Nothing Special   »   [go: up one dir, main page]

US20180021681A1 - Computer systems and computer-implemented methods for conducting and playing personalized games based on vocal and non-vocal game entries - Google Patents

Computer systems and computer-implemented methods for conducting and playing personalized games based on vocal and non-vocal game entries Download PDF

Info

Publication number
US20180021681A1
US20180021681A1 US15/724,703 US201715724703A US2018021681A1 US 20180021681 A1 US20180021681 A1 US 20180021681A1 US 201715724703 A US201715724703 A US 201715724703A US 2018021681 A1 US2018021681 A1 US 2018021681A1
Authority
US
United States
Prior art keywords
user
game
real
time
vocal
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Abandoned
Application number
US15/724,703
Inventor
Evangelos Litos
George Zenefilis
Antonios Dimos
Vasiliki Velitsou
Androniki Tzivanaki
Andreas Ninios
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Lntralot SA - Integrated Lottery Systems And Services
Original Assignee
Lntralot SA - Integrated Lottery Systems And Services
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Lntralot SA - Integrated Lottery Systems And Services filed Critical Lntralot SA - Integrated Lottery Systems And Services
Priority to US15/724,703 priority Critical patent/US20180021681A1/en
Publication of US20180021681A1 publication Critical patent/US20180021681A1/en
Priority to US16/018,565 priority patent/US20180369695A1/en
Priority to US16/363,714 priority patent/US20190217200A1/en
Abandoned legal-status Critical Current

Links

Images

Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/63Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/215Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3204Player-machine interfaces
    • G07F17/3206Player sensing means, e.g. presence detection, biometrics
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3204Player-machine interfaces
    • G07F17/3209Input means, e.g. buttons, touch screen
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3272Games involving multiple players
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3286Type of games
    • G07F17/329Regular and instant lottery, e.g. electronic scratch cards
    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10LSPEECH ANALYSIS TECHNIQUES OR SPEECH SYNTHESIS; SPEECH RECOGNITION; SPEECH OR VOICE PROCESSING TECHNIQUES; SPEECH OR AUDIO CODING OR DECODING
    • G10L17/00Speaker identification or verification techniques
    • G10L17/22Interactive procedures; Man-machine interfaces

Definitions

  • the instant invention is related to computer methods/systems to conduct and play games.
  • Speech recognition is the translation of spoken words into text. Speech recognition is also known as “automatic speech recognition” (ASR), “computer speech recognition”, or “speech to text” (STT). Speech recognition applications include voice user interfaces such as voice dialing (e.g., “call home”), call routing (e.g., “I would like to make a collect call”), domotic appliance control, search (e.g., find a podcast where particular words were spoken), simple data entry (e.g., entering a credit card number), reparation of structured documents (e.g., a radiology report), speech-to-text processing (e.g., word processors or emails), and aircraft (typically termed Direct Voice Input).
  • voice dialing e.g., “call home”
  • call routing e.g., “I would like to make a collect call”
  • search e.g., find a podcast where particular words were spoken
  • simple data entry e.g., entering a credit card number
  • reparation of structured documents e
  • voice recognition or “speaker identification” refers to identifying the speaker, rather than what they are saying. Recognizing the speaker can simplify the task of translating speech in systems that have been trained on a specific person's voice or it can be used to authenticate or verify the identity of a speaker as part of a security process.
  • the instant invention provides for a computer system, including: a) at least one server and software stored on a computer readable medium accessible by the at least one server; where the software is at least configured to: i) generate, in real-time, game data of at least one personalized game based, at least in part, on at least one data source, where the at least one data source is identified by at least one user, where the at least one data source includes values corresponding to at least one of the following parameters: 1) at least one meteorological condition of at least one particular locality, 2) at least one sports-related statistic, 3) at least one geographic descriptors, 4) at least one financial statistic, 5) at least one statistic regarding at least one activity of the at least one user, being derived from a personal portable computer device of the at least one user, 6) at least one statistic regarding information being stored on the personal portable computing device of the at least one user, or 7) any combination thereof; ii) receive, in real-time, game input from the at least one user to play the at least one personalized game,
  • the at least one personalized game is a lottery game.
  • the specifically programmed input device is a personal portable computing device.
  • the at least one server is further configured to: determine at least one well-being condition of the at least one user based, at least in part, on the at least one voice characteristic of the vocal input of the at least one user, wherein the at least one well-being condition is a condition selected from the group consisting of: tiredness, anxiety, intoxication, a measurable psychological condition, a measurable physiological condition, or any combination thereof; determine an ability of the at least one user to play the at least one personalized game based, at least in part, on the at least one well-being condition of the at least one user; and deliver at least one alert to the at least one user based, at least in part, on the ability of the at least one user to play the at least one personalized game being determined from the at least one well-being condition of the at least one user.
  • the at least one server is further configured to terminate the at least one personalized game when the at least one well-being condition is a condition selected from the group consisting of: tiredness, anxiety, intoxication, a measurable psychological condition, a measurable physiological condition, or any combination thereof.
  • each specifically programmed input device is further configured to: a) receive at least one payment parameter from the at least one user, and b) obtain at least one payment based on the at least one payment parameter being received from the at least one user.
  • the at least one payment parameter includes at least one instruction to play the at least one personalized game when a predetermined threshold set by the at least one user is reached, where the predetermined threshold identifies at least one of: a predetermined prize amount, a predetermined wallet balance, a predetermined period of time elapsed since a previous game, or any combination thereof.
  • the at least one server is further configured to combine the at least one first game entry, the at least one second game entry, or both, with at least one third game entry being received from at least one other user to play the at least one personalized game of the at least one user.
  • the instant invention provides for a computer method that includes: a) generating, by software, in real-time, game data of at least one personalized game based, at least in part, on at least one data source, where the at least one data source is identified by at least one user, where the at least one data source includes values corresponding to at least one of the following parameters: 1) at least one meteorological condition of at least one particular locality, 2) at least one sports-related statistic, 3) at least one geographic descriptors, 4) at least one financial statistic, 5) at least one statistic regarding at least one activity of the at least one user, being derived from a personal portable computer device of the at least one user, 6) at least one statistic regarding information being stored on the personal portable computing device of the at least one user, or 7) any combination thereof; b) receiving, by at least one server, in real-time, game input from the at least one user to play the at least one personalized game, c) determining, by the at least one server, in real-time, an outcome of playing the at least
  • the at least one personalized game is a lottery game.
  • the specifically programmed input device is a personal portable computing device.
  • the computer method further includes: determining, by the at least one server, at least one well-being condition of the at least one user based, at least in part, on the at least one voice characteristic of the vocal input of the at least one user, where the at least one well-being condition is a condition selected from the group consisting of: tiredness, anxiety, intoxication, a measurable psychological condition, a measurable physiological condition, or any combination thereof; determining, by the at least one server, an ability of the at least one user to play the at least one personalized game based, at least in part, on the at least one well-being condition of the at least one user; and delivering, by the at least one server, at least one alert to the at least one user based, at least in part, on the ability of the at least one user to play the at least one personalized game being determined from the at least one well-being condition of the at least one user.
  • the computer method includes: terminating, by the at least one server, the at least one personalized game when the at least one well-being condition is a condition selected from the group consisting of: tiredness, anxiety, intoxication, a measurable psychological condition, a measurable physiological condition, or any combination thereof.
  • the computer method includes: a) receiving, by the specifically programmed input device, at least one payment parameter from the at least one user, and b) obtaining, by the specifically programmed input device, at least one payment based on the at least one payment parameter being received from the at least one user.
  • the at least one payment parameter includes at least one instruction to play the at least one personalized game when a predetermined threshold set by the at least one user is reached, where the predetermined threshold identifies at least one of: a predetermined prize amount, a predetermined wallet balance, a predetermined period of time elapsed since a previous game, or any combination thereof.
  • the computer method includes: combining, by the at least one server, the at least one first game entry, the at least one second game entry, or both, with at least one third game entry being received from at least one other user to play the at least one personalized game of the at least one user.
  • FIG. 1 illustrates some embodiments of the inventive system of the present invention, showing network servers communicating with client devices by use of a network.
  • FIG. 2 illustrates some embodiments of the inventive system of the present invention, showing a computer and network architecture that supports the inventive system.
  • FIG. 3 illustrates some embodiments of the inventive system of the present invention, showing a cloud system supporting the inventive system.
  • FIG. 4 illustrates some embodiments of the inventive system of the present invention, showing the cloud systems supporting the inventive system and allowing a delivering and receiving of information to and/or from cloud clients.
  • the term “or” is an inclusive “or” operator, and is equivalent to the term “and/or,” unless the context clearly dictates otherwise.
  • the term “based on” is not exclusive and allows for being based on additional factors not described, unless the context clearly dictates otherwise.
  • the meaning of “a,” “an,” and “the” include plural references.
  • the meaning of “in” includes “in” and “on.”
  • real-time means that an event/action can occur instantaneously or almost instantaneously in time when another event/action has occurred.
  • dynamic(ly) means that an event/action that can occur without any human intervention.
  • the event/action may be in real-time and/or hourly, daily, weekly, monthly, etc.
  • the instant invention when playing on interactive channels (internet, mobile/tablet, itv, self-service terminals in a retail establishment, etc.), the instant invention allows a plurality of methods that player(s) can utilize, whether each method separately or in combination with others, to complete game data required to complete an entry into, for example, a lottery drawing.
  • player(s) can utilize the plurality of methods to supply game data that is typically hand-written on a game coupon (e.g., a lottery coupon/ticket).
  • player(s) utilize one or more methods, based at least in part on characteristic(s) of player(s)' voice, to submit game data for a single game (e.g., lottery) entry (e.g., selecting numbers for a lottery entry based at least in part on characteristic(s) of player(s)' voice).
  • a single game e.g., lottery
  • selecting numbers for a lottery entry based at least in part on characteristic(s) of player(s)' voice.
  • the instant invention can utilize specifically programmed input device(s) (e.g., Siri interface of Apple iPhone) which receive/recognize players(s)' voice waveform, frequency, tone, pitch, and vocal resonation, and which assist players(s) to select numbers based at least in part on received/recognized characteristic(s) of player(s)' voice (e.g., selecting a first number if player's voice has a first tone and select a second number of player's voice changes to a second tone).
  • specifically programmed input device(s) e.g., Siri interface of Apple iPhone
  • Siri interface of Apple iPhone which receive/recognize players(s)' voice waveform, frequency, tone, pitch, and vocal resonation, and which assist players(s) to select numbers based at least in part on received/recognized characteristic(s) of player(s)' voice (e.g., selecting a first number if player's voice has a first tone and select a second number of player's voice
  • the instant invention can utilize specifically programmed input device(s) that recognize characteristic(s) of players(s)' voice to ensure certain playing behavior (e.g., policing rules of a personalized game).
  • the instant invention can utilize specifically programmed input device(s) that recognize characteristic(s) of players(s)' voice to monitor responsible gaming and prohibiting the sale of tickets, and/or produce warning messages, if the a player sounds tired, anxious, drunk, and/or expresses any other measured psychological and/or physiological condition(s) which is recognized as not being favored and/or being prohibited based on rule(s) of the game itself and/or rules of any 3 rd party(ies) whose rules the game operator desires and/or is obligated to abide by.
