WO2008024072A1 - Système et procédé de jeu virtuel - Google Patents
Système et procédé de jeu virtuel Download PDFInfo
- Publication number
- WO2008024072A1 WO2008024072A1 PCT/SG2006/000245 SG2006000245W WO2008024072A1 WO 2008024072 A1 WO2008024072 A1 WO 2008024072A1 SG 2006000245 W SG2006000245 W SG 2006000245W WO 2008024072 A1 WO2008024072 A1 WO 2008024072A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- touch
- monitor screen
- gaming system
- virtual gaming
- player
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
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Classifications
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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 virtual gaming system and method for manipulating a virtual object, in particular, a playing card or gaming tile.
- manipulating virtual cards for example occurs by an animation scheme that involves pre-rendered images of the cards stored in a computer program, with the pre-rendered images being shown at different instances of time upon a trigger criteria being reached or activated by the player.
- the pre-rendered image may be generated by a direct drawing of a series of images which then shows the animated movement one step per image, or alternatively using a three dimensional modelling software, such as Cinema 4D ® for example.
- the present invention provides a system and method allowing the orientation or configuration of virtual three dimensional objects, in particular playing cards and gaming tiles, to be graphically manipulated in real time upon continuous touch movements of a player in a three dimensional environment.
- a method of graphically manipulating a virtual three dimensional object displayed on a monitor screen including the steps of: detecting a trigger touch on said monitor screen; manipulating at least one of orientation or configuration of said object in a three dimensional environment in response to continuous touch movements detected on said monitor screen.
- a method for operating a gaming machine including the steps of: displaying at least one game on at least one monitor screen, the game including at least one virtual three dimensional object displayed on said monitor screen; and allowing said player to graphically manipulate at least one of orientation or configuration of said object in a three dimensional environment in response to continuous touch movements detected on said monitor screen.
- a software product operatively adapted to carry out the methods above is also provided.
- a virtual gaming system including: a processing unit; at least one monitor screen connected to said processing unit; and a touch detection unit associated with each monitor screen, wherein virtual three dimensional objects displayed on said monitor screens are adapted for graphical manipulation in response to continuous touch movements detected through said touch detection unit, said manipulation including manipulating at least one of orientation or configuration of said object in a three dimensional environment.
- the present invention provides a method and system that allows the manipulation of a number of aspects of an object displayed on a monitor in real time, and in a three dimensional environment.
- object is defined by a playing card or gaming tile.
- the manipulating of at least one of said orientation or configuration of said object includes applying at least one of translation, scaling, rotation or complete revealing to said object.
- These manipulations allows a user to move the location or position of an object on the monitor screen, increase or decrease its size, rotate the object to a position within a 360 degree range in any of its axes, or reveal the object from a face down position to a face up position, for example, which are advantageous manipulations used in particular in the gaming environment.
- said manipulating of said object includes subsequently applying a further translation, scaling, rotation, or complete revealing of said object. This allows a second and subsequent manipulation to be performed, for example, decreasing the size of the object, and subsequently rotating the object about 90 degrees, which is again an advantageous manipulation used in particular in the gaming environment.
- the method and system further includes manipulating in a three dimensional environment said object by partially revealing one feature of said object from an initial orientation in which said one feature is concealed. This allows a portion of the object to be revealed in response to, or in anticipation of, the orientation or configuration manipulations.
- Such a partial revealing, again performed in real time in the three dimensional environment is advantageous to be performed to view one feature of the object, for example one portion of a face of a playing card that is initially face down, after which the player can determine whether to reduce or increase the playing card size for example.
- the monitor is a touch sensitive monitor screen, wherein the detection of continuous touch movements and/or detection of the trigger touch is detected by sensing a player's touch on the touch sensitive monitor screen. Having a touch sensitive screen allows the player to touch the screen to implement commands, which removes the need for a mouse or joystick for example, although these may be alternative embodiments.
- the present invention is particularly suited to the electronic gaming industry, where virtual playing cards are displayed on a monitor screen during a game such as poker for example being played. During play of electronic games, players may wish to rearrange and manipulate their cards for ease of play, and also to ensure players cannot view or guess another player's cards.
- the present invention provides a method and system that allows such manipulations to be performed in a three dimensional environment, and in real time, which, in the gaming industry, will enhance a player's enjoyment of the game and maintain and attract new interest in such electronic games.
