RELATED APPLICATIONS
BACKGROUND OF THE INVENTION
1. Field of the Invention
[0002] The present invention relates to the field of gaming, particularly card games, and
even more particularly to the field of card gaming where security and management information
relating to availability of card suit and rank and wagers placed by players is important.
2. Background of the Art
[0003] Digital camera sensors are inherently sensitive to infrared light, which would interfere
with the normal photography by confusing the autofocus calculations or softening the
image (because infrared light is focused differently from visible light), or oversaturating
the red channel. Thus, to improve image quality and protect privacy, many digital
cameras employ infrared blockers. Depending on the subject matter, infrared photography
may not be practical with these cameras because the exposure times become overly long,
often in the range of 30 seconds, creating noise and motion blur in the final image.
Some lenses will also show a 'hot spot' in the center of the image as their coatings
are optimized for visible light and not for IR.
[0004] An alternative method of DSLR (digital single lens reflex) infrared photography is
to remove the infrared blocker in front of the sensor and replace it with a filter
that removes visible light. This filter is behind the mirror, so the camera can be
used normally - handheld, normal shutter speeds, normal composition through the viewfinder,
and focus, all work like a normal camera. Metering works but is not always accurate
because of the difference between visible and infrared reflection. When the IR blocker
is removed, many lenses which did display a hotspot cease to do so, and become perfectly
usable for infrared photography. Additionally, because the red, green and blue micro-filters
remain and have transmissions not only in their respective color but also in the infrared,
enhanced infrared color may be recorded.
[0005] While it is common to use a filter that blocks almost all visible light, the wavelength
sensitivity of a digital camera without internal infrared blocking is such that a
variety of artistic results can be obtained with more conventional filtration. For
example, a very dark neutral density filter can be used (such as the Hoya ND400) which
passes a very small amount of visible light compared to the near-infrared it allows
through. Wider filtration permits an SLR viewfinder to be used and also passes more
varied color information to the sensor without necessarily reducing the Wood effect.
Wider filtration is however likely to reduce other infrared artifacts such as haze
penetration and darkened skies. This technique mirrors the methods used by infrared
film photographers where black-and-white infrared film was often used with a deep
red filter rather than a visually opaque one.
[0006] Near infrared light consists of light just beyond visible red light (wavelengths
greater than 700, greater than 750 or greater than 780nm). Contrary to popular thought,
near infrared photography does not allow the recording of thermal radiation (heat).
Far-infrared thermal imaging requires more specialized equipment, and is not the subject
of this tutorial. Infrared images exhibit a few distinct effects that give them an
exotic, antique look. Plant life looks completely white because it reflects almost
all infrared light (because of this effect, infrared photography is commonly used
in aerial photography to analyze crop yields, pest control, etc.) The sky is a stark
black because no infrared light is scattered. Human skin tends to look pale and ghostly.
[0007] Infrared photography has been around for at least 70 years, but until recently has
not been easily accessible to those not versed in traditional photographic processes.
Since the charge-coupled devices (CCDs) used in digital cameras and camcorders are
sensitive to near-infrared light, they can be used to capture infrared photos. With
a filter that blocks out all visible light (also frequently called a "cold mirror"
filter), most modern digital cameras and camcorders can capture photographs in infrared.
In addition, they have LCD screens, which can be used to preview the resulting image
in real-time, a tool unavailable in traditional photography without using filters
that allow some visible (red) light through.
[0008] Remote sensing and thermographic cameras are sensitive to longer wavelengths of infrared.
They may be multispectral and use a variety of technologies which may not resemble
common camera or filter designs. Cameras sensitive to longer infrared wavelengths
including those used in infrared astronomy often require cooling to reduce thermally
induced dark currents in the sensor. Lower cost uncooled thermographic digital cameras
operate in the Long Wave infrared band. These cameras are generally used for building
inspection or preventative maintenance but can be used for artistic pursuits as well.
[0009] In the gaming industry, more and more technology is being used to combine traditional
physical gaming elements (random event generators such as playing cards, dice and
roulette wheels) with electronic systems that enable all aspects of the wagering games.
For example, not only are wagers accepted and resolved through electronic systems,
but physical event outcomes are electronically determined (read and analyzed) and
this physical event is used in determining game outcomes. Of all the systems, the
combination of electronic systems with playing card wagering games has been the most
difficult, as the cards may vary in readability during the game (face-up versus face-down)
and the images on the playing cards vary between decks. Many attempts have been made
to effectively and accurately read playing cards during wagering games.
[0010] U.S. Patent No. 6,403,908 (Stardust) discloses an automated method and apparatus for sequencing and/or inspecting decks
of playing. The method and apparatus utilizes pattern recognition technology or other
image comparison technology to compare one or more images of a card with memory containing
known good images of a complete deck of playing cards to identify each card as it
passes through the apparatus. Once the card is identified, it is temporarily stored
in a location corresponding to or identified according to its position in a properly
sequenced deck of playing cards. Once a full set of cards has been stored, the cards
are released in proper sequence to a completed deck hopper. The method and apparatus
also includes an operator interface capable of displaying a magnified version of potential
defects or problem areas contained on a card which may then be viewed by the operator
on a monitor or screen and either accepted or rejected via operator input. The present
invention is also capable of providing an overall wear rating for each deck of playing
cards. In order to certify that deck of playing cards is good and acceptable for play,
the casino must ascertain that: (1) there is one and only one of each type (i.e. by
suit and rank) of playing card in the deck of playing cards, (2) all of the backs
of the playing cards contained in the deck are of the same color, (3) there are no
defective playing cards (i.e. torn or cracked cards, cards with dimples or fingernail
marks, cards with missing print or cards with spots), and (4) there are no boxed cards
(cards facing backwards, etc.) contained in the deck of playing cards. Imaging cameras
are used to obtain one or more images of each side of the card after the double card
check is made. A low resolution is made of the front to determine suit and rank and
back to determine color of the card. Generally, high resolution imaging is utilized
to determine fine marks and problems. If the system is not in an inspect mode, it
is possible to use the cameras simply to image a corner of the card, since the information
necessary as to color and suit and rank is available in this portion of each card.
[0011] U.S. Patent No. 5,941,769 (Order) discloses that in professional use in table games of chance with playing cards are
provided which will register and evaluate all phases of the run of the game automatically.
This is achieved by a card shoe with an integrated device for recognition of the value
of the drawn cards (optical recognition device and mirroring into a CCD-image converter);
photodiodes arranged under the table cloth to register separately the casino light
passing through each area for placing the gaming chips and areas for placing the playing
cards in dependence of the arrangement or movement of the chips and playing cards
on the mentioned areas; a device for automatic recognition of each bet (scanner or
a RFID-system comprising a S/R station and gaming objects with integrated transponder);
an EDP program created in accordance with the gaming rules to evaluate and store all
data transmitted from the functional devices to the computer; and a monitor to display
the run of the game and players' wins.
[0012] U.S. Patent No. 5,770,533 (Franchi) describes a casino operating system for controlling the flow of funds and monitoring
gambling activities in a casino or a gaming establishment utilizing a network of computers,
including a central computer and individual game computers. Each player receives an
encoded betting card from the cashier. At the games, each player position is equipped
with a control panel including a card reader into which the betting card is inserted.
The control panel also includes an electronic screen and keyboard. From the control
panel, the player may place a bet and perform all options available to the player
in the particular game. The system records the hands dealt to each player and the
winner, and credits or debits the player's betting card accordingly. In an alternative
embodiment, the casino operating system allows the players to use chips to place bets
instead of the above-described betting card. The chips are marked or encoded so that
they can be counted once final bets have been placed to determine the amount of each
player's bet. In games requiring the placement of bets in certain positions on the
gaming table, each player may be provided with a betting marker used to indicate the
position of his bets on the table, a touch-sensitive screen maybe used whereby bets
are placed by touching the desired position on the screen, or a two-way remote control
console for placing bets. The casino operating system is an open architecture system
adaptable to accommodate the differing needs of each casino.
[0013] U.S. Patent No. 4,531,187 (Uhland) describes a system for monitoring the play at gambling games is disclosed. The preferred
embodiment comprises a system for monitoring the play at blackjack as that game is
played in casinos. The system typically will comprise video monitor means for generating
a digital representation of the bets made by the players and of the cards dealt to
the players and to the dealer, so that an output can be generated indicating whether
the correct payouts are made and bets collected. An alarm signal is generated if an
error is made in the play of the game. An alarm signal may also be generated if the
long-term statistics of the game indicate that the odds ordinarily applicable to the
game have been departed from over a period of time.
[0014] U.S. Patent No. 8,221,244 (French) describes methods and systems for intelligent tracking and/or play and/or
management of card gaming use an intelligent card distribution or holding device with
detectors for determining the value and unique identity of individual cards and for
recording card play. Playing cards are equipped with a read/write data storage connected
to a transponder and/or incorporated into electromagnetic writable particles or smart
particles (smart dust). A system of the invention records various game play events
on the playing cards themselves during game play and optionally also in a database
on the system. In specific embodiments, the principal scanning and writing elements
and electronic and optical interfaces are embodied into a hand-held card holder (HHCH).
The system can scan playing cards, scan gaming chips, indicate a player's win/loss/draw,
increase or decrease player betting positions, and compute awards to players based
on their playing activity.
[0015] U.S. Patent No. 7,967,672 (Shigeta) describes a card reading device that comprises a rail for guiding a card; card sensors
for detecting a passing card which is slid by hand and guided by the rail, which are
placed in a card sliding direction with a certain gap; and reading sensors for reading
code attached to the card, which are placed between the two card sensors in the card
sliding direction. The card have the cord which is printed in UV-luminous ink on the
card, and the code comprises at least two code rows which are placed across the card
sliding direction with a certain gap. The two reading sensors are placed in positions
which correspond to the gap of the two code rows, and the card sensors output signal
for detecting a position of the passing card.
