US20060166727A1 - Gaming machine with proximity-sensitive input device - Google Patents
Gaming machine with proximity-sensitive input device Download PDFInfo
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- US20060166727A1 US20060166727A1 US11/041,339 US4133905A US2006166727A1 US 20060166727 A1 US20060166727 A1 US 20060166727A1 US 4133905 A US4133905 A US 4133905A US 2006166727 A1 US2006166727 A1 US 2006166727A1
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- proximity
- layer
- dielectric material
- gaming machine
- wagering game
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
- G07F17/3204—Player-machine interfaces
- G07F17/3209—Input means, e.g. buttons, touch screen
Definitions
- This patent application pertains generally to gaming devices, and more particularly to a gaming device including a proximity sensitive screen.
- Modern gaming devices such as slot machines typically include a user interface that allows a game patron to interact with a computer.
- Some gaming machines include a touch screen interface.
- a touch screen interface is placed in front of a display device.
- the touch screen is generally transparent, so that a gaming patron can see through the touch screen to an image presented on the display device.
- the touch screen is typically coupled to a computer system that controls the display device, so that user input through the touch screen can be coordinated with information presented on the display device.
- One embodiment of a gaming machine includes a processor circuit to administer a wagering game, a layer of dielectric material having an outer surface, and a proximity-sensitive input device including a proximity sensor to detect through the layer of dielectric material an object proximate the outer surface of the layer, the proximity-sensitive input device communicatively coupled to the processor circuit, wherein the proximity-sensitive input device is configured to receive an input relating to the wagering game.
- a gaming machine includes a means for displaying information relating to a wagering game, a layer of dielectric material having an inner surface and an outer surface, the inner surface facing the means for displaying information, means for sensing an object proximate the outer surface of the layer of dielectric material to receive an input relating to the wagering game, and means for administering a wagering game in response to the input relating to the wagering game, the means for administering the wagering game communicatively coupled to the means for displaying information relating to the wagering game.
- An example of a method of making a gaming device includes mounting a slot machine display device in an interior of a cabinet, coupling a projected capacitance sensor system to an inner surface of a layer of dielectric material, and coupling the layer of dielectric material to the cabinet, the inner surface of the layer of dielectric material facing the slot machine display device, wherein the projected capacitance sensor system is configured to receive an input through the layer of dielectric material.
- FIG. 1A is a perspective view of an embodiment of a video gaming machine including a proximity-sensitive input device.
- FIG. 1B is a front view of a video display and a proximity sensitive input device.
- FIG. 1C is a front view of an embodiment of another video gaming machine including a proximity-sensitive input device.
- FIG. 1D is a perspective view of an embodiment of a video gaming machine that has two electronic displays and at least one proximity-sensitive input device.
- FIG. 1E is a perspective view of an embodiment of a gaming machine that includes mechanical reels and a proximity-sensitive input device.
- FIGS. 2A and 2B are side views of an embodiment of a gaming machine that includes mechanical reels and a video display.
- FIG. 3 is a schematic representation of an exemplary gaming device.
- FIG. 4A is a schematic illustration of one embodiment of a projected-capacitance sensor system.
- FIG. 4B is a schematic illustration of a bottom view of the illustration of 4 A.
- FIG. 5A is a side-view of a proximity-sensitive film and a layer of dielectric material.
- FIG. 5B is a side-view of a projected-capacitance sensor grid and a layer of dielectric material.
- FIG. 6 is a schematic illustration of proximity-sensitive input device and an exemplary volumetric display.
- FIG. 7 is a schematic illustration of a method of making a gaming device.
- FIG. 8 is a schematic illustration of a method of receiving input from a projected-capacitance sensor grid.
- FIG. 9 is a cut-away partial perspective view a proximity-sensitive input device between a glass plate and a flat-screen display.
- FIG. 10 is a cross-sectional view of a light tower and a proximity-sensitive device.
- embodiments of the invention include any variety of combinations and/or integrations of the embodiments described herein.
- the phrase “exemplary embodiment” means that the embodiment being referred to serves as an example or illustration. Embodiments are also referred to herein as “an example” or “examples.”
- an exemplary gaming machine 2 administers a wagering game.
- the gaming machine 2 includes a cabinet 4 and a display device 6 that is typically mounted to the cabinet 3 .
- the display device 6 includes a liquid crystal display (LCD), plasma screen, a cathode ray tube (CRT), volumetric display, or other type of display.
- One or more central processing units (CPU's) interact with a memory circuit and data storage to present a wagering game on the display 6 .
- the gaming device 2 receives input from a player through at least one proximity-sensitive input device 8 , which is typically transparent but is shown with a dotted line for purposes of illustration.
- An example of a proximity-sensitive input device is available from Binstead Designs Ltd. of Nottingham, England.
- Some gaming device embodiments also include buttons 7 .
- the gaming device receives payment for game play through one or more payment mechanisms, such as a card slot 10 , a cash slot 12 , or a coin slot 14 .
- the device provides a payoff in a coin tray 16 or on a card through card slot 10 .
- a proximity-sensitive input device 8 is mounted in front of the display device 6 .
- a portion of the display 6 that corresponds with a gaming-related option is selectable by placing a conductive object such as a finger proximate a region of the proximity sensitive input device that is associated with the option.
- a virtual button 19 on the display device 6 is labeled “Bet One” and is associated with a betting option where a patron makes a one-credit bet.
