enables more players to access it. Beyond improved game accessibility, this provides richer gameplay, which can increase player interest, entertainment experience, and engagement. Such improvements can further enhance the experience because more players can access and play the game remotely, and the number of player machines not running at any given time can be reduced.
[0128] Figure 11 A flowchart is provided outlining the on-site gaming operations from various perspectives. Such operations can be performed using one or more computing devices, including processors and memory. Various technologies may utilize one or more cameras, user devices (e.g., mobile phones, smartphones, PCs, gaming devices, etc.), gaming consoles (e.g., electronic tabletop games), and / or their gaming stations, or applications running on user devices or other computing devices. In some examples, the user device may include a downloadable application that provides access to the camera and gaming console and manages one or more of the operations described herein. In some examples, the application may communicate with one or more remote computing devices, servers, databases, and computing elements to manage communication and operations between the various devices.
[0129] In box 1110, the aspect can stream live video output from a camera to a display associated with a user device, wherein the video output capture includes a first field of view of the player machine. As discussed herein, the first field of view can be a game hall (e.g., casino 900), at least one player machine, or other live views within a room or gaming area. The field of view can correspond to a visible area provided on the display associated with the user device. In one example, the first field of view captures a casino hall with one or more remotely accessible player machines. In another example, the first field of view captures the gaming screen on the player machine and surrounding elements of the player machine. Surrounding elements can be screen bevels, borders, sides of the player machine, etc. There may be one or more optional areas within the first field of view. Optional areas can correspond to gaming areas on a gaming station. In some examples, optional areas can be generated based on the identification of one or more objects within the first field of view, such as a gaming station and / or a display associated with the gaming station.
[0130] The first-view view can capture a game lobby comprising multiple gaming stations, as described herein, which can be selectable from the user's device to initiate remote gaming operations. In some examples, the live video output can be modified based on input received at the user's device. For instance, the live video stream can be switched from a first video output from a first camera to a second video output from a second camera.
[0131] In various examples, a first field of view can be adjusted to a second field of view via input at the user device. In some examples, the second field of view is an area within the first field of view. The first field of view can be a game area, and the second field of view can be a player machine element, such as the player machine's screen. In other examples, the second field of view can be an area adjacent to the first field of view. As discussed herein, this can be determined based on a threshold, such as a visual threshold or a selection threshold. A threshold can, for example, correspond to the size of an object or area relative to the size of the user device's display. The user can zoom in or out on an object (e.g., the display of a game station), and when the player station's display size reaches a threshold amount (e.g., 50%, 60%, 70%, 80%, 90%, 100%) of the user device's display, the second field of view can be determined to be associated with the game area. In other examples, reaching the threshold can initiate the selection of an optional area within the first field of view. Similar to the first field of view, the second field of view can provide a view of an area or object in real time.
[0132] In box 1120, the aspect can receive input from the user device to launch the game on the player's machine. Input may include clicks, pinches, presses, or other actions or manipulations on the live video output. Selection may also identify a specific player machine, availability, or other game information. In some examples, input may zoom in or out on various areas within or around the initial field of view. Input may also include actions performed on the display that indicate selection of the player's machine or a game area on the player's machine. Actions may be zooming, circling, screen taps, or long presses. Depending on the aspect, the video output on the display may be updated in real time based on player input.
[0133] In response to player input at the user device, the first field of view can be updated to a second field of view. In some examples, player input can be placed within an area of the first field of view, such as the player's station or a monitor associated with the player's station. The area can be an optional region within the first field of view.
[0134] In box 1130, live game output can be streamed from the player's machine to the user's device. Live game output may include video output from the player's machine. This video output may be similar to the video output provided on the device when playing the game in person.
[0135] In some examples, adjusting the field of view or switching the video stream can transfer game control from the gaming station to the user device. This transfer of control can occur after it has been determined that the second field of view corresponds to the game area. In some examples, because game control of the gaming station has been transferred to the user device, the gaming station is no longer accessible to the on-site player or another remote player.
[0136] The video output of a gaming station can correspond to the gaming module associated with the gaming station. This video output will be provided at the gaming station, such as on a monitor associated with the gaming station, while players are playing the game in person. In some examples, the gaming station video output may be provided on both the gaming station and a monitor associated with the user's device.