  • a voice's waveform is a multi-dimensional (e.g., 2 dimensional) representation of a sound.
  • the two dimensions in a waveform display are time and intensity (e.g., the vertical dimension is intensity and the horizontal dimension is time).
  • the intensity dimension actually displays sound pressure, which is a measure of the tiny variations in air pressure that humans are able to perceive as sound. For example, the greater the change in pressure, the louder the sound that humans hear.
  • intensity and pressure are physical measurements of sound amplitude whilst loudness is a psychological or perceptual measurement.
  • the variations in air pressure, relative to atmospheric pressure are very tiny indeed, ranging from 1/5,000,000 of atmospheric pressure for the sounds humans can just hear to about 1/1,000 of atmospheric pressure for very loud sounds.
  • sound intensity is often quoted in deciBels (dB), which is a logarithmic scaling of sound pressure or intensity and approximates the way the ear and brain rescale sound amplitude.
  • intensity of some waveforms is recorded/recognized as a simple linear scaling of sound pressure.
  • the instant invention can rely on one or more of waveforms and source characteristics that results from two types of speech sound source:
  • the above two sound sources are modified by the frequency-selective (filtering) effects of different vocal tract shapes to produce the various sounds of speech.
  • the voiced source can be filtered (“modulated”) by the position of the tongue, lips and/or velum to produce all of the vowels as well as the various voiced consonants.
  • the aperiodic sources can be filtered to produce various unvoiced speech sounds based on the position of the constriction that produces the turbulence.
  • speech sounds result from the mixture of both voiced and unvoiced sounds resulting in, for example, voiced fricatives.
  • the instant invention can combine inputs of a portion of game data based on characteristic(s) of the voice with another portion of game data obtained by other input methods (e.g., player writes game information (e.g., numbers on a piece of paper or pad and an input device utilizes an Optical Character Recognition technology(ies) (OCR) to acquire/receive the written portion of game data).
  • game information e.g., numbers on a piece of paper or pad
  • OCR Optical Character Recognition technology
  • the instant invention utilizes computer-implemented methods to allow player(s) to select game data (e.g., numbers for a lottery entry) based at least in part on numerous permutations of player(s)' predetermined and/or ad hoc selected source(s) of data and predetermined and/or ad hoc defined rule(s).
  • game data e.g., numbers for a lottery entry
  • inventive systems of the instant invention can be programmed to assist player(s) in a so-called Quick Pick number generation in Quick Pick-type lottery games.
  • player(s) can predetermine and/or ad hoc select numerous source(s) of data which the programmed computer systems of the instant invention will utilize to select numbers for playing lottery games.
  • player(s) can predetermine and/or ad hoc identify at least one of the following source(s) of so-called “real world” and/or physical data:
  • meteorological measurement(s) e.g., in a user/player-specified location (e.g., hometown, current location, arbitrary location based on a rule set by player(s)); meteorological measurement(s) may measure, but are not limited to: temperature, humidity, wind speed, sun index, etc.; meteorological measurement(s) may be expressed in actual values (e.g., current temperature, temperature at 10 PM yesterday, etc), statistical values (min, max, average, median and others measured over a predetermined and/or ad hoc period of time), or both;
  • sports-related input(s) for example, but are not limited to: minutes in which events occur in specific match(es), match(es) of favorite team(s), numbers of sportspersons of a particular team that are involved in specific event(s) (e.g., who scores, who starts the match, who is substituted, etc.), score(s) in specific match(es), score(s) in specific period(s) of time during sport event(s), any similarly suitable statistics about a sporting event, a sportsperson or both;
  • location-based information generated/acquired from the player(s) phone and/or other portable device e.g., GPS location, movements, GPS location of favorite spot(s), most visited spot(s), spots where an even like a hotel/transportation check-in occurred, etc.
  • financial transaction(s)/value(s) e.g., exchange rate(s) for predetermined currency(ies), price(s) of stock(s), futures indexes, market indexes (e.g., S&P500);
  • suitable statistics gathered about player(s) everyday activity(ies) e.g., phone-based statistics (e.g., number of calls/emails/SMSs/social media messages (e.g., retweets) sent/received during a predetermined time period;
  • suitable statistics based at least in part on association between, for example, the phone-based statistics with birthday information for respective contact(s);
  • the instant invention allows player(s) to predetermine and/or identify on ad hoc basis at least one rule for each source of data.
  • the instant invention randomly generates game data from particular source(s) of data.
  • the instant invention generates game data based on combination of random generation and at least one rule that is predetermined or identified on ad hoc basis by player(s).
  • the programmed systems of the instant invention allow player(s) to rank and/or automatically ranks player(s)' preferences for source(s) of data to be utilized for the game data and/or player(s)' rules on how to manipulate/utilize data to come up with the game data.
  • the instant invention player(s) to utilize autonomous computer programs/modules to autonomously perform at least one game related activity or all game related activity(ies) on behalf of player(s) after they set one or more rules that govern the autonomous action(s).
  • the autonomous computer programs/modules of the instant invention can be an Internet bot, also known as web robot, WWW robot or simply bot, which is a software application that runs automated tasks over the Internet. Typically, bots perform tasks that are both simple and structurally repetitive, at a much higher rate than would be possible for a human alone.
  • the autonomous computer programs/modules of the instant invention behave in accordance with business rule(s) which are set by player(s) in order to perform an automated action (e.g., a rule directing a software to automatically purchase a coupon for a personalized game (e.g., a Quick Draw lottery ticket) on behalf of player(s) when all the prerequisite conditions of the set rule(s) are satisfied.
  • an automated action e.g., a rule directing a software to automatically purchase a coupon for a personalized game (e.g., a Quick Draw lottery ticket) on behalf of player(s) when all the prerequisite conditions of the set rule(s) are satisfied.
  • the autonomous computer programs/modules of the instant invention can be programmed by players in accordance with at least one of the following parameters:
  • Applicability allowing player(s) to: select one or more games to which the rules apply, select period(s) of active time, select payment condition(s) (e.g., e-wallet content test—e.g., purchase 1 coupon if e-wallet had 5 dollar, and purchase 5 coupons if e-wallet has 20 dollars), select data sources/conditions/rules (e.g., player(s)' own past results, game's historical statistics (e.g., last draw, statistics, statistics over a period of time, etc.);
  • payment condition(s) e.g., e-wallet content test—e.g., purchase 1 coupon if e-wallet had 5 dollar, and purchase 5 coupons if e-wallet has 20 dollars
  • select data sources/conditions/rules e.g., player(s)' own past results, game's historical statistics (e.g., last draw, statistics, statistics over a period of time, etc.);
  • Action allowing player(s) to select action(s) to be performed—e.g., play all coupons, play some coupons based, for example, on whether coupon(s) include(s) player(s)' favorite numbers, whether the coupons are saved coupons, whether the coupons include previous draw numbers, whether the coupons are quick picks either totally random based on a random numerical generator (RNG) or produced in accordance with principles of the instant invention as, for example, detailed in examples of the second type above.
  • RNG random numerical generator
  • Additional rule(s) for example, allowing player(s) to define multi-fold activities such as:
  • the programmed software robot stores the remaining 5 unused coupons/tickets in player(s)' account or a wishlist-type of structure for future use such as in accordance with principles of the instant invention as, for example, further detailed.
  • Links to loyalty system of other promotions allowing player(s) to set condition(s) that, for example, result in the programmed software robot(s) applying for promotions when specific conditions from player(s)'s loyalty account are valid and/or link to a specific promotion.
  • the instant invention allows player(s) set numerous programmed software robots that would each act either independent and/or in cooperation with one or more other programmed software robot(s) of the same player(s) and/or other player(s) (i.e., botnet-type of interaction).
  • rule(s) and/or programmed software robot(s) specified by first player(s) generate(s) potential coupons/tickets for entry in each draw.
  • other predefined potential entries are first player(s)' favorite numbers and/or favorite coupons/tickets.
  • all first payer(s)' defined combinations result in a list of potential coupons/tickets to be played by first player(s).
  • first player(s) pay(s) and play(s) a portion of coupons/tickets from the list of potential coupons/tickets (i.e., first player(s) submit(s) some coupons/tickets to the draw based on either automatic or manual selection).
  • any unplaced remainder of coupons/tickets becomes a wishlist.
  • this wishlist can be accessible to other second player(s) such as, but are not limited to, friends, which can be defined, by player(s) and/or the programmed systems of the instant invention to be such, based at least in part on an internal relationship (e.g., like friends from a lottery website) and/or an external relationship (e.g., like friends from facebook), email contacts, etc.
  • friends can be defined, by player(s) and/or the programmed systems of the instant invention to be such, based at least in part on an internal relationship (e.g., like friends from a lottery website) and/or an external relationship (e.g., like friends from facebook), email contacts, etc.
  • these other second player(s) then have an option to manually and/or based on an automatically programmed robot to pay to play those unused coupons/tickets on the first player(s)' behalf (i.e., these other second player(s) will be gifting the reminder of unused coupons/tickets to first player(s) from first player(s)' wish list).
  • the instant invention can allow to the first player(s), the second player(s), a game conducting operator, or any combination thereof, to establish, for example, whether the second player(s) pay the full amount or not for the reminder of unused coupons/tickets, whether the second player(s) also win something or share winnings, etc.
  • the instant invention allows players to create/generate game data (e.g., jointly come up with numbers for a lottery coupon/ticket) to play jointly either by providing numbers to someone submitting the game data (e.g., coupon/ticket) and/or by, for example, giving collaborators an incomplete game data (e.g., incomplete coupon/ticket) to complete and submit.
  • game data e.g., jointly come up with numbers for a lottery coupon/ticket
  • the instant invention allows players to create/generate game data (e.g., jointly come up with numbers for a lottery coupon/ticket) to play jointly either by providing numbers to someone submitting the game data (e.g., coupon/ticket) and/or by, for example, giving collaborators an incomplete game data (e.g., incomplete coupon/ticket) to complete and submit.
  • the instant invention allows players to collaborate with other through their accounts with a personalized game (e.g., lottery) operator in at least one of the following ways, but are not limited to:
  • incomplete game data e.g., coupons/tickets
  • predetermined means of sharing such as, but are not limited to, email, NFC, bluetooth, instant messaging, etc.
  • a recipient of incomplete game data can also have the programmed robots of the instant invention and automated rules in place to complete the game data and submit with or without manual control (e.g., if any of my close friends send an incomplete coupon then complete it at random and submit or pass on to the next one on the list provided that the cost for me will not exceed $5 for this application of the rule and $10 in total from this rule and this draw).
  • the instant invention allows player(s) to utilize complex statistical filters to create potential game data (e.g., potential coupon/tickets entry(ies) for next week's draws, etc).
  • potential game data e.g., potential coupon/tickets entry(ies) for next week's draws, etc.
  • the statistical filters can be utilized to create potential coupons/columns in playing a lottery game, as follows:
  • the statistical filters can operate as described below.