[0016] U.S. Patent No. 6,629,894 (Purton) describes a card inspection device that includes a first loading area adapted to
receive one or more decks of playing cards. A drive roller is located adjacent the
loading area and positioned to impinge on a card if a card were present in the loading
area. The loading area has an exit through which cards are urged, one at a time, by
a feed roller. A transport path extends from the loading area exit to a card accumulation
area. The transport path is further defined by two pairs of transport rollers, one
roller of each pair above the transport path and one roller of each pair below the
transport path. A camera is located between the two pairs of transport rollers, and
a processor governs the operation of a digital camera and the rollers. A printer produces
a record of the device's operation based on an output of the processor, and a portion
of the transport path is illuminated by one or more blue LEDs. Preferably a low temperature
source of light is located so as to illuminate the area of the card that is being
scanned.
[0017] The computer or signal processor compiles the scan data and reports and records the
result of the scans of all of the cards in the one or more decks. FIG. 15 illustrates
how a card transport path 400 may be subdivided by locating baffles above or below
the roller pairs in order to create distinct zones. Each zone may have a particular
form of detector, polarimeter, diode or line scanner as well as a particular light
source or lighting method. By locating sensors both above and below the transport
path, both sides of the card may be examined simultaneously. This provides the opportunity
to detect suit and value of an inverted card as well as increasing the sophistication
with which tampering may be detected. Polarized light may be used to detect certain
forms of tampering. In such a case, the polarity of the light source may be rotated
during the detection process. Similarly, a non-polarized source may be moved during
the detection process to create a moving shadow. One or more light sources may be
movable or set to illuminate off-axis so that certain forms of scratches and pinholes
may be more easily detected by their shadow or reflectance. It is contemplated that
both color and monochrome imaging methods may provide useful information about the
condition of the cards. Similarly both digital and analogue sensing methods are seen
to have independent utility and functionality with regard to both suit and value detection
as well as the detection of faults, wear and tampering. It should be noted that the
compartmentalization of the card transport path into distinct lighting and sensing
zones may be applied to any embodiment disclosed.
[0018] Published
U.S. Patent Application Document No. 20050242500 (Downs III) describes a sensing system for determining the rank and suit of playing cards. The
system includes a sensing module capable of reading a line of data from a printed
image, a position sensor and a hardware component that combines the signals from the
sensing module and position sensor, converts the signal to binary values and compares
the converted signal to stored signals. The comparisons are correlated to identify
card rank and Suit. The system can be used in a playing card delivery shoe used to
control the game of baccarat. The shoe may be a customary dealing shoe equipped with
a sensing module, or may be a mechanized shoe. The mechanized shoe may comprise a)
an area for receiving a first set of playing cards useful in the play of the casino
table card game of baccarat; b) first card mover that moves playing cards from the
first set to a playing card staging area wherein at least one playing card is staged
in an order by which playing cards are removed from the first set of and moved to
the playing card staging area; c) second playing card mover that moves playing cards
from the playing card staging area to a delivery area wherein playing cards removed
from the staging area to the delivery shoe are moved in the same order by which playing
cards were removed from the first set of playing cards and moved to the playing card
staging area; and d) playing card reading sensors that read at least one playing card
value of each playing card separately after each playing card has been removed from
the area for receiving the first set of playing cards and before removal from the
playing card delivery area One exemplary sensing system is a CIS line scanning system
with an associated card position sensor and a FPGA hardware element.
[0019] Published
U.S. Patent Application Document No. 20070018389 (Downs III) describes a method and an apparatus determines at least one of rank or suit of a
playing card. The apparatus has at least one two-dimensional complementary metal oxide
semiconductor imaging system that provides a signal when playing cards are moved over
the system. The signal is a series of gray scale values that are converted into binary
values. The sensed data is transmitted to a hardware component that identifies at
least one of rank and suit to an external data storage device.
[0020] Published
U.S. Patent Application Document No. 20070102879 (Stasson) describes a playing card shuffling device has a visual display in information communication
with the playing card shuffling device. At least one processor is programmed to provide
displayable information to the visual display indicative of an amount of time remaining
or time expired in a procedure performed by the shuffling device. FIG. 1 shows a partial
perspective view of the top surface of a first shuffling and card verification apparatus
according to a practice of the invention. In this example of the invention, the device
randomizes and/or verifies one or two decks of cards. The shuffling apparatus has
a card accepting/receiving area that is preferably provided with a stationary lower
support surface that slopes downwardly from the nearest outer side of the shuffling
and verifying apparatus. A depression is provided in that nearest outer side to facilitate
an operator's ability to place or remove cards into the card accepting/receiving area.
The top surface of the shuffling and verifying apparatus is provided with a visual
display (e.g., LED, liquid crystal, micro monitor, semiconductor display, multi-segment
display, etc.), and a series of buttons, touch pads, lights and/or displays. These
elements on the top surface of the shuffling and verifying device may act to indicate
power availability (on/off), shuffler state (jam, active shuffling, completed shuffling
cycle, insufficient numbers of cards, missing cards, sufficient numbers of cards,
complete deck(s), damaged or marked cards, entry functions for the dealer to identify
the number of players, the number of cards per hand, access to fixed programming for
various games, the number of decks being shuffled, card calibration information, mode
of operation (i.e. shuffling, verifying or both shuffling and verifying) and the like),
or other information useful to the operator or casino. Among the non-limiting examples
of these techniques are 1) a sensor so that when a pre-selected portion of the card
(e.g., leading edge, trailing edge, and mark or feature on the card) passes a reading
device, such as an optical reader, the bottom pick-off roller is directed to disengage,
revolve freely, or withdraw from the bottom of the set of cards; 2) the first set
of nip rollers or off-set rollers may have a surface speed that is greater than the
surface speed of the bottom pick-off roller, so that engagement of a card applies
tension against the bottom pick-off roller and the roller disengages with free rolling
gearing, so that no forward moving forces are applied to the first card or any other
card exposed upon movement of the first card; 3) a timing sequence so that, upon movement
of the bottom pick-off roller for a defined period of time or for a defined amount
of rotation (which correlates into a defined distance of movement of the first card),
the bottom pick-off roller disengages, withdraws, or otherwise stops applying forces
against the first card and thereby avoids applying forces against any other cards
exposed by movement of the first card from the card accepting/receiving area 106 and
4) providing a stepped surface (not shown) between pick-off roller and off-set rollers
146 that contacts a leading edge of each card and will cause a card to be held up
or retained in the event that more than one card feeds at a time.
[0021] Other disclosures have also contemplated optically reading of playing cards. For
example,
U.S. Patent Nos. 6,582,301;
6,039,650; and
5,722,893 to Hill et al. describes a shoe with a card scanner, which optically scans a playing card as the
card moves out of shoe. The card suit and value is then recognized by a neural-network
algorithm. Other disclosures have also attempted to track cards by use of card shoes
that optically recognize the cards as they are drawn from the shoe. For example,
U.S. Patent Nos. 5,941,769 and
6,460,848 disclose a card shoe with an optical device that deflects and transmits a reflected
image of the card value imprint from the drawn playing card to a CCD image converter.
Still other disclosures have attempted to combine detection of playing cards optically
and gambling chips by some means. For example,
U.S. Patent Nos. 5,605,334;
6,093,103 and
6,117,012 to McCrea et al., disclose a game table system for monitoring each hand in a progressive live card
game. The system comprises a shoe that optically detects the value and suit of each
card, a game bet sensor to detect the presence or absence of a bet, a card sensor
located at each player position to detect the presence or absence of a playing card,
and a game control. The game control receives information on the presence or absence
of a bet or playing card to ensure a bet is placed before the playing card is dealt.
[0022] Published
U.S. Patent Application Document No. 20100019449 (Downs III) describes how a playing card delivery shoe is used in the play of the casino table
card game of baccarat or blackjack or any game where cards are pulled one at a time
from the shoe. The apparatus comprises a reader or an imager that scans lines bisecting
the image at spaced intervals. The scanning occurs on playing cards in at least the
region where suit and rank symbols are provided. The scanner output is a series of
voltages that are converted to binary information. This binary information is compared
to stored binary information to determine rank and suit. The upper surface of the
output end of the shoe contains a partial barrier for cards being scanned. The partial
barrier has an elevated surface and limits a size of a pathway so that only one card
can be removed at a time.
[0023] U.S. Patent No. 6,460,848 (SOLTYS) describes a system that automatically monitors playing and wagering of a
game, including the gaming habits of players and the performance of employees. A card
deck reader automatically reads a symbol from each card in a deck of cards before
a first one of the cards is removed. The symbol identifies a respective rank and suit
of the card. There are numerous other related patents including
U.S. Pat. Nos. 6,712,696;
6,688,979;
6,685,568;
6,663,490;
6,652,379;
6,638,161;
6,595,857;
6,579,181;
6,579,180;
6,533,662;
6,533,276;
6,530,837;
6,530,836;
6,527,271;
6,520,857;
6,517,436; and
6,517,435.
SUMMARY OF THE INVENTION
[0025] A method of reading suit and rank of playing cards and detect and/or even read chips
on the table is enabled on a system for controlled provision of image content of faces
of a playing card that has:
- a) a support surface for playing cards;
- b) a source of near-infrared or infrared radiation;
- c) an infrared sensitive camera (sensitive to the radiation from the source); and
- d) a processor.
