Gaze-Controlled 3D Game Element Z-Coordinate Adjustment

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Solution Overview

Problem

Electronic gaming machines (EGMs) face challenges in providing intuitive and functional interaction methods as they become more complex, especially with the increasing demand for immersive three-dimensional displays, requiring innovative solutions to enhance player engagement and interaction.

Innovation Solution

The implementation of a method that includes displaying three-dimensional game components with adjustable apparent spatial positions based on viewer gaze direction, providing tactile and audible feedback through gaze detection and haptic feedback systems, allowing players to interact with virtual objects in mid-air.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Illumination intensity

If the size of video display screens and complexity of content are increased to provide more immersive gaming experience, then the gaming attractiveness and immersion are improved, but the intuitiveness and ease of interaction deteriorate

Engineering Contradiction:
Improvevisual immersionVSAvoidinteraction intuitiveness
Core Design Contradiction:
Illumination intensityVSEase of operation

Solution Approach 1:

The patent replaces traditional mechanical interaction methods (physical buttons, touch screen contact) with a gaze-based control system. The eye tracking system detects player gaze direction and automatically selects game elements, substituting the need for physical interaction with visual attention alone. This resolves the contradiction by maintaining complex visual displays while simplifying interaction to mere looking.

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

Solution Approach 2:

The system allows the player's natural gaze direction to automatically control game element selection without requiring additional manual input. The game interface self-adjusts based on where the player is looking, eliminating the need for separate control actions and making interaction as intuitive as natural viewing behavior.

Inventive Principle:
Principle #25Self-service

2Ease of manufacture

If traditional button or touch interface methods are used for complex three-dimensional game components, then the interaction method is simple to implement, but the player engagement and immersion are reduced

Engineering Contradiction:
Improveimplementation simplicityVSAvoidplayer engagement
Core Design Contradiction:
Ease of manufactureVSAdaptability or versatility

Solution Approach 1:

The patent adds a new dimension of interaction by incorporating eye tracking data into the control system. Instead of relying solely on two-dimensional touch screen coordinates or physical button positions, the system uses three-dimensional gaze direction data to map player attention to game element selection, creating a more immersive and adaptable interaction method.

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

Solution Approach 2:

The eye tracking system serves multiple functions: it detects player attention for automatic selection, provides visual feedback about selected elements, and enables interaction with complex three-dimensional game components. This multi-functional approach increases player engagement while maintaining implementation feasibility through a single integrated system.

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

Data Source

PatentUS10512839B2Interacting with three-dimensional game elements using gaze detection
Publication Date: 2019.12.24 INTERNATIONAL GAME TECHNOLOGY INC
  • US10512839B2 patent drawing
  • US10512839B2 patent drawing
  • US10512839B2 patent drawing

AI summary

A method of operating an electronic gaming machine includes displaying a three-dimensional game component to a viewer of the electronic gaming machine, wherein the three-dimensional game component is generated to have an apparent spatial position having coordinates including a z-coordinate in a direction extending toward the viewer; detecting a gaze direction of the viewer; comparing the gaze direction of the viewer to the apparent spatial position of the three-dimensional game component; determining that the gaze of the viewer is directed toward the three-dimensional game component; and responsive to determining that the gaze of the viewer is directed toward the three-dimensional game component, changing the z-coordinate of the apparent spatial position of the three-dimensional game component.