Method, system, and non-transitory computerreadable storage medium for live gaming

TWI935398BActive Publication Date: 2026-08-11AWAGER LTD
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Patent Information

Application Number
TW113118352
Authority / Receiving Office
TW · TW
Patent Type
Patents
Current Assignee / Owner
Priority Date
2023-12-20
Filing Date
2024-05-17
Publication Date
2026-08-11
Estimated Expiration
2044-05-16

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Patent Text Reader

Abstract

This invention relates to systems and methods for switching between live gaming, remote gaming, and video streaming. Various embodiments allow video output from a camera to be streamed to a display associated with a user device. Player input on the user device can interact with the video output, and when the interactive video corresponds to a game area on a gaming station, the gaming station's video output can be streamed to the user device. The gaming station's video output can correspond to live gaming, and live gaming can be operated based on input from the user device. Selections on the user device can also initiate a game on the gaming station, allowing live game output to be streamed from the gaming station or its associated gaming machine to the user device, and the gaming machine can be operated based on input received on the user device.
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Description

Technical Field

[0001] The present invention relates generally but not exclusively to the field of gaming, and more particularly to live gaming systems. Prior Art

[0002] Casinos offer a variety of games to attract players. These games can include live table games (e.g., roulette, craps, blackjack), virtual games, physical machines (e.g., slot machines), individual gaming stations, arena-style group stations, and various combinations of games. Traditionally, players had to physically visit a casino or gaming venue to participate. However, this isn't always possible. When players can't visit a casino, the casino loses business, and players miss out on the gaming experience.

[0003] While online gaming platforms offer players a way to participate in casino games and other gaming activities remotely, the online experience is significantly different from in-person live gaming activities at a physical location. Many players prefer to play at specific casinos or gaming locations, or on specific machines, and online gaming platforms cannot offer a comparable experience and familiarity.

[0004] Additionally, players have access to a wide variety of game types, options, and platforms. Casinos and game providers must continually innovate to attract and retain players, maintain profitability, and enhance the player experience. Summary of the Invention

[0005] Disclosed herein are methods, systems, and computer-readable storage media for providing video stream switching technology for live gaming. According to various aspects, players can interact with a smartphone or other user device to view a gaming area (e.g., a gaming floor, casino floor, etc.), interact with gaming machines (e.g., or individual gaming stations / cabinets thereof), and engage in live gaming activities. The live video stream can provide a live gaming floor view and a live game view, respectively showing the gaming floor / floor and live gaming at one or more gaming machines (or gaming stations) at the gaming floor. Remote players can switch between views (e.g., between cameras located at the gaming floor and / or video outputs from gaming machines) to view different views of, for example, the gaming floor or gaming stations for various gaming machines. Players can select a gaming machine / station, such as an individual player machine, and operate the gaming machine / station based on the selection made on their user device. In some examples, players can reserve individual gaming machines in advance and / or exclusively, thereby preventing other players from operating the gaming machine. Players can also control the camera view from the user device, zoom in and out of the player machine, switch views (e.g., between the gaming machine / station and the gaming floor) and zoom in and out, and change the view of different areas of the gaming machine / station (e.g., between the display, control area, gaming activity, etc.).

[0006] Hereinafter, the term "gaming venue" generally refers to a gaming arena / area where one or more gaming stations of gaming machines reside. The term "gaming machine" is used herein to refer to a machine that utilizes computerized and / or mechanical technology to operate the gaming operation of the one or more games played thereby. Gaming machines on a gaming venue are often also associated with or include one or more gaming stations where local users can play the games operated by the gaming machines. The gaming stations of gaming machines typically include one or more "game interfaces" that enable users to operate games and / or place bets on the gaming machines. For this purpose, "game interface," as used herein, refers to mechanical and / or electrical controls (such as levers, buttons, touchscreens, mice / keyboards, joysticks, or other controls) that a user can activate and / or control the games on the gaming machine. In many types of gaming machine stations, the "game interface" also includes a visual display (screen) and / or audio output, through which information indicating the status of the game being played (displayed to the user via a display) and / or audio indicators can be transmitted. Typically, a gaming station for a gaming machine also includes seating and / or a cabinet, as well as a game console with a gaming interface. Generally speaking, a gaming machine may be associated with one or more gaming stations, through which one or more games may be played concurrently and / or sequentially on the gaming machine. Some types of gaming machines may be standalone gaming machines, with one player playing a game on the machine at a time. Some standalone gaming machines may be integrated with a gaming station (e.g., including a gaming cabinet and / or a player chair with a gaming interface / console). Alternatively or additionally, a gaming station may be physically separate from the gaming machine, and the gaming machine may be connected to the gaming station via a wired or wireless connection to allow gaming to be played therefrom. In some types of gaming machines, such as electronic table games, a single gaming machine (e.g., embedded in an electronic table) may be associated with multiple gaming stations, thereby facilitating simultaneous multiplayer gaming. In some cases, the association between a gaming station and a gaming machine is not fixed in advance, and / or the gaming station can be connected / connectable to any of the different machines in advance (e.g., via settings by a casino operator), as long as the gaming station is suitable for operating games on the different gaming machines, and / or dynamically, such as by a player selecting which gaming machine to play at the gaming station.

[0007] The remote gaming technology disclosed herein provides seamless transitions between a live gaming floor view and a live gaming view showing the game being played at a gaming machine or its associated gaming station. Each aspect provides players with additional control and customization over their overall gaming experience. For example, players can reserve specific gaming machines / stations, such as frequently used, preferred, or "lucky" machines. Gaming machines can offer any of a variety of games, including but not limited to slots, roulette, poker, or other card, dice, or video-based games. This remote gaming technology can enhance player interest and entertainment, and the improved player experience can improve gaming and profitability.

[0008] Additionally, gaming establishments may create dedicated gaming areas for remote gaming. A suite of player machines may be located within a room, such as a casino floor, warehouse, room, or other area, and the player machines may be completely dedicated to remote gaming. In some examples, the player machines may be operated both in person and remotely.

[0009] In either case, various aspects enable remote players to reserve a gaming station for a gaming machine in advance, thereby preventing other players from accessing and operating the gaming machine and / or the reserved gaming station. According to some embodiments, gaming stations and / or gaming machines may be reserved exclusively for VIP players, high rollers, or other players or player accounts. In such cases, only players who have reserved a gaming station may operate the gaming machine remotely and / or in person. A dedicated gaming environment, such as a VIP room, may also be configured specifically for the player. The VIP room may be decorated physically or virtually in a manner selected by the player or based on one or more criteria, such as color preferences, decorating style, cultural preferences, furniture preferences, historical period, etc.

[0010] A reserved machine / station can provide a first player with a window of time to operate the device and play a live game. In some examples, the player has a period of time to begin playing before the machine / station becomes accessible to another user. In other examples, the period of time may be reserved for remote play using the user's device. In some cases, if the player does not initiate play within a first period of time (e.g., one minute, ten minutes, thirty minutes, etc.), the reservation expires and the player machine becomes available to another player. In other examples, the reservation may provide exclusive access and operation for a second period of time (e.g., one hour, two hours, twelve hours, twenty-four hours, or longer). A player machine can also be reserved indefinitely for a specific player. Remote players can also be notified when a specific player machine becomes available for play. Such notification may include an alert, text message, email, phone call, or communication to the user's device.

[0011] The various techniques and examples discussed herein enable gaming establishments to adapt to various player preferences, including, but not limited to, device and / or machine preferences, game types, play times, and play locations. Such techniques can encourage and enhance gaming, player enjoyment, player satisfaction, and overall profitability. 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 of a gaming area (e.g., a casino / gaming floor) containing 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 can be a selected area within the first field of view. After determining that the second field of view corresponds to a gaming station in 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 the gaming station to the display associated with the gaming station. The user device can then operate the live game based on the received user input. According to some examples, upon determining that the selected area / second field of view corresponds to the gaming station's game screen, the user device may switch the video output streamed from the camera capturing the first field of view to the video output streamed from the gaming console / gaming station (e.g., which displays the video output) or from the camera capturing the gaming console or a portion thereof. In other examples, game control is transferred from the gaming station to the user device along with the video output.

[0012] Another embodiment may include a gaming area, a gaming station, and a camera for an application running on a user device. The user device may include at least one of a phone, a personal computer (PC), or a gaming device. The gaming station may be one of several gaming stations associated with a multi-player gaming console, such as an electronic tabletop game console and / or a gaming station integrated with the gaming console (e.g., in the case of a personal gaming console). 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).

[0013] Other embodiments include technology for streaming live gaming events and providing remote gaming. In one example, a video output can be streamed from a camera to a display associated with a user device. The video output can capture a first view of a live gaming event at a gaming arena / venue, such as a casino. The user device can provide a bet amount indicating a predicted outcome of a game loop associated with the live gaming event. An action performed by a player or dealer can initiate a game loop. The outcome of the game loop can be streamed to the user device in real time, and a bet amount can be determined based on the outcome of the game loop.

[0014] Embodiments relate to a method for remote live gaming on a gaming machine (e.g., at its gaming station). Various aspects can stream live video from a first camera to a display associated with a user device. The live video output can present a live gaming floor view, depicting a casino gaming area or other gaming arena including one or more gaming stations with remotely accessible gaming machines. In various examples, a selection from the user device can initiate a game at the gaming machine / station displayed in the live gaming floor view. Various aspects can switch from streaming a live video output displaying the live gaming floor view to streaming a live gaming view to the user device displaying a specific gaming station (e.g., a gaming machine) or a portion thereof where live gaming is or will be performed. The live gaming view can be captured from the gaming machine's own display output and / or from a camera, serving as the first camera or another camera, that is oriented or zoomed to specifically capture the gaming machine or a portion thereof where live gaming is being performed. Accordingly, upon initiation of a game, the live video stream switches to displaying the live gaming view, and the gaming machine can be operated based on gaming inputs received from the user device. According to various embodiments, gaming machines / stations can be reserved in advance for exclusive use by a player (e.g., a VIP or high roller) or a player account associated with a user device. Such selection and reservation enables players to reserve and play their preferred machines at specific times and / or as needed.

[0015] A dedicated gaming area, such as a casino floor, a separate room, a warehouse, or other facility, includes one or more gaming machines that can be remotely played using the systems and methods discussed herein. In various embodiments, a user device may receive a notification when a gaming machine or its associated gaming station is available for game play. A period of time allows the player to begin playing the game before the gaming machine / gaming station becomes accessible to another user. In other examples, this period of time may preserve a window of time for remote play on the user device.

[0016] Various embodiments also provide for switching between a live gaming floor output / view (e.g., displaying the gaming area / field) and a live game output / view, which can be provided from the gaming machine itself or its associated gaming station (e.g., as its video display output) or from a suitably configured / operated camera to display gameplay for a particular gaming machine of interest, from which remote live gaming can be initiated. Alternatively or additionally, in some embodiments, the live video from the first camera can be altered, switched, zoomed in and out, and otherwise adjusted based on input from a user device. In embodiments, altering the live video, such as zooming in on a particular gaming station shown in the live gaming floor view, can effect a transition between streaming a live gaming floor view and streaming a live game view of that gaming station. The live game view can display the gaming station or a portion thereof (e.g., its game interface) based on a camera positioned near the gaming station or directed to video output from its associated gaming machine. Typically, the live game view shows at least a portion of the game interface of a game to be played on the gaming machine, enabling a remote player to operate the gaming machine to play the game. In some cases, switching from a live gaming floor view to a live game view is also selected for machines / stations played remotely by users and / or games initiated on machines. The live gaming floor view and live game view can appear before, during, or after gameplay at the station to enhance the player experience and customization during remote gaming.