- the virtual button 19 is selectable by placing a finger proximate a region 18 of the proximity-sensitive input device.
- Bet Max 21 Another virtual button on the display device 6 is labeled “Bet Max” 21 and is associated with a second betting option where a patron makes a maximum bet.
- the “Bet Max” button is selectable by placing a finger proximate region 20 of the proximity-sensitive input device.
- the proximity-sensitive input device 8 is used to position a pointer on the display 6 .
- a proximity-sensitive input device 22 is located outside the visible playing field defined by the electronic display 6 .
- a proximity-sensitive input device 22 extends over a portion of the front of the cabinet that is marked with the options “Collect” and “Call Attendant.”
- the proximity-sensitive input device is behind a sheet of glass 23 .
- artwork on the glass includes the “collect” and “call attendant” markings.
- the glass 23 is backlit. Portions of the proximity-sensitive input device 22 around the “collect and “call attendant” markings are selectable to collect winnings or call an attendant.
- the location and arrangement of these selectable options on the cabinet 4 is merely exemplary, and other locations and arrangements are possible.
- FIG. 1B illustrates a proximity-sensitive device 100 and a video display 105 showing an exemplary image 106 from a wagering game.
- the display includes virtual buttons including a collect button 110 , a help button 115 , a pay table button 120 , a spin reels button 125 , a max bet button 130 , a change denomination button 135 , a select lines button 140 , and a bet per line button 145 .
- the proximity-sensitive device receives input based upon placement of an object such as a finger proximate one of the buttons.
- the proximity-sensitive device can receive an input from a patron to change denomination when the patron places a finger proximate the “change demon” button 135 .
- the collect button 110 allows a patron to cash out credits remaining on a credit meter
- the help button 115 allows a patron to access a help screen
- the pay table button 120 shows the pay table for various bets
- the spin reels button 125 spins the reels to play a game
- the max bet button 130 inputs a wager for a maximum bet (e.g. bet all lines)
- the select lines button 140 allows a patron to select the number of lines to play
- the bet per line button 145 allows a patron to enter a bet for lines individually.
- buttons are located outside the field of view of the electronic display.
- the “Call Attendant” button 150 is located outside the field of view of the display.
- the call attendant button 150 includes artwork on a glass. In an example, the artwork is backlit.
- FIG. 1C shows a gaming machine 24 .
- a video display device 26 displays a video image 25 and that includes virtual buttons 27 that are selectable through a proximity-sensitive input device 29 .
- the proximity-sensitive input device 29 extends beyond the field of view of the video display, so that a portion 28 of the gaming machine below the video display is selectable through the proximity-sensitive input device 29 .
- gaming inputs are selectable through buttons 31 on the lower portion 28 .
- the buttons 31 include artwork on a backlit glass.
- FIG. 1D another example of a video gaming machine 30 includes a cabinet 32 containing two video displays 34 and 36 .
- a first proximity-sensitive input device 38 is mounted in front of video display 34 and a second proximity-sensitive input device 40 is mounted in front of video display 36 .
- a proximity-sensitive input device 42 is also mounted over or within a light tower 44 .
- the light tower 44 includes a light source and a layer of dielectric material 46 extending around the light source, and the proximity-sensitive input device 42 is positioned between the light source and the layer of dielectric material.
- a cross-section of an exemplary light tower is shown in FIG. 10 .
- the proximity-sensitive input device 42 on the light tower is coupled to a controller that switches the color of the light in the light tower to communicate a parameter of the game, such as the minimum bet.
- the color of the light tower can be changed by an attendant by touching the light tower proximate the input device.
- light tower 44 is positioned so that it is reachable by a patron to select an input.
- the artwork in the top glass 37 or belly glass 39 is selectable or changeable by an attendant through a proximity-sensitive input device.
- the art work in the top glass is selectable or changeable by touching a proximity-sensitive input device proximate the top glass.
- a contiguous sheet of glass covers the artwork in the top glass 37 and the video display 36 .
- a proximity-sensitive input device is configured under the top glass.
- the “5000 coins” jackpot or the “1500 coins” bonus game payoff is changeable through a proximity sensitive input device.
- video displays 34 and 36 are shown stacked vertically in FIG. 1D , it will be appreciated that the displays are stackable side by side. In another example, more than two video displays are used.
- FIG. 1E another example of a gaming machine 60 has three mechanical spinning reels 62 , 64 , 66 .
- the reels 62 , 64 , 66 are rotated and stopped to randomly place symbols on the reels in visual association with a display area 68 .
- Payouts are awarded based on combinations and arrangements of the symbols appearing in the display area 68 .
- the gaming device may, for example, include five paylines in the form of three horizontal lines and two diagonal lines.
- the gaming machine 60 includes a proximity-sensitive input device 70 that is mounted in front of the reels 62 , 64 , 66 .
- a proximity-sensitive input device 70 that is mounted in front of the reels 62 , 64 , 66 .
- five buttons 72 , 74 , 76 , 78 , 80 corresponding to five pay lines appear on the display area proximate the three mechanical reels.
- the buttons 72 , 74 , 76 , 78 , 80 correspond to selectable regions of the proximity-sensitive input device 70 .
- buttons 110 , 115 , 120 , 125 , 130 , 135 , 140 which appear in FIG. 1B also appear on the display area proximate the three mechanical reels.