[0026] The infrared sensitive camera positioned to capture infrared radiation transmitted
through the playing cards and transmit information based on the captured radiation
to the processor; and the processor configured to provide suit and rank information
of a playing card through which the infrared radiation was transmitted. The use of
a cut-off filter in the camera that excludes or reduces non-useful ranges of wavelengths
(e.g., visible and/or UV) and allows more useful (infrared) ranges of wavelengths
sharpens images or card values for viewing. The camera and radiation transmitter are
generally on opposite sides of the playing cards. Using a prism or mirror or other
reflective element, the camera and radiation emitter may be on the same side of the
playing card. Weighing chips and IR-see-through imaging can provide wager valuation
at each wagering position.
BRIEF DESCRIPTION OF THE FIGURES
[0027]
Fig. 1 shows a perspective view of a playing card delivery shoe useful within the
scope of the present technology in combination with an overhead camera.
Fig. 2 shows a gaming table layout with through-card reading capability on the table
top itself in combination with an overhead camera.
Fig. 3 shows a perspective view of a delivery shoe with novel card reading capability
using through-the-card imaging and refraction/reflection technology.
Fig. 4 shows a side view of a gaming table, under-table lighting system and camera
system enabling practice of one aspect of the present technology.
Fig. 5 shows a series of images of gaming chips that have been imaged by penetrating
radiation.
Fig. 6 shows a side view of a gaming table, under-table lighting system and camera
system, and weighing system for chips enabling practice of one aspect of the present
technology.
DETAILED DESCRIPTION OF THE INVENTION
[0028] The present technology includes a system and method. The method reads information
from a playing card while an image face of the playing card is hidden by a visible
light-opaque back. An infrared-sensitive camera is positioned over the playing card
back and receives infrared information passing through the playing card. A filter
on the camera filters out at least some visible and some infrared radiation (infrared
radiation is defined herein as radiation above 700nm wavelengths up to 2300 nm, preferably
at least 750nm or at least 780 nm up to about 2300nm), allowing a defined range of
infrared radiation into the camera. The camera captures radiation within the defined
range of radiation and transmits (and/or temporarily stores) signals based on the
captured radiation. A processor receives the transmitted signals and executes code
to define patterns in the captured radiation. The defined patterns include image content
of suit and rank on the image face of the playing card.
[0029] The filter has defined cut-off range and a maximum transmission range. The maximum
transmission range is within the near infrared range, such as between 700 or 780nm
and 1100nm and even up to 2300 nm. It is also possible to use an Infrared Vidicon_camera
with IR sensitivity of up to 2200 nm. (Hamamatsu is the name of one camera manufacturer
but there are others.) There are numerous specific methodologies within the generic
scope of the present technology. One subgeneric method uses radiation passing through
the playing card that is emitted below the image face of the playing card and transmitted
through the playing card to the camera. Alternatively radiation may pass through the
card from radiation emitted above the card, with a camera below the card.
[0030] A second subgeneric method uses infrared radiation passing through the playing card
that is emitted above the image face of the playing card, passes through the playing
card back a first time and is reflected, then transmitted through the playing card
back a second time to the camera. In the second subgeneric method, light passing through
the playing card back the first time is emitted by an infrared source above the back
of the playing card. Low intensity lamps may be provided above the gaming table, in
the ceiling, as wall lights or as a standing lamp. The back of the playing card may
be in contact an inner surface (capable of transmitting infrared radiation, i.e.,
transmissive of infrared radiation) on a card delivery shoe or tray, and the emitted
light passes through the inner surface a first time and the reflected infrared radiation
then passes through the inner surface a second time and is captured by the infrared
sensitive camera. It is to be understood that the use of an underlying card as an
infrared radiation reflective surface while it must also be able to transmit radiation
through a similar surface twice is not contradictory, but is a surprising aspect of
the present invention. An analysis of the functional capabilities will support this
aspect of the present technology.
[0031] Assume that a playing card absorbs and reflects a maximum total of X% of infrared
radiation (of a defined wavelength range) passing through the card (including the
back side of the playing card) and the top (back side) of the card reflects (does
not include absorption) a minimum of Y% of infrared radiation of the same wavelength
range. Therefore, reflected radiation passes through the card twice and must be reflected
off an adjacent card once. In approximating mathematic terms, with an initial intensity
striking the back of the top playing card, the scenario would be expressed as follows:
With an incident IR radiation intensity (Ir) striking a top of two cards, the intensity
Ir
1 passing through the first card would be (100-X)%/X times Ir. That is the intensity
(Ir
1) that strikes the back of the underlying playing card. Of that incident radiation
striking the underlying card, (Y)% is reflected. Therefore Y Ir
1 is reflected off the back of the underlying card. Approximately (100-X)% of that
Y Ir
1 is transmitted through the playing card. It is understood that Y<X (as X includes
reflection Y and absorption components).
[0032] Using prophetic but reasonable values for X and Y, the practical use of this reflective
system can be appreciated. Assuming that X% is 80% and Y% (reflection) is 40%, with
a normalized Ir of 100 light units, the intensity (Ir
1) that strikes the back of the underlying playing card is 20 light units. The amount
reflected off the underlying card would therefore be 40% x 20 light units, or 8 light
units. The amount transmitted through the top card (the second transmission through
that card) would be (100-80)% x 8 light units, or a minimum of 1.6 light units. This
is sufficient amount of infrared radiation to enable cameras to receive and interpret
reflected image data. This has been proven by actual working models.
[0033] In addition to these conservative numbers, it must be appreciated that as cards are
differentially absorbing the infrared radiation (with higher or lower infrared optical
densities in the suit and rank images), with the 1.6 light units being the minimum
transmitted through the card the second time, more is transmitted through lower optical
density areas of the playing card. The contrast is created by the difference in absorption
creates the image data. Where the transmission and reflection pathways are approximately
perpendicular, the amount absorbed/reflected in low optical density image areas can
be substantially less than in high optical density areas. The perpendicular path passes
through the low optical density area twice and the high optical density area twice,
increasing the contrast.
[0034] In the first subgeneric method, the infrared radiation passing through the playing
card may be emitted from infrared emitters within a card handling device, such as
a card handling device selected from the group consisting of a delivery shoe, shuffling
apparatus or card randomizing apparatus.
[0035] In both methods, the playing card may be present within a playing card delivery shoe,
and the image content comprises image content of a top playing card in the delivery
shoe. At least some reflected radiation is reflected from a back of an at least second
playing card within the delivery shoe adjacent the top playing card. The inner surface
on the card handling device (e.g., the panel over the cards in a delivery tray in
a shuffler or delivery shoe) may be translucent to a range of infrared radiation within
the transmission range between 700nm, 750nm or at least780nm up to 1100nm and even
up to 2300nm. A system for controlled provision of image content of faces of a playing
card may have:
- a) a support surface for playing cards;
- b) a source of infrared radiation;
- c) an infrared sensitive camera; and
- d) a processor.
[0036] The infrared sensitive camera is positioned to capture infrared radiation transmitted
through the playing cards and transmit information based on the captured radiation
to the processor; and the processor is configured to provide suit and rank information
of a playing card through which the infrared radiation was transmitted.
[0037] As with the two subgeneric aspects of the present technology, the source of infrared
radiation is below the playing card through which the infrared radiation was transmitted
and the infrared camera is above the playing card through which the infrared radiation
was transmitted, or the source of infrared radiation is above the playing card through
which the infrared radiation was transmitted, so that the infrared radiation is transmitted
through the playing card after reflection and the infrared camera is above the playing
card through which the infrared radiation was transmitted. Alternatively the source
of IR radiation may be above the playing card and the camera is then below (as in
an important application, a dealing, delivery or shuffler output shoe with camera,
prism-mirror under the first card and IR light built above and into front cover of
the shoe.
[0038] The source of infrared radiation may be located in a gaming table, in a device sitting
on top of the gaming table (box, tray, shoe, etc.) in a playing card delivery shoe
or in a playing card shuffling device. The support surface for playing cards may be
a casino gaming table top or be within a playing card delivery shoe or shuffler and
a source of infrared radiation is above and external to the playing card delivery
shoe or shuffler. An upper surface above the playing card support surface may transmit
infrared radiation, preferably in a range between 780nm and 1100nm, although IR emissions
up to 2300nm may be used. A video display screen may be present, and the processor
may be configured to transmit image data of the playing card suit and rank to the
video display screen and the video display screen is configured to enable display
of the transmitted image data.
[0039] In photography, a filter is a camera accessory consisting of an optical filter that
can be inserted in the optical path. The filter can be a square or oblong shape mounted
in a holder accessory, or, more commonly, a glass or plastic disk with a metal or
plastic ring frame, which can be screwed in front of or clipped onto the lens.
[0040] Filters modify the images recorded. Sometimes they are used to make only subtle changes
to images; other times the image would simply not be possible without them. In monochrome
photography, colored filters affect the relative brightness of different colours;
red lipstick may be rendered as anything from almost white to almost black with different
filters. Others change the color balance of images, so that photographs under incandescent
lighting show colours as they are perceived, rather than with a reddish tinge. There
are filters that distort the image in a desired way, diffusing an otherwise sharp
image, adding a starry effect, etc. Supplementary close-up lenses may be classified
as filters. Linear and circular polarising filters reduce oblique reflections from
non-metallic surfaces.
[0041] Many filters absorb part of the light available, necessitating longer exposure. As
the filter is in the optical path, any imperfections-non-flat or non-parallel surfaces,
reflections (minimised by optical coating), scratches, dirt-affect the image.
[0042] There is no universal standard naming system for filters. The Wratten numbers were
adopted in the early twentieth century and are used by several manufacturers. Color
correction filters are often identified by a code of the form CC50Y-CC for color correction,
50 for the strength of the filter, Y for yellow.
[0043] Optical filters are used in various areas of science, including in particular astronomy;
they are essentially the same as photographic filters, but in practice often need
far more accurately-controlled optical properties and precisely-defined transmission
curves than filters exclusively for photographic use. Photographic filters sell in
larger quantities at correspondingly lower prices than many laboratory filters.