[0017] For this purpose, it should be noted that the phrases "live gaming floor view" and "live game view" are used herein to refer to, respectively: a live view of the gaming area / arena or casino floor, typically where one or more gaming stations reside; and a live view of the gaming interface of a gaming station / gaming console or a portion thereof, such as its visual display and / or controls, through which games can be played remotely on the gaming console. The systems and methods disclosed herein may include a camera capturing the gaming area / arena, one or more gaming consoles within the gaming area, one or more cameras or other video streaming media (e.g., graphics cards) associated with each of the one or more gaming consoles and capable of capturing their game views, and an application executing on a user device. The user device may include at least one of a phone, a personal computer (PC), or a gaming device. The gaming console may be an electronic table game. 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).

[0018] These and other features will become more readily apparent from the following detailed description, taken in conjunction with the accompanying drawings and claims. This summary is provided to introduce a selection of concepts in a simplified form, which are further described below in the detailed description. This summary is not intended to identify key features or essential features of the claimed subject matter, nor is it intended to be used to limit the scope of the claimed subject matter. Simple diagram description

[0019] FIG1 is a schematic perspective view of a system according to an embodiment.

[0020] FIG. 2 illustrates an example graphical user interface (“GUI”) displayed by a gaming station, according to an embodiment.

[0021] 3 is a schematic top view of a gaming area / field in an arena configuration, according to an embodiment.

[0022] FIG4A illustrates an interactive gaming floor video feed, according to an embodiment.

[0023] FIG4B illustrates a live game on a user device according to an embodiment.

[0024] 5 is a flow diagram of live gaming operations, according to an embodiment.

[0025] 6 is a schematic perspective view of an example gaming station (base) for a gaming machine according to an embodiment.

[0026] 7 is a perspective view of a gaming console as a top cover combined with a gaming station including seating, a display, and an audio effects assembly, according to an embodiment.

[0027] 8A is a schematic perspective view of an example gaming machine for a dice game, according to an embodiment.

[0028] 8B is a schematic perspective view of an example gaming machine for a card game such as baccarat, according to an embodiment.

[0029] 8C is a schematic perspective view of an example gaming machine for a card game such as blackjack, according to an embodiment.

[0030] 8D is a schematic perspective view of an example gaming machine for a roulette game, according to an embodiment.

[0031] 8E is a perspective view of an example gaming machine with an additional display, according to an embodiment.

[0032] 9 is a schematic diagram of a gaming area / field with player machines, according to an embodiment.

[0033] 10A is an interactive gaming floor video feed, under an embodiment.

[0034] 10B is a game station video feed, under an embodiment.

[0035] FIG10C is a game video feed, under an embodiment.

[0036] 11 is a flow chart of live gaming operations, according to an embodiment.

[0037] FIG12 is a diagram illustrating an example block diagram of a general-purpose computer system in which various aspects or portions of the methods and systems disclosed herein may be incorporated. Implementation Method

[0038] [CROSS-REFERENCE TO RELATED APPLICATIONS]

[0039] This application claims the benefit of U.S. patent application No. 63 / 504,466, filed on May 26, 2023; U.S. patent application No. 63 / 502,811, filed on May 17, 2023; U.S. patent application No. 18 / 390,086, filed on December 20, 2023; and U.S. patent application No. 18 / 390,109, filed on December 20, 2023, the entire contents of which are incorporated herein by reference.

[0040] The present invention describes specific embodiments and their detailed construction and operation. The embodiments described herein are presented by way of illustration only and not limitation. Based on the teachings herein, those skilled in the art will recognize that a range of equivalents to the exemplary embodiments described herein may exist. Most notably, other embodiments are possible, variations may be made to the embodiments described herein, and equivalents may exist to the components, parts, or steps that make up the described embodiments. For the sake of clarity and brevity, certain aspects of the components or steps of certain embodiments are presented without excessive detail, where such detail would be apparent to those skilled in the art based on the teachings herein and / or such detail would obscure an understanding of more relevant aspects of the embodiments.

[0041] Disclosed herein are methods, systems, and computer-readable storage media that provide video stream switching technology for live gaming. According to various aspects, a player can interact with a smartphone or other user device to view the gaming area, interact with gaming consoles / stations displayed in the gaming area on the user device, and remotely play live gaming activity on the gaming consoles / stations. The live video stream can provide a live action gaming floor view and / or a game view. Based on a selection at the device, the player can select a gaming console, such as a station, or participate in a live game. In some examples, a player presented with the live gaming floor view can select a specific station displayed therein, for example, by zooming in on the specific station (e.g., so that its screen substantially fills the player's device's field of view) or by other means (e.g., clicking on the specific station displayed in the gaming floor view). Once the specific station is selected, the video streamed to the user device can switch from displaying the live gaming floor view to displaying the live game view of the specifically selected station on the player's screen.

[0042] Such technology provides seamless transitions between a live gaming floor view and a live game view. Each aspect gives players additional control and customization over their overall gaming experience. This can enhance player interest and entertainment during gaming, and the improved player experience can lead to improved gaming and profitability.

[0043] FIG1 illustrates a live gaming system 100 according to various aspects of the present invention. As shown in FIG1 , the live gaming system 100 may be, for example, an automated roulette system, including a roulette machine (gaming machine) 110, a central display 120, and a plurality of gaming stations 130 associated with the roulette gaming machine 110. While six gaming stations 130 are shown in the embodiment illustrated in FIG1 , those skilled in the art will recognize that the live gaming system 100 may include a single gaming station or any number of gaming stations.

[0044] For example, the live gaming system 100 may include one gaming station, two gaming stations, ten gaming stations, and so on. In one embodiment, the live gaming system 100 may not include any gaming stations 130. For example, the live gaming system 100 may serve one or more remote clients or user devices that are not physically close to the live gaming system 100. That is, the roulette machine 110 of the live gaming system 100 may be an unattended live table game of chance that provides game cycle results to one or more gaming stations physically remote from the roulette machine 110. In one embodiment, the live gaming system 100 may serve a combination of local gaming stations (e.g., gaming stations 130) and remote gaming stations. Furthermore, while a roulette machine is shown, any type of electronic gaming machine may be utilized, including slot machines, dice systems for craps or Sic Bo, and card systems for poker, blackjack, baccarat, Pai Gow, and the like.

[0045] In one embodiment, the live gaming system 100 is located in a first geographic location and provides game cycle outcomes to remote clients physically located in one or more remote geographic locations (which are not physically proximate to the first geographic location). For example, the live gaming system 100 may be located in a warehouse and provide game cycle outcomes to remote clients at a casino located several miles from the warehouse, or at home, or while on the go. As another example, the live gaming system 100 may be located in a first casino and provide game cycle outcomes to remote clients located in 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 roulette machine 110 is configured to operate an unattended live roulette game in which a physical roulette ball is launched into an angled circular track surrounding a roulette wheel. In one embodiment, the roulette machine 110 can be configured to operate any known live table game of chance. Each live roulette game operated by the roulette machine 110 consists of a game loop. A live roulette game loop begins with the roulette ball being positioned for launch into the circular track. The roulette ball is launched into the circular track and rotates around the circular track multiple times. In one embodiment, the roulette ball rotates around the circular track in a first direction, while the roulette wheel rotates around a central axis in a second direction opposite the first direction. Friction between the roulette ball and the circular track reduces the roulette ball's momentum until gravity causes the roulette ball to leave the circular track.

[0047] Once off the circular track, the roulette ball travels along a downward slope between the circular track and the roulette wheel, along a path toward the center of the roulette wheel. As the roulette ball travels along its path toward the center of the roulette wheel, it may interact with one or more ball stops positioned around the downward slope. When the roulette ball encounters the roulette wheel, it bounces multiple times before landing in one of a plurality of ball slots positioned around the outer circumference of the roulette wheel. The game cycle ends when the roulette ball lands in one of the plurality of ball slots. The game cycle outcome is determined numerically, or may be the color of the particular ball slot in which the roulette ball lands.

[0048] Each live roulette game operated by the roulette machine 110 also includes a betting window associated with a game loop. The betting window includes a betting start time and a betting end time. The betting open time indicates the time at which the betting window transitions from a closed state to an open state. After the betting open time, the betting window remains open and allows players to place one or more bets on the associated game loop. In one embodiment, when the betting window is open, players are allowed to place one or more side bets on at least one additional game of chance.

[0049] The betting end time represents the time at which the betting window transitions from an open state to a closed state. After the betting end time, the betting window remains closed, and players can no longer place bets on the associated game loop. In one embodiment, the betting end time is earlier than the time when the roulette ball lands in one of the plurality of ball slots. In another embodiment, the betting end time is earlier than the time when the roulette ball leaves the circular track. In another embodiment, the betting end time can be adjusted based on the inertia value associated with the roulette ball.

[0050] In operation, electronic gaming machines, including roulette machine 110, utilize one or more random number generators to control various mechanical aspects of gaming, including live roulette gameplay. The one or more random number generators are used to increase the randomness of the activities that comprise the game. Increasing the randomness of the activities that comprise the game reduces the likelihood that the outcome of a game cycle will be predictable. For example, the random number generator may dictate the speed at which the roulette ball is launched into the angled circular track by the roulette machine 110, the number of times the roulette ball rotates around the angled track, the direction in which the roulette ball rotates while rotating around the angled track, the timing of the various activities that comprise the live roulette game, and so forth.

[0051] The central display 120 is configured to present information associated with the live roulette game played by the roulette machine 110 to players and other guests of a casino or other gaming establishment. Such information can be presented in a visual format, an auditory format, or a combination thereof. The information presented by the central display 120 may include information regarding the various outcomes of previous game rounds, the status of the current betting window associated with the roulette machine 110, statistics regarding previous game rounds, the operating status of the roulette machine 110, and jackpots associated with the roulette machine 110. In embodiments, the central display 120 is also configured to present advertising media to players and other guests of a casino or other gaming establishment.

[0052] Each of the plurality of gaming stations 130 is generally configured to enable players to participate in a live roulette game operated by the roulette machine 110. In one embodiment, each of the plurality of gaming stations 130 is also configured to enable players to participate in at least one additional game of chance. In one embodiment, the at least one game of chance is operated by a gaming device other than the roulette machine 110. For example, the gaming station 130 may enable players to provide a credit balance for wagering, place wagers on a game of chance (e.g., a live roulette game operated by the roulette machine 110), and receive winnings associated with wagers on the game of chance. In one embodiment, the gaming station may enable players to interact with objects associated with the game of chance. Examples of such objects include dice, balls, reels, etc.