- the location of the buttons is indicated by a marking on a layer of dielectric material that extends over the proximity-sensitive input device.
- the buttons are printed or etched on the layer of dielectric material.
- a marked film is overlaid on the layer of dielectric material.
- the gaming device 10 also includes optional electro-mechanical buttons 81 .
- the gaming device 10 also includes an electronic display 82 .
- a bonus game is triggered by a start-bonus outcome in the wagering game and administered through the electronic display 82 .
- a second proximity-sensitive input device 84 extends over the electronic display.
- the gaming device 60 also includes a video display (see FIGS. 2A and 2B ) that provides a video image 86 in the display area 68 .
- the video image 86 appears to the patron to blend or interact with the reels 62 , 64 , 66 .
- the buttons 72 , 74 , 76 , 78 , 80 are part of the video image 86 .
- the video image 86 is interactive with the reels 62 , 64 , 66 .
- the video image also includes other buttons, such as the “collect,” “help,” and other buttons shown in FIG. 1B .
- options associated with the buttons are selectable through the proximity-sensitive input device.
- FIG. 2A shows a partially cut-away side view of a portion of game machine 60 shown in FIG. 1E .
- the video image 86 is generated by a flat panel transmissive video display 88 positioned in front of reels 62 , 64 , 66 , which are visible through the display.
- reels 64 , 66 are aligned behind reel 62 and thus are not visible in FIG. 2A .
- the transmissive display 88 is a transmissive liquid crystal display (LCD).
- the proximity-sensitive input device 70 is mounted between the display 88 and the reels 62 , 64 , 66 .
- the proximity-sensitive screen is mounted to a back surface 90 of the display 88 .
- the proximity-sensitive input device contains regions that correspond to buttons 72 , 74 , 76 , 78 , 80 denoted by the image on the display 88 .
- the proximity-sensitive input device 70 is mounted to a front surface of the display 88 , and the display is positioned behind a plate of glass, as illustrated in FIG. 9 .
- FIG. 2B shows a partially cut-away side view of a portion of an alternate configuration of the game machine 60 shown in FIG. 1E , where the video image 86 is a virtual image.
- the virtual image is preferably generated by a projection arrangement including a video display 92 and a partially reflective mirror 94 .
- the video display 92 and the partially reflective mirror 94 are positioned to project the virtual image through a proximity-sensitive input device 70 and a transparent plate 87 .
- the video display 92 is preferably mounted below the reels 62 , 64 , 66 . Reels 64 and 66 are aligned behind reel 62 and are not visible in FIG. 2B .
- the mirror 94 is preferably mounted in front of the reels 62 , 64 , 66 and is oriented at approximately a forty-five degree angle relative to the video display 92 and the display area 68 .
- the display area 16 includes a layer of dielectric material, such as a glass cover or window.
- the proximity-sensitive input device 70 is coupled to an inside surface 91 of the transparent plate 87 . Alternatively, the proximity-sensitive input device 70 is integrated into the transparent plate 91 .
- the gaming machines are shown as “upright” versions in which a display is oriented generally vertical relative to the player.
- the gaming machine is a “slant-top” version in which a display is slanted at about a thirty-degree angle toward the player.
- FIG. 3 shows a schematic representation of an exemplary gaming device.
- a game can be played through a CPU 305 that is coupled to a memory circuit 310 and data storage 315 such as a hard drive.
- a network interface 320 allows the gaming device to interact with a server (not shown in FIG. 3 ) to coordinate multiple devices, for example, in a progressive jackpot environment.
- An optional mechanical reel 350 presents game results to a patron.
- a display device 325 presents game choices or results to a patron. In an example, advertisements, entertainment, or videos are also presented on the display device.
- a proximity-sensitive input device 330 allows input from a game patron.
- the proximity-sensitive input device 330 includes a projected-capacitance sensor system.
- one or more addition other input device 337 are also be provided and coupled to the CPU 305 .
- a payment mechanism 340 receives payment for game play through on or more of coins, bills, cash-value cards, or credit cards, network-based password systems.
- a payoff mechanism 345 pays a gaming patron in coins, bills, and/or a cash-value card. In one example, a balance is maintained on an account associated with a tracking card.
- a switch 335 allows the gaming device to be shut off.
- FIGS. 1A-1E , FIGS. 2A-2B , and FIG. 3 are merely examples.
- FIG. 4A is a schematic illustration of an example of a projected-capacitance sensor system 400 coupled to a processor 425 .
- the sensor system 400 includes a sensor grid 405 and one or more layers of dielectric material 406 .
- the sensor grid 405 includes a plurality of conductors 410 .
- the sensor grid 405 includes a first group of conductors 415 and a second group of conductors 420 that is separated from the first group of conductors by a layer of dielectric material 430 , shown in FIG. 4B .
- the conductors 410 shown in FIGS. 4A and 4B are schematic illustrations and are not drawn to scale.
- the first group of conductors 415 is orthogonal to the second group of conductors 420 .
- the conductors 410 are assembled in a laminated structure between three layers of dielectric material 430 , 435 , 440 , as shown in FIG. 4B .
- the layers 430 , 435 , 440 are flexible dielectric film, and the layers and conductors together form a flexible sensor film.
- one or more of the layers 430 , 435 , 440 is glass.
