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    • 133. 发明申请
    • BILL ACCEPTORS AND PRINTERS FOR PROVIDING VIRTUAL TICKET-IN AND TICKET-OUT ON A GAMING MACHINE
    • 用于在游戏机上提供虚拟票务和门票的收款人和打印机
    • US20130065686A1
    • 2013-03-14
    • US13229536
    • 2011-09-09
    • Steven G. LeMayDwayne R. NelsonJim A. VasquezScott T. Gowin
    • Steven G. LeMayDwayne R. NelsonJim A. VasquezScott T. Gowin
    • A63F9/24
    • G07F17/3248G07F17/32G07F17/3255
    • A gaming system compatible with patron-controlled portable electronic devices, such as smart phones or tablet computers, is described. The gaming system can include electronic gaming machines that are compatible to receive both virtual ticket vouchers and printed ticket vouchers that are redeemable for credits on the electronic gaming machines. Information associated with a virtual ticket voucher can be stored on a patron-controlled portable electronic device and then can be wireless transmitted to the electronic gaming machines. The electronic gaming machines can be configured to issue virtual ticket vouchers and printed ticket vouchers that can be redeemed for cash or additional game play on another electronic gaming machine. In one embodiment, the electronic gaming machine can be configured to issue a virtual ticket voucher to a patron-controlled portable electronic device.
    • 描述了与顾客控制的便携式电子设备(例如智能电话或平板计算机)兼容的游戏系统。 游戏系统可以包括电子游戏机,其兼容以接收可在电子游戏机上获得信用的可兑换的虚拟票券和打印的票券。 与虚拟票券相关联的信息可以存储在由顾客控制的便携式电子设备上,然后可以被无线传输到电子游戏机。 电子游戏机可以被配置为发行可以在另一电子游戏机上兑换现金或额外的游戏的虚拟票券和打印的票券。 在一个实施例中,电子游戏机可被配置为向顾客控制的便携式电子设备发行虚拟票券。
    • 134. 发明申请
    • VIRTUAL TICKET-IN AND TICKET-OUT ON A GAMING MACHINE
    • 游戏机上的虚拟门票和门票
    • US20130065667A1
    • 2013-03-14
    • US13229494
    • 2011-09-09
    • Dwayne R. NelsonSteven G. LeMayJim A. VasquezScott T. Gowin
    • Dwayne R. NelsonSteven G. LeMayJim A. VasquezScott T. Gowin
    • A63F9/24
    • G07F17/3244G06Q20/0457G07F17/3211G07F17/3223G07F17/3251
    • A gaming system compatible with patron-controlled portable electronic devices, such as smart phones or tablet computers, is described. The gaming system can include electronic gaming machines that are compatible to receive both virtual ticket vouchers and printed ticket vouchers that are redeemable for credits on the electronic gaming machines. Information associated with a virtual ticket voucher can be stored on a patron-controlled portable electronic device and then can be wireless transmitted to the electronic gaming machines. The electronic gaming machines can be configured to issue virtual ticket vouchers and printed ticket vouchers that can be redeemed for cash or additional game play on another electronic gaming machine. In one embodiment, the electronic gaming machine can be configured to issue a virtual ticket voucher to a patron-controlled portable electronic device.
    • 描述了与顾客控制的便携式电子设备(例如智能电话或平板计算机)兼容的游戏系统。 游戏系统可以包括电子游戏机,其兼容以接收可在电子游戏机上获得信用的可兑换的虚拟票券和打印的票券。 与虚拟票券相关联的信息可以存储在由顾客控制的便携式电子设备上,然后可以被无线传输到电子游戏机。 电子游戏机可以被配置为发行可以在另一电子游戏机上兑换现金或额外的游戏的虚拟票券和打印的票券。 在一个实施例中,电子游戏机可被配置为向顾客控制的便携式电子设备发行虚拟票券。
    • 135. 发明申请
    • ANONYMOUS PLAYER TRACKING WITH MOBILE DEVICES
    • 具有移动设备的无声播放器跟踪
    • US20120315978A1
    • 2012-12-13
    • US13157166
    • 2011-06-09
    • Steven G. LeMayDwayne R. Nelson
    • Steven G. LeMayDwayne R. Nelson
    • A63F9/24
    • G07F17/3225G06Q30/00G06Q50/34G07F17/3239G07F17/3288
    • A monitoring system for monitoring customer activities within a casino enterprise is described. The monitoring system can be used to determine a current utilization of casino activities so that an optimal mixture of activities can be offered by the casino. Further, the system can be used to identify customers, based on their utilization of the activities, whose loyalty that a casino enterprise may wish to cultivate. In particular embodiments, the monitoring system can be configured to passively track portable wireless devices and associate the portable wireless devices with activities within the casino enterprise that are not attributable to customers registered in a loyalty program. The identity of the person controlling a particular portable device can be unknown. A virtual customer account can be created where the first portable device is used to identify a virtual customer associated with the account. Based upon identification of the first portable device, activities can be associated with the virtual customer and store to the virtual customer account.