[0044] A #87C filter will filter out all visible light, but since these filters gradually
filter out more and more light as the wavelength increases, the #87C will also filter
out a good amount of the infrared light. All though it filters out all visible light,
it still lets in enough of the infrared spectrum for clear crisp images. The #25 filter
lets in a significant amount of red light, and is often used in traditional photography
because it allows image previewing through the viewfinder.
[0045] The following is a table of % light transmission at different wavelengths for a few
of the filters specified above. One should be able to figure out the approximate behavior
of the other filters by comparing them to this table.
| |
% Transmission |
#25 |
#89B |
#87 |
#87C |
| |
@ 550 nm |
-- |
-- |
-- |
-- |
| Visible Light |
@ 600 nm |
50.00 |
-- |
-- |
-- |
| @ 650 nm |
87.60 |
-- |
-- |
-- |
| Red to near IR |
@ 700 nm |
89.50 |
11.20 |
-- |
-- |
| @ 750 nm |
89.50 |
83.10 |
-- 03.50 |
-- |
| IR radiation |
@ 800 nm |
89.50 |
88.10 |
56.90 |
3.00 |
| @ 850 nm |
89.50 |
89.20 |
78.50 |
48.40 |
| Infrared Radiation |
@ 900 nm |
89.50 |
89.90 |
81.90 |
80.60 |
| @ 950 nm |
89.50 |
90.40 |
83.60 |
86.50 |
| |
@ 1000 nm |
89.50 |
90.50 |
85.30 |
89.20 |
[0046] A consideration of the Figures will assist in a further appreciation of the scope
and content of the present invention.
[0047] Fig. 1 shows a perspective view of a playing card delivery shoe
300 useful within the scope of the present technology in combination with an overhead
camera system
330. The deliver shoe
300 is shown with its front delivery portion
302, a finger slot
304 for removal of playing cards (not shown), its back
301, side
306 and top panels
316 of the delivery shoe
300. A more modern mechanized shoe
300 is shown with card entry panel cover
314, side information and activation controls
308, with dealer information display
312 and activation button
310. To assist in enablement of one aspect of the present invention, the infrared penetrable
front panel
320 and the internal infrared emission system
322 is shown. The emission system
322 may be any technologically available source of IR, especially IR within the range
of 780-1200nm, and more preferably within the range of 780 to 1100nm. The emission
system
322 should provide enough fluence of IR radiation that the IR radiation will penetrate
the playing cards (not shown) behind the front panel
320 and above the mission source
322 and then be received by the camera system
330 which is often present on the ceiling in a gaming environment. These camera systems
330 are part of what is referred to as the "eye-in-the-sky" viewing systems within casinos.
The infrared radiation emitted from the system
320 penetrates at least one playing card that has been advanced into the front end
302 of the delivery shoe
300, and may include two or more (up to a reasonable limit to minimize IR emission requirements)
playing cards. It is also an enabled embodiment of the present technology to use ambient
or enhanced IR emissions in the casino environment to penetrate the IR transmissive
cover
320, penetrate a top card (the first card immediately under the plate
320), be reflected (in-part) by the top-side of the second playing card within the front
end
302 of the delivery shoe
300 and then repenetrate IR transmissive cover
320 and then be transmitted to and captured by the camera system
330. It is surprising that, especially with a cut-off filter
334 within the cover
332 or as the cover
332, modest amounts of ambient IR radiation can function accurately in this type of system.
Filtered radiation (having passed through cover
332 and cutoff filter
334 is then captured by the camera element
336 and the data from the captured signal (processed or not by a processor within the
camera element
336 is the transmitted through an output port (wired or wireless)
338 to a system that can electronically read and/or or display the captured IR image
data of the playing card information.
[0048] The cutoff filters are selected upon design parameters that are still novel and non-obvious
within the context of the present technology, even though cutoff filters may be themselves
commercially available with the properties that might be needed. The cutoff filters
effectively limit the radiation to which the cameras are sensitive to the range of
radiation passing through the playing cards. For example, if the emission system or
ambient IR penetrating playing cards has its maximum IR range within 800-1000nm, the
use o a cutoff filter allowing most of all radiation between 800-1000nm to penetrate
the filter, while absorbing or blocking most radiation below 790nm and above 1010nm
is effective is provide a sharper image, with higher contrast, of the playing card(s)
by removing background, or extraneous radiation wavelengths from the camera system.
As visible light is likely to be more intense than the IR radiation passing through
the cards, it would be more difficult for a system to try to discern what portions
of the image data were useful in reading card information when the vast amount of
energy entering the camera (if unfiltered) would likely be visible and/or ultraviolet
radiation. The cutoff filter increases the likelihood that most radiation received
by the camera is useful card image information.
[0049] The cutoff filters would similarly work within the camera information receiving capability
on a tabletop viewing system, such as that shown in Fig. 2. Fig. 2 shows a gaming
table layout with through-card reading capability on the table top itself
200 in combination with an overhead camera
330. All numbering that is identical with that from Figure 1 represents an identical component.
The tabletop
200 is shown with a base layer
202, a surface layer
206 (which, by way of non-limiting examples, may be felt or a felt laminate), and interface
or reflective and/or transmissive layer
207, and a playing card
210 on the surface
208 of surface layer
206. An optional (but preferred) system of IR emitters
204 embedded in the base layer
202 of the tabletop
200 is shown. Where the IR emitters
204 are present in a system, emitted IR radiation passes out of the base layer
202 and through the interface or transmissive layer
207, through the surface layer
206, through the playing card
210 (creating differential contrast images of playing card faces or values (not shown)
and is captured by one or more camera systems
330. The captured contrast images are then processed as described in the operation of
data capture and image formation in Figure 1. An ambient source of IR radiation
220 which could be on walls or the ceiling, emitting effective but harmless-to-human
levels of background IR radiation is also shown. These sources of IR radiation would
emit IR radiation at wavelengths designed to benefit or optimize the performance of
reflection off the surface
208 of the tabletop
200 or reflect off interface or layer
207 (where that layer or interface is constructed of IR reflective material). For example,
if the cutoff filter layer
334 in the camera system
330 and the camera
336 were designed to have maximum imaging capability between 800nm and 850nm, the IR
source
220 would emit at maximum intensity between 800 and 850nm, and the surface
208 and/or the surface layer
206 would be designed to efficiently reflect IR radiation between wavelengths of 800nm
and 850nm.
[0050] Fig. 3 shows a perspective view of a delivery shoe
400 with novel card reading capability using through-the-card imaging and refraction/reflection
technology. The delivery show
400 (which may alternatively be the front delivery end of a shuffling or randomizing
apparatus) has a housing
402, having a top
406, sides
408, first floor
410, back
412 and a second floor
418. A sliding pressure block
420 is shown pressing against a set of playing cards
422 in the delivery shoe
400. A roller
436 is shown on the bottom of the sliding pressure block
420 to assist its movement along the second floor
418 to provide pressure against the playing cards
422 to assure they are pressed against front slope
414 and available for removal through opening
432. The first floor
410 and the second floor
418 form a space (volume) therebetween to allow components of the system to be positioned.
A prism or mirror
404 is positioned beneath the front plate
414 within the space between the first floor
410 and second floor
418. The prism or mirror
404 (hereinafter referred to only as the prism) is in radiation receiving alignment with
at least one electromagnetic radiation emitter, especially an infrared radiation emitter
430 (shown as three IR-emitting LEDs, which may be in the horizontal alignment shown,
vertical alignment, diagonal alignment or organized arrangement). The infrared radiation
emitted from the emitters
430 are redirected (refraction and or reflection) after passing through at least one
playing card within the set of playing cards
422, the technology having been proven with transmission through at least two or at least
three cards clearly , and capability expected through more cards, such as up to ten
cards). (IR may be transmitted through 2 or 3 cards easily, but more would require
either more radiation or extended positioning of playing cards, because their indexes
would overlap. As many as about ten cards spread with their indexes open- this would
take space of about 2.5 inches, which can be done, but which is generally too much
to capture with camera lens because indexes would be to small; also, slide which holds
cards and roller would have to be almost horizontal). With dense paper cards, it is
likely that only one card may be transmitted with IR through the card. The redirected
from the prism
404 to a camera system
438 having a receiving element or lens or focusing element
404 and a output line
444 passing through an I/O port
442 or the like. It is important to note that essentially all standard playing cards
may be used in this system, at least with single card see-through reading. Unlike
some other systems where special cards must be marked or used, the present technology
on see-through cards is useful with commercially available standard playing card decks.
[0051] The light (electromagnetic radiation) passing through the cards
422 is redirected towards the camera system
438. The redirection may be by prism or mirror as previously stated, but a panel of optical
fibers (not shown) or even a semiconductor area detector with leads through the I/O
port
442 (not shown), or any other radiation capture device that can provide signals of the
radiation image received.