- the conductors are deposited, embedded, or assembled into a glass structure.
- the conductors 410 are made from silver or a metal oxide such as indium oxide.
- a low-voltage AC signal is applied to the conductors 410 .
- the low-voltage AC signal creates an electrostatic field.
- a capacitance forms between the object and one or more conductors 410 in the sensor grid 405 , which disturbs the electric field.
- the disturbance of the electric field by the conductive object is detectable through two or more of the conductors.
- a processor circuit 425 that is electrically coupled to the conductors determines the location of the object relative to the conductors 410 . In an example, the processor circuit 425 also administers the wagering game.
- FIG. 5A shows a side-view of a proximity-sensitive film 501 that includes a projected capacitance sensor system, such as the system 400 shown in FIGS. 4A-4B .
- the proximity-sensitive film is coupled to a layer of dielectric material 505 .
- a conductive object 520 is detectable through the layer of dielectric material 505 by the proximity-sensitive film 501 .
- the conductive object is a finger 520 .
- the proximity-sensitive film 501 is electrically coupled to a processor 540 .
- the sensor film 501 and one or more layers of dielectric material 530 are mounted in a gaming machine.
- the layer of dielectric material protects the proximity-sensitive film by providing a barrier between the sensor film and the outside environment proximate the outer surface 530 of the layer of dielectric material.
- the layer of dielectric material is a glass plate.
- an optional second layer of dielectric material 510 such as a second glass plate or a front surface of a display, is provided behind the sensor film 501 , so that the sensor film is sandwiched between the two layers of dielectric materials.
- conductors 525 , 530 are integrated into the layer of dielectric material 505 .
- FIGS. 4A, 4B , 5 A, and 5 B are schematic representations and are not necessarily shown to scale.
- FIG. 6 shows a schematic illustration of proximity-sensitive input device 605 assembled with an exemplary volumetric display 610 .
- the volumetric display 610 includes a hollow transparent sphere 615 and a rotating projection screen 620 inside the sphere.
- One or more high-speed projectors displays an image on the rotating screen 620 to create the illusion of a three-dimensional object in the sphere 615 .
- the sphere 615 is made of glass.
- the proximity-sensitive device 605 includes a proximity-sensitive film that includes a projected-capacitance sensor grid.
- the proximity-sensitive film is attached to the inner surface of the glass, as shown on flat glass in FIG. 5A .
- a proximity-sensitive sensor grid is integrated into the glass, as shown in FIG. 5B .
- a conductive object such as a finger is detectable by the proximity-sensitive device through the glass sphere.
- the proximity-sensitive input device is coupled to a processor that receives input based upon detection of a conductive object such as a finger at a location proximate the outer surface of the sphere.
- FIG. 7 illustrates a method 700 of receiving input from a projected-capacitance sensor grid.
- a projected-capacitance sensor grid detects the location of a conductive object such as a finger. For example, X and Y coordinates of the object are determined based upon disruption of an electric field by the presence of a conductive object proximate conductors at known X and Y coordinates.
- a game input is determined based upon the detected location of the conductive object.
- a wagering game is played using the input received from the projected-capacitance sensor grid.
- FIG. 8 illustrates a method 800 of making a gaming device.
- a slot machine display device is mounted in an interior of a cabinet.
- the slot machine display device includes a mechanical stepper reel.
- the slot machine display device includes an electronic display device, such as a LCD display, CRT display, or volumetric display.
- a projected capacitance sensor grid is coupled to an inner surface of a layer of dielectric material.
- the layer of dielectric material is coupled to the cabinet with the inner surface of the layer of dielectric material facing the slot machine display device. The projected capacitance sensor grid is protected by the layer of dielectric material and receives an input through the layer of dielectric material.
- the projected capacitance sensor grid is coupled to the layer of dielectric material before the layer of dielectric material is coupled to the cabinet. In another example, the projected capacitance sensor grid is coupled to the layer of dielectric material after the layer of dielectric material is coupled to the cabinet. In an example, at least a portion of the projected capacitance sensor grid is deposited directly on the layer of dielectric material. In another example, the projected capacitance sensor grid includes layers of conductors laminated in layers of dielectric film. In an example, the laminated dielectric film is coupled to the layer of dielectric material.
- a proximity-sensitive input film 905 is mounted in a cabinet 900 between a protective glass plate 910 and a flat-screen display 915 , such as an LCD display.
- the proximity-sensitive film 905 is applied to the back side 911 of the glass plate 910 .
- the proximity-sensitive film 905 is attached to a front surface 916 of the display 915 .
- a gaming machine is retrofitted with a proximity-sensitive input film by attaching the proximity-sensitive film 905 to the glass 910 or display 915 .
- FIG. 10 shows a cross-sectional view of a light tower 1005 that includes a proximity-sensitive input device 1020 .
- the light tower includes a transparent or translucent dielectric shell 1010 and a light source 1015 inside the shell.
- the proximity-sensitive input device is a projected-capacitance sensor film 1020 that is situated on an inner surface of the shell 1010 .
- a conductive object such as a finger or hand is detectable by the film through the dielectric shell.
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Abstract
Description
- A portion of the disclosure of this patent document contains material that is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent document or the patent disclosure, as it appears in the Patent and Trademark Office patent files or records, but otherwise reserves all copyright rights whatsoever. The following notice applies to the software and data as described below and in the drawings that form a part of this document: Copyright 2005, WMS Gaming, Inc. All Rights Reserved.