[0053] As best seen in FIG. 2 , the gaming station 130 may present a graphical user interface ("GUI") 200 that enables a player to participate in a live roulette game operated by the roulette machine 110. For example, the GUI 200 may display account information 210 to the player, indicating the player's maximum credit balance available for playing the live roulette game. In one embodiment, the player may insert currency, tickets, tokens, etc. into the gaming station 130 to increase the maximum credit balance. In another embodiment, the player may use the gaming station 130 to electronically transfer funds from another account to increase the maximum credit balance.

[0054] The GUI 200 may also display an electronic representation of the felt betting area 220 (or layout) of a live roulette game operated by the roulette machine 110, or some other electronic representation used for any other type of game. A player may place one or more virtual chips 230 onto the felt betting area 220 to bet a certain amount on the live roulette game. For example, a player may place a virtual chip 230 onto an area of ​​the felt betting area 220 that identifies a specific slot in which the player believes the roulette ball will come to rest during a particular game cycle. As another example, a player may place a virtual chip 230 onto an area of ​​the felt betting area 220 that identifies a specific range of slots in which the player believes the roulette ball will come to rest. A player may also place a virtual chip 230 onto the felt betting area 220 to bet that the roulette ball will come to rest in a slot associated with a specific color (e.g., red or black) during a particular game cycle. As another example, the player may also place a virtual chip 230 onto the felt betting area 220 to bet that the roulette ball will land in the ball slot associated with an odd or even number.

[0055] The bankroll update area 240 of the GUI 200 may also present information regarding the current bankroll set by the player for the live roulette game being operated by the roulette machine 110. Information regarding payout amounts won by the player through previous bets may also be presented to the player in the bankroll update area 240. In one embodiment, the bankroll update area 240 may also present information regarding the total amount wagered and / or won during the current session. In one embodiment, the bankroll update area 240 may also present information regarding the total amount played and / or won during a predetermined time period (e.g., hour, day, month, year, lifetime, etc.).

[0056] The GUI 200 may also present a status update area 250, which provides the player with information regarding the current game cycle of the live roulette game being operated by the roulette machine 110. For example, the status update area 250 may inform the player that the betting window associated with the current game cycle is open. The betting window remains open between the betting start time and the betting end time. As long as the betting window remains open, the player may freely play the current game cycle of the live roulette game. When the betting end time is reached, the betting window associated with the current game cycle transitions from an open state to a closed state. The status update area 250 may inform the player that the betting window associated with the current game cycle is closed.

[0057] The history area 260 of the GUI 200 can provide players with information regarding the results of previous game rounds of the live roulette game. For example, the history area 260 can display a series of individual results from previous game rounds. As another example, the history area 260 can display statistics for previous game rounds. The statistics can include the percentage of previous game rounds in which the roulette ball came to rest with a particular color, the ball slots associated with odd numbers, a specific range of ball slots, and the like.

[0058] FIG3 illustrates live table games arranged in a gaming area 300 arranged in an arena configuration. While the live gaming tables 310 are gaming machines in this example, a dice table is shown, the live gaming tables can provide a platform for a variety of live and remote wagering and casino games, including but not limited to craps, roulette, blackjack, and various slot machines that can be played live, i.e., physically in a physical environment while being remotely controlled by the player. The live table games can be multi-player gaming machines combined with one or more gaming stations 340, and / or multi-player gaming machines combined with any of the gaming examples discussed herein with respect to FIG1 and FIG2. One or more cameras 360 can provide a video output of the gaming area 300 or gaming machines 310. The gaming area 300 can include any or all of the live gaming tables 310 and gaming stations 340. As discussed herein, the video output can be streamed to a player device, such as a remote player device or gaming station. In some examples, input at a player device may adjust the camera's video feed, for example, causing a closer or zoomed-in view of a particular gaming station 340, live gaming table 310, machine, or other object within gaming area 300, or adjusting a camera's field of view, angle, or which camera is streaming the video output.

[0059] Each aspect may include at least one image sensor. At least one image sensor 370 is configured to capture image data associated with a particular game loop of a game being played at game station 340. The image sensor may provide the captured image data to a controller associated with camera 360 as a video stream, a sequence of individual image frames, raw image data, etc. In one embodiment, a controller associated with game station 340 and / or a user device (in the form of a computer system, see, for example, FIG. 6 ) may configure the image sensor by specifying a frame rate, resolution, color values, video stream encoding format, subsets of the image sensor's available pixels 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 may provide a live video feed of a live game being played at gaming table 310 or other machines. In embodiments, the camera may capture image data for a predefined time period, such as a specific game loop. For example, such a predefined time period may be associated with a dice roll, a roulette ball throw, a roulette ball landing outcome, a slot machine, a betting window associated with a specific game, or another activity occurring at gaming table 310.

[0061] In one embodiment, the image sensor is configured to capture image data associated with a specific area of ​​the gaming table 310 or machine. For example, if a roulette wheel is located on the gaming table area, the specific area may include the drop point, the arc portion of the circular track, the predetermined reference point of the roulette wheel, the table stop position of the roulette wheel, etc.

[0062] In one example, a live gaming table 310 is a typical craps table, displaying a layout and allowing a shooter 302 to roll the dice. A single dealer 304, known as a "dealer," may be located at the opposite end of the table from the dealer. The dealer may call on a player to approach the table 310 and roll the dice. Once a player approaches the table 310 and becomes the shooter, the dealer may approach and place five dice in a dice area 306 on the table near the shooter 302. Alternatively, the dealer may act as the croupier, controlling the dice. For example, the dealer may use a long stick 320 to push five dice into the dice area 306. Once the shooter 302 selects two dice to roll, the remaining three dice are removed.

[0063] According to various embodiments, a game played at a gaming table 310 initiates a game loop, such as a round of play, and the gameplay may be reflected on gaming stations 340, player devices, or both. Actions taken by a live player or dealer may initiate a game loop played by remote and / or local players. In a dice-rolling example, a dice shooter 302 may initiate a game loop when rolling dice onto gaming table 310, and the outcome of the game loop corresponds to the outcome of the dice roll. The game loop outcome may be automatically determined, for example, using a dice recognition system. In other examples, the dealer 304 may determine and record the game loop outcome.

[0064] The screen 322 of the gaming station or player device can reflect various aspects of gameplay and / or the results of the live game taking place at the gaming table 310. Local players 324 can interact with the gaming machine / table 310 via their local player device (gaming station) 340 and place bets based on the live gameplay or otherwise provide control input. In a similar manner, a remote player (not specifically shown) having a remote player device (i.e., a user device such as a player's smartphone) connected to the system can display a game view of the game loop at the gaming machine / table 310 and can interact with the gaming machine / table 310 via their player device to remotely place bets based on the live gameplay or otherwise provide control input for the game.

[0065] In some examples, the screen 322 on the local player device 340 and / or on a remote player device (not specifically shown) is an interactive touch screen and can provide one or more game displays. The game displays can be associated with the live gaming table 310. The screen 322 or player device can also provide game information separate from the live game play at the gaming table 310.

[0066] To this end, gaming activity occurring at the gaming table 310 can be live-streamed to one or more remote player devices, allowing remote players to participate in the gaming activity similar to a local player playing in person or at a gaming station. Remote players can continue to play various actions and / or outcomes occurring at the gaming table 310, for example. In dice games, such as craps or Sic Bo, remote players can place bets on predicted outcomes of dice rolls, combinations of dice rolls, or any other aspect associated with dice games. In roulette games using one, two, or more wheels, players can place bets on predicted outcomes of wheel spins or any combination of wheel spins and sequences. In card dealing, such as poker or blackjack, players can place bets on the draw, the final hand, the round of the game, or any other aspect associated with the card game. In addition to dice games, roulette games, and card games, other types of games may also be applicable, including but not limited to games requiring live players and / or a dealer.

[0067] In some examples, an application, web-based platform, or other interactive user interface provides a gaming interface for remote users to enter bets and participate in gaming activities. In other examples, the gaming interface may provide both a live video stream of the gaming activities and the betting area. The interactive user interface is customizable, allowing remote players to personalize their remote gaming experience.

[0068] In some embodiments, a live stream can be provided via camera 360, and remote players can adjust their field of view. For example, a remote player can switch between two or more cameras within the gaming location, switch between different fields of view of the gaming area 300, 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 gaming activity. The field of view can also be changed to focus and / or magnify an area of ​​the gaming area associated with a gaming station.

[0069] As described herein, one or more gaming stations at a gaming area may be associated with live gaming events and provide local players with a gaming interface for placing bets and / or participating in live gaming events. Remote players may also interact with such gaming stations through selections on a user device. For example, a gaming floor view displaying live gaming events may be displayed on the screen of a remote player's device. By zooming in on the gaming floor view, or otherwise selecting a specific gaming station 340 displayed therein, the system may switch from streaming the gaming floor view to the remote player's device's display to streaming a gaming view displaying the gaming station's gaming interface. The gaming view displaying the gaming interface may be obtained, for example, from an output (e.g., a display output) of a gaming machine / table 310 or a specific gaming station 340, or from a camera (not specifically shown) configured to capture the specific gaming station 340. In one example, an embodiment may determine that the view at the user device corresponds to a gaming station or a portion thereof (e.g., its gaming interface), and in response, stream the video output from the gaming station to the user device.

[0070] While an arena configuration is shown, any of a number of gaming and station configurations can apply and utilize the various features and embodiments discussed herein. This technology allows remote players to participate in live gaming events and select preferred gaming stations, just as if they were playing at the gaming location. Thus, both local and remote players can place bets, watch, and participate in the same live gaming event. These technologies increase player accessibility and result in higher engagement and profit potential compared to either local or remote gaming alone.

[0071] Figures 4A and 4B illustrate interactive gaming and video stream switching techniques occurring at a remote player device 400. In Figure 4A, the player device may display a gaming floor view 420 associated with a video of the gaming area 300 captured by at least one camera 360 or imaging sensor. Figure 4B illustrates an interactive gaming view 430, which may be streamed after a user selects 410 the gaming machine or station at which the user wishes to play. While Figure 4A illustrates an arena-style live dice table environment and Figure 4B illustrates a roulette betting layout, the key point is that any content displayed within an environment may begin with a wider first view (herein referred to as the gaming floor view) displaying the entire gaming environment and switch / zoom into a narrower second view (herein referred to as the game view), where the game interface for playing the game is displayed on the gaming screen 430. Switching from the first field of view to the second field of view may be based on user selection, whereby the latter may be effected by a specific selection 410 of the game station 340 or the game console 310 by the remote user; and / or, for example, by continuing to zoom in until the first field of view is entered, until a certain / significant portion of the game station 340 or the game console 310 is presented on the screen 430 of the user device.