- Figure 1 is a top view of a system setup which may be used with one embodiment of the present invention
- Figure 2 is a flowchart of the steps in a virtual gaming system according to the setup in figure 1 ;
- Figure 3 is a flowchart of the steps of an object manipulation algorithm in one embodiment of the present invention.
- Figure 4 is a schematic diagram of a translation manipulation according to one embodiment of the present invention
- Figure 5 is a schematic diagram of a scaling manipulation according to another embodiment of the present invention
- Figure 6 is a schematic diagram of a rearrangement manipulation according to another embodiment of the present invention.
- Figure 7 is a schematic diagram of a complete revealing manipulation according to another embodiment of the present invention.
- Figure 8 is a schematic diagram of a rotation manipulation according to another embodiment of the present invention. DESCRIPTION OF PREFERRED EMBODIMENT
- a virtual gaming system provides a playing card or tile game which is presented in a three dimensional representation on monitor screens for human players to play the game.
- the monitor screens may be touch sensitive screens, which allows a player to issue commands directly upon touching the screen with their finger for example, or alternatively could be a non-touch screen where the commands are issued via a hand control such as a mouse or joystick.
- the game displayed on the monitor screens is adapted for graphical manipulation in response to commands from a human player in real time.
- Figure 1 is a top view of a system setup which may be used with one embodiment of the present invention.
- the system setup 23 is suitable for use with the game Texas Hold'em.
- the system setup 23, with which the present invention may be implemented, includes a table 20, ten monitors 1a to 1j, a pool screen monitor 24, a central processor 19, a printer 17, ten bill acceptors 14a to 14j, and ten smartcard reader devices 22a to 22j.
- the system setup 23 is one which may be used in a casino where all players are physically present to play the game.
- the system setup may not require a human dealer, instead all the dealer's functions are performed by the central processor 19 and/or via the monitor screen 6.
- the entire system may be electronic, with the games being conducted via the Internet, where the players may be in different locations throughout the world.
- the system may be implemented through monitors in different locations of the one casino, where the players may not be able to view the opposing players.
- a gaming machine may include a computer or network of computers, for example the Internet, a slot machine, or other machine on which games may be played.
- the table 20 may be shaped in an oval design with ten rectangular hollow spaces cut out for mounting the ten monitors 1a to 1j.
- the monitors 1a to 1j are touch screen monitors to eliminate the need for additional hardware components such as a mouse or joystick.
- One of these monitors 6 may be used for a dealer monitor rather than a player monitor.
- the table 20 may provide compartments or spaces to place the central processor 19, the bill acceptors 14a to 14j, smartcard reader devices 22a to 22j and one or more audio speakers.
- the table 20 may be set up to look and feel like a traditional casino table, with the difference being that all calculations and presentations of the game play are done electronically by the central processor 19 and the monitors 1a to 1j.
- the pool screen monitor 24 is used to display the community cards according to the Texas Hold'em game rules. In the present embodiment it is not necessary for the pool screen monitor 24 to have any touch screen facility and interface, however this may be an alternative embodiment. In general, the pool screen monitor 24 may be used to show the community cards that are common to each player, or alternatively the pool screen monitor 24 could be used to display the game play of other tables for example.
- the monitors 1a to 1j may each include five basic components: (i) a touch sensor, for instance based on Capacitive, Resistive, Surface Acoustic Wave (SAW) / Grounded Acoustic Wave (GAW) or similar technologies;
- a touch sensor for instance based on Capacitive, Resistive, Surface Acoustic Wave (SAW) / Grounded Acoustic Wave (GAW) or similar technologies;
- a monitor for instance based on Cathode Ray Tube (CRT), Liquid Crystal Display (LCD), plasma or similar technologies having a display screen on which the sensor can be fitted;
- a controller for receiving inputs from the touch sensor and perform functions in response to the central processor 19;
- the central processor 19 may, for example, be a computer having a processing unit (PU), memory storage, video display unit with video Input/Outputs (I/O) to the video interface of the monitors 1a to 1j, at least one audio output unit with audio I/O to an audio speaker, a computer operating system, software drivers for the peripherals, and ports for connection to peripherals such as a printer 17, smartcard reader devices 22a to 22j, and data I/O interfaces and data I/O converters/splitters, where necessary.