[0137] In box 1140, the aspect can operate the player's machine based on game input received at the user's device. The game input can correspond to playing the game on the player's machine and enable the user's device to operate the game station. Therefore, a remote player can select and play a specific game station in a gaming venue without actually being present at the venue. This aspect increases the player's choice and entertainment experience by allowing the player to watch a live stream of the gaming venue, select a specific game station, and operate the live game in real time on the game station. Thus, the aspect can simulate a live gaming experience for a remote player and provide unique gaming technology that combines live, virtual, and remote gaming with physical gaming devices. For example, game input can be a selection, a command (such as a fire command), or the initiation of an operation (such as seed determination). An external controller connected to the user's device can be configured to perform gaming operations and provide game input. As discussed herein, the live game can be a throwing game, a roulette game or other card game, a video game, a virtual game, or a tabletop game.
[0138] Game input can generate one or more commands, which are sent to the player's machine to operate the machine in the same way as a live player at the machine. For example... Figure 10C As shown, the live game output can provide a live view of the game screen, reflecting the game available on the player's machine. Remote players can switch between the game screen and the view on the player's machine and make selections on their user devices, just as a live player would on the machine. Game input reflects the specific game being played and, for example, may include selections for dealing cards, selecting one or more symbols on the option layout, initiating a play, selecting, cashing, etc.
[0139] In some examples, such as Figure 10C As shown, the live game output reflects the game screen associated with the player's machine, and selections made on the user's device are mapped to the player's machine. For example, a live player can make one or more selections directly on their player's machine by touching the screen. These selections on the user's device can be mapped and transmitted to the player's machine so that remote game commands can operate the machine in a manner similar to a live player operating their own machine.
[0140] To further enhance the on-site gaming experience, as discussed in this article, users can switch between various views, displays, and game outputs associated with their player machine. This allows users to view on-site game view outputs, game stations / machines, game lobbies, and operate their player machine as if they were the actual player.
[0141] Figure 11 Each box in the document can be modified as discussed further in this paper, allowing player input at the user device to switch between live video output, live game output, and various viewpoints as needed.
[0142] This disclosure describes specific embodiments and their detailed construction and operation. The embodiments described herein are illustrative and not restrictive. Based on the teachings herein, those skilled in the art will recognize that various equivalents may exist for the exemplary embodiments described herein. Most notably, other embodiments are possible, modifications may be made to the embodiments described herein, and equivalents of components, parts, or steps constituting the described embodiments may exist. For clarity and brevity, certain aspects of components or steps in some embodiments are presented without giving unnecessary details, wherein such details would be obvious to those skilled in the art based on the teachings herein, and / or wherein such details would obscure the understanding of more critical aspects of the embodiments.
[0143] The technologies described above can be implemented on computing devices associated with gaming devices (e.g., a turntable machine operating a live turntable game), multiple computing devices associated with multiple gaming devices, controllers communicating with one or more gaming devices (e.g., controllers configured to synchronize one or more gaming devices), or multiple controllers communicating with one or more gaming devices. Furthermore, these technologies can be distributed between the one or more computing devices and the one or more controllers. Figure 12 An exemplary block diagram of a computing system is shown, which includes hardware modules, software modules, and combinations thereof, and can be implemented as a computing device and / or a server.
[0144] In a basic configuration, a computing system may include at least a processor, system memory, storage devices, input / output peripherals, communication peripherals, and an interface bus. Instructions stored in memory can be executed by the processor to perform various methods and operations, including rotary roulette speed adjustment and result detection optimization as described above. Computing system components may reside in gaming devices, network servers, or other components, or be distributed among combinations of these devices.
[0145] The interface bus is configured to communicate, transmit, and deliver data, control, and commands between various components of the electronic device. System memory and storage devices include computer-readable storage media such as RAM, ROM, EEPROM, hard disk drives, CD-ROMs, optical storage devices, magnetic storage devices, flash memory, and other tangible storage media. Any such computer-readable storage medium may be configured to store instructions or program code embodying aspects of this disclosure. Furthermore, system memory includes operating systems and application programs. The processor is configured to execute the stored instructions and may include, for example, a logic processing unit, a microprocessor, a digital signal processor, etc.