[0052] A top card symbol of the Three of Hearts
434 is shown beneath the front plate
414. The card is shown in right-read orientation, while in actual use, a mirror image
will be viewed, if camera is positioned above the card and right-read orientation
will be viewed if the camera is positioned below the card. Because of the position
of the radiation emitters
430, radiation is transmitted through the playing cards
422 at a position at a card corner where symbols are present. The image signals received
and transmitted through the I/O port
442 or along the output line
444 are sent to a processor (not shown) that executes code (e.g., including card recognition
software) to convert the captured signals into information identifying the card(s)
through which the radiation has passed. As radiation is attenuated passing through
each playing card, and as each card is slightly angled so that overlying symbols are
not in perfect registration, software can recognize and differentiate among multiple
images from the radiation penetrating through multiple cards. This can be expedited
for viewing the card index by slightly pulling ahead the first card, as by 1/3 the
length or width of the cards, as when the dealer starts dealing. By recognizing a
forward-most (relative to the front plate
414) image of symbols captured, and then further differentiating among the other sequential
sequences of images captured (assisted by the spacing provided by angling and thickness
of playing cards), suits and/or rank of multiple cards can be determined from the
radiation of the emitters
430 passing through the playing cards
422. In this manner, multiple playing cards at the ends of the delivery shoe tray (or
shuffler delivery tray) may be read. If the delivery tray holds cards in a more horizontal
position (as may be the case where multiple cards that form a single hand to be delivered
by a dealer to player positions), the emitters may be more vertically oriented and
the camera may be conveniently located closer to the faces of the playing cards. Cards
may be expelled into the delivery tray one at a time (for ease of reading and as enabled
by some existing shufflers) or in sets of, for example, 1-7 playing cards which may
be read in sets.
[0053] Fig. 4 shows a side view of a gaming table system
500, alternative undertable lighting systems
512 and
516 and camera system
514 enabling practice of one aspect of the present technology. This gaming system
500 is provided with a radiation transparent or translucent structural support
504 having a radiation penetrable game marking top
506 (such as a felt top) with at least markings
510 thereon to identify placement areas for cards and placement areas for wagers. Variable
independent or overlapping structures are shown in Figure 4 to conserve space. One
independent system has an diffuse radiation-emitter
516 below the surface of the structural support
504 so that emitted radiation passes through the game marking top
506 and creates differential optical densities as the radiation passes through the markings
510 and around (if opaque) and through (if transparent or translucent) an object (chip,
playing card, identification tag, marker, currency) placed on the game marking top
506. After the radiation from emitters
516 passes through or around the object (not shown) especially over the markings
510, it travels as radiation to at least one overhead camera (e.g.,
516b an overhead system on the ceiling or supported over the system) where received image
data is processed by a computer to identify image content, including playing card
rank, suit and content and use that information for display or hand reading, or strategy
analysis and/or player comping.
[0054] An alternative structure can use a bank or independent numbers of radiation emitters
513 below a radiation transparent support
504, with the orientation and alignment of the emitters
512 and either a single overhead camera
514b or a bank of overhead cameras
514a 514b 514c that receive the emitted radiation. For example, emitter
512b creates a linear radiation path
518b that passes through the transparent/translucent support base
504, the marking
510b on the table system
500 to the aligned overhead camera
514b. Similarly, using a single overhead camera
514b, emitter
512a emits the preferred wavelength of radiation through the transparent/translucent support
base
504, the marking
510a on the table system
500 to the aligned overhead camera
514b.
[0055] The table system has legs
502 that support the radiation transparent support
504 and the covering
508. The cameras
514a-c receive image-content information that passes through objects (e.g., infrared radiation
passing through playing cards, cellulosic materials, paper currency, player cards,
bar-code tickets, thin transparent polymeric materials, etc.) to provide substantive
image content of the object or when passing around the object (e.g., an opaque chip,
medallion, coinage etc.) provides object presence information (e.g., at least one
chip has been placed at a wagering position).
[0056] A system within the scope of this technology may include a table gaming system wherein
the source of infrared emitters emits wavelengths within the wavelength range of 800
- 1200 nanometers is the support surface is transparent to at least infrared radiation
between wavelengths of 800 to 1200 nanometers, and the infrared sensitive camera is
sensitive to at least some wavelengths between 800 and 1200 nanometers (even to 2300nm),
and wherein the emitters and cameras are aligned so that emitted radiation passes
through the support surface and through or around at least one object on the support
surface towards the infrared camera in sufficient intensity as to allow for object
recognition or see-through reading of the object, The system may include the at least
one object as a playing card and at least 5% of incident emitted infrared radiation
hitting a surface of the playing card passes through the playing card to the infrared
camera. The system may include the at least one object as a wagering token or chip
and less than 5% of incident emitted infrared radiation hitting a surface of the playing
card does not pass through the object to the infrared camera.
[0057] The lighting systems 512 can also be canisters that are replaceable within the table
top system (e.g., through holes in the radiation penetrable game marking top
506. In this case, if all illumination is through canisters and their lenses or covers
(and does not have to be done through a radiation penetrable game marking top
506 or even through a radiation transparent support
504, neither the game marking top or the support have to be transparent. To see the types
of structures similar to those that may be provided as a canister, refer to
U.S. Patent Nos. 6,299,534 and
7,367,884 (Breeding patents) which show optical-electrical devices that have transducers that
emit and receive reflected radiation, These types of devices can be used as emitters
and the reflected radiation receiving capability can (and should) be eliminated. In
this way, the canisters operate as sources of emitted radiation according to the practice
of the present technology by providing the IR radiation source (e.g., 700 to 2300nm)
as IR emitters, such as IR LEDs. Canisters similar to those of Figures 7, 8, 9 and
10 of
US 7,367,884 (with or without the necessity of a requirements of sensing capability in the canister)
can be used in the practice of the present invention.
[0058] Additionally, canisters may be provided with weight sensing capability to assist
in determining the presence of heavier objects, such as chips or tokens provided on
the surface of the emitters. This is useful where the emitters are used in locations
where wagers must be positioned. Weight sensing elements such as scales, springs,
flexing sensors, pressure sensors, force sensors, and the like may be incorporated
easily in the canisters, especially along or under the housing
136 or cover plate or token supporter
138 shown in Figures 7 and 8 of
US 7,367,884. The weight sensing device would be in electrical or wireless communication with
a processor to receive information. As chips at a specific location tend to be a uniform
weight, the steady weight registered at a specific wagering position can be quantified
into a specific number of chips. This is especially useful in roulette, where all
tokens for a player usually have the same nominal value, so that identifying a specific
number of chips also identifies a specific value for each wager.
[0059] The weight sensors may, for example, include nut are not limited to analog weight
sensors, precision balance scale and mechanical balance scales, strain gauge sensors
connected to Wheatstone bridge circuits and piezoelectric weight sensors..
[0060] Property variations between strain gauge sensors and strain gauge sensors can be
summarized as follows. Low Impedance Voltage Mode (LIVM) technology in the piezoelectric
force sensor controls press fit modules until 444 kN. LIVM technology may consist
in a miniature IC metal oxide silicon field effect transistor (MOSFET) amplifier built
into the housing of the sensor. The amplifier converts the high impedance voltage
signal from the quartz element to a much lower output impedance level, so the readout
instrument and long cable have a neglect effect on the signal quality. Because the
high impedance input to the IC amplifier is totally enclosed and thus shielded by
the metal housing. The LIVM sensor is relatively impervious to external electrostatic
interference and other disturbances. The sensor amplifier is a common drain, unity
gain "source follower" circuit with the source terminal brought out through a coaxial
connector on the sensor body Low output impedance (less than 100 ohms) makes the sensitivity
of the LIVM sensor independent of cable length within the frequency response limits
outlined in the chart. Basic system sensitivity does not change when cables are replaced
or changed. The sensitivity of the LIVM sensor is fixed at time of manufacture by
varying the total capacitance across the quartz crystal element. The highest possible
voltage sensitivity is obtained with no added capacitance across the element. The
discharge time constant (TC) of the low Impedance Voltage Mode (LIVM) is a very important
factor when considering the low frequency and the quasistatic response capabilities
of an LIVM system. The TC value related on the data sheet means the time (in seconds)
required for a sensor output voltage signal to discharge 63% of its initial value
immediately following the application of a long term, steady state input change, this
effect provide on quasi-static behavior of the force sensor. In all applications,
where is necessary monitoring processes with a constant value of reaction force, a
quasi-static behavior is fundamental to have a control, although if the piezoelectric
sensor don't own a quasi-static behavior, in all situation where the force continue
in constant value, the value of force goes immediately to zero value.
[0061] When using strain gauges any elastic deformation of the measuring body is first
converted to a change in strain gauge resistance, so that a Wheatstone bridge circuit
electrical output signal can then be generated.
[0062] By contrast the basis of the piezoelectric effect is that crystals under compressive
loading generate an electric charge that is directly proportional to the force applied.
[0063] The weight sensing component may also be a flexible piezoelectric resistor having
at least two cathodes thereon. When current passes through the piezoelectric resistor
and pressure (e.g., weight) causes changes on the resistor, the current changes. This
type of weight/pressure indicating and measuring technology is shown in .S. Patent
No.
8,132,468 (Radivojevic). These piezoelectric sensors comprise nanotubes or nanofilaments in
an elastic carrier layer. Another aspect of this weight measuring technology is the
used of chips of different values with individual different weights.
[0064] It is also possible within the scope of the present technology to use chips that
are translucent to infrared radiation, such that multiple chips may be identified
and counted using this system. By using chips, tokens or markers that are transparent
or preferably only translucent to infrared radiation (or even visible radiation and
UV radiation), the camera system (overhead or even reflective) may be used to read
numbers of chips and even amounts of value in chips. As the translucent chips can
be provided with radiation attenuating fiducials, markings, identification marks,
pattern or symbols, differing optical densities to the emitted radiation, and the
like which can identify the value of chips, the radiation transmitted through the
chips can be used to count chips and total values of chips being wagered at a specific
position. This is shown in Figure 5, which shows the following patterns and markings
identifying numbers and values of chips in single images, even through multiple chips.