- PU processing unit
- memory storage video display unit with video Input/Outputs (I/O) to the video interface of the monitors 1a to 1j
- audio output unit with audio I/O to an audio speaker a computer operating system
- software drivers for the peripherals and ports for connection to peripherals such as a printer 17, smartcard reader devices 22a to 22j, and data I/O interfaces and data I/O converters/splitters, where necessary.
- a computer software program may be stored in the memory storage of the central processor 19.
- the program may organise display of all game components in a Graphical User Interface (GUI) on the touch screen monitors 1a to 1j.
- GUI Graphical User Interface
- the program may filter out relevant data for action, interpret the meaning of data and act on the result of the interpretation.
- the data may come from I/O interfaces of all the devices/equipment connected to the program. For example, determining the position of a player's touch on a spot in the space of a graphic component on one of the touch screen monitors 1a to 1j may involve converting a co-ordinate corresponding to each of the touch spots into a string of binary data by the controller of the touch screen.
- the data may then be transferred through serial connections from the controller to the central processor 19.
- the central processor 19 may extract the data, read the coordinates and act out the action associated with the touch spot.
- the program may contain algorithms such as a random number controller algorithm and a card manipulation algorithm.
- the random number controlled algorithm for example may use a Gambling Labs International (GLI) certified random number generator for doing electronic card shuffling.
- the card manipulation algorithm may be that described in figure 3 and referred to in detail below.
- the program may also manage the game play, which may include setting timers for players to respond, issuing, withdrawing, showing and/or shuffling electronic cards at the appropriate time, responding to a player's or dealer's request, ensuring the correct order of taking turns if the game requires players to take turns, calculating winnings and losses and distributing and withdrawing virtual chips based on the credits purchased, won or lost.
- the program may also produce sound effects or music through the speakers in the correct order (synchronised with the display) and display the objects in the GUI in the correct order (synchronised with the sound) with the correct graphic animation at every instance just before, during or just after a game.
- Another feature of the program may enable real-time transfer and processing of data between the monitors 1a to 1j and the central processor 19.
- the program may contain features to track transactions, do accounting, auditing and print reports for all the games held at the table 20.
- the printer 17 may be an electronic device for printing receipts issued for every transaction.
- the printer 17 may comprise printing capabilities for instance based on inkjet/bubblejet, laser, dot matrix or similar technologies, memory storage, serial/parallel ports for connection to a computer such as the central processor 19, a software driver that allows the controller and connected computer operating system to communicate and help the controller to manage printing functions, and a controller for operating printing functions.
- the printer 17 may also be used for printing reports of selected or all of the records of transactions that take place at the table 20.
- An example of a transaction is the completion of a player's exchange of cash for chips, wherein a receipt indicating the cash exchanged for chips is printed for the player.
- a printer may be made available at each player monitor 1a to 1j e.g. for printing of transaction receipts, winning reports, etc. where the player desires.
- the bill acceptors 14a to 14j may be an electronic device that verifies the authenticity of paper currency given by players in exchange of play credits, real chips or virtual chips.
- the bill acceptors 14a to 14j may include different types of sensors or verifying means such as light reflectors, magnetic imaging scanner and the like to verify the validity of the authenticity and scans the denomination of paper currency.
- the smartcard reader devices 22a to 22j may be an electronic device that allows the use of smartcards with data storage capabilities.
- the smartcard reader device 22a to 22j reads/writes the credit value from/into the smartcard slotted therein.
- Other electronic monetary systems such as credit cards, debit cards, or the like, may also be provided for money or credit transaction for game play.
- an input panel to each player may be required for inputting player's account password or other authentication signature may require for crediting money in exchanged of virtual chips, or real chips for the game play.
- These other electronic monetary systems may further connect to the central processor 19 to aid in accounting/printing purposes and/or directly connected to printer 17 to print receipts for transactions. They may also be embedded with their own printer to directly print receipts for transactions.
- One of the monitors 6 may be situated in the dealer's dealing area and displays the Graphical User Interface (GUI) for a human dealer to operate. Alternatively, the dealer monitor 6 displays the graphic interface of an automated electronic dealer. In this case, no human is required to operate from the monitor. If a human dealer is desired, the dealer controls and manages the game from the GUI.