[0072] As shown in FIG4A , a first field of view 420 (the field of view) can be streamed to a player or user device. In various embodiments, the user device is at least one of a phone, smartphone, tablet, personal computer, or gaming device. In some examples, the first field of view 420 can be manipulated using screen clicks, voice commands, gestures, selections, or other interactive devices, such as a stylus, mouse, controller, or other peripheral. A player can control the zoom level by pinching two fingers together or apart to zoom in or out of the first field of view 420. In other examples, the user can click the screen (e.g., click, double-click, multiple clicks, short press, long press, etc.) at the desired zoom location, or draw a circle, box, or other shape around the zoom location. Using voice commands, the user can simply instruct the user device to zoom the first field of view 420, which then slowly zooms until the user instructs the user device to stop or the maximum zoom allowed is reached.

[0073] As shown in FIG4A , the display may highlight a selection 410 made by any action, click, or interaction discussed herein. After the selection is confirmed, validated, or otherwise meets a visual threshold, the video stream switches from the first field of view (playground view) 420 to the second field of view (game view), as shown in FIG4A . In one example, the video stream may be achieved by switching from camera 360 to another camera displaying the game interface of the selected gaming station, or by switching to the video output from the gaming station.

[0074] In this example, a player can select a particular gaming station shown in scene 420 by zooming in on the player device. When the player zooms in close enough on the screen of the selected player device to reach a threshold, the video stream from camera 360 stops, and the video output of the selected gaming station fills the device screen 440. The video output of the selected gaming station can be, for example, the video output from the gaming machine / table 310 corresponding to the selected gaming station; and / or the video output from the selected gaming station itself; and / or the video output from a camera arranged to capture the selected gaming station.

[0075] In some embodiments, the selection threshold can be a single-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 point. For example, when the player zooms in enough to see only the gaming station's screen, the camera video stream may stop and shift to the game video output. In another example, the camera video stream may stop and shift to the 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 another portion of the gaming station. In another example, the selection threshold may occur when a gaming machine / table 310 is selected (e.g., or at least zoomed in to a certain point), and in this case, the camera video stream may stop the gaming machine / table 310 video output when the specific portion of the gaming station fills the user device screen 440. In this case, a selected gaming station may be selected (e.g., randomly) by the gaming machine / table 310 from an unoccupied gaming station, or the gaming machine / table 310 may select and simulate a "virtual" gaming station, and the video output stream corresponding to the selected gaming station may be transferred to the user device screen 440 using any of the techniques described above.

[0076] According to various aspects, camera 360 may stream a preset scene indicating a first field of view. The first field of view may be some or all of the gaming field. The first field of view may be larger than the screen of any gaming station. When scene 420 is adjusted to fill screen 440 with the selected gaming station's screen and / or game interface, the video stream may switch from camera 360 to a video output showing the gaming station or its game interface. In some examples, the switch may occur when a component of the gaming station (e.g., the screen bevel, frame, side of the gaming station, etc.) is no longer visible on screen 440. Thus, the video stream switch may occur when the first field of view is adjusted to a second field of view within the first field of view.

[0077] FIG4B illustrates the streaming of the gaming station video output 430 to the player device 400. When the video stream switches from the floor view (obtained by camera 360 or an image sensor) to the game view, players can play the game directly on their device. Players can place bets, select games, interact, and perform other game inputs and interactions as if the game were being played live at the gaming station. At any time, players can also zoom out sufficiently to switch back to the floor view, which allows players to confirm that they are watching live gameplay, even when zooming in on the screen / game interface or other designated areas of the gaming station. The ability to switch back and forth between the floor view and the gaming station view creates a safer and more authentic experience for players, as if they are actually in a live casino environment, rather than playing remotely elsewhere.

[0078] In some examples, the game may include electronic table games played by a live dealer in a gaming area. Similar to the layout shown in FIG3 , live action may occur in a gaming area (e.g., gaming table 310) visible to gamers at the gaming station. Individual gaming stations may place bets, watch, or otherwise interact with the action taking place in the gaming area. In some cases, the live action may include a live dealer, the rolling of dice, the spinning of a roulette wheel, or other betting activity occurring in real time.

[0079] For example, players can place bets using a wallet stored on their device. Funds can then be transferred from the wallet to the gaming app or other methods for betting, similar to how bets are placed at a gaming station.

[0080] In some examples, one or more peripherals may be connected to a user device to enhance the gaming experience. For example, a button (e.g., a "slam button") may be connected to a user device to allow the player to initiate certain gaming activities by activating the button. Other types of peripherals may also be suitable, depending on the gaming station and / or game type. In some examples, the peripherals may be connected via a universal serial bus (USB). In another example, a card reader may be connected to a user device to enable the user to add funds, log in to, or access loyalty programs, discounts, free games, etc.

[0081] Game play and game interaction at the player's device can occur in real time, providing the player with a live gaming experience. This also allows remote players or players who are unable to play locally at the gaming station to play. Remote control of gaming stations via any of the technologies discussed herein enables more players to access gaming stations. In addition to improving game access, these technologies also provide a variety of gameplay options, which may increase player interest, entertainment, and engagement. This improvement can further benefit gaming venues and their profitability, as more players can access and play games remotely, and the number of gaming stations that are inactive at any given time may decrease.

[0082] Figure 5 provides a flow chart of live gaming operations according to various aspects. Such operations may be performed using one or more computing devices, including a processor and memory. Various techniques may utilize one or more cameras, user devices (e.g., mobile phones, smartphones, PCs, gaming devices, etc.), gaming consoles (e.g., electronic table games) and / or their respective game 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 floor and the gaming consoles 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 communications and operations between the various devices.

[0083] At block 510, each aspect may stream video output from a camera to a display associated with a user device, where the video output captures a first field of view (field view) of a gaming floor containing one or more gaming machines (or their associated gaming stations). The field of view may correspond to a viewable area provided on a display associated with the user device. As discussed herein, the first field of view may be a gaming floor (e.g., gaming area 300), at least one gaming station, or other live view within a gaming location. In one example, the first field of view captures one or more gaming stations, their gaming screens, and surrounding elements of the gaming stations. Surrounding elements may include screen bezels, frames, sides of the gaming stations, and the like.

[0084] One or more selectable areas may exist within the first field of view. The selectable areas may correspond to the gaming station and / or a game interface on the gaming station. In some examples, the selectable areas are generated based on the recognition of one or more objects within the first field of view (e.g., the gaming station and / or a display associated with the gaming station).

[0085] The first field of view may capture a gaming field comprising a plurality of gaming stations, which may be selected from a user device to initiate remote gaming operations as described herein.

[0086] At block 520, various aspects may receive player input at a user device indicating a selection to initiate an action involving a particular gaming machine / station presented in the field of view. The player input may, for example, take the form of a command to update the video output to a second field of view that more closely depicts the particular gaming machine / station of interest to the user. The player command may include a click, pinch, hold, or other action or manipulation of the scene depicted in the first field of view. For example, the player command may enable zooming in or out of various areas within or around the first field of view. The player command may be an action performed on the display indicating the selection of a gaming machine or gaming area on a gaming machine. This action may be a zooming action, a circling action, a screen click, or a screen hold. According to some aspects, the video output on the display may be updated in real time based on the player input.

[0087] In response to player input from a user device, the first field of view can be updated to a second field of view (game field of view). In some examples, the player input can cause the user device to zoom in on an area, such as a gaming station or a display associated with the gaming station, within the first field of view. This area can be a selectable area within the first field of view.

[0088] Optionally, at block 530, various aspects may determine that the second field of view corresponds to the game interface on the gaming station, or a portion thereof. In various examples, the second field of view displays an area within the first field of view. For example, the first field of view may be the gaming area / field, and the second field of view may be the gaming station's gaming interface (e.g., elements such as the screen and / or gaming station controls). In other examples, the second field of view may be an area adjacent to the first field of view. As discussed herein, this determination may be based on a threshold, such as a visual threshold or a selection threshold. For example, a threshold may correspond to the size of an object or area relative to the size of the user device's display. The user may zoom in or out on an object, such as the gaming station's display, and when the gaming 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 may be determined to be associated with the gaming area. In other examples, reaching the threshold may trigger selection of a selectable area within the first field of view. Similar to the first field of view, the second field of view may provide a real-time view of an area or object.

[0089] At block 540, various aspects may stream the second field of view (game field of view) as video output from the game station (or its associated gaming console) or as video output from a camera capturing the game station to a display associated with a user device. According to various aspects, upon determining at block 530, video streaming of the first field of view may be stopped, and streaming of the game field of view (second field of view) may be started. In some examples, streaming of the first field of view may be stopped upon determining that the user / player has selected the second field of view corresponding to a game station or its gaming interface (e.g., its gaming screen).

[0090] The video stream switch may also include transferring game control from the gaming station to the user device. This may occur after determining that the second field of view corresponds to the game interface. In some cases, the gaming station may no longer be playable by the live player or another remote player because their game play has been transferred to the user device.

[0091] As described above, the second field of view (game field of view) can be the video output from a camera capturing the game station (e.g., and its game interface), the video output of the game station itself, or can be the video output obtained from another game module associated with the game station, such as the video output of a game console connected to the game station, which would otherwise be provided to the game station's display by the local player during game play. In some examples, the game station video output can be provided on both the game station and a display associated with the user device.

[0092] At block 550, each aspect can operate a live game based on game inputs received from a user device. Game inputs can correspond to gameplay on a gaming station and enable operation of the gaming station from the user device. Thus, a remote player can select and play a specific gaming station at a gaming arena / venue without having to be physically present at the gaming venue. These aspects can increase player choice and entertainment by enabling players to watch a live stream of the gaming arena / venue, select a specific gaming machine or its gaming station, and then play and operate a live game on the gaming machine / station in real time. Thus, each aspect can simulate the live gaming experience of a remote player and provide unique gaming technology that combines real-time, virtual, remote gaming with a physical gaming device. For example, a game input can be a selection, a command (e.g., a start command), or the initiation of an operation (e.g., seed determination). An external controller connected to the user device can be configured to perform game operations and provide game inputs. As discussed herein, the live game can be craps, roulette, blackjack, or another virtual or table game.

[0093] Game inputs can generate one or more commands that communicate with the gaming machine to operate the gaming machine in the same manner as a live player on the machine. As shown in FIG4B , live game outputs can provide a real-time view of the game screen reflecting the game being presented to the gaming station of the gaming machine. Remote players can switch between views of the game screen and the gaming station and / or gaming floor / arena and make selections at their user device, just as a live player on the machine would. Game inputs reflect the specific game being played and may include, for example, selection of a card to be dealt, selection of one or more symbols on the betting layout, initiation of a start, placing a bet, cashing out, and the like.

[0094] In some examples, as shown in FIG4B , the live game output reflects a game screen associated with a gaming machine or its gaming station, and selections / interactions with the live game output at a user device are mirrored to control the gaming machine. For example, a live player can make one or more selections (e.g., place a bet) directly on the player machine via a touchscreen. Selections made at the user device can be mirrored and transmitted to the gaming machine, allowing remote gameplay commands to operate the machine similar to how a live player would operate the gaming machine.

[0095] To further facilitate the live gameplay experience, as discussed herein, a user can switch between various views, displays, and game outputs associated with a player machine. Thus, a user can view the gaming floor (e.g., in the first view indicated above), zoom into a specific gaming machine / station, and / or view / play a live game at a selected gaming machine / station (e.g., in the second view indicated above) as the player would in person.

