METHOD OF ALLOWING A PLAYER TO WAGER VIA AN AUGMENTED REALITY DEVICE ON A REAL WORLD EVENT DISPLAYED ON A VIRTUAL VIDEO DISPLAY THAT IS BEING VIEWED BY THE AUGMENTED REALITY DEVICE
Methods are provided for allowing a plurality of players to wager or vote on one of a plurality of real world events being displayed on video displays that are potentially viewable by augmented reality (AR) devices, and monitor progress of the real world events and status of wagers or votes on the real world events using the AR devices. Each of the real world events are represented by a respective video feed that becomes displayed on the video displays. The AR devices are pointed at the video displays to identify the real world event.
This application is a continuation of copending U.S. application Ser. No. 17/000,519 filed Aug. 24, 2020, which, in turn, is a continuation of Ser. No. 16/809,182 filed Mar. 4, 2020, now U.S. Pat. No. 10,755,528, which, in turn, is a divisional of U.S. application Ser. No. 16/513,065 filed Jul. 16, 2019, now U.S. Pat. No. 10,643,433. The disclosure of each of these applications are incorporated by reference herein in their entirety.
This application claims the benefit of U.S. Patent Application No. 62/700,006 filed Jul. 18, 2018, the disclosure of which is hereby incorporated by reference herein in its entirety.
FIELD OF THE INVENTIONThe present disclosure relates to a system and method for allowing a plurality of consumers to individually view in real time odds and/or payouts tailored to the specific gaming event (e.g., horse race, football game, Jai alai) that he or she is observing at a given time. Additionally, potential payouts for each individual consumer's wagers already bet can be displayed and updated in real time for gaming events as they progress. This individual customization of both suggested and committed bets or wagers is made possible through Augmented Reality (AR) or Virtual Reality (VR) devices that can both function as independent systems or alternatively as enhancements to existing wagering systems.
BACKGROUNDWagering on the outcomes of sporting events (e.g., football games, basketball games, horse races, Jai alai), is a large and growing industry in many parts of the world. Recently, in the United States (US) the Supreme Court (i.e., “Murphy v. National Collegiate Athletic Association”) struck down a 1992 federal law that effectively banned commercial sports betting in most states, opening the door to legalizing the estimated $150 billion in illegal wagers on professional and amateur sports that Americans make every year. With this ruling, bettors will no longer be forced into the black market to use offshore wagering operations or illicit bookies. Placing bets will be now typically done across the US, fueled and endorsed by the lawmakers and sports officials who opposed it for so long. A trip to Las Vegas to wager on March Madness or the Super Bowl could soon seem quaint.
This ruling, in Murphy v. National Collegiate Athletic Association, is also probably a boon for media and data companies that have existing relationships with the major sports leagues. They include television networks like ESPN, which is likely to benefit from more fans having a more deeply vested interest in the action, ultimately resulting in higher ratings.
Thus, a nascent industry is emerging in the form of various sports betting. In the past, various types of betting products or systems have been developed for various types of sporting events. These include: parimutuel horse racing “tote boards” displaying if a particular horse will finish first (win), finish in the top two (place), or finish in the top three (show), or alternatively, various combination bets with multiple horses, such as an exacta bet (covering the top two horses in order) or a trifecta bet (covering the top three horses in order); football, basketball, or soccer moneyline, spread, or handicap bets; or various other futures like head-to-head, half betting, in-play betting; etc.
Aside from sports betting, electronic gaming machines such as slot machines, video poker machines, and keno machines are proliferating throughout casinos. In theory these machines feature low intimidation for novice players, although there are numerous new gaming themes that are either being installed in casinos or are in development. However, these types of electronic gaming machines typically share similar ergonomic interfaces and consequently the low intimidation feature for novice players is maintained despite the propagation of new gaming themes.
Consequently, the vast number of sport or event betting options offered coupled with the large number of sporting events and other gaming venues available at any given time is challenging for an experienced gambler much less a novice and accordingly can prove intimidating to anyone. When it is realized that these options will soon be available to areas of the US that have never had access to gambling on sporting events and other gaming venues before, the problem of intimidating consumers contemplating betting is compounded.
Some notable attempts have been made to elevate the problem of betting intimidation—e.g., U.S. Pat. Nos. 8,821,274; 9,355,519; 9,558,612; 9,697,683 (all “Lyons et. al”); and U.S. Pat. No. 9,666,021 (“Nguyen”). However, “Lyons et. al” in its various embodiments only teaches implementing Augmented Reality (AR) aids for Electronic Gaming Machines (“EGMs”—a.k.a. slot machines) by offering various gaming enticements (e.g., FIG. 22 of “Lyons et. al” '274 patent) as well as gaming options or information and is silent on other forms of gaming as well as providing updates for games in progress. These same basic concepts are taught in different embodiments in “Nguyen” with some additional ancillary information on the casino layout and various “hot spots.” However, like “Lyons et. al”, “Nguyen” is completely silent on providing aid to a consumer with any games in progress as well as any form of sports betting.
U.S. Patent Application Publication No. 2011/0065496 (“Ganger et. al”) discloses the creation of “fiducial markers” that can enable AR bonus play with electronic gaming machines, but as before is silent on providing help as games progress as well as live video sports betting. Finally, U.S. Patent Application Publication No. 2012/0184352 (“Detlefsen et. al”) discloses enabling AR betting at sporting events triggered by signage as well as AR betting on electronic gaming machines, but again is silent on providing help as games progress. Additionally, “Detlefsen et. al” is largely silent on wager funding and cash out methodologies and completely silent on anonymous consumer wagering and cash-out capabilities.
Therefore, in order assist with wager and redemption of the vast number of betting options offered coupled with the large number of sporting events and other gaming venues available, it is highly desirable to develop automated valet systems that assist both novice and experienced consumers with real time wagering of sporting and other gaming events. These automated valet systems are game type independent, thereby offering the greatest utility to consumers and gaming institutions. Ideally, these automated valet systems include seamless funding and cash out sub-systems that support both known and anonymous consumers.
SUMMARY OF THE INVENTIONObjects and advantages of the present invention will be set forth in part in the following description, or may be obvious from the description, or may be learned through practice of the present invention.
In a preferred embodiment, a method and system are provided for an Augmented Reality (AR) device, wherein the device is aware of the consumer's surroundings and creates digital images that appear to be in the consumer's surroundings when viewed through the device that augment the gaming or gambling experience. Thus, with the benefit of this invention, the AR device would (1) scan and assess the consumer's environment; (2) use pattern matching or other recognition software to detect events being displayed elsewhere in the environment including sporting events; (3) identify the events, optionally ranking the events, and determine whether wagers are available to be placed or alternatively, if a wager has already be made by the consumer, provide real time updates as to the status of the wager as the event progresses; and (4) generate persistent digital objects or other interactive objects which allows the consumer to view and manage wagers.