  • the statistical filters can be based on statistical tables.
  • An exemplary filter first calculates the statistics of selected past draws (e.g., Expert Lotto 6/49 Demo Lottery) and then accepts only tickets that have desired values in selected column(s) in statistical table.
  • a player for example, chooses past winning numbers draws to calculate draw interval statistics from.
  • the player selects which statistical property the filter will evaluate.
  • the player selects desired statistical table column(s) in Table 1 and the required value or value range the accepted tickets must have.
  • the player can add additional condition.
  • the player can then select an option Match all of the following to make the filter accept only tickets that meet all the conditions listed in the table.
  • the player can then select an option Match any of the following makes the filter accept tickets that meet at least one of the listed conditions.
  • the player can then add another filtering option: Applies to X to Y in each ticket. That is because when filtering e.g. according to statistics of ticket numbers then each accepted ticket can contain up to 6 numbers that the filter's statistical condition(s) pull from the whole number pool (in a 6/xx lottery).
  • Occurrence how many times a given statistical property value has been found in analyzed past draws. For example pool number 6 has been found 3 times in ten latest draws.
  • Occurrence Percentage the same value as Occurrence but it is given as a percentage of all occurrences.
  • AVG Interval average count of draws that elapsed between two following occurrences of a given statistical property value in analyzed past draws. For example average interval 4 of pool number 6 means that number 6 hits on average in every fourth draw.
  • Min Interval the lowest count of draws that elapsed between two following occurrences of a given statistical property value in analyzed past draws. For example minimum interval of 3 of pool number 23 means that the number hit again after two draws at the earliest. While minimum interval of 1 of pool number 11 means that the number hit again in the very next draw since its previous occurrence.
  • Max Interval the highest count of draws that elapsed between two following occurrences of a given statistical property value in analyzed past draws. For example maximum interval of 5 of pool number 6 means that the longest delay between two following hits of that number is 5 draws.
  • Due—statistical probability that a given property will hit in the next draw Due values lower than 1 mean that the given property isn't expected in the next draw. Due value higher than 1 mean that the given property is long overdue and should hit in the next draw. Due values close to 1 mean that the given property is very close to its average hit cycle and should come up in the next draw. For example Due value of 6.00 of pool number 30 means that the number is long overdue because on average it hits in every draw and now hasn't come up in six latest draws (applies to the 10 latest draws in Expert Lotto 6/49 Demo Lottery).
  • a rank consists of statistical property values that have the same value in given statistical table column. For example when analyzing 10 latest draws in Expert Lotto 6/49 Demo Lottery then the Latest column in Ticket Numbers table sorted in descending order as shown in Table 2.
  • the highest ranking numbers are the ones with Latest value of 10 (5, 31, 43), the second best rank is number 39 with Latest value of 9, the third best rank are numbers with Latest value of 8 (11, 8, 26, 48, 49) etc.
  • filter condition Ticket Numbers Latest Highest 3 will select pool numbers with Latest values 10, 9 and 8, the numbers are 5, 31, 43, 38, 11, 8, 26, 48, 49.
  • the instant invention can utilize any other suitable statistical game/lottery filter as a first step for the player(s) to create a potential pool of game data (e.g., possible columns to enter) and then apply filters which are personal to the player(s) and relevant to the rules/preferences that player(s) set for the programmed robots of the instant invention (e.g., the quick pick rules they defined in their accounts with a game/lottery operator).
  • a potential pool of game data e.g., possible columns to enter
  • filters which are personal to the player(s) and relevant to the rules/preferences that player(s) set for the programmed robots of the instant invention (e.g., the quick pick rules they defined in their accounts with a game/lottery operator).
  • the instant invention allows the player to set the following:
  • the player may desire to further filter results utilizing a personal RNG input randomizer to make further selection. For example, if all player's rules result in a pool of 100 coupons/tickets and the player only desires to play 10 coupons/tickets, then, the instant invention allows the player to delegate to the programmed system of the instant invention to choose 10 coupons/tickets for the player, using, for example: a current time of the player's portable electronic device, player's age in seconds, player's current location coordinates,—as pseudo-randomizer.
  • Splash Screen refers to the presentation of the mobile application logo and operator branding.
  • Walkthroughs refer to a set of consecutive screens that present and highlight the main key features of the mobile application.
  • the goal of walkthroughs is to educate users on main application functionalities and create an engaging first impression of the application.
  • Registration refers to the process, which is followed by a user in order to register to the service and get eligible to use it.
  • Registration process only refers to custom registration. No social registration is included (i.e. Facebook, Twitter, Google, etc.).
  • Registration process includes at least two steps:
  • Simple registration includes only the first name, last name, e-mail, username and password of the user, as well as the acceptance of the Terms of Service and Privacy Policy of the mobile lottery application.
  • Extended registration includes a set of other information including, but not restricted to, gender, date of birth, address, photo.
  • Terms of Service refer to the presentation of the Terms of Service of the mobile lottery application to a user.
  • Privacy Policy refers to the presentation of the Privacy Policy of the mobile lottery application to a user.
  • Login refers to the process, which is followed by a user in order to log in the service and start using it.
  • Login process only refers to custom login process, similar to the registration process. No social login is included.
  • Login process includes the insertion of username and password, as well as the option to remember player information for future use (i.e. Remember me option).
  • Remind/reset password refers to the process, which is followed by a user in order to retrieve its password.
  • Remind/reset password process includes the insertion of the e-mail and/or the username of the user in order to send the user a new password or reset the current one.
  • the mobile lottery application is designed to host and provide a user more than one available game (i.e. Joker, Lotto, etc.). Application structure and navigation will enable end users quickly access all games.
  • These options include both presentation of the information and direct links to the respective sections of the mobile application, where a user is able to find more information about each section.
  • These options include both presentation of the information and direct links to the respective sections of the mobile application, where a user is able to find more information about each section.
  • More application options refer to the set of screens, which comprise functionalities available for all games, irrespective of the discrete characteristics of each game.
  • the Manage My Account option refers to a set of options, which are used by a user in order to have access to any information is related to him.
  • Profile information refers to the profile of a user, which was inserted during the registration phase. This information is available both for presentation and editing.
  • Payments refer to the available payment options, which are available to a user in order to use for a specific game. Payments are tightly connected to the backend infrastructure of the mobile lottery application and are not included in this specification.
  • payment options can include, such as, but not limited to, e-wallet, demo (free play) for player acquisition, direct charge to credit/debit or other card, personal bank account, charge on the carrier (e.g., AT&T, Vodafone) etc.
  • Loyalty refers to a set of options, which are available to a user and are related to loyalty schemes that the operator offers to its players. Loyalty is tightly connected to the backend infrastructure and the operator of the mobile lottery application and is not included in this specification.
  • History refers to the presentation of all transactions that a user has performed via the mobile application.
  • Options to filter and/or search for a specific transaction are also available.
  • Main option for filtering is date.
  • a user is able to re-play a coupon.
  • Statistics refer to the presentation of useful information to the user regarding the past draws and its past coupons. Simple representation of data is included (i.e. not dynamic graphs).
  • Favorites refer to the set of options, which are used by a user in order to specify either its favorites numbers in general or a favorite coupon for a specific game.
  • Settings refer to the functionality, which is used by a user in order to specify and configure a set of parameters regarding the use and presentation of the mobile application and its available games.
  • View stores refer to the functionality, which is used by a user in order to view and find stores of the operator.
  • Information refers to a set of screens, which present a set of information regarding the mobile lottery application and the available games.
  • Such information includes (but it is not restricted to):
  • Scan coupon refers to the process, which can be used by a user to scan a printed coupon in order to check the results.
  • An option to add a printed coupon to the past coupons of a user after the scanning is also included.
  • Share information refers to the options that are available to a user in order share information about the mobile application and/or a specific game.
  • Play refers to the process, which is followed by a user in order to place a set of coupons for a specific game.
  • all games can include, for example, at least one of the following features:
  • Live draw refers to the process, which is used to show to the user the numbers of the live draw.
  • Past draws refer to the presentation of the past results of a draw for a specific game.
  • Available information for the past results of a draw can include one of more of the following:
  • Options to filter and/or search for a specific draw are also available. These options can include, for example:
  • Inbox refers to a set of options, which are used in order to present a user various alerts about the mobile lottery application and/or the available games.
  • a user is able to manage specific parameters for each type of alert (i.e. jackpot level, alarm offset, etc).
  • the above described programmed interfaces is utilized to send alerts to a mobile lottery application.
  • the inventive system(s) of the present invention is/are configured to provide a distribution channel, where the distribution channel is provided by a smart TV (e.g., Samsung Smart TV), and to provide a feature(s) and/or functionality(s) substantially similar to a mobile lottery application for, e.g., smartphones, tablets, etc.
  • the inventive system is configured to accept a coupon/ticket from a user, where the coupon/ticket is received from an application on the user's smartphone, where the coupon/ticket is provided to the application dynamically and/or in real time.
  • the application/smart TV can provide a second screen for the smart TV/application.
  • the inventive system(s) of the present invention is/are configured to deliver at least one push notification to a user's mobile device, where the at least one push notification is configured to provide information to the user about a future live draw.
  • the inventive system(s) is/are configured to deliver a push notification to the user's mobile device to provide information regarding the live draw at the time that the live draw is occurring.
  • the inventive system(s) is/are configured to provide a user with sufficient information to permit a user enough time to gain access to the TV and the application and to provide the user with a selection criteria, where the selection criteria provides an option to view the live draw.
  • the inventive system(s) is/are configured to receive a user's selection of the option to view the live draw, and the screen is configured to partition into at least two sections (e.g., 2 sections, 3 sections, 4 sections, 5 sections, etc.).
  • a first section of the screen e.g., top, bottom, left, right
  • a second section of the screen e.g., bottom, top, right, left
  • the coupon(s)/ticket(s) is/are specific to the live draw (i.e., game).
  • the inventive system(s) is/are configured to compare the coupon(s)/ticket(s) to the live draw, recognize the coupon(s)/ticket(s) when a first number is drawn, record any coupon(s) (if any) that contain an identical number to the live draw, display the identical number to the user (e.g., at the top of the TV and/or application screen).
  • the inventive system(s) of the present invention is/are configured to provide a push notification message to the user's device, where the user's device is configured to recognize an identical number (e.g., a ticket was identified to be identical to at least one number provided by the live draw) and where the recognition of the identical number has occurred, where the push notification is configured to display a congratulatory message to the user on his winnings.
  • an identical number e.g., a ticket was identified to be identical to at least one number provided by the live draw
  • the push notification is configured to display a congratulatory message to the user on his winnings.
  • the inventive system(s) upon completion of the live draw, is/are configured to provide a push notification message to the user, when the user is identified by the inventive system(s) as a winner, where the push notification is configured to deliver a message to the user, where the message displays a congratulatory message (e.g., “Congratulations on your winnings”).
  • a congratulatory message e.g., “Congratulations on your winnings”.
  • the inventive system(s) of the present invention is configured to provide(s) a push notification message containing a QR code, where the push notification message provides an invitation to the user, and where the invitation contains information regarding a retail shop(s) (e.g., Sports Authority invites you to have VIP treatment including, e.g., a discount (e.g., 20%)).
