WO2014050516A1 - Display system, display control method - Google Patents
Display system, display control method Download PDFInfo
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- WO2014050516A1 WO2014050516A1 PCT/JP2013/074148 JP2013074148W WO2014050516A1 WO 2014050516 A1 WO2014050516 A1 WO 2014050516A1 JP 2013074148 W JP2013074148 W JP 2013074148W WO 2014050516 A1 WO2014050516 A1 WO 2014050516A1
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
Definitions
- the present invention relates to a display system that displays an image to a player of a game store.
- the present invention has been made in view of the above problems, and it is an object of the present invention to provide a display system and a display method capable of advertising a recommended game stand to a player when the player gets tired of the game.
- a display system is attached to a gaming unit having a gaming table and a table machine, and displays an image for a player who plays on the gaming table.
- a face angle detecting means for detecting a face angle indicating the degree
- a look judgment means for judging whether or not a look state where the face angle is equal to or greater than a threshold angle has continued for a threshold time or more
- the finding determination means And the display control means for displaying on the display device a recommended model screen listing the types of gaming machines recommended for the player when it is determined that the extraneous state has continued for a threshold time or more.
- FIG. 4A It is a block diagram which shows the structure of the information processing system of one Embodiment of this invention. It is the block diagram which showed the outline of a structure of a display unit, an information processing apparatus, and a server apparatus among the information processing systems of FIG. It is the figure which showed the display screen displayed on the display unit shown in FIG. It is the perspective view which showed the external appearance of the game unit shown in FIG. It is explanatory drawing which showed typically the attachment position of the camera in the game unit shown to FIG. 4A.
- the shooting time information indicating the shooting time of the shot image, the attribute information indicating the gender and age of the player shown in the shot image, the camera ID of the camera that shot the shot image, and the player's face angle It is the figure which showed an example of the tied information which tied face direction angle information. It is the figure which showed an example of the correlation information produced
- FIG. 3 is a diagram illustrating an example of a camera / model table stored in advance in a storage unit of the information processing apparatus of FIG. 2. It is the figure which showed an example of the business-hour management table previously memorize
- FIG. 3 is a diagram illustrating an example of an installed model / number table stored in advance in a storage unit of the information processing apparatus in FIG. 2. It is the figure which showed an example of the implementation rate table produced with the information processing apparatus shown in FIG. It is the figure which showed an example of the average implementation rate table produced with the server apparatus shown in FIG. It is the figure which showed an example of the 1st ranking table produced with the server apparatus shown in FIG. It is the figure which showed an example of the 2nd ranking table produced with the information processing apparatus shown in FIG. It is the flowchart which showed the flow of the process which detects the player who performed the redundant observation more than threshold time in a game unit.
- FIG. 1 is a block diagram showing a configuration of an information processing system (display system) 500 according to an embodiment of the present invention.
- the components of the game store other than the game store 1-1 are omitted, but in fact, the game store other than the game store 1-1 also has a game store. It has the same components as the components that the store 1-1 has.
- an information processing system 500 includes a game store management device 10 and an information processing device (sales information management device) 30 installed in each of the game stores 1-1 to 1-n.
- the game units 40-1 to 40-m are included.
- the information processing system 500 also includes a server device 60 (see FIG. 2) installed in the amusement store information center 2.
- the game stores 1-1 to 1-n shown in FIG. 1 are so-called pachinko stores or pachislot stores.
- the amusement stores 1-1 to 1-n are members of the amusement store information center 2 and provide the store information to the amusement store information center 2. Since the game stores 1-1 to 1-n have the same configuration as each other, in the following, for convenience of explanation, it is not necessary to particularly distinguish each of the game stores 1-1 to 1-n. In this case, the game store 1 is simply referred to.
- the amusement store information center 2 is an operator that aggregates information sent from each member store to create a first ranking table in FIG. 13A and provides the first ranking table to each member store.
- the game store 1 sends the implementation rate table of FIG. 11 to the server device 60 of the game store information center 2 (see FIG. 2).
- the server device 60 of the game store information center 2 generates the first ranking table of FIG. 13A based on the implementation rate table sent from each game store 1.
- the first ranking table in FIG. 13A and the implementation rate table in FIG. 11 will be described in detail later.
- each game store (hall) 1 has a game store management device 10, an information processing device 30, a game store management bus 12, an information processing bus 13, and game units 40-1 to 40-m. ing.
- the game store management device 10 is a device called a hall computer, and is connected to the game units 40-1 to 40-m via the game store management bus 12, and the operations of the game units 40-1 to 40-m are performed. Monitoring. In other words, the gaming store management device 10 provides status information indicating the state of the game from each of the gaming units 40-1 to 40-m (information indicating the number of balls to be paid out and the number of payouts, information indicating the allowance, probability change, time reduction, etc.) , And a game store management database (not shown) in which the unit number of each game unit 40-1 to 40-m is associated with the status information is updated and stored.
- the game store management device 10 displays the information shown in the game store management database on a display device (not shown) of the game store management device 10 in accordance with the operation of the operator (clerk). Yes.
- the game store management device 10 inputs player call information, error information, and the like from each of the game units 40-1 to 40-m, and the call information and error information are input to the game units 40-1 to 40- that are the information sources.
- a display device (not shown) of the game shop management device 10 is displayed together with the m number.
- the game units 40-1 to 40-m will be described. Since the gaming units 40-1 to 40-m have the same configuration, the gaming units 40-1 to 40-m are simply referred to as gaming units 40 in the following unless it is necessary to distinguish them. Shall.
- each gaming unit 40 includes a gaming table 41 and a display unit 42.
- the game machine 41 is a pachinko machine as shown in FIG. 4A.
- a pachinko machine is shown as an example of the game machine 41, but a so-called pachislot machine may be used.
- the gaming table 41 is a device that executes a game by a predetermined operation by a player, and is a device that pays out game balls or medals in accordance with a bonus or a bonus.
- the gaming unit 40 also has a table machine 43 for inserting money, a prepaid card, a membership card, etc. for playing on the gaming table 41.
- the display unit 42 is a unit that includes a display device 42a and a camera (photographing means) 42b.
- the camera 42b is a photographing device attached to a position where the face of the player sitting on the seat of the gaming table 41 can be photographed. Specifically, as shown in FIGS. 4A and 4B, the camera 42b is a board surface of the game table 41, and is attached to a position facing the player.
- the display device 42a is a device that displays various screens (images) to a player who uses the game table 41, as shown in FIG.
- a touch panel is attached to the display device 42a, and a player of the game table 41 performs input or selection of various information by performing a touch operation on the display device 42a, and displays the information on the display device 42a.
- the screen can be switched.
- the display device 42a displays a standby screen 100 as shown in FIG. 3, and displays a menu screen 101 when the standby screen 100 is touched by a player.
- the standby screen 100 is an initial screen to be displayed on the display device 42a.
- the menu screen 101 is a screen for allowing the user to select content to be displayed on the display device 42a.
- the menu screen 101 is a higher-level screen, and when any of the items shown on the menu screen 101 is touched by the player, the lower-level layer corresponding to the touched item is displayed. The screen is displayed.
- the display unit 42 displays a model input screen 102 (see FIG. 3) for inputting a desired model. . Further, when the player inputs a desired game machine model via the model input screen 102, the display unit 42 displays a game machine information screen 103 on which statistical data (such as a big probability) about the input model is displayed. (See FIG. 3) is displayed.
- the display unit 42 displays a number input screen 104 (see FIG. 3) for inputting a desired machine number. Then, when the player inputs the number of the desired machine via the number input screen 104, the display unit 42 displays the history of the game machine with the entered machine number (big history). 105 is displayed.
- the display unit 42 displays a ranking screen 106 (see FIG. 3) showing the ranking of popular models. . That is, the ranking screen 106 lists the types of game machines recommended for the players.
- the display unit 42 switches the display screen according to the information selected or input by the player.
- the display unit 42 of the present embodiment includes a camera ID of the camera 42b included in the display unit 42, a captured image captured by the camera 42b, and a predetermined image every predetermined time (every 10 seconds in the present embodiment).
- Information associated with the attribute information (information indicating the player's attribute) output based on the captured image, the shooting time of the captured image, and the face angle information indicating the player's face angle is processed.
- the data is output to the device 30.
- the association information is shown in FIG. 5A, and details thereof will be described later.
- FIG. 2 is a block diagram showing an outline of the configuration of the display unit 42, the information processing device 30, and the server device 60 in the information processing system 500 of FIG.
- the server device 60 is installed in the game store information center 2 of FIG. 1 and is a computer that collects and processes information sent from the information processing device 30 of each game store 1.
- the display unit 42 shown in FIG. 2 will be described. As shown in FIG. 2, the display unit 42 communicates with an image processing unit (attribute information detection means, face angle detection means) 42c, a control unit 42d, in addition to the display device 42a and the camera 42b that have already been described. A unit 42e, an operation unit 42f, and a storage unit 42g are provided.
- an image processing unit attribute information detection means, face angle detection means
- a control unit 42d in addition to the display device 42a and the camera 42b that have already been described.
- a unit 42e, an operation unit 42f, and a storage unit 42g are provided.
- the image processing unit 42c is a block for inputting a photographed image of a player photographed by the camera 42b and performing attribute determination processing and face angle output processing based on the photographed image.
- attribute determination process and the face angle output process will be described in this order.
- the attribute determination process means a process of determining an attribute (gender and age) of the player based on the player's face image shown in the photographed image. Since the attribute determination process is well-known, the image processing unit 42c can use any technique as long as it is a well-known attribute determination process. However, the image processing unit 42c of the present embodiment is a processing method by the biological information recognition device disclosed in paragraphs [0040] to [0042] and paragraphs [0061] to [0066] of Japanese Patent Application Laid-Open No. 2009-201536. Is used to perform attribute determination processing.
- the image processing unit 42c refers to the photographed image of the player, and determines whether the player's age is under 20s, 30s, 40s, 50s, or over 60s. It is determined, and it is determined whether the player's gender is male or female.
- the image processing unit 42c generates attribute information indicating the age and sex of the player based on the determination result, and transmits this attribute information to the control unit 42d.
- the face angle output process is a process of outputting face angle information indicating the angle of the player's face based on the player's face image shown in the captured image. Since the face angle output process is well known, the image processing unit 42c can use any technique as long as it is a known face angle output process. However, the image processing unit 42c of the present embodiment is configured to perform attribute determination processing using the method disclosed in paragraph [0080] of Japanese Patent Laid-Open No. 2010-39597.
- the image processing unit 42c outputs face angle information including the face angle in the horizontal direction and the face angle in the vertical direction based on the photographed image of the player (see FIG. 5A). .
- the value indicates a right angle
- the left and right face angle is a negative value
- the value is a left angle.
- the face direction angle in the vertical direction is a positive value
- the value indicates an upward angle
- the face direction angle in the vertical direction is a negative value
- the value indicates a downward angle.
- the image processing unit 42c outputs the attribute information indicating the gender and the age, and the face angle information. (See FIG. 5A).
- the image processing unit 42c displays attribute information indicating that the player is away (the player is absent). Output. Further, when the player's face is not shown in the photographed image, the face angle is not calculated, so the image processing unit 42c outputs face angle information indicating nothing (see FIG. 5B). ).
- the operation unit 42f corresponds to a touch panel attached to the display device 42a. That is, the player can switch the display screen to be displayed on the display device 42a by using the operation unit 42f, and can select and input various types of information.
- the communication unit 42e is a communication interface used when the control unit 42d communicates with the game shop management device 10 and the information processing device 30. That is, the control unit 42d communicates with the information processing apparatus 30 via the communication unit 42e and the information processing bus 13 (see FIG. 1). The control unit 42d communicates with the game store management device 10 via the communication unit 42e and the game store management bus 12.
- the control unit 42d is a computer that controls each piece of hardware of the display unit 42 by executing various programs.
- the control unit 42d includes a display control unit (display control means) 401 and a tied information output unit 402 as shown in FIG.
- the display control unit 401 is a block that performs control to switch the content of the display screen displayed on the display device 42a as shown in FIG. 3 in accordance with a player's touch operation performed on the operation unit 42f. .
- the display control unit 401 requests the game shop management apparatus 10 to transmit information regarding the input model. Upon receiving this request, the amusement store management apparatus 10 transmits information (such as a big probability) regarding the input model to the display control unit 401.
- the display control unit 401 generates a gaming table information screen 103 based on the information sent from the gaming store management device 10 and a predetermined template, and displays the gaming table information screen 103 on the display device 42a.
- the display control unit 401 requests the amusement shop management apparatus 10 to transmit information related to the entered machine number. It is like that. Upon receiving this request, the game shop management device 10 transmits information (such as a big probability) about the inputted machine number to the control unit 42d.
- the display control unit 401 generates a table history information screen 105 based on the information sent from the gaming store management device 10 and a predetermined template, and displays the table history information screen 105 on the display device 42a.
- the display control unit 401 notifies the information processing apparatus 30 of a ranking request command when the “game machine ranking” item on the menu screen 101 shown in FIG. 3 is touched by the player.
- the information processing device 30 transmits popularity ranking information indicating the popularity ranking of the gaming machine to the control unit 42d.
- the control unit 42d generates a ranking screen 106 based on the popularity ranking information sent from the information processing device 30 and a predetermined template, and displays the ranking screen 106 on the display device 42a.
- the linking information output unit 402 shown in FIG. 2 is a block that creates linking information as shown in FIGS. 5A and 5B. This point will be described in detail below.
- the association information output unit 402 is configured to generate association information and transmit it to the information processing apparatus 30 at predetermined intervals during the business hours of the amusement store 1. Specifically, the tied information output unit 402 performs the following processes (A) to (C) at predetermined time intervals. In the present embodiment, the predetermined time is 10 seconds.
- the association information output unit 402 causes the camera 42b to perform a photographing process.
- the association information output unit 402 causes the image processing unit 42c to perform an attribute determination process and a face angle output process by inputting the captured image obtained by the imaging process to the image processing unit 42c.
- the association information output unit 402 includes a captured image obtained by the photographing process, attribute information obtained by the attribute determination process, photographing time information indicating a photographing time of the photographing process, and the camera 42b. Association information is generated by associating the camera ID as identification information with the face angle information output in the face angle output process, and the association information is transmitted to the information processing apparatus 30.
- the image processing unit 42c when the player's face image is shown in the photographed image obtained by the photographing process, the attribute information indicating the player's sex and age, the face angle in the left-right direction, The face angle information indicating the face angle in the vertical direction is output.
- the image processing unit 42c when the player's face image is not shown in the photographed image, is output with attribute information indicating that the player is away (the player is not sitting on the gaming table 41). Face angle information indicating that there is no face angle is output.
- the association information output unit 402 is shown in FIG. 5A when the player's face is shown in the captured image obtained by the imaging process (when the player is sitting on the seat of the gaming table 41). As described above, the association information including the attribute information indicating the gender and age of the player and the face angle information indicating the face angle in the horizontal direction and the face angle in the vertical direction is output. On the other hand, the tied information output unit 402 is shown in FIG. 5B when the player's face is not shown in the shot image obtained by the shooting process (when the player is not sitting on the gaming table 41). As described above, the association information including the attribute information indicating that the user is away from the seat and the face angle information indicating the absence is output.
- the storage unit 42g records various programs to be executed by the control unit 42d and various data to be read by the control unit 42d when these programs are being executed by the control unit 42d. Further, templates of various screens displayed on the display device 42a are also stored in the storage unit 42g.
- the storage unit 42g is configured by a nonvolatile storage device such as a hard disk or a flash memory.
- the information processing apparatus 30 is connected to all the display units 42 installed in the game shop 1 via the information processing bus 13. Then, the information processing apparatus 30 receives the association information (see FIGS. 5A and 5B) transmitted by each display unit 42 every predetermined time.
- the information processing apparatus 30 is a personal computer that is installed in the amusement store 1 and is used by the store manager and the manager of the amusement store 1.
- the information processing apparatus 30 receives the association information from the display unit 42 of each game unit 40 of the own store, generates an implementation rate table (see FIG. 11) with reference to the association information, and uses the generated implementation rate table as a game.
- the information is transmitted to the server device 60 of the store information center 2.
- the information processing device 30 includes an in-store communication unit 30a, a network communication unit 30b, a control unit 30c, a storage unit 30d, a display device 30e, and an operation unit 30f.
- the display device 30e is a display for displaying various images to an operator who operates the information processing device 30.
- the operation unit 30f is an information input device such as a keyboard, a mouse, and a pointer, and an operator can input various information to the information processing device 30 using the operation unit 30f.
- the in-store communication unit 30a is a communication interface that is used when the control unit 30c communicates with the facilities in the game store (the game store management device 10, the display unit 42). That is, the control unit 30c communicates with the display unit 42 via the in-store communication unit 30a and the information processing bus 13 (see FIG. 1). Further, the control unit 30c communicates with the amusement store management apparatus 10 via the in-store communication unit 30a and a predetermined communication wiring (not shown).
- the network communication unit 30b is a communication interface used when the control unit 30c performs communication via the network N.
- a server device 60 of the game shop information center 2 is connected to the network N. That is, the control unit 30c communicates with the server device 60 of the amusement shop information center 2 via the network communication unit 30b and the network N.
- the storage unit 30d records various programs to be executed by the control unit 30c, and various data read when these programs are executed.
- the storage unit 30d stores various data generated by the control unit 30c and various data received from the outside.
- the storage unit 30d is a nonvolatile storage device such as a hard disk or a flash memory.
- the control unit 30c is a computer that processes information input to the information processing apparatus 30 and information stored in the information processing apparatus 30 by executing various programs.
- control unit 30 c includes a tied information processing unit 301, an accumulated time processing unit 302, an execution rate output unit 303, an execution rate transmission unit 304, a second ranking output unit 305, a ranking notification unit 306, and a finding determination Part (remaining finding determination means) 307 is provided.
- the linking information processing unit 301 creates (updates) a linking information DB that collects linking information for each camera ID based on the linking information (FIGS. 5A and 5B) sent from each display unit 42 every predetermined time. It is a block to do.
- the association information DB is stored in the storage unit 30d.
- the association information DB is a database in which association information with the same camera ID is arranged in order from the earliest shooting time.
- the association information DB is obtained by accumulating association information obtained by associating the camera ID, the attribute information, and the accumulated time information for each of all the cameras 42b installed in the game store 1.
- the linked information processing unit 301 refers to the business time management table stored in advance in the storage unit 30d of FIG. 2 to grasp in advance the business start time of the amusement store 1, and before the business start time (for example, 10 minutes ago), all yesterday's associated information DBs are deleted.
- the business hours management table is a table showing the business start time and the business end time of the amusement store 1 for each business day.
- the association information processing unit 301 stores the association information for each camera ID. By doing so, the association information DB shown in FIG. 6 is created (updated).
- the association information DB is a database in which all the association information generated at the game store 1 in a certain day is accumulated.
- the cumulative time processing unit 302 shown in FIG. 7 is a block that performs processing for creating the accumulated time table shown in FIG. 7 and storing the created accumulated time table in the storage unit 30d.
- the cumulative time table is a table in which camera IDs, attribute information, and cumulative time information are associated with each other.
- FIG. 7 only information related to the camera ID of 0003 is shown, but actually information related to camera IDs other than 0003 is also shown. That is, in the cumulative time table, information in which the camera ID, the attribute information, and the cumulative time information are associated with each other for all the cameras 42b installed in the game shop 1 is shown.
- the attribute information indicates the attribute of the player photographed by the camera 42b having the camera ID linked to the attribute information.
- the accumulated time information is obtained by the player (one or more) having the attribute information attributed to the accumulated time information in the gaming unit 40 to which the camera 42b of the camera ID associated with the accumulated time information belongs. It shows the accumulated time (1 day accumulated time) in which the game was played.
- the cumulative time spent by one or more men in their twenties is 15 minutes 40 seconds.
- the cumulative time spent playing by men in their 30s was 3 hours and 35 minutes, and the cumulative time spent playing by women in their 30s was 1 hour 10 minutes and 10 seconds. It can be seen that the cumulative time spent by men in their teens playing is 15 minutes and 20 seconds, and the cumulative time spent by women in their 20s and under, women in their 40s, men and women in their 50s and men and women in their 60s and over is 0 minutes.