[0146] System memory and storage devices may also include computer-readable signal media. Computer-readable signal media may include propagated data signals containing computer-readable program code. Such propagated signals may take any of a variety of forms, including but not limited to electromagnetic, optical, or any combination thereof. Computer-readable signal media may be any non-computer-readable storage medium capable of communicating, propagating, or transmitting programs used in conjunction with a computing system.
[0147] In addition, input / output peripherals include user interfaces such as keyboards, screens, microphones, speakers, other input / output devices, and computing components such as digital-to-analog and analog-to-digital converters, graphics processing units, serial ports, parallel ports, and universal serial buses. Input / output peripherals may also include various sensors, such as light sensors, proximity sensors, GPS sensors, magnetic field sensors, altitude sensors, speed / accelerometer sensors, RSSI sensors, distance sensors, and other types of sensors. Input / output peripherals can be connected to the processor via any port coupled to the interface bus.
[0148] A user interface can be configured to allow users of a computing system to interact with it. For example, a computing system may include instructions that, when executed, cause the computing system to generate a user interface and perform other methods and operations that users can use to provide input to the computing system and receive output from it.
[0149] The user interface can be in the form of a graphical user interface, presented on a screen and coupled to audio transmitted from speakers and microphones and input received on a keyboard. In one embodiment, the user interface can be generated locally on the computing system. In another embodiment, the user interface can be hosted on a remote computing system and presented on that system. For example, a server can generate the user interface and transmit associated information to a computing device, which then presents the user interface to the user. For example, the computing device can execute a browser or application that exposes an Application Programming Interface (API) at the server to access the user interface hosted on the server.
[0150] Finally, the communication peripherals of the computing system are configured to facilitate communication between the computing system and other computing systems (e.g., between a computing device and a server) via a communication network. Communication peripherals include, for example, network interface controllers, modems, various modulators / demodulators and encoders / decoders, wireless and wired interface cards, antennas, etc.
[0151] A communication network includes any type of network suitable for providing communication between a computing device and a server, and may include combinations of discrete networks that may employ different technologies. For example, a communication network includes cellular networks, Wi-Fi / broadband networks, local area networks (LANs), wide area networks (WANs), telephone networks, fiber optic networks, or combinations thereof. In an example embodiment, the communication network includes the Internet and any network suitable for communicating with the Internet. The communication network can also be configured as a means for transmitting data between the computing device and the server.
[0152] The techniques described above can be embodied in code modules executed by one or more computers or computer processors, and can be fully or partially automated by them. The code modules can be stored on any type of non-transitory computer-readable medium or computer storage device, such as hard disk drives, solid-state drives, optical discs, etc. These processes and algorithms can be implemented, partially or wholly, in application-specific circuitry. The disclosed processes and the results of the process steps can be persistently or otherwise stored in any type of non-transitory computer memory, such as, for example, volatile or non-volatile memory.
[0153] An embodiment of a method for live gaming includes: streaming video output from a camera to a display associated with a user device, wherein the video output captures a first field of view of a gaming area, the gaming area including one or more gaming stations adapted for gaming on at least one gaming console; receiving from the user device a selection for initiating an action involving the gaming console; and switching from streaming the first field of view to streaming a second field of view to the user device in response to the selection.
[0154] In an embodiment, the selection of actions involving the game console includes performing at least one of the following at the user device: selecting a specific game console among the one or more game consoles suitable for playing games on the game console; and magnifying the first field of view to the specific game console among the one or more game consoles suitable for playing games on the game console.
[0155] In an embodiment, the streaming of the second field of view to the user device includes at least one of the following: streaming the live game output of a game console designated to be displayed on the particular gaming station; and streaming video output from a specific camera, the specific camera being the camera or another camera, the video output from the specific camera being adapted to capture the second field of view so as to present at least a portion of the game interface of the particular gaming station, wherein the live game output of the game console appears at least partially in at least a portion of the game interface.
[0156] In one embodiment, streaming the second view includes streaming the live game output of the game console to the user device.
[0157] In an embodiment, the live game output of the streaming game console includes at least one of the following: streaming the live game output obtained from the game console; streaming video output from a specific camera, the specific camera being the camera or another camera, wherein the live game output of the game console is captured at least partially through a second field of view, and the second field of view is narrower than the first field of view.