Whenever a wager is made, the AR device interfaces with a central server to commit to the wager if the consumer's account is known and provide a digital receipt and conformation to the consumer's AR device. Optionally, in another embodiment, a paper receipt may be also optionally generated. Otherwise, if the consumer is anonymous to the system, alternative payment venues are provided that will allow the consumer to monetarily commit to the wager nevertheless. Once the wagered event starts, the AR device provides real time updates as to the status of the consumer's wager and optionally allowing the consumer to cancel or otherwise modify their wager (typically, with a discounted payback penalty). Finally, an automated system is provided for the consumer to cash out any winnings.
In an alternative embodiment, a method and system are provided for a Virtual Reality (VR) device, wherein the device creates a virtual surrounding environment simulating a sports betting venue that appear to be in the consumer's surroundings when viewed through the device thereby enabling a gaming or gambling experience in any type of setting. Thus, with the benefit of this invention, the VR device would (1) create a virtual sports betting environment with at least one sporting event displayed; (2) via positioning and optionally gestures, identify a particular event of interest to the consumer, optionally ranking the event, and determine whether wagers are available to be placed or alternatively, if a wager has already be made by the consumer, provide real time updates as to the status of the wager as the event progresses; and (3) generate persistent digital objects or other interactive objects in addition to the sporting display which allows the consumer to view and manage wagers.
Whenever a wager is made, the VR device interfaces with a central server to commit to the wager if the consumer's account is known and provide a digital receipt and conformation to the consumer's VR device. Optionally, in another embodiment, a paper receipt may be also optionally generated. Once the wagered event starts, the VR device will provide real time updates as to the status of the consumer's wager and optionally allows the consumer to cancel or otherwise modify their wager (typically, with a discounted payback penalty). Finally, an automated system is provided for the consumer to cash out any winnings.
Described are mechanisms, systems, and methodologies related to constructing a Valet AR or “VAR” device or, alternatively, a Virtual Reality Valet (“VRV”) device gaming systems thereby enabling methods of consumer assisted gaming hitherto unknown. The key innovations are the embedded VAR and/or VRV interactions and services that seamlessly interact with other data systems, thereby enabling consumer friendly high-speed variable and flexible betting.
In a general embodiment, a VAR and/or VRV system is disclosed that provides consumer selectable varying odds and payouts particular to the event that the consumer is viewing in real time that are not available via prior art systems. The variability and flexibility of the present invention is achieved from determining the event the consumer is viewing and interacting with a plurality of various data sources and servers to provide a user friendly, seamless wagering experience. After the wager is committed, the VAR and/or VRV system utilizes the stored wager data as well as the associated real time event updates to provide personalized updates as to the wager's status (e.g., probability of paying off, potential winnings, odds of winning, prior to end of event cash-out options) as well as ultimate win or lose status and payout of prizes won.
As an aspect of this general embodiment, the disclosed VAR and/or VRV gaming system architecture readily accommodates ergonomic consumer wagering and redemption by enabling both known consumer and anonymous consumer play via a plurality of funding and cash-out systems. These funding and cash-out systems allow for both virtual and physical bet tickets. Thus, the consumer only needs to maintain possession of his or her VAR and/or VRV device to make a wager and determine if the wager was a winner and cash-out.
In a specific embodiment, the VAR and/or VRV gaming system enabled by the present invention, provide anonymous consumer wagering and cash-out capabilities. These anonymous wagering and cash-out capabilities are possible since the VAR and/or VRV device(s) and system(s) and/or physical embodiments maintain a record of the wager and functions essentially as a payable on demand token. In another specific embodiment, receipts for wagers made are transferred, both in a virtual and physical embodiment.
In another specific embodiment, the inherent real time game updating capability of this invention enables heretofore unknown new forms of gaming. In yet another specific embodiment, the consumer unique VAR and/or VRV gaming system portal also enables new forms of gaming.
Described are a number of mechanisms and methodologies that provide practical details for reliably implementing a VAR and/or VRV system from commonly available hardware that also provides for scalability. Although the examples provided herein are primarily related to sports betting in casino environments, it is clear that the same methods are applicable to any type of wagering system (e.g., slot machines, table games) in differing locations (e.g., private home, sports bar).
The foregoing Background and Summary, including the description of some embodiments, motivations therefor, and/or advantages thereof, are intended to assist the reader in understanding the present disclosure, and do not in any way limit the scope of any of the claims.
The foregoing summary, as well as the following detailed description of the invention, will be better understood when read in conjunction with the appended drawings. For the purpose of illustrating the invention, there are shown in the drawings embodiments which are presently preferred. It should be understood, however, that the invention is not limited to the precise arrangements and instrumentalities shown. In the drawings:
FIG. 1D1 is a second representative example isometric view of the casino sports betting venue of
FIG. 1D2 is the same second representative example isometric view of the casino sports betting venue of
FIG. 1H1 is a magnified view of the representative example screens 107 of
FIG. 1H2 is a magnified view of the representative example screens 108 of
Certain terminology is used herein for convenience only and is not to be taken as a limitation on the present invention. The words “a” and “an”, as used in the claims and in the corresponding portions of the specification, mean “at least one.” The abbreviations “AR” and “VR” denote “Augmented Reality” and “Virtual Reality” respectively. Augmented Reality (AR) is an interactive experience of a real-world environment whose elements are “augmented” by computer-generated perceptual information. While definitions of AR vary depending on the application, in the context of this invention AR denotes constructive (i.e. additive to the natural environment) overlaid visual and possibly audible sensory information seamlessly interwoven into images of the real world. Examples of existing AR platforms are: Apple iPhones®, Android® phones, Google Glass, Microsoft HoloLens, etc. AR augmented computer-generated perceptual information is referred to as “persistent digital objects”, or “overlay images”, or “visual digital image overlays” interchangeably throughout the specification and claims. In the context of this invention “persistent digital objects”, or “overlay images” can be simple two-dimensional overlays of statistics or odds, interactive control panels, or simulated three-dimensional objects. Virtual Reality (VR) is an interactive computer-generated experience taking place completely within a simulated environment. VR as used herein denotes complete immersion into the computer-generated experience with no real world environment admitted and may also include audio. Examples of existing VR platforms include: Oculus, Windows Mixed Reality, Google Daydream, HTC Vive.