- the cumulative time processing unit 302 calculates the cumulative time information for each attribute information for each camera ID using Equation 1 below.
- Cumulative time information number of times of association information received per day ⁇ predetermined time Equation 1
- the predetermined time is a time interval of photographing timing of the camera 42b, and is 10 seconds in the present embodiment.
- the number of times of reception is the number of times of association information associated with the camera ID and attribute information to be processed.
- the association information DB of FIG. 6 the number of association information associated with the camera ID and attribute information that is the processing target is the number of receptions.
- the accumulated time information of males in their 20s is calculated as follows.
- the association information DB of FIG. 6 it is assumed that only 300 sets of association information indicating that the camera ID is 0004 and the attribute information indicates a male in their 20s is shown.
- the accumulated time processing unit 302 specifies 300 as the number of receptions of Expression 1 with reference to the association information DB of FIG. Then, the accumulated time processing unit 302 can obtain 50 (minutes) by multiplying 300 by 10 (seconds). That is, in the camera ID of 0004, the accumulated time information of the attribute information of males in their 20s is 50 minutes.
- the cumulative time processing unit 302 calculates cumulative time information for each attribute indicated in the attribute information for each camera ID, creates a cumulative time table (see FIG. 7) that summarizes the calculation results, and stores the cumulative time table in the storage unit 30d.
- the accumulated time information shown in the accumulated time table created as described above is associated with the accumulated time information in the gaming unit 40 having the camera 42b with the camera ID associated with the accumulated time information.
- the accumulated time (today) that the player with the attribute indicated in the attribute information indicated has played is indicated.
- This block is a block for creating an implementation rate table (FIG. 11) showing an implementation rate for each model by player attribute with reference to the installed model / number table.
- the camera / model table includes the camera ID of the camera 42b installed in the gaming store 1, and model information indicating the model of the gaming table 41 of the gaming unit 40 in which the camera 42b is installed.
- the table shows the correspondence with the manufacturer information indicating the manufacturer of the model, and is stored in the storage unit 30d in advance.
- the installed model / number table includes model information indicating the model of the gaming table 41 installed in the gaming store 1, manufacturer information indicating the manufacturer of the model, and the gaming table of the model. It is a table showing the correspondence with the number information indicating the number of installed units (the number installed at the amusement store 1), and is stored in advance in the storage unit 30d.
- the implementation rate table includes model information indicating the model of the gaming table 41 installed in the gaming store 1, attribute information indicating the manufacturer of the model, and the attributes of the player, It is the table which showed the correspondence with an implementation rate.
- the model information “xxx” and “yyy” is shown, but actually, it corresponds to the model information of other models installed in the amusement store 1. It is assumed that there is a part to do.
- the implementation rate shown in FIG. 11 is a value indicating the degree (operating rate) that the player is playing with respect to the game table 41 of the gaming store 1, and the greater the value, the more the game is played. It is high and is calculated for each player attribute for each model.
- the accumulated time for men in their 40s for gaming table A1 is 3 hours
- the accumulated time for men in their 40s for gaming table A2 is 2 hours and 30 minutes
- the accumulated time for men in their 40s for gaming table A3 Is 4 hours
- the accumulated time of men in their 40s on the gaming table A4 is 2 hours. Further, it is assumed that the business hours on business day D are 14 hours.
- the implementation rate shown in the implementation rate table of FIG. 11 is a game of the attribute of the attribute information associated with the implementation rate for the model of the model information associated with the implementation rate. It is a value indicating the degree to which the player has played. For example, according to the implementation rate table of FIG.
- the implementation rate for males in their 20s and below is 3%
- the implementation rate for women in their 20s and below is 0%
- the implementation rate for males in their 30s is 16.5% for model ZZZ.
- Implementation rate for women in their 30s is 1%
- implementation rate for men in their 40s is 14%
- implementation rate for women in their 40s is 0%
- implementation rate for men in their 50s is 3.7%
- implementation rate for women in their 50s It can be seen that 0.5%, the implementation rate of men and women over 60s is 0%.
- the execution rate output unit 303 sets the player attribute for each model installed in the game store 1 for each player attribute. Calculate the implementation rate. Specifically, all the models installed in the amusement store 1 are set as the model of interest in order, and the following processes (D) to (F) are executed for the model of attention. (D) Referring to the accumulated time table (FIG. 7) and the camera / model table (FIG. 8), the total value of the accumulated time of the model of interest is calculated for each player attribute. Specifically, referring to the camera / model table of FIG.
- the camera ID installed in the gaming unit of the model of interest is detected, and referring to the cumulative time table of FIG. The total accumulated time associated with the camera ID installed in the game unit of the model of interest is calculated.
- E With reference to the business hours management table (FIG. 9) and the installed number table (FIG. 10), the number of the model of interest and today's business hours are grasped, and the product of the number and the business hours is obtained.
- F For each player attribute, the implementation rate is obtained by dividing the total value obtained in (D) by the product obtained in (E).
- the execution rate for each player attribute is output for each model installed in the amusement store 1 It can be done.
- the implementation rate output unit 303 creates the implementation rate table shown in FIG. 11 using the result of the above output and writes it in the storage unit 30d.
- the implementation rate transmission unit 304 shown in FIG. 2 will be described.
- the implementation rate transmission unit 304 detects that the implementation rate table (FIG. 11) is written in the storage unit 30d, the implementation rate table 304 transmits the implementation rate table to the server device 60 installed in the amusement store information center 2. It has become.
- the control unit 30c of the information processing apparatus 30 in FIG. 2 includes a second ranking output unit 305, a ranking notification unit 306, and an extra finding determination unit 307 in addition to the implementation rate transmission unit 304 and the like described above. However, these will be described later for convenience.
- the server device 60 includes a network communication unit 60a, a storage unit 60b, and a control unit 60c.
- the network communication unit 60a is a communication interface used when the control unit 60c performs communication via the network N.
- An information processing device 30 of each gaming store 1 is connected to the network N. That is, the control unit 60c communicates with the information processing device 30 of each gaming store 1 via the network communication unit 60a and the network N.
- the storage unit 60b records various programs to be executed by the control unit 60c and various data read when these programs are being executed.
- the storage unit 60b stores various data processed by the control unit 60c and various data received from the outside.
- the storage unit 60b is a non-volatile storage device such as a hard disk or a flash memory.
- the control unit 60c is a computer that processes information input to the server device 60 and information stored in the server device 60 by executing various programs.
- control unit 60c includes an average implementation rate output unit 601, a first ranking output unit 602, and a ranking transmission unit 603.
- the average execution rate output unit 601 sequentially stores the execution rate table sent from the information processing device 30 of each amusement store 1 in the storage unit 60b, and all the amusement stores that are affiliated with the amusement store information center 2.
- an average value of the implementation rates for each player attribute is obtained for each type of gaming machine (game table). That is, the average execution rate output unit 601 outputs the average value of the execution rates of the execution rate table sent from each gaming store 1 for each attribute indicated in the attribute information for each model of gaming machine.
- the implementation rates corresponding to males in their 20s shown in the implementation rate table sent from all the game stores 1 are integrated, and the integrated value is divided by 200.
- the value obtained by the division is the average implementation rate in males in their 20s for the model XYZ.
- the average execution rate output unit 601 creates the average execution rate table shown in FIG. 12 by using the above average value output result, and stores the average execution rate table in the storage unit 60b of FIG. .
- the average implementation rate table is model information indicating the model of the gaming machine, attribute information indicating the manufacturer of the model, the attribute of the player, and a player having the attribute for the model. It shows the correspondence with the average implementation rate.
- the first ranking output unit 602 refers to the average implementation rate table, and indicates the popularity ranking of gaming machines by player attribute in all member stores. This block outputs a ranking table.
- the first ranking table is generated as follows.
- the first ranking output unit 602 refers to the average execution rate table in FIG. 12, and models whose average execution rate is 1 to 10 for each attribute indicated in the attribute information. To extract. Then, the first ranking output unit 602 generates the first ranking table in FIG. 13A by referring to the extraction result and the average execution rate table in FIG. As shown in FIG. 13A, the first ranking table includes attribute information indicating the player's attributes, ranking (ranking) of the average execution rate by the players of the attribute, and models indicating the models corresponding to the ranking. It is a table which shows the correspondence of information and the manufacturer information which shows the manufacturer of the said model.
- the first ranking output unit 602 when the first ranking output unit 602 generates the first ranking table of FIG. 13A, the first ranking table is stored in the storage unit 60b of FIG.
- the ranking transmission unit 603 When the ranking transmission unit 603 detects that the first ranking table is stored in the storage unit 60b, the ranking transmission unit 603 uses the first ranking table as the information processing device 30 of all the gaming stores 1 that are affiliated with the gaming store information center 2. To send to.
- the control unit 30c of the information processing device 30 includes the second ranking output unit 305 as described above.
- the second ranking output unit 305 When the information processing apparatus 30 receives the first ranking table in FIG. 13A from the server device 60, the second ranking output unit 305 generates the second ranking table in FIG. 13B from the first ranking table in FIG. 13A.
- the ranking table is stored in the storage unit 30d. The process for generating the second ranking table will be described in detail below.
- the second ranking output unit 305 For each attribute indicated in the attribute information, the second ranking output unit 305 is limited to the models installed in the own store among the first to tenth models shown in the first ranking table of FIG. 13A. Then, three from the highest ranking are extracted, and a new ranking is assigned to each of the extracted three models (Note that the second ranking output unit 305 is the installed model / number stored in the storage unit 30d.
- the model installed in the store can be specified by referring to the table (FIG. 10).
- the second ranking output unit 305 assigns the first rank to the highest rank in the first ranking table among the three extracted models, and extracts the extracted three Among the models, the second highest in the first ranking table is ranked second, and among the extracted three models, the lowest in the first ranking table is ranked third. And the 2nd ranking output part 305 produces
- the second ranking table includes attribute information indicating a player's attribute, a new ranking, model information indicating a model corresponding to the ranking, and manufacturer information indicating a manufacturer of the model. It is a table which shows the correspondence of these.
- the second ranking table shown in FIG. 13B is a ranking that indicates the rank of the average implementation rate output by the average implementation rate output unit 601. This is limited to the model of the amusement store 1 where the information processing apparatus 30 for creating the game is installed. In the second ranking table, the number of models listed is limited to three for each attribute.
- the second ranking output unit 305 stores the second ranking table created as described above in the storage unit 30d.
- the information processing device 30 of each amusement store 1 that is a member of the amusement store information center 2 creates an implementation rate table shown in FIG.
- the information is transmitted to the server device 60 of the information center 2.
- the server device 60 creates a first ranking table shown in FIG. 13A based on the implementation rate table sent from each game store 1, and the information processing device 30 of each game store 1 is based on the first ranking table.
- the second ranking table shown in FIG. 13B is created.
- the first ranking table of FIG. 13A is created once a day in the server device 60
- the second ranking table of FIG. 13B is created once a day in each gaming store 1.
- the first ranking table in FIG. 13A and the second ranking table in FIG. 13B both rank the average execution rate (average value of the execution rate) generated by the average execution rate output unit 601 in FIG. This is information shown for each attribute of the person.
- the models listed in the first ranking table of FIG. 13A are selected from all the models installed in all the amusement stores 1 that belong to the amusement store information center 2.
- the models listed in the second ranking table 13B are selected from the models installed in the game shop 1 having the information processing apparatus 30 that creates the second ranking table.
- the ranking tables in FIGS. 13A and 13B both show the rankings of popular models. It can be said.
- the ranking notification unit 306 shown in FIG. 2 is a block that performs processing for displaying the ranking screen 106 illustrated in FIG. 3 on the display device 42 a of the display unit 42 in cooperation with the display control unit 401 of the display unit 42. This point will be described in detail below.
- the display control unit 401 When the menu screen 101 shown in FIG. 3 is displayed on the display device 42a and the “game machine ranking” item on the menu screen 101 is touched by the player, the display control unit 401 performs shooting processing on the camera 42b. And the attribute information is output by causing the image processing unit 42c to perform attribute determination processing based on the captured image obtained by the imaging processing. Then, the display control unit 401 transmits a ranking request command indicating the attribute information and the ranking notification request to the information processing apparatus 30.
- the ranking notification unit 306 When the information processing apparatus 30 receives the ranking request command, the ranking notification unit 306 displays the model information associated with the same attribute information as the attribute information indicated in the ranking request command and the model ranking of the model information. Read from the second ranking table of FIG. 13B. Then, the ranking notification unit 306 generates popularity ranking information indicating the model information read from the second ranking table in FIG. 13B and the model ranking of the model information, and notifies the display unit 42 of the popularity ranking information. .
- the display unit 42 generates a ranking screen 106 (see FIG. 3) that lists the models of the model information indicated in the popular ranking information sent from the information processing device 30, and this ranking screen 106 is displayed on the display device 42a. It is supposed to be displayed. That is, the models listed on the ranking screen 106 in FIG. 3 indicate the popularity rankings of models targeting the attributes of the player who is playing in the gaming unit 40 displaying the ranking screen 106. That's it.
- the attribute indicated in the attribute information is both the gender and age of the user, but may be either the gender or age.
- the information processing apparatus 30 detects a player who has made a continuous observation for more than a threshold time in each gaming unit 40.
- the ranking screen 106 showing the popularity ranking of the model for the player attribute is displayed. Specifically, it is as follows.
- control unit 30 c of the information processing apparatus 30 includes a redundant determination unit 307.
- the surplus finding determination unit 307 monitors whether or not there is a player who has performed a surplus that continues for a threshold time or more in each gaming unit 40, and when a player who has performed a surplus for a threshold time or more is detected, the player A display command indicating a display command of the ranking screen 106 in FIG. 3 is transmitted to the display device 42a of the gaming unit 40 in which there is.
- the look-ahead determination unit 307 performs the processing of FIG. 14 for each gaming unit 40.
- the extraneous finding determination unit 307 executes the processing of the flowchart shown in FIG. 14 using the association information sent from the gaming unit 40 separately for each gaming unit 40.
- the process of FIG. 14 will be described.
- the extraneous finding determination unit 307 determines the absolute value of the vertical face direction angle included in the pegging information and It is determined whether at least one of the absolute values of the face angle in the left-right direction is 30 ° or more (S2).
- the remnant determination unit 307 displays the remnant It is determined whether a start time is set (S3). Then, if it is determined in S3 that the start time of the lookout is set (YES in S3), the lookout determination unit 307 moves the process to S1. If it is determined in S3 that the cognition start time is not set (NO in S3), coexistence determination unit 307 is the same time as the time indicated in the shooting time information included in the association information added in S1. Is set as the start time of the observation (S4). The remainder determination unit 307 that has performed S4 moves the process to S1.
- the cognition determination unit 307 sets the cognition start time. It is determined whether or not (S5). Note that, as shown in FIG. 6, also in the case where nothing is indicated in the face direction angle information, the remainder determination unit 307 determines NO in S2, and proceeds to S5.
- the extra finding determination unit 307 moves the process to S1.
- the extra finding determination unit 307 calculates the difference between the shooting time information included in the association information added in S1 and the extra finding start time. (S6).
- the case of YES in S5 corresponds to the case where the observation is finished.
- the remainder determination part 307 which performed S6 determines whether the difference calculated in S6 is more than threshold time (30 second) (S7). When it is determined that the difference calculated in S6 is less than the threshold time (NO in S7), the residual finding determination unit 307 clears the redundant finding start time (S9). After performing S9, the remainder determination unit 307 moves the process to S1. In addition, the case of NO in S7 is a situation in which the time for which the observation is performed is less than the threshold time, and is only a slight observation.
- the look-off determination unit 307 When it is determined that the difference calculated in S6 is equal to or longer than the threshold time (YES in S7), the look-off determination unit 307 generates a display command for displaying the ranking screen 106 and is added in S1. The display command is transmitted to the display unit 42 having the camera 42b with the camera ID indicated in the association information (S8). The surplus finding determination unit 307 that performed S8 clears the surplus finding start time (S9), and shifts the processing to S1.
- the look-off determination unit 307 displays the model information associated with the same attribute information as the attribute information included in the association information added in S1, and the model ranking of the model information in the second part of FIG. 13B. Read from the ranking table.
- the look-off determination unit 307 generates a display command indicating the model information read from the second ranking table of FIG. 13B, the ranking of the model of the model information, and the display command of the ranking screen indicating the model information. To do. Then, the look-off determination unit 307 transmits a display command to the display unit 42 that has sent the association information added in S1.
- the display control unit 401 of the display unit 42 When a display command is sent from the information processing apparatus 30, the display control unit 401 of the display unit 42 generates a ranking screen 106 (see FIG. 3) that lists models of model information indicated in the display command.
- the ranking screen 106 is displayed on the display device 42a.
- the ranking screen 106 of FIG. 3 is displayed on the display device 42a after the redundant observation.
- the information processing system 500 is attached to the gaming unit 40 having (a) the gaming table 41 and the inter-table machine 43, and a player who plays a game on the gaming table 41. (B) a camera 42b for outputting a photographed image showing the player's face by photographing the player's face playing on the gaming table 41, and (c) ) Based on the photographed image, an image processing unit 42c that detects a face angle indicating the degree of the player's face; and (d) an overlooked state in which the face angle is equal to or greater than a threshold angle is a threshold time.
- the residual finding determination unit 307 determines whether or not it has continued for more than a threshold time by (e) the redundant finding determination unit 307, a model of the gaming machine recommended for the player is selected. Enumerated Como and a display control unit 401 to be displayed on the display device 42a a model screen (ranking screen 106).
- the information processing system 500 of the present embodiment includes an image processing unit 42c that detects attribute information indicating the player's attribute by performing attribute determination processing using the captured image, and the display control unit 401 includes:
- the model to be listed on the recommended model screen (ranking screen 106) is changed according to the attribute indicated in the attribute information detected by the image processing unit 42c. Therefore, it is possible not only to display the recommended model to the player but also to display the recommended model suitable for the attribute of the player, so that the player is strongly interested in the recommended model. I can expect.
- the ranking screen 106 showing the popularity ranking of the models popular with the player is displayed on the display device 42a as the recommended model screen. Therefore, since the popularity ranking of the model is displayed as the recommended model screen, a model suitable as the recommended model can be presented to the player.
- the recommended model screen displayed on the display device 42a is not limited to the screen showing the popularity ranking of the model (ranking screen 106).
- the model arbitrarily selected by the manager of the amusement shop is shown by attribute.
- the display control unit 401 displays the recommended model screen showing the models listed in the recommended model table on the display device 42a. Good.
- the processing flow in this case will be described below.
- the look-off determination unit 307 reads model information associated with the same attribute information as the attribute information included in the association information added in S1 from the recommended model table. Then, the look-off determination unit 307 generates a display command indicating the model read from the second ranking table of FIG.
- the look-off determination unit 307 transmits a display command to the display unit 42 that has sent the association information added in S1.
- the display control unit 401 of the display unit 42 generates a recommended model screen indicating the models listed in the display command transmitted from the information processing apparatus 30, and displays the recommended model screen on the display device 42a.
- a recommended model screen (a screen showing a model recommended by the manager of the game shop) according to the attribute of the player can be displayed on the display device 42a.
- a speaker is installed in the gaming unit 40, and the control unit 42d includes an audio control unit that outputs an announcement indicating that the ranking screen 106 has been displayed to the speaker when the ranking screen 106 is displayed on the display device 42a. May be. Thereby, even if the ranking screen 106 is displayed, the inconvenience of being ignored by the player can be suppressed.
- each of the control units 42d, 30c, 60c and the image processing unit 42c may be realized in hardware by a logic circuit formed on an integrated circuit (IC chip), or may be a CPU (Central Processing Unit). ) May be implemented in software.
- IC chip integrated circuit
- CPU Central Processing Unit
- each of the control units 42d, 30c, 60c, and the image processing unit 42c develops a CPU that executes instructions of a program that realizes each function, a ROM (Read Memory) that stores the program, and the program RAM (Random Access Memory), a storage device (recording medium) such as a memory for storing the program and various data, and the like.
