WO2022000023A1 - Gaming activity monitoring systems and methods - Google Patents
Gaming activity monitoring systems and methods Download PDFInfo
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- WO2022000023A1 WO2022000023A1 PCT/AU2021/050592 AU2021050592W WO2022000023A1 WO 2022000023 A1 WO2022000023 A1 WO 2022000023A1 AU 2021050592 W AU2021050592 W AU 2021050592W WO 2022000023 A1 WO2022000023 A1 WO 2022000023A1
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- gaming
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- G06V—IMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
- G06V40/00—Recognition of biometric, human-related or animal-related patterns in image or video data
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- G06V40/161—Detection; Localisation; Normalisation
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- G07F17/3206—Player sensing means, e.g. presence detection, biometrics
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- G07F17/3225—Data transfer within a gaming system, e.g. data sent between gaming machines and users
- G07F17/3232—Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed
- G07F17/3234—Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed about the performance of a gaming system, e.g. revenue, diagnosis of the gaming system
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- G07F17/3232—Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed
- G07F17/3237—Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed about the players, e.g. profiling, responsible gaming, strategy/behavior of players, location of players
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- G07F17/3241—Security aspects of a gaming system, e.g. detecting cheating, device integrity, surveillance
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N7/00—Television systems
- H04N7/18—Closed-circuit television [CCTV] systems, i.e. systems in which the video signal is not broadcast
- H04N7/183—Closed-circuit television [CCTV] systems, i.e. systems in which the video signal is not broadcast for receiving images from a single remote source
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Definitions
- the at least one processor is further configured to determine a presence of one or more players in the series of images of the gaming area.
- Figure 9 is another image of an example gaming environment illustrating part of a method of gaming monitoring according to some embodiments.
- Figure 10 is another image of an example gaming environment illustrating part of a method of gaming monitoring according to some embodiments;
- Figure 11 is a block diagram of a gaming monitoring system according to some embodiments;
- a camera capturing image data at a resolution of 1080p at 30 frames per second may generate image data at a rate of 2.5mbps (megabits per second), for example.
- each gaming environment may be provided with two cameras, and the total image data may be generated at a rate of 5 gbps, for example.
- the image data may also comprise data from a camera capturing images in an image spectrum not visible to the naked eye (infrared spectrum for example).
- the image data may also comprise data from a depth sensor or a depth camera or a 3D camera capturing depth or 3D scene information of a gaming environment.
- the additional sources of image data may further increase the volume and velocity of image data generated from surveillance of gaming environments.
- the method of gaming monitoring may comprise: receiving at an upstream computing device from a computing device image data of images captured in the gaming environment and corresponding timestamp information.
- the upstream computing device may be configured to process the received image data to detect a game object and an image region corresponding to the detected game object.
- the upstream computing device may be configured to process the image region corresponding to the identified game object to determine a game object attribute.
- various modules implemented in the memory 124 may incorporate one or more variants of convolutional neural networks (CNNs), a class of deep neural networks to perform the various image processing operations for gaming monitoring.
- CNNs comprise various hidden layers of neurons between an input layer and an output layer to that convolve an input to produce the output through the various hidden layers of neurons.
- the pose estimation module 125 comprises executable program code to process one or more images of players in a gaming environment to identify postures of the one or more players.
- Each identified posture may comprise a location of a region in an image corresponding to a specific body part of a player.
- the identified body parts may comprise left or right hands, left or right wrists, a left or right distal- hand periphery in an image, or a face.
- the pose estimation module 125 may incorporate a pose analysis or estimation framework for pose estimation.
- the framework of the pose estimation module 125 may map pixels in a 2D image corresponding to a human to a 3D model of a surface of a human body.
- the framework of the pose estimation module 125 may identify pixels in an image corresponding to a human and map each pixel to a 3D surface model of a human body.
- the framework of the pose estimation module 125 may enable the identification of a more complete representation of the posture of persons in an image.