  • a retail shop(s) e.g., Sports Authority invites you to have VIP treatment including, e.g., a discount (e.g., 20%)
  • the inventive system(s) of the present invention(s) is/are configured to allow a user to download a mobile lottery application onto a mobile device (e.g., when a user is provided with a QR code on, e.g., a retail shop and/or the user previously downloaded/used the application on the mobile device).
  • the inventive system(s) is/are configured to provide the user with a push notification (e.g., the push notification containing a QR code) with an invitation to visit at least one retail shop for, e.g., “VIP treatment” (e.g., discounts, personal shopping, prize(s), any additional incentive, or any combination thereof).
  • VIP treatment e.g., discounts, personal shopping, prize(s), any additional incentive, or any combination thereof.
  • inventive system(s) is/are configured to include:
  • a TV monitor and/or Projector a processing unit (PC or Laptop) with camera;
  • the inventive system(s) of the present invention is/are configured to provide the user entry into (i.e., come into contact with) a retail point (e.g., a store, a kiosk, etc.) and the user is provided with a personalized message on the TV inviting him to play the game (e.g., a personalized game focusing on a sports theme).
  • a retail point e.g., a store, a kiosk, etc.
  • the inventive system(s) is/are configured to receive a user's scan of the QR code (e.g., the QR code present on the mobile device), and the inventive system(s) is/are configured to provide a message on the TV (e.g., but not limited to, “Take position to play”).
  • the inventive system(s) is/are configured to provide(s) an animation on the TV, where the animation includes a sports related theme, e.g., a Football Goalpost (e.g., standard size), where the animation is displayed with virtual numbered balls inside the goalpost spread, e.g., randomly or organized.
  • the inventive system(s) is/are configured to record a user's kick, and depending on the movement of the leg (e.g., motion sensor technology, such as, but not limited to, Microsoft Kinect), virtual ball is configured to move towards the goalpost and the inventive system(s) is/are configured to select a numbered ball.
  • the inventive system(s) is/are configured to record a plurality of kicks and select a plurality of numbered balls.
  • a coupon is generated by the selection of the numbered balls depending on the personalized game (e.g., lottery game).
  • the completed coupon can be: (1) received as a submission to the Lottery machines (e.g., directly) waiting for the user to go to the retailer to pay in cash, and/or (2) the completed coupon can be sent as a push notification containing a QR code to the user.
  • the push notification can be configured to be (1) scanned and received by the retail shop upon submitting the coupon, and/or (2) provide direct electronic playing from the mobile device.
  • the inventive system(s) of the present invention provide a personalized game to the user, where the personalized game can be chosen from, but are not limited to, the following games: basketball, tennis, rugby, American football, golf, swimming/aquatics, curling, soccer, lacrosse, skiing (alpine and cross-country), cycling, volleyball, archery, badminton, boxing, judo, rowing, shooting, table tennis, weightlifting, etc.).
  • each player is assigned a score based on specific rules of the personalized game (e.g. speed of a ball, skill level to reach the corners of the goalpost, numbers selected, secret magic red ball multiplier, etc.).
  • this score is displayed on the TV screen at all times, and is configured to serve as a ranking (e.g., “Top Players Ranking Score”) for a plurality of users.
  • the ranking is configured to provide gifts at predefined periods; for example, the inventive system(s) is/are configured to identify when a user is outpaced by another player in the retail shop, and the inventive system(s) is/are configured to then provide the user with an alert to visit the retail shop and play again by submitting another ticket to defend his top position title to claim a possible prize.
  • the innovative programmed systems can be operated over other operating systems, such as, but not limited to, iOS and Android.
  • the innovative programmed systems can be native to a software platform and/or incorporate programming modules based at least in part on HTML5-based tools like PhoneGap or Sencha.
  • the innovative programmed systems can include modules that are programmed to provide intelligent dynamic promotion and advertising, mobile payments, augmented reality, etc.
  • FIG. 1 illustrates one embodiment of an environment in which the present invention may operate.
  • the inventive system for conducting a personalized game hosts a large number of members (e.g., at least 1,000, at least 10,000; at least 100,000; at least 1,000,000) and/or concurrent transactions (e.g., at least 1,000; at least 10,000; at least 100,000; at least 1,000,000).
  • the inventive system for conducting a personalized game is based on a scalable computer and network architecture that incorporates varies strategies for assessing the data, caching, searching, and database connection pooling.
  • An example of the scalable architecture is an architecture that is capable of operating multiple servers.
  • members of the inventive computer system 102 - 104 include virtually any computing device capable of receiving and sending a message over a network, such as network 105 , to and from another computing device, such as servers 106 and 107 , each other, and the like.
  • the set of such devices includes devices that typically connect using a wired communications medium such as personal computers, multiprocessor systems, microprocessor-based or programmable consumer electronics, network PCs, and the like.
  • the set of such devices also includes devices that typically connect using a wireless communications medium such as cell phones, smart phones, pagers, walkie talkies, radio frequency (RF) devices, infrared (IR) devices, CBs, integrated devices combining one or more of the preceding devices, or virtually any mobile device, and the like.
  • client devices 102 - 104 are any device that is capable of connecting using a wired or wireless communication medium such as a PDA, POCKET PC, wearable computer, and any other device that is equipped to communicate over a wired and/or wireless communication medium.
  • each member device within member devices 102 - 104 may include a browser application that is configured to receive and to send web pages, and the like.
  • the browser application may be configured to receive and display graphics, text, multimedia, and the like, employing virtually any web based language, including, but not limited to Standard Generalized Markup Language (SMGL), such as HyperText Markup Language (HTML), a wireless application protocol (WAP), a Handheld Device Markup Language (HDML), such as Wireless Markup Language (WML), WMLScript, JavaScript, and the like.
  • SMGL Standard Generalized Markup Language
  • HTML HyperText Markup Language
  • WAP wireless application protocol
  • HDML Handheld Device Markup Language
  • WML Wireless Markup Language
  • the invention is programmed in either Java or .Net.
  • member devices 102 - 104 may be further configured to receive a message from the another computing device employing another mechanism, including, but not limited to email, Short Message Service (SMS), Multimedia Message Service (MMS), instant messaging (IM), internet relay chat (IRC), mIRC, Jabber, and the like.
  • SMS Short Message Service
  • MMS Multimedia Message Service
  • IM instant messaging
  • IRC internet relay chat
  • Jabber Jabber
  • network 105 may be configured to couple one computing device to another computing device to enable them to communicate.
  • network 105 may be enabled to employ any form of computer readable media for communicating information from one electronic device to another.
  • network 105 may include a wireless interface, and/or a wired interface, such as the Internet, in addition to local area networks (LANs), wide area networks (WANs), direct connections, such as through a universal serial bus (USB) port, other forms of computer-readable media, or any combination thereof.
  • LANs local area networks
  • WANs wide area networks
  • USB universal serial bus
  • a router may act as a link between LANs, enabling messages to be sent from one to another.
  • communication links within LANs typically include twisted wire pair or coaxial cable, while communication links between networks may utilize analog telephone lines, full or fractional dedicated digital lines including T1, T2, T3, and T4, Integrated Services Digital Networks (ISDNs), Digital Subscriber Lines (DSLs), wireless links including satellite links, or other communications links known to those skilled in the art.
  • ISDNs Integrated Services Digital Networks
  • DSLs Digital Subscriber Lines
  • remote computers and other related electronic devices could be remotely connected to either LANs or WANs via a modem and temporary telephone link.
  • network 105 includes any communication method by which information may travel between client devices 102 - 104 , and servers 106 and 107 .
  • FIG. 2 shows another exemplary embodiment of the computer and network architecture that supports the inventive system for conducting a personalized game.
  • the member devices 202 a , 202 b thru 202 n shown each at least includes a computer-readable medium, such as a random access memory (RAM) 208 coupled to a processor 210 or FLASH memory.
  • the processor 210 may execute computer-executable program instructions stored in memory 208 .
  • Such processors comprise a microprocessor, an ASIC, and state machines.
  • Such processors comprise, or may be in communication with, media, for example computer-readable media, which stores instructions that, when executed by the processor, cause the processor to perform the steps described herein.
  • Embodiments of computer-readable media may include, but are not limited to, an electronic, optical, magnetic, or other storage or transmission device capable of providing a processor, such as the processor 210 of client 202 a , with computer-readable instructions.
  • suitable media may include, but are not limited to, a floppy disk, CD-ROM, DVD, magnetic disk, memory chip, ROM, RAM, an ASIC, a configured processor, all optical media, all magnetic tape or other magnetic media, or any other medium from which a computer processor can read instructions.
  • various other forms of computer-readable media may transmit or carry instructions to a computer, including a router, private or public network, or other transmission device or channel, both wired and wireless.
  • the instructions may comprise code from any computer-programming language, including, for example, C, C++, C#, Visual Basic, Java, Python, Perl, and JavaScript.
  • Member devices 202 a - n may also comprise a number of external or internal devices such as a mouse, a CD-ROM, DVD, a keyboard, a display, or other input or output devices.
  • client devices 202 a - n may be personal computers, digital assistants, personal digital assistants, cellular phones, mobile phones, smart phones, pagers, digital tablets, laptop computers, Internet appliances, and other processor-based devices.
  • a client device 202 a are be any type of processor-based platform that is connected to a network 206 and that interacts with one or more application programs.
  • Client devices 202 a - n may operate on any operating system capable of supporting a browser or browser-enabled application, such as MicrosoftTM, WindowsTM, or Linux.
  • the client devices 202 a - n shown may include, for example, personal computers executing a browser application program such as Microsoft Corporation's Internet ExplorerTM, Apple Computer, Inc.'s SafariTM, Mozilla Firefox, and Opera.
  • a browser application program such as Microsoft Corporation's Internet ExplorerTM, Apple Computer, Inc.'s SafariTM, Mozilla Firefox, and Opera.
  • users e.g. players, agents, etc.
  • server devices 204 and 213 may be also coupled to the network 206 .
  • the term “mobile electronic device” may refer to any portable electronic device that may or may not be enabled with location tracking functionality.
  • a mobile electronic device can include, but is not limited to, a mobile phone, Personal Digital Assistant (PDA), BlackberryTM, Pager, Smartphone, or any other reasonable mobile electronic device.
  • PDA Personal Digital Assistant
  • BlackberryTM BlackberryTM
  • Pager Pager
  • Smartphone any other reasonable mobile electronic device.
  • the terms “proximity detection,” “locating,” “location data,” “location information,” and “location tracking” as used herein may refer to any form of location tracking technology or locating method that can be used to provide a location of a mobile electronic device, such as, but not limited to, at least one of location information manually input by a user, such as, but not limited to entering the city, town, municipality, zip code, area code, cross streets, or by any other reasonable entry to determine a geographical area; Global Positions Systems (GPS); GPS accessed using BluetoothTM; GPS accessed using any reasonable form of wireless and/or non-wireless communication; WiFiTM server location data; BluetoothTM based location data; triangulation such as, but not limited to, network based triangulation, WiFiTM server information based triangulation, BluetoothTM server information based triangulation; Cell Identification based triangulation, Enhanced Cell Identification based triangulation, Uplink-Time difference of arrival (U-TDOA) based triangulation, Time of arrival (TOA) based triangulation, Angle
  • NFC can represent a short-range wireless communications technology in which NFC-enabled devices are “swiped,” “bumped,” “tap” or otherwise moved in close proximity to communicate.