In the context of the present invention, the term “VAR” refers to the invention as a “Valet AR” or “Valet Augmented Reality” embodiment where bets are offered to the the invention as a “Valet AR” or “Valet Augmented Reality” embodiment where bets are offered to the consumer; bets can be placed on an outcome, the game or event observed; and, depending on the results of the game or event, the winning bets can be paid out all within the “Valet Augmented Reality” (“VAR”) ergonomic interface. The term “VRV” refers to “VR Valet” or “Virtual Reality Valet” embodiment, essentially providing a similar ergonomic interface as the “VAR” embodiment, but in virtual reality. A “wager” or “bet” are used interchangeably meaning a gamble on predicting the outcome of a drawing (e.g., sporting event) in the future. Finally, the terms “bettor,” “player,” or “consumer” all refer to a human individual utilizing the invention.
Before describing the present invention, it may be useful to first provide a brief description of the current state of the art of sports betting and validation as well as the localized nature of the venue. The concept is to ensure that a common lexicon is established of existing systems prior to describing the present invention.
However, with the benefits of the present disclosure, a VAR and/or VRV system can be offered for virtually all types of sports betting that reduces the intimidation and potential confusion for both novice and experienced consumers desiring to make a bet. The reduced intimidation is primarily derived from the VAR and/or VRV ergonomic user interface offered privately to each individual consumer. The private nature of the VAR and/or VRV ergonomic interface inherently reduces consumer intimidation (e.g., no conscious human will be aware of any individual consumer's mistakes or foibles) as well as offering extremely detailed explanations of potential bets and protocols (e.g., football, basketball, or soccer moneyline, spread, or handicap bets; various other futures like head-to-head, half betting, in-play betting) heretofore unknown in the industry. Additionally, the VAR and particularly the VRV embodiments enable access to complete sports betting capabilities in remote locations outside of casino venues (e.g., home, cruise ships, physical locations of sporting events, sports bars) assuming compliance with local and federal laws. Thus, with this invention, any number of sports bets with differing payouts can be accommodated with a single personalized VAR and/or VRV ergonomic interface enabled with this invention.
Having concluded the discussion of the prior art sports betting venue as compared to the advantages with VAR and/or VRV, detailed embodiments of the present invention will now be disclosed. As will be apparent to one skilled in the art, the present invention overcomes many of the disadvantages of sports betting venues, particularly enabling easier consumer access with greater flexibility in terms of consumer choices, play style, game play, and location.
Reference will now be made in detail to examples of the present invention, one or more embodiments of which are illustrated in the figures. Each example is provided by way of explanation of the invention, and not as a limitation of the invention. For instance, features illustrated or described with respect to one embodiment may be used with another embodiment to yield still a further embodiment. It is intended that the present application encompass these and other modifications and variations as come within the scope and spirit of the invention.
Preferred embodiments of the present invention may be implemented as methods, of which examples have been provided. The acts performed as part of the methods may be ordered in any suitable way. Accordingly, embodiments may be constructed in which acts are performed in an order different than illustrated, which may include performing some acts simultaneously, even though such acts are shown as being sequentially performed in illustrative embodiments.
In the exemplary system 125 of
By itself, the previously disclosed ergonomic VAR interface enabled by this exemplary embodiment would greatly reduce the intimidation of novice consumers when first approaching sports betting venues as well as potentially eliminate transcription errors for more experienced consumers (e.g., assume the wrong spread for a given game due to misreading the odds display). Yet, with the addition of various nested help modes 128 embedded into the VAR ergonomic system, the novice and experienced consumer can divine the answers to whatever level of detail he or she would want to know about the potential bets available via their own private interactions. For example, the previous records of the two teams playing each other could be queried, or any news concerning the teams (e.g., a quarterback recently hurt in practice) can be displayed, or detailed descriptions of the potential bets can be provided—e.g., “Money Line” (i.e., the selected team “Georgia” wins outright with the amount a player must wager “$185” in order to win $100), “Over/Under” (i.e., a bet on whether the combined score of the pending game will be above or below an a priori number “4.5”), and “Spread” (i.e., a bet where the pay-off is based on whether one team defeats the other by a greater than or equal to a priori margin “3.5,” rather than a simple “win or lose” outcome).
Once the wager is made, the ergonomic features of the VAR system continue with support and updates as the game or event plays out as shown in
The benefits of the VAR device are not limited to one or two sporting events or wagers. In a preferred embodiment, the sports betting venue typically includes a plurality of television monitors with each television monitor displaying a different sporting or gaming event (e.g., 101 thru 106 of
FIGS. 1D1, 1D2, and 1E, taken together, illustrate a second embodiment describing a VAR implementation enhancing a traditional sports betting venue in a casino. FIGS. 1D1 and 1D2 illustrate the state of the system at the time a wager is made by a consumer while
In the exemplary system 150 of FIG. 1D1 the VAR device 156 (e.g., smart phone) captures the Formula One preshow video feed displayed on television monitor 105′ with its internal camera. The captured video feed video 105″ is selected by being in the field of view of the VAR device's 156 camera (not shown in FIG. 1D1). In addition to the live captured video 105″, augmented reality overlays 158 and 160 are superimposed on the VAR device's 156 display screen as a “first digital overlay.” As illustrated in this example 150, a portion of the augmented reality overlay 160 displays a pending podium wager 157 selected by the consumer with the consumer betting “$100” that the finish podium for the race scheduled for Sep. 13, 2020 will be “Hamilton” and “Vettel” with the third place on the podium not yet selected. As illustrated in FIG. 1D2, the consumer utilized a virtual “select wheel” 161 to choose his or her driver selections for the final position on the podium (“Ricciardo”), thereby completely defining the bet as “Hamilton,” “Vettel,” and “Ricciardo” in that order—i.e., first, second, and third 160′. Alternatively, the consumer selection and pending bets could be displayed on two or more consecutive first digital overlays. Thus, the scope of the “first digital overlay” covers both embodiments, namely, a digital overlay that simultaneously displays possible/available wagers and provides an interactive display to enter wagers, or consecutively appearing digital overlays that first displays possible/available wagers, and then provides the interactive display to enter the wagers. Again, with the benefits of this invention, the consumer simply points their VAR device's 156 at the sporting event of interest and immediately has the ability to make a wager automatically recorded and paid for from a preestablished account (assuming the consumer is known to the system) or have the pending wager logged with a unique serial number (assuming the consumer is not known to the system) that will be finalized if the consumer funds the wager before the designated event's “no more bets” period begins.