[0158] In one embodiment, the second field of view includes an area of a specific game station suitable for playing games on the game console; and wherein the area of the specific game station includes at least a portion of a game interface suitable for playing games on the game console.
[0159] In one embodiment, the area of the specific game console also includes the area of the game station surrounding the game interface.
[0160] In one embodiment, the selection of the activation action also includes the selection to launch the game on the game console.
[0161] In one embodiment, the second field of view presents a game interface suitable for playing games on a game console; and the method further includes operating the game console based on a second selection received from a user device within the game interface.
[0162] In one embodiment, the method further includes receiving from a user device the results of a game played on the game console based on real-time player actions, and then initiating a selection of options.
[0163] In an embodiment, the method further includes switching from a streaming second view to a streaming first view when at least one of the following occurs: the end of a game session at the game console; and receiving an option from a user device to exit an action involving the game console.
[0164] In one embodiment, at least one game console includes at least one of the following: at least one multiplayer game console associated with a plurality of said game stations, adapted to enable multiplayer gaming at said multiplayer game console; and one or more single-player game consoles, each single-player game console being associated with one of said game stations.
[0165] An embodiment of a system includes: an application running on a computer device, the application being configured to at least: stream video output from a camera to a display associated with a user device, wherein the video output captures a first field of view of a game area, the game area including one or more game stations adapted for playing games on at least one game console; receive from the user device a selection for initiating an action involving the game console; and, in response to the selection, switch from streaming the first field of view to streaming a second field of view to the user device.
[0166] In one embodiment, the application is further configured to at least: receive a selection from a user device indicating a predicted outcome of a game session associated with the game console; and initiate a game session based on actions performed by a player or operator at the game venue.
[0167] In one embodiment, streaming the second view includes streaming the live game output of the game console to the user device.
[0168] An embodiment of a non-transitory computer-readable storage medium includes instructions stored thereon, the instructions causing a computing device to at least: stream video output from a camera to a display associated with a user device, wherein the video output captures a first field of view of a game area, the game area including one or more game stations adapted for playing games on at least one game console; receive from the user device a selection for initiating an action involving the game console; and, in response to the selection, switch from streaming the first field of view to streaming a second field of view to the user device.
[0169] In one embodiment, instructions stored thereon are also included, which cause the computing device to at least: operate the game console based on input received at the user device.
[0170] In one embodiment, the first field of view includes the live video output of the game area, and the second field of view includes the live game output of the game console.
[0171] In one embodiment, the second field of view includes a game interface suitable for playing games on a game console; and the non-transitory computer-readable storage medium further includes instructions for selection within the game interface received from a user device; and instructions for operating the game console based on the second selection.
[0172] In one embodiment, a method for live gaming includes: streaming video output from a camera to a display associated with a user device, wherein the video output captures a first field of view of a gaming station; receiving player input at the user device to update the video output to a second field of view, wherein the second field of view is within the first field of view; determining that the second field of view corresponds to a game area on the gaming station; streaming video output from the gaming station to the display associated with the user device, wherein the video output from the gaming station corresponds to live gaming; and operating the live gaming based on game input received at the user device.
[0173] In one embodiment, the first field of view captures the game screen on the game station and the surrounding elements of the game station.
[0174] In one embodiment, the first field of view capture includes a game lobby comprising multiple game stations, each of which is selectable from the user device to initiate remote game operations.
[0175] In one embodiment, the method further includes transferring game control from the game station to the user device after determining that the second field of view corresponds to the game area.
[0176] In one embodiment, the video output on the display is updated in real time based on player input.
[0177] In one embodiment, the game input initiation is associated with at least one of a launch command and a seed determination for a live game on the game station.
[0178] In one embodiment, player input includes actions performed on a display associated with the user device, wherein the actions indicate the selection of a game area on the gaming station.
[0179] In an embodiment, the action is at least one of a zoom action, a circle action, or a screen click.
[0180] One embodiment includes: a camera capturing a gaming area, the gaming area including a gaming station, an application running on a user device, the application being configured to at least: stream video output from the camera to a display associated with the user device; update the video output based on player input received at the user device, wherein the updated video output corresponds to an area within the gaming area; determine that the area corresponds to a game screen on the gaming station; stream video output from the gaming station to the display associated with the user device, wherein the video output from the gaming station corresponds to live gameplay; and operate the live gameplay based on game input received at the user device.
