IP Library › Granted Patent US 11,783,669
Granted Patent B2
US 11,783,669 · App. 17/697,637 · Granted Oct 10, 2023

Gaming machine and method for evaluating player reactions

Inventor: Gregory Paul Schwartz (Las Vegas, NV)
Assignee: Aristocrat Technologies Australia Pty Limited
G07F17/3239G07F17/3206
View Patent ↗
Loading inventors, assignments & file history…
Monitor This Case
Get email alerts when status or documents change.
Order Certified Copies
Most orders are placed with the USPTO same day — all within 24 business hours.
Order via The Patent Place →
Pre-filled with this patent's details
Quick Facts
Patent No.
US 11,783,669
App. No.
17/697,637
Granted
Oct 10, 2023
Kind
B2
Abstract

An electronic gaming machine includes a display, a digital camera device, a credit input mechanism, and a processor programmed to perform operations comprising: (i) receiving, from the digital camera device, a digital image of the player; (ii) determining an emotional state of the player by performing facial expression analysis on the digital image; (iii) determining an emotion level of the player by categorizing the emotional state of the player based on the determined emotional state, the categorizing includes a first state representing a positive emotional level and a second state representing another emotional level; (iv) determining that the emotional level is the other emotional level; and (v) automatically initiating a game session action during the game play session, the game session action is configured to cause the player to transition to the positive emotional level.

Claims (72)

1. A gaming system comprising:

at least one processor configured to execute instructions stored in a tangible, non-transitory, computer-readable storage medium, which when executed, cause the at least one processor to:

receive, from a mobile computing device used by a player, a digital image of the player at a first time identified by a first timestamp associated with the digital image;

determine an emotional state of the player by performing facial expression analysis on the digital image;

determine an emotion level of the player by categorizing the emotional state of the player based on the determined emotional state, the categorizing includes a first state representing a positive emotional level and a second state representing another emotional level;

store the emotional state and emotion level with the first timestamp as session data for a game play session of an electronic game;

receive timestamped game play data identifying what is occurring during the game play session; and

store the timestamped game play data as part of the session data for the game play session for time-synchronized analysis of player emotion relative to game play events, thereby allowing developers or operators to evaluate player emotion changes relative to game events occurring during the game play session.

2. The gaming system of claim 1 , wherein the instructions further cause the at least one processor to automatically initiate a game session action during the game play session, the game session action is configured to cause the player to transition to the positive emotional level.

3. The gaming system of claim 1 , wherein the instructions further cause the at least one processor to:

determine an area within the digital image representing a face of the player; and

crop the digital image to include only the determined area.

4. The gaming system of claim 1 , wherein the instructions further cause the at least one processor to:

receive environmental data near the mobile computing device from one or more sensors; and

timestamp and store the environmental data as part of the session data for the game play session.

5. The gaming system of claim 1 , wherein when executed, the instructions further cause the at least one processor to:

determine a gaze direction of the player based on the digital image;

determine that the gaze direction of the player is not directed at the mobile computing device;

generate an engagement level of the player based at least in part on the determining that the gaze direction of the player is not directed at the electronic gaming machine; and

timestamp and store one or more of the gaze direction and the engagement level of the player as part of the session data for the game play session.

6. The gaming system of claim 1 , wherein the instructions further cause the at least one processor to:

receive, from the mobile computing device, audio data captured near the mobile computing device;

detect a source of noise not related to the electronic gaming machine from the captured audio data; and

timestamp and store the audio data as part of the session data for the game play session.

7. The gaming system of claim 1 further comprising the mobile computing device, wherein the mobile computing device includes a digital camera device configured to capture digital image data during the game play session.

8. A non-transitory computer-readable medium storing instructions that, when executed by at least one processor, cause the at least one processor to:

receive, from a digital camera device of a mobile computing device, a digital image of a player at a first time identified by a first timestamp;

determine an emotional state of the player by performing facial expression analysis on the digital image;

determine an emotion level of the player by categorizing the emotional state of the player based on the determined emotional state, the categorizing includes a first state representing a positive emotional level and a second state representing another emotional level;

store the emotional state and emotion level with the first timestamp as session data for a game play session of an electronic game;

receive timestamped game play data identifying what is occurring during the game play session; and

store the timestamped game play data as part of the session data for the game play session for time-synchronized analysis of player emotion relative to game play events, thereby allowing developers or operators to evaluate player emotion changes relative to game events occurring during the game play session.