- the pose estimation module processes the first image to determine a pose or posture of one or more players present in the first image.
- the determined pose may include one or more key points associated with various specific body parts of the players.
- the key points may include a key point associated with a distal hand periphery, including a left hand or right-hand periphery or both.
- Pose estimation may also include the estimation of a distinct skeletal model of the players. Identification of the distinct skeletal model may enable the association of a face region in the first image with a hand region of the same player.
- Figure 7 also illustrates a bounding box 718 identified by the person detection neural network 159 of the object detection module 123 around the face of the player 750.
- the coordinates of the bounding box 718 may be determined by processing an image to extrapolate facial key points (key points corresponding to one or more of eyes, nose, mouth, ears of a person) determined by the key point estimation neural network 152.
- the identification of the skeletal model 715 allows the association of the distal hand key point 712 corresponding to the distal hand periphery of the player 750 with the bounding box 718 around the face of the player, thereby allowing the association of the one or more game objects in the bounding box 710 with the face of the player 750 in the bounding box 718.
- the camera system 1104 may comprise two or more cameras to sufficiently cover various angles around the gaming table 1102 to adequately capture images of gaming activity of patrons and their faces.
- the camera system 1104 may comprise at least one panoramic camera configured to capture images at a capture angle of 180 degrees or greater than 180 degrees.
- Some embodiments may incorporate a MobotixTM S16 DualFlex camera or a JabraTM PanaCast camera, for example.
- Each camera of the camera system 110 may continuously capture images at a resolution of 6144 x 2048 pixels or 3840 x 2160 pixels or 2592x1944 pixels or 2048x1536 pixels or 1920x1080 pixels or 1280x960, for example.
- These listed image resolution examples are non-limiting and other imaging resolutions may be incorporated by the embodiments to perform gaming activity monitoring.
- the on-premise gaming monitoring server 1110 may comprise a face orientation determination module 1289.
- the face orientation determination module 1289 comprises program code to process image data relating to images of faces captured by the camera system 1104 and detected by the object detection module 123 of the edge gaming monitoring computing device 1106.
- the face orientation determination module 1289 determines orientation information of a face in image data corresponding to a face.
- this ROM may be mask-programmed ROM, programmable ROM (PROM), erasable PROM (EPROM), electrically erasable PROM (EEPROM), electrically alterable ROM (EAROM), or flash memory or a combination of two or more of these.
- This disclosure contemplates mass storage 1706 taking any suitable physical form.
- Storage 1706 may include one or more storage control units facilitating communication between processor 1702 and storage 1706, where appropriate.
- storage 1706 may include one or more storages 1706.
- I/O interface 1708 may include one or more device or software drivers enabling processor 1702 to drive one or more of these I/O devices.
- I/O interface 1708 may include one or more I/O interfaces 1708, where appropriate.