- This patent application pertains generally to gaming devices, and more particularly to a gaming device including a proximity sensitive screen.
- Modern gaming devices such as slot machines typically include a user interface that allows a game patron to interact with a computer. Some gaming machines include a touch screen interface. Typically, a touch screen interface is placed in front of a display device. The touch screen is generally transparent, so that a gaming patron can see through the touch screen to an image presented on the display device. The touch screen is typically coupled to a computer system that controls the display device, so that user input through the touch screen can be coordinated with information presented on the display device.
- One embodiment of a gaming machine includes a processor circuit to administer a wagering game, a layer of dielectric material having an outer surface, and a proximity-sensitive input device including a proximity sensor to detect through the layer of dielectric material an object proximate the outer surface of the layer, the proximity-sensitive input device communicatively coupled to the processor circuit, wherein the proximity-sensitive input device is configured to receive an input relating to the wagering game.
- Another example of a gaming machine includes a means for displaying information relating to a wagering game, a layer of dielectric material having an inner surface and an outer surface, the inner surface facing the means for displaying information, means for sensing an object proximate the outer surface of the layer of dielectric material to receive an input relating to the wagering game, and means for administering a wagering game in response to the input relating to the wagering game, the means for administering the wagering game communicatively coupled to the means for displaying information relating to the wagering game.
- An example of a method of making a gaming device includes mounting a slot machine display device in an interior of a cabinet, coupling a projected capacitance sensor system to an inner surface of a layer of dielectric material, and coupling the layer of dielectric material to the cabinet, the inner surface of the layer of dielectric material facing the slot machine display device, wherein the projected capacitance sensor system is configured to receive an input through the layer of dielectric material.
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FIG. 1A is a perspective view of an embodiment of a video gaming machine including a proximity-sensitive input device. -
FIG. 1B is a front view of a video display and a proximity sensitive input device. -
FIG. 1C is a front view of an embodiment of another video gaming machine including a proximity-sensitive input device. -
FIG. 1D is a perspective view of an embodiment of a video gaming machine that has two electronic displays and at least one proximity-sensitive input device. -
FIG. 1E is a perspective view of an embodiment of a gaming machine that includes mechanical reels and a proximity-sensitive input device. -
FIGS. 2A and 2B are side views of an embodiment of a gaming machine that includes mechanical reels and a video display. -
FIG. 3 is a schematic representation of an exemplary gaming device. -
FIG. 4A is a schematic illustration of one embodiment of a projected-capacitance sensor system. -
FIG. 4B is a schematic illustration of a bottom view of the illustration of 4A. -
FIG. 5A is a side-view of a proximity-sensitive film and a layer of dielectric material. -
FIG. 5B is a side-view of a projected-capacitance sensor grid and a layer of dielectric material. -
FIG. 6 is a schematic illustration of proximity-sensitive input device and an exemplary volumetric display. -
FIG. 7 is a schematic illustration of a method of making a gaming device. -
FIG. 8 is a schematic illustration of a method of receiving input from a projected-capacitance sensor grid. -
FIG. 9 is a cut-away partial perspective view a proximity-sensitive input device between a glass plate and a flat-screen display. -
FIG. 10 is a cross-sectional view of a light tower and a proximity-sensitive device. - Methods and apparatus for providing gaming machines incorporating a proximity-sensitive input device are described in this application. In the following description, numerous specific details are set forth. However, it is understood that embodiments of the invention may be practiced without these specific details. In other instances, well-known circuits, structures, and techniques have not been shown in detail in order to avoid obscuring the understanding of this description. Note that in the description, references to “one embodiment” or “an embodiment” mean that the feature being referred to is included in at least one embodiment of the invention. Further, separate references to “one embodiment” in this description do no necessarily refer to the same embodiment. However, neither are such embodiments mutually exclusive, unless so stated and except as will be readily apparent to those of ordinary skill in the art. Thus, embodiments of the invention include any variety of combinations and/or integrations of the embodiments described herein. Moreover, in this description, the phrase “exemplary embodiment” means that the embodiment being referred to serves as an example or illustration. Embodiments are also referred to herein as “an example” or “examples.”
