WO2005071628A1 - Virtual glass for a gaming machine - Google Patents
Virtual glass for a gaming machine Download PDFInfo
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- WO2005071628A1 WO2005071628A1 PCT/US2005/000387 US2005000387W WO2005071628A1 WO 2005071628 A1 WO2005071628 A1 WO 2005071628A1 US 2005000387 W US2005000387 W US 2005000387W WO 2005071628 A1 WO2005071628 A1 WO 2005071628A1
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- WIPO (PCT)
- Prior art keywords
- gaming machine
- virtual glass
- host
- virtual
- glass
- Prior art date
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Classifications
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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
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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
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
- G07F17/3204—Player-machine interfaces
- G07F17/3211—Display means
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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
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
- G07F17/3223—Architectural aspects of a gaming system, e.g. internal configuration, master/slave, wireless communication
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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
- G07F17/3225—Data transfer within a gaming system, e.g. data sent between gaming machines and users
- G07F17/323—Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the player is informed, e.g. advertisements, odds, instructions
Definitions
- the present invention relates generally to an apparatus and method for providing displays in an electronic device, and more specifically to an apparatus and method for generating and controlling visual and audio displays in a gaming machine.
- BACKGROUND [0002]
- Casinos and other forms of gaming comprise a growing multi-billion dollar industry wherein floor space is at a premium, such that newer, more popular and increasingly sophisticated games and machines are preferred over older and less popular ones.
- the casino and gaming industries have experienced a marked shift over the past few decades not only from the prevalence of table games to gaming machines, but also from the use of fully mechanical gaming machines to electronic and microprocessor based gaming machines.
- a game play is first initiated through a player wager of money or credit, whereupon the gaming machine determines a game outcome, presents the game outcome to the player and then potentially dispenses an award of some type, including a monetary award, depending on the game outcome.
- the electronic machines tend to be more popular with players and thus more lucrative for casinos for a number of reasons, such as increased game varieties, more attractive and dynamic presentations and the ability to award larger jackpots.
- Electronic and microprocessor based gaming machines can include a number of hardware and software components to provide a wide variety of game types and game playing capabilities, with such hardware and software components being generally well known in the art.
- a typical electronic gaming machine comprises a central processing unit (“CPU”) or master gaming controller (“MGC”) that controls various combinations of hardware and software devices and components that encourage game play, allow a player to play a game on the gaming machine and control payouts and other awards.
- Software components can include, for example, boot and initialization routines, various game play programs and subroutines, credit and payout routines, image and audio generation programs, various component modules and a random number generator, among others.
- Exemplary hardware devices can include bill validators, coin acceptors, card readers, keypads, buttons, levers, touch screens, coin hoppers, ticket printers, player tracking units and the like.
- each gaming machine can have various audio and visual display components that can include, for example, speakers, display panels, belly and top glasses, exterior cabinet artwork, lights, and top box dioramas, as well as any number of video displays of various types to show game play and other assorted information, with such video display types including, for example, a cathode ray tube ("CRT"), a liquid crystal display (“LCD”), a light emitting diode (“LED”), a flat panel display and a plasma display, among others.
- CTR cathode ray tube
- LCD liquid crystal display
- LED light emitting diode
- Apparatuses and methods for providing displays in gaming machines and/or within a casino are generally well known, and instances of such apparatuses and methods can be found in, for example, U.S. Patent Nos.
- connections, communication protocols, and software drivers for many peripheral devices are often customized and proprietary, varying from manufacturer to manufacturer and from peripheral device to peripheral device, such that the swapping out of different model peripherals is usually impractical.
- it may become desirable to change a game theme or add new capabilities or features to a particular gaming machine once that machine has been deployed such changes can be expensive and particularly difficult if new or updated gaming software and/or peripheral devices are involved.
- the creation and installation of artwork and information on various gaming machine displays, such as a top glass and belly glass is a very resource intensive task. Typically, artwork is silk-screened onto a top glass or belly glass (which can be glass or plastic) by a controlled and expensive process.