    • 描述了一种用于监控娱乐场企业内的客户活动的监控系统。 监控系统可用于确定赌场活动的当前利用情况,以便娱乐场可以提供活动的最佳组合。 此外,该系统可以用于识别客户,基于它们利用活动,其赌场企业可能希望培养的忠诚度。 在特定实施例中,监视系统可以被配置成被动地跟踪便携式无线设备并将便携式无线设备与娱乐场企业内的活动相关联,这些活动不可归因于在忠诚度计划中注册的客户。 控制特定便携式设备的人的身份可能是未知的。 可以创建虚拟客户帐户,其中第一便携式设备用于识别与该帐户相关联的虚拟客户。 基于第一便携式设备的识别,活动可以与虚拟客户相关联并存储到虚拟客户帐户。
    • 136. 发明授权
    • Elimination games for gaming machines
    • 淘宝游戏机游戏机
    • US08162743B2
    • 2012-04-24
    • US12341736
    • 2008-12-22
    • Nicole M. BeaulieuSteven G. LeMay
    • Nicole M. BeaulieuSteven G. LeMay
    • A63F9/24
    • G07F17/32A63F13/12A63F2300/407A63F2300/50G07F17/3276
    • A disclosed gaming machine presents an elimination game to a player playing the gaming machine. The elimination game may be played on a stand-alone gaming machine or may be played on a group of gaming machines linked together. The elimination game is played by plurality of entities where each entity may comprise one or more virtual players or real players. The real players may pay a participation fee to play the elimination game. During the elimination game, the entities play one or more games that are provided as part of the elimination game. For example, video slot games and video poker games may be used for the game play in the elimination game. One or more elimination tests may be applied to the entities using results from the game play. When conditions used in the elimination tests are met for one of the entities, the entity is removed from the elimination game before reaching the finish of the elimination game. The last remaining entity that avoids elimination and reaches the finish of the elimination receives an award.
    • 所公开的游戏机向玩游戏机的玩家呈现消除游戏。 消除游戏可以在独立的游戏机上玩,或者可以在连接在一起的一组游戏机上玩。 消除游戏由多个实体播放,其中每个实体可以包括一个或多个虚拟玩家或真实玩家。 真正的玩家可以支付参与费来玩淘汰赛。 在淘汰赛期间,实体玩一个或多个作为消除游戏的一部分提供的游戏。 例如,视频插槽游戏和视频扑克游戏可以用于淘汰游戏中的游戏。 使用游戏结果的实体可以对实体应用一个或多个消除测试。 当消除测试中使用的条件满足其中一个实体时,实体将在完成消除游戏之前从消除游戏中移除。 最后一个避免消除并达到消除完成的实体获得了奖励。
    • 139. 发明授权
    • USB software architecture in a gaming machine
    • USB软件架构在游戏机中
    • US07819750B2
    • 2010-10-26
    • US10460822
    • 2003-06-11
    • Rex Yinzok LamNadeem Ahmad QuraishiSteven G. LeMay
    • Rex Yinzok LamNadeem Ahmad QuraishiSteven G. LeMay
    • A63F9/24A63F13/00G06F17/00G06F19/00
    • G07F17/3202G07F17/32
    • A disclosed gaming machine is coupled to a plurality of “USB gaming peripherals.” The USB gaming peripherals, which may include one or more peripheral devices, communicate with a master gaming controller using a USB communication architecture. As part of the USB communication architecture, a USB device class manager may configure a USB device interface. The USB device interface may comprise a plurality of USB drivers where the USB device drivers are used to provide interfaces that are compatible with the gaming operating system such that processes in the gaming operating system may use USB communications to communicate with the plurality of USB gaming peripherals. Further, the USB device class manager may authorize the connection of each USB gaming peripheral to the USB device interface. In addition, the USB device class manager may be capable of downloading firmware to the USB gaming peripherals.
    • 所公开的游戏机耦合到多个“USB游戏外围设备”。可以包括一个或多个外围设备的USB游戏外围设备使用USB通信架构与主游戏控制器进行通信。 作为USB通信架构的一部分,USB设备类管理器可以配置USB设备接口。 USB设备接口可以包括多个USB驱动器,其中USB设备驱动器用于提供与游戏操作系统兼容的接口,使得游戏操作系统中的进程可以使用USB通信来与多个USB游戏外设进行通信 。 此外,USB设备类管理器可以授权每个USB游戏外设与USB设备接口的连接。 此外,USB设备类管理器可能能够将固件下载到USB游戏外设。
    • 140. 发明申请
    • PROCESS VERIFICATION
    • 过程验证
    • US20090282489A1
    • 2009-11-12
    • US12503696
    • 2009-07-15
    • Warner CockerilleSteven G. LeMayRobert Breckner
    • Warner CockerilleSteven G. LeMayRobert Breckner
    • G06F21/00G06F11/07
    • G07F17/32G07F17/3241
    • A disclosed gaming machine provides methods and apparatus of verifying the authenticity of gaming software stored in and executed from RAM on the gaming machine. When presenting a game on the gaming machine, a master gaming controller may dynamically load gaming software applications into RAM and dynamically unload gaming software applications from RAM. The authenticity of the gaming software applications temporarily stored in RAM may be verified by using methods to compare it with certified gaming software stored on one or more local or remote file storage devices accessible to the master gaming controller on the gaming machine. The verification process may be used to satisfy gaming regulatory entities within various gaming jurisdictions that require certified gaming software to be operating on the gaming machine at all times as well as to prevent tampering with the gaming machine.
    • 所公开的游戏机提供验证游戏机上存储在RAM中并从游戏机执行的游戏软件的真实性的方法和装置。 当在游戏机上呈现游戏时,主游戏控制器可以将游戏软件应用程序动态地加载到RAM中,并从RAM中动态地卸载游戏软件应用程序。 临时存储在RAM中的游戏软件应用的真实性可以通过使用将存储在游戏机上的主游戏控制器可访问的一个或多个本地或远程文件存储设备上的已认证游戏软件进行比较的方法来验证。 验证过程可以用于满足各种游戏管理区域内的游戏监管实体,这些游戏管理实体需要认证的游戏软件始终在游戏机上操作,并且防止篡改游戏机。