- Referring now to
FIG. 1A , anexemplary gaming machine 2 administers a wagering game. Thegaming machine 2 includes acabinet 4 and adisplay device 6 that is typically mounted to thecabinet 3. In an example, thedisplay device 6 includes a liquid crystal display (LCD), plasma screen, a cathode ray tube (CRT), volumetric display, or other type of display. One or more central processing units (CPU's) interact with a memory circuit and data storage to present a wagering game on thedisplay 6. Thegaming device 2 receives input from a player through at least one proximity-sensitive input device 8, which is typically transparent but is shown with a dotted line for purposes of illustration. An example of a proximity-sensitive input device is available from Binstead Designs Ltd. of Nottingham, England. - Some gaming device embodiments also include
buttons 7. The gaming device receives payment for game play through one or more payment mechanisms, such as acard slot 10, acash slot 12, or acoin slot 14. The device provides a payoff in acoin tray 16 or on a card throughcard slot 10. - In an example, a proximity-
sensitive input device 8 is mounted in front of thedisplay device 6. In one example, a portion of thedisplay 6 that corresponds with a gaming-related option is selectable by placing a conductive object such as a finger proximate a region of the proximity sensitive input device that is associated with the option. For example, inFIG. 1A , avirtual button 19 on thedisplay device 6 is labeled “Bet One” and is associated with a betting option where a patron makes a one-credit bet. Thevirtual button 19 is selectable by placing a finger proximate aregion 18 of the proximity-sensitive input device. Another virtual button on thedisplay device 6 is labeled “Bet Max” 21 and is associated with a second betting option where a patron makes a maximum bet. The “Bet Max” button is selectable by placing a fingerproximate region 20 of the proximity-sensitive input device. In another example, the proximity-sensitive input device 8 is used to position a pointer on thedisplay 6. - In another example, a proximity-
sensitive input device 22 is located outside the visible playing field defined by theelectronic display 6. InFIG. 1A , for example, a proximity-sensitive input device 22 extends over a portion of the front of the cabinet that is marked with the options “Collect” and “Call Attendant.” In an example, the proximity-sensitive input device is behind a sheet ofglass 23. In an example, artwork on the glass includes the “collect” and “call attendant” markings. In an example, theglass 23 is backlit. Portions of the proximity-sensitive input device 22 around the “collect and “call attendant” markings are selectable to collect winnings or call an attendant. The location and arrangement of these selectable options on thecabinet 4 is merely exemplary, and other locations and arrangements are possible. -
FIG. 1B illustrates a proximity-sensitive device 100 and avideo display 105 showing anexemplary image 106 from a wagering game. In the example shown inFIG. 1B , fifteen items are shown arranged in three rows and five columns. In an example, the display includes virtual buttons including acollect button 110, ahelp button 115, apay table button 120, aspin reels button 125, amax bet button 130, achange denomination button 135, aselect lines button 140, and a bet perline button 145. The proximity-sensitive device receives input based upon placement of an object such as a finger proximate one of the buttons. For example, the proximity-sensitive device can receive an input from a patron to change denomination when the patron places a finger proximate the “change demon”button 135. In an example, thecollect button 110 allows a patron to cash out credits remaining on a credit meter, thehelp button 115 allows a patron to access a help screen, thepay table button 120 shows the pay table for various bets, thespin reels button 125 spins the reels to play a game, themax bet button 130 inputs a wager for a maximum bet (e.g. bet all lines), theselect lines button 140 allows a patron to select the number of lines to play, and the bet perline button 145 allows a patron to enter a bet for lines individually. - In an example, or more buttons are located outside the field of view of the electronic display. For example, the “Call Attendant”
button 150 is located outside the field of view of the display. In an example, thecall attendant button 150 includes artwork on a glass. In an example, the artwork is backlit. -
FIG. 1C shows agaming machine 24. Avideo display device 26 displays avideo image 25 and that includesvirtual buttons 27 that are selectable through a proximity-sensitive input device 29. In an example, the proximity-sensitive input device 29 extends beyond the field of view of the video display, so that aportion 28 of the gaming machine below the video display is selectable through the proximity-sensitive input device 29. In an example, gaming inputs are selectable throughbuttons 31 on thelower portion 28. In an example, thebuttons 31 include artwork on a backlit glass. - Referring now to
FIG. 1D , another example of avideo gaming machine 30 includes acabinet 32 containing twovideo displays sensitive input device 38 is mounted in front ofvideo display 34 and a second proximity-sensitive input device 40 is mounted in front ofvideo display 36. In an example, a proximity-sensitive input device 42 is also mounted over or within alight tower 44. In an example, thelight tower 44 includes a light source and a layer ofdielectric material 46 extending around the light source, and the proximity-sensitive input device 42 is positioned between the light source and the layer of dielectric material. A cross-section of an exemplary light tower is shown inFIG. 10 . In an example, the proximity-sensitive input device 42 on the light tower is coupled to a controller that switches the color of the light in the light tower to communicate a parameter of the game, such as the minimum bet. In an example, the color of the light tower can be changed by an attendant by touching the light tower proximate the input device. In another example,light tower 44 is positioned so that it is reachable by a patron to select an input. In another example, the artwork in thetop glass 37 orbelly glass 39 is selectable or changeable by an attendant through a proximity-sensitive input device. In an example, the art work in the top glass is selectable or changeable by touching a proximity-sensitive input device proximate the top glass. In an example, a contiguous sheet of glass covers the artwork in thetop glass 37 and thevideo display 36. In an example, a proximity-sensitive input device is configured under the top glass. In an example, the “5000 coins” jackpot or the “1500 coins” bonus game payoff is changeable through a proximity sensitive input device. - While the video displays 34 and 36 are shown stacked vertically in