[0181] In one embodiment, the user equipment includes at least one of a telephone, a personal computer (PC), or a gaming device.
[0182] In one embodiment, the game station is an electronic tabletop game (ETG).
[0183] In one embodiment, an external controller is included, which is connected to the user device and configured to perform game operations.
[0184] In one embodiment, the external controller is a button that can be connected to a user device via a Universal Serial Bus (USB).
[0185] In one embodiment, the user equipment and the game station are placed remotely.
[0186] In one embodiment, the application is further configured to stop streaming video output from the camera when a determined area corresponds to the game screen.
[0187] One embodiment includes a non-transitory computer-readable medium including instructions stored thereon, which cause a computing device to at least: stream video output from a camera to a display associated with a user device, wherein the camera captures a game area including a gaming station; update the video output based on player input received at the user device, wherein the updated video output corresponds to a region within the game area; determine that the region corresponds to a game screen on the gaming station; stream video output from the gaming station to the display associated with the user device, wherein the video output from the gaming station corresponds to live game input received at the user device; and operate the live game based on game input received at the user device.
[0188] In one embodiment, the live game is at least one of a throwing game, a spinning wheel game, a virtual game, or a tabletop game.
[0189] In one embodiment, player input includes actions performed on a display associated with the user device, wherein the actions indicate the selection of a game area on the game station.
[0190] In an embodiment, the first field of view captures at least one of the following: the game screen on the game station and surrounding elements of the game station, or the game lobby in which the game station is located.
[0191] In one embodiment, the instructions further instruct the computing device to: update the video output on the display in real time based on player input, and stop streaming the video output from the camera when a determined area corresponds to the game screen.
[0192] In one embodiment, a method for live remote gaming includes: streaming video output from a camera to a display associated with a user device, wherein the video capture includes a first field of view of live gaming events at the gaming location; receiving from the user device an indication of a selection of a predicted outcome of a game session associated with the live gaming events; initiating a game session based on actions performed by a player or operator at the gaming location; streaming the outcome of the game session in real time; and calculating the options based on the outcome of the game session.
[0193] In one embodiment, the method further includes changing the first field of view to a second field of view in response to input received from the user equipment, wherein the second field of view is within the first field of view.
[0194] In one embodiment, the method further includes: determining that the second field of view corresponds to a game area on the game station; and streaming video output from the game station to a display associated with a user device, wherein the video output from the game station corresponds to a game session.
[0195] In one embodiment, the method further includes: receiving a second option from a second user device and calculating the second option based on the result of the game.
[0196] In one embodiment, the second user device is either a remote user device or a local game station.
[0197] In an embodiment, the action is throwing an object, drawing a card, spinning a wheel, or rotating a game machine reel.
[0198] In an embodiment, the game event is at least one of a throwing game, a card game, and a roulette game.
[0199] In one embodiment, the method further includes streaming live video from a second camera to a display associated with a user device, wherein the live video from the second camera captures a second field of view within the game area.
[0200] In one embodiment, a method for live gaming includes: streaming live video output from a first camera to a display associated with a user device, wherein the live video output captures a first field of view including the player machine; receiving an option to initiate a game at the player machine from the user device; switching from streaming the live video output to the user device to streaming live game output from the player machine; and operating the player machine based on game input received at the user device.
[0201] In one embodiment, the device is further defined as a reserved player machine for exclusive use by the player or at least one player account associated with the user device.
[0202] In one embodiment, a provision is made to prevent a second player from operating the player's machine for a certain period of time.
[0203] In one embodiment, the method further includes providing a notification to the user device when the player's machine is available for playing the game.
[0204] In one embodiment, the first field of view includes multiple player machines capable of playing games via user devices.
[0205] In one embodiment, the method further includes streaming the live video output from the second camera to a display associated with the user equipment.
[0206] In one embodiment, the method further includes switching between live video output from a first camera and live video output from a second camera in response to input received at the user equipment.
[0207] In one embodiment, the method further includes switching between live video output and live game output.
[0208] In one embodiment, the method further includes: receiving a selection to change the first field of view from the user equipment; and updating the live video output to stream the second field of view to the user equipment.