- GUI Graphical User Interface
- a human dealer does not necessarily mean he needs to have any card dealing skills or even is involved in dealing, electronically or otherwise. His role is generally that of a game controller, which may include card game promoter, table cashier, table master and/or the like, the system is designed to have a fully automatic mode, semi-automatic mode or a manual mode.
- the GUI displayed for a human player may include a credits area 8 showing the player's existing credits, using virtual chips featuring graphics of actual chips used by a casino or standard pre-programmed chips graphics.
- a credits area 8 showing the player's existing credits, using virtual chips featuring graphics of actual chips used by a casino or standard pre-programmed chips graphics.
- the touch screen monitors 1a to 1j are flat, if all the virtual chips are stacked together, from the top view a player may not be able to count the number of existing chips. Hence, the actual credit value of the existing chips on hand appears in a numbers area 18.
- a bet area 10 where virtual chips placed as a bet may be positioned and a win area 11 where virtual chips won in a game may be shown before the chips are collected and stacked back to the credits area 8.
- a menu bar 16 may be activated to appear on the display when needed.
- the menu bar 16 may contain hotkeys to the game play where players may access operations such as cancel bet, repeat bet and etc.
- a human player Before joining a game, a human player requires either real chips, a smartcard, cash or other electronic monetary means accepted for the game which the player may pass to a game dealer.
- the game dealer operates the GUI on the dealer's touch screen monitor 6 to send the corresponding credits to the player's screen.
- Authentication using an iButton authentication device or other security authentication devices such as magnetic access cards, key switches or the like may be required to prevent unauthorised transactions.
- a printed receipt printed from printer 17 may be issued for every transaction and internal software may track all transactions for accounting and auditing purposes.
- the iButton authentication device may be a small, wearable computer, which may take the form of a key chain designed for secure corporate logins and personal uses.
- the human player may place bets by first touching a virtual chip of a certain value which the player desires to bet in the credits area 8 and then may touch the bet area 10. In this manner, one virtual chip may be deposited in the bet area 10. Subsequently, every touch in the bet area 10 may deposit another virtual chip of the same value into the bet area 10 unless the player selects another virtual chip of different value by touching on such a different virtual chip in his credits area 8. All betting may done during a prescribed betting time window provided by the control processor.
- the game system may further provide other time windows to ensure orderly and smooth game play.
- a dealing time window starts.
- the virtual cards may be dealt like casino live table card games until all the cards are dealt.
- a view cards time window starts, during the view cards time window, the players can manipulate the card, the manipulation of which is described in further detail below.
- the winnings and losses may be calculated and collected by and awarded to the players through animations on the touch screen monitors 1a to 1j. These animations imitate how real winnings and losses would be collected and awarded in a live table environment. A player may quit the table at anytime. If he or she is not in the game, his or her credits may be refunded using real chips, credit tickets or credit back to a smartcard inserted in the smartcard reader devices 22a to 22j.
- Figure 2 is a flow chart showing the steps of playing a game on the game setup described above and shown in figure 1.
- the human player may touch the touch screen monitor.
- the touch sensor of the monitor may detect the touch and trigger a response in the controller of the touch screen monitor to activate the software touch screen driver at step 204.
- the driver may then generate two dimensional (2D) information of the touch.
- This information may refer to the co-ordinates of the contacted location on the touch screen monitor.
- the reference values of the coordinates may be extracted based on the horizontal and vertical axes.
- the 2D information may then be transferred to the central processor 19 via the data I/O serial/parallel connections from the controller of the touch screen monitor 1b to the central processor 19.
- the central processor 19 may convert the 2D touch information into 3D information.
- a known technique called Ray Picking for instance, may be adopted for the conversion from 2D touch information to 3D touch information.
- Ray Picking puts the 2D co-ordinates received from the touch screen monitor through a view port transformation, followed by projection transformation, then through world transformation to get the resultant 3D coordinates.
- the central processor 19 may identify the object being touched at the location on the touch screen based on the 2D and/or 3D information (whichever is appropriate for the object) at step 210.
- the central processor 19 may move on to identify the menu button within the menu bar 16 selected by the human player at step 214. Consequently, in step 216, the central processor 19 may invoke software functions to handle the one or more actions associated with the button clicked by the human player. For example, if a 'cancel bet' button is selected during the betting time window, all the bets placed from the time the betting time window is started to the time the 'cancel bet' button is clicked may be withdrawn. If the touched region is identified as the credits area 8 in step 218, the touched virtual chip of a specific value within the credits area 8 may be highlighted at step 220.