FIG. 1D , it will be appreciated that the displays are stackable side by side. In another example, more than two video displays are used. - Referring now to
FIG. 1E , another example of agaming machine 60 has threemechanical spinning reels reels display area 68. Payouts are awarded based on combinations and arrangements of the symbols appearing in thedisplay area 68. The gaming device may, for example, include five paylines in the form of three horizontal lines and two diagonal lines. - Referring again to
FIG. 1E , thegaming machine 60 includes a proximity-sensitive input device 70 that is mounted in front of thereels buttons buttons sensitive input device 70. In an example,buttons FIG. 1B also appear on the display area proximate the three mechanical reels. In an example, the location of the buttons is indicated by a marking on a layer of dielectric material that extends over the proximity-sensitive input device. In an example, the buttons are printed or etched on the layer of dielectric material. In another example, a marked film is overlaid on the layer of dielectric material. In an example, thegaming device 10 also includes optional electro-mechanical buttons 81. - In an example, the
gaming device 10 also includes anelectronic display 82. In an example, a bonus game is triggered by a start-bonus outcome in the wagering game and administered through theelectronic display 82. In an example, a second proximity-sensitive input device 84 extends over the electronic display. - In an example, the
gaming device 60 also includes a video display (seeFIGS. 2A and 2B ) that provides avideo image 86 in thedisplay area 68. In an example, thevideo image 86 appears to the patron to blend or interact with thereels buttons video image 86. In an example, thevideo image 86 is interactive with thereels FIG. 1B . In an example, options associated with the buttons are selectable through the proximity-sensitive input device. -
FIG. 2A shows a partially cut-away side view of a portion ofgame machine 60 shown inFIG. 1E . Thevideo image 86 is generated by a flat paneltransmissive video display 88 positioned in front ofreels FIG. 2A ,reels reel 62 and thus are not visible inFIG. 2A . In an example, thetransmissive display 88 is a transmissive liquid crystal display (LCD). In an example, the proximity-sensitive input device 70 is mounted between thedisplay 88 and thereels back surface 90 of thedisplay 88. In an example, the proximity-sensitive input device contains regions that correspond tobuttons display 88. In an alternative example, the proximity-sensitive input device 70 is mounted to a front surface of thedisplay 88, and the display is positioned behind a plate of glass, as illustrated inFIG. 9 . -
FIG. 2B shows a partially cut-away side view of a portion of an alternate configuration of thegame machine 60 shown inFIG. 1E , where thevideo image 86 is a virtual image. The virtual image is preferably generated by a projection arrangement including avideo display 92 and a partiallyreflective mirror 94. Thevideo display 92 and the partiallyreflective mirror 94 are positioned to project the virtual image through a proximity-sensitive input device 70 and atransparent plate 87. Thevideo display 92 is preferably mounted below thereels Reels reel 62 and are not visible inFIG. 2B . Themirror 94 is preferably mounted in front of thereels video display 92 and thedisplay area 68. In an example, thedisplay area 16 includes a layer of dielectric material, such as a glass cover or window. In an example, the proximity-sensitive input device 70 is coupled to aninside surface 91 of thetransparent plate 87. Alternatively, the proximity-sensitive input device 70 is integrated into thetransparent plate 91. - In the examples illustrated in
FIGS. 1A-1E and 2A-2B, the gaming machines are shown as “upright” versions in which a display is oriented generally vertical relative to the player. In an alternative configuration, the gaming machine is a “slant-top” version in which a display is slanted at about a thirty-degree angle toward the player. -
FIG. 3 shows a schematic representation of an exemplary gaming device. A game can be played through aCPU 305 that is coupled to amemory circuit 310 anddata storage 315 such as a hard drive. Anetwork interface 320 allows the gaming device to interact with a server (not shown inFIG. 3 ) to coordinate multiple devices, for example, in a progressive jackpot environment. An optionalmechanical reel 350 presents game results to a patron. Adisplay device 325 presents game choices or results to a patron. In an example, advertisements, entertainment, or videos are also presented on the display device. A proximity-sensitive input device 330 allows input from a game patron. In an example, the proximity-sensitive input device 330 includes a projected-capacitance sensor system. In an example, one or more additionother input device 337, such as buttons, are also be provided and coupled to theCPU 305. Apayment mechanism 340 receives payment for game play through on or more of coins, bills, cash-value cards, or credit cards, network-based password systems. Apayoff mechanism 345 pays a gaming patron in coins, bills, and/or a cash-value card. In one example, a balance is maintained on an account associated with a tracking card. Aswitch 335 allows the gaming device to be shut off. A variety of gaming device systems are possible, and it is understood that the devices illustrated inFIGS. 1A-1E ,FIGS. 2A-2B , andFIG. 3 are merely examples. -
FIG. 4A is a schematic illustration of an example of a projected-capacitance sensor system 400 coupled to aprocessor 425. Thesensor system 400 includes asensor grid 405 and one or more layers ofdielectric material 406. Thesensor grid 405 includes a plurality ofconductors 410. In an example, thesensor grid 405 includes a first group ofconductors 415 and a second group ofconductors 420 that is separated from the first group of conductors by a layer ofdielectric material 430, shown inFIG. 4B . Theconductors 410 shown inFIGS. 4A and 4B are schematic illustrations and are not drawn to scale. In an example, the first group ofconductors 415 is orthogonal to the second group ofconductors 420. In an example, theconductors 410 are assembled in a laminated structure between three layers ofdielectric material FIG. 4B . In an example, thelayers layers conductors 410 are made from silver or a metal oxide such as indium oxide. - A low-voltage AC signal is applied to the
conductors 410. The low-voltage AC signal creates an electrostatic field. When a conductive object is placed proximate thesensor grid 405, a capacitance forms between the object and one ormore conductors 410 in thesensor grid 405, which disturbs the electric field. The disturbance of the electric field by the conductive object is detectable through two or more of the conductors. Aprocessor circuit 425 that is electrically coupled to the conductors determines the location of the object relative to theconductors 410. In an example, theprocessor circuit 425 also administers the wagering game. -