Once the wager is made, the ergonomic features of the VAR system continue with support and updates as the game or event plays out as shown in
As is apparent to those skilled in the art, this type of “Cash-Out Option” is typically not available in sports or event betting venues. Displaying the myriad of potential “Cash-Out Options” available on a continuous basis to the plurality of consumers across a multiplicity of events is virtually logistically impossible using prior art technology. Therefore, aside from the benefits of reducing the intimidation and potential confusion for both novice and experienced consumers desiring to make a bet, the present invention also enables new forms of wagering.
For example, another new form of wagering enabled by the present invention is to enable “Catastrophic Gambler's Insurance” for sports or other VAR or VRV forms of wagering. Catastrophic Gambler's Insurance was originally invented by David Sklansky (see “Ducy? Exploits, Advice, and Ideas of the Renowned Strategist” by David Sklansky and Alan Schoonmaker, copyright® 2010 by Two Plus Two Publishing LLC). It is a unique supplemental form of gaming that combines both math and psychology by essentially ensuring a consumer's minimum amount of bets and a subsequently chance to win more money while simultaneously increasing the casino's average profits. The concept essentially guarantees that a consumer cannot lose more than an a priori maximum amount if he or she wagers a minimum amount a minimum number of times. For instance, assume a consumer has $550 to wager on point spread football games. With prior art betting, the consumer would wager on five games $110 each to win a potential $100 for each game with a maximum possible winnings of $500. However, with Catastrophic Gambler's Insurance enabled by the custom individual consumer portals in VAR and VRV embodiments of this invention, the consumer could bet on ten games only risking the same $550 resulting in a maximum possible winnings of $1,000—i.e., any loss above $550 would be forgiven. Catastrophic Gambler's Insurance enables this type of betting because it is essentially insuring against a “Black Swan” event (i.e., disproportionate role of high-profile, hard-to-predict, and rare events that are beyond the realm of normal expectations—e.g., >2σ events), for the casino to lose money in this example the consumer would have to win fewer than three games which would occur only approximately 6% of the time costing the casino around $10 in Expected Value or “EV.” However, the subsequent increase in betting volume from five games to ten games wagered increases the overall EV to the casino by $25, such that offering Catastrophic Gambler's Insurance effectively nets the casino an extra $15 in profit on average.
One reason that Catastrophic Gambler's Insurance has not been typically implemented in prior art wagering systems, is that the insurance either requires the consumer to obligate himself or herself at one time for a larger amount wagered or the betting history of the consumer must be tracked over pluralities of individual wagers, thereby ensuring that the minimum number of qualifying bets were made to qualify for Catastrophic Gambler's Insurance. Arguably, with player loyalty programs some form of Catastrophic Gambler's Insurance will be implemented in the future but obtaining the insurance would still remain problematic for casual or anonymous betting consumers. Fortunately, since VAR and VRV embodiments of this invention enable custom individual consumer wagering portals, tracking of the number and types of bets per portal required to obtain Catastrophic Gambler's Insurance becomes computationally trivial. Since every wager by an individual consumer is made through the same VAR or VRV device, the application on the device and the valet betting system (e.g., 282 of
Similar to the various VAR embodiments previously disclosed,
Of course, the VAR and VRV embodiments are not only applicable to live sports, virtual sports, or casino betting application, the same disclosed technology can be utilized by other gaming environments. For example, VAR embodiments augmenting lottery drawings can reduce or eliminate consumer confusion while possibly attracting younger clientele who, to date, do not appear to be purchasing as many lottery products as older customers.
In the exemplary embodiment 130 of
As is apparent to one skilled in the art, both the VAR and VRV embodiments are not necessarily restricted to betting environments, the same disclosed technology and systems can be applied to other interactive venues, such as live sporting event statistics, automated purchasing of a product advertised on television, subscribing to a premium television subscription service, audience feedback in non-wagering environments, etc. For example,
Assuming the VAR application is present and active on the VAR Device 201, the device can be initiated with one of two actions: (1) optionally identifying an object of interest 206 to begin the betting process thread or (2) used to request service 219 (e.g., cocktail, food, funding requests, manual bet) as the consumer desires. Whenever it is actuated, the Service Request 219 function seamlessly interacts with the casino's internal restaurant, bar, betting system, Point Of Sale (POS) system, etc. thereby passing the request and consumer's location for later completion by human staff or existing, prior art, automated process. Despite its location at the top of the flowchart, it should not be assumed that the Service Request 219 function is state dependent, rather it can be initiated at any time as an added separate thread to normal VAR operations when the consumer desires.
Returning to the betting process thread, the consumer points the VAR Device 201 at objects of interest (e.g., television displays of sporting events) that are within the field of view of the VAR Device's 201 camera and identified 206. This optional step is accomplished by physical reference points placed in the casino or television monitor for the camera to find e.g., barcodes, machine readable landmarks. Additionally, data displayed directly on the monitors may also assist or be exclusively utilized in Target Identification 206—e.g., barcodes, digital watermarks, Optical Character Recognition or “OCR”, logo identification, the video broadcast itself. In an alternative embodiment, a message is displayed on the VAR Device 201 display asking the consumer to aim the internal camera at live feed sports monitors or other objects of interest in the venue.
In one specific embodiment, a Fast Fourier Transform (FFT) sampling algorithm is performed on periodic video scenes on each of the different channels on display and saved in the Video Target Identification & Location Database 212. In parallel, a FFT can also be performed on the video image within the field of view of the VAR Device's 201, such that if the FFT in the Video Target Identification & Location Database 212 and the FFT of the image within the field of view of the VAR Device's 201 camera are identical or mostly similar, the target can be reasonably identified. Among other things, this embodiment has the advantage of geographic diversity wherein the VAR Device 201 need not be at an a priori location, but could be anywhere (e.g., sports bar, home) that applicable laws allow. For example,
In another specific embodiment, other sampling algorithms are executed on continuous or periodic video scenes from each of the different television programs available for betting and saved in the Video Target Identification & Location Database 212. For example, a histogram sampling algorithm of each of the video program's Red, Green, and Blue (RGB) data channels can be readily executed, providing a representation of the distribution of the intensities of each color's pixels with the number of pixels of a given value providing the ordinate (Y-axis) coordinates with the abscissa (X-axis) coordinates arranged between 0 and 255 (assuming 8-bit video)—e.g., see 403 (red), 404 (green), and 405 (blue) of
These same types of RGB channel histograms can also be executed on the object of interest video image within the field of view of the VAR Device's 201 (
In a preferred alternative specific embodiment, the object of interest video program display is divided into segments (e.g., halves, quadrants, eights) with a histogram or other color sampling algorithm executed on each of the created segments. With this alternate specific embodiment, the Red, Green, and Blue (RGB) data channels in each segment are analyzed to create separate metrics summarizing the distribution of color and intensity of each segment. The derived metrics from each segment are then compared (e.g., ratio) to the metrics of the other segments with the resulting comparison metrics constituting the identifying aspects of the video program.