- each further touch on the bet area 10 may place one of the highlighted virtual chips into the bet area 10.
- the central processor 19 may extract the 2D co-ordinates that were previously determined in step 206 and later transfer the co-ordinates into the memory storage of the central processor 19.
- the central processor 19 may check if the touch is within a prescribed margin of a virtual card.
- the manipulation algorithm may be activated if the touch is within the margin at step 300. Otherwise the process ends until another touch is sensed by the system.
- Figure 3 is a flow chart outlining the steps of the manipulation algorithm 300 in accordance with an embodiment of the present invention.
- the player could use a mouse for the trigger touch rather than a touch screen monitor.
- the technique used to convert the two dimensional touch information into three dimensional information may be Ray Picking as referred to above.
- a virtual ray is produced extending from the touch detection point, eg the finger touch spot, to an infinite distance "into" the monitor 1a at step 303, wherein the virtual ray extends at an angle of 90 degrees from the monitor surface.
- the object is inserted into a list of objects at step 307 according to their depth information. If there are further objects intersecting with the ray at step 309, the further objects are added to the list at step 307. Once all intersecting objects have been added to the list, the topmost object is selected from the list at step 311 , the topmost object being the object of which the player has chosen and hence wishes to manipulate.
- the manipulation algorithm is then applied to the selected object at step 313 to manipulate at least one of the orientation or configuration of the object.
- the orientation or configuration manipulations that form part of the present embodiment, and that may be applied at step 313, are schematically shown in figures 4 to 8.
- the orientation or configuration manipulations are not however limited to those described below.
- a reference point may be set on a co-ordinate corresponding to the location on the touch screen where the human player touches.
- the reference point may be a co-ordinate within a margin of the virtual card.
- the margin may be formed by two offset parameters of the virtual card, corresponding to a specific area of the virtual card such as the lower right hand corner.
- the touch sensor senses co-ordinates of any continuous touch within the surface area of the virtual card. For every coordinate of the continuous touch that the touch sensor sensed, a corresponding angle and distance of the current co-ordinate relative to the previous sensed coordinate may be calculated. The corresponding angle and distance may be found by vector dot product. The angle of a continuous touch's co-ordinate may be used to determine whether the advancement of the continuous touch is within a valid boundary.
- the valid boundary may be defined when a reference point is set, and may determine which manipulation type should be processed.
- the reference points for various types of manipulations are described further below with reference to figures 4 to 7.
- the relevant orientation or configuration manipulation is then performed on the card using the relevant manipulation algorithm.
- FIG. 4 shows an implementation of the translation manipulation.
- the translation manipulation allows cards in a three dimensional environment to be translated to different positions on the monitor screen. This manipulation in particular assists right handed or left handed players to better position their cards for viewing, for peeping, or for subsequent manipulations.
- the translation manipulation arises from a pre-determined touch on the centre of a card, following which the program will track the movement of the touch in real-time if the touch, such as the player's finger for example, does not leave the screen and continues to move around the screen.
- the program will move the card in real-time following the movement of the finger, for example, if the finger moves upwards on the screen, the card will be moved upwards.
- FIG. 5 shows an implementation of the scaling manipulation.
- the scaling manipulation allows cards to be resized in real-time within a preset minimum and maximum size. This manipulation in particular assists a player to scale their cards to a smaller size sufficient for peeping and other manipulations to ensure other players are unable to see their cards, while also allowing the cards to be scaled to a larger size for viewing ease.
- the scaling manipulation arises from a pre-determined touch on the bottom right hand corner of the card, with continuous diagonal movement by the player's finger causing the card to enlarge or shrink in size.
- the program will track the movement of the touch in real-time if the finger does not leave the screen, and enlarge the card in real-time following outward diagonal movement of the finger. If the finger moves diagonally inwards, the card will be shrunk following the movement of the finger.
- Figure 6 shows an implementation of the rearrangement manipulation.
- the rearrangement manipulation allows a player to rearrange their cards according to their preferred viewing order to minimise the opportunity for other players to guess the cards held.
- the cards may be overlapped with other cards, or alternatively could be rearranged to not be touching the other cards.