[0209] In an embodiment, the second field of view is at least one of the following: the game area on the player's machine, an alternative view of the player's machine, an area within the first field of view, or a game lobby.
[0210] In one embodiment, the game is poker, a roulette game, a throwing game, or a casino game.
[0211] An embodiment for live gaming includes: a player machine; at least one camera for capturing a game lobby including the player machine; and an application running on a user device, the application being configured to at least: stream live video output from a first camera to a display associated with the user device, wherein the live video output captures a first field of view including the player machine; receive from the user device an option to initiate a game at the player machine; switch from streaming live video output to the user device to streaming live game output from the player machine; and operate the player machine based on game input received at the user device.
[0212] In one embodiment, the system further includes: a second camera for capturing a second field of view; and the application is also configured to stream the second field of view in response to input received at the user device.
[0213] In one embodiment, the second field of view is at least one of an area within the game lobby or a game area associated with the player's machine.
[0214] In one embodiment, the player machine is exclusively accessed by the player or at least one of the player accounts associated with the user device.
[0215] In one embodiment, the user equipment includes at least one of a smartphone, a personal computer, or a gaming device.
[0216] In one embodiment, the player machine is a poker machine or a single-player game machine.
[0217] In one embodiment, the player machines are located in a game lobby, which includes multiple player machines configured for remote gaming.
[0218] One embodiment includes a non-transitory computer-readable storage medium including instructions stored thereon, the instructions causing a computing device to at least: stream live video output from a first camera to a display associated with a user device, wherein the live video output captures a first field of view including a player machine; receive from the user device an option to initiate a game at the player machine; switch from streaming the live video output to the user device to streaming live game video from the player machine; and operate the player machine based on game input received at the user device.
[0219] In one embodiment, the instructions further cause the computing device to update the first field of view to a second field of view in real time based on player input received at the user device.
[0220] In an embodiment, the second field of view is at least one of the following: a game lobby, a game area on a player's machine, or a live video output from a second camera.
[0221] As previously stated, the various features and processes described above can be used independently of each other or combined in various ways. All possible combinations and sub-combinations are intended to fall within the scope of this disclosure. Furthermore, certain method or process blocks may be omitted in some embodiments. The methods and processes described herein are not limited to any particular sequence, and the associated blocks or states may be executed in other suitable sequences. For example, the described blocks or states may be executed in a sequence other than that specifically disclosed, or multiple blocks or states may be combined in a single block or state. Example blocks or states may be executed serially, in parallel, or in some other manner. Blocks or states may be added or removed in the disclosed example embodiments. The example systems and components described herein may be configured differently from those described. For example, elements may be added to, removed from, or rearranged in the disclosed embodiments compared to the disclosed example embodiments.
[0222] The conditional language used herein, such as “can,” “may,” “perhaps,” “may,” “for example,” etc., unless otherwise specifically stated or understood in the context, is generally intended to convey certain features, elements, and / or steps included in some embodiments but not in others. Therefore, such conditional language is not generally intended to imply that features, elements, and / or steps are required in any way by one or more embodiments, or that one or more embodiments must include logic for determining whether such features, elements, or steps are included or to be performed in any particular embodiment, regardless of author input or prompting. The terms “comprising,” “including,” “having,” etc., are synonyms and are used inclusively in an open-ended manner, not excluding additional elements, features, behaviors, operations, etc. Furthermore, the term “or” is used in an inclusive sense (rather than an exclusive sense), and thus, when used, for example, to connect a series of elements, the term “or” indicates one, some, or all of the series of elements.
[0223] This disclosure describes specific embodiments and their detailed construction and operation. The embodiments described herein are illustrative and not restrictive. Those skilled in the art will recognize from the teachings herein that various equivalents may exist for the exemplary embodiments described herein. Most notably, other embodiments are possible, modifications may be made to the embodiments described herein, and equivalents of components, parts, or steps constituting the embodiments may exist. For clarity and brevity, certain aspects of components or steps in some embodiments are presented without giving unnecessary details, wherein such details will be obvious to those skilled in the art from the teachings herein, and / or such details would obscure the understanding of more critical aspects of the embodiments.
[0224] The terminology and descriptions used above are illustrative only and are not intended to be limiting. Those skilled in the art will recognize that many variations, modifications, and alterations of the concepts described herein are possible without departing from the fundamental principles of the invention. Therefore, the scope of the invention should be determined only by the following claims and their equivalents.