For example,
The various RGB count metrics and associated percentages for the four exemplary segments (476, 477, 478, and 479) of
In addition to the real time processing benefits, this segmentation and comparison preferred alternative specific embodiment, also has the advantage of ready adaptability to machine learning. When developing the algorithms for target identification, the algorithm can record multiple types of video feeds by dividing the frames into segments and comparing the metrics from each segment to each other segment with this data compared to “noisy” video frames also in its test database (e.g., skewed target video, low contrast video, poorly framed video, high or colored ambient lighting) with the algorithm automatically adjusting its own parameters (e.g., acceptable tolerance in metric deviations, segmentation, types of metrics) to achieve the best identification rates.
Of course, as is apparent to one skilled in the art in view of this disclosure, there are numerous variations on the exemplary segmentation and comparison embodiment 475 of
Regardless of the alternative specific embodiment employed, the general concept of dividing the object of interest video program display into segments with metrics from each segment compared to the metrics of the other segments to provide the final metrics or “fingerprint” thereby identifying the video program has the advantages of: low computational load, inherent noise immunity, relatively stable final metrics from frame-to-frame so long as the scene remains the same, and adaptability for machine learning. The general concept being to model the balance of color distribution in various areas of the video screen (e.g., blue sky at top, green grass at the bottom) rather than attempt to identify the objects actually being displayed on the screen.
Though, the system's reliance on the consumer consistently pointing and properly framing the VAR Device 201 about the television program of interest can be inherently noisy. Noise sources can be introduced by how well the object of interest is framed or cropped within the VAR Device's 201 field of view with noise introduced by portions of the background outside of the intended object of including background wall surfaces or even portions of other television broadcasts. Additionally, noise can also be introduced from the ambient lighting in the room that the VAR Device 201 is located. Fortunately, this environmental background noise can be greatly mitigated by identifying a priori symbols of indicia consistently imbedded in the object of interest. For example,
Additionally, since the broadcast size and shape (452 and 453) of the a priori logo 451 is “known” to the Video Target Identification & Location Database 212 (
Of course, as is apparent to those skilled in the art, there are other information or data sources associated with the television program object of interest that can assist in program identification. For example, the audio associated with the broadcast can also be captured and utilized as a secondary data or information source in addition to the video data to provide an additional or alternate method of program identification. Alternatively, “Chirp” technology where sound waves are utilized to transmit digital data either audibly or non-audibly could be employed to transmit out of band information also aiding in identifying the object of interest. These audio methods have the advantage of processing acoustic data bandwidth via soundwaves that, essentially providing a different out of band data source that is inherently immune to optical noise sources. However, these same acoustical out of video band data sources would also inherently have the disadvantages of susceptibility to audio noise in some environments (e.g., sports bar, casino sports betting venue). Another exemplary alternative data source to assist in program identification could be a Bluetooth transmitter beacon in or around the television display that identifies the display and the program being shown on it. Still another exemplary embodiment to assist in program identification would be to provide the consumer with a separate interface in the VAR device to allow him or her to manually identify the program of interest. Clearly, there are multiplicities of alternative data sources independent of the video feed itself that are available to a skilled artesian to serve as out of video band back channels for data transmission.
Returning to
The initially captured image 208 is then transmitted to the VAR Server's 202 Image Processing 209 function that first ensures (e.g., video displayed barcodes, digital watermarks, Optical Character Recognition or “OCR”, indicia in the proximity of the monitors, color histograms, FFTs) that the captured image is consistent with the data associated with one television program in the Video Target Identification & Location Database 212 output, if so a virtual position on the VAR Device's 201 display may be derived by performing an inverse projection matrix on the Two Dimensional (2D) coordinates of the displayed video. In an alternative embodiment, the Image Processing 209 function could be performed by the VAR device itself. The camera captured image is rendered 213 with virtual valet overlaid 210 information (of course, the rendering of virtual valet overlaid 210 information may also be executed on the VAR device itself). The virtual valet overlaid information 210 display is a function of the sporting event of the captured image as well as current betting options available for the same event as determined by the Bet Processor 211 and associated Offered Bets and Data databases 217. It should be noted, that the Offered Bets and Data databases 217 are not necessarily generic or universal, in a preferred embodiment the Offered Bets and Data databases 217 may include references to the consumer's previous betting history. With this preferred embodiment, suggested bets may be highlighted that are consistent with the consumer's betting history or alternatively “Catastrophic Gambler's Insurance” may be offered to the consumer based on his or her betting history. Regardless of the configuration of the Offered Bets and Data databases 217, the resulting composite rendered image 213 is then transmitted back to the VAR Device 201 for display on its screen 214. An example of this composite output is shown in
Next, assuming the consumer elects to make a wager, a specific bet is selected on the VAR ergonomic interface 215 (
Assuming the bet is funded and complete, a virtual receipt 220 will be displayed on the VAR Device 201 and stored in its local memory. Optionally, a physically printed receipt 221 may be made available (e.g., printed out) when the VAR Device 201 transfers the request (e.g., Bluetooth, Near Field Communications or “NFC,” displayed barcode) at an ATM, or other terminal, or to a human operator's station.
Once the wager or bet is completed, the VAR Device 231 continues to support the consumer throughout the sporting event's duration 230 of
To monitor a bet as a sporting event or game progresses 234, as before, the consumer points the VAR Device 231 on an object of interest (e.g., television displays of sporting events) thereby identified 236 via a process comparable to the betting process thread. In one specific embodiment, a message is displayed on the VAR Device 231 display asking the consumer to aim the internal camera at live feed sports monitors or other objects in the venue displaying games or events where wagers are pending. The VAR Device's 231 Position and Orientation 237 are optionally determined in a similar manner to the betting process thread.