[0096] Each of the blocks of Figure 5 can be reversed, as discussed further herein, such that when player input at the user device indicates that the video input is to be updated from the second view to the first view, the video output stream is reversed from the game view to the playing field view.

[0097] FIG6 illustrates an example gaming station for gaming consoles according to various aspects of the present invention. According to some examples, the gaming station may comprise a universal cabinet. In some universal cabinet configurations, different games / consoles may be connected to the top 601 of the upper section 602 of the gaming station 600 (e.g., together forming a complete, standalone gaming console). The gaming station 600 may include a lower section 603, resting on top of the upper section 603. As further shown in FIG7 and FIG8A through FIG8E , the gaming station may include various external elements that provide visual and audio effects. These external elements may help draw attention to the games, thereby enticing passersby to play the games offered by the universal cabinet, or enhance the playability of the games currently being played on the gaming consoles.

[0098] Exterior elements may include soft-touch gel buttons, such as buttons 604 and 606, a gel armrest 608 located at the bottom of the upper section 602, and control buttons 610 for various games. The gel armrest 608 can be used to rest a player's arm for extended periods. Other lighting effects that may be provided include gel LED modules 612 of varying sizes and shapes, and ambient LEDs 614 that illuminate the lower section 603 from below the upper section 602. The upper section 602 may also include a cash / credit / card acceptance / payment mechanism 616 and a display 618. Speakers 620 in the lower section 603 may provide some or all of the sound, depending on the nature of the game being played. Footrests 622 may also be built into the lower section 603.

[0099] The interior of the universal cabinet may include a controller module that provides a common connection for each of the different types of top-cover gaming consoles, as well as a USB connection to an embedded computer (not shown) in the bottom section 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, allowing for a variety of gaming console lighting designs. The controller module also allows for quick replacement of top-cover gaming consoles on the gaming station 600. Only the top section 602 may need to be removed to access the controller module. The connection to the existing top cover can be disconnected, and the top cover can be removed from the upper section 602. A new top cover can then be attached to the upper section 602, and its connector 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, the new top-cover gaming console can be identified by connecting or inserting one or more additional modules for that top cover into the controller module or by reprogramming the embedded computer. This allows for quick changes to the type of game being played on the universal cabinet of the Playstation 600 without removing the Playstation 600 from any row in which it is located and without moving or forcing other machines to move. This may also make it possible to prototype new games and develop alternative top covers, further reducing development and production costs.

[0100] FIG7 further illustrates the gaming station 600 with attached seating 750 and a tall, curved display top 740. In some examples, the gaming machine is a slot machine. The display top 740 may include one or more physical, visual, and / or virtual elements to facilitate slot machine gameplay.

[0101] In addition to the speakers 620 (e.g., a 50-watt / 4-ohm subwoofer) built into the lower section 603 of the gaming station 600, the chair 750 may also include additional speakers 702, such as two 25-watt / 8-ohm speakers in the upper section 703 of the chair 750. Additional speakers may be included in the top section 740, such as two 25-watt / 8-ohm speakers 708 at the top of the top section 740 and two 25-watt / 8-ohm speakers 710 at the bottom of the top section 740. In addition to these speakers, a 50-watt / 4-ohm low-frequency speaker 704 may be located in the bottom section 705 of the chair 750. This variety of speakers allows for a variety of audio effects, particularly when using a range of speaker types, including tweeters, midrange speakers, and subwoofers or woofers.

[0102] 8A-8E illustrate various gaming machines (integrated / installed on respective gaming stations) offering different types of casino games. According to some examples, the different games can be provided by adding / installing gaming machine covers to respective gaming stations 600, as previously discussed. However, other types of standalone gaming machines, including standard player cabinets and machines with or without removable covers, can be used with the various aspects and embodiments discussed herein.

[0103] FIG8A illustrates a gaming machine offering a dice game. According to some embodiments, the dice game machine top cover 800 may allow for the play of craps, Sic Bo, and other types of dice games. In some examples, the gaming machine may include a randomizer (not shown) to control the randomness of the dice rolls to ensure fair play. Even when dice are rolled as part of the game within the see-through section 802 of the dice top cover 800, the game cycle can be as fast as a slot machine game cycle, providing a different, more exciting form of gaming with at least the same revenue potential as playing a slot machine in the same amount of time. Depending on the type of game included in the top cover, the gaming station 600 may send the randomized outcome of the game to the top cover; in other cases, the top cover may send the randomized outcome to the bottom cover. For example, in a dice game, a randomizer in the base may randomly influence the dice roll, but the final roll cannot be predetermined and must therefore be determined at the top cover and then sent to the gaming station 600.

[0104] Figures 8B and 8C illustrate gaming machines that offer card games. While Figure 8B illustrates a baccarat game 803 and Figure 8C illustrates blackjack 804, the gaming station can be configured to offer any of a variety of card games, including but not limited to poker, Texas Hold'em, Dai Baccarat, and other card game variations. Some gaming machines offering card games may include a card mechanism 806, such as a SUZO card flipper module, which flips physical playing cards under the control of a randomizer. The decks may vary depending on the game, such as classic decks with or without jokers, and decks with card backs that can be covered.

[0105] Figures 8D and 8E illustrate gaming machines offering roulette games. Figure 8D shows a configuration with a vertical roulette reel top cover 812 and a logo 816 atop a roulette wheel 814. Figure 8E shows a configuration including an additional display 828, with a roulette wheel 822 and logo 824 mounted atop it. Other games that include a spinning wheel include "Big Six," "Wheel of Fortune," and similar games.

[0106] Figure 9 provides an example floor plan of a casino gaming area 900 having multiple gaming stations 940 associated with / connected to one or more gaming machines. For the sake of simplicity, a gaming station, along with its associated gaming machine (e.g., which may be atop the gaming station or located remotely from it), is referred to below as a gaming machine. As discussed herein, a gaming machine may offer a variety of wagering and casino games, including but not limited to poker, craps, roulette, blackjack, other card games, dice games, and arcade games, as well as various slot machines. In some examples, a gaming machine may only be played remotely. In other examples, one or more gaming machines may also be played live.

[0107] According to some examples, the casino gaming area 900 is located in a dedicated gaming area, which can be a gaming floor or a separate room containing one or more remotely accessible player machines. As discussed herein, a player machine can be reserved for a specific player or player account, such as a VIP player or high roller. Such a player can have exclusive access to one or more machines within the casino 900, preventing other players from playing the machine. The option to reserve and / or play a dedicated gaming machine can attract new players and encourage existing players to play more games. According to various examples, the casino 900 may include any or all of the player machines 940.

[0108] One or more cameras 960a-d can provide a video output of the casino gaming area 900. Such cameras can be placed in different areas to provide different views of the gaming floor. In some examples, one or more cameras 960a-d can be focused on and / or optionally directed to a specific player machine, for example, via a user device or other computing device. Because players may not be playing machines dedicated to remote gaming, one of the one or more cameras 960a-d can be located in front of the player machine, such as on top of a seat (if provided) or on a table where the seat would typically be located.

[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 live video output from the first camera can be viewed on a display associated with the user device to provide the user with a view of the gaming floor of casino area 900. Input at the user device can also adjust the camera's view, for example, resulting in a closer or magnified view of objects within casino gaming area 900, such as player machines 940, or moving the camera to focus on a different area. Such user device input can also implement switching of live video feeds between cameras, for example, from first camera 960a to any of the other cameras 960b-d. In various embodiments, input received at the user device can also adjust the field of view of any or all cameras to view a desired area of ​​interest. Changes to the camera's field of view can occur before, during, or after gaming activity to facilitate control and game customization for the player operating the user device.

[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 particular game loop of a game played at player machine 940. The image sensor may provide the captured image data to a controller associated with camera 960 as a video stream, a sequence of individual image frames, raw image data, etc. In one embodiment, a controller (in the form of a computer system, see, for example, FIG. 12 ) associated with player machine 940 and / or a user device may control the video stream by specifying a frame rate, resolution, color values, video stream encoding format, subsets of available image sensor pixels to be activated and / or deactivated, etc.

[0111] In some examples, the image data captured by the image sensor can provide a live video feed, such as a live game view, showing the actions occurring at the gaming machine / station 940. In one embodiment, the camera can capture image data for a predefined time period, such as a specific game loop. For example, such a predefined time period can be associated with a dice roll, a roulette ball throw, a roulette ball landing result, a slot machine, a card draw, a betting window associated with a specific game, or another activity occurring at the player machine 940.

[0112] In one embodiment, the image sensor is configured to capture image data associated with a specific area of ​​a gaming machine / station, such as its gaming interface (e.g., the area on the screen 922 or the top cover). For example, if a roulette machine is located on the top cover of a gaming station, the image sensor may capture image data corresponding to any or all of the landing point, the arc of the circular track, the predetermined reference point of the roulette wheel, the table 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] 10A-10C illustrate interactive gaming and video stream switching techniques occurring on a user device 1000. In FIG10A , the player device may display a live video feed 1020 of a first field of view, which shows a live gaming floor view of the casino gaming area 900 captured by a camera (e.g., any one of cameras 960a-d).

[0114] FIG10B illustrates switching to a different second field of view 1050 that presents a view of the game at the selected gaming station. In some examples, input from a user device switches between a first field of view output by a first camera (e.g., live video feed 1020) and a first field of view output by a second camera. The second camera field of view may depict an area of ​​interest at the selected gaming station. The area of ​​interest may be the gaming interface of the selected player machine (e.g., player control area or screen). Various embodiments enable user input to switch between different areas of interest, which may be associated with areas on the player machine or areas within the casino floor. Some embodiments enable switching between a live gaming floor view (e.g., live video feed 1020) and a live game view (e.g., live game output 1030). In any of these examples, user device input can zoom in and out of the view provided by the live video feed or live game feed, and can move the camera field of view to change the view.

[0115] FIG10C illustrates a live game view, showing game output 1030 streamed from a gaming machine to an interactive gaming screen at a gaming station, a user device, or both. After a gaming station selection (e.g., selection 1010) is made, the live game output is streamed to initiate gameplay. While FIG10C illustrates a betting layout for a roulette game, the live game output will reflect any game associated with the selected gaming station. As discussed herein, the game can be a slot machine, roulette, poker, or other card, dice, or video-based game.

[0116] In various embodiments, the user device is at least one of a phone, smartphone, tablet, personal computer, or gaming device. In some examples, live video feed 1020 (the field of view) can be manipulated using screen clicks, voice commands, gestures, selections, or other interactive devices (such as a stylus, mouse, controller, or other peripheral). A player can use a pinching motion (pinch or spread) of two fingers together to zoom in or out of live video feed 1020 to control the zoom level. In other examples, the user can click the screen (e.g., click, double-click, multiple clicks, short press, long press, etc.) at the desired zoom location, or draw a circle, box, or other shape around the zoom location. Using voice commands, the user can simply instruct the user device to zoom the scene, which then slowly zooms until the user instructs the user device to stop or the maximum allowed zoom is reached.

[0117] 10A , the display may highlight a selection made by any action, click, or interaction discussed herein 1010. After the selection is confirmed, validated, or otherwise meets a visual threshold, the video stream may switch from the live video feed from the first camera to a live game output, such as a video output from a player machine.