- An object of the present invention is to provide a recording medium in which program codes (execution format program, intermediate code program, source program) for realizing the above-described functions are recorded so as to be readable by a computer, display unit 42, information processing apparatus 30, server This can also be achieved by supplying to the device 60 and reading and executing the program code recorded on the recording medium by the computer (or CPU or MPU).
- program codes execution format program, intermediate code program, source program
- Examples of the recording medium include non-transitory tangible media, such as magnetic tapes and cassette tapes, magnetic disks such as floppy (registered trademark) disks / hard disks, and CD-ROM / MO.
- Discs including optical disks such as / MD / DVD / CD-R, cards such as IC cards (including memory cards) / optical cards, and semiconductor memories such as mask ROM / EPROM / EEPROM (registered trademark) / flash ROM
- logic circuits such as PLD (Programmable logic device) and FPGA (Field Programmable Gate array) can be used.
- the display unit 42, the information processing device 30, and the server device 60 may be configured to be connectable to a communication network, and the program code may be supplied via the communication network.
- the communication network is not particularly limited as long as it can transmit the program code.
- the Internet intranet, extranet, LAN, ISDN, VAN, CATV communication network, virtual private network (Virtual Private Network), telephone line network, mobile communication network, satellite communication network, etc. can be used.
- the transmission medium constituting the communication network may be any medium that can transmit the program code, and is not limited to a specific configuration or type.
- wired lines such as IEEE 1394, USB, power line carrier, cable TV line, telephone line, ADSL (Asymmetric Digital Subscriber Line) line, infrared rays such as IrDA and remote control, Bluetooth (registered trademark), IEEE 802.11 wireless, HDR ( It can also be used by wireless such as High Data Rate (NFC), Near Field Communication (NFC), Digital Living Network Alliance (DLNA), mobile phone network, satellite line, and terrestrial digital network.
- wired lines such as IEEE 1394, USB, power line carrier, cable TV line, telephone line, ADSL (Asymmetric Digital Subscriber Line) line, infrared rays such as IrDA and remote control, Bluetooth (registered trademark), IEEE 802.11 wireless, HDR ( It can also be used by wireless such as High Data Rate (NFC), Near Field Communication (NFC), Digital Living Network Alliance (DLNA), mobile phone network, satellite line, and terrestrial digital network.
- NFC High Data Rate
- NFC Near Field Communication
- DLNA Digital Living Network Alliance
- the display system of the present invention is attached to a gaming unit having a gaming table and a pedestal machine, a display device for displaying an image to a player playing on the gaming table, and a game on the gaming table
- a shooting means for outputting a shot image showing the player's face by shooting the player's face, and detecting a face orientation angle indicating the degree of the player's face based on the shot image
- a face angle detection means for judging whether or not a look-off state in which the face angle is equal to or greater than a threshold angle has continued for a threshold time or more; and
- the display device includes a display control unit that displays on the display device a recommended model screen that lists the types of game machines recommended for the player.
- the display system of the present invention includes attribute information detection means for detecting attribute information indicating the attribute of the player based on the captured image, and the display control means includes the attribute information detection means.
- the model to be enumerated on the recommended model screen may be changed in accordance with the attribute indicated in the attribute information detected in.
- the configuration of the present invention it is possible not only to display a recommended model for each player, but also to display a recommended model suitable for the attribute of the player. I can expect a strong embrace.
- the display control means displays a ranking screen showing a popularity ranking of a model popular with a player having an attribute indicated by the attribute information detected by the attribute information detecting means. May be displayed on the display device.
- the attribute may be one or both of the gender and age of the user.
- the display control method of the present invention is a display control that controls a display device that is attached to a gaming unit having a gaming table and a pedestal machine, and that displays an image for a player who plays on the gaming table.
- a face finding angle indicating a degree of the face direction is equal to or greater than a threshold angle.
- a display step of displaying on the display device a recommended model screen listing the types of gaming machines recommended for the player.
- the present invention can be used in amusement stores.
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Abstract
In an information processing system (500), an image processing unit (42c) detects the face orientation angle indicating the degree of the orientation of the face of a player on the basis of an image of the face of the player captured by means of a camera (42b). When a look-away determination unit (307) determines that a look-away state in which the face orientation angle is equal to or greater than a threshold angle continues for a threshold time or longer, a display control unit (401) displays, on a display device (42a), a ranking screen (106) in which the models of recreation platforms recommended for the player are listed.
Description
本発明は、遊技店の遊技者に画像を表示する表示システムに関するものである。
The present invention relates to a display system that displays an image to a player of a game store.
現在、遊技店に設置される遊技機の機種は多種多様であり、機種毎に大当確率や遊技方法や演出が異なっている。それゆえ、遊技者は、遊技し慣れた機種の遊技台で遊技し続ける傾向にある。
Currently, there are a wide variety of game machine models installed in amusement stores, and the probability and game method and production differ depending on the model. Therefore, the player tends to continue to play on a game machine of a model familiar to the game.
遊技者の中には、普段遊技し慣れた機種の遊技台での遊技に飽きだすと退店してしまうような者もいる。そこで、遊技店側からすれば、このような遊技者が遊技に飽き出したときにお勧めの遊技台を当該遊技者に宣伝できれば、当該遊技者を、普段遊技する機種以外の機種で遊技する気にさせることを期待できる。その結果、当該遊技者が退店せずに普段遊技する機種以外の機種で遊技すれば、遊技店全体の遊技機の稼働率の低下を抑制できる。
Some players leave the store when they get tired of playing on a game machine of the type that they are used to playing. Therefore, from the standpoint of a game store, if such a player can get rid of the recommended game stand when the player gets tired of the game, the player is played with a model other than the model that is usually played. You can expect to be bothered. As a result, if the player plays with a model other than the model that normally plays without leaving the store, a decrease in the operating rate of the gaming machines in the entire game store can be suppressed.
本発明は、以上の課題に鑑みてなされたものであり、遊技者が遊技に飽きるタイミングでお勧めの遊技台を当該遊技者に宣伝できるような表示システム、表示方法を提供することにある。
The present invention has been made in view of the above problems, and it is an object of the present invention to provide a display system and a display method capable of advertising a recommended game stand to a player when the player gets tired of the game.
上記の課題を解決するために、本発明の表示システムは、遊技台と台間機とを有する遊技ユニットに取り付けられており、前記遊技台にて遊技する遊技者に対して画像を表示する表示装置と、前記遊技台にて遊技する遊技者の顔を撮影することによって、前記遊技者の顔を示す撮影画像を出力する撮影手段と、前記撮影画像に基づき、前記遊技者の顔の向きの程度を示す顔向角度を検出する顔向角度検出手段と、前記顔向角度が閾値角度以上になっている余所見状態が閾値時間以上続いたか否かを判定する余所見判定手段と、前記余所見判定手段にて前記余所見状態が閾値時間以上続いたと判定された場合、前記遊技者に対して推薦する遊技台の機種を列挙した推薦機種画面を前記表示装置に表示させる表示制御手段とを備えたことを特徴とする。
In order to solve the above-described problems, a display system according to the present invention is attached to a gaming unit having a gaming table and a table machine, and displays an image for a player who plays on the gaming table. An apparatus, photographing means for outputting a photographed image showing the player's face by photographing the face of the player playing on the gaming table, and the orientation of the player's face based on the photographed image A face angle detecting means for detecting a face angle indicating the degree, a look judgment means for judging whether or not a look state where the face angle is equal to or greater than a threshold angle has continued for a threshold time or more, and the finding determination means And the display control means for displaying on the display device a recommended model screen listing the types of gaming machines recommended for the player when it is determined that the extraneous state has continued for a threshold time or more. Characteristic To.
本発明によれば、遊技者が遊技に飽きるタイミングでお勧めの遊技台を当該遊技者に宣伝できるという効果を奏する。
According to the present invention, there is an effect that a recommended game stand can be advertised to the player when the player gets tired of the game.
以下、本発明の実施の形態について詳細に説明する。図1は、本発明の一実施形態の情報処理システム(表示システム)500の構成を示すブロック図である。なお、図1では、説明の便宜上、遊技店1-1以外の遊技店が有している構成要素を省略しているが、実際には、遊技店1-1以外の遊技店においても、遊技店1-1が有している構成要素と同様の構成要素を有している。
Hereinafter, embodiments of the present invention will be described in detail. FIG. 1 is a block diagram showing a configuration of an information processing system (display system) 500 according to an embodiment of the present invention. In FIG. 1, for convenience of explanation, the components of the game store other than the game store 1-1 are omitted, but in fact, the game store other than the game store 1-1 also has a game store. It has the same components as the components that the store 1-1 has.
図1に示されるように、本実施形態の情報処理システム500は、遊技店1-1ないし1-nの各々に設置されている遊技店管理装置10、情報処理装置(営業情報管理装置)30、遊技ユニット40-1ないし40-mを有する。また、情報処理システム500は、遊技店情報センタ2に設置されているサーバ装置60(図2参照)をも有している。
As shown in FIG. 1, an information processing system 500 according to this embodiment includes a game store management device 10 and an information processing device (sales information management device) 30 installed in each of the game stores 1-1 to 1-n. The game units 40-1 to 40-m are included. The information processing system 500 also includes a server device 60 (see FIG. 2) installed in the amusement store information center 2.
図1に示される遊技店1-1ないし1-nは、いわゆるパチンコ店またはパチスロ店である。遊技店1-1ないし1-nは、遊技店情報センタ2の加盟店であり、遊技店情報センタ2に対して自店舗の情報を提供するようになっている。なお、遊技店1-1ないし1-nは互いに同様の構成を有するものであるため、以下においては、説明の便宜上、遊技店1-1ないし1-nのそれぞれを、特に区別する必要がない場合、単に遊技店1と称するものとする。
The game stores 1-1 to 1-n shown in FIG. 1 are so-called pachinko stores or pachislot stores. The amusement stores 1-1 to 1-n are members of the amusement store information center 2 and provide the store information to the amusement store information center 2. Since the game stores 1-1 to 1-n have the same configuration as each other, in the following, for convenience of explanation, it is not necessary to particularly distinguish each of the game stores 1-1 to 1-n. In this case, the game store 1 is simply referred to.
遊技店情報センタ2は、各加盟店から送られてくる情報を集計して図13Aの第1ランキングテーブルを作成し、この第1ランキングテーブルを各加盟店に提供する事業者である。具体的に、遊技店1は、図11の実施率テーブルを遊技店情報センタ2のサーバ装置60(図2参照)に送っている。遊技店情報センタ2のサーバ装置60は、各遊技店1から送られてきた実施率テーブルに基づいて、図13Aの第1ランキングテーブルを生成する。なお、図13Aの第1ランキングテーブル、図11の実施率テーブルについては後に詳述する。
The amusement store information center 2 is an operator that aggregates information sent from each member store to create a first ranking table in FIG. 13A and provides the first ranking table to each member store. Specifically, the game store 1 sends the implementation rate table of FIG. 11 to the server device 60 of the game store information center 2 (see FIG. 2). The server device 60 of the game store information center 2 generates the first ranking table of FIG. 13A based on the implementation rate table sent from each game store 1. The first ranking table in FIG. 13A and the implementation rate table in FIG. 11 will be described in detail later.
つぎに、遊技店1に設置されている設備について説明する。図1に示すように、各遊技店(ホール)1は、遊技店管理装置10、情報処理装置30、遊技店管理バス12、情報処理バス13、遊技ユニット40-1ないし40-mを有している。
Next, the equipment installed in the amusement store 1 will be described. As shown in FIG. 1, each game store (hall) 1 has a game store management device 10, an information processing device 30, a game store management bus 12, an information processing bus 13, and game units 40-1 to 40-m. ing.
遊技店管理装置10は、ホールコンピュータと呼ばれる装置であり、遊技店管理バス12を介して遊技ユニット40-1ないし40-mと接続しており、遊技ユニット40-1ないし40-mの動作を監視している。すなわち、遊技店管理装置10は、各遊技ユニット40-1ないし40-mから遊技の状態を示す状態情報(出玉数や払出数を示す情報、大当や確変や時短等を示す情報等)を入力し、各遊技ユニット40-1ないし40-mの台番号と前記状態情報とを紐付けた遊技店管理データベース(不図示)を更新して記憶している。
The game store management device 10 is a device called a hall computer, and is connected to the game units 40-1 to 40-m via the game store management bus 12, and the operations of the game units 40-1 to 40-m are performed. Monitoring. In other words, the gaming store management device 10 provides status information indicating the state of the game from each of the gaming units 40-1 to 40-m (information indicating the number of balls to be paid out and the number of payouts, information indicating the allowance, probability change, time reduction, etc.) , And a game store management database (not shown) in which the unit number of each game unit 40-1 to 40-m is associated with the status information is updated and stored.
そして、遊技店管理装置10は、オペレータ(店員)の操作に応じて、遊技店管理データベースに示されている情報を、遊技店管理装置10の表示装置(不図示)に表示させるようになっている。また、遊技店管理装置10は、遊技者の呼出情報、エラー情報等を各遊技ユニット40-1ないし40-mから入力し、呼出情報やエラー情報を情報元の遊技ユニット40-1ないし40-mの台番号と共に遊技店管理装置10の表示装置(不図示)に表示させるようになっている。
Then, the game store management device 10 displays the information shown in the game store management database on a display device (not shown) of the game store management device 10 in accordance with the operation of the operator (clerk). Yes. In addition, the game store management device 10 inputs player call information, error information, and the like from each of the game units 40-1 to 40-m, and the call information and error information are input to the game units 40-1 to 40- that are the information sources. A display device (not shown) of the game shop management device 10 is displayed together with the m number.
つぎに、遊技ユニット40-1ないし40-mについて説明する。なお、遊技ユニット40-1ないし40-mは互いに同一の構成であるため、以下では、遊技ユニット40-1ないし40-mのそれぞれを、特に区別する必要がない場合、単に遊技ユニット40と称するものとする。
Next, the game units 40-1 to 40-m will be described. Since the gaming units 40-1 to 40-m have the same configuration, the gaming units 40-1 to 40-m are simply referred to as gaming units 40 in the following unless it is necessary to distinguish them. Shall.
図1に示すように、各遊技ユニット40は、遊技台41と表示ユニット42とを備えている。
As shown in FIG. 1, each gaming unit 40 includes a gaming table 41 and a display unit 42.
ここで、遊技ユニット40の外観の一例を図4Aに示す。遊技台41は、図4A示すようにパチンコ台である。なお、ここでは遊技台41の一例としてパチンコ台を示したが、いわゆるパチスロ台であっても構わない。すなわち、遊技台41は、遊技者によって所定の操作がなされることで遊技を実行するものであり、小当または大当に応じて遊技玉またはメダルを払い出す装置である。また、遊技ユニット40は、遊技台41にて遊技するための金銭、プリペイドカード、会員カード等を挿入する台間機43を有している。
Here, an example of the appearance of the gaming unit 40 is shown in FIG. 4A. The game machine 41 is a pachinko machine as shown in FIG. 4A. Here, a pachinko machine is shown as an example of the game machine 41, but a so-called pachislot machine may be used. In other words, the gaming table 41 is a device that executes a game by a predetermined operation by a player, and is a device that pays out game balls or medals in accordance with a bonus or a bonus. The gaming unit 40 also has a table machine 43 for inserting money, a prepaid card, a membership card, etc. for playing on the gaming table 41.
表示ユニット42は、図1に示すように、表示装置42aとカメラ(撮影手段)42bとを備えているユニットである。
As shown in FIG. 1, the display unit 42 is a unit that includes a display device 42a and a camera (photographing means) 42b.
カメラ42bは、遊技台41の座席に座っている遊技者の顔面を撮影可能な位置に取り付けられている撮影装置である。具体的には、図4Aおよび図4Bに示されるように、カメラ42bは、遊技台41の盤面であって、遊技者に対向する位置に取り付けられている。
The camera 42b is a photographing device attached to a position where the face of the player sitting on the seat of the gaming table 41 can be photographed. Specifically, as shown in FIGS. 4A and 4B, the camera 42b is a board surface of the game table 41, and is attached to a position facing the player.
表示装置42aは、図4Aに示すように、遊技台41を利用する遊技者に対して各種画面(画像)を表示する装置であり、台間機43に取り付けられている。表示装置42aにはタッチパネルが取り付けられており、遊技台41の遊技者は、表示装置42aに対してタッチ操作を行うことによって、各種情報の入力または選択を行い、また、表示装置42aに表示させる画面の切替を行えるようになっている。
The display device 42a is a device that displays various screens (images) to a player who uses the game table 41, as shown in FIG. A touch panel is attached to the display device 42a, and a player of the game table 41 performs input or selection of various information by performing a touch operation on the display device 42a, and displays the information on the display device 42a. The screen can be switched.
つぎに、図3に基づいて、表示装置42aに表示される表示画面について詳細に説明する。
Next, the display screen displayed on the display device 42a will be described in detail with reference to FIG.
表示装置42aは、図3に示されるような待機画面100を表示しており、待機画面100が遊技者にタッチされるとメニュー画面101を表示するようになっている。
The display device 42a displays a standby screen 100 as shown in FIG. 3, and displays a menu screen 101 when the standby screen 100 is touched by a player.
待機画面100は、表示装置42aに表示させる初期画面である。メニュー画面101は、表示装置42aに表示させるコンテンツを利用者に選択させるための画面である。
The standby screen 100 is an initial screen to be displayed on the display device 42a. The menu screen 101 is a screen for allowing the user to select content to be displayed on the display device 42a.
すなわち、メニュー画面101は上位階層の画面であり、メニュー画面101に示されている複数の項目のうちのいずれかの項目が遊技者にタッチされると、タッチされた項目に対応する下位階層の画面が表示されるようになっている。
That is, the menu screen 101 is a higher-level screen, and when any of the items shown on the menu screen 101 is touched by the player, the lower-level layer corresponding to the touched item is displayed. The screen is displayed.
メニュー画面101の「遊技台情報」の項目が遊技者にタッチされると、表示ユニット42は、所望の機種を入力するための機種入力画面102(図3参照)を表示するようになっている。さらに、遊技者が機種入力画面102を介して所望の遊技台の機種を入力すると、表示ユニット42は、入力された機種についての統計データ(大当確率等)が示された遊技台情報画面103(図3参照)を表示するようになっている。
When the “game table information” item on the menu screen 101 is touched by the player, the display unit 42 displays a model input screen 102 (see FIG. 3) for inputting a desired model. . Further, when the player inputs a desired game machine model via the model input screen 102, the display unit 42 displays a game machine information screen 103 on which statistical data (such as a big probability) about the input model is displayed. (See FIG. 3) is displayed.
また、メニュー画面101の「台履歴情報」の項目が遊技者にタッチされると、表示ユニット42は、所望の台番号を入力するための番号入力画面104(図3参照)を表示する。そして、遊技者が番号入力画面104を介して所望の台の台番号を入力すると、表示ユニット42は、入力された台番号の遊技台についての履歴(大当履歴)を示した台履歴情報画面105を表示するようになっている。
Further, when the player touches the item “table history information” on the menu screen 101, the display unit 42 displays a number input screen 104 (see FIG. 3) for inputting a desired machine number. Then, when the player inputs the number of the desired machine via the number input screen 104, the display unit 42 displays the history of the game machine with the entered machine number (big history). 105 is displayed.
また、メニュー画面101の「遊技機ランキング」の項目が遊技者にタッチされると、表示ユニット42は、人気機種のランキングを示したランキング画面106(図3参照)を表示するようになっている。すなわち、ランキング画面106は、遊技者に対して推薦する遊技台の機種を列挙したものである。
Further, when the item “game machine ranking” on the menu screen 101 is touched by the player, the display unit 42 displays a ranking screen 106 (see FIG. 3) showing the ranking of popular models. . That is, the ranking screen 106 lists the types of game machines recommended for the players.
なお、図3Aの符号102~106に示される各画面の「メニュー」ボタンがタッチされると、表示ユニット42は、図3に示されるメニュー画面101を再度表示させるようになっている。
When the “menu” button on each screen indicated by reference numerals 102 to 106 in FIG. 3A is touched, the display unit 42 displays the menu screen 101 shown in FIG. 3 again.