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Priority Applications (19)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| AU2021298659A AU2021298659B2 (en) | 2020-06-30 | 2021-06-10 | Gaming activity monitoring systems and methods |
| KR1020237003399A KR102785441B1 (ko) | 2020-06-30 | 2021-06-10 | 게이밍 액티비티 모니터링 시스템 및 방법 |
| IL299513A IL299513B1 (en) | 2020-06-30 | 2021-06-10 | Gaming activity monitoring systems and methods |
| EP21832116.4A EP4172965A4 (en) | 2020-06-30 | 2021-06-10 | Gaming activity monitoring systems and methods |
| JP2022579936A JP2023533201A (ja) | 2020-06-30 | 2021-06-10 | ゲーミング活動監視システム及び方法 |
| KR1020257008941A KR20250042199A (ko) | 2020-06-30 | 2021-06-10 | 게이밍 액티비티 모니터링 시스템 및 방법 |
| NZ795779A NZ795779A (en) | 2020-06-30 | 2021-06-10 | Gaming activity monitoring systems and methods |
| US18/003,625 US12217537B2 (en) | 2020-06-30 | 2021-06-10 | Gaming activity monitoring systems and methods |
| CA3184104A CA3184104A1 (en) | 2020-06-30 | 2021-06-10 | Gaming activity monitoring systems and methods |
| US18/170,216 US12154374B2 (en) | 2020-06-30 | 2023-02-16 | Gaming activity monitoring systems and methods |
| US18/170,239 US12131578B2 (en) | 2020-06-30 | 2023-02-16 | Gaming activity monitoring systems and methods |
| US18/170,236 US12159481B2 (en) | 2020-06-30 | 2023-02-16 | Gaming activity monitoring systems and methods |
| AU2024227492A AU2024227492A1 (en) | 2020-06-30 | 2024-10-21 | Gaming activity monitoring systems and methods |
| AU2024227493A AU2024227493A1 (en) | 2020-06-30 | 2024-10-21 | Gaming activity monitoring systems and methods |
| AU2024227491A AU2024227491A1 (en) | 2020-06-30 | 2024-10-21 | Gaming activity monitoring systems and methods |
| US18/947,930 US20250078564A1 (en) | 2020-06-30 | 2024-11-14 | Gaming activity monitoring systems and method |
| JP2025143613A JP2025183250A (ja) | 2020-06-30 | 2025-08-29 | ゲーミング活動監視システム及び方法 |
| AU2025267487A AU2025267487A1 (en) | 2020-06-30 | 2025-11-14 | Gaming activity monitoring systems and methods |
| AU2026200822A AU2026200822A1 (en) | 2020-06-30 | 2026-02-05 | Gaming activity monitoring systems and methods |
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| AU2020902206A AU2020902206A0 (en) | 2020-06-30 | Gaming Activity Monitoring Systems and Methods |
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| US18/170,236 Continuation US12159481B2 (en) | 2020-06-30 | 2023-02-16 | Gaming activity monitoring systems and methods |
| US18/170,239 Continuation US12131578B2 (en) | 2020-06-30 | 2023-02-16 | Gaming activity monitoring systems and methods |
| US18/170,216 Continuation US12154374B2 (en) | 2020-06-30 | 2023-02-16 | Gaming activity monitoring systems and methods |
| US18/947,930 Continuation US20250078564A1 (en) | 2020-06-30 | 2024-11-14 | Gaming activity monitoring systems and method |
Publications (1)
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| WO2022000023A1 true WO2022000023A1 (en) | 2022-01-06 |
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| PCT/AU2021/050592 Ceased WO2022000023A1 (en) | 2020-06-30 | 2021-06-10 | Gaming activity monitoring systems and methods |
Country Status (9)
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| US (5) | US12217537B2 (https=) |
| EP (1) | EP4172965A4 (https=) |
| JP (2) | JP2023533201A (https=) |
| KR (2) | KR20250042199A (https=) |
| AU (6) | AU2021298659B2 (https=) |
| CA (1) | CA3184104A1 (https=) |
| IL (1) | IL299513B1 (https=) |
| NZ (1) | NZ795779A (https=) |
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Cited By (4)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JPWO2023228364A1 (https=) * | 2022-05-26 | 2023-11-30 | ||
| EP4325456A1 (en) * | 2022-08-18 | 2024-02-21 | Angel Group Co., Ltd. | Game monitoring system |
| WO2024254049A3 (en) * | 2023-06-05 | 2025-04-03 | NRT Technologies, Inc. | Machine vision-based detecting and processing of table game events |
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| US20220309366A1 (en) * | 2021-03-25 | 2022-09-29 | New Stream Ltd. | System apparatus and method of classifying bio-mechanic activity |
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| CA3184104A1 (en) | 2022-01-06 |
| JP2025183250A (ja) | 2025-12-16 |
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| US12154374B2 (en) | 2024-11-26 |
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| AU2024227491A1 (en) | 2024-11-14 |
| AU2026200822A1 (en) | 2026-02-26 |
| IL299513A (en) | 2023-02-01 |
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