  • NFC could include a set of short-range wireless technologies, typically requiring a distance of 10 cm or less.
  • NFC can operates at 13.56 MHz on ISO/IEC 18000-3 air interface and at rates ranging from 106 kbit/s to 424 kbit/s.
  • NFC can involve an initiator and a target; the initiator actively generates an RF field that can power a passive target. In some embodiment, this can enable NFC targets to take very simple form factors such as tags, stickers, key fobs, or cards that do not require batteries.
  • NFC peer-to-peer communication can be conducted when a plurality of NFC-enable device within close proximity of each other.
  • NFC tags can contain data and be read-only or rewriteable. In some embodiment, NFC tags can be custom-encoded. In some embodiments, NFC tags and/or NFC-enabled device (e.g., smart phones with NFC capabilities) can securely store personal data such as debit and credit card information, loyalty program data, PINs and networking contacts, among other information.
  • lottery data may also be communicated using any wireless means of communication, such as 4G, 3G, GSM, GPRS, WiFi, WiMax, and other remote local or remote wireless communication using information obtained via the interfacing of a wireless NFC enabled mobile device to a smart poster.
  • wireless communications includes communications conducted at ISO 14443 and ISO 18092 interfaces.
  • the communications between player's NFC-enabled smart device and lottery provided equipment e.g., terminals, POS, POE, Hosts
  • player's NFC-enabled smart device and/or lottery provided equipment can include one or more additional transceivers (e.g., radio, Bluetooth, and/or WiFi transceivers) and associated antennas, and enabled to communicate with each other by way of one or more mobile and/or wireless protocols.
  • additional transceivers e.g., radio, Bluetooth, and/or WiFi transceivers
  • NFC tags can include one or more integrated circuits.
  • player's NFC-enabled smart device may include a cellular transceiver coupled to the processor and receiving a cellular network timing signal.
  • player's NFC-enabled smart device may further include a satellite positioning receiver coupled to the processor and receiving a satellite positioning system timing signal, and the processor may accordingly be configured to synchronize the internal timing signal to the satellite positioning system timing signal as the external timing signal.
  • the processor of player's NFC-enabled smart device may be configured to synchronize the internal timing signal to the common external system timing signal via the NFC circuit.
  • player's NFC-enabled smart device may include a power source, an NFC circuit configured to wirelessly communicate using an NFC communications protocol, and a processor coupled to the power source and the NFC circuit.
  • the processor of player's NFC-enabled smart device may be configured to synchronize an internal timing signal to an external timing signal, cycle power to the NFC circuit to periodically switch the NFC circuit between a peer-to-peer recognition state and a low power state based upon the synchronized internal timing signal, and initiate peer-to-peer NFC communications with another NFC device when in range thereof and upon being simultaneously switched to the peer-to-peer recognition state therewith.
  • player's NFC-enabled smart device may include a related physical computer-readable medium and may have computer-executable instructions for causing player's NFC-enabled smart device to initiating peer-to-peer NFC communications with another NFC device when in range thereof and upon being simultaneously switched to the peer-to-peer recognition state therewith.
  • the processor of player's NFC-enabled smart device may be configured for communicating wireless voice and data via a cellular transceiver via a cellular communications network.
  • the data communications may include, but not limited to, email messages, Web data, etc.
  • player's NFC-enabled smart device may in addition (or instead) include other types of wireless communications circuits capable of transmitting voice or other data, such as a wireless LAN, WiMAX, etc., circuit.
  • the processor of player's NFC-enabled smart device may proceed directly to communicate with the trusted NFC device, and in the case of a “smart poster” NFC device (e.g., SLP/SLS), such as one configured to pass a Uniform Resource Locator (URL), the processor may automatically direct a browser application thereof to the URL without prompting for permission to proceed to the designated location.
  • a “smart poster” NFC device e.g., SLP/SLS
  • URL Uniform Resource Locator
  • NFC devices can include, but are not limited to, one or more Smart Lottery Poster (SLP) or a Smart Lottery Spot (“SLS”) having one or more wireless tags (“NFC tags”).
  • SLP Smart Lottery Poster
  • SLS Smart Lottery Spot
  • NFC tags wireless tags
  • NFC tagged spots can be in one or more of the following formats or other: wall posters, street posters, POS (point of service locations), terminals, newspapers, magazines, NFC-enabled TV, etc.
  • players' NFC-enabled devices selectively recognize only certain NFC tagged spots (SLP, SLS or other NFC-tagged spots in cooperation with the Lottery Host) and disregard others (e.g., NFC tagged spots belonging to a particular retailer).
  • NFC taps location must be known by the lottery host system.
  • players' NFC-enabled devices must be enabled for mobile client tracking.
  • one or more NFC tags can be arranged on a SLP in a particular grid arrangement.
  • the NFC tags can be overlaid with an artistic drawing, so that, for example, on top of each tag one corresponding lottery game indicia, e.g. number, is shown.
  • each NFC tag can be assigned the lottery indicia, e.g. shown over it on the overlay.
  • the NFC tags (and therefore their respective indicia, e.g. numbers) can be arranged in an orderly manner on the grid, for example following a numeric order.
  • a potential player of lottery who owns an NFC-enabled personal device (mobile phone, PDA, tablet etc) and wishes to participate in a lottery game, can walk up to a NFC spot, e.g. SLP, and select their lottery participation options by bringing the NFC device in a proximity to (or tap on) the desired indicia, e.g. number(s), on the SLP, one by one. In some embodiments, this action can be repeated for as many indicia, e.g. numbers, as desired.
  • a NFC spot e.g. SLP
  • the desired indicia e.g. number(s)
  • this action can be repeated for as many indicia, e.g. numbers, as desired.
  • the NFC-enabled device will interrogate for the proximity of an NFC tag, and, if a tag is detected, the tag is interrogated about its number assignment.
  • the NFC tag can respond with a lottery indicia, e.g. number, assigned to it and the device can store the tag responses (and therefore the player selections) using a software programmed to receive and communicate information utilizing NFC protocols.
  • a set of selected numbers can be used to create an electronic lottery play slip which can then be transferred to a lottery conducting agency for validation, using, for example, an electronic message, or a barcode formed on the device screen, or any other suitable technologies.
  • the terms “cloud,” “Internet cloud,” “cloud computing,” “cloud architecture,” and similar terms correspond to at least one of the following: (1) a large number of computers connected through a real-time communication network (e.g., Internet); (2) providing the ability to run a program or application on many connected computers (e.g., physical machines, virtual machines (VMs)) at the same time; (3) network-based services, which appear to be provided by real server hardware, and are in fact served up by virtual hardware (e.g., virtual servers), simulated by software running on one or more real machines (e.g., allowing to be moved around and scaled up (or down) on the fly without affecting the end user).
  • a real-time communication network e.g., Internet
  • VMs virtual machines
  • the instant invention offers/manages the cloud computing/architecture as, but not limiting to: infrastructure a service (IaaS), platform as a service (PaaS), and software as a service (SaaS).
  • FIGS. 3 and 4 illustrate schematics of exemplary implementations of the cloud computing/architecture.
  • the embodiments described herein may, of course, be implemented using any appropriate computer system hardware and/or computer system software.
  • computer hardware e.g., a mainframe, a mini-computer, a personal computer (“PC”), a network (e.g., an intranet and/or the internet)
  • type of computer programming techniques e.g., object oriented programming
  • type of computer programming languages e.g., C++, Basic, AJAX, Javascript
  • the instant invention provides for a computer system, including: a) at least one server and software stored on a computer readable medium accessible by the at least one server; where the software is at least configured to: i) generate, in real-time, game data of at least one personalized game based, at least in part, on at least one data source, where the at least one data source is identified by at least one user, where the at least one data source includes values corresponding to at least one of the following parameters: 1) at least one meteorological condition of at least one particular locality, 2) at least one sports-related statistic, 3) at least one geographic descriptors, 4) at least one financial statistic, 5) at least one statistic regarding at least one activity of the at least one user, being derived from a personal portable computer device of the at least one user, 6) at least one statistic regarding information being stored on the personal portable computing device of the at least one user, or 7) any combination thereof; ii) receive, in real-time, game input from the at least one user to play the at least one personalized game,
  • the at least one personalized game is a lottery game.
  • the specifically programmed input device is a personal portable computing device.
  • the at least one server is further configured to: determine at least one well-being condition of the at least one user based, at least in part, on the at least one voice characteristic of the vocal input of the at least one user, wherein the at least one well-being condition is a condition selected from the group consisting of: tiredness, anxiety, intoxication, a measurable psychological condition, a measurable physiological condition, or any combination thereof; determine an ability of the at least one user to play the at least one personalized game based, at least in part, on the at least one well-being condition of the at least one user; and deliver at least one alert to the at least one user based, at least in part, on the ability of the at least one user to play the at least one personalized game being determined from the at least one well-being condition of the at least one user.
  • the at least one server is further configured to terminate the at least one personalized game when the at least one well-being condition is a condition selected from the group consisting of: tiredness, anxiety, intoxication, a measurable psychological condition, a measurable physiological condition, or any combination thereof.
  • each specifically programmed input device is further configured to: a) receive at least one payment parameter from the at least one user, and b) obtain at least one payment based on the at least one payment parameter being received from the at least one user.
  • the at least one payment parameter includes at least one instruction to play the at least one personalized game when a predetermined threshold set by the at least one user is reached, where the predetermined threshold identifies at least one of: a predetermined prize amount, a predetermined wallet balance, a predetermined period of time elapsed since a previous game, or any combination thereof.
  • the at least one server is further configured to combine the at least one first game entry, the at least one second game entry, or both, with at least one third game entry being received from at least one other user to play the at least one personalized game of the at least one user.
  • the instant invention provides for a computer method that includes: a) generating, by software, in real-time, game data of at least one personalized game based, at least in part, on at least one data source, where the at least one data source is identified by at least one user, where the at least one data source includes values corresponding to at least one of the following parameters: 1) at least one meteorological condition of at least one particular locality, 2) at least one sports-related statistic, 3) at least one geographic descriptors, 4) at least one financial statistic, 5) at least one statistic regarding at least one activity of the at least one user, being derived from a personal portable computer device of the at least one user, 6) at least one statistic regarding information being stored on the personal portable computing device of the at least one user, or 7) any combination thereof; b) receiving, by at least one server, in real-time, game input from the at least one user to play the at least one personalized game, c) determining, by the at least one server, in real-time, an outcome of playing the at least
  • the at least one personalized game is a lottery game.
  • the specifically programmed input device is a personal portable computing device.