以上示したように、表示ユニット42は、遊技者によって選択または入力された情報に応じて表示画面を切り替えていることになる。
As described above, the display unit 42 switches the display screen according to the information selected or input by the player.
また、本実施形態の表示ユニット42は、所定時間毎に(本実施形態では10秒毎に)、表示ユニット42が有するカメラ42bのカメラIDと、カメラ42bにて撮影された撮影画像と、当該撮影画像に基づいて出力される属性情報(遊技者の属性を示す情報)と、撮影画像の撮影時刻と、遊技者の顔向角度を示す顔向角度情報とを紐付けた紐付情報を情報処理装置30に出力するようになっている。紐付情報は、図5Aに示されているものであり、その詳細については後述する。
In addition, the display unit 42 of the present embodiment includes a camera ID of the camera 42b included in the display unit 42, a captured image captured by the camera 42b, and a predetermined image every predetermined time (every 10 seconds in the present embodiment). Information associated with the attribute information (information indicating the player's attribute) output based on the captured image, the shooting time of the captured image, and the face angle information indicating the player's face angle is processed. The data is output to the device 30. The association information is shown in FIG. 5A, and details thereof will be described later.
つぎに、図2に基づいて、表示ユニット42、情報処理装置30、および、サーバ装置60の構成の詳細を説明する。図2は、図1の情報処理システム500のうち、表示ユニット42、情報処理装置30、および、サーバ装置60の構成の概略を示したブロック図である。なお、サーバ装置60は、図1の遊技店情報センタ2に設置されているものであり、各遊技店1の情報処理装置30から送られてくる情報を収集、処理するコンピュータである。
Next, details of the configuration of the display unit 42, the information processing device 30, and the server device 60 will be described with reference to FIG. FIG. 2 is a block diagram showing an outline of the configuration of the display unit 42, the information processing device 30, and the server device 60 in the information processing system 500 of FIG. The server device 60 is installed in the game store information center 2 of FIG. 1 and is a computer that collects and processes information sent from the information processing device 30 of each game store 1.
まず、図2に示す表示ユニット42について説明する。図2に示されるように、表示ユニット42は、既に説明した表示装置42aおよびカメラ42bの他に、画像処理ユニット(属性情報検出手段、顔向角度検出手段)42cと、制御部42dと、通信部42eと、操作部42fと、記憶部42gとを備えている。
First, the display unit 42 shown in FIG. 2 will be described. As shown in FIG. 2, the display unit 42 communicates with an image processing unit (attribute information detection means, face angle detection means) 42c, a control unit 42d, in addition to the display device 42a and the camera 42b that have already been described. A unit 42e, an operation unit 42f, and a storage unit 42g are provided.
画像処理ユニット42cは、カメラ42bにて撮影された遊技者の撮影画像を入力し、撮影画像に基づいて、属性判定処理と、顔向角度出力処理とを行うブロックである。以下、属性判定処理と顔向角度出力処理とをこの順に説明する。
The image processing unit 42c is a block for inputting a photographed image of a player photographed by the camera 42b and performing attribute determination processing and face angle output processing based on the photographed image. Hereinafter, the attribute determination process and the face angle output process will be described in this order.
属性判定処理とは、撮影画像に示されている遊技者の顔画像に基づき、当該遊技者の属性(性別および年代)を判定する処理を意味する。属性判定処理は周知であるため、画像処理ユニット42cは、周知の属性判定処理の手法であればいかなる手法をも用いることができる。但し、本実施形態の画像処理ユニット42cは、特開2009-201536号公報の段落[0040]~[0042]および段落[0061]~[0066]に開示されている生体情報認識装置による処理の手法を用いて属性判定処理を行うようになっている。
The attribute determination process means a process of determining an attribute (gender and age) of the player based on the player's face image shown in the photographed image. Since the attribute determination process is well-known, the image processing unit 42c can use any technique as long as it is a well-known attribute determination process. However, the image processing unit 42c of the present embodiment is a processing method by the biological information recognition device disclosed in paragraphs [0040] to [0042] and paragraphs [0061] to [0066] of Japanese Patent Application Laid-Open No. 2009-201536. Is used to perform attribute determination processing.
つまり、画像処理ユニット42cは、遊技者の撮影画像を参照して、遊技者の年代が20歳代以下、30歳代、40歳代、50歳代、60歳代以上のいずれであるかを判定し、且つ、遊技者の性別が男性、女性のいずれであるかを判定するようになっている。そして、画像処理ユニット42cは、判定結果に基づいて、遊技者の年代および性別を示した属性情報を生成し、この属性情報を制御部42dに送信するようになっている。
That is, the image processing unit 42c refers to the photographed image of the player, and determines whether the player's age is under 20s, 30s, 40s, 50s, or over 60s. It is determined, and it is determined whether the player's gender is male or female. The image processing unit 42c generates attribute information indicating the age and sex of the player based on the determination result, and transmits this attribute information to the control unit 42d.
つぎに、画像処理ユニット42cにて行われる顔向角度出力処理について説明する。顔向角度出力処理とは、撮影画像に示されている遊技者の顔画像に基づき、当該遊技者の顔の向きの角度を示した顔向角度情報を出力する処理である。顔向角度出力処理は周知であるため、画像処理ユニット42cは、周知の顔向角度出力処理の手法であればいかなる手法をも用いることができる。但し、本実施形態の画像処理ユニット42cは、特開2010-39597号公報の段落[0080]に開示されている手法を用いて属性判定処理を行うようになっている。
Next, a face angle output process performed by the image processing unit 42c will be described. The face angle output process is a process of outputting face angle information indicating the angle of the player's face based on the player's face image shown in the captured image. Since the face angle output process is well known, the image processing unit 42c can use any technique as long as it is a known face angle output process. However, the image processing unit 42c of the present embodiment is configured to perform attribute determination processing using the method disclosed in paragraph [0080] of Japanese Patent Laid-Open No. 2010-39597.
つまり、画像処理ユニット42cは、遊技者の撮影画像に基づいて、左右方向の顔向角度と上下方向の顔向角度とからなる顔向角度情報を出力するようになっている(図5A参照)。なお、本実施形態では、左右方向の顔向角度が正の値である場合、当該値は右向きの角度を示し、左右方向の顔向角度が負の値である場合、当該値は左向きの角度を示す。また、上下方向の顔向角度が正の値である場合、当該値は上向きの角度を示し、上下方向の顔向角度が負の値である場合、当該値は下向きの角度を示す。
That is, the image processing unit 42c outputs face angle information including the face angle in the horizontal direction and the face angle in the vertical direction based on the photographed image of the player (see FIG. 5A). . In the present embodiment, when the left and right face angle is a positive value, the value indicates a right angle, and when the left and right face angle is a negative value, the value is a left angle. Indicates. Further, when the face direction angle in the vertical direction is a positive value, the value indicates an upward angle, and when the face direction angle in the vertical direction is a negative value, the value indicates a downward angle.
以上のように、画像処理ユニット42cは、カメラ42bから入力した撮影画像に遊技者の顔が示されている場合、性別および年代を示した属性情報と、顔向角度情報とを出力するようになっている(図5A参照)。
As described above, when the player's face is shown in the photographed image input from the camera 42b, the image processing unit 42c outputs the attribute information indicating the gender and the age, and the face angle information. (See FIG. 5A).
これに対し、前記撮影画像に遊技者の顔が示されていない場合(つまり遊技ユニット40に遊技者がいない場合)、画像処理ユニット42cは、離席中(遊技者不在)を示す属性情報を出力する。また、前記撮影画像に遊技者の顔が示されていない場合、顔向角度は算出されないため、画像処理ユニット42cは、無を示す顔向角度情報を出力するようになっている(図5B参照)。
On the other hand, when the player's face is not shown in the photographed image (that is, when there is no player in the gaming unit 40), the image processing unit 42c displays attribute information indicating that the player is away (the player is absent). Output. Further, when the player's face is not shown in the photographed image, the face angle is not calculated, so the image processing unit 42c outputs face angle information indicating nothing (see FIG. 5B). ).
操作部42fは、表示装置42aに取り付けられているタッチパネルに相当するものである。つまり、遊技者は、操作部42fを用いて、表示装置42aに表示させる表示画面を切り替え、また、各種情報の選択や入力を行えるようになっている。
The operation unit 42f corresponds to a touch panel attached to the display device 42a. That is, the player can switch the display screen to be displayed on the display device 42a by using the operation unit 42f, and can select and input various types of information.
通信部42eは、制御部42dが遊技店管理装置10や情報処理装置30との間で通信を行う際に用いる通信用インターフェイスである。つまり、制御部42dは、通信部42eと情報処理バス13(図1参照)とを介して情報処理装置30と通信を行うようになっている。また、制御部42dは、通信部42eおよび遊技店管理バス12を介して遊技店管理装置10と通信を行うようになっている。
The communication unit 42e is a communication interface used when the control unit 42d communicates with the game shop management device 10 and the information processing device 30. That is, the control unit 42d communicates with the information processing apparatus 30 via the communication unit 42e and the information processing bus 13 (see FIG. 1). The control unit 42d communicates with the game store management device 10 via the communication unit 42e and the game store management bus 12.
制御部42dは、各種プログラムを実行することによって、表示ユニット42の各ハードウェアを統括制御するコンピュータである。特に、制御部42dは、図2に示すように、表示制御部(表示制御手段)401と紐付情報出力部402とを備えている。
The control unit 42d is a computer that controls each piece of hardware of the display unit 42 by executing various programs. In particular, the control unit 42d includes a display control unit (display control means) 401 and a tied information output unit 402 as shown in FIG.
表示制御部401は、操作部42fに対して行われる遊技者のタッチ操作に応じて、図3にて示したように表示装置42aに表示される表示画面の内容を切り替える制御を行うブロックである。
The display control unit 401 is a block that performs control to switch the content of the display screen displayed on the display device 42a as shown in FIG. 3 in accordance with a player's touch operation performed on the operation unit 42f. .
なお、表示制御部401は、図3に示す機種入力画面102を介して機種が入力された場合、入力された機種に関する情報の送信を遊技店管理装置10に要求するようになっている。遊技店管理装置10は、この要求を受けると、入力された機種に関する情報(大当確率等)を表示制御部401に送信する。表示制御部401は、遊技店管理装置10から送られた情報、および、所定のテンプレートに基づいて遊技台情報画面103を生成し、遊技台情報画面103を表示装置42aに表示させる。
In addition, when a model is input via the model input screen 102 illustrated in FIG. 3, the display control unit 401 requests the game shop management apparatus 10 to transmit information regarding the input model. Upon receiving this request, the amusement store management apparatus 10 transmits information (such as a big probability) regarding the input model to the display control unit 401. The display control unit 401 generates a gaming table information screen 103 based on the information sent from the gaming store management device 10 and a predetermined template, and displays the gaming table information screen 103 on the display device 42a.
また、同様に、表示制御部401は、図3に示す番号入力画面104を介して台番号が入力された場合、入力された台番号の台に関する情報の送信を遊技店管理装置10に要求するようになっている。遊技店管理装置10は、この要求を受けると、入力された台番号の台に関する情報(大当確率等)を制御部42dに送信する。表示制御部401は、遊技店管理装置10から送られた情報、および、所定のテンプレートに基づいて台履歴情報画面105を生成し、台履歴情報画面105を表示装置42aに表示させる。
Similarly, when a machine number is input via the number input screen 104 shown in FIG. 3, the display control unit 401 requests the amusement shop management apparatus 10 to transmit information related to the entered machine number. It is like that. Upon receiving this request, the game shop management device 10 transmits information (such as a big probability) about the inputted machine number to the control unit 42d. The display control unit 401 generates a table history information screen 105 based on the information sent from the gaming store management device 10 and a predetermined template, and displays the table history information screen 105 on the display device 42a.
また、表示制御部401は、図3に示すメニュー画面101の「遊技機ランキング」の項目が遊技者にタッチされた場合、ランキング要求コマンドを情報処理装置30に通知するようになっている。情報処理装置30は、このランキング要求コマンドを受けると、遊技機の人気ランキングを示す人気ランキング情報を制御部42dに送信する。制御部42dは、情報処理装置30から送られた人気ランキング情報、および、所定のテンプレートに基づいてランキング画面106を生成し、ランキング画面106を表示装置42aに表示させる。
Further, the display control unit 401 notifies the information processing apparatus 30 of a ranking request command when the “game machine ranking” item on the menu screen 101 shown in FIG. 3 is touched by the player. Upon receiving this ranking request command, the information processing device 30 transmits popularity ranking information indicating the popularity ranking of the gaming machine to the control unit 42d. The control unit 42d generates a ranking screen 106 based on the popularity ranking information sent from the information processing device 30 and a predetermined template, and displays the ranking screen 106 on the display device 42a.
図2に示す紐付情報出力部402は、図5Aや図5Bに示されるような紐付情報を作成するブロックである。この点について以下詳細に説明する。
The linking information output unit 402 shown in FIG. 2 is a block that creates linking information as shown in FIGS. 5A and 5B. This point will be described in detail below.
紐付情報出力部402は、遊技店1の営業時間中、所定時間毎に、紐付情報を生成して情報処理装置30に送信するようになっている。具体的には、紐付情報出力部402は、所定時間毎に、下記の(A)~(C)の処理を行うようになっている。なお、本実施形態では前記所定時間を10秒とする。
(A)紐付情報出力部402は、カメラ42bに撮影処理を行わせる。
(B)紐付情報出力部402は、撮影処理にて得られた撮影画像を画像処理ユニット42cに入力することで、画像処理ユニット42cに属性判定処理と顔向角度出力処理とを行わせる。
(C)紐付情報出力部402は、前記撮影処理にて得られた撮影画像と、前記属性判定処理によって得られる属性情報と、前記撮影処理の撮影時刻を示した撮影時刻情報と、カメラ42bの識別情報であるカメラIDと、顔向角度出力処理にて出力される顔向角度情報とを紐付けた紐付情報を生成し、この紐付情報を情報処理装置30に送信する。 The associationinformation output unit 402 is configured to generate association information and transmit it to the information processing apparatus 30 at predetermined intervals during the business hours of the amusement store 1. Specifically, the tied information output unit 402 performs the following processes (A) to (C) at predetermined time intervals. In the present embodiment, the predetermined time is 10 seconds.
(A) The associationinformation output unit 402 causes the camera 42b to perform a photographing process.
(B) The associationinformation output unit 402 causes the image processing unit 42c to perform an attribute determination process and a face angle output process by inputting the captured image obtained by the imaging process to the image processing unit 42c.
(C) The associationinformation output unit 402 includes a captured image obtained by the photographing process, attribute information obtained by the attribute determination process, photographing time information indicating a photographing time of the photographing process, and the camera 42b. Association information is generated by associating the camera ID as identification information with the face angle information output in the face angle output process, and the association information is transmitted to the information processing apparatus 30.
(A)紐付情報出力部402は、カメラ42bに撮影処理を行わせる。
(B)紐付情報出力部402は、撮影処理にて得られた撮影画像を画像処理ユニット42cに入力することで、画像処理ユニット42cに属性判定処理と顔向角度出力処理とを行わせる。
(C)紐付情報出力部402は、前記撮影処理にて得られた撮影画像と、前記属性判定処理によって得られる属性情報と、前記撮影処理の撮影時刻を示した撮影時刻情報と、カメラ42bの識別情報であるカメラIDと、顔向角度出力処理にて出力される顔向角度情報とを紐付けた紐付情報を生成し、この紐付情報を情報処理装置30に送信する。 The association
(A) The association
(B) The association
(C) The association
なお、画像処理ユニット42cは、撮影処理にて得られた撮影画像に遊技者の顔画像が示されている場合、遊技者の性別および年代を示した属性情報と、左右方向の顔向角度および上下方向の顔向角度とを示した顔向角度情報とを出力するようになっている。これに対し、画像処理ユニット42cは、前記撮影画像に遊技者の顔画像が示されていない場合、離席中(遊技台41に遊技者が座っていない)を示す属性情報と、出力された顔向角度が無であることを示す顔向角度情報とを出力するようになっている。
In addition, the image processing unit 42c, when the player's face image is shown in the photographed image obtained by the photographing process, the attribute information indicating the player's sex and age, the face angle in the left-right direction, The face angle information indicating the face angle in the vertical direction is output. On the other hand, the image processing unit 42c, when the player's face image is not shown in the photographed image, is output with attribute information indicating that the player is away (the player is not sitting on the gaming table 41). Face angle information indicating that there is no face angle is output.
つまり、紐付情報出力部402は、撮影処理にて得られた撮影画像に遊技者の顔が示されている場合(遊技者が遊技台41の座席に座っている場合)、図5Aに示されるように、遊技者の性別および年代を示した属性情報と、左右方向の顔向角度および上下方向の顔向角度を示した顔向角度情報とを含む紐付情報を出力するようになっている。これに対し、紐付情報出力部402は、撮影処理にて得られた撮影画像に遊技者の顔が示されていない場合(遊技台41に遊技者が座っていない場合)、図5Bに示されるように、離席中を示す属性情報と、無を示す顔向角度情報とを含む紐付情報を出力するようになっている。
That is, the association information output unit 402 is shown in FIG. 5A when the player's face is shown in the captured image obtained by the imaging process (when the player is sitting on the seat of the gaming table 41). As described above, the association information including the attribute information indicating the gender and age of the player and the face angle information indicating the face angle in the horizontal direction and the face angle in the vertical direction is output. On the other hand, the tied information output unit 402 is shown in FIG. 5B when the player's face is not shown in the shot image obtained by the shooting process (when the player is not sitting on the gaming table 41). As described above, the association information including the attribute information indicating that the user is away from the seat and the face angle information indicating the absence is output.
記憶部42gは、制御部42dに実行される各種プログラム、および、これらプログラムが制御部42dに実行されているときに制御部42dに読み出される各種データを記録するものである。また、表示装置42aにて表示される各種画面のテンプレートも記憶部42gに記憶されている。記憶部42gは、ハードディスク、フラッシュメモリなどの不揮発性の記憶装置によって構成される。
The storage unit 42g records various programs to be executed by the control unit 42d and various data to be read by the control unit 42d when these programs are being executed by the control unit 42d. Further, templates of various screens displayed on the display device 42a are also stored in the storage unit 42g. The storage unit 42g is configured by a nonvolatile storage device such as a hard disk or a flash memory.
つぎに、情報処理装置30の構成を詳細に説明する。情報処理装置30は、図1に示すように、情報処理バス13を介して、遊技店1に設置される全ての表示ユニット42と接続されている。そして、情報処理装置30は、各表示ユニット42が所定時間毎に送信する紐付情報(図5A、図5B参照)を受信する。
Next, the configuration of the information processing apparatus 30 will be described in detail. As shown in FIG. 1, the information processing apparatus 30 is connected to all the display units 42 installed in the game shop 1 via the information processing bus 13. Then, the information processing apparatus 30 receives the association information (see FIGS. 5A and 5B) transmitted by each display unit 42 every predetermined time.
情報処理装置30は、遊技店1に設置されており、遊技店1の店長や管理者に使用されるパーソナルコンピュータである。情報処理装置30は、自店舗の各遊技ユニット40の表示ユニット42から紐付情報を受信し、この紐付情報を参照して実施率テーブル(図11参照)を生成し、生成した実施率テーブルを遊技店情報センタ2のサーバ装置60に送信するようになっている。
The information processing apparatus 30 is a personal computer that is installed in the amusement store 1 and is used by the store manager and the manager of the amusement store 1. The information processing apparatus 30 receives the association information from the display unit 42 of each game unit 40 of the own store, generates an implementation rate table (see FIG. 11) with reference to the association information, and uses the generated implementation rate table as a game. The information is transmitted to the server device 60 of the store information center 2.
情報処理装置30は、図2に示すように、店内通信部30a、ネットワーク通信部30b、制御部30c、記憶部30d、表示装置30e、操作部30fを備えている。
As shown in FIG. 2, the information processing device 30 includes an in-store communication unit 30a, a network communication unit 30b, a control unit 30c, a storage unit 30d, a display device 30e, and an operation unit 30f.