- Another method of gaining and maintaining interest in game play is to provide a gaming machine with a plurality of games.
- gaming machines have traditionally provided only a single game per machine, recent innovations have resulted in machines that permit a player to select from a number of different games on the same machine.
- Such multi-game machines typically have the same exterior artwork, top glass and belly glass for whichever game is selected, however, such that these display items tend to be fairly generic in nature on these machines. It is entirely impractical to have a single multi-game machine with standard silk-screened glasses and other permanent displays that reflect, for example, both an "Elvis” themed game and a "Star Wars" themed game available on the same machine.
- variable visual displays has been partially addressed through recent introductions of secondary and even tertiary video screens, such video screens tend to be relatively expensive and event-driven media-slave devices, the use of which results in a need for substantial associated memory or storage units and the additional power and space required to accommodate such displays and units.
- these added video screens are limited in that they are restricted to a single video image source or "host" within the gaming machine itself, such as the MGC or an associated video control slave chip, and can only display that which has already been programmed into the host or any of its associated memory units.
- any newly desired game or display changes in a deployed machine still results in the need for undesirable retrofitting and/or software upgrades and updates.
- a virtual glass system has at least one host adapted to present video content to a virtual glass, at least one host storage unit adapted to store video content accessible to the host, and at least one virtual glass in communication with the host.
- a standard virtual glass has at least one logic device, at least one storage unit, and one video display device, although the virtual glass storage units are so small that the combined capacity of all virtual glass storage units is substantially less than the combined video content capacity of all host storage units.
- the provided apparatus and method involve the use of remote hosts, remote virtual glasses, multiple hosts, networked systems and more advanced logic devices capable of providing necessary prioritization and increased functionality within a virtual glass.
- FIG. 1 illustrates in perspective view an exemplary gaming machine.
- FIG. 2 illustrates in perspective view an alternative gaming machine according to one embodiment of the present invention.
- FIG. 3 illustrates a block diagram of an exemplary electronic component infrastructure for generating and controlling video displays in a gaining machine according to one embodiment of the present invention.
- FIG. 4 illustrates a block diagram of an exemplary virtual glass unit according to one embodiment of the present invention.
- FIG. 5 illustrates a block diagram of an exemplary gaming machine network for providing networked virtual glasses according to one embodiment of the present invention.
- FIG. 6 illustrates a block diagram of an alternative exemplary gaining machine network for providing networked virtual glasses according to another embodiment of the present invention.
- DETAILED DESCRIPTION [0015] An example application of an apparatus and method according to the present invention is described in this section. This example is being provided solely to add context and aid in the understanding of the invention. It will thus be apparent to one skilled in the art that the present invention may be practiced without some or all of these specific details.
- Gaming machine 10 which is a gaming device that is generally adapted for accepting wagers and granting monetary awards, includes a top box 11 and a main cabinet 12, which generally surrounds the machine interior (not shown) and is viewable by users.
- Main cabinet 12 includes a main door 20 on the front of the machine, which opens to provide access to the interior of the machine. Attached to the main door are typically one or more player- input switches or buttons 21, one or more money or credit acceptors, such as a coin acceptor 22, and a bill or ticket validator 23, a coin tray 24, and a belly glass 25. Viewable through main door 20 is a primary video display monitor 26 and one or more informational side panels or side panel glasses 27.
- the primary video display monitor 26 can generally be used for presenting a main game and other pertinent information, and will typically be a CRT, high resolution flat-panel LCD, plasma/LED display or other conventional electronically controlled video monitor.
- Top box 11 which typically rests atop of the main cabinet 12, may contain a ticket printer 28, a keypad 29, one or more additional displays 30, a card reader 31, one or more speakers 32, and a top glass 33.
- top box 11 may also contain items situated within the top glass 33, such as one or more cameras 34, and one or more secondary video display monitors 35, which can generally be used for presenting a secondary or bonus game, ancillary information, pay tables, artwork and/or advertisements, and which may also be a CRT, high resolution flat-panel LCD, plasma/LED display or other conventional electronically controlled video monitor.