The features of the chips are shown without separately distinguishing the chips as
overlying or underlying, as the actual images created by the penetrating radiation
show all edge features and markings, as would an X-ray, so that the Figure 5 images
(5A, 5B, 5C, 5D, 5E, 5F, 5G and 5H) show realistic rendition showing all features
of all chips. It is to be noted that the valuing of chips by these methodologies can
be used not only for wagers, but also for payouts by the casino and for cashing in
chips. The chip valuation can also be manually verified, but the electronic verification
(with or without verification) can be used in accounting functions for individual
players and for the total number of players at the table. There may be multiple weighing
positions at each player position, as different games may have different numbers of
distinct wagers, as in Three-Card Poker™ games, Four-Card Poker™ games, Ultimate Texas
Hold'Em™ poker games, Pai Gow Bonus™ poker games and the like. By using these accurate
wager, payout and cash-out (cashed-in) value determinations and the use of card-reading
and hand reading, and hand evaluation systems, a complete record of a game played
can be recorded, verified and controlled to prevent fraud and error.
[0065] Figure 5A shows a single chip
550 with a nominal value of 1 unit having unique radiation attenuating marking
550a identifying the chip as a 1 unit chip.
[0066] Figure 5B shows a single chip
552 with a nominal value of 5 units having unique radiation attenuating marking
552a identifying the chip as a 5 unit chip.
[0067] Figure 5C shows a single chip
554 with a nominal value of 25 units having unique radiation attenuating marking
554a identifying the chip as a 25 unit chip.
[0068] Figure 5D shows a single chip
556 with a nominal value of 100 units having unique radiation attenuating marking
556a identifying the chip as a 100 unit chip.
[0069] Figure 5E shows two chips
550,
554 overlying each other. The two distinct markings
550a, 554a attenuating emitted radiation are shown as distinct elements of the image that can
be optically read by a distal viewer having the infrared image converted to a visible
display, or by purely mechanical means, with an image reader interpreting the distinct
markings.
[0070] Figure 5F shows three chips
550,
554,
556 overlying each other. The three distinct markings
550a,
554a,
556a attenuating emitted radiation are shown as distinct elements of the image that can
be optically read by a distal viewer having the infrared image converted to a visible
display, or by purely mechanical means, with an image reader interpreting the distinct
markings. The automatic reading function would identify one chip each of 1 unit value,
25 unit value and 100 unit value and total that as 126 units wagered at that position.
[0071] Figure 5G shows four chips
550,
552,
554,
556 overlying each other. The four distinct markings
550a,
552a,
554a,
556a attenuating emitted radiation are shown as distinct elements of the image that can
be optically read by a distal viewer having the infrared image converted to a visible
display, or by purely mechanical means, with an image reader interpreting the distinct
markings. The automatic reading function would identify one chip each of 1 unit value,
5 unit value, 25 unit value and 100 unit value and total that as 131 units wagered
at that position.
[0072] Note that the image in FIG. 5G is of four perfectly overlain and aligned chips of
different values, and that each chip marking is distinctly viewable because the markings
are impossible to be positioned where one marking completely blocks reading of a different
marking because of positioning and size, and location of markings. Even the similar
markings of FIG. 5E can never be confused. Modern chips tend to vary in weight among
different casinos in the U.S., with disclosed weights between about 8 and 14 grams/chip,
typically between 8.3g and 12.5g per chip. In the practice of the present technology,
greater standardization may be provided or each casino can use its own unique weight
of chips. A single system may be self-educating and can be customized and self-adjusting
for weights of chips. For example, at the beginning of each day or shift change, one
single chip (at a time) and then collectively one of each chip at the same time. The
system will self-adjust and self-calibrate for the chips of the actual weight (whether
unique or not) used at that facility. This self-calibration will assure that the weight-sensing
system if functional and accurate each day and even for each session (which may be
2, 4, 6, or 8 hours).
[0073] It is possible that chips of similar value can be precisely positioned such that
identical markings may be perfectly aligned in a perfectly vertical emission, penetration
and receiving of the emitted radiation image. Even with a small probability of this
occurring, the use of an accompanying weighing function (as described above) in combination
with the value reading would indicate to the server or observer that there is a deficiency
in the reading at a particular position. However, having the radiation emission, the
direction (angle) in which radiation passes through the stack of chips, and the angle
at which a camera receives the transmitted radiation image will alleviate this issue.
As shown in FIG. 5H, with this angularity of transmission of the radiation, a perfect
stack would have the appearance of being off-set. This would prevent readings that
would completely obscure underlying values, even if aligned along a vertical perspective.
As shown in FIG. 5H, two one unit chips
550 are in a stack, one on the top of the stack and one on the bottom of the stack. The
stack is in perfect vertical alignment, with all chips concentric. However, because
of the angularity of the radiation creating the image, the two 1 unit markings
550a are clearly and separately visible.
[0074] Therefore, another distinct aspect of the see-through technology described herein
includes the use of see-through (radiation transmitting or translucent) chips having
markings thereon that can distinguish there value based on different imagery produced
by different optical and opaque and attenuating image density within the chips.
[0075] Fig. 6 shows a side cutaway view of a gaming table
600, under-table lighting system
610 and camera system
612, and weighing system
614 for chips enabling practice of one aspect of the present technology. The table
600 has a top infrared translucent/transparent support surface
604 supporting a top layer
602 which may be traditional felt or special IR transparent covering. Individual wagering
areas
614 have at least a portion of a weighing system associated therewith, as the weight
sensors
618 and their communication link
616 to the weighing areas. Non-wired (e.g., RF) communication links may also be used.
At the bottom of the table
600 may be a base support layer
608, supporting a layer
606 having IR light(s)
610 that emit upwardly through layers
604 and
602 to the camera
612.
[0076] The present technology therefore also includes a system for controlled provision
of image content of wagering chips at a wagering position on a gaming table including:
- a) a support surface on the gaming table for the wagering chips;
- b) a source of infrared radiation;
- c) an infrared sensitive camera; and
- d) a processor;
the infrared sensitive camera positioned to capture infrared radiation transmitted
through the wagering chips at the wagering position and transmit information based
on the captured radiation to the processor; and
the processor configured to provide at least numbers of chips at the wagering position.
[0077] The wagering chips of different value in a single stack of chip may have different
infrared viewable indicia thereon and the infrared sensitive camera captures infrared
radiation transmitted through the wagering chips at the wagering position and transmit
information based on the captured radiation to the processor which images more than
one different viewable indicia and the processor executes code to identify different
value among chips in the stack of chips.
[0078] Therefore a method within the present technology may be used including a method for
reading information from a chip or marker while one or more chips are stacked on a
gaming surface (e.g., table). The chips are at least translucent to specific wavelengths
of radiation, such as the IR portion of the spectrum. An infrared-sensitive camera
(which may be the same camera used to identify individual playing cards) may be used
over the chips to identify individual chips and collections of chips by number of
chips and value of chips. The term over means on an opposite side of the chip from
the source of radiation that penetrates the translucent chip. The camera receives
infrared information passing through the chip. A filter on the camera filters out
at least some visible and some infrared radiation (infrared radiation is defined herein
as radiation above 700nm wavelengths up to 2300 nm, preferably at least 750nm or at
least 780 nm up to about 2300nm), allowing a defined range of infrared radiation into
the camera. The camera captures radiation within the defined range of radiation and
transmits (and/or temporarily stores) signals based on the captured radiation. A processor
receives the transmitted signals and executes code to define patterns in the captured
radiation. The defined patterns include image content of numbers of chips and values
of chips as indicated above. With chip reading, chips transparent to visible radiation
and visible light sensitive cameras may be used, but that light might be more annoying
to players.
[0079] The see-through technology need not be used at the extreme ends of the delivery shoe
or on the shuffler. Numerous designs exist for intermediate reading of playing cards,
and so the present card-imaging technology may be used in known shuffler and mechanical
card delivery trays (where cards are moved by electromagnetically operated components)
in intermediate positions, as between card input areas and the card delivery areas.
The cards may be read while moving, or may be stopped as individual cards or in sets
of cards, or in individual hands, as desired.
[0080] This method may use physical playing cards wherein the randomization is effected
by shuffling of the physical playing cards, as by manual shuffling or an electromechanical
shuffler. The physical playing cards are preferably a single deck of physical playing
cards and randomization is effected by automated electromechanical shuffling of the
physical playing cards. The playing cards may be virtual playing cards and the method
is performed on a system comprising a processor, a video display screen and player
input controls and the processor displays hands at a virtual player position and a
virtual dealer position and a random number generator provides random individual cards
for the first subset of playing cards and the second subset of playing cards. The
set of playing cards should comprise at least a standard deck of playing cards, fifty-two
cards having four suits (spades, hearts, diamonds and clubs) having ranks from 2 to
Ace. Multiple decks and/or specialty cards may also be included with the deck. The
deck(s) must be randomized by shuffling to provide cards in a random order. The transformation
of cards into a random order must be done before the play of each round of the game
so that the cards provided cannot be predicted with any significant degree of certainty.
The dealer controls the play of the game and dictates the rules of play of the game.
The dealer will not allow cards to be dealt to player positions unless the appropriate
wager is verified by the dealer. The dealer segments the shuffled set of playing cards
into random content subsets of exactly the number of cards that the dealer must provide
in each step of the method. The cards may be manually dealt or automatically dealt
by a shuffling apparatus. The shuffling apparatus may be a batch shuffler or a continuous
shuffler. Cards may be provided one at a time from a delivery position in the shuffler,
entire randomized deck(s) may be provided from the shufflers, or individual hands
of exactly three cards for delivery to individual player positions and the dealer
position. There are a number of variations in the play of the game that may be used.