表示装置30eは、情報処理装置30を操作するオペレータに対して各種画像を表示するためのディスプレイである。操作部30fは、キーボード、マウス、ポインタ等の情報入力装置であり、オペレータは操作部30fを用いて各種情報を情報処理装置30に入力できるようになっている。
The display device 30e is a display for displaying various images to an operator who operates the information processing device 30. The operation unit 30f is an information input device such as a keyboard, a mouse, and a pointer, and an operator can input various information to the information processing device 30 using the operation unit 30f.
店内通信部30aは、制御部30cが遊技店内の設備(遊技店管理装置10,表示ユニット42)との間で通信を行う際に用いる通信用インターフェイスである。つまり、制御部30cは、店内通信部30aと情報処理バス13(図1参照)とを介して表示ユニット42と通信を行うようになっている。また、制御部30cは、店内通信部30aおよび所定の通信用配線(不図示)を介して遊技店管理装置10と通信を行うようになっている。
The in-store communication unit 30a is a communication interface that is used when the control unit 30c communicates with the facilities in the game store (the game store management device 10, the display unit 42). That is, the control unit 30c communicates with the display unit 42 via the in-store communication unit 30a and the information processing bus 13 (see FIG. 1). Further, the control unit 30c communicates with the amusement store management apparatus 10 via the in-store communication unit 30a and a predetermined communication wiring (not shown).
ネットワーク通信部30bは、制御部30cがネットワークNを介した通信を行う際に用いる通信用インターフェイスである。このネットワークNには遊技店情報センタ2のサーバ装置60が接続されている。つまり、制御部30cは、ネットワーク通信部30bおよびネットワークNを介して、遊技店情報センタ2のサーバ装置60と通信を行うようになっている。
The network communication unit 30b is a communication interface used when the control unit 30c performs communication via the network N. A server device 60 of the game shop information center 2 is connected to the network N. That is, the control unit 30c communicates with the server device 60 of the amusement shop information center 2 via the network communication unit 30b and the network N.
記憶部30dは、制御部30cに実行させる各種プログラム、および、これらプログラムを実行しているときに読み出される各種データを記録するものである。また、記憶部30dには、制御部30cにて生成される各種データや外部から受信する各種データが保存される。記憶部30dは、ハードディスク、フラッシュメモリなどの不揮発性の記憶装置である。
The storage unit 30d records various programs to be executed by the control unit 30c, and various data read when these programs are executed. The storage unit 30d stores various data generated by the control unit 30c and various data received from the outside. The storage unit 30d is a nonvolatile storage device such as a hard disk or a flash memory.
制御部30cは、各種プログラムを実行することにより、情報処理装置30に入力される情報や情報処理装置30に記憶されている情報を処理するコンピュータである。
The control unit 30c is a computer that processes information input to the information processing apparatus 30 and information stored in the information processing apparatus 30 by executing various programs.
制御部30cは、図2に示すように、紐付情報処理部301、累積時間処理部302、実施率出力部303、実施率送信部304、第2ランキング出力部305、ランキング通知部306、余所見判定部(余所見判定手段)307を備えている。
As illustrated in FIG. 2, the control unit 30 c includes a tied information processing unit 301, an accumulated time processing unit 302, an execution rate output unit 303, an execution rate transmission unit 304, a second ranking output unit 305, a ranking notification unit 306, and a finding determination Part (remaining finding determination means) 307 is provided.
紐付情報処理部301は、各表示ユニット42から所定時間毎に送られてくる紐付情報(図5A、図5B)に基づいて、カメラID毎に紐付情報を収集した紐付情報DBを作成(更新)するブロックである。
The linking information processing unit 301 creates (updates) a linking information DB that collects linking information for each camera ID based on the linking information (FIGS. 5A and 5B) sent from each display unit 42 every predetermined time. It is a block to do.
紐付情報DBの一例を図6に示す。紐付情報DBは記憶部30dに記憶される。紐付情報DBは、図6に示すように、同じカメラIDの紐付情報同士を撮影時刻の早い順に並べてなるデータベースである。なお、図6では、説明の便宜上、カメラIDが0004に対応する情報のみしか示されていないが、実際の紐付情報DBには0004以外のカメラIDに対応する情報も示されているものとする。つまり、紐付情報DBは、遊技店1に設置されている全てのカメラ42bの各々について、カメラIDと属性情報と累積時間情報とを紐付けた紐付情報を蓄積してなるものである。
An example of the association information DB is shown in FIG. The association information DB is stored in the storage unit 30d. As shown in FIG. 6, the association information DB is a database in which association information with the same camera ID is arranged in order from the earliest shooting time. In FIG. 6, for convenience of explanation, only information corresponding to the camera ID 0004 is shown, but information corresponding to camera IDs other than 0004 is also shown in the actual association information DB. . That is, the association information DB is obtained by accumulating association information obtained by associating the camera ID, the attribute information, and the accumulated time information for each of all the cameras 42b installed in the game store 1.
つぎに、紐付情報処理部301の処理を詳細に説明する。紐付情報処理部301は、図2の記憶部30dに予め記憶されている営業時間管理テーブルを参照して、遊技店1の営業開始時刻を事前に把握し、営業開始時刻の一定時間前(例えば10分前)になると、昨日分の紐付情報DBを全て消去する。なお、営業時間管理テーブルとは、図9に示すように、遊技店1の営業開始時刻および営業終了時刻を営業日毎に示すテーブルである。
Next, the processing of the tied information processing unit 301 will be described in detail. The linked information processing unit 301 refers to the business time management table stored in advance in the storage unit 30d of FIG. 2 to grasp in advance the business start time of the amusement store 1, and before the business start time (for example, 10 minutes ago), all yesterday's associated information DBs are deleted. As shown in FIG. 9, the business hours management table is a table showing the business start time and the business end time of the amusement store 1 for each business day.
そして、営業開始時刻になり、遊技店1の各表示ユニット42から情報処理装置30へ所定時間毎に紐付情報が送られると、紐付情報処理部301は、カメラID別で、紐付情報を蓄積させていくことで図6に示す紐付情報DBを作成(更新)するようになっているのである。
Then, when the business start time is reached and the association information is sent from each display unit 42 of the gaming store 1 to the information processing device 30 at predetermined time intervals, the association information processing unit 301 stores the association information for each camera ID. By doing so, the association information DB shown in FIG. 6 is created (updated).
つまり、紐付情報DBは、ある一日において遊技店1にて発生した全ての紐付情報を蓄積したデータベースといえる。
That is, it can be said that the association information DB is a database in which all the association information generated at the game store 1 in a certain day is accumulated.
図2に示す累積時間処理部302は、現時刻が図9の営業時間管理テーブルに示される営業終了時刻と一致すると(つまり現時刻が営業終了時刻になると)、図6に示される紐付情報DBを参照して、図7に示す累積時間テーブルを作成し、作成した累積時間テーブルを記憶部30dに記憶させる処理を行うブロックである。
When the current time matches the business end time shown in the business time management table of FIG. 9 (that is, when the current time becomes the business end time), the cumulative time processing unit 302 shown in FIG. 7 is a block that performs processing for creating the accumulated time table shown in FIG. 7 and storing the created accumulated time table in the storage unit 30d.
ここで累積時間テーブルについて説明する。累積時間テーブルとは、図7に示されるように、カメラIDと属性情報と累積時間情報とを紐付けているテーブルである。なお、図7においては、0003のカメラIDに関する情報が示されているだけであるが、実際には、0003以外のカメラIDに関する情報も示されているものとする。つまり、累積時間テーブルには、遊技店1に設置されている全てのカメラ42bの各々について、カメラIDと属性情報と累積時間情報とを紐付けた情報が示されている。
Here, the cumulative time table will be described. As shown in FIG. 7, the cumulative time table is a table in which camera IDs, attribute information, and cumulative time information are associated with each other. In FIG. 7, only information related to the camera ID of 0003 is shown, but actually information related to camera IDs other than 0003 is also shown. That is, in the cumulative time table, information in which the camera ID, the attribute information, and the cumulative time information are associated with each other for all the cameras 42b installed in the game shop 1 is shown.
図7において、属性情報は、当該属性情報に紐付けられているカメラIDのカメラ42bにて撮影された遊技者の属性を示している。累積時間情報は、当該累積時間情報に紐付けられているカメラIDのカメラ42bの属する遊技ユニット40において、当該累積時間情報に紐付けられている属性情報の属性の遊技者(1人以上)によって遊技が行われた累積時間(1日の累積時間)を示している。
In FIG. 7, the attribute information indicates the attribute of the player photographed by the camera 42b having the camera ID linked to the attribute information. The accumulated time information is obtained by the player (one or more) having the attribute information attributed to the accumulated time information in the gaming unit 40 to which the camera 42b of the camera ID associated with the accumulated time information belongs. It shows the accumulated time (1 day accumulated time) in which the game was played.
つまり、図7の累積時間テーブルからすれば、カメラIDが0003のカメラ42bを有する遊技ユニット40において、1人以上の20代以下の男性が遊技した時間の累積が15分40秒であり、1人以上の30代の男性が遊技した時間の累積が3時間35分であり、1人以上の30代の女性が遊技した時間の累積が1時間10分10秒であり、1人以上の40代の男性が遊技した時間の累積が15分20秒であり、20代以下女性と40代女性と50代男女と60代以上男女とが遊技した時間の累積が0分であることがわかる。
That is, according to the cumulative time table of FIG. 7, in the gaming unit 40 having the camera 42b with the camera ID 0003, the cumulative time spent by one or more men in their twenties is 15 minutes 40 seconds. The cumulative time spent playing by men in their 30s was 3 hours and 35 minutes, and the cumulative time spent playing by women in their 30s was 1 hour 10 minutes and 10 seconds. It can be seen that the cumulative time spent by men in their teens playing is 15 minutes and 20 seconds, and the cumulative time spent by women in their 20s and under, women in their 40s, men and women in their 50s and men and women in their 60s and over is 0 minutes.
つぎに、累積時間処理部302による処理内容を以下に説明する。累積時間処理部302は、現時刻が営業終了時刻になると、下記の式1を用いて、カメラID別に属性情報毎の累積時間情報を算出する。
累積時間情報=1日当たりの紐付情報の受信回数×所定時間 式1
なお、所定時間は、カメラ42bの撮影タイミングの時間間隔であり、本実施形態では10秒である。
受信回数は、処理対象とされているカメラIDおよび属性情報に対応付けられている紐付情報の受信回数である。図6の紐付情報DBにおいて、処理対象とされているカメラIDおよび属性情報に対応付けられている紐付情報の組の数が前記受信回数となる。 Next, processing contents by the cumulativetime processing unit 302 will be described below. When the current time becomes the business end time, the cumulative time processing unit 302 calculates the cumulative time information for each attribute information for each camera ID using Equation 1 below.
Cumulative time information = number of times of association information received per day ×predetermined time Equation 1
Note that the predetermined time is a time interval of photographing timing of thecamera 42b, and is 10 seconds in the present embodiment.
The number of times of reception is the number of times of association information associated with the camera ID and attribute information to be processed. In the association information DB of FIG. 6, the number of association information associated with the camera ID and attribute information that is the processing target is the number of receptions.
累積時間情報=1日当たりの紐付情報の受信回数×所定時間 式1
なお、所定時間は、カメラ42bの撮影タイミングの時間間隔であり、本実施形態では10秒である。
受信回数は、処理対象とされているカメラIDおよび属性情報に対応付けられている紐付情報の受信回数である。図6の紐付情報DBにおいて、処理対象とされているカメラIDおよび属性情報に対応付けられている紐付情報の組の数が前記受信回数となる。 Next, processing contents by the cumulative
Cumulative time information = number of times of association information received per day ×
Note that the predetermined time is a time interval of photographing timing of the
The number of times of reception is the number of times of association information associated with the camera ID and attribute information to be processed. In the association information DB of FIG. 6, the number of association information associated with the camera ID and attribute information that is the processing target is the number of receptions.
例えば、カメラIDが0004について、20代男性の累積時間情報は以下のように算出される。図6の紐付情報DBにおいて、カメラIDが0004であって属性情報が20代男性を示す紐付情報が300組だけ示されているものとする。この場合、累積時間処理部302は、図6の紐付情報DBを参照して、式1の受信回数を300と特定する。そして、累積時間処理部302は、300に10(秒)を乗じることで50(分)を得ることができる。つまり、0004のカメラIDにおいて、20代男性の属性情報の累積時間情報は50分となる。
For example, when the camera ID is 0004, the accumulated time information of males in their 20s is calculated as follows. In the association information DB of FIG. 6, it is assumed that only 300 sets of association information indicating that the camera ID is 0004 and the attribute information indicates a male in their 20s is shown. In this case, the accumulated time processing unit 302 specifies 300 as the number of receptions of Expression 1 with reference to the association information DB of FIG. Then, the accumulated time processing unit 302 can obtain 50 (minutes) by multiplying 300 by 10 (seconds). That is, in the camera ID of 0004, the accumulated time information of the attribute information of males in their 20s is 50 minutes.
累積時間処理部302は、カメラID別に、属性情報に示される属性毎の累積時間情報を算出し、算出結果を纏めた累積時間テーブル(図7参照)を作成し、記憶部30dに記憶させる。
The cumulative time processing unit 302 calculates cumulative time information for each attribute indicated in the attribute information for each camera ID, creates a cumulative time table (see FIG. 7) that summarizes the calculation results, and stores the cumulative time table in the storage unit 30d.
以上のようにして作成された累積時間テーブルに示されている累積時間情報は、当該累積時間情報に対応付けられているカメラIDのカメラ42bを有する遊技ユニット40において、当該累積時間情報に対応付けられている属性情報に示される属性の遊技者が遊技を行った累積時間(本日分)が示されることになる。
The accumulated time information shown in the accumulated time table created as described above is associated with the accumulated time information in the gaming unit 40 having the camera 42b with the camera ID associated with the accumulated time information. The accumulated time (today) that the player with the attribute indicated in the attribute information indicated has played is indicated.
つぎに図2の実施率出力部303について説明する。実施率出力部303は、累積時間処理部302によって図7の累積時間テーブルが記憶部30dに記憶されたことを検出すると、図7の累積時間テーブルと図8のカメラ・機種テーブルと図10の設置機種・台数テーブルとを参照して、機種毎に遊技者の属性別の実施率を示した実施率テーブル(図11)を作成するブロックである。
Next, the implementation rate output unit 303 in FIG. 2 will be described. When the cumulative time processing unit 302 detects that the cumulative time table of FIG. 7 is stored in the storage unit 30d, the execution rate output unit 303 detects the cumulative time table of FIG. 7, the camera / model table of FIG. This block is a block for creating an implementation rate table (FIG. 11) showing an implementation rate for each model by player attribute with reference to the installed model / number table.
カメラ・機種テーブルとは、図8に示すように、遊技店1に設置されているカメラ42bのカメラIDと、当該カメラ42bが設置される遊技ユニット40の遊技台41の機種を示す機種情報と、当該機種のメーカを示すメーカ情報との対応関係を示したテーブルであり、予め記憶部30dに保存されている。設置機種・台数テーブルとは、図10に示すように、遊技店1に設置されている遊技台41の機種を示す機種情報と、当該機種のメーカを示すメーカ情報と、当該機種の遊技台の設置台数(遊技店1での設置台数)を示す台数情報との対応関係を示したテーブルであり、予め記憶部30dに保存されている。
As shown in FIG. 8, the camera / model table includes the camera ID of the camera 42b installed in the gaming store 1, and model information indicating the model of the gaming table 41 of the gaming unit 40 in which the camera 42b is installed. The table shows the correspondence with the manufacturer information indicating the manufacturer of the model, and is stored in the storage unit 30d in advance. As shown in FIG. 10, the installed model / number table includes model information indicating the model of the gaming table 41 installed in the gaming store 1, manufacturer information indicating the manufacturer of the model, and the gaming table of the model. It is a table showing the correspondence with the number information indicating the number of installed units (the number installed at the amusement store 1), and is stored in advance in the storage unit 30d.
つぎに実施率テーブルについて説明する。実施率テーブルとは、図11に示されるように、遊技店1に設置されている遊技台41の機種を示した機種情報と、機種のメーカと、遊技者の属性を示した属性情報と、実施率との対応関係を示したテーブルである。なお、図11においては、機種情報が「xxx」「yyy」に対応する部分が示されているだけであるが、実際には、遊技店1に設置されている他の機種の機種情報に対応する部分も存在するものとする。
Next, the implementation rate table will be described. As shown in FIG. 11, the implementation rate table includes model information indicating the model of the gaming table 41 installed in the gaming store 1, attribute information indicating the manufacturer of the model, and the attributes of the player, It is the table which showed the correspondence with an implementation rate. In FIG. 11, only the part corresponding to the model information “xxx” and “yyy” is shown, but actually, it corresponds to the model information of other models installed in the amusement store 1. It is assumed that there is a part to do.
図11にて示される実施率とは、遊技店1の遊技台41に対して遊技者が遊技している程度(稼働率)を示した値であり、値が大きいほど遊技されている程度が高く、機種別に、遊技者の属性毎で算出される。営業日Dの機種Aに対する属性aの遊技者の実施率は下記の式2によって算出される。
(営業日Dの機種Aに対する属性aの遊技者の実施率)=(営業日Dの機種Aに対する属性aの遊技者の累積時間の合計)/(機種Aの台数×営業日Dの営業時間) 式2
例えば、遊技店1において機種Aの遊技台A1~A4が設置されているものとする(つまり遊技店1において機種Aの遊技台は4台設置されている)。そして、営業日Dにおいて、遊技台A1についての男性40代の累積時間は3時間、遊技台A2についての男性40代の累積時間は2時間30分、遊技台A3についての男性40代の累積時間は4時間、遊技台A4についての男性40代の累積時間は2時間であったものとする。さらに、営業日Dの営業時間は14時間であるものとする。 The implementation rate shown in FIG. 11 is a value indicating the degree (operating rate) that the player is playing with respect to the game table 41 of thegaming store 1, and the greater the value, the more the game is played. It is high and is calculated for each player attribute for each model. The implementation rate of the player with the attribute a for the model A on the business day D is calculated by the following equation 2.
(Performance rate of player with attribute a for model A on business day D) = (total of accumulated time of player with attribute a for model A on business day D) / (number of models A × business hours on business day D) Formula 2
For example, it is assumed that game machines A 1 to A 4 are installed in the game store 1 (that is, four game machines of model A are installed in the game store 1). Then, on business day D, the accumulated time for men in their 40s for gaming table A1 is 3 hours, the accumulated time for men in their 40s for gaming table A2 is 2 hours and 30 minutes, and the accumulated time for men in their 40s for gaming table A3 Is 4 hours, and the accumulated time of men in their 40s on the gaming table A4 is 2 hours. Further, it is assumed that the business hours on business day D are 14 hours.
(営業日Dの機種Aに対する属性aの遊技者の実施率)=(営業日Dの機種Aに対する属性aの遊技者の累積時間の合計)/(機種Aの台数×営業日Dの営業時間) 式2
例えば、遊技店1において機種Aの遊技台A1~A4が設置されているものとする(つまり遊技店1において機種Aの遊技台は4台設置されている)。そして、営業日Dにおいて、遊技台A1についての男性40代の累積時間は3時間、遊技台A2についての男性40代の累積時間は2時間30分、遊技台A3についての男性40代の累積時間は4時間、遊技台A4についての男性40代の累積時間は2時間であったものとする。さらに、営業日Dの営業時間は14時間であるものとする。 The implementation rate shown in FIG. 11 is a value indicating the degree (operating rate) that the player is playing with respect to the game table 41 of the
(Performance rate of player with attribute a for model A on business day D) = (total of accumulated time of player with attribute a for model A on business day D) / (number of models A × business hours on business day D) Formula 2
For example, it is assumed that game machines A 1 to A 4 are installed in the game store 1 (that is, four game machines of model A are installed in the game store 1). Then, on business day D, the accumulated time for men in their 40s for gaming table A1 is 3 hours, the accumulated time for men in their 40s for gaming table A2 is 2 hours and 30 minutes, and the accumulated time for men in their 40s for gaming table A3 Is 4 hours, and the accumulated time of men in their 40s on the gaming table A4 is 2 hours. Further, it is assumed that the business hours on business day D are 14 hours.