- a secondary or additional display associated with a gaming machine is disclosed in commonly assigned U.S. Patent No.
- FIG. 2 an alternative gaming machine according to one embodiment of the present invention is illustrated in perspective view. Similar to the previous gaming machine 10 of FIG.
- alternative gaming machine 50 is also a gaming device that is generally adapted for accepting wagers and granting monetary awards.
- alternative gaming machine 50 is generally more box-like than the previous gaming machine 10 of FIG. 1, such a difference is considered insubstantial for purposes of the present invention.
- every inventive virtual glass embodiment disclosed herein can be used in conjunction with all gaming machines of any shape or size, with appropriate adaptations or adjustments made as necessary.
- gaming machine 50 includes a top box 111 and a main cabinet 112, both of which have a number of features substantially similar to those found in the previous gaming machine, such as a primary video display monitor 126 and one or more speakers 132.
- Gaming machine 50 also includes one or more virtual glasses, which are essentially peripheral auxiliary video display units in communication with one or more hosts, such as the MGC or some other CPU. Such virtual glasses are not under direct control of the MGC or any other host, and as such are not a key component of the MGC or other host.
- main cabinet 112 features a virtual belly glass 125 and a virtual side panel or glass 127, instead of a traditional silk-screened or otherwise statically labeled belly glass and side glass.
- top box 111 features a virtual top glass 133 rather than a traditional silk-screened top glass or otherwise static label.
- each virtual glass comprises at least a video display device that can be used for presenting a potentially infinite assortment of visual displays, such as , for example, a main game, a copy of a main game, a bonus game, animated or static pictures or artwork including game related themes, video clips, advertisements, pay tables, other pertinent information and any other visual display presentation.
- the actual video display device can be selected from any of a number of different video display types, including, by way of example, any standard LED, LCD or CRT, a "thin" CRT, a high resolution flat-panel LCD, a plasma display, a field emission display, a digital micromirror device, and any other electronically controlled video monitor, as well as a hologram or any other three-dimensional projected imaging device.
- any display device used in a virtual glass can be adapted for use as an input-accepting device, such as a touch screen, if desired.
- a touch screen or other interactive display device used in connection with a gaming machine is disclosed in commonly assigned and co-pending U.S. Patent Application No.
- Each virtual glass may also comprise or be associated with one or more additional speakers, microprocessors or other electronic components, as discussed in greater detail below.
- each virtual glass in the present invention is not event-driven media-slave type devic s that require a substantial amount of separate and independent memory or storage. Rather, each virtual glass is preferably media-driven, such that all presented images, sounds and other display materials are not permanently stored on the virtual glass, but instead are delivered by an associated host to the virtual glass for display. In this manner, it is not necessary for a virtual glass to have a substantial amount of ROM, flash RAM, dynamic RAM or other associated electronic storage, as would be required for an event-driven, media-slave video display device.
- a virtual glass is media-driven rather than event-driven, it is also unnecessary for a controlling MGC or other associated host to regularly communicate state information and event commands to the virtual glass.
- a given static image substantially resembling a traditional silk- screened glass be sent one time to a virtual glass by an associated host, whereupon that static image is stored in the virtual glass by a relatively small flash RAM or dynamic RAM unit, and then repeatedly displayed on the virtual glass, thus becoming a virtual silk-screened image.
- Virtual glass display system 100 which generally resides within and/or about gaming machine 50, comprises a plurality of components, each of which are separate and distinct from the primary CPU or MGC 101.
- a primary CPU or MGC 101 can be, for example, a model i960 type of CPU, manufactured by Intel Corporation of Santa Clara, California, which model is present in many gaming machines manufactured by IGT of Reno, Nevada, such as many of those under the Game King and Vision labels, as well as various other electronic gaming machines.
- CPU 101 is generally responsible for controlling and/or processing all elements of game play, money or credit intake, payouts, driving auxiliary peripherals, any network communications (if applicable), and other machine functions, as is generally known in the art.