- the rearranging manipulation arises from an extension of the translation manipulation outlined above, and results from a selection of the top left hand corner of the card, with continuous touch movements on the screen allowing translation of the card to another position.
- An auto drop or auto overlap feature may drop the selected card back to the nearest predetermined position so that the cards are lined up in order, for example horizontal or overlapping, once the player's finger leaves the screen.
- Figure 7 shows an implementation of the complete revealing manipulation.
- the complete revealing manipulation allows a player to manipulate all their cards in an aligned form to flip up or flip down at the same time. This allows the player to quickly and simply view the face values of their cards in a controlled manner.
- the complete revealing manipulation arises from a touch on the left or right hand sides of the card and moving inwards to the card, which will cause the card to flip and the manipulation is now a touch on the right side of the card, requesting the program to track the movement of touch in real-time. If the finger does not leave the screen and continues to move inwards to the card or cards, the program will flip the card from a card face to a card back or vice versa, depending upon the origin in real time following the movement of the finger. The card will flip to the nearest card face or card back position once the finger leaves the screen.
- Figure 8 shows an implementation of the rotation manipulation.
- the rotation manipulation allows a player to rotate their cards to any degree. This allows the player to peep their cards at any angle they prefer, increasing their game excitement.
- the rotation manipulation arises from a touch detected on the top right hand corner of the card, and a continuous movement downwards will cause the card to rotate clockwise, requesting the program to track the movement of the touch in real-time. If the finger does not leave the screen and continues to move downwards, the program will rotate the card clockwise in real-time following the downwards movement of the finger, and if the finger moves upwards, the card will be rotated anti-clockwise following the movement of the finger. The card will rotate to the nearest 90 degree point vertical or sideways once the finger leaves the screen.
- determining which manipulation function to apply to the cards is determined by the area on the card that the player touches.
- other determining methods may be used, for example, a menu box appearing.
- the player may wish to further manipulate their cards by partially revealing a feature, for example a portion of the face of a card, which is initially in an orientation where the face is concealed, for example where the face is in a face down position, also known as "peeping".
- Peeping allows a player to view a portion of their cards in realtime through detection by continuous touch movements.
- the peeping manipulation is described in detail in the present Applicant's co-pending PCT application, PCT/SG2004/000186, which is incorporated herein by cross- reference.
- the present invention may be implemented in a variety of electronic casino style games, for example, blackjack, poker, baccarat, Caribbean Stud, Pok-Pek-Kow, Texas Hold'em, Omaha 8, among others. It is especially useful for player against player games, where players must take due care not to disclose their cards or tiles to other players during the course of play. It may be implemented on a gaming machine such as a computer network, or a traditional modified slot machine, on which a game is displayed and a player is allowed to make wagers on the game.
- the graphics of the game includes virtual three dimensional playing cards or tiles, of which the card or tile's orientation or configuration can be graphically manipulated.
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Abstract
La présente invention concerne un système et un procédé qui permettent à un joueur de manier graphiquement au moins l'orientation ou la configuration d'un objet virtuel tridimensionnel, en particulier une carte à jouer ou une pièce de jeu, dans un environnement tridimensionnel en réponse à des mouvements tactiles continus détectés sur l'écran de moniteur.
Priority Applications (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| PCT/SG2006/000245 WO2008024072A1 (fr) | 2006-08-25 | 2006-08-25 | Système et procédé de jeu virtuel |
Applications Claiming Priority (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| PCT/SG2006/000245 WO2008024072A1 (fr) | 2006-08-25 | 2006-08-25 | Système et procédé de jeu virtuel |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| WO2008024072A1 true WO2008024072A1 (fr) | 2008-02-28 |
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Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| PCT/SG2006/000245 Ceased WO2008024072A1 (fr) | 2006-08-25 | 2006-08-25 | Système et procédé de jeu virtuel |
Country Status (1)
| Country | Link |
|---|---|
| WO (1) | WO2008024072A1 (fr) |
Cited By (1)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| CN106730818A (zh) * | 2016-12-29 | 2017-05-31 | 成都速鱼网络科技有限公司 | 一种基于触屏的搓牌方法及一种扑克游戏装置 |
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| WO2001009664A1 (fr) * | 1999-08-01 | 2001-02-08 | Deep Video Imaging Limited | Dispositif d'affichage tridimensionnel interactif dote d'ecrans en couches |
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