The initially captured image 238 is then transmitted to the VAR Server's 232 Image Processing 239 function that first ensures that the captured image is consistent with the Video Target Identification & Location Database 242 output. Assuming the image is satisfactory, the camera captured image is then rendered 245 with virtual valet overlaid 240 information, this overlay rendering may optionally occur on the VAR device itself. However, with the sporting event or game progression thread, the virtual valet overlaid information 240 display is typically more dynamic, being driven by both the relatively static Bet Processor's 241 Bet Storage 249 committed wager data and the constantly changing External Game Data 243, thereby providing a continuously real time data stream of salient details of the sporting event or game. Typically, this type of real time data feed is provided by an outside provider (e.g., Sportradar®, Goalserve.com, Fantasydata.com) as a subscription service. Regardless of the real time data stream source, the resulting composite rendered image 245 is then transmitted back to the VAR Device 231 for display on its screen 246. An example of this composite output is shown in
At this point, the sporting event or game progress thread continuously loops 247 (
Of course, as is apparent to one skilled in the art, there are numerous variations on the exemplary VAR embodiments 200 and 230 (e.g., wearable AR displays rather than smart phones, viewing sporting events on a single television screen at a sports bar or home) that may under some circumstances be more desirable then the present disclosure.
The swim lane flowchart 260 begins with the VRV User Device 264 optionally receiving a Download 265 of the VRV application. The VRV application needs to be active on the VRV User Device 264 to implement the invention. Since the VRV embodiment is location agnostic (i.e., unlike the AR embodiments, by the very nature of “virtual reality” the physical environment that the consumer is occupying at the time of use is irrelevant) automatic activation of the VRV application depending on location is not necessarily favored, with consumer manual activation being the preferred embodiment. Likewise, while the VRV embodiment can support external Service Requests 295 like the VAR embodiment (e.g., cocktail, food, funding requests) as the consumer desires, typically the VRV embodiment will be utilized in physical environments where Service Request 295 physical infrastructure is not available (e.g., home).
When the VRV application is present and active on the VRV Device 261, the consumer will be immersed into a synthetic virtual world without any visual contact to the surrounding environment. Consequently, unlike the previously discussed VAR embodiment, with the VRV embodiment only the positioning and orientation of the consumer's head will determine the object of interest within the created virtual environment that typically supplies a plurality of items of interest. Therefore, the configuration of the virtual environment itself determines the live sports events and games available at the time and is integral to the disclosure of the invention. For purposes of simplicity and expediency, the following discussion will assume that the created virtual environment for the VRV embodiment will be similar to the casino sports betting venue illustrated in
To make a bet, the consumer starts the VRV application 264 (
Once the wager or bet is completed, the VRV Device 261 continues to support the consumer throughout the sporting event's duration 275. To monitor a bet as a sporting event or game progresses, as previously discussed, the consumer positions and orients the VRV Device 261 on a virtual object of interest actuating the Position & Orientation function 266. The VRV Device's 261 position and orientation are determined in a similar manner to the betting process thread. Once the position and orientation of the VRV Device 261 is known, the objects of interest (e.g., virtual television displays of sporting events) that are then rendered 267 with virtual valet overlaid information. However, with the sporting event or game progression thread, the virtual valet overlaid information display is typically more dynamic and is driven by both the relatively static Bet Processor's 270 Bet Storage 272 committed wager data and the constantly changing External Game & Video Data 299, thereby providing a continuously real time data stream of salient details of the sporting event or game. Typically, this type of real time data feed is provided by an outside provider (e.g., Sportradar®, Goalserve.com, Fantasydata.com) as a subscription service. Regardless of the real time data stream source, the resulting composite rendered image 267 is then transmitted back to the VRV Device 231 for display.
At this point the sporting event or game progress thread continuously loops 275 (optionally changing from one wagered sporting event or game to another) until the game or sporting event ends or if the consumer optionally elects to cash-out before the event concluded. If the sporting event or game ends with the consumer being a winner or if the consumer elected to exercise a cash-out option 275, the thread progresses to the Redemption Process 276. The VRV Device 261 then transmits the winning or cash-out digital serial number to the VRV Server 262 where the Bet Processor 270 queries its Bet and Data Storage 272 database to determine if the received serial number is in fact valid. Assuming the serial number is valid and the consumer is known to the VRV system, the Bet Processor 270 will credit their account with a notification appearing on the VRV Device's 261 screen. Alternatively, if the request is valid and the consumer is unknown to the system, a payment token will be transmitted to the VRV Device's 261 memory thereby enabling a Cash Withdraw 278 when the VAR Device 261 transfers the request (e.g., Bluetooth, Near Field Communications or “NFC,” displayed barcode) from an ATM, or other terminal, or to a human operator's station. Of course, if a paper receipt was provided at the time of the wager, the consumer could also elect to use the paper receipt as a bearer document demanding payment.
The related swim lane system hardware architecture diagram 280 for both the VAR and VRV is illustrated in
The Consumer Interface 281 (e.g., hand held consumer smart phone functioning as an AR device 284 and VR goggles 285) provides the transaction portal(s) that interact with specific consumers, thereby enabling information exchange as well as wagers or bets to be sold and redeemed. All information requests as well as wagers or bets processed by the Valet System 282, are passed to the Valet System Server 286 for processing, recording, and optional redemption via casino ATMs 295, smart card, and/or paper receipts 294 given to a human operator. External Event Data 283 is supplied from different sources depending on the type of information: the Game Data Server 292 being cognizant of all current odds and structures for all sporting events or games where betting is permitted, the Video Database Server 291 tracking what video feeds are present on which monitors, the Video Data Servers 293 providing a priori data position orientations of sports venue television monitors and other objects as well as providing real time data feeds (from possibly multiple sources) of the displayed sporting events or games, and the optional Service Request 296 providing an interface to casino POS support services (e.g., bar, food).
All Consumer Interface 281 requests are received by the Valet System Server's Input and Output (I/O) 290 and onto the server's Central Processing Unit (CPU) 289 and associated Memory 288. The Valet System Server's Bet and Data Storage 287 provides the non-volatile log of record for all wagers made by the consumer.
Once the wager or bet is completed, the VAR Device 231 continues to support the consumer throughout the sporting event's duration 230 of
In non-gaming embodiments, such as “The Choice” embodiment 110 of
To monitor the exemplary television program and vote on contestants as the program progresses, as before the consumer points the VAR Device 223 on an object of interest (e.g., 110 of
The initially captured image 229 is then transmitted to the VAR Server's 224 Image Processing 252 function ensuring that the captured image is consistent with the Video Target Identification & Location Database 296 output. Assuming the image is satisfactory, the camera captured image is then rendered 255 with virtual valet overlaid 253 information, this overlay rendering may optionally occur on the VAR device itself with the Composite Image displayed 256. In an alternative embodiment, once the captured image is found to be consistent with the Video Target Identification & Location Database 296, the consumer via the VAR Device 223 can optionally elect to receive the External Video 254 feed directly through the VAR device 223, thereby freeing the consumer from having to continuously hold the VAR device 223 focused on the object of interest—e.g., see 114 of
At this point, the television show progress thread continuously loops 257 (i.e., continuing to provide updates for the same show or event or, alternatively, changing to another show or event if the VAR Device 223's focus changes) until the show or event ends 298, the contestant(s) change, or if the consumer elects to vote 257 for a contestant. If the consumer voted 257 for a contestant in a predefined allowable time period, the consumer's vote is locally processed 258 on the VAR device, thereby bundling the consumer's choice with the appropriate flag data such that an External Event Data server 225 can properly decode the consumer's selection. Once the vote has been processed 258 locally, the bundled vote packet is typically forwarded to the VAR Server 224 where it is relayed 258′ to the External Event Data server 225 as External Data 297 to be ultimately stored in the television show's voting database 297′.