[0081] The shuffling may be performed by a number of various methods, including manual shuffling
to produce a randomized set of playing cards. The automatic shufflers may operate
by either actually shuffling a portion of or entire set of playing cards (e.g., one
or more decks of playing cards), or by providing hands or subsets of playing cards
randomly out of the original complete set of playing cards. The cards may be batch
shuffled or continuously shuffled (returned, spent cards from previous hands are returned
to the machine and randomly distributed among cards already in the machine). The shuffling
mechanism may be accomplished by use of carousels (or linear moving stacked arrays)
of multiple compartments into which cards are inserted (randomly or in predetermined
locations among the compartments) and then unloaded from the compartments (randomly
or in predetermined order of compartments) so that random hands or subsets of playing
cards are distributed to a delivery area for distribution by the dealer. The cards
may also be delivered to a delivery tray by random removal (e.g., random ejection
as understood in the art, or random removal by any other technology) from the original
set and delivery of the randomly withdrawn/removed cards to the delivery tray to form
random hands or random subsets in the delivery tray.
[0082] Among the various types of shufflers available commercially into which this technology
may be incorporated include, but are not limited to:
U.S. Patent Nos. 8,544,848;
8,480,088;
8.267,404;
8,150,157;
8,025,294;
8,011,611;
7,988,152;
7,976,023;
7,967,294;
7,764,836;
7,753,373;
7.,677,566;
7,677,565;
7,669,852;
7,661,676; and
7,073,791.
[0083] The see-through card imaging technology described herein can be integrated into these
and other shufflers at strategic points in card movement or card stoppage using the
skills of the ordinary artisan. The method may have radiation passing through the
playing card is emitted above the image face of the playing card and transmitted through
the playing card to the camera.
[0084] The infrared radiation passing through the playing card may be emitted above the
image face of the playing card, passes through the playing card back a first time
and is reflected (e.g., by a mirro), refracted (e.g., by a prism) or collected then
transmitted (e.g., by fiber optics) to the camera. The method may be practiced wherein
the back of the playing card is in contact an inner surface on a card delivery shoe
or tray, and the emitted light passes from or through the inner surface a first time
and is captured by the camera. The infrared radiation passing through the playing
card may be emitted from infrared emitters within an electromechanical card handling
device.
[0085] It is possible, with a novel arrangement of elements can provide image recognition
functionality with same-side, partial through the card imaging by reflection. For
example, the radiation emitter may be relatively below the cards, mitted light/radiation
reflected off the faces of cards, then transmitted through the cards to the camera.
A prism, fiber optics or reflective surface (other than the cards) can assist in redirecting
the reflected and through the card transmitted radiation to the camera. This is accomplished
by simply putting the infrared radiation emitter(s)
430 below the face of the cards in Figure 3.
[0086] As shown in reference materials cited herein, there are numerous imaging technologies
that can be used with the captured image data to assist in determining playing card
information (e.g., suit, rank, authenticity, verification of composite hands, etc.).
Any of these software or computational or imaging technologies can be used in the
practice of the present technology.
1. Verfahren zum Lesen von Informationen von einem Spielelement, das aus der Gruppe ausgewählt
ist, die aus Spielkarten (210; 422) und Wettchips besteht, während eine Bildseite
des Spielelements durch eine gegenüber sichtbarem Licht undurchlässige Rückseite verborgen
ist, umfassend:
eine infrarot-empfindliche Kamera (330, 336; 438; 514; 612), die hinter der Spielelement-Rückseite
positioniert ist und Infrarotinformationen empfängt, die das Spielelement durchqueren;
ein Filter (334) auf der Kamera (330, 336; 438; 514; 612), das zumindest etwas sichtbare
und
etwas Infrarotstrahlung herausfiltert, wodurch ein definierter Wellenlängenbereich
von Infrarotstrahlung in die Kamera (330, 336; 438; 514; 612) gelassen wird;
wobei die Kamera (330, 336; 438; 514; 612) Strahlung innerhalb des definierten Strahlungsbereichs
aufnimmt und Signale sendet, die auf der aufgenommenen Strahlung basieren;
einen Prozessor, der die gesendeten Signale empfängt und Code ausführt, um Strukturen
der aufgenommenen Strahlung zu definieren; und
wobei die definierten Strukturen Bildinhalt von Farbe und/oder Wert auf der Bildseite
des Spielelements umfassen.
2. Verfahren nach Anspruch 1, wobei das Filter (334) einen maximalen Durchlässigkeitsbereich
zwischen 700 nm und 2300 nm aufweist.
3. Verfahren nach Anspruch 2, wobei Strahlung, die das Spielelement durchquert, das eine
Spielkarte (210; 422) umfasst, durch die Bildseite der Spielkarte emittiert wird und
durch die Spielkarte zur Kamera (330, 336; 438; 514; 612) durchgelassen wird.
4. Verfahren nach Anspruch 2, wobei Infrarotstrahlung, die das Spielelement durchquert,
das eine Spielkarte (210; 422) umfasst, über der Bildseite der Spielkarte emittiert
wird, die Spielkartenrückseite ein erstes Mal durchquert, reflektiert und dann zur
Kamera (330, 336; 438; 514; 612) durchgelassen wird.
5. Verfahren nach Anspruch 1, wobei Licht, das das Spielelement durchquert, das eine
Spielkarte (210; 422) umfasst, durch Infrarotquellen (322; 204; 430; 512, 516; 610)
über der Rückseite der Spielkarte emittiert wird und durch ein Prisma zur Kamera (330,
336; 438; 514; 612) gebrochen wird.
6. Verfahren nach Anspruch 1, wobei Licht, das das Spielelement durchquert, das eine
Spielkarte (210; 422) umfasst, durch Infrarotquellen (322; 204; 430; 512, 516; 610)
über der Rückseite der Spielkarte emittiert und durch optische Fasern aufgenommen
und zu der Kamera (330, 336; 438; 514; 612) durchgelassen wird.
7. Verfahren nach Anspruch 5, wobei die Rückseite der Spielkarte mit einer Innenfläche
auf einem Kartenausgabeschuh oder -schlitten (300; 400) in Kontakt ist und das emittierte
Licht ein erstes Mal von oder durch die Innenfläche durchquert und durch die Kamera
(330, 336; 438; 514; 612) aufgenommen wird.
8. Verfahren nach Anspruch 2, wobei die Infrarotstrahlung, die das Spielelement durchquert,
das eine Spielkarte (210; 422) umfasst, von Infrarot-Emittern (322; 204; 430; 512,
516; 610) innerhalb einer Vorrichtung emittiert wird, die von der Gruppe ausgewählt
wird, die aus einer elektromechanischen Kartenhandhabungsvorrichtung, einem Ausgabeschuh,
einer Mischeinrichtung oder Einrichtung (300; 400) zur zufälligen Anordnung von Karten
besteht.
9. Verfahren nach Anspruch 8 wobei mindestens etwas durchgelassene Strahlung nach dem
Durchlassen durch die Spielkarte (210; 422) zur Kamera (330, 336; 438; 514; 612) reflektiert
oder gebrochen wird.
10. System zur kontrollierten Bereitstellung von Bildinhalt von Vorderseiten einer Spielkarte
(210; 422), umfassend:
a) eine Auflagefläche (200; 504, 506; 600) zum Spielen mit Karten (210; 422);
b) eine Infrarotstrahlungsquelle (322; 204; 430; 512, 516; 610);
c) eine infrarot-empfindliche Kamera (330, 336; 438; 514; 612); und
d) einen Prozessor;
dadurch gekennzeichnet, dass die infrarot-empfindliche Kamera (330, 336; 438; 514; 612) positioniert ist, um Infrarotstrahlung
aufzunehmen, die durch die Spielkarten (210; 422) durchgelassen wurde, und Informationen
basierend auf der aufgenommenen Strahlung an den Prozessor zu senden; und
der Prozessor ausgebildet ist, um Farb- und/oder Wertinformationen einer Spielkarte
(210; 422) bereitzustellen, durch die die Infrarotstrahlung durchgelassen wurde.
11. System nach Anspruch 10, wobei die Infrarotstrahlungsquelle sich über einer Rückseite
der Spielkarte (210; 422) befindet, durch die die Infrarotstrahlung durchgelassen
wurde, und die Infrarotkamera (330, 336; 438; 514; 612) sich unter einer Vorderseite
der Spielkarte (210; 422) befindet, durch die die Infrarotstrahlung durchgelassen
wurde.
12. System nach Anspruch 11, wobei die Infrarotstrahlungsquelle (322; 204; 430; 512, 516;
610) Infrarotstrahlung hin zu der undurchlässigen Rückseite der Spielkarte (210; 422)
emittiert, durch die die Infrarotstrahlung durchgelassen wurde, derart dass die Infrarotstrahlung
durchgelassen wird und zu der Kamera (330, 336; 438; 514; 612) reflektiert, gebrochen
oder aufgenommen und durchgelassen wird.
13. System nach Anspruch 12, wobei die Infrarotstrahlungsquelle (322; 204; 430; 512, 516;
610) sich befindet a) in einem Spielkarten-Ausgabeschuh (300; 400), b) in einer Spielkarten-Mischvorrichtung
oder c) wobei die Auflagefläche (200; 504, 506; 600) zum Kartenspielen ein Spieltisch
ist und die Infrarotstrahlungsquelle (322; 204; 430; 512, 516; 610) sich über und
außerhalb des Spieltischs befindet und die Kamera (330, 336; 438; 514; 612) sich unter
der Fläche des Spieltischs befindet.
14. System nach Anspruch 13, wobei eine obere Fläche über der Spielkarten-Auflagefläche
Infrarotstrahlung in einem Bereich zwischen 700 nm und 1200 nm durchlässt und ein
Strahlungssperrfilter (334) zwischen den Spielkarten (210; 422) und der infrarot-empfindlichen
Kamera (330, 336; 438; 514; 612) positioniert ist, wobei das Sperrfilter Mengen von
sichtbarer Strahlung reduziert, die das Filter mit einer Rate durchqueren, die höher
als die Reduktionsrate der Infrarotstrahlung ist, gegenüber der die infrarotempfindliche
Kamera empfindlich ist.