  • the computer method further includes: determining, by the at least one server, at least one well-being condition of the at least one user based, at least in part, on the at least one voice characteristic of the vocal input of the at least one user, where the at least one well-being condition is a condition selected from the group consisting of: tiredness, anxiety, intoxication, a measurable psychological condition, a measurable physiological condition, or any combination thereof; determining, by the at least one server, an ability of the at least one user to play the at least one personalized game based, at least in part, on the at least one well-being condition of the at least one user; and delivering, by the at least one server, at least one alert to the at least one user based, at least in part, on the ability of the at least one user to play the at least one personalized game being determined from the at least one well-being condition of the at least one user.
  • the computer method includes: terminating, by the at least one server, the at least one personalized game when the at least one well-being condition is a condition selected from the group consisting of: tiredness, anxiety, intoxication, a measurable psychological condition, a measurable physiological condition, or any combination thereof.
  • the computer method includes: a) receiving, by the specifically programmed input device, at least one payment parameter from the at least one user, and b) obtaining, by the specifically programmed input device, at least one payment based on the at least one payment parameter being received from the at least one user.
  • the at least one payment parameter includes at least one instruction to play the at least one personalized game when a predetermined threshold set by the at least one user is reached, where the predetermined threshold identifies at least one of: a predetermined prize amount, a predetermined wallet balance, a predetermined period of time elapsed since a previous game, or any combination thereof.
  • the computer method includes: combining, by the at least one server, the at least one first game entry, the at least one second game entry, or both, with at least one third game entry being received from at least one other user to play the at least one personalized game of the at least one user.

Landscapes

  • Physics & Mathematics (AREA)
  • Engineering & Computer Science (AREA)
  • General Physics & Mathematics (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Health & Medical Sciences (AREA)
  • Audiology, Speech & Language Pathology (AREA)
  • Acoustics & Sound (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

In some embodiments, the instant invention provides for a computer system that includes at least one server and software stored on a computer readable medium accessible by the at least one server; at least one database accessible by the at least one server and is configured to store the game data of the at least one personalized game; a plurality of specifically programmed input devices, where the at least one server, the at least one database and the plurality of specifically programmed input devices are connected through a computer network; where the plurality of specifically programmed input devices are at least a thousand of specifically programmed input devices; and where the at least one server is configured to manage, in real-time, the at least a thousand of specifically programmed input devices.

Description

    RELATED APPLICATIONS
  • This application is a continuation of U.S. patent application Ser. No. 14/532,929; filed Nov. 4, 2014; entitled “COMPUTER SYSTEMS AND COMPUTER-IMPLEMENTED METHODS FOR CONDUCTING AND PLAYING PERSONALIZED GAMES BASED ON VOCAL AND NON-VOCAL GAME ENTRIES” which claims the priority of U.S. Patent Appln. No. 61/899,442; filed Nov. 4, 2013; entitled “COMPUTER-IMPLEMENTED METHODS AND COMPUTER SYSTEMS RELATED TO CONDUCTING AND PLAYING GAMES SUCH AS LOTTERY GAMES,” which is incorporated herein by reference in its entirety for all purposes.
  • TECHNICAL FIELD
  • In some embodiments, the instant invention is related to computer methods/systems to conduct and play games.
  • BACKGROUND
  • In computer science and electrical engineering, speech recognition is the translation of spoken words into text. Speech recognition is also known as “automatic speech recognition” (ASR), “computer speech recognition”, or “speech to text” (STT). Speech recognition applications include voice user interfaces such as voice dialing (e.g., “call home”), call routing (e.g., “I would like to make a collect call”), domotic appliance control, search (e.g., find a podcast where particular words were spoken), simple data entry (e.g., entering a credit card number), reparation of structured documents (e.g., a radiology report), speech-to-text processing (e.g., word processors or emails), and aircraft (typically termed Direct Voice Input). The term “voice recognition” or “speaker identification” refers to identifying the speaker, rather than what they are saying. Recognizing the speaker can simplify the task of translating speech in systems that have been trained on a specific person's voice or it can be used to authenticate or verify the identity of a speaker as part of a security process.
  • SUMMARY OF INVENTION
  • In some embodiments, the instant invention provides for a computer system, including: a) at least one server and software stored on a computer readable medium accessible by the at least one server; where the software is at least configured to: i) generate, in real-time, game data of at least one personalized game based, at least in part, on at least one data source, where the at least one data source is identified by at least one user, where the at least one data source includes values corresponding to at least one of the following parameters: 1) at least one meteorological condition of at least one particular locality, 2) at least one sports-related statistic, 3) at least one geographic descriptors, 4) at least one financial statistic, 5) at least one statistic regarding at least one activity of the at least one user, being derived from a personal portable computer device of the at least one user, 6) at least one statistic regarding information being stored on the personal portable computing device of the at least one user, or 7) any combination thereof; ii) receive, in real-time, game input from the at least one user to play the at least one personalized game, iii) determine, in real-time, an outcome of playing the at least one personalized game by the at least one user, and iv) output, in real-time, the outcome of playing the at least one personalized game to the at least one user; b) at least one database accessible by the at least one server and is configured to store the game data of the at least one personalized game; c) a plurality of specifically programmed input devices, where each specifically programmed input device is configured to: 1) receive, in real-time, a vocal input from at least one user; 2) dynamically determine, in real-time, at least one voice characteristic of the vocal input from the at least one user, based, at least in part, on at least one of: (i) a duration of the vocal input time, and (ii) an intensity of at least one waveform, where the intensity of at least one waveform is calculated based, at least in part, on at least one of: (1) a periodic vibration of vocal folds of the at least one user, and (2) an aperiodic sound produced by turbulence at a constriction in a vocal tract of the at least one user; 3) dynamically determine, in real-time, at least one first game entry for the at least one personalized game, based, at least in part, on the at least one voice characteristic of the vocal input of the at least one user; 4) receive, in real-time, non-vocal input from the at least one user; 5) dynamically determine, in real-time, at least one second game entry for the at least one personalized game, based, at least in part, on the non-vocal input of the at least one user; 6) where the at least one first game entry, the at least one second game entry, or both identify the at least one data source for the at least one personalized game being generated by the software of the at least one server; where the at least one server, the at least one database and the plurality of specifically programmed input devices are connected through a computer network; where the plurality of specifically programmed input devices are at least a thousand of specifically programmed input devices; and where the at least one server is configured to manage, in real-time, the at least a thousand of specifically programmed input devices.
  • In some embodiments, the at least one personalized game is a lottery game. In some embodiments, the specifically programmed input device is a personal portable computing device.
  • In some embodiments, the at least one server is further configured to: determine at least one well-being condition of the at least one user based, at least in part, on the at least one voice characteristic of the vocal input of the at least one user, wherein the at least one well-being condition is a condition selected from the group consisting of: tiredness, anxiety, intoxication, a measurable psychological condition, a measurable physiological condition, or any combination thereof; determine an ability of the at least one user to play the at least one personalized game based, at least in part, on the at least one well-being condition of the at least one user; and deliver at least one alert to the at least one user based, at least in part, on the ability of the at least one user to play the at least one personalized game being determined from the at least one well-being condition of the at least one user.
  • In some embodiments, the at least one server is further configured to terminate the at least one personalized game when the at least one well-being condition is a condition selected from the group consisting of: tiredness, anxiety, intoxication, a measurable psychological condition, a measurable physiological condition, or any combination thereof.
  • In some embodiments, each specifically programmed input device is further configured to: a) receive at least one payment parameter from the at least one user, and b) obtain at least one payment based on the at least one payment parameter being received from the at least one user.
  • In some embodiments, the at least one payment parameter includes at least one instruction to play the at least one personalized game when a predetermined threshold set by the at least one user is reached, where the predetermined threshold identifies at least one of: a predetermined prize amount, a predetermined wallet balance, a predetermined period of time elapsed since a previous game, or any combination thereof.
  • In some embodiments, the at least one server is further configured to combine the at least one first game entry, the at least one second game entry, or both, with at least one third game entry being received from at least one other user to play the at least one personalized game of the at least one user.
  • In some embodiments, the instant invention provides for a computer method that includes: a) generating, by software, in real-time, game data of at least one personalized game based, at least in part, on at least one data source, where the at least one data source is identified by at least one user, where the at least one data source includes values corresponding to at least one of the following parameters: 1) at least one meteorological condition of at least one particular locality, 2) at least one sports-related statistic, 3) at least one geographic descriptors, 4) at least one financial statistic, 5) at least one statistic regarding at least one activity of the at least one user, being derived from a personal portable computer device of the at least one user, 6) at least one statistic regarding information being stored on the personal portable computing device of the at least one user, or 7) any combination thereof; b) receiving, by at least one server, in real-time, game input from the at least one user to play the at least one personalized game, c) determining, by the at least one server, in real-time, an outcome of playing the at least one personalized game by the at least one user, and d) outputting, by the at least one server, in real-time, the outcome of playing the at least one personalized game to the at least one user; e) receiving, by a specifically programmed input device, in real-time, a vocal input from at least one user; f) dynamically determining, by the specifically programmed input device, in real-time, at least one voice characteristic of the vocal input from the at least one user, based, at least in part, on at least one of: (i) a duration of the vocal input time, and (ii) an intensity of at least one waveform, where the intensity of at least one waveform is calculated based, at least in part, on at least one of: (1) a periodic vibration of vocal folds of the at least one user, and (2) an aperiodic sound produced by turbulence at a constriction in a vocal tract of the at least one user; g) dynamically determining, by the specifically programmed input device, in real-time, at least one first game entry for the at least one personalized game, based, at least in part, on the at least one voice characteristic of the vocal input of the at least one user; h) receiving, by the specifically programmed input device, in real-time, non-vocal input from the at least one user; i) dynamically determining, by the specifically programmed input device, in real-time, at least one second game entry for the at least one personalized game, based, at least in part, on the non-vocal input of the at least one user; where the at least one first game entry, the at least one second game entry, or both identify the at least one data source for the at least one personalized game being generated by the software of the at least one server.
  • In some embodiments, the at least one personalized game is a lottery game. In some embodiments, the specifically programmed input device is a personal portable computing device.
  • In some embodiments, the computer method further includes: determining, by the at least one server, at least one well-being condition of the at least one user based, at least in part, on the at least one voice characteristic of the vocal input of the at least one user, where the at least one well-being condition is a condition selected from the group consisting of: tiredness, anxiety, intoxication, a measurable psychological condition, a measurable physiological condition, or any combination thereof; determining, by the at least one server, an ability of the at least one user to play the at least one personalized game based, at least in part, on the at least one well-being condition of the at least one user; and delivering, by the at least one server, at least one alert to the at least one user based, at least in part, on the ability of the at least one user to play the at least one personalized game being determined from the at least one well-being condition of the at least one user.
  • In some embodiments, the computer method includes: terminating, by the at least one server, the at least one personalized game when the at least one well-being condition is a condition selected from the group consisting of: tiredness, anxiety, intoxication, a measurable psychological condition, a measurable physiological condition, or any combination thereof.
  • In some embodiments, the computer method includes: a) receiving, by the specifically programmed input device, at least one payment parameter from the at least one user, and b) obtaining, by the specifically programmed input device, at least one payment based on the at least one payment parameter being received from the at least one user.