Thus, the disclosed VAR devices can be utilized for both gaming and non-gaming embodiments. Examples of preferred embodiments of VAR devices are provided in
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- Step 2000: Maintain in a database 2110 of a server 2112 that manages wagers (i) video feeds of each of the plurality of real world events, and (ii) wager data for each of the real world events. The wager data includes all wagers that are possible to be made for each of the real world events, all wagers that have been made by respective players for each of the real world events, and real time status of all of the wagers that have been made by respective players for each of the real world events.
- Step 2002: Capture, by the camera 2106 of one of the player's VAR device 2102, video image frames of one of the video feeds being displayed on a video display 2100 that is in the vicinity of the player's VAR device 2102, and electronically communicate data of the captured video image frames to the server 2112. The data of the captured video image frames are stored in memory 2114 of the server 2112.
- Step 2004: Identify at the server 2112 using automated video content identification software 2116 a video feed that matches the data of the captured video frames, the video feed thereby identifying the real world event being captured by the player's VAR device 2102.
- Step 2006: Generate a first digital overlay on the display screen 2108 of the player's VAR device 2102 that is associated with the matched real world event. The first digital overlay is an interactive display that allows the player to view possible wagers and enter wagers regarding the real world event. The player's VAR device 2102 simultaneously displays the real world event and the first digital overlay. The possible wagers are obtained from the wager data in the database 2110 of the server 2112.
- Step 2008: Enter by the player a wager on the real world event into the player's VAR device 2102 via the first digital overlay.
- Step 2010: Electronically communicate the wager from the player's VAR device 2102 to the server 2112.
- Step 2012: Generate a second digital overlay on the display screen 2108 of the player's VAR device 2102 that displays real time status of the player's wager on the real world event. The real time status is obtained from the wager data in the database 2110 of the server 2112.
One example of the database 2110 may be a table having at least two fields, namely, video feeds and wager data. The video feeds include the video feeds for the real world events 1 to n.
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- Step 2200: Maintain in a database 2210 of a server 2212 that manages votes (i) a video feed of each of the at least one real world events, and (ii) voting data for each of the at least one real world events. The voting data includes all possible votes that are available to be made for each of the at least one real world event, all votes that have been made by respective voters for each of the at least one real world event, and real time status of the votes that have been made by respective voters for each of the at least one real world events.
- Step 2202: Capture, by the camera 2206 of one of the voter's VAR device 2202, video image frames of one of the video feeds being displayed on a video display 2200 that is in the vicinity of the voter's VAR device 2202, and electronically communicate data of the captured video image frames to the server 2212. The data of the captured video image frames are stored in memory 2214 of the server 2212.
- Step 2204: Identify at the server 2212 using automated video content identification software 2216 the video feed that matches the data of the captured video frames. The video feed thereby identifying the real world event being captured by the voter's VAR device 2202.
- Step 2206: Generate a first digital overlay on the display screen 2208 of the voter's VAR device 2202 that is associated with the matched real world event. The first digital overlay is an interactive display that allows the voter to view possible votes and enter votes regarding the real world event. The voter's VAR device 2202 simultaneously displays the real world event and the first digital overlay. The possible votes are obtained from the voting data in the database 2210 of the server 2212.
- Step 2208: Enter by the voter a vote on the real world event into the voter's VAR device 2202 via the first digital overlay.
- Step 2210: Electronically communicate the vote from the voter's VAR device 2202 to the server 2212.
- Step 2212: Generate a second digital overlay on the display screen 1308 of the voter's VAR device 2202 that displays real time status of the voter's vote on the real world event. The real time status is obtained from the voting data in the database 2210 of the server 2212.
One example of the database 2210 may be a table having at least two fields, namely, video feeds and voting data. The video feeds include the video feeds for the real world events 1 to n.
As discussed above, and illustrated in
Various techniques may be implemented in the automated video content identification software. As previously described, segmented video frame data or histograms of video image frames may be generated, and then compared with segmented video frame data or histograms of video image frames created from the video feeds of the real world events. Time stamps are used to match up the appropriate video data to be compared. Other previously described techniques may also be used.
In addition to the previously described techniques, the video content identification software may use video-based automatic content recognition (ACR). In one preferred embodiment, the video-based ACR uses video fingerprinting or digital watermarking. In the case of the video fingerprinting, the ACR software compares video fingerprints of captured video image frames to video fingerprints from the video feeds of the real world events. These techniques are well-known in the art, and thus are not described in further detail herein.
Regarding the data of the captured video image frames that are sent from the AR device to the server for use in the identification process, the data may be the actual video image frames which may then be subsequently analyzed using video-based ACR software, or the data may be representations of the captured video image frames, such as the segmented video frame data or histograms of video image frames described above. If a video-based ACR technique is used for the identification process, the data may be video fingerprints generated in the AR device, instead of in the server. Sending representations of the captured video image frames reduces bandwidth requirements of the communication channel between the AR device and the server.
Typically for gambling embodiments, prior art systems that offer some form of digital assistance to the betting consumer require the consumer to first register with the system, thereby identifying themselves (e.g., Know Your Customer or “KYC”) and at the same time establish an account where funds can be stored for future bets and winnings deposited. While the disclosed VAR and VRV embodiments of this invention can readily support registered known customers, specific embodiments of this invention also support funding and redemption of anonymous consumers, where the consumer's identity remains unknown to the system with funding and redemption conducted at existing real (i.e., brick and mortar) locations within the casino, thereby maintaining compliance with local and federal laws.