15. System nach Anspruch 10, wobei die Infrarotstrahlungsquelle (322; 204; 430; 512, 516;
610) Wellenlängen innerhalb des Wellenlängenbereichs von 700 bis 1200 Nanometern emittiert,
die Auflagefläche mindestens gegenüber Infrarotstrahlung zwischen Wellenlängen von
700 bis 1200 Nanometern empfindlich ist und die infrarot-empfindliche Kamera (330,
336; 438; 514; 612) mindestens gegenüber einigen Wellenlängen zwischen 700 und 1200
Nanometern empfindlich ist und wobei die Infrarotstrahlungsquelle (322; 204; 430;
512, 516; 610) und Kameras (330, 336; 438; 514; 612) derart ausgerichtet sind, dass
emittierte Strahlung die Auflagefläche und durch oder um mindestens ein Objekt auf
der Auflagefläche herum hin zu der Infrarotkamera (330, 336; 438; 514; 612) mit einer
Stärke durchquert, die ausreicht, um Objekterkennung oder Durchseh-Lesen von dem mindestens
einen Objekt zu ermöglichen, wobei das mindestens eine Objekt eine Spielkarte ist
und mindestens 5% der einfallenden emittierten Infrarotstrahlung, die auf eine Fläche
der Spielkarte trifft, die Spielkarte zur Infrarotkamera (330, 336; 438; 514; 612)
durchquert.
1. Procédé de lecture d'informations à partir d'un élément de jeu sélectionné parmi le
groupe constitué de cartes à jouer (210; 422) et de jetons de pari tandis qu'une face
d'image de l'élément de jeu est cachée par un dos opaque à la lumière visible, comprenant
:
une caméra sensible aux infrarouges (330, 336 ; 438 ; 514 ; 612) positionnée derrière
le dos d'élément de jeu reçoit des informations infrarouges passant à travers l'élément
de jeu ;
un filtre (334) sur la caméra (330, 336 ; 438 ; 514 ; 612) filtrant au moins une partie
du rayonnement visible et
une partie du rayonnement infrarouge, autorisant une plage définie de longueurs d'onde
de rayonnement infrarouge à entrer dans la caméra (330, 336 ; 438 ; 514 ; 612) ;
la caméra (330, 336 ; 438 ; 514 ; 612) capturant un rayonnement à l'intérieur de la
plage de rayonnement définie et transmettant des signaux sur la base du rayonnement
capturé ;
un processeur recevant les signaux transmis et exécutant un code pour définir des
motifs dans le rayonnement capturé ; et
les motifs définis incluant un contenu d'image de couleur et/ou de numéro sur la face
d'image de l'élément de jeu.
2. Procédé selon la revendication 1 dans lequel le filtre (334) possède une plage de
transmission maximale entre 700 nm et 2300 nm.
3. Procédé selon la revendication 2 dans lequel un rayonnement passant à travers l'élément
de jeu comprenant une carte à jouer (210 ; 422) est émis à travers la face d'image
de la carte à jouer et transmis à travers la carte à jouer vers la caméra (330, 336
; 438 ; 514 ; 612).
4. Procédé selon la revendication 2 dans lequel un rayonnement infrarouge passant à travers
l'élément de jeu comprenant une carte à jouer (210 ; 422) est émis au-dessus de la
face d'image de la carte à jouer, passe à travers le dos de carte à jouer une première
fois et est réfléchi, puis transmis vers la caméra (330, 336 ; 438 ; 514 ; 612).
5. Procédé selon la revendication 1 dans lequel une lumière passant à travers l'élément
de jeu comprenant une carte à jouer (210 ; 422) est émise par des sources infrarouges
(322 ; 204 ; 430 ; 512, 516 ; 610) au-dessus du dos de la carte à jouer et réfractée
par un prisme vers la caméra (330, 336 ; 438 ; 514 ; 612).
6. Procédé selon la revendication 1 dans lequel une lumière passant à travers l'élément
de jeu comprenant une carte à jouer (210 ; 422) est émise par des sources infrarouges
(322 ; 204 ; 430 ; 512, 516 ; 610) au-dessus du dos de la carte à jouer et capturée
et transmise par des fibres optiques vers la caméra (330, 336 ; 438 ; 514 ; 612).
7. Procédé selon la revendication 5, dans lequel le dos de la carte à jouer est en contact
avec une surface interne sur un sabot ou plateau de distribution de cartes (300 ;
400) et la lumière émise passe à partir de ou à travers la surface interne une première
fois et est capturée par la caméra (330, 336 ; 438 ; 514 ; 612).
8. Procédé selon la revendication 2 dans lequel le rayonnement infrarouge passant à travers
l'élément de jeu comprenant une carte à jouer (210 ; 422) est émis par des émetteurs
infrarouges (322 ; 204 ; 430 ; 512, 516 ; 610) à l'intérieur d'un dispositif sélectionné
parmi le groupe constitué d'un dispositif électromécanique de manipulation de cartes,
d'un sabot de distribution, d'un appareil de brassage ou d'un appareil de répartition
aléatoire de cartes (300 ; 400).
9. Procédé selon la revendication 8, dans lequel au moins une partie du rayonnement transmis
est réfléchie ou réfractée vers la caméra (330, 336 ; 438 ; 514 ; 612) après la transmission
à travers la carte à jouer (210 ; 422).
10. Système pour la fourniture commandée de contenu d'image de faces d'une carte à jouer
(210 ; 422) comprenant :
a) une surface de support (200 ; 504, 506 ; 600) pour des cartes à jouer (210 ; 422)
;
b) une source de rayonnement infrarouge (322 ; 204 ; 430 ; 512, 516 ; 610) ;
c) une caméra sensible aux infrarouges (330, 336 ; 438 ; 514 ; 612) ; et
d) un processeur ;
caractérisé en ce que la caméra sensible aux infrarouges (330, 336 ; 438 ; 514 ; 612) est positionnée pour
capturer un rayonnement infrarouge transmis à travers les cartes à jouer (210 ; 422)
et pour transmettre des informations basées sur le rayonnement capturé au processeur
; et
le processeur est configuré pour fournir des informations de couleur et/ou de nombre
d'une carte à jouer (210 ; 422) à travers laquelle le rayonnement infrarouge a été
transmis.
11. Système selon la revendication 10 dans lequel la source de rayonnement infrarouge
est au-dessus d'un dos de la carte à jouer (210 ; 422) à travers laquelle le rayonnement
infrarouge a été transmis et la caméra infrarouge (330, 336 ; 438 ; 514 ; 612) est
située sous une face de la carte à jouer (210 ; 422) à travers laquelle le rayonnement
infrarouge a été transmis.
12. Système selon la revendication 11 dans lequel la source de rayonnement infrarouge
(322; 204; 430; 512, 516; 610) émet un rayonnement infrarouge en direction du dos
opaque de la carte à jouer (210 ; 422) à travers laquelle le rayonnement infrarouge
a été transmis, de sorte que le rayonnement infrarouge est transmis à travers et est
réfléchi, réfracté ou capturé et transmis à la caméra (330, 336 ; 438 ; 514 ; 612).
13. Système selon la revendication 12 dans lequel la source de rayonnement infrarouge
(322 ; 204 ; 430 ; 512, 516 ; 610) est située a) dans un sabot de distribution de
cartes à jouer (300 ; 400), b) dans un dispositif de brassage de cartes à jouer ou
c) dans lequel la surface de support (200 ; 504, 506 ; 600) pour cartes à jouer est
une table de jeu et la source de rayonnement infrarouge (322 ; 204 ; 430 ; 512, 516
; 610) est au-dessus et externe à la table de jeu et la caméra (330, 336 ; 438 ; 514
; 612) est au-dessous la surface de la table de jeu.
14. Système selon la revendication 13 dans lequel une surface supérieure au-dessus de
la surface de support de cartes à jouer transmet un rayonnement infrarouge dans une
plage entre 700 nm et 1200 nm et un filtre de coupure de rayonnement (334) est positionné
entre les cartes à jouer (210 ; 422) et la caméra sensible aux infrarouges (330, 336
; 438 ; 514 ; 612), le filtre de coupure réduisant les quantités de rayonnement visible
passant à travers le filtre à un taux supérieur au taux de réduction du rayonnement
infrarouge auquel la caméra sensible aux infrarouges est sensible.
15. Système selon la revendication 10 dans lequel la source de rayonnement infrarouge
(322 ; 204 ; 430 ; 512, 516 ; 610) émet des longueurs d'onde à l'intérieur de la plage
de longueurs d'onde de 700 à 1200 nanomètres, la surface de support est transparente
au moins à un rayonnement infrarouge entre des longueurs d'onde de 700 à 1200 nanomètres,
et la caméra sensible aux infrarouges (330, 336 ; 438 ; 514 ; 612) est sensible à
au moins certaines longueurs d'onde entre 700 et 1200 nanomètres, et dans lequel la
source de rayonnement infrarouge (322 ; 204 ; 430 ; 512, 516 ; 610) et les caméras
(330, 336 ; 438 ; 514 ; 612) sont alignées de sorte qu'un rayonnement émis passe à
travers la surface de support et à travers ou autour d'au moins un objet sur la surface
de support en direction de la caméra infrarouge (330, 336 ; 438 ; 514 ; 612) à une
intensité suffisante pour permettre une reconnaissance d'objet ou une lecture en transparence
de l'au moins un objet, dans lequel l'au moins un objet est une carte à jouer et au
moins 5 % du rayonnement infrarouge émis incident frappant une surface de la carte
à jouer passe à travers la carte à jouer vers la caméra infrarouge (330, 336 ; 438
; 514 ; 612).