  • In some embodiments, the at least one payment parameter includes at least one instruction to play the at least one personalized game when a predetermined threshold set by the at least one user is reached, where the predetermined threshold identifies at least one of: a predetermined prize amount, a predetermined wallet balance, a predetermined period of time elapsed since a previous game, or any combination thereof.
  • In some embodiments, the computer method includes: combining, by the at least one server, the at least one first game entry, the at least one second game entry, or both, with at least one third game entry being received from at least one other user to play the at least one personalized game of the at least one user.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • The present invention will be further explained with reference to the attached drawings, wherein like structures are referred to by like numerals throughout the several views. The drawings shown are not necessarily to scale, with emphasis instead generally being placed upon illustrating the principles of the present invention. Further, some features may be exaggerated to show details of particular components.
  • FIG. 1 illustrates some embodiments of the inventive system of the present invention, showing network servers communicating with client devices by use of a network.
  • FIG. 2 illustrates some embodiments of the inventive system of the present invention, showing a computer and network architecture that supports the inventive system.
  • FIG. 3 illustrates some embodiments of the inventive system of the present invention, showing a cloud system supporting the inventive system.
  • FIG. 4 illustrates some embodiments of the inventive system of the present invention, showing the cloud systems supporting the inventive system and allowing a delivering and receiving of information to and/or from cloud clients.
  • In addition, any measurements, specifications and the like shown in the figures are intended to be illustrative, and not restrictive. Therefore, specific structural and functional details disclosed herein are not to be interpreted as limiting, but merely as a representative basis for teaching one skilled in the art to variously employ the present invention.
  • Among those benefits and improvements that have been disclosed, other objects and advantages of this invention will become apparent from the following description taken in conjunction with the accompanying figures. Detailed embodiments of the present invention are disclosed herein; however, it is to be understood that the disclosed embodiments are merely illustrative of the invention that may be embodied in various forms. In addition, each of the examples given in connection with the various embodiments of the invention which are intended to be illustrative, and not restrictive.
  • DESCRIPTION OF EXEMPLARY EMBODIMENTS
  • Among those benefits and improvements that have been disclosed, other objects and advantages of this invention will become apparent from the following description taken in conjunction with the accompanying figures. Detailed embodiments of the present invention are disclosed herein; however, it is to be understood that the disclosed embodiments are merely illustrative of the invention that may be embodied in various forms. In addition, each of the examples given in connection with the various embodiments of the invention which are intended to be illustrative, and not restrictive.
  • Throughout the description, the following terms take the meanings explicitly associated herein, unless the context clearly dictates otherwise. The phrases “in one embodiment” and “in some embodiments” as used herein do not necessarily refer to the same embodiment(s), though it may. Furthermore, the phrases “in another embodiment” and “in some other embodiments” as used herein do not necessarily refer to a different embodiment, although it may. Thus, as described below, various embodiments of the invention may be readily combined, without departing from the scope or spirit of the invention.
  • In addition, as used herein, the term “or” is an inclusive “or” operator, and is equivalent to the term “and/or,” unless the context clearly dictates otherwise. The term “based on” is not exclusive and allows for being based on additional factors not described, unless the context clearly dictates otherwise. In addition, throughout the specification, the meaning of “a,” “an,” and “the” include plural references. The meaning of “in” includes “in” and “on.”
  • It is understood that at least one aspect/functionality of various embodiments described herein can be performed in real-time and dynamically. As used herein, the term “real-time” means that an event/action can occur instantaneously or almost instantaneously in time when another event/action has occurred.
  • As used herein, the term “dynamic(ly)” means that an event/action that can occur without any human intervention. The event/action may be in real-time and/or hourly, daily, weekly, monthly, etc.
  • While examples provided in the description are primarily directed to playing and conducting lottery games, those examples are not restrictive and other types of wager and non-wager games can be played and/or conducted in accordance with the principles of the exemplary embodiments of the instant invention that are disclosed herein.
  • 1. Examples Related to Computer-Implemented Methods for Receiving Game Data/Selections from Player(s)
  • In some embodiments, when playing on interactive channels (internet, mobile/tablet, itv, self-service terminals in a retail establishment, etc.), the instant invention allows a plurality of methods that player(s) can utilize, whether each method separately or in combination with others, to complete game data required to complete an entry into, for example, a lottery drawing. In some embodiments, player(s) can utilize the plurality of methods to supply game data that is typically hand-written on a game coupon (e.g., a lottery coupon/ticket). For example, in accordance with some embodiments of the instant invention, player(s) utilize one or more methods, based at least in part on characteristic(s) of player(s)' voice, to submit game data for a single game (e.g., lottery) entry (e.g., selecting numbers for a lottery entry based at least in part on characteristic(s) of player(s)' voice).
  • In some embodiments, the instant invention can utilize specifically programmed input device(s) (e.g., Siri interface of Apple iPhone) which receive/recognize players(s)' voice waveform, frequency, tone, pitch, and vocal resonation, and which assist players(s) to select numbers based at least in part on received/recognized characteristic(s) of player(s)' voice (e.g., selecting a first number if player's voice has a first tone and select a second number of player's voice changes to a second tone).
  • In some embodiments, the instant invention can utilize specifically programmed input device(s) that recognize characteristic(s) of players(s)' voice to ensure certain playing behavior (e.g., policing rules of a personalized game). For example, in some embodiments, the instant invention can utilize specifically programmed input device(s) that recognize characteristic(s) of players(s)' voice to monitor responsible gaming and prohibiting the sale of tickets, and/or produce warning messages, if the a player sounds tired, anxious, drunk, and/or expresses any other measured psychological and/or physiological condition(s) which is recognized as not being favored and/or being prohibited based on rule(s) of the game itself and/or rules of any 3rd party(ies) whose rules the game operator desires and/or is obligated to abide by.
  • For example, some embodiments of the instant invention can utilize principle that, typically, a voice's waveform is a multi-dimensional (e.g., 2 dimensional) representation of a sound. For example, the two dimensions in a waveform display are time and intensity (e.g., the vertical dimension is intensity and the horizontal dimension is time). Typically, the intensity dimension actually displays sound pressure, which is a measure of the tiny variations in air pressure that humans are able to perceive as sound. For example, the greater the change in pressure, the louder the sound that humans hear. For example, intensity and pressure are physical measurements of sound amplitude whilst loudness is a psychological or perceptual measurement. In some embodiments, the variations in air pressure, relative to atmospheric pressure, are very tiny indeed, ranging from 1/5,000,000 of atmospheric pressure for the sounds humans can just hear to about 1/1,000 of atmospheric pressure for very loud sounds. Typically, sound intensity is often quoted in deciBels (dB), which is a logarithmic scaling of sound pressure or intensity and approximates the way the ear and brain rescale sound amplitude. In some examples, intensity of some waveforms is recorded/recognized as a simple linear scaling of sound pressure. In some embodiments of the instant invention can rely on one or more of waveforms and source characteristics that results from two types of speech sound source:
  • i) periodic vibration of the vocal folds resulting in voiced speech, and
  • ii) aperiodic sound produced by turbulence at some constriction in the vocal tract resulting in voiceless speech.
  • Typically, the above two sound sources are modified by the frequency-selective (filtering) effects of different vocal tract shapes to produce the various sounds of speech. In some examples, the voiced source can be filtered (“modulated”) by the position of the tongue, lips and/or velum to produce all of the vowels as well as the various voiced consonants. In some examples, the aperiodic sources can be filtered to produce various unvoiced speech sounds based on the position of the constriction that produces the turbulence. In some examples, speech sounds result from the mixture of both voiced and unvoiced sounds resulting in, for example, voiced fricatives.
  • In some embodiments, the instant invention can combine inputs of a portion of game data based on characteristic(s) of the voice with another portion of game data obtained by other input methods (e.g., player writes game information (e.g., numbers on a piece of paper or pad and an input device utilizes an Optical Character Recognition technology(ies) (OCR) to acquire/receive the written portion of game data).
  • 2. Examples Related to Computer-Implemented Methods for Selection of Game Data (e.g., Numbers for a Lottery Entry) for Player(s) Based on Numerous Permutations of Player(s)' Predetermined and/or Ad Hoc Selected Source(s) of Data and Predetermined and/or Ad Hoc Defined Rule(s)
  • In some embodiments, the instant invention utilizes computer-implemented methods to allow player(s) to select game data (e.g., numbers for a lottery entry) based at least in part on numerous permutations of player(s)' predetermined and/or ad hoc selected source(s) of data and predetermined and/or ad hoc defined rule(s). For example, the inventive systems of the instant invention can be programmed to assist player(s) in a so-called Quick Pick number generation in Quick Pick-type lottery games.
  • For example, player(s) can predetermine and/or ad hoc select numerous source(s) of data which the programmed computer systems of the instant invention will utilize to select numbers for playing lottery games. For example, player(s) can predetermine and/or ad hoc identify at least one of the following source(s) of so-called “real world” and/or physical data:
  • 1) meteorological measurement(s) (e.g., in a user/player-specified location (e.g., hometown, current location, arbitrary location based on a rule set by player(s)); meteorological measurement(s) may measure, but are not limited to: temperature, humidity, wind speed, sun index, etc.; meteorological measurement(s) may be expressed in actual values (e.g., current temperature, temperature at 10 PM yesterday, etc), statistical values (min, max, average, median and others measured over a predetermined and/or ad hoc period of time), or both;
  • 2) sports-related input(s); for example, but are not limited to: minutes in which events occur in specific match(es), match(es) of favorite team(s), numbers of sportspersons of a particular team that are involved in specific event(s) (e.g., who scores, who starts the match, who is substituted, etc.), score(s) in specific match(es), score(s) in specific period(s) of time during sport event(s), any similarly suitable statistics about a sporting event, a sportsperson or both;
  • 3) location-based information generated/acquired from the player(s) phone and/or other portable device (e.g., GPS location, movements, GPS location of favorite spot(s), most visited spot(s), spots where an even like a hotel/transportation check-in occurred, etc.);
  • 4) financial transaction(s)/value(s) (e.g., exchange rate(s) for predetermined currency(ies), price(s) of stock(s), futures indexes, market indexes (e.g., S&P500);
  • 5) suitable statistics gathered about player(s) everyday activity(ies) (e.g., phone-based statistics (e.g., number of calls/emails/SMSs/social media messages (e.g., retweets) sent/received during a predetermined time period;
  • 6) suitable statistics based at least in part on association between, for example, the phone-based statistics with birthday information for respective contact(s);
  • 7) suitable permutation of two or more of the above data sources; and
  • 8) etc.
  • In some embodiments, the instant invention allows player(s) to predetermine and/or identify on ad hoc basis at least one rule for each source of data. In some embodiments, the instant invention randomly generates game data from particular source(s) of data. In some embodiments, the instant invention generates game data based on combination of random generation and at least one rule that is predetermined or identified on ad hoc basis by player(s).
  • In some embodiments, the programmed systems of the instant invention allow player(s) to rank and/or automatically ranks player(s)' preferences for source(s) of data to be utilized for the game data and/or player(s)' rules on how to manipulate/utilize data to come up with the game data.