この場合において、営業日Dの機種Aに対する男性40代の遊技者の実施率は、以下のように算出される。
営業日Dの機種Aに対する男性40代の累積時間の合計=3+2.5+4+2=11.5機種Aの台数×営業日Dの営業時間=4×14=56
営業日Dの機種Aに対する男性40代の遊技者の実施率=11.5/56=20.5(%)
つまり、図11の実施率テーブルに示されている実施率とは、当該実施率に対応付けられている機種情報の機種に対して、当該実施率に対応付けられている属性情報の属性の遊技者が遊技した程度を示した値である。例えば、図11の実施率テーブルからすれば、機種ZZZに対し、20代以下男性の実施率が3%、20代以下女性の実施率が0%、30代男性の実施率が16.5%、30代女性の実施率が1%、40代男性の実施率が14%、40代女性の実施率が0%、50代男性の実施率が3.7%、50代女性の実施率が0.5%、60代以上の男女の実施率が0%であることがわかる。 In this case, the implementation rate of the male 40s player for the model A on the business day D is calculated as follows.
Cumulative time of male 40s for model A on business day D = 3 + 2.5 + 4 + 2 = 11.5 Number of model A × business hours on business day D = 4 × 14 = 56
Implementation rate of male 40s player for model A on business day D = 11.5 / 56 = 20.5 (%)
In other words, the implementation rate shown in the implementation rate table of FIG. 11 is a game of the attribute of the attribute information associated with the implementation rate for the model of the model information associated with the implementation rate. It is a value indicating the degree to which the player has played. For example, according to the implementation rate table of FIG. 11, the implementation rate for males in their 20s and below is 3%, the implementation rate for women in their 20s and below is 0%, and the implementation rate for males in their 30s is 16.5% for model ZZZ. Implementation rate for women in their 30s is 1%, implementation rate for men in their 40s is 14%, implementation rate for women in their 40s is 0%, implementation rate for men in their 50s is 3.7%, implementation rate for women in their 50s It can be seen that 0.5%, the implementation rate of men and women over 60s is 0%.
営業日Dの機種Aに対する男性40代の累積時間の合計=3+2.5+4+2=11.5機種Aの台数×営業日Dの営業時間=4×14=56
営業日Dの機種Aに対する男性40代の遊技者の実施率=11.5/56=20.5(%)
つまり、図11の実施率テーブルに示されている実施率とは、当該実施率に対応付けられている機種情報の機種に対して、当該実施率に対応付けられている属性情報の属性の遊技者が遊技した程度を示した値である。例えば、図11の実施率テーブルからすれば、機種ZZZに対し、20代以下男性の実施率が3%、20代以下女性の実施率が0%、30代男性の実施率が16.5%、30代女性の実施率が1%、40代男性の実施率が14%、40代女性の実施率が0%、50代男性の実施率が3.7%、50代女性の実施率が0.5%、60代以上の男女の実施率が0%であることがわかる。 In this case, the implementation rate of the male 40s player for the model A on the business day D is calculated as follows.
Cumulative time of male 40s for model A on business day D = 3 + 2.5 + 4 + 2 = 11.5 Number of model A × business hours on business day D = 4 × 14 = 56
Implementation rate of male 40s player for model A on business day D = 11.5 / 56 = 20.5 (%)
In other words, the implementation rate shown in the implementation rate table of FIG. 11 is a game of the attribute of the attribute information associated with the implementation rate for the model of the model information associated with the implementation rate. It is a value indicating the degree to which the player has played. For example, according to the implementation rate table of FIG. 11, the implementation rate for males in their 20s and below is 3%, the implementation rate for women in their 20s and below is 0%, and the implementation rate for males in their 30s is 16.5% for model ZZZ. Implementation rate for women in their 30s is 1%, implementation rate for men in their 40s is 14%, implementation rate for women in their 40s is 0%, implementation rate for men in their 50s is 3.7%, implementation rate for women in their 50s It can be seen that 0.5%, the implementation rate of men and women over 60s is 0%.
つぎに、実施率出力部303による処理内容をより具体的に説明する。まず、実施率出力部303は、累積時間処理部302によって図7の累積時間テーブルが記憶部30dに記憶されたことを検出すると、遊技店1に設置されている機種別に、遊技者の属性毎の実施率を算出する。具体的には、遊技店1に設置されている全機種の各々を順に注目機種としていき、注目機種について下記の(D)~(F)の処理を実行するようになっている。(D)累積時間テーブル(図7)およびカメラ・機種テーブル(図8)を参照して、遊技者の属性毎に、注目機種の累積時間の合計値を算出する。具体的には、図8のカメラ・機種テーブルを参照して、注目機種の遊技ユニットに設置されているカメラIDを検出し、図7の累積時間テーブルを参照して、遊技者の属性別に、注目機種の遊技ユニットに設置されているカメラIDに対応付けられている累積時間の合計を算出する。
(E)営業時間管理テーブル(図9)と設置台数テーブル(図10)とを参照して、注目機種の台数と、本日の営業時間とを把握し、台数と営業時間との積を求める。
(F)遊技者の属性毎に、(D)で求めた合計値を(E)で求めた積で割ることによって実施率を求める。 Next, the processing contents by the executionrate output unit 303 will be described more specifically. First, when the cumulative time processing unit 302 detects that the cumulative time table shown in FIG. 7 is stored in the storage unit 30d, the execution rate output unit 303 sets the player attribute for each model installed in the game store 1 for each player attribute. Calculate the implementation rate. Specifically, all the models installed in the amusement store 1 are set as the model of interest in order, and the following processes (D) to (F) are executed for the model of attention. (D) Referring to the accumulated time table (FIG. 7) and the camera / model table (FIG. 8), the total value of the accumulated time of the model of interest is calculated for each player attribute. Specifically, referring to the camera / model table of FIG. 8, the camera ID installed in the gaming unit of the model of interest is detected, and referring to the cumulative time table of FIG. The total accumulated time associated with the camera ID installed in the game unit of the model of interest is calculated.
(E) With reference to the business hours management table (FIG. 9) and the installed number table (FIG. 10), the number of the model of interest and today's business hours are grasped, and the product of the number and the business hours is obtained.
(F) For each player attribute, the implementation rate is obtained by dividing the total value obtained in (D) by the product obtained in (E).
(E)営業時間管理テーブル(図9)と設置台数テーブル(図10)とを参照して、注目機種の台数と、本日の営業時間とを把握し、台数と営業時間との積を求める。
(F)遊技者の属性毎に、(D)で求めた合計値を(E)で求めた積で割ることによって実施率を求める。 Next, the processing contents by the execution
(E) With reference to the business hours management table (FIG. 9) and the installed number table (FIG. 10), the number of the model of interest and today's business hours are grasped, and the product of the number and the business hours is obtained.
(F) For each player attribute, the implementation rate is obtained by dividing the total value obtained in (D) by the product obtained in (E).
遊技店1に設置されている全機種の各々を順に注目機種として(D)~(F)を行うことによって、遊技店1に設置されている機種別に、遊技者の属性毎の実施率を出力できるのである。そして、実施率出力部303は、以上の出力の結果を用いて、図11に示される実施率テーブルを作成して記憶部30dに書き込むようになっている。
By performing (D) to (F) with each model installed in the amusement store 1 as the model of interest in order, the execution rate for each player attribute is output for each model installed in the amusement store 1 It can be done. Then, the implementation rate output unit 303 creates the implementation rate table shown in FIG. 11 using the result of the above output and writes it in the storage unit 30d.
つぎに、図2に示す実施率送信部304を説明する。実施率送信部304は、記憶部30dに実施率テーブル(図11)が書き込まれたことを検出すると、この実施率テーブルを、遊技店情報センタ2に設置されているサーバ装置60に送信するようになっている。
Next, the implementation rate transmission unit 304 shown in FIG. 2 will be described. When the implementation rate transmission unit 304 detects that the implementation rate table (FIG. 11) is written in the storage unit 30d, the implementation rate table 304 transmits the implementation rate table to the server device 60 installed in the amusement store information center 2. It has become.
なお、図2の情報処理装置30の制御部30cは、以上にて説明した実施率送信部304等の他、第2ランキング出力部305、ランキング通知部306、余所見判定部307を有しているが、これらについては、便宜上、後で説明する。
The control unit 30c of the information processing apparatus 30 in FIG. 2 includes a second ranking output unit 305, a ranking notification unit 306, and an extra finding determination unit 307 in addition to the implementation rate transmission unit 304 and the like described above. However, these will be described later for convenience.
つぎに、遊技店情報センタ2に設置されているサーバ装置60の構成について説明する。サーバ装置60は、図2に示すように、ネットワーク通信部60a、記憶部60b、制御部60cを備えている。
Next, the configuration of the server device 60 installed in the amusement shop information center 2 will be described. As shown in FIG. 2, the server device 60 includes a network communication unit 60a, a storage unit 60b, and a control unit 60c.
ネットワーク通信部60aは、制御部60cがネットワークNを介した通信を行う際に用いる通信用インターフェイスである。このネットワークNには各遊技店1の情報処理装置30が接続されている。つまり、制御部60cは、ネットワーク通信部60aおよびネットワークNを介して、各遊技店1の情報処理装置30と通信を行うようになっている。
The network communication unit 60a is a communication interface used when the control unit 60c performs communication via the network N. An information processing device 30 of each gaming store 1 is connected to the network N. That is, the control unit 60c communicates with the information processing device 30 of each gaming store 1 via the network communication unit 60a and the network N.
記憶部60bは、制御部60cに実行させる各種プログラム、および、これらプログラムを実行しているときに読み出す各種データを記録するものである。また、記憶部60bには、制御部60cにて処理された各種データや外部から受信した各種データが保存される。記憶部60bは、ハードディスク、フラッシュメモリなどの不揮発性の記憶装置である。
The storage unit 60b records various programs to be executed by the control unit 60c and various data read when these programs are being executed. The storage unit 60b stores various data processed by the control unit 60c and various data received from the outside. The storage unit 60b is a non-volatile storage device such as a hard disk or a flash memory.
制御部60cは、各種プログラムを実行することによって、サーバ装置60に入力される情報やサーバ装置60に記憶されている情報を処理するコンピュータである。
The control unit 60c is a computer that processes information input to the server device 60 and information stored in the server device 60 by executing various programs.
制御部60cの構成について詳細に説明する。制御部60cは、図2に示すように、平均実施率出力部601、第1ランキング出力部602、ランキング送信部603を備えている。
The configuration of the control unit 60c will be described in detail. As illustrated in FIG. 2, the control unit 60 c includes an average implementation rate output unit 601, a first ranking output unit 602, and a ranking transmission unit 603.
平均実施率出力部601は、各遊技店1の情報処理装置30から送られてくる実施率テーブルを順次記憶部60bに記憶していき、遊技店情報センタ2に加盟している全ての遊技店1の実施率テーブルが揃うと、遊技機(遊技台)の機種別に、遊技者の属性毎の実施率の平均値を求める。つまり、平均実施率出力部601は、遊技機の機種別に、属性情報に示されている属性毎に各遊技店1から送られてきた実施率テーブルの実施率の平均値を出力する。
The average execution rate output unit 601 sequentially stores the execution rate table sent from the information processing device 30 of each amusement store 1 in the storage unit 60b, and all the amusement stores that are affiliated with the amusement store information center 2. When one implementation rate table is prepared, an average value of the implementation rates for each player attribute is obtained for each type of gaming machine (game table). That is, the average execution rate output unit 601 outputs the average value of the execution rates of the execution rate table sent from each gaming store 1 for each attribute indicated in the attribute information for each model of gaming machine.
例えば、XYZという機種を設置している店舗が200店舗あるものとする。この場合、XYZという機種について、全ての遊技店1から送られてくる実施率テーブルに示されている20代男性に対応する実施率を積算し、積算した値を200で除算する。除算して得られた値が、XYZという機種について、20代男性における平均実施率となる。
For example, it is assumed that there are 200 stores where a model called XYZ is installed. In this case, for the model XYZ, the implementation rates corresponding to males in their 20s shown in the implementation rate table sent from all the game stores 1 are integrated, and the integrated value is divided by 200. The value obtained by the division is the average implementation rate in males in their 20s for the model XYZ.
そして、平均実施率出力部601は、以上の平均値の出力の結果を用いて、図12に示される平均実施率テーブルを作成し、この平均実施率テーブルを図2の記憶部60bに記憶させる。平均実施率テーブルとは、図12に示すように、遊技機の機種を示した機種情報と、当該機種のメーカと、遊技者の属性を示した属性情報と、当該機種に対する当該属性の遊技者の平均実施率との対応関係を示したものである。
Then, the average execution rate output unit 601 creates the average execution rate table shown in FIG. 12 by using the above average value output result, and stores the average execution rate table in the storage unit 60b of FIG. . As shown in FIG. 12, the average implementation rate table is model information indicating the model of the gaming machine, attribute information indicating the manufacturer of the model, the attribute of the player, and a player having the attribute for the model. It shows the correspondence with the average implementation rate.
第1ランキング出力部602は、記憶部60bに平均実施率テーブルが記憶されると、平均実施率テーブルを参照して、全加盟店において遊技者の属性別の遊技機の人気ランキングを示す第1ランキングテーブルを出力するブロックである。第1ランキングテーブルは以下のようにして生成される。
When the average implementation rate table is stored in the storage unit 60b, the first ranking output unit 602 refers to the average implementation rate table, and indicates the popularity ranking of gaming machines by player attribute in all member stores. This block outputs a ranking table. The first ranking table is generated as follows.
具体的には、第1ランキング出力部602は、図12の平均実施率テーブルを参照することによって、属性情報に示される属性毎に、平均実施率の高さが1位~10位までの機種を抽出する。そして、第1ランキング出力部602は、当該抽出の結果と図12の平均実施率テーブルとを参照することによって、図13Aの第1ランキングテーブルを生成するようになっている。この第1ランキングテーブルは、図13Aに示されるように、遊技者の属性を示す属性情報と、当該属性の遊技者による平均実施率のランキング(順位)と、当該ランキングに該当する機種を示す機種情報と、当該機種のメーカを示すメーカ情報との対応関係を示すテーブルである。
Specifically, the first ranking output unit 602 refers to the average execution rate table in FIG. 12, and models whose average execution rate is 1 to 10 for each attribute indicated in the attribute information. To extract. Then, the first ranking output unit 602 generates the first ranking table in FIG. 13A by referring to the extraction result and the average execution rate table in FIG. As shown in FIG. 13A, the first ranking table includes attribute information indicating the player's attributes, ranking (ranking) of the average execution rate by the players of the attribute, and models indicating the models corresponding to the ranking. It is a table which shows the correspondence of information and the manufacturer information which shows the manufacturer of the said model.
なお、第1ランキング出力部602は、図13Aの第1ランキングテーブルを生成すると、この第1ランキングテーブルを図2の記憶部60bに記憶させるようになっている。
Note that, when the first ranking output unit 602 generates the first ranking table of FIG. 13A, the first ranking table is stored in the storage unit 60b of FIG.
ランキング送信部603は、記憶部60bに第1ランキングテーブルが記憶されたことを検出すると、この第1ランキングテーブルを、遊技店情報センタ2に加盟している全ての遊技店1の情報処理装置30へ送信するようになっている。
When the ranking transmission unit 603 detects that the first ranking table is stored in the storage unit 60b, the ranking transmission unit 603 uses the first ranking table as the information processing device 30 of all the gaming stores 1 that are affiliated with the gaming store information center 2. To send to.
つぎに、サーバ装置60のランキング送信部603から第1ランキングテーブルを受信した後の情報処理装置30の処理内容について説明する。情報処理装置30の制御部30cは、前述したように第2ランキング出力部305を備えている。
Next, processing contents of the information processing device 30 after receiving the first ranking table from the ranking transmission unit 603 of the server device 60 will be described. The control unit 30c of the information processing device 30 includes the second ranking output unit 305 as described above.
第2ランキング出力部305は、サーバ装置60から情報処理装置30が図13Aの第1ランキングテーブルを受信すると、図13Aの第1ランキングテーブルから図13Bの第2ランキングテーブルを生成し、この第2ランキングテーブルを記憶部30dに記憶させるようになっている。第2ランキングテーブルを生成する処理について以下詳細に説明する。
When the information processing apparatus 30 receives the first ranking table in FIG. 13A from the server device 60, the second ranking output unit 305 generates the second ranking table in FIG. 13B from the first ranking table in FIG. 13A. The ranking table is stored in the storage unit 30d. The process for generating the second ranking table will be described in detail below.
第2ランキング出力部305は、属性情報に示される属性毎に、図13Aの第1ランキングテーブルに示されている1位~10位までの機種のうち、自店舗に設置されている機種に限定してランキングの高いものから3つ抽出し、抽出した3つの機種の各々に対して新たなランキングを割り振る(なお、第2ランキング出力部305は、記憶部30dに記憶されている設置機種・台数テーブル(図10)を参照することで自店舗に設置されている機種を特定できる)。
For each attribute indicated in the attribute information, the second ranking output unit 305 is limited to the models installed in the own store among the first to tenth models shown in the first ranking table of FIG. 13A. Then, three from the highest ranking are extracted, and a new ranking is assigned to each of the extracted three models (Note that the second ranking output unit 305 is the installed model / number stored in the storage unit 30d. The model installed in the store can be specified by referring to the table (FIG. 10).
つまり、第2ランキング出力部305は、属性情報に示される属性毎に、抽出された3つの機種の中で第1ランキングテーブルにて最上位だったものに1位を割り振り、抽出された3つの機種の中で第1ランキングテーブルにて2番目に上位だったものを2位とし、抽出された3つの機種の中で第1ランキングテーブルにて最下位だったものを3位とする。そして、第2ランキング出力部305は、属性情報に示される属性毎に、前記のようにして抽出した3つの機種を示した第2ランキングテーブルを生成する。第2ランキングテーブルは、図13Bに示されるように、遊技者の属性を示す属性情報と、新たなランキングと、当該ランキングに該当する機種を示す機種情報と、当該機種のメーカを示すメーカ情報との対応関係を示すテーブルである。
That is, for each attribute indicated in the attribute information, the second ranking output unit 305 assigns the first rank to the highest rank in the first ranking table among the three extracted models, and extracts the extracted three Among the models, the second highest in the first ranking table is ranked second, and among the extracted three models, the lowest in the first ranking table is ranked third. And the 2nd ranking output part 305 produces | generates the 2nd ranking table which shows three models extracted as mentioned above for every attribute shown by attribute information. As shown in FIG. 13B, the second ranking table includes attribute information indicating a player's attribute, a new ranking, model information indicating a model corresponding to the ranking, and manufacturer information indicating a manufacturer of the model. It is a table which shows the correspondence of these.
つまり、図13Bに示される第2ランキングテーブルは、平均実施率出力部601にて出力される平均実施率の高さの順位を示したランキングであるが、列挙させる機種を、当該第2ランキングテーブルを作成する情報処理装置30が設置される遊技店1の有する機種のみに限定しているものである。また、第2ランキングテーブルでは、属性毎に、列挙される機種が3つに制限されている。
That is, the second ranking table shown in FIG. 13B is a ranking that indicates the rank of the average implementation rate output by the average implementation rate output unit 601. This is limited to the model of the amusement store 1 where the information processing apparatus 30 for creating the game is installed. In the second ranking table, the number of models listed is limited to three for each attribute.
第2ランキング出力部305は、以上のようにして作成した第2ランキングテーブルを記憶部30dに記憶させる。
The second ranking output unit 305 stores the second ranking table created as described above in the storage unit 30d.