In the exemplary system 300 of
Assuming the consumer has logged a pending bet and now needs to finalize the wager by tendering funds before the designated betting event's “no more bets” period begins, the VAR device 302 will have received an unique serial number from the VAR system that functions as a pointer on that system to the pending bet. Once the unique serial number is received by the VAR device 302, the consumer is directed to proceed to a casino ATM 301 or a clerk station (not shown in
When a consumer has won a bet and wishes to cash-out his or her winnings, a similar process to the previously described wager funding is initiated. However, the “no more bets” deadline is obviously not applicable with this embodiment. To cash-out winnings, the consumer takes their VAR device 302 to a casino ATM 301 in the casino's sports betting area. In one preferred embodiment, a map of the casino floor illustrates where the consumer is relative to possible ATMs 301 and clerk stations. When the consumer arrives at an appropriate casino ATM 301, as before he or she will transfer the winning serial number to the ATM 301 or clerk station by: tapping the VAR device 302 on a receiver pad to transfer the serial number via NFC 303, scanning a barcode 304 rendered on the VAR device's 302 screen into the ATM, or manually entering the human readable embodiment of the serial number 305 on the VAR device's 302 screen into the ATM's 301 keypad or clerk station. In some embodiments, the winning serial number maybe the same unique serial number that was issued for the pending wager with an alternative embodiment issuing a different serial number for finalized bets and/or wins. Regardless of the serial number type and structure, when the serial number is received the ATM 301 or clerk station will verify the winning status with the VAR system and assuming the transaction is in good order, pays the consumer's winnings up to a predetermined threshold (e.g., $599). If the winnings exceed this threshold amount, the ATM 301 will print a receipt and instruct the consumer to go to a clerk's station or, preferably, the VAR application will instruct the consumer to proceed to a clerk station when the high-tier win was initially detected. If the consumer arrived at a clerk station with a low or mid-tier win, the redemption process would essentially be the same, interacting with a human being and a terminal instead of an ATM 301. Of course, if the consumer received a physical paper receipt when the anonymous bet was finalized, the paper receipt could also be used as a bearer document and the VAR device 302 would not be needed to cash-out.
In a preferred alternative embodiment, the casino or betting establishment issues smart cards or ICCs 306 to customers on either a known identity (e.g., hotel room keys, loyalty cards) or anonymous basis (i.e., cards are issued at a cash cage or clerk station preloaded with whatever funds the consumer provides). Typically, these smart cards or ICCs 306 would communicate with the VAR device 302 via NFC 303 either transferring the necessary funds for bets or receiving winnings via digitally signed and encrypted transactions where the card itself 306 is authenticated with the VAR system. Whenever the consumer chooses, he or she can cash out any amount stored on the card by scanning it at the cash cage, clerk station, or possibly at checkout.
The associated
While convenient, the optional funding embodiments 357 utilizing the VAR Device 351 as the funding vehicle may be perceived as offering only questionable anonymity, or perhaps a lower perceived security, or may not be legal in some locations or service providers. Alternatively, as disclosed in
When a consumer has won a bet and wishes to cash-out 356 his or her winnings, a similar process to the previously described wager funding is initiated. However, the “no more bets” deadline is obviously not applicable with this embodiment. To cash-out winnings, the consumer takes their VAR device 351 to a casino ATM or a clerk station 360 in the casino's sports betting area. When the consumer arrives at an appropriate casino ATM or a clerk station 360, as before he or she will transfer the winning serial number to the ATM 301 by either tapping the VAR device 351 on a receiver pad to transfer the serial number via NFC, or scanning a barcode rendered on the VAR device's 351 screen, or manually entering the human readable embodiment of the serial number on the VAR device's 351 screen into a keypad, etc. In some embodiments, the winning serial number maybe the same unique serial number that was issued for the pending wager with an alternative embodiment issuing a different serial number for finalized bets and/or wins. Regardless of the serial number type and structure, when the serial number is received, the ATM or a clerk station 360 verifies the winning status with the VAR system and assuming the transaction is in good order, pays the consumer's winnings up to a predetermined threshold (e.g., $599). If the winnings exceed this threshold amount, the ATM 360 will print a receipt and instruct the consumer to go to a clerk's station 360 or, preferably, the VAR application will instruct the consumer to proceed to a clerk station when the high-tier win was initially detected. Of course, if the consumer received a physical paper receipt when the anonymous bet was finalized, the paper receipt could be used as a bearer document and the VAR device 302 would not be needed to cash-out. In the preferred alternative embodiment, the casino or betting establishment issued smart card or ICC tenders both the wagering and winnings.
It should be appreciated by those skilled in the art in view of this description that various modifications and variations may be made present invention without departing from the scope and spirit of the present invention. It is intended that the present invention include such modifications and variations as come within the scope of the appended claims.
Claims
1. A method of allowing a plurality of players to wager on one of a plurality of real world events being displayed on video displays that are potentially viewable by augmented reality (AR) devices, and monitor progress of the real world events and status of wagers on the real world events using the AR devices, each of the real world events being represented by a respective video feed, the AR devices including a camera and a display screen, each AR device being operated by, and associated with, a respective player, the method comprising:
- (a) maintaining in a database of a server that manages the wagers: (i) video feeds of each of the plurality of real world events, and (ii) wager data for each of the real world events, the wager data including all wagers that are possible to be made for each of the real world events, all wagers that have been made by respective players for each of the real world events, and real time status of all of the wagers that have been made by respective players for each of the real world events;
- (b) capturing, by the camera of one of the player's AR device, video image frames of one of the video feeds being displayed on a video display that is in the vicinity of the player's AR device, and electronically communicating data of the captured video image frames to the server;
- (c) identifying at the server using automated video content identification software the video feed that matches the data of the captured video frames, the video feed thereby identifying the real world event being captured by the player's AR device;
- (d) generating a first digital overlay on the display screen of the player's AR device that is associated with the matched real world event, wherein the first digital overlay is an interactive display that allows the player to view possible wagers and enter wagers regarding the real world event, wherein the player's AR device simultaneously displays the real world event and the first digital overlay, and wherein the possible wagers are obtained from the wager data in the database of the server;
- (e) entering by the player a wager on the real world event into the player's AR device via the first digital overlay;
- (f) electronically communicating the wager from the player's AR device to the server; and
- (g) generating a second digital overlay on the display screen of the player's AR device that displays real time status of the player's wager on the real world event, wherein the real time status is obtained from the wager data in the database of the server.
2-23. (canceled)
Type: Application
Filed: Jun 11, 2021
Publication Date: Jan 6, 2022
Inventors: Eric M. PILNOCK (Mesa, AZ), Kenneth E. IRWIN, JR. (Dawsonville, GA), Michael T. DAY (Mesa, AZ), Michael PILNOCK (Maricopa, AZ), Fred W. FINNERTY (Dawsonville, GA)
Application Number: 17/345,428