- CPU 101 which is the MGC for gaming machine 50, is preferably placed in communication with one or more associated storage units 102, which storage units may comprise ROM, RAM, static RAM or any other practicable type of memory or data storage, or any combination thereof.
- one or more memory units 1O2 may reside directly in or on CPU 101, or may be separate and in communication with the CPU, and may comprise, for example, a hard disk, a disk drive, a flash drive or any other type of data storage hardware unit.
- CPU 101 is preferably also the driver for a primary video display (“PVD") monitor 126, with this primary display monitor being used to present at least a main game and result, among other display information and items.
- PVD 126 is generally considered not to be a good candidate for a virtual glass, due to its substantially different nature from other displays with respect to at least some display contents and in its relationship to the MGC and game in general.
- PVD 126 is not a virtual glass in the present example and is not considered to be a part of the virtual glass display system 100 as illustrated.
- CPU 101 i.e., the MGC
- MGC virtual belly glass
- VSG virtual side panel glass
- VG virtual top glass
- CPU 101 is in communication with each virtual glass 125, 127, 133, and under such an arrangement this MGC is considered to be a host for each virtual glass, with the host being responsible for sending any and all images, animations, video clips, sounds and other materials that the host wants displayed by a virtual glass.
- one or more hosts can be associated with a given gaming machine at any one time.
- a plurality of different hosts can be within and/or outside the gaming machine, as discussed in greater detail below, although the present focus will remain on just the MGC as a host for now. While communication thus obviously occurs from the MGC host to each virtual glass, in some cases it may also be desirable for communication to proceed from a virtual glass back to the MGC, such as, for example, where VSG 127 can be an input accepting touch screen type of display, whereupon it is then necessary for input made at the touch screen to be relayed back to the MGC for processing.
- each virtual glass preferably comprises a few basic electronic components, including at least one simple processor or programmable logic device (“PLD”) and at least one relatively small memory or storage unit, such as a flash RAM or dynamic RAM, capable of temporarily storing at least one static image, display file or other set of display related data.
- PLD programmable logic device
- memory or storage unit such as a flash RAM or dynamic RAM, capable of temporarily storing at least one static image, display file or other set of display related data.
- Such a static image file or set of display related data can then be accessed repeatedly by the processor once it is so stored, such that the host must send any particular static image file or set of data only once for that image or related display to be displayed constantly for an indefinite period of time.
- a virtual glass receives a static image file from the issuing host, temporarily stores that static image file in a low capacity flash RAM unit, and then repeatedly reads that static image file and casts the image contained therein onto the virtual glass video display at least until another image file is stored in the flash RAM unit and/or the virtual glass is otherwise ordered to stop displaying its flash RAM contents.
- a player may select one from a variety of game choices on a given multi-game machine, whereupon the MGC, which is also the host CPU 101, sends to each virtual glass a file or data set for a static graphical art thematic image reflective of that particular player selected game.
- Such a game can be an "Elvis” or “Star Wars” themed game, for example, both of which can then be made available on the same gaming machine.
- each virtual glass During the entire time that the player plays that selected game on that gaming machine, each virtual glass repeatedly displays its stored static thematic image reflective of that game, resulting in constant visual displays that essentially emulate traditional thematic silk-screened glasses. Because the MGC sends each image just once and is then no longer involved with driving or monitoring each virtual glass display during game play, an enormous amount of machine resources and MGC activity are advantageously saved, with such resources and MGC activity then being available for other processes or enhance primary game features. [0028] Of course, a new image or video display can be sent to each virtual glass for any number of reasons.
- a player may choose to select a different game, for example, whereupon the host MGC can then send files or data sets for static graphical art thematic images reflective of that newly selected game to each virtual glass for constant display in the same manner detailed above.
- the host MGC may be programmed to send a separate set of image files or data sets to each virtual glass on its own.
- a multi-game machine can be programmed to automatically rotate complete sets of virtual glass displays for many or all of the various possible games and themes available on that machine during a player attract phase or other similar down time.