[0118] In one example, a player can select a specific player machine displayed in the field of view by zooming in on the player machine via a user device. When the player zooms in close enough so that the screen of the selected player machine meets a threshold, the video stream from camera 960 is stopped, and the user device screen 1040 is filled with the video output from the selected player machine. The player can then control the player machine using user interface controls displayed on the touchscreen device screen 1040. In some embodiments, the selection threshold can be a single-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 a certain point. For example, when the player zooms in enough so that only the screen of the player machine is visible, the camera video stream is stopped and the live game view output is switched to. In another example, when a specific portion of the player machine fills the user device screen 1040, the camera video stream can be stopped and the live game view output is switched to. The specific portion can be the game interface (e.g., a screen area, a control area, or other portion of the player machine).

[0119] Option 1010 also 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. A reservation can prevent a second player (e.g., a remote player or a live player) from reserving, using, or operating the machine for a period of time. This period can be, for example, the duration of one or more rounds of gaming, or a reserved time period, such as thirty minutes, one hour, two hours, etc. Reservations can be made in advance, for example, for a specific date, time, and / or duration. During the reservation period, the reserved machine / station cannot be selected for play. In some examples, a player machine can be reserved for an upcoming open session even when currently operated by the current player.

[0120] As shown in FIG10A , the live video feed provides an indication of available machines, open play, and / or reservations. In some examples, a display associated with a player machine may provide color, text, animation, video, or other availability identifiers so that players can easily identify the status of the player machine from the video feed. Machine availability may be provided upon selecting (e.g., selecting 1010 ) a particular machine. Selection may provide information regarding one or more of the current status, any upcoming reservations, and other game details.

[0121] In some examples, a player machine may provide an indication or notification regarding a reservation. For example, a machine with an upcoming reservation may notify the current player that their play time is about to expire and may provide a time or countdown until expiration. If the current player is not associated with an upcoming reservation, their play will end at the next scheduled reservation. Notifications such as alarms, text messages, emails, sounds, etc. may be sent to the user device as a reminder of an upcoming reservation and / or when the scheduled time has arrived.

[0122] Some machines offer a time period during which a player must initiate play during the reservation period. For example, a reserved machine can be reserved for five, ten, or fifteen minutes after the reservation period expires before being made available for play by another player. This can help prevent machines from being reserved but not played, enabling other players to play, thereby contributing to more games played, player engagement, and overall profitability. VIPs, high rollers, and certain players can be excluded from these rules, for example, based on their player status or other characteristics associated with their account. This allows casinos to offer benefits to particularly valuable players, such as high spenders or other players who want to play on a specific machine. This type of reservation functionality facilitates additional games and a customizable player experience.

[0123] According to various aspects, live video feed 1020 may stream a preset scene view indicating a first field of view. The first field of view may be some or all of the gaming field. The first field of view may be larger than the screens of any player machine. When the scene is adjusted to fill screen 1040 with the screen or gaming area of ​​the selected player machine, the video stream may switch from the camera to the player machine. In some examples, the switch may occur when a component of the player machine (e.g., the screen bevel, frame, side portion of the player machine, etc.) is no longer visible on screen 1040. Thus, the video stream switch may occur when the first field of view is adjusted to a second field of view within the first field of view.

[0124] As shown in FIG10C , when the live video stream switches from camera 960 to live game output 1030 (e.g., player machine video), players can play the game directly on their device. Players can place bets, select games, interact, and perform other game inputs and interactions as if the game were being played live on the player machine. At any time, the player can also zoom out enough to switch back to the camera video stream, which allows the player to confirm that they are viewing live game play even when zooming in on the player machine's screen. The ability to switch back and forth between the camera video stream and the player machine video stream creates a safer and more realistic experience for players, as if they are actually in a live casino environment, rather than playing remotely elsewhere.

[0125] In some cases, players can place bets using a wallet stored on their device. Funds can be transferred from the wallet to the gaming app or other methods for betting, similar to how bets are placed on a gaming machine.

[0126] In some examples, one or more peripherals may be connected to a user device to enhance the gaming experience. For example, a button (e.g., a "slam button") may be connected to a user device to allow the player to initiate certain gaming events by activating the button. Other types of peripherals may also be suitable depending on the player machine and / or game type. In some examples, the peripheral may be connected via a universal serial bus (USB). In another example, a card reader may be connected to a user device to enable the user to add funds, log in to, or access loyalty programs, discounts, free games, etc.

[0127] Game play and game interaction at the player's device can occur in real time, providing the player with a live gaming experience. This also allows remote players or players who are unable to play directly on the player machine to play. Remote control of player machines via any of the technologies discussed herein enables more players to access the player machines. In addition to improving game access, these technologies also provide a variety of gameplay options, which can increase player interest, entertainment, and engagement. This improvement can further benefit gaming venues and their profitability, as more players can access and play games remotely and the number of player machines that are inactive at any given time can be reduced.

[0128] FIG11 provides a flow chart of live game operations according to various aspects. Such operations may be performed using one or more computing devices, including a processor and memory. Various techniques may utilize one or more cameras, user devices (e.g., mobile phones, smartphones, PCs, gaming devices, etc.), player machines, or applications operating 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 player machine 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 communications and operations between the various devices.

[0129] At block 1110, each aspect may stream live video output from a camera to a display associated with a user device, where the video output captures a first field of view including a player machine. As discussed herein, the first field of view may be a gaming floor (e.g., casino gaming area 900), at least one player machine, or other real-time field of view within a room or gaming location. The field of view may correspond to a viewable area provided on a display associated with the user device. In one example, the first field of view captures a casino gaming area with one or more remotely accessible player machines. In another example, the first field of view captures the gaming screen on a player machine and surrounding elements of the player machine. These surrounding elements may include a screen bezel, a frame, or the sides of the player machine. One or more selectable areas may exist within the first field of view. The selectable areas may correspond to gaming areas on a gaming station. In some examples, the selectable areas may be generated based on the identification of one or more objects, such as a gaming station and / or a display associated with the gaming station, within the first field of view.

[0130] The first field of view can capture a gaming field comprising a plurality of gaming stations, which, as described herein, can be selected from a user device to initiate remote gaming. In some examples, the live video output can be altered based on input received from the user device. For example, 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 from a 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 the game area, and the second field of view can be a player machine component, such as the player machine screen. In other examples, the second field of view can be an area adjacent to the first field of view. As discussed herein, this determination can be based on a threshold, such as a visual threshold or a selection threshold. For example, the threshold can 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 enlarge an object, such as a game station display, and when the size of the game station display reaches a threshold amount (e.g., 50%, 60%, 70%, 80%, 90%, 100%) of the user device display, the second field of view can be determined to be associated with the game area. In other examples, reaching the threshold can trigger selection of a selectable area within the first field of view. Similar to the first field of view, the second field of view can provide a real-time view of an area or object.

[0132] At block 1120, various aspects may receive input from a user device to initiate a game at a player machine. The input may include a click, pinch, hold, or other action or manipulation of the live video output. This selection may also identify a specific player machine, availability, or other game information. In some examples, the input enables various areas within or around the first field of view to be zoomed in or out. The input may also include an action performed on the display indicating the selection of a player machine or a game area on the player machine. This action may be a zoom action, a circling action, a screen click, or a screen hold. According to some aspects, the video output on the display may be updated in real time based on the player input.

[0133] In response to player input at a user device, the first field of view may be updated to a second field of view. In some examples, the player input may cause the user device to zoom in on an area, such as a gaming station or a display associated with the gaming station, within the first field of view. This area may be a selectable area within the first field of view.

[0134] At block 1130, each aspect may stream live game output from the player machine to the user device. The live game output may include video output from the player machine. This video output may be similar to the video output provided on the device if played in person.

[0135] In some examples, adjusting the field of view or switching the video stream can transfer gameplay control from the gaming station to the user device. This control transfer can occur after determining that the second field of view corresponds to the game area. In some examples, the gaming station is no longer playable by the live player or another remote player because their gameplay has been transferred to the user device.

[0136] The game station video output may correspond to a game module associated with the game station. Otherwise, such video output would be provided at the game station during game play by a live player, such as on a display associated with the game station. In some examples, the game station video output may be provided on both the game station and a display associated with a user device.

[0137] At block 1140, each aspect may operate a player machine based on game inputs received from a user device. Game inputs may correspond to gameplay at a gaming station and enable operation of the player machine from the user device. Thus, a remote player can select and play a specific gaming station at a gaming location without having to be physically present at the gaming location. These aspects may increase player choice and entertainment by enabling players to watch a live stream of the gaming location, select a specific gaming station, and instantly play a live game at the gaming station. Thus, each aspect may simulate a live gaming experience for remote players and provide unique gaming technology that combines live, virtual, and remote gaming with physical gaming devices. For example, a game input may be a selection, a command (e.g., a start command), or the initiation of an action (e.g., seed determination). An external controller connected to the user device may be configured to perform game operations and provide game inputs. As discussed herein, the live game may be craps, roulette, blackjack, or other card games, dice games, video games, virtual games, or table games.

[0138] Game inputs can generate one or more commands that are transmitted to the player machine to operate the gaming machine in the same manner as a live player at the machine. As shown in FIG10C , live game output can provide a live view of the game screen that reflects the game being offered at the player machine. A remote player can switch between the game screen and the player machine's view and make selections on their user device, just as a live player at the machine would. Game inputs reflect the specific game being played and can include, for example, selections to deal cards, selection of one or more symbols on the betting layout, initiation of a roll, placing a bet, cashing out, and the like.

[0139] In some examples, as shown in FIG10C , the live game output reflects the game screen associated with the player machine, and the selections made at the user device are mapped to the player machine. For example, a live player can make one or more selections (e.g., place a bet) directly on the player machine via a touch screen. The selections made at the user device can be mapped and transmitted to the player machine, allowing remote gaming commands to operate the machine similar to how a live player would operate the player machine.

[0140] To further enhance the live gaming experience, as discussed herein, a user can switch between various views, displays, and game outputs associated with a player machine. Thus, a user can view live game view outputs, gaming stations / machines, the gaming floor, and operate the player machine as if the player were operating it in person.

[0141] Each of the blocks in FIG. 11 may be modified as discussed further herein so that player input at a user device may switch between live video output, live game output, and various views from each output as desired.

[0142] The present invention describes specific embodiments and their detailed construction and operation. The embodiments described herein are presented by way of illustration only and not limitation. Based on the teachings herein, those skilled in the art will recognize that a range of equivalents to the exemplary embodiments described herein may exist. Most notably, other embodiments are possible, variations may be made to the embodiments described herein, and equivalents may exist to the components, parts, or steps that make up the described embodiments. For the sake of clarity and brevity, certain aspects of the components or steps of certain embodiments are presented without excessive detail, where such detail would be apparent to those skilled in the art based on the teachings herein and / or such detail would obscure an understanding of more relevant aspects of the embodiments.