以上にて示した構成によれば、遊技店情報センタ2に加盟している各遊技店1の情報処理装置30は、営業終了時刻になると、図11に示す実施率テーブルを作成して遊技店情報センタ2のサーバ装置60に送信するようになっている。サーバ装置60は、各遊技店1から送られてくる実施率テーブルに基づいて、図13Aに示す第1ランキングテーブルを作成し、各遊技店1の情報処理装置30は、第1ランキングテーブルに基づいて、図13Bに示す第2ランキングテーブルを作成する。
According to the configuration described above, the information processing device 30 of each amusement store 1 that is a member of the amusement store information center 2 creates an implementation rate table shown in FIG. The information is transmitted to the server device 60 of the information center 2. The server device 60 creates a first ranking table shown in FIG. 13A based on the implementation rate table sent from each game store 1, and the information processing device 30 of each game store 1 is based on the first ranking table. Thus, the second ranking table shown in FIG. 13B is created.
すなわち、サーバ装置60において図13Aの第1ランキングテーブルが1日に1回作成され、各遊技店1において図13Bの第2ランキングテーブルが1日に1回作成されるようになっている。
That is, the first ranking table of FIG. 13A is created once a day in the server device 60, and the second ranking table of FIG. 13B is created once a day in each gaming store 1.
そして、図13Aの第1ランキングテーブルおよび図13Bの第2ランキングテーブルは、いずれも、図2の平均実施率出力部601にて生成される平均実施率(実施率の平均値)のランキングを遊技者の属性毎に示した情報である。但し、図13Aの第1ランキングテーブルにて列挙される機種は、遊技店情報センタ2に加盟している全遊技店1に設置されている全ての機種のなかから選ばれたものであり、図13Bの第2ランキングテーブルにて列挙される機種は、第2ランキングテーブルを作成する情報処理装置30を有する遊技店1に設置されている機種のなかから選ばれたものである。
The first ranking table in FIG. 13A and the second ranking table in FIG. 13B both rank the average execution rate (average value of the execution rate) generated by the average execution rate output unit 601 in FIG. This is information shown for each attribute of the person. However, the models listed in the first ranking table of FIG. 13A are selected from all the models installed in all the amusement stores 1 that belong to the amusement store information center 2. The models listed in the second ranking table 13B are selected from the models installed in the game shop 1 having the information processing apparatus 30 that creates the second ranking table.
そして、図13Aおよび図13Bにおいてランキングの優劣の基準となる平均実施率は、機種の稼働率であることから、図13Aおよび図13Bのランキングテーブルは、いずれも、人気機種のランキングを示しているともいえるのである。
13A and 13B, since the average implementation rate, which is the standard for ranking superiority and inferiority, is the operating rate of the models, the ranking tables in FIGS. 13A and 13B both show the rankings of popular models. It can be said.
つぎに、図2に示すランキング通知部306について説明する。ランキング通知部306は、表示ユニット42の表示制御部401と連携して、図3に示すランキング画面106を表示ユニット42の表示装置42aに表示させる処理を行うブロックである。以下ではこの点について詳細に説明する。
Next, the ranking notification unit 306 shown in FIG. 2 will be described. The ranking notification unit 306 is a block that performs processing for displaying the ranking screen 106 illustrated in FIG. 3 on the display device 42 a of the display unit 42 in cooperation with the display control unit 401 of the display unit 42. This point will be described in detail below.
図3に示すメニュー画面101が表示装置42aに表示されているときに当該メニュー画面101の「遊技機ランキング」の項目が遊技者にタッチされた場合、表示制御部401は、カメラ42bに撮影処理を行わせると共に、当該撮影処理にて得られた撮影画像に基づく属性判定処理を画像処理ユニット42cに行わせることにより、属性情報を出力させる。そして、表示制御部401は、当該属性情報とランキング通知要求とを示したランキング要求コマンドを情報処理装置30に送信する。
When the menu screen 101 shown in FIG. 3 is displayed on the display device 42a and the “game machine ranking” item on the menu screen 101 is touched by the player, the display control unit 401 performs shooting processing on the camera 42b. And the attribute information is output by causing the image processing unit 42c to perform attribute determination processing based on the captured image obtained by the imaging processing. Then, the display control unit 401 transmits a ranking request command indicating the attribute information and the ranking notification request to the information processing apparatus 30.
情報処理装置30がランキング要求コマンドを受信すると、ランキング通知部306は、ランキング要求コマンドに示されている属性情報と同じ属性情報に対応付けられている機種情報と当該機種情報の機種のランキングとを図13Bの第2ランキングテーブルから読み出す。そして、ランキング通知部306は、図13Bの第2ランキングテーブルから読み出した機種情報と当該機種情報の機種のランキングとを示した人気ランキング情報を生成し、この人気ランキング情報を表示ユニット42に通知する。
When the information processing apparatus 30 receives the ranking request command, the ranking notification unit 306 displays the model information associated with the same attribute information as the attribute information indicated in the ranking request command and the model ranking of the model information. Read from the second ranking table of FIG. 13B. Then, the ranking notification unit 306 generates popularity ranking information indicating the model information read from the second ranking table in FIG. 13B and the model ranking of the model information, and notifies the display unit 42 of the popularity ranking information. .
表示ユニット42は、情報処理装置30から送られてきた人気ランキング情報に示されている機種情報の機種を列挙したランキング画面106(図3参照)を生成し、このランキング画面106を表示装置42aに表示させるようになっている。つまり、図3のランキング画面106にて列挙されている機種とは、当該ランキング画面106を表示中の遊技ユニット40にて遊技中の遊技者の属性を対象とした機種の人気ランキングを示したものなのである。
The display unit 42 generates a ranking screen 106 (see FIG. 3) that lists the models of the model information indicated in the popular ranking information sent from the information processing device 30, and this ranking screen 106 is displayed on the display device 42a. It is supposed to be displayed. That is, the models listed on the ranking screen 106 in FIG. 3 indicate the popularity rankings of models targeting the attributes of the player who is playing in the gaming unit 40 displaying the ranking screen 106. That's it.
なお、本実施形態において、属性情報に示される属性は、前記利用者の性別および年代の両方であったが、性別および年代のうちのいずれか一方であってもよい。
In the present embodiment, the attribute indicated in the attribute information is both the gender and age of the user, but may be either the gender or age.
[ランキング画面106の表示トリガについて]
前述したように、本実施形態では、図3のメニュー画面101の「遊技機ランキング」が遊技者にタッチされた場合に、ランキング画面106が表示装置42aに表示されるようになっている。 [About display trigger of ranking screen 106]
As described above, in the present embodiment, when the “game machine ranking” on the menu screen 101 in FIG. 3 is touched by the player, the ranking screen 106 is displayed on thedisplay device 42a.
前述したように、本実施形態では、図3のメニュー画面101の「遊技機ランキング」が遊技者にタッチされた場合に、ランキング画面106が表示装置42aに表示されるようになっている。 [About display trigger of ranking screen 106]
As described above, in the present embodiment, when the “game machine ranking” on the menu screen 101 in FIG. 3 is touched by the player, the ranking screen 106 is displayed on the
さらに、本実施形態では、情報処理装置30が、各遊技ユニット40において閾値時間以上連続した余所見を行った遊技者を検出するようになっており、当該遊技者を検出した場合、当該遊技者のいる遊技ユニット40の表示装置42aに、当該遊技者の属性を対象とした機種の人気ランキングを示すランキング画面106を表示させるようになっているものである。具体的には以下の通りである。
Furthermore, in the present embodiment, the information processing apparatus 30 detects a player who has made a continuous observation for more than a threshold time in each gaming unit 40. When the player is detected, On the display device 42a of the gaming unit 40, the ranking screen 106 showing the popularity ranking of the model for the player attribute is displayed. Specifically, it is as follows.
図2に示すように、情報処理装置30の制御部30cは、余所見判定部307を備えている。
As shown in FIG. 2, the control unit 30 c of the information processing apparatus 30 includes a redundant determination unit 307.
余所見判定部307は、各遊技ユニット40において閾値時間以上連続する余所見を行った遊技者がいるか否かを監視しており、閾値時間以上連続した余所見を行った遊技者を検出すると、当該遊技者のいる遊技ユニット40の表示装置42aに、図3のランキング画面106の表示命令を示した表示コマンドを送信するようになっている。
The surplus finding determination unit 307 monitors whether or not there is a player who has performed a surplus that continues for a threshold time or more in each gaming unit 40, and when a player who has performed a surplus for a threshold time or more is detected, the player A display command indicating a display command of the ranking screen 106 in FIG. 3 is transmitted to the display device 42a of the gaming unit 40 in which there is.
具体的には、余所見判定部307は、遊技ユニット40毎に図14の処理を行っている。つまり、余所見判定部307は、遊技ユニット40毎で別々に、遊技ユニット40から送られてくる紐付情報を用いて図14に示されるフローチャートの処理を実行している。以下、図14の処理を説明する。
Specifically, the look-ahead determination unit 307 performs the processing of FIG. 14 for each gaming unit 40. In other words, the extraneous finding determination unit 307 executes the processing of the flowchart shown in FIG. 14 using the association information sent from the gaming unit 40 separately for each gaming unit 40. Hereinafter, the process of FIG. 14 will be described.
まず、余所見判定部307は、記憶部30dに記憶されている紐付情報DBに紐付情報が追加された場合(S1にてYES)、当該紐付情報に含まれる上下方向の顔向角度の絶対値および左右方向の顔向角度の絶対値のうちの少なくとも一方が30°以上になっているか否かを判定する(S2)。
First, when the pegging information is added to the pegging information DB stored in the storage unit 30d (YES in S1), the extraneous finding determination unit 307 determines the absolute value of the vertical face direction angle included in the pegging information and It is determined whether at least one of the absolute values of the face angle in the left-right direction is 30 ° or more (S2).
S2において上下方向の顔向角度の絶対値および左右方向の顔向角度の絶対値のうちの少なくとも一方が30°以上であると判定した場合(S2にてYES)、余所見判定部307は、余所見開始時刻がセットされているか否かを判定する(S3)。そして、S3において余所見開始時刻がセットされていると判定した場合(S3にてYES)、余所見判定部307は、処理をS1に移行する。S3において余所見開始時刻がセットされていないと判定した場合(S3にてNO)、余所見判定部307は、S1にて追加された紐付情報に含まれる撮影時刻情報に示されている時刻と同一時刻を余所見開始時刻としてセットする(S4)。S4を行った余所見判定部307は、処理をS1に移行する。
When it is determined in S2 that at least one of the absolute value of the face angle in the vertical direction and the absolute value of the face direction angle in the left and right direction is 30 ° or more (YES in S2), the remnant determination unit 307 displays the remnant It is determined whether a start time is set (S3). Then, if it is determined in S3 that the start time of the lookout is set (YES in S3), the lookout determination unit 307 moves the process to S1. If it is determined in S3 that the cognition start time is not set (NO in S3), coexistence determination unit 307 is the same time as the time indicated in the shooting time information included in the association information added in S1. Is set as the start time of the observation (S4). The remainder determination unit 307 that has performed S4 moves the process to S1.
S2において上下方向の顔向角度の絶対値および左右方向の顔向角度の絶対値の両方が30°未満と判定した場合(S2にてNO)、余所見判定部307は、余所見開始時刻がセットされているか否かを判定する(S5)。なお、図6に示すように顔向角度情報に無が示されている場合も余所見判定部307は、S2にてNOと判定し、S5へ移行するようになっている。
If it is determined in S2 that both the absolute value of the face angle in the vertical direction and the absolute value of the face direction angle in the left and right direction are less than 30 ° (NO in S2), the cognition determination unit 307 sets the cognition start time. It is determined whether or not (S5). Note that, as shown in FIG. 6, also in the case where nothing is indicated in the face direction angle information, the remainder determination unit 307 determines NO in S2, and proceeds to S5.
そして、S5において余所見開始時刻がセットされていないと判定した場合(S5にてNO)、余所見判定部307は、処理をS1に移行する。
And when it is determined in S5 that no extra finding start time is set (NO in S5), the extra finding determination unit 307 moves the process to S1.
S5において余所見開始時刻がセットされていると判定した場合(S5にてYES)、余所見判定部307は、S1にて追加された紐付情報に含まれる撮影時刻情報と余所見開始時刻との差分を算出する(S6)。なお、S5にてYESの場合とは、余所見が終了した場合に相当するものである。
If it is determined in S5 that the extra finding start time is set (YES in S5), the extra finding determination unit 307 calculates the difference between the shooting time information included in the association information added in S1 and the extra finding start time. (S6). In addition, the case of YES in S5 corresponds to the case where the observation is finished.
S6を行った余所見判定部307は、S6にて算出された差分が閾値時間(30秒)以上であるか否かを判定する(S7)。S6にて算出された差分が閾値時間未満であると判定された場合(S7にてNO)、余所見判定部307は、余所見開始時刻をクリアする(S9)。S9を行った余所見判定部307は、処理をS1に移行する。なお、S7にてNOの場合とは、余所見の行われた時間が閾値時間未満であり、少し余所見しただけに過ぎない状況である。
The remainder determination part 307 which performed S6 determines whether the difference calculated in S6 is more than threshold time (30 second) (S7). When it is determined that the difference calculated in S6 is less than the threshold time (NO in S7), the residual finding determination unit 307 clears the redundant finding start time (S9). After performing S9, the remainder determination unit 307 moves the process to S1. In addition, the case of NO in S7 is a situation in which the time for which the observation is performed is less than the threshold time, and is only a slight observation.
S6にて算出された差分が閾値時間以上であると判定された場合(S7にてYES)、余所見判定部307は、ランキング画面106を表示させるための表示コマンドを生成し、S1にて追加された紐付情報に示されるカメラIDのカメラ42bを有する表示ユニット42に対して前記表示コマンドを送信する(S8)。S8を行った余所見判定部307は、余所見開始時刻をクリアし(S9)、処理をS1に移行する。
When it is determined that the difference calculated in S6 is equal to or longer than the threshold time (YES in S7), the look-off determination unit 307 generates a display command for displaying the ranking screen 106 and is added in S1. The display command is transmitted to the display unit 42 having the camera 42b with the camera ID indicated in the association information (S8). The surplus finding determination unit 307 that performed S8 clears the surplus finding start time (S9), and shifts the processing to S1.
つぎに、S8において生成される表示コマンドについて詳細に説明する。S8において、余所見判定部307は、S1にて追加された紐付情報に含まれる属性情報と同じ属性情報に対応付けられている機種情報と、当該機種情報の機種のランキングとを図13Bの第2ランキングテーブルから読み出す。
Next, the display command generated in S8 will be described in detail. In S8, the look-off determination unit 307 displays the model information associated with the same attribute information as the attribute information included in the association information added in S1, and the model ranking of the model information in the second part of FIG. 13B. Read from the ranking table.
さらに、余所見判定部307は、図13Bの第2ランキングテーブルから読み出した機種情報と、当該機種情報の機種のランキングと、当該機種情報を示したランキング画面の表示命令とを示した表示コマンドを生成する。そして、余所見判定部307は、S1にて追加された紐付情報を送ってきた表示ユニット42に表示コマンドを送信する。
Further, the look-off determination unit 307 generates a display command indicating the model information read from the second ranking table of FIG. 13B, the ranking of the model of the model information, and the display command of the ranking screen indicating the model information. To do. Then, the look-off determination unit 307 transmits a display command to the display unit 42 that has sent the association information added in S1.
表示ユニット42の表示制御部401は、情報処理装置30から表示コマンドが送られてくると、表示コマンドに示されている機種情報の機種を列挙したランキング画面106(図3参照)を生成し、このランキング画面106を表示装置42aに表示させる。
When a display command is sent from the information processing apparatus 30, the display control unit 401 of the display unit 42 generates a ranking screen 106 (see FIG. 3) that lists models of model information indicated in the display command. The ranking screen 106 is displayed on the display device 42a.
これにより、遊技ユニット40において、遊技者が閾値時間(30秒)以上連続した余所見を行った場合、余所見を終えた後に図3のランキング画面106が表示装置42aに表示されることになる。
Thus, in the gaming unit 40, when the player makes a redundant observation for a threshold time (30 seconds) or longer, the ranking screen 106 of FIG. 3 is displayed on the display device 42a after the redundant observation.
以上にて示したように、本実施形態の情報処理システム500は、(a)遊技台41と台間機43とを有する遊技ユニット40に取り付けられており、遊技台41にて遊技する遊技者に対して画像を表示する表示装置42aと、(b)遊技台41にて遊技する遊技者の顔を撮影することによって、前記遊技者の顔を示す撮影画像を出力するカメラ42bと、(c)前記撮影画像に基づき、前記遊技者の顔の向きの程度を示す顔向角度を検出する画像処理ユニット42cと、(d)前記顔向角度が閾値角度以上になっている余所見状態が閾値時間以上続いたか否かを判定する余所見判定部307と、(e)余所見判定部307にて前記余所見状態が閾値時間以上続いたと判定された場合、前記遊技者に対して推薦する遊技台の機種を列挙した推薦機種画面(ランキング画面106)を表示装置42aに表示させる表示制御部401とを備えている。
As described above, the information processing system 500 according to the present embodiment is attached to the gaming unit 40 having (a) the gaming table 41 and the inter-table machine 43, and a player who plays a game on the gaming table 41. (B) a camera 42b for outputting a photographed image showing the player's face by photographing the player's face playing on the gaming table 41, and (c) ) Based on the photographed image, an image processing unit 42c that detects a face angle indicating the degree of the player's face; and (d) an overlooked state in which the face angle is equal to or greater than a threshold angle is a threshold time. If it is determined by the residual finding determination unit 307 that determines whether or not it has continued for more than a threshold time by (e) the redundant finding determination unit 307, a model of the gaming machine recommended for the player is selected. Enumerated Como and a display control unit 401 to be displayed on the display device 42a a model screen (ranking screen 106).
これにより、前記遊技者が前記余所見状態を閾値時間以上連続させた場合、遊技者が遊技に飽き出しているものとして、この遊技者に対して推薦機種画面(ランキング画面106)を表示させることになる。それゆえ、遊技者が遊技に飽きるタイミングでお勧めの遊技台を当該遊技者に宣伝できるという効果を奏する。
As a result, when the player continues the look-off state for a threshold time or longer, it is assumed that the player is bored with the game, and the recommended model screen (ranking screen 106) is displayed to the player. Become. Therefore, there is an effect that the recommended game stand can be advertised to the player when the player gets tired of the game.
また、本実施形態の情報処理システム500は、前記撮影画像を用いて属性判定処理を行うことによって前記遊技者の属性を示す属性情報を検出する画像処理ユニット42cを備え、表示制御部401は、画像処理ユニット42cにて検出された属性情報に示される属性に応じて推薦機種画面(ランキング画面106)に列挙させる機種を変更するようになっている。それゆえ、遊技者に対して、単に推薦機種を表示させるだけではなく、その遊技者の属性に適した推薦機種を表示させることができるため、遊技者に推薦機種に対する興味を抱かせることを強く期待できる。
In addition, the information processing system 500 of the present embodiment includes an image processing unit 42c that detects attribute information indicating the player's attribute by performing attribute determination processing using the captured image, and the display control unit 401 includes: The model to be listed on the recommended model screen (ranking screen 106) is changed according to the attribute indicated in the attribute information detected by the image processing unit 42c. Therefore, it is possible not only to display the recommended model to the player but also to display the recommended model suitable for the attribute of the player, so that the player is strongly interested in the recommended model. I can expect.
また、本実施形態では、遊技者に人気のある機種の人気ランキングを示したランキング画面106を前記推薦機種画面として表示装置42aに表示させていることになる。それゆえ、機種の人気ランキングを前記推薦機種画面として表示させていることから、推薦機種として相応しい機種を遊技者に提示できる。
In this embodiment, the ranking screen 106 showing the popularity ranking of the models popular with the player is displayed on the display device 42a as the recommended model screen. Therefore, since the popularity ranking of the model is displayed as the recommended model screen, a model suitable as the recommended model can be presented to the player.