FIG. 5A shows a side-view of a proximity-sensitive film 501 that includes a projected capacitance sensor system, such as thesystem 400 shown inFIGS. 4A-4B . The proximity-sensitive film is coupled to a layer ofdielectric material 505. Aconductive object 520 is detectable through the layer ofdielectric material 505 by the proximity-sensitive film 501. In an example, the conductive object is afinger 520. The proximity-sensitive film 501 is electrically coupled to aprocessor 540. In an example, thesensor film 501 and one or more layers ofdielectric material 530 are mounted in a gaming machine. In an example, the layer of dielectric material protects the proximity-sensitive film by providing a barrier between the sensor film and the outside environment proximate theouter surface 530 of the layer of dielectric material. In an example, the layer of dielectric material is a glass plate. In an example, an optional second layer ofdielectric material 510, such as a second glass plate or a front surface of a display, is provided behind thesensor film 501, so that the sensor film is sandwiched between the two layers of dielectric materials. In another example, shown inFIG. 5B ,conductors dielectric material 505. The structures shown inFIGS. 4A, 4B , 5A, and 5B are schematic representations and are not necessarily shown to scale. -
FIG. 6 shows a schematic illustration of proximity-sensitive input device 605 assembled with an exemplaryvolumetric display 610. In an example, thevolumetric display 610 includes a hollowtransparent sphere 615 and arotating projection screen 620 inside the sphere. One or more high-speed projectors displays an image on therotating screen 620 to create the illusion of a three-dimensional object in thesphere 615. In an example, thesphere 615 is made of glass. In an example, the proximity-sensitive device 605 includes a proximity-sensitive film that includes a projected-capacitance sensor grid. In an example, the proximity-sensitive film is attached to the inner surface of the glass, as shown on flat glass inFIG. 5A . In another example, a proximity-sensitive sensor grid is integrated into the glass, as shown inFIG. 5B . A conductive object such as a finger is detectable by the proximity-sensitive device through the glass sphere. The proximity-sensitive input device is coupled to a processor that receives input based upon detection of a conductive object such as a finger at a location proximate the outer surface of the sphere. -
FIG. 7 illustrates amethod 700 of receiving input from a projected-capacitance sensor grid. At 705, a projected-capacitance sensor grid detects the location of a conductive object such as a finger. For example, X and Y coordinates of the object are determined based upon disruption of an electric field by the presence of a conductive object proximate conductors at known X and Y coordinates. At 710, a game input is determined based upon the detected location of the conductive object. At 715, a wagering game is played using the input received from the projected-capacitance sensor grid. -
FIG. 8 illustrates amethod 800 of making a gaming device. At 805, a slot machine display device is mounted in an interior of a cabinet. In an example, the slot machine display device includes a mechanical stepper reel. In another example, the slot machine display device includes an electronic display device, such as a LCD display, CRT display, or volumetric display. At 810, a projected capacitance sensor grid is coupled to an inner surface of a layer of dielectric material. At 820, the layer of dielectric material is coupled to the cabinet with the inner surface of the layer of dielectric material facing the slot machine display device. The projected capacitance sensor grid is protected by the layer of dielectric material and receives an input through the layer of dielectric material. In an example, the projected capacitance sensor grid is coupled to the layer of dielectric material before the layer of dielectric material is coupled to the cabinet. In another example, the projected capacitance sensor grid is coupled to the layer of dielectric material after the layer of dielectric material is coupled to the cabinet. In an example, at least a portion of the projected capacitance sensor grid is deposited directly on the layer of dielectric material. In another example, the projected capacitance sensor grid includes layers of conductors laminated in layers of dielectric film. In an example, the laminated dielectric film is coupled to the layer of dielectric material. - Referring now to
FIG. 9 , in an example, a proximity-sensitive input film 905 is mounted in acabinet 900 between aprotective glass plate 910 and a flat-screen display 915, such as an LCD display. In an example, the proximity-sensitive film 905 is applied to theback side 911 of theglass plate 910. In another example, the proximity-sensitive film 905 is attached to afront surface 916 of thedisplay 915. In an example, a gaming machine is retrofitted with a proximity-sensitive input film by attaching the proximity-sensitive film 905 to theglass 910 ordisplay 915. -
FIG. 10 shows a cross-sectional view of alight tower 1005 that includes a proximity-sensitive input device 1020. In an example, the light tower includes a transparent ortranslucent dielectric shell 1010 and alight source 1015 inside the shell. In an example, the proximity-sensitive input device is a projected-capacitance sensor film 1020 that is situated on an inner surface of theshell 1010. A conductive object such as a finger or hand is detectable by the film through the dielectric shell. - It is to be understood that the above description is intended to be illustrative, and not restrictive. For example, the above-described embodiments (and/or aspects thereof) may be used in combination with each other. Many other embodiments will be apparent to those of skill in the art upon reviewing the above description. The scope of the invention should, therefore, be determined with reference to the appended claims, along with the full scope of equivalents to which such claims are entitled. In the appended claims, the terms “including” and “in which” are used as the plain-English equivalents of the respective terms “comprising” and “wherein.” Also, in the following claims, the terms “including” and “comprising” are open-ended, that is, a system, device, article, or process that includes elements in addition to those listed after such a term in a claim are still deemed to fall within the scope of that claim.
Claims (20)
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