[0143] The above-described techniques can be implemented in: a computing device associated with a gaming device (e.g., a roulette machine operating a live roulette game); multiple computing devices associated with multiple gaming devices; a controller communicating with a gaming device (e.g., a controller configured to synchronize gaming devices); or multiple controllers communicating with gaming devices. Furthermore, these techniques can be distributed between the computing device and the controller. FIG12 illustrates an exemplary block diagram of a computing system including hardware modules, software modules, and combinations thereof, which can be implemented as a computing device and / or 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 the memory are executed by the processor to perform various methods and operations, including roulette wheel speed adjustment and outcome detection optimization, as described above. The computing system components may reside in a gaming device, in a server or other component of a network, or distributed among some combination of such devices.

[0145] The interface bus is configured to communicate, transmit, and transfer data, control, and commands between the various components of the electronic device. System memory and storage devices include computer-readable storage media such as RAM, ROM, EEPROM, hard drives, CD-ROMs, optical storage devices, magnetic storage devices, flash memory, and other tangible storage media. Any such computer-readable storage media can be configured to store instructions or program code that implement various aspects of the present invention. In addition, system memory includes an operating system and application programs. The processor is configured to execute 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 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 computer-readable medium other than computer-readable storage media that can communicate, propagate, or transport a program for use with a computing system.

[0147] Additionally, input and 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, proximity, GPS, magnetic field, altitude, and velocity / acceleration, RSSI and distance sensors, and other types of sensors. Input / output peripherals can be connected to the processor via any port coupled to an interface bus.

[0148] A user interface can be configured to allow a user of a computing system to interact with the computing system. For example, a computing system can include instructions that, when executed, cause the computing system to generate a user interface and perform other methods and operations that can be used by a user to provide input to and receive output from the computing system.

[0149] This user interface can be in the form of a graphical user interface coupled with audio transmitted via a speaker and microphone and input received via a keyboard. In one embodiment, the user interface can be generated locally on the computing system. In another embodiment, the user interface can reside on a remote computing system and be presented there. For example, a server can generate the user interface and transmit information related thereto to a computing device, which in turn presents the user interface to the user. The computing device can, for example, execute a browser or an application program that exposes an application programming interface (API) on the server to access the user interface residing on the server.

[0150] Finally, the computing system's communication peripherals are configured to facilitate communication between the computing system and other computing systems (e.g., between a computing device and a server) over a communications network. These peripherals include, for example, network interface controllers, modems, various modulators / demodulators and encoders / decoders, wireless and wired interface cards, antennas, and the like.

[0151] The communication network includes any type of network suitable for providing communication between the computing device and the server, and may include a combination of discrete networks using different technologies. For example, the communication network includes a cellular network, Wi-Fi / broadband network, local area network (LAN), wide area network (WAN), telephone network, fiber optic network, or a combination thereof. In embodiments, the communication network includes any network and any network suitable for communicating with the internet. The communication network may also be configured as a device for transmitting data between the computing device and the server.

[0152] The above-described techniques can be implemented in a program code module executed by one or more computers or computer processors and fully or partially automated by the program code module. The program code module can be stored on any type of non-transitory computer-readable medium or computer storage device, such as a hard drive, solid-state memory, optical disk, etc. The processes and algorithms can be implemented partially or fully in dedicated circuits. The disclosed processes and results of the process steps can be stored persistently or otherwise in any type of non-transitory computer storage device, such as a volatile or non-volatile storage device.

[0153] An embodiment of a method for live gaming includes: streaming a video output from a camera to a display associated with a user device, wherein the video output captures a first view of a gaming area including one or more gaming stations suitable for playing a game on at least one gaming machine; receiving a selection from the user device to initiate an action involving the gaming machine; and, in response to the selection, switching from streaming the first view to streaming a second view to the user device.

[0154] In this embodiment, the selection of initiating an action involving the gaming console includes performing at least one of the following operations at the user device: selecting a specific gaming station from one or more gaming stations suitable for playing a game on the gaming console; and zooming the first field of view to the specific gaming station from one or more gaming stations suitable for playing a game on the gaming console.

[0155] In this embodiment, streaming the second field of view to the user device includes at least one of the following: streaming live game output of a game console designated to be displayed at a specific game station; and streaming video output from a specific camera, which is a camera suitable for capturing the second field of view or another camera so that it presents at least a portion of the game interface of the specific game station, where the live game output of the game console at least partially appears.

[0156] In this embodiment, streaming the second field of view includes streaming the live game output of the gaming machine to the user device.

[0157] In this embodiment, the streaming live game output of the gaming console includes at least one of: streaming live game output obtained from the gaming console; streaming video output from a particular camera (the camera or another camera), wherein the second field of view at least partially captures the live game output of the gaming console and is narrower than the first field of view.

[0158] In this embodiment, the second field of view includes an area of ​​a specific gaming station suitable for playing a game on the gaming console; and the area of ​​the specific gaming station includes at least a portion of a gaming interface suitable for gameplay on the gaming console.

[0159] In this embodiment, the area of ​​a specific game station also includes the area around the game interface where the game station is located.

[0160] In this embodiment, the selection to initiate an action further includes a selection to initiate a game at a gaming machine.

[0161] In this embodiment, the second field of view presents a game interface suitable for game play on the game console; and the method further includes operating the game console based on a second selection received from the user device within the game interface.

[0162] In this embodiment, the method also includes receiving a selection from a user device that initiates a wager based on the outcome of a game played on the gaming machine by a local player operating the gaming machine in real time.

[0163] In this embodiment, it also includes switching from streaming the second field of view to streaming the first field of view, which is based on at least one of the following: the game loop of the game console ends; receiving a selection from the user device, which involves an exit action of the game console.

[0164] In this embodiment, the at least one gaming machine includes at least one of: at least one multi-player gaming machine associated with a plurality of gaming stations, adapted to facilitate multi-player game play at the multi-player gaming machine; and one or more single-player gaming machines, each associated with one of the gaming stations.

[0165] One embodiment of a system includes: an application running on a computer device, the application being configured to: stream video output from a camera to a display associated with a user device, wherein the video output captures a first view of a gaming area including one or more gaming stations suitable for playing a game on at least one gaming console; receive a selection from the user device that initiates an action involving the gaming console; and, in response to the selection, switch from streaming the first view to streaming a second view to the user device.

[0166] In this embodiment, the application is further configured to at least: receive a bet indicating a predicted outcome of a game loop associated with the gaming machine from a selection at a user device; and initiate the game loop based on an action performed by a player or dealer at a gaming location.

[0167] In this embodiment, the streaming transmission of the second field of view includes streaming live game output of the game console to the user device.

[0168] An embodiment of a non-transitory computer-readable storage medium containing instructions stored on the medium, 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 view of a gaming area including one or more gaming stations suitable for playing a game on at least one gaming console; receive a selection from the user device to initiate an action involving the gaming console; and, in response to the selection, switch from streaming the first view to streaming a second view to the user device.

[0169] In this embodiment, also included are instructions stored thereon that cause the computing device to at least: operate the gaming machine based on input received at the user device.

[0170] In this embodiment, the first field of view includes the live video output of the gaming area, and the second field of view includes the live gaming output of the gaming machine.

[0171] In this embodiment, the second field of view includes a game interface suitable for game play on the game console; and the non-transitory computer-readable storage medium also includes instructions for receiving a selection within the game interface from a user device; and providing 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 including 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 gaming area on the gaming station, streaming the 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 the gaming input received at the user device.

[0173] In one embodiment, the first field of view captures a game screen on the game station and surrounding components of the game station.

[0174] In one embodiment, the first field of view captures a gaming field comprising a plurality of gaming stations, wherein each of the plurality of gaming stations is selectable from a user device to initiate remote gaming operation.

[0175] In an embodiment, the method further includes transferring game controls from the gaming station to the user device after determining that the second field of view corresponds to the gaming area.

[0176] In an embodiment, the method further includes updating the video output on the display in real time based on player input.

[0177] In an embodiment, the gaming input initiates at least one of a launch command and a seed determination associated with a live game at the gaming station.

[0178] In one embodiment, the player input includes an action performed on a display associated with a user device, wherein the action indicates a selection of a gaming area on the gaming station.

[0179] In an embodiment, the action is at least one of the following: a zoom action, a circle action, or a screen click.

[0180] One embodiment includes: a camera capturing a gaming area including a gaming station, the gaming station, an application running on a user device, the application 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 gaming 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 gaming, and operate the live gaming based on the gaming input received at the user device.

[0181] In one embodiment, the user device includes at least one of a phone, a personal computer (PC), or a gaming device.

[0182] In one embodiment, the gaming station is an electronic table game (ETG).

[0183] In one embodiment, an external controller is included that is connected to a 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 device and the game station are remotely located.

[0186] In one embodiment, the application is also configured to stop streaming video output from the camera when it is determined that the area corresponds to the game screen.

[0187] One embodiment includes non-transitory computer-readable media including instructions stored thereon that 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 gaming 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 an area within the gaming area, determine that the area corresponds to a gaming 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 gaming, and operate the live gaming based on the gaming input received at the user device.

[0188] In one embodiment, the live game is at least one of craps, roulette, blackjack, virtual games, or table games.

[0189] In one embodiment, the player input includes an action performed on a display associated with a user device, wherein the action indicates selection of a gaming area on the gaming station.

[0190] In one embodiment, the first field of view captures at least one of the following: a game screen on the game station and surrounding elements of the game station, or a game field where the game station is located.

[0191] In an embodiment, the instructions also cause 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 it is determined that the 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 view of a live gaming event at a gaming venue; receiving a bet from the user device indicating a predicted outcome of a game loop associated with the live gaming event; initiating the game loop based on an action performed by a player or dealer at the gaming venue; streaming the outcome of the game loop in real time; and determining a bet based on the outcome of the game loop.

[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 a user device, wherein the second field of view is located within the first field of view.

[0194] In one embodiment, the method further includes: determining that the second field of view corresponds to a gaming area on a gaming station; and streaming video output from the gaming station to a display associated with a user device, wherein the video output from the gaming station corresponds to a gaming loop.

[0195] In an embodiment, the method further includes receiving a second bet from a second user device, and determining the second bet based on the result of the game loop.

[0196] In one embodiment, the second user device is a remote user device or a local game station.

[0197] In one embodiment, the action is rolling dice, drawing cards, spinning a roulette wheel, or a slot machine.

[0198] In an embodiment, the game event is at least one of a dice game, a card game, and a roulette game.

[0199] In one embodiment, the method also 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 view within the gaming location.

[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 a player machine; receiving a selection from the user device to initiate a game on the player machine; switching from streaming the live video output to streaming the game output from the player machine to the user device; and operating the player machine based on game input received at the user device.

[0201] In one embodiment, the method further includes reserving a player machine for exclusive use by a player or at least one of a player account associated with a user device.

[0202] In one embodiment, the second player is predetermined to be prevented from operating the player machine for a period of time.

[0203] In one embodiment, the method further includes providing a notification to a user device when the player machine is available for playing the game.

[0204] In one embodiment, the first field of view includes a plurality of player machines that can be used to play games via a user device.

[0205] In one embodiment, the method further includes streaming the live video from the second camera to a display associated with the user device.