Claims
1. A method for live gaming, comprising: The video output from the camera is streamed to a display associated with the user device, wherein the video output captures a first field of view of the game area, which includes one or more game stations suitable for playing on at least one game console. Receive selections from the user device for initiating actions involving the game console; and In response to the selection, the streaming first view is switched to the streaming second view.
2. The method according to claim 1, wherein, The selection of actions involving the game console includes performing at least one of the following at the user device: Select a specific game station from the one or more game stations that is suitable for playing games on the game console; as well as The first field of view is magnified to a specific game station among the one or more game stations suitable for playing games on the game console.
3. The method of claim 2, wherein streaming the second view to the user equipment comprises at least one of the following: Streaming is specified as the live game output of the game console displayed on the particular gaming station; and Streaming video output from a specific camera, which is either the camera or another camera, the video output from the specific camera being adapted to capture the second field of view, such that it presents at least a portion of the game interface of the specific gaming station, wherein the live game output of the gaming machine appears at least partially in at least a portion of the game interface.
4. The method according to claim 1, wherein, Streaming a second view involves streaming the live game output from a game console to a user device.
5. The method of claim 4, wherein the live game output of the streaming game console includes at least one of the following: Streaming live game output from a game console; Streaming video output from a specific camera, which is either the camera or another camera, wherein the live game output of the game console is captured at least partially through a second field of view, and the second field of view is narrower than the first field of view.
6. The method of claim 4, wherein the second field of view comprises an area of a specific game station suitable for playing games on the game console; and wherein, The area of the specific game station includes at least a portion of the game interface suitable for playing games on a game console.
7. The method according to claim 6, wherein, The area of the specific game station also includes the area of the game station surrounding the game interface.
8. The method according to claim 1, wherein, The options for launching actions also include the option to launch the game on the game console.
9. The method according to claim 1, in, The second view presents a game interface suitable for playing on a game console; as well as The method further includes operating the game console based on a second selection received from the user device within the game interface.
10. The method according to claim 1, further comprising: The user device receives the results of the game played on the console based on the local player's real-time actions, and then initiates the selection of options.
11. The method according to claim 1, further comprising: The streaming second view is switched to the streaming first view when at least one of the following occurs: the game session at the game console ends; And the option to receive an action from the user's device to exit the game console.
12. The method of claim 1, wherein at least one game console comprises at least one of the following: At least one multiplayer gaming machine associated with multiple gaming stations, adapted to support multiplayer gaming at the multiplayer gaming machine; and One or more single-player game consoles, each associated with one of the game stations.
13. A system comprising: An application running on a computer device, the application being configured to at least: The video output from the camera is streamed to a display associated with the user device, wherein the video output captures a first field of view of the game area, which includes one or more game stations suitable for playing on at least one game console. Receive selections from the user device for initiating actions involving the game console; and In response to the selection, the streaming first view is switched to the streaming second view.
14. The system of claim 13, wherein the application is further configured to at least: The option to receive predictions of game sessions associated with the game console from the user device; and The game is started based on the actions performed by the player or operator in the game area.
15. The system according to claim 13, wherein, Streaming a second view involves streaming the live game output from a game console to a user device.
16. A non-transitory computer-readable storage medium, comprising instructions stored thereon, the instructions causing a computing device to at least: The video output from the camera is streamed to a display associated with the user device, wherein... The video output captures a first-view view of the game area, which includes one or more game stations suitable for playing on at least one game console; Receive selections from the user device to initiate actions involving the game console; as well as In response to the selection, the streaming first view is switched to the streaming second view.
17. The non-transitory computer-readable storage medium of claim 16, further comprising instructions stored thereon, the instructions causing the computing device to at least: The game console is operated based on input received at the user's device.
18. The non-transitory computer-readable storage medium according to claim 16, in, The first field of view includes the live video output of the game area, and The second field of view includes the live game output of the game console.
19. The non-transitory computer-readable storage medium according to claim 16, in, Second-view features include game interfaces suitable for playing on game consoles; as well as The non-transitory computer-readable storage medium also includes instructions for receiving selections from the game interface from the user device; and Provides instructions for operating the game console based on the second option.