- video image files or data sets can be sent to a virtual glass to display for either an indefinite or set period of time, with such images including, for example, pay tables, other machine information, general casino and hotel information, other advertising, copies of recent main game results, and screen images of recent jackpot wins, among others.
- video display device for one or more virtual glasses may also be utilized separately for different modes of operation, such as for a primary game display, a copy of a primary game display, or for displaying a direct feed of live or taped video, for example.
- each virtual glass may be associated with one or more speakers 132, with such associations being either exclusive for a given virtual glass, or shared with other virtual glasses and/or other machine components.
- speaker 132 is clearly associated with VTG 133 in the present illustrative example, it is also possible that CPU 101 can have a direct connection (not shown) with this speaker in order for this acting MGC to provide separate and independent audio display content and commands. In this manner, VTG 133 can issue audio content related to its video display content to this speaker 132, while CPU 101 is also able to issue separate audio content to the speaker.
- Video glass display system 100 may also comprise one or more associated remote units, such as remote virtual glass (“RVG”) 140 and remote host (“RH”) 141, with such remote units being those that are not contained within the gaming machine itself.
- RVG 140 operates much like any other virtual glass within gaming machine 50, and is accessible to at least one host associated with the gaming machine, such as CPU 101 or any other additional internal host (not shown).
- RH 141 operates much like CPU 101 or any other internal host with respect to one or more associated virtual glasses, with RH 141 or any such additional internal host preferably having access to one or more associated virtual glasses 125, 127, 133, 140.
- Any such additional host preferably comprises a processing unit and at least one associated or accessible memory or storage unit, such as remote host memory (“RHM") 142.
- RHM remote host memory
- Any number of associated remote units such as RVG 140 or RH 141 may reside in a variety of locations, such as attached to any outside portion of the gaming machine, nearby but above, below or next to the gaming machine, and/or remotely located from the gaming machine at some distance, as desired.
- a remote unit may reside in a different building or even a different city from an associated gaming machine, as permitted by the communication means and protocols used.
- Communication means and protocols for both internal and remote virtual glass units can vary widely as desired, with one exemplary use and description for standard peripheral communications within a gaming machine being disclosed in commonly assigned U.S. Patent No. 6,251,014 to Stockdale, et al., entitled “Standard Peripheral Communication,” which patent is incorporated herein in its entirety and for all purposes.
- Virtual glass communications can be made both internally within a single machine, or alternatively over a network of machines and/or servers, such as a WAN or LAN, for example.
- Hard-wired types of communications and protocols that can run between machines, devices and servers can include, for example, those involving Universal Serial Bus ("USB”), Firewire and proprietary cables and bus technologies.
- USB Universal Serial Bus
- one or more virtual glass units are adapted to implement a communication protocol that allows such virtual glasses to be identified by the master gaming controller of an associated gaming machine as a device authorized to connect to the master gaming controller, particularly where the virtual glass also comprises a source of player input, such as in the case of a touch screen.
- USB software, connections and protocol usage in devices within and associated with gaming machines are disclosed in commonly assigned and co-pending U.S. Patent Application Nos.
- any practicable wireless technology may also be implemented for communications between a host and virtual glass, including, for example, a Bluetooth ® Wireless system utilizing an IEEE 802.
- Virtual glass 133 which is substantially identical to VTG 133 of FIG. 3, receives input from a host 101 and provides display outputs to a virtual glass monitor ("VGM”) 149, which is considered to be part of the virtual glass, and/or an associated speaker 132. Inputs are first received and acted upon by the virtual glass by one or more electronic components on a printed circuit board (“PCB”) 145 or other like organizing device.
- VGM virtual glass monitor
- PCB printed circuit board
- a microprocessor component (“MC") 146 or other like logic device first receives the image, video file or other display related data set issued by a host, and in turn stores the data onto an associated storage device or memory unit, such as flash RAM 147.
- a video controller which may be a part of MC 146, then repeatedly reads the file or data set stored in flash RAM 147 and forwards the image contained therein to be displayed on VGM 149 until the virtual glass is given another set of display data or otherwise instructed to stop displaying on the VGM.