但し、表示装置42aに表示させる推薦機種画面としては、機種の人気ランキングを示した画面(ランキング画面106)に限定されるものではなく、例えば遊技店のマネージャーが任意で選択した機種を属性別に示した推薦機種テーブルを記憶部30dに記憶させておき、表示制御部401は、当該推薦機種テーブルにて列挙されている機種を示した推薦機種画面を表示装置42aに表示させるようになっていてもよい。この場合の処理の流れを以下説明する。例えば、S8において、余所見判定部307は、S1にて追加された紐付情報に含まれる属性情報と同じ属性情報に対応付けられている機種情報を推薦機種テーブルから読み出す。そして、余所見判定部307は、図13Bの第2ランキングテーブルから読み出した機種と、当該機種情報を示したランキング画面の表示命令とを示した表示コマンドを生成する。そして、余所見判定部307は、S1にて追加された紐付情報を送ってきた表示ユニット42に表示コマンドを送信する。そして、表示ユニット42の表示制御部401は、情報処理装置30から送信された表示コマンドに列挙された機種を示した推薦機種画面を生成し、この推薦機種画面を表示装置42aに表示させる。これにより、遊技者の属性に応じた推薦機種画面(遊技店のマネージャーが推薦する機種を示した画面)を表示装置42aに表示させることができる。
However, the recommended model screen displayed on the display device 42a is not limited to the screen showing the popularity ranking of the model (ranking screen 106). For example, the model arbitrarily selected by the manager of the amusement shop is shown by attribute. Even if the recommended model table is stored in the storage unit 30d, the display control unit 401 displays the recommended model screen showing the models listed in the recommended model table on the display device 42a. Good. The processing flow in this case will be described below. For example, in S8, the look-off determination unit 307 reads model information associated with the same attribute information as the attribute information included in the association information added in S1 from the recommended model table. Then, the look-off determination unit 307 generates a display command indicating the model read from the second ranking table of FIG. 13B and a ranking screen display command indicating the model information. Then, the look-off determination unit 307 transmits a display command to the display unit 42 that has sent the association information added in S1. Then, the display control unit 401 of the display unit 42 generates a recommended model screen indicating the models listed in the display command transmitted from the information processing apparatus 30, and displays the recommended model screen on the display device 42a. Thereby, a recommended model screen (a screen showing a model recommended by the manager of the game shop) according to the attribute of the player can be displayed on the display device 42a.
なお、遊技ユニット40にスピーカを設置し、制御部42dは、表示装置42aにおいてランキング画面106が表示されると、ランキング画面106を表示したことを示すアナウンスをスピーカに出力させる音声制御部を備えていてもよい。これにより、ランキング画面106を表示させても遊技者に無視されるといった不都合を抑制できる。
A speaker is installed in the gaming unit 40, and the control unit 42d includes an audio control unit that outputs an announcement indicating that the ranking screen 106 has been displayed to the speaker when the ranking screen 106 is displayed on the display device 42a. May be. Thereby, even if the ranking screen 106 is displayed, the inconvenience of being ignored by the player can be suppressed.
[ソフトウェア]
最後に、各制御部42d、30c、60c、および、画像処理ユニット42cは、集積回路(ICチップ)上に形成された論理回路によってハードウェア的に実現してもよいし、CPU(Central Processing Unit)を用いてソフトウェア的に実現してもよい。 [software]
Finally, each of the control units 42d, 30c, 60c and the image processing unit 42c may be realized in hardware by a logic circuit formed on an integrated circuit (IC chip), or may be a CPU (Central Processing Unit). ) May be implemented in software.
最後に、各制御部42d、30c、60c、および、画像処理ユニット42cは、集積回路(ICチップ)上に形成された論理回路によってハードウェア的に実現してもよいし、CPU(Central Processing Unit)を用いてソフトウェア的に実現してもよい。 [software]
Finally, each of the
後者の場合、各制御部42d、30c、60c、および、画像処理ユニット42cは、各機能を実現するプログラムの命令を実行するCPU、上記プログラムを格納したROM(Read Only Memory)、上記プログラムを展開するRAM(Random Access Memory)、上記プログラムおよび各種データを格納するメモリ等の記憶装置(記録媒体)などを備えている。そして、本発明の目的は、上述した機能を実現するプログラムコード(実行形式プログラム、中間コードプログラム、ソースプログラム)をコンピュータで読み取り可能に記録した記録媒体を、表示ユニット42、情報処理装置30、サーバ装置60に供給し、そのコンピュータ(またはCPUやMPU)が記録媒体に記録されているプログラムコードを読み出し実行することによっても、達成可能である。
In the latter case, each of the control units 42d, 30c, 60c, and the image processing unit 42c develops a CPU that executes instructions of a program that realizes each function, a ROM (Read Memory) that stores the program, and the program RAM (Random Access Memory), a storage device (recording medium) such as a memory for storing the program and various data, and the like. An object of the present invention is to provide a recording medium in which program codes (execution format program, intermediate code program, source program) for realizing the above-described functions are recorded so as to be readable by a computer, display unit 42, information processing apparatus 30, server This can also be achieved by supplying to the device 60 and reading and executing the program code recorded on the recording medium by the computer (or CPU or MPU).
上記記録媒体としては、一時的でない有形の媒体(non-transitory tangible medium)、例えば、磁気テープやカセットテープ等のテープ類、フロッピー(登録商標)ディスク/ハードディスク等の磁気ディスクやCD-ROM/MO/MD/DVD/CD-R等の光ディスクを含むディスク類、ICカード(メモリカードを含む)/光カード等のカード類、マスクROM/EPROM/EEPROM(登録商標)/フラッシュROM等の半導体メモリ類、あるいはPLD(Programmable logic device)やFPGA(Field Programmable Gate Array)等の論理回路類などを用いることができる。
Examples of the recording medium include non-transitory tangible media, such as magnetic tapes and cassette tapes, magnetic disks such as floppy (registered trademark) disks / hard disks, and CD-ROM / MO. Discs including optical disks such as / MD / DVD / CD-R, cards such as IC cards (including memory cards) / optical cards, and semiconductor memories such as mask ROM / EPROM / EEPROM (registered trademark) / flash ROM Alternatively, logic circuits such as PLD (Programmable logic device) and FPGA (Field Programmable Gate array) can be used.
また、表示ユニット42、情報処理装置30、サーバ装置60を通信ネットワークと接続可能に構成し、上記プログラムコードを通信ネットワークを介して供給してもよい。この通信ネットワークは、プログラムコードを伝送可能であればよく、特に限定されない。例えば、インターネット、イントラネット、エキストラネット、LAN、ISDN、VAN、CATV通信網、仮想専用網(Virtual Private Network)、電話回線網、移動体通信網、衛星通信網等が利用可能である。また、この通信ネットワークを構成する伝送媒体も、プログラムコードを伝送可能な媒体であればよく、特定の構成または種類のものに限定されない。例えば、IEEE1394、USB、電力線搬送、ケーブルTV回線、電話線、ADSL(Asymmetric Digital Subscriber Line)回線等の有線でも、IrDAやリモコンのような赤外線、Bluetooth(登録商標)、IEEE802.11無線、HDR(High Data Rate)、NFC(Near Field Communication)、DLNA(Digital Living Network Alliance、登録商標)、携帯電話網、衛星回線、地上波デジタル網等の無線でも利用可能である。
Further, the display unit 42, the information processing device 30, and the server device 60 may be configured to be connectable to a communication network, and the program code may be supplied via the communication network. The communication network is not particularly limited as long as it can transmit the program code. For example, the Internet, intranet, extranet, LAN, ISDN, VAN, CATV communication network, virtual private network (Virtual Private Network), telephone line network, mobile communication network, satellite communication network, etc. can be used. The transmission medium constituting the communication network may be any medium that can transmit the program code, and is not limited to a specific configuration or type. For example, even with wired lines such as IEEE 1394, USB, power line carrier, cable TV line, telephone line, ADSL (Asymmetric Digital Subscriber Line) line, infrared rays such as IrDA and remote control, Bluetooth (registered trademark), IEEE 802.11 wireless, HDR ( It can also be used by wireless such as High Data Rate (NFC), Near Field Communication (NFC), Digital Living Network Alliance (DLNA), mobile phone network, satellite line, and terrestrial digital network.
本発明の表示システムは、遊技台と台間機とを有する遊技ユニットに取り付けられており、前記遊技台にて遊技する遊技者に対して画像を表示する表示装置と、前記遊技台にて遊技する遊技者の顔を撮影することによって、前記遊技者の顔を示す撮影画像を出力する撮影手段と、前記撮影画像に基づき、前記遊技者の顔の向きの程度を示す顔向角度を検出する顔向角度検出手段と、前記顔向角度が閾値角度以上になっている余所見状態が閾値時間以上続いたか否かを判定する余所見判定手段と、前記余所見判定手段にて前記余所見状態が閾値時間以上続いたと判定された場合、前記遊技者に対して推薦する遊技台の機種を列挙した推薦機種画面を前記表示装置に表示させる表示制御手段とを備えた構成である。
The display system of the present invention is attached to a gaming unit having a gaming table and a pedestal machine, a display device for displaying an image to a player playing on the gaming table, and a game on the gaming table A shooting means for outputting a shot image showing the player's face by shooting the player's face, and detecting a face orientation angle indicating the degree of the player's face based on the shot image A face angle detection means, a look finding determination means for judging whether or not a look-off state in which the face angle is equal to or greater than a threshold angle has continued for a threshold time or more; and When it is determined that the game device has continued, the display device includes a display control unit that displays on the display device a recommended model screen that lists the types of game machines recommended for the player.
上記の構成によれば、前記遊技者が前記余所見状態を閾値時間以上連続させた場合、遊技者が遊技に飽き出しているものとして、この遊技者に対して前記推薦機種画面を表示させることになる。それゆえ、遊技者が遊技に飽きるタイミングでお勧めの遊技台を当該遊技者に宣伝できるという効果を奏する。
According to the above configuration, when the player continues the look-off state for a threshold time or longer, it is assumed that the player is tired of the game and the recommended model screen is displayed to the player. Become. Therefore, there is an effect that the recommended game stand can be advertised to the player when the player gets tired of the game.
本発明の表示システムは、前記構成に加えて、前記撮影画像に基づいて、前記遊技者の属性を示す属性情報を検出する属性情報検出手段を備え、前記表示制御手段は、前記属性情報検出手段にて検出された属性情報に示される属性に応じて、前記推薦機種画面に列挙させる機種を変更する構成としてもよい。
In addition to the above configuration, the display system of the present invention includes attribute information detection means for detecting attribute information indicating the attribute of the player based on the captured image, and the display control means includes the attribute information detection means. The model to be enumerated on the recommended model screen may be changed in accordance with the attribute indicated in the attribute information detected in.
本発明の構成によれば、各遊技者に対して、単に推薦機種を表示させるだけではなく、その遊技者の属性に適した推薦機種を表示させることができるため、遊技者に推薦機種に対する興味を抱かせることを強く期待できる。
According to the configuration of the present invention, it is possible not only to display a recommended model for each player, but also to display a recommended model suitable for the attribute of the player. I can expect a strong embrace.
本発明の表示システムにおいて、前記表示制御手段は、前記属性情報検出手段にて検出された属性情報に示される属性の遊技者に人気のある機種の人気ランキングを示したランキング画面を前記推薦機種画面として前記表示装置に表示させるようになっていてもよい。
In the display system of the present invention, the display control means displays a ranking screen showing a popularity ranking of a model popular with a player having an attribute indicated by the attribute information detected by the attribute information detecting means. May be displayed on the display device.
この構成によれば、機種の人気ランキングを前記推薦機種画面として表示させていることから、推薦機種として相応しい機種を遊技者に提示できるという効果を奏する。
According to this configuration, since the popularity ranking of models is displayed as the recommended model screen, there is an effect that a model suitable as the recommended model can be presented to the player.
なお、本発明の表示システムにおいて、前記属性とは、前記利用者の性別および年代の一方または両方であってもよい。
In the display system of the present invention, the attribute may be one or both of the gender and age of the user.
また、本発明の表示制御方法は、遊技台と台間機とを有する遊技ユニットに取り付けられており、前記遊技台にて遊技する遊技者に対して画像を表示する表示装置を制御する表示制御方法であって、前記遊技台にて遊技する遊技者の顔を撮影手段によって撮影することによって、前記遊技者の顔を示す撮影画像を出力する撮影工程と、前記撮影画像に基づき、前記遊技者の顔の向きの程度を示す顔向角度が閾値角度以上になっている余所見状態が閾値時間以上続いたか否かを判定する余所見判定工程と、前記余所見判定工程にて前記余所見状態が閾値時間以上続いたと判定された場合、前記遊技者に対して推薦する遊技台の機種を列挙した推薦機種画面を前記表示装置に表示させる表示工程とを含む構成である。
Further, the display control method of the present invention is a display control that controls a display device that is attached to a gaming unit having a gaming table and a pedestal machine, and that displays an image for a player who plays on the gaming table. A shooting step of shooting a face of a player who plays on the game table by shooting means to output a shot image showing the face of the player, and the player based on the shot image A face finding angle indicating a degree of the face direction is equal to or greater than a threshold angle. And a display step of displaying on the display device a recommended model screen listing the types of gaming machines recommended for the player.
上記の構成によれば、前記遊技者が前記余所見状態を閾値時間以上連続させた場合、遊技者が遊技に飽き出しているものとして、この遊技者に対して前記推薦機種画面を表示させることになる。それゆえ、遊技者が遊技に飽きるタイミングでお勧めの遊技台を当該遊技者に宣伝できるという効果を奏する。
According to the above configuration, when the player continues the look-off state for a threshold time or longer, it is assumed that the player is tired of the game and the recommended model screen is displayed to the player. Become. Therefore, there is an effect that the recommended game stand can be advertised to the player when the player gets tired of the game.
本発明は上述した各実施形態に限定されるものではなく、請求項に示した範囲で種々の変更が可能であり、異なる実施形態にそれぞれ開示された技術的手段を適宜組み合わせて得られる実施形態についても本発明の技術的範囲に含まれる。
The present invention is not limited to the above-described embodiments, and various modifications are possible within the scope shown in the claims, and embodiments obtained by appropriately combining technical means disclosed in different embodiments. Is also included in the technical scope of the present invention.
本発明は遊技店において利用できる。
The present invention can be used in amusement stores.
1-1~1-n 遊技店
2 遊技店情報センタ
30 情報処理装置
30c 制御部
30d 記憶部
40-1~40-m 遊技ユニット
41 遊技台
42 表示ユニット
42a 表示装置
42b カメラ(撮影手段)
42c 画像処理ユニット(顔向角度検出手段、属性情報検出手段)
42d 制御部
42g 記憶部
43 台間機
60 サーバ装置
106 ランキング画面(推薦機種画面)
301 紐付情報処理部
302 累積時間処理部
303 実施率出力部
304 実施率送信部
305 第2ランキング出力部
306 ランキング通知部
307 余所見判定部(余所見判定手段)
401 表示制御部(表示制御手段)
402 紐付情報出力部
500 情報処理システム(表示システム) 1-1 to 1-n game store 2 gamestore information center 30 information processing device 30c control unit 30d storage unit 40-1 to 40-m game unit 41 game table 42 display unit 42a display device 42b camera (photographing means)
42c Image processing unit (face angle detection means, attribute information detection means)
42d control unit 42g storage unit 43 inter-machine 60 server device 106 ranking screen (recommended model screen)
301 AssociationInformation Processing Unit 302 Cumulative Time Processing Unit 303 Implementation Rate Output Unit 304 Implementation Rate Transmission Unit 305 Second Ranking Output Unit 306 Ranking Notification Unit 307
401 Display control unit (display control means)
402 Pegginginformation output unit 500 Information processing system (display system)
2 遊技店情報センタ
30 情報処理装置
30c 制御部
30d 記憶部
40-1~40-m 遊技ユニット
41 遊技台
42 表示ユニット
42a 表示装置
42b カメラ(撮影手段)
42c 画像処理ユニット(顔向角度検出手段、属性情報検出手段)
42d 制御部
42g 記憶部
43 台間機
60 サーバ装置
106 ランキング画面(推薦機種画面)
301 紐付情報処理部
302 累積時間処理部
303 実施率出力部
304 実施率送信部
305 第2ランキング出力部
306 ランキング通知部
307 余所見判定部(余所見判定手段)
401 表示制御部(表示制御手段)
402 紐付情報出力部
500 情報処理システム(表示システム) 1-1 to 1-n game store 2 game
42c Image processing unit (face angle detection means, attribute information detection means)
301 Association
401 Display control unit (display control means)
402 Pegging
Claims (5)
- 遊技台と台間機とを有する遊技ユニットに取り付けられており、前記遊技台にて遊技する遊技者に対して画像を表示する表示装置と、
前記遊技台にて遊技する遊技者の顔を撮影することによって、前記遊技者の顔を示す撮影画像を出力する撮影手段と、
前記撮影画像に基づき、前記遊技者の顔の向きの程度を示す顔向角度を検出する顔向角度検出手段と、
前記顔向角度が閾値角度以上になっている余所見状態が閾値時間以上続いたか否かを判定する余所見判定手段と、
前記余所見判定手段にて前記余所見状態が閾値時間以上続いたと判定された場合、前記遊技者に対して推薦する遊技台の機種を列挙した推薦機種画面を前記表示装置に表示させる表示制御手段とを備えたことを特徴とする表示システム。 A display device that is attached to a gaming unit having a gaming table and an inter-table machine, and that displays an image for a player who plays on the gaming table;
Photographing means for outputting a photographed image showing the player's face by photographing the face of the player playing on the game table;
Face angle detection means for detecting a face angle indicating the degree of the player's face based on the captured image;
A look determination means for determining whether the look state in which the face angle is equal to or greater than a threshold angle has continued for a threshold time or more;
Display control means for causing the display device to display a recommended model screen listing models of gaming machines recommended for the player when it is determined by the reserve finding determination means that the reserved state has continued for a threshold time or more. A display system characterized by comprising. - 前記撮影画像に基づいて、前記遊技者の属性を示す属性情報を検出する属性情報検出手段を備え、
前記表示制御手段は、前記属性情報検出手段にて検出された属性情報に示される属性に応じて、前記推薦機種画面に列挙させる機種を変更することを特徴とする請求項1に記載の表示システム。 Attribute information detecting means for detecting attribute information indicating an attribute of the player based on the photographed image,
The display system according to claim 1, wherein the display control unit changes a model to be listed on the recommended model screen according to an attribute indicated in the attribute information detected by the attribute information detection unit. . - 前記表示制御手段は、前記属性情報検出手段にて検出された属性情報に示される属性の遊技者に人気のある機種の人気ランキングを示したランキング画面を前記推薦機種画面として前記表示装置に表示させることを特徴とする請求項2に記載の表示システム。 The display control means causes the display device to display a ranking screen indicating a popularity ranking of a model popular with a player having an attribute indicated by the attribute information detected by the attribute information detection means as the recommended model screen. The display system according to claim 2.
- 前記属性とは、前記遊技者の性別および年代の一方または両方であることを特徴とする請求項2または3に記載の表示システム。 4. The display system according to claim 2, wherein the attribute is one or both of the sex and age of the player.
- 遊技台と台間機とを有する遊技ユニットに取り付けられており、前記遊技台にて遊技する遊技者に対して画像を表示する表示装置を制御する表示制御方法であって、
前記遊技台にて遊技する遊技者の顔を撮影手段によって撮影することによって、前記遊技者の顔を示す撮影画像を出力する撮影工程と、
前記撮影画像に基づき、前記遊技者の顔の向きの程度を示す顔向角度を検出する顔向角度検出工程と、
前記顔向角度が閾値角度以上になっている余所見状態が閾値時間以上続いたか否かを判定する余所見判定工程と、
前記余所見判定工程にて前記余所見状態が閾値時間以上続いたと判定された場合、前記遊技者に対して推薦する遊技台の機種を列挙した推薦機種画面を前記表示装置に表示させる表示工程とを含むことを特徴とする表示制御方法。
A display control method for controlling a display device that is attached to a gaming unit having a gaming table and a pedestal machine, and that displays an image for a player who plays on the gaming table,
A photographing step of outputting a photographed image showing the player's face by photographing the face of the player playing on the game table by photographing means;
A face angle detection step of detecting a face angle indicating the degree of the player's face based on the captured image;
A look determination step for determining whether the look state in which the face angle is equal to or greater than a threshold angle has continued for a threshold time or more;
A display step of causing the display device to display a recommended model screen listing models of gaming machines to be recommended to the player when it is determined in the extra finding determination step that the extra finding state has continued for a threshold time or more. A display control method characterized by the above.
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