Gaze-Aware 3D Avatar Tracking for Electronic Gaming Machines

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Current electronic gaming systems lack innovative ways to engage players, as they primarily rely on static interfaces and limited player interaction, failing to fully utilize body and eye movements to enhance the gaming experience.

Innovation Solution

The implementation of a computer device and method that uses a camera to track player movements, analyzing data to generate avatar movement data, allowing 3D avatars to mimic or react to player motions, and enabling networked gaming machines to share and synchronize these movements, creating a dynamic and immersive three-dimensional gaming environment.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If traditional static interfaces are used in electronic gaming systems, then device complexity is reduced, but player engagement and interaction are limited

Engineering Contradiction:
Improveplayer engagementVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent replaces traditional mechanical control systems (buttons, levers) with an optical tracking system using cameras and image processing algorithms. The camera captures player movements, and software algorithms translate these into game control signals, eliminating the need for physical controls while enhancing engagement.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Solution Approach 2:

The patent introduces an intermediary processing layer between the player and the game system. The camera and image processing software act as intermediaries that capture raw movement data, interpret it, and convert it into meaningful game commands, enabling natural interaction without direct mechanical contact.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Ease of operation

If body and eye movement tracking is implemented, then player interaction is enhanced, but device complexity increases

Engineering Contradiction:
Improveplayer interactionVSAvoidsystem complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system uses the player's own body and eye movements as the control interface, eliminating the need to learn complex control mechanisms. The camera automatically tracks natural movements, and the software autonomously interprets these movements into game commands, making the system self-adapting to player behavior.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The camera system serves multiple functions: it captures player movements, tracks eye direction, monitors body position, and provides visual feedback. This single component performs what would traditionally require multiple specialized sensors and control systems, reducing overall complexity while enhancing interaction.

Inventive Principle:
Principle #6Universality (Multi-functionality)

3Adaptability or versatility

If 3D avatars are used to mimic player movements, then immersion is increased, but processing requirements and device complexity increase

Engineering Contradiction:
ImproveimmersionVSAvoidprocessing complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system creates a virtual copy (3D avatar) that replicates the player's physical movements and gestures. The avatar mirrors the player's actions in real-time, providing visual feedback and enhancing immersion. This copying approach allows the game to respond naturally to player input without requiring complex physics simulations or artificial intelligence.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent transitions from 2D screen interaction to 3D spatial representation by introducing avatars that move in three-dimensional space. This adds a new dimension to the gaming experience, allowing players to interact with the game world through natural physical movements rather than flat touchscreen gestures.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

4Adaptability or versatility

If networked gaming machines share avatar movement data, then competition and engagement are increased, but data transmission complexity and device complexity increase

Engineering Contradiction:
ImprovecompetitionVSAvoidnetwork complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent combines multiple gaming machines into a networked system where avatar movement data is shared across all devices. This allows players to see and compete against each other's avatars in real-time, creating a social gaming experience. The network infrastructure merges individual game instances into a unified multiplayer environment.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The networked system provides real-time feedback by transmitting avatar movement data across the network. Players receive immediate visual feedback of their own avatar movements and can observe other players' actions, enabling competitive interaction and strategic decision-making based on real-time information.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS9799161B2Enhanced electronic gaming machine with gaze-aware 3D avatar
Publication Date: 2017.10.24 IGT CANADA SOLUTIONS ULC
  • US9799161B2 patent drawing
  • US9799161B2 patent drawing
  • US9799161B2 patent drawing

AI summary

A computer device and method for displaying a 3D avatar and causing the 3D avatar to move are provided. The computer device may be an electronic gaming machine, and comprises a camera which can be used to collect data on the movement of a player of an electronic game. The movements of the player may then be analyzed and used to generate avatar movement data for moving the 3D avatar. The 3D avatar may mimic the motions of the player, or may react to the player's motions in complimentary fashion. Additionally, the electronic gaming machine may be networked to other like electronic gaming machines, which may share avatar movement data amongst themselves.