- the video controller may be a separate device distinct from the MC 146 or other like logic device. Such an arrangement may be desirable due to design preferences, cost considerations, availability of off-the-shelf parts and other factors.
- a virtual glass system has at least one host adapted to present video content to a virtual glass, at least one host memory unit or other storage device in communication with the host and adapted to store video content accessible to the host, and at least one virtual glass in communication with the host.
- a standard virtual glass then has at least one logic device, at least one virtual glass storage unit and one video display device, although the virtual glass storage units are so small that the combined capacity of all virtual glass storage units is substantially less than the combined video content capacity of all host storage units.
- flash RAM 147 has a limited memory capacity, such that virtual glass 133 is simple and streamlined in comparison with other conventional secondary video display peripherals, the existence of this flash RAM or a similar memory or storage component is vital if a virtual glass is to function as a closed loop type of repeating image display.
- flash RAM 147 is preferably designed such that it can be overwritten with new files or data sets on command, but such that a given data set, file or series of files (such as for a multi-frame animation) remain in memory or storage until they are erased, overwritten, or otherwise formatted away. Flash RAM 147 is hence nonvolatile enough to retain a stored image file or data set in the event that a machine shutdown or other irregular event occurs.
- a gaming machine may be programmed to send a screen shot or series of screen shots to one or more virtual glasses when any significant jackpot occurs in a main game on the gaming machine.
- the flash RAMs of one or more virtual glasses can be used to recall screen shots involved in a purported jackpot.
- RAM 147 may comprise a dynamic RAM device that does not retain files or data in memory or storage upon a shut down or power outage. While the loss of any stored data may be disadvantageous in some instances, relatively cheaper dynamic RAM units may be desirable where the preservation of such stored data in the virtual glass itself is not deemed to be important.
- any lost images due to shut down or power outages can simply be resent to an affected virtual glass by an appropriate associated host.
- one or more additional electronic components (“ECs") 148 within the virtual glass may be desired.
- Such an additional EC could be, for example, a separate video controller, an added processor, a PLD, a field programmable gate array or an added flash RAM or dynamic RAM unit capable of storing one or more added video files or data sets, among others.
- EC 148 simply represents an additional flash RAM unit, such that virtual glass 133 is capable of temporarily storing video files or data sets in two different associated places at one time, which can be advantageous for a number of reasons.
- a Mega Jackpot amount or other pertinent information can be displayed on a virtual glass in an overlaid or embedded fashion within a separate, dominant static image for that same virtual glass.
- Other EC types may require different PCB configurations, such as, for example, a simple PLD used as a buffer unit between the host 101 and MC 146, with the PLD being connected to both the flash RAM 147 and MC 146.
- an advanced MC or one or more additional specialized microprocessors depending on various added functionalities that may be desirable for a particular virtual glass.
- a particular virtual glass may be able to display a series of frames in an animationlike sequence, decompress files issued in a compressed format, and/or be able to scale images depending on image size variances with respect to display space.
- a virtual glass may also be desirable for a virtual glass to have anti-aliasing algorithms and abilities and/or be able to buffer multiple images from multiple media types.
- Other desirable traits may include the ability to execute scripts, such as Java ® or any other proprietary script, for use with input accepting touch screens, and/or the ability to render issued 3-D images into 2-D images, such as through the use of a virtual real-time modeling language (“VRML").
- exemplary systems and methods for rendering and providing 3-D images in a gaming machine are disclosed in commonly assigned and co-pending U.S. Patent Application No. 09/927,901, by Le May, et al, filed August 8, 2001, and entitled “Virtual Cameras and 3-D Gaming Environments in a Gaming Machine," which application is incorporated herein in its entirety and for all purposes.
- a digital signal processor (“DSP”) or other like device may be a desirable additional EC within the virtual glass.
