Message Read Confirmation Using Eye Tracking
US-2016094705-A1 · Mar 31, 2016 · US
US10339758B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-10339758-B2 |
| Application number | US-201514966845-A |
| Country | US |
| Kind code | B2 |
| Filing date | Dec 11, 2015 |
| Priority date | Dec 11, 2015 |
| Publication date | Jul 2, 2019 |
| Grant date | Jul 2, 2019 |
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Official abstract text for this publication.
A computer device and method for dynamically displaying at least one message to a player of a game are provided. The computer device may be an electronic gaming machine, and comprises a camera which can be used to collect data on the movement of a player of an electronic game. The movements of the player may then be analyzed and used to select message presentation rules based on player movement data. The message presentation rules may govern the presentation of new messages, the removal of old messages, or change the way a given message is presented.
Opening claim text (preview).
The invention claimed is: 1. An electronic gaming machine, comprising: a data storage unit to store game data for a game played by a player and comprising wagering and payout elements; a display unit to display, via a graphical user interface, a plurality of graphical game components including a message in accordance with the game data, the message conveying information to the player; a data capture unit to collect player movement data representative of movement of an eye of the player, the data capture unit comprising a camera to capture images of the player, wherein the player movement data is based on the images; a processor circuit; and a memory comprising computer usable instructions that, when executed by the processor circuit: cause the processor circuit to analyze the player movement data to determine the movement of the eye of the player; cause the processor circuit to determine a reading pace of the player based on the movement of the eye of the player and determine a fatigue level of the player based on the reading pace of the player; cause the processor circuit to determine, based on the movement of the eye of the player, that the player has read a certain part of the message; cause the processor circuit to select, based on whether the player has read the certain part of the message and based on the fatigue level of the player, a message presentation rule comprising an instruction that causes the processor circuit to modify a graphical game component of the plurality of graphical game components; cause the processor circuit to select an available food service associated with a location of the electronic gaming machine, the available food service comprising a caffeinated beverage; and cause the processor circuit to modify the graphical game component of the plurality of graphical game components based on the message presentation rule to indicate to the player that the available food service is available. 2. The electronic gaming machine of claim 1 , wherein the message presentation rule prescribes changing a colour of the graphical game component of the plurality of graphical game components. 3. The electronic gaming machine of claim 1 , wherein the message presentation rule prescribes changing a size of the graphical game component of the plurality of graphical game components. 4. The electronic gaming machine of claim 1 , wherein the message presentation rule prescribes changing a shape of the graphical game component of the plurality of graphical game components. 5. The electronic gaming machine of claim 1 , wherein the message presentation rule comprises an instruction that causes the processor circuit to display another portion of the message following the certain part of the message. 6. The electronic gaming machine of claim 1 , wherein the message presentation rule comprises an instruction that causes the processor circuit to stop displaying the certain part of the message. 7. The electronic gaming machine of claim 1 , wherein the message presentation rule comprises an instruction that causes the processor circuit to stop displaying another portion of the message preceding the certain part of the message. 8. An electronic gaming machine, comprising: a data storage unit to store game data for a game played by a player and comprising wagering and payout elements; a display unit to display, via a graphical user interface, a plurality of graphical game components including a message in accordance with the game data, the message conveying information to the player; a data capture unit to collect player movement data representative of movement of an eye of the player, the data capture unit comprising a camera to capture images of the player, wherein the player movement data is based on the images; a processor circuit; and a memory comprising computer usable instructions that, when executed by the processor circuit: cause the processor circuit to analyze the player movement data to determine a reading pace of the player; cause the processor circuit to determine a fatigue level of the player based on the reading pace of the player; cause the processor circuit to select, based on the fatigue level of the player, a message presentation rule comprising an instruction that causes the processor circuit to select an available food service associated with a location of the electronic gaming machine, and modify a graphical game component of the plurality of graphical game components to indicate to the player that the service is available; cause the processor circuit to select the available food service based on the message presentation rule; and cause the processor circuit to modify the graphical game component of the plurality of graphical game components based on the message presentation rule. 9. The electronic gaming machine of claim 8 , wherein the available food service comprises an available caffeinated beverage. 10. The electronic gaming machine of claim 8 , the memory further comprising computer usable instructions that cause the processor circuit to determine the fatigue level of the player based on determining, based on the movement of the eye of the player, that the player has read a certain part of the message. 11. The electronic gaming machine of claim 10 , wherein the certain part of the message is a word. 12. The electronic gaming machine of claim 10 , wherein the certain part of the message is a line of the message. 13. The electronic gaming machine of claim 10 , wherein the message presentation rule comprises an instruction that causes the processor circuit to display another portion of the message following the certain part of the message. 14. The electronic gaming machine of claim 10 , wherein the message presentation rule comprises an instruction that causes the processor circuit to stop displaying the certain part of the message. 15. The electronic gaming machine of claim 10 , wherein the message presentation rule comprises an instruction that causes the processor circuit to stop displaying another portion of the message preceding the certain part of the message. 16. The electronic gaming machine of claim 8 , wherein the message presentation rule prescribes changing a colour of the graphical game component of the plurality of graphical game components. 17. The electronic gaming machine of claim 8 , wherein the message presentation rule prescribes changing a size of the graphical game component of the plurality of graphical game components. 18. The electronic gaming machine of claim 8 , wherein the message presentation rule prescribes changing a shape of the graphical game component of the plurality of graphical game components. 19. The electronic gaming machine of claim 8 , the memory further comprising computer usable instructions that cause the processor circuit to: select an available second service associated with a location of the electronic gaming machine: and display the graphical game component to indicate to the player that the available second service is available. 20. The electronic gaming machine of claim 19 , wherein the available second service associated with the location of the electronic gaming machine is an available entertainment service.
Player sensing means, e.g. presence detection, biometrics · CPC title
Input means, e.g. buttons, touch screen · CPC title
wherein the player is informed, e.g. advertisements, odds, instructions · CPC title
Architectural aspects of a gaming system, e.g. internal configuration, leader-follower, wireless communication · CPC title
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