[0206] In an embodiment, the method further includes switching between the live video output from the first camera and the live video output from the second camera in response to input received at the user device.

[0207] In one embodiment, it also includes: switching between live video output and live game output.

[0208] In one embodiment, the method also includes: receiving a selection from a user device to change the first field of view; and updating the live video output to stream the second field of view to the user device.

[0209] In one embodiment, the second field of view is at least one of: a gaming area on a player machine, an alternate field of view of a player machine, an area within the first field of view, or a gaming venue.

[0210] In one embodiment, the game is slots, poker, roulette, craps, blackjack, Sic Bo, baccarat, or a casino game.

[0211] An embodiment of a live game includes: a player machine; at least one camera capturing a gaming field including the player machine; and an application running on a user device, the application configured to at least: stream a 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 a selection from the user device to initiate a game on the player machine; switch from streaming the live video output to streaming the game output from the player machine to the user device; and operate the player machine based on game input received at the user device.

[0212] In one embodiment, the invention further includes: a second camera for capturing a second field of view; the application is further configured to stream the second field of view in response to input received at the user device.

[0213] In an embodiment, the second field of view is at least one of: an area within a gaming venue or a gaming area associated with a player machine.

[0214] In one embodiment, the player machine is exclusively accessible to the player or at least one of the player accounts associated with the user device.

[0215] In one embodiment, the user device includes at least one of a smartphone, a personal computer, or a gaming device.

[0216] In one embodiment, the player machine is a slot machine, poker machine, or personal gaming machine.

[0217] In one embodiment, the player machine is located on a gaming floor that includes multiple player machines configured for remote game play.

[0218] One embodiment includes a non-transitory computer-readable storage medium including instructions stored thereon that cause 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 a selection from the user device to initiate a game on the player machine; switch from streaming the live video output to streaming the game output from the player machine to the user device; and operate the player machine based on game input received at the user device.

[0219] In one embodiment, the instructions also cause the computing device to update the first field of view to the second field of view in real time based on player input received from the user device.

[0220] In one embodiment, the second field of view is at least one of: a gaming floor, a gaming area on a player machine, or a live video output from a second camera.

[0221] As previously mentioned, the various features and processes described above can be used independently of one another or combined in various ways. All possible combinations and sub-combinations are intended to fall within the scope of the present invention. In addition, certain method or process blocks may be omitted in some embodiments. The methods and processes described herein are not limited to any particular order, and the blocks or states associated therewith can be performed in other appropriate orders. For example, the blocks or states described may be performed in an order different from that specifically disclosed, or multiple blocks or states may be combined in a single block or state. Example blocks or states may be performed sequentially, in parallel, or in some other manner. Blocks or states may be added to or deleted from the disclosed example embodiments. The example systems and components described herein may be configured differently than described. For example, elements may be added, removed, or reconfigured compared to the disclosed example embodiments.

[0222] As used herein, conditional language such as "may," "could," "might," "can," "for example," and the like, unless expressly stated otherwise or otherwise understood in the context of use, is generally intended to convey that certain embodiments include, while other embodiments do not, certain features, elements, and / or steps. Thus, such conditional language is generally not intended to imply that a feature, element, and / or step is in any way required by one or more embodiments, or that one or more embodiments must include logic for determining, with or without input or prompting from the initiator, whether such feature, element, and / or step is included or will be performed in any particular embodiment. The terms "include," "comprising," "having," and the like are synonymous and used in an open-ended, inclusive manner and do not exclude additional elements, features, actions, operations, and the like. Furthermore, the term "or" is used in its inclusive sense (and not in its exclusive sense). Thus, for example, when used in conjunction with a list of elements, the term "or" means one, some, or all of the elements in the list.

[0223] The present invention describes specific embodiments and their detailed construction and operation. The embodiments described herein are presented by way of illustration only and not limitation. Based on the teachings herein, those skilled in the art will recognize that a range of equivalents to the exemplary embodiments described herein may exist. Most notably, other embodiments are possible, variations may be made to the embodiments described herein, and equivalents may exist to the components, parts, or steps that constitute the described embodiments. For the sake of clarity and brevity, certain aspects of the components or steps of certain embodiments are presented without excessive detail. Where such details are obvious to those skilled in the art based on the teachings herein and / or such details would obscure an understanding of more relevant aspects of the embodiments.

[0224] The terms and descriptions used above are presented by way of illustration only and are not meant to be limiting. Those skilled in the art will recognize that those and many other variations, enhancements, and modifications of the concepts described herein are possible without departing from the underlying principles of the invention. Therefore, the scope of the present invention should be determined solely by the appended claims and their equivalents.

[0225] 100: Live Game System 110: Roulette Machine / Game Machine 120: Central display 130:Game Station 200: Graphical User Interface / GUI 210: Account Information 220: Felt betting area 230: Virtual Chips 240: Game amount update area 250: Status update area 260: Historical Data Area 300: Game area 302: Dice Shooter 304: Dealer 306: Dice Area 310: Gambling Table 320: Long stick 322: Screen 324: Local players 340:Game Station 360: Camera 400: Remote player device 410: Specific Selection 420: First Vision 430: Screen 440:Device screen 510: frame 520: frame 530: frame 540: frame 550: frame 600: Game Station 601: Top 602: Upper section 603: Next paragraph 604: bottom 606: bottom 608:Gel armrest 610: Control the bottom 612: Gel LED module 614: Ambient LED 616: Cash / Credit Card / Card Acceptance / Payment Institution 618: Display 620: Speaker 622: pedal 702: Additional speakers 703: Upper section 704: Speaker 705: bottom section 708: Speaker 710: Speaker 740: Top cover 750: Seat 800:Dice game machine top cover 802: Perspective segment 803: Baccarat game 804:21 o'clock 806: Card Institution 812: Vertical Roulette Wheel Game Machine 814: Roulette Wheel 816:Signage 822: Roulette Wheel 824:Signage 828: Additional display 900: Casino gambling area 922: Screen 940: Game Station 960a: Camera 960b: Camera 960c: Camera 960d: Camera 1000: User device 1010:Select 1020: Live video feed 1030: Live Game Output 1040: Device screen 1050: Vision 1110: frame 1120: frame 1130: frame 1140: frame

Claims

1. A method for live gaming, comprising: The video output is streamed 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, including one or more game stations adapted to play games on at least one game console, the at least one game console providing a game interface including a visual display screen through which the game is operated; receiving an action selection initiated by the user device involving the game console; in response to the selection, determining, based on the game interface, a second field of view corresponding to the game interface of the selected game station; switching the streaming source from the camera to live game output generated by the game console for the game interface, or switching to video output of the game interface captured by the second camera; transferring game control of the selected game station to the user device; switching from streaming the first field of view to streaming the second field of view to the user device, and enabling remote operation of the game interface through the second field of view; and switching back to streaming the first field of view after the game loop ends.

2. The method as described in claim 1, wherein the selection, which initiates an action relating to the game console, includes at least one of the following operations performed on the user device: selecting a particular game station among the one or more game stations suitable for playing games on the game console; and magnifying the first field of view to the particular game station among the one or more game stations suitable for playing games on the game console.

3. The method as described in claim 2, wherein streaming the second field of view to the user device includes at least one of the following: streaming the live game output of the game console displayed at the particular game station; and streaming video output from a particular camera, which is the camera or another camera adapted to capture the second field of view such that it presents at least a portion of the game interface of the particular game station, wherein at least a portion of the live game output of the game console appears.

4. The method as described in claim 1, wherein streaming the second field of view includes streaming the live game output of the game console to the user device.

5. The method of claim 4, wherein the streaming of the live game output of the game console includes at least one of the following: streaming the live game output obtained from the game console; streaming the video output from a specific camera, the specific camera being the camera or another camera, the second field of view at least partially capturing the live game output of the game console and being narrower than the first field of view.

6. The method as described in claim 4, wherein the second field of view includes an area of ​​a particular game station adapted to play a game on the game console; and wherein the area of ​​the particular game station includes at least a portion of the game interface adapted to play a game on the game console.

7. The method as described in claim 6, wherein the area of ​​the particular game station further includes the area of ​​the game station surrounding the game interface.

8. The method as described in claim 1, wherein the selection to initiate an action further includes the selection to initiate a game at the game console.

9. The method as described in claim 1, wherein the second view presents the game interface adapted to play a game on the game console; and wherein 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 as described in claim 1, further comprising receiving a selection from the user device, which initiates a bet based on the result of a game played on the game console by a local player in real time.

11. The method as described in claim 1, further comprising switching from streaming the second view to streaming the first view, based on at least one of the following: termination of the game loop at the game console; and receiving an option from the user device to exit the action involving the game console.

12. The method as described in claim 1, wherein at least one game machine comprises at least one of the following: at least one multiplayer game machine associated with a plurality of the game stations, adapted to facilitate multiplayer gameplay on the multiplayer game machine; and one or more single-player game machines, each associated with one of the game stations.

13. A system for live gaming, comprising: An application operating on a computer device, the application being configured to at least: stream video output from a camera to 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 suitable for playing games on at least one game console, the at least one game console providing a game interface including a visual display screen by which the game is operated; receive from the user device a selection to initiate an action involving the game console; in response to the selection, determine, based on the game interface, a second field of view corresponding to the game interface of the selected game station; switch the streaming source from the camera to live game output generated by the game console for the game interface, or to video output of the game interface captured by the second camera; transfer game control of the selected game station to the user device; switch from streaming the first field of view to streaming the second field of view to the user device, and remotely operate the game interface through the second field of view; and switch back to streaming the first field of view after the game loop ends.

14. The system as described in claim 13, wherein the application is further configured to: receive bets from selections on the user device indicating predicted results of game cycles associated with the game machine; and initiate the game cycle based on actions performed by the player or dealer at the game location.

15. The system as described in claim 13, wherein streaming the second field of view includes streaming the live game output of the game console to the user device.

16. A non-transitory computer-readable storage medium for live gaming, comprising 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 suitable for playing a game on at least one game console, the at least one game console providing a game interface including a visual display screen by which the game is operated; receive from the user device a selection to initiate an action involving the game console; in response to the selection, determine, based on the game interface, a second field of view corresponding to the game interface of the selected game station; switch the streaming source from the camera to live gaming output generated by the game console for the game interface, or to video output of the game interface captured by a second camera; transfer game control of the selected game station to the user device; Switch from streaming the first view to streaming the second view to the user device, and use the second view to perform remote operation of the game interface; and switch back to streaming the first view after the game loop ends.

17. The non-transitory computer-readable storage medium as described in claim 16, further comprising instructions stored thereon that cause the computing device to at least: operate the game console based on input received at the user device.

18. The non-transitory computer-readable storage medium as described in claim 16, wherein the first field of view includes the live video output of the game area, and wherein the second field of view includes the live game output of the game console.

19. The nontransitory computer-readable storage medium as described in claim 16, wherein the second field of view includes the game interface adapted to play a game on the game console; and wherein the nontransitory computer-readable storage medium further includes instructions that receive a selection within the game interface from the user device; and provide instructions that operate the game console according to the second selection.

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