Object detection and interaction for gaming systems
First Claim
1. A method for controlling a wagering gaming apparatus, the method comprising:
- rendering, by a processing device, a display of a wagering game on the wagering game apparatus;
receiving, by the processing device from a contactless sensor device coupled to the processing device, location information indicative of a location of an anatomical feature of a player of the wagering game apparatus;
analyzing, by the processing device, the location information to determine an aspect of motion of the anatomical feature of the player, the motion corresponding to a sequence of locations of the anatomical feature;
identifying, by the processing device, in response to the determined aspect of motion and a state of the wagering game, an input command associated with the wagering game; and
causing, by the processing device, an action to be taken in the wagering game in response to the input command;
wherein the method further comprises;
identifying, by the processing device, repeated invocations of the input command by the player in response to the determined aspect of motion of the anatomical feature of the player while playing the wagering game apparatus; and
adjusting, by the processing device, a condition for identifying the input command based on how the player repeatedly moves the anatomical feature to invoke the input command.
2 Assignments
0 Petitions
Accused Products
Abstract
A method for controlling a wagering gaming apparatus includes rendering a 3-dimensional display of a game, comprising visually projecting a game component out of a screen of a display device and into a 3-dimensional space between the screen and a player; receiving, from a contactless sensor device, location information indicative of a location of an anatomical feature of a player of the wagering game apparatus; generating a virtual object corresponding to the anatomical feature of the player; rendering the virtual object in the 3-dimensional space, comprising visually projecting the virtual object out of the screen of the display device and into the 3-dimensional space between the screen and the player; associating a virtual vector field in the 3-dimensional space with the virtual object; and causing the game component to move in the 3-dimensional space in response to the virtual vector field associated with the virtual object.
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Citations
18 Claims
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1. A method for controlling a wagering gaming apparatus, the method comprising:
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rendering, by a processing device, a display of a wagering game on the wagering game apparatus; receiving, by the processing device from a contactless sensor device coupled to the processing device, location information indicative of a location of an anatomical feature of a player of the wagering game apparatus; analyzing, by the processing device, the location information to determine an aspect of motion of the anatomical feature of the player, the motion corresponding to a sequence of locations of the anatomical feature; identifying, by the processing device, in response to the determined aspect of motion and a state of the wagering game, an input command associated with the wagering game; and causing, by the processing device, an action to be taken in the wagering game in response to the input command;
wherein the method further comprises;identifying, by the processing device, repeated invocations of the input command by the player in response to the determined aspect of motion of the anatomical feature of the player while playing the wagering game apparatus; and adjusting, by the processing device, a condition for identifying the input command based on how the player repeatedly moves the anatomical feature to invoke the input command. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8)
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9. A wagering gaming apparatus comprising:
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a 3-dimensional (3D) display device; a processor coupled to the 3D display device; and a non-transitory computer-readable medium coupled to the processor storing instructions which program the processor to cause the 3D display device to display a 3D scene for a game, the 3D scene comprising a virtual 3D space in which a plurality of virtual game components are displayed; and a contactless sensor device coupled to the processor and configured to sense a location and shape of a physical object in a physical 3D space and generate 3D information indicative of the location and shape of the physical object in the physical 3D space, wherein the processor is programmed to; render a display of a wagering game on the wagering game apparatus; receive, from the contactless sensor device, location information indicative of a location of an anatomical feature of a player of the wagering game apparatus; analyze the location information to determine an aspect of motion of the anatomical feature of the player, the motion corresponding to a sequence of locations of the anatomical feature; identify, in response to the determined aspect of motion and a state of the wagering game, an input command associated with the wagering game; cause an action to be taken in the wagering game in response to the input command; identify repeated invocations of the input command by the player in response to the determined aspect of motion of the anatomical feature of the player while playing the wagering game apparatus; and adjust a condition for identifying the input command based on how the player repeatedly moves the anatomical feature to invoke the input command. - View Dependent Claims (10)
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11. A method for controlling a wagering gaming apparatus, the method comprising:
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rendering, by a processing device, a 3-dimensional display of a game, comprising visually projecting a game component out of a screen of a display device and into a 3-dimensional space between the screen and a player; receiving, by the processing device from a contactless sensor device coupled to the processing device, location information indicative of a location of an anatomical feature of a player of the wagering game apparatus; generating, by the processing device, a virtual object corresponding to the anatomical feature of the player; rendering, by the processing device, the virtual object in the 3-dimensional space, comprising visually projecting the virtual object out of the screen of the display device and into the 3-dimensional space between the screen and the player; associating, by the processing device, a virtual vector field in the 3-dimensional space with the virtual object; and
causing the game component to move in the 3-dimensional space in response to the virtual vector field associated with the virtual object. - View Dependent Claims (12, 13, 14, 15, 16, 17, 18)
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Specification