- one or more such added ECs can certainly be utilized, it should be remembered however that one objective of the virtual glass is to provide added visual displays having a low amount of memory or storage, simpler processing units and less accompanying infrastructure. With the need to continuously drive one or more auxiliary video displays eliminated, the overall workload on a main processor board, MGC, and other associated hardware is substantially reduced. With no need to waste MGC cycles to repeatedly service static images being used to replace glass art, there is less demand on the central processing assembly, which in turn reduces heat and other undesirable effects of an overburdened MGC. It is preferable that at least some advantages realized by a less burdened MGC also be realized in a streamlined, low space, low power and low cost virtual glass.
- any necessary heavy processing work such as a 3-D to 2-D rendering, be done by a host or other outside processor, such that the data is simply transferred to the virtual glass for presentation, thereby minimizing the number and complexity of processors and components within the virtual glass as much as possible.
- a separate processor as a virtual glass host for a gaming machine, such that the MGC is not unnecessarily overburdened.
- a plurality of both internal and external virtual glass hosts be associated with a given gaming machine.
- Such hosts may be related, such as on a particular gaming machine network, or may be fully separate and independent from each other.
- one host may be the gaming machine MGC, while another may be a remote autonomous host that issues advertisements for a casino or hotel to various virtual glasses, with such video data specific to an establishment operating the gaming machine being stored on an associated host memory or storage unit.
- One desirable effect of utilizing multiple hosts in association with a given virtual glass is that video images, clips and other files and data sets can be more readily stored in a plurality of locations within and outside a gaming machine or remote virtual glass.
- Gaming machine network 200 comprises a plurality of gaming machines 50-53 and at least one RH 141, which can be, for example, a primary server or other virtual glass master host.
- a primary gaming machine (“MO") 50 can be in direct communication with at least a first separate gaming machine (“Ml”) 51, such that MO can function as a host for one or more virtual glasses in Ml.
- Ml first separate gaming machine
- Such communication from MO to Ml can occur over, for example, a hard-wired communication line 201.
- the RH 141 serves as a remote host to virtual glasses in each of Ml 50, a second separate gaming machine ("M2") 52 and a third separate gaming machine (“M3") 53, with appropriate video content being sent to the various virtual glasses in each machine via hard-wired communication lines 202.
- M2 second separate gaming machine
- M3 third separate gaming machine
- each machine may have return communication abilities with RH 141, such as hard- wired connection 203 from M3 53.
- Wireless communications between the various remote hosts and virtual glasses may also be available if desired, such as the wireless two-way communication 204 provided between M0 50 and the remote host 141.
- added communications from more hosts to more virtual glasses are also possible, such that every host within network 200 can potentially be associated with every virtual glass in the network.
- each gaming machine in a given bank or grouping of machines can potentially be a host for one or more virtual glasses in some or all of the other machines in that group.
- a given group of virtual glasses can be utilized to assist with providing directions for a casino guest.
- a command to provide directional help from a front desk to a particular buffet can be issued from an employee to a networked system having a master remote host.
- a gaming machine network 300 comprises a plurality of gaming machines, such as a primary gaming machine ("M0") 50 and at least one separate gaming machine (“Ml”) 51.
- Network 300 also comprises a remote virtual glass (“RVG") 140, which can be, for example, a marquee display on a casino floor, an associated hotel or restaurant lobby, or on a sign outside the casino.
- RVG remote virtual glass
- RVG 140 could also comprise a carousel display for displaying a Megabucks Jackpot or other information for a bank of gaming machines, whereupon a single gaming machine 50 could act as a primary host for the carousel display bank, eliminating the need for additional carousel related equipment.
- RVG 140 can thus be associated with multiple hosts, or may be connected for restricted control purposes to only a single host, such as M0 50. Again, communications between a host M0 50 and RVG 140 can be through any practicable means desired, such as a hard-wired or wireless connection 304.
- Ml 51 Should another associated gaming machine, such as Ml 51, desire to forward video contents for display on RVG 140, it may be necessary for the other host or hosts to provide such content indirectly by forwarding to the primary host 50, such as through connection 301.
- this connection can also be used as a means for Ml 51 being a direct host for one or more virtual glasses in M0 50.