9. The non-transitory computer-readable medium of claim 8 , wherein the instructions further cause the at least one processor to automatically initiate a game session action during the game play session, the game session action is configured to cause the player to transition to the positive emotional level.

10. The non-transitory computer-readable medium of claim 8 , wherein the instructions further cause the at least one processor to:

determine an area within the digital image representing a face of the player; and

crop the digital image to include only the determined area.

11. The non-transitory computer-readable medium of claim 8 , wherein the instructions further cause the at least one processor to:

receive environmental data near the mobile computing device from one or more sensors; and

timestamp and store the environmental data as part of the session data for the game play session.

12. The non-transitory computer-readable medium of claim 8 , wherein when executed, the instructions further cause the at least one processor to:

determine a gaze direction of the player based on the digital image;

determine that the gaze direction of the player is not directed at the mobile computing device;

generate an engagement level of the player based at least in part on the determining that the gaze direction of the player is not directed at the electronic gaming machine; and

timestamp and store one or more of the gaze direction and the engagement level of the player as part of the session data for the game play session.

13. The non-transitory computer-readable medium of claim 8 , wherein the instructions further cause the at least one processor to:

receive, from a microphone device of the mobile computing device, audio data captured near the mobile computing device;

detect a source of noise not related to the electronic gaming machine from the captured audio data; and

timestamp and store the audio data as part of the session data for the game play session.

14. The non-transitory computer-readable medium of claim 8 , wherein the instructions further cause the at least one processor to automatically initiate a game session action during the game play session, the game session action includes one of adjusting colors of the electronic game and altering audio presented during the electronic game.

15. A method comprising:

receiving, from a mobile computing device, a digital image of a player at a first time identified by a first timestamp;

determining an emotional state of the player by performing facial expression analysis on the digital image;

determining an emotion level of the player by categorizing the emotional state of the player based on the determined emotional state, the categorizing includes a first state representing a positive emotional level and a second state representing another emotional level;

storing the emotional state and emotion level with the first timestamp as session data for a game play session of an electronic game;

receiving timestamped game play data identifying what is occurring during the game play session; and

storing the timestamped game play data as part of the session data for the game play session for time-synchronized analysis of player emotion relative to game play events, thereby allowing developers or operators to evaluate player emotion changes relative to game events occurring during the game play session.

16. The method of claim 15 further comprising initiating a game session action during the game play session, the game session action is configured to cause the player to transition to the positive emotional level.

17. The method of claim 15 further comprising:

determining an area within the digital image representing a face of the player; and

cropping the digital image to include only the determined area.

18. The method of claim 15 further comprising:

receiving environmental data near the mobile computing device from one or more sensors; and

timestamping and storing the environmental data as part of the session data for the game play session.

19. The method of claim 15 further comprising:

determining a gaze direction of the player based on the digital image;

determining that the gaze direction of the player is not directed at the mobile computing device;

generating an engagement level of the player based at least in part on the determining that the gaze direction of the player is not directed at the electronic gaming machine; and

timestamping and storing one or more of the gaze direction and the engagement level of the player as part of the session data for the game play session.

20. The method of claim 15 further comprising:

receiving, from the mobile computing device, audio data captured near the mobile computing device;

detecting a source of noise not related to the electronic gaming machine from the captured audio data; and

timestamping and storing the audio data as part of the session data for the game play session.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Mar 17, 2022
From: SCHWARTZ, GREGORY PAUL
To: ARISTOCRAT TECHNOLOGIES AUSTRALIA PTY LIMITED
Reel/Frame 059298/0872 →
Continuity (13)
Continuation 16778841 · Jan 31, 2020
Continuation 16778987 · Jan 31, 2020
Continuation 16778889 · Jan 31, 2020
Continuation 16778768 · Jan 31, 2020
Continuation 16778743 · Jan 31, 2020
Continuation 16778923 · Jan 31, 2020
Continuation 16109298 · Aug 22, 2018
Continuation 16109298 · Aug 22, 2018
Continuation 16109298 · Aug 22, 2018
Continuation 16109298 · Aug 22, 2018
Continuation 16109298 · Aug 22, 2018
Continuation 16109298 · Aug 22, 2018
Related Publication 20220207959A1 · Jun 30, 2022
Cited By (11)
US 12,223,797 US 12,243,389 US 12,249,210 US 12,277,839 US 12,322,243 US 12,340,656 US 12,361,783 US 12,437,608 US 12,469,362 US 12,475,763 US 12,494,109