- PLD or other processor within each virtual glass it may be preferable to use a PLD or other processor within each virtual glass to prioritize conflicting content from one host over another.
- a processor or PLD can be used to process, queue and resolve multiple commands by multiple hosts by a predetermined priority, or other similar method, such a practice as will be readily understood by those skilled in the art.
- a processor or PLD can be used to process, queue and resolve multiple commands by multiple hosts by a predetermined priority, or other similar method, such a practice as will be readily understood by those skilled in the art.
- a first-in first-out (“FIFO") approach can be used, whereby video content is displayed in the order received.
- the PLD or other processor can be programmed to recognize various levels of priority both in hosts and in type of content.
- a top-level host could be a master remote host, such as a network level primary server for the entire casino, with a local remote host for a particular floor region being next in line, an MGC or other internal CPU for the given machine being next, and remote host MGCs or CPUs within neighboring gaming machines being last.
- a top priority for video content might be emergency related information, followed by security related information, neighboring jackpot information, immediate game play artwork displays, and finally random advertisements for use during down time.
- the virtual glass apparatuses disclosed and detailed above can be utilized not only in newly manufactured gaming machines and other electronic components, but can also be implemented into existing gaming machines and other devices by removing various existing components in those machines and devices as necessary.
- one or more original video displays may remain in a given machine, such as for primary game play
- at least one virtual glass be installed as a top glass, belly glass or other associated machine display to replace any existing traditional silk-screened glass, secondary video display or other visual display in or about the machine.
- the number, shape, size, orientation and planarity of a virtual glass video display device or devices not be limited in any way.
- a video monitor or screen need not be rectangular, as such monitors may also be round, ovular, triangular, hexagonal, or shaped in any other way desired, including shapes that form part of the exterior artwork on the gaming machine.
- one or more monitors or screens can be used in combination to form one virtual glass, and such a group of screens or plurality of virtual glasses could be linked together to provide a frame around a primary video display screen, such as in a square formation with a "hole" in the middle for the primary screen.
- virtual glass video monitors or screens be planar, as such screens can be designed to conform to any surface on the gaming machine as desired.
- a 360-degree curved virtual glass display made up of one or more curved screens may be located above or adjacent to an associated gaming machine.
- one or more screens may wrap around various surfaces, such as might be possible with "electronic paper” type screens.
- a virtual glass display device can be holographic in nature, such that a conventional "monitor" is not even necessary.
Abstract
Description
Claims
Priority Applications (5)
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CA2552400A CA2552400C (en) | 2004-01-12 | 2005-01-06 | Virtual glass for a gaming machine |
JP2006549405A JP2007517600A (en) | 2004-01-12 | 2005-01-06 | Virtual glass for gaming devices |
EP05705161A EP1704542A1 (en) | 2004-01-12 | 2005-01-06 | Virtual glass for a gaming machine |
CN2005800022828A CN1910631B (en) | 2004-01-12 | 2005-01-06 | Virtual glass for a gaming machine |
AU2005207295A AU2005207295B2 (en) | 2004-01-12 | 2005-01-06 | Virtual glass for a gaming machine |
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US10/756,225 US8016670B2 (en) | 2004-01-12 | 2004-01-12 | Virtual glass for a gaming machine |
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Also Published As
Publication number | Publication date |
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US20080020827A1 (en) | 2008-01-24 |
AU2005207295B2 (en) | 2010-09-09 |
CA2552400C (en) | 2015-04-07 |
AU2005207295A1 (en) | 2005-08-04 |
US8016670B2 (en) | 2011-09-13 |
RU2006124191A (en) | 2008-01-27 |
US8864567B2 (en) | 2014-10-21 |
JP2007517600A (en) | 2007-07-05 |
CN1910631B (en) | 2012-06-13 |
CA2552400A1 (en) | 2005-08-04 |
EP1704542A1 (en) | 2006-09-27 |
CN1910631A (en) | 2007-02-07 |
US20050153776A1 (en) | 2005-07-14 |
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