  • 3. Examples Related to Computer-Implemented Methods for Autonomous Selection of Game Data (e.g., Numbers for a Lottery Entry) and/or Autonomous Playing Games(s) Based on Predetermined and/or Ad Hoc Flexible Rules
  • In some embodiments, the instant invention player(s) to utilize autonomous computer programs/modules to autonomously perform at least one game related activity or all game related activity(ies) on behalf of player(s) after they set one or more rules that govern the autonomous action(s). In some embodiments, the autonomous computer programs/modules of the instant invention can be an Internet bot, also known as web robot, WWW robot or simply bot, which is a software application that runs automated tasks over the Internet. Typically, bots perform tasks that are both simple and structurally repetitive, at a much higher rate than would be possible for a human alone. In some embodiments, the autonomous computer programs/modules of the instant invention behave in accordance with business rule(s) which are set by player(s) in order to perform an automated action (e.g., a rule directing a software to automatically purchase a coupon for a personalized game (e.g., a Quick Draw lottery ticket) on behalf of player(s) when all the prerequisite conditions of the set rule(s) are satisfied. For example, in some embodiments, the autonomous computer programs/modules of the instant invention can be programmed by players in accordance with at least one of the following parameters:
  • Applicability: allowing player(s) to: select one or more games to which the rules apply, select period(s) of active time, select payment condition(s) (e.g., e-wallet content test—e.g., purchase 1 coupon if e-wallet had 5 dollar, and purchase 5 coupons if e-wallet has 20 dollars), select data sources/conditions/rules (e.g., player(s)' own past results, game's historical statistics (e.g., last draw, statistics, statistics over a period of time, etc.);
  • Qualification: allowing player(s) to select when the rule should be applied—e.g., in every new draw, every other draw, once a month, when jackpot is above or below a threshold, when there was no winner in the previous draw, etc.;
  • Action: allowing player(s) to select action(s) to be performed—e.g., play all coupons, play some coupons based, for example, on whether coupon(s) include(s) player(s)' favorite numbers, whether the coupons are saved coupons, whether the coupons include previous draw numbers, whether the coupons are quick picks either totally random based on a random numerical generator (RNG) or produced in accordance with principles of the instant invention as, for example, detailed in examples of the second type above.
  • Limits: allowing player(s) to define how much money should be spent, or how many columns should be submitted, etc.;
  • Additional rule(s): for example, allowing player(s) to define multi-fold activities such as:
  • 1) when player(s)' quick pick strategy(ies) result in a list of, for example, 10 coupons/tickets, and the purchasing limit is set to play automatically only 5 coupons/tickets
  • 2) the programmed software robot stores the remaining 5 unused coupons/tickets in player(s)' account or a wishlist-type of structure for future use such as in accordance with principles of the instant invention as, for example, further detailed.
  • Links to loyalty system of other promotions: allowing player(s) to set condition(s) that, for example, result in the programmed software robot(s) applying for promotions when specific conditions from player(s)'s loyalty account are valid and/or link to a specific promotion.
  • The below example illustrates how player(s) can define more and more complex rules by setting additional conditions that the programmed software robot(s) must follow:
  • Rule #1: If the jackpot for the next draw of powerball is above $10 Million, then play 3 quick pick selections for me for the next draw;
  • Rule #2: If the jackpot for the next draw of powerball is above $10 Million, then create a list of quickpicks based on my quick pick preferences (setting relevant to no. 2 above) and then select at random to play them up to a maximum of 50% of my wallet account balance if that is above $30 or with no maximum if my wallet account balance is below that amount;
  • Rule #3: If the jackpot for the next draw of powerball is above $10 Million OR if my account balance is above $30 OR if I had any winnings from this game in the last draw THEN play first my favorite coupons and then a number of quick picks up to a total of $30;
  • Rule #4: If I have won less than $20 in the previous powerball draw then spend all of it in the next draw to buy quick picks unless my total wallet balance is less than $50;
  • Rule #5: If I am about to lose my VIP loyalty tier status, and I can spend a maximum of $50 to retain that, then, for example, buy coupons up to the minimum required amount;
  • Etc.
  • In some embodiments, the instant invention allows player(s) set numerous programmed software robots that would each act either independent and/or in cooperation with one or more other programmed software robot(s) of the same player(s) and/or other player(s) (i.e., botnet-type of interaction).
  • 4. Examples Related to a Wishlist and Playing for Someone Else (e.g., Gift Coupons/Tickets, Etc.)
  • In some embodiments, rule(s) and/or programmed software robot(s) specified by first player(s) generate(s) potential coupons/tickets for entry in each draw. In some embodiments, other predefined potential entries are first player(s)' favorite numbers and/or favorite coupons/tickets. In some embodiments, all first payer(s)' defined combinations result in a list of potential coupons/tickets to be played by first player(s). In some embodiments, first player(s) pay(s) and play(s) a portion of coupons/tickets from the list of potential coupons/tickets (i.e., first player(s) submit(s) some coupons/tickets to the draw based on either automatic or manual selection).
  • In some embodiments, any unplaced remainder of coupons/tickets becomes a wishlist. In some embodiments, this wishlist can be accessible to other second player(s) such as, but are not limited to, friends, which can be defined, by player(s) and/or the programmed systems of the instant invention to be such, based at least in part on an internal relationship (e.g., like friends from a lottery website) and/or an external relationship (e.g., like friends from facebook), email contacts, etc. In some embodiments, these other second player(s) then have an option to manually and/or based on an automatically programmed robot to pay to play those unused coupons/tickets on the first player(s)' behalf (i.e., these other second player(s) will be gifting the reminder of unused coupons/tickets to first player(s) from first player(s)' wish list). In some embodiments, the instant invention can allow to the first player(s), the second player(s), a game conducting operator, or any combination thereof, to establish, for example, whether the second player(s) pay the full amount or not for the reminder of unused coupons/tickets, whether the second player(s) also win something or share winnings, etc.
  • 5. Examples Related to Collaborative Coupon/Ticket Creation
  • In some embodiments, the instant invention allows players to create/generate game data (e.g., jointly come up with numbers for a lottery coupon/ticket) to play jointly either by providing numbers to someone submitting the game data (e.g., coupon/ticket) and/or by, for example, giving collaborators an incomplete game data (e.g., incomplete coupon/ticket) to complete and submit.
  • For example, in some embodiments, the instant invention allows players to collaborate with other through their accounts with a personalized game (e.g., lottery) operator in at least one of the following ways, but are not limited to:
  • 1) incomplete game data (e.g., coupons/tickets) for joint submission can be generated manually and shared with other players;
  • 2) incomplete game data (e.g., coupons/tickets) can also be generated based on programmed robots of the instant invention and sent via predetermined means of sharing, such as, but are not limited to, email, NFC, bluetooth, instant messaging, etc.;
  • 3) a recipient of incomplete game data (e.g., coupons/tickets) can also have the programmed robots of the instant invention and automated rules in place to complete the game data and submit with or without manual control (e.g., if any of my close friends send an incomplete coupon then complete it at random and submit or pass on to the next one on the list provided that the cost for me will not exceed $5 for this application of the rule and $10 in total from this rule and this draw).
  • 5. Examples Related to Game Data Wizards Linked with the Programmed Robots of the Instant Invention
  • In some embodiments, the instant invention allows player(s) to utilize complex statistical filters to create potential game data (e.g., potential coupon/tickets entry(ies) for next week's draws, etc).
  • In one example, the statistical filters can be utilized to create potential coupons/columns in playing a lottery game, as follows:
  • 1) Start with all potential combinations of the game
  • 2) Exclude any number appearing in the last two draws
  • 3) Exclude any column that:
      • Has more than 2 consecutive numbers
      • Has more than X odd numbers (same for even)
      • Has more than 3 numbers from the same decade
      • Has more than 3 numbers ending in the same digit.
  • In another example, the statistical filters can operate as described below.
  • In some embodiments, the statistical filters can be based on statistical tables. An exemplary filter first calculates the statistics of selected past draws (e.g., Expert Lotto 6/49 Demo Lottery) and then accepts only tickets that have desired values in selected column(s) in statistical table.
  • A player, for example, chooses past winning numbers draws to calculate draw interval statistics from. The player then selects which statistical property the filter will evaluate. The player then selects desired statistical table column(s) in Table 1 and the required value or value range the accepted tickets must have. The player can add additional condition. The player can then select an option Match all of the following to make the filter accept only tickets that meet all the conditions listed in the table. The player can then select an option Match any of the following makes the filter accept tickets that meet at least one of the listed conditions. The player can then add another filtering option: Applies to X to Y in each ticket. That is because when filtering e.g. according to statistics of ticket numbers then each accepted ticket can contain up to 6 numbers that the filter's statistical condition(s) pull from the whole number pool (in a 6/xx lottery).
  • The conditions in Statistical Filter look like this:
  • StatisticalTableColumnName Operator NumericalValue
  • Where the StatisticalTableColumnName is one of:
  • Occurrence—how many times a given statistical property value has been found in analyzed past draws. For example pool number 6 has been found 3 times in ten latest draws.
  • Occurrence Percentage—the same value as Occurrence but it is given as a percentage of all occurrences.
  • Latest—how many draws elapsed since the last occurrence of a given statistical property. For example number 11 has been last drawn 8 draws ago. While number 23 came up in the very latest draw so its corresponding value in Latest column in statistical table is 1.
  • AVG Interval—average count of draws that elapsed between two following occurrences of a given statistical property value in analyzed past draws. For example average interval 4 of pool number 6 means that number 6 hits on average in every fourth draw.
  • Min Interval—the lowest count of draws that elapsed between two following occurrences of a given statistical property value in analyzed past draws. For example minimum interval of 3 of pool number 23 means that the number hit again after two draws at the earliest. While minimum interval of 1 of pool number 11 means that the number hit again in the very next draw since its previous occurrence.
  • Max Interval—the highest count of draws that elapsed between two following occurrences of a given statistical property value in analyzed past draws. For example maximum interval of 5 of pool number 6 means that the longest delay between two following hits of that number is 5 draws.
  • Due—statistical probability that a given property will hit in the next draw. Due values lower than 1 mean that the given property isn't expected in the next draw. Due value higher than 1 mean that the given property is long overdue and should hit in the next draw. Due values close to 1 mean that the given property is very close to its average hit cycle and should come up in the next draw. For example Due value of 6.00 of pool number 30 means that the number is long overdue because on average it hits in every draw and now hasn't come up in six latest draws (applies to the 10 latest draws in Expert Lotto 6/49 Demo Lottery).
  • TABLE 1
    Operator Example Meaning
    = Ticket Numbers: Occurrence = 5 Select pool numbers that appear exactly 5
    times in the selected past draws.
    > Triplets: Latest > 4 Select triplets that haven't hit for more
    than 4 draws in the selected past draws.
    >= Pairs: Occurrence >= 3 Select pairs that appear 3 or more times in
    the selected past draws.
    < Ticket Numbers: Latest < 3 Select pool numbers that hit in the very
    latest draw or in previous draw in the
    selected past draws.
    <= Pairs: Due <= 0.8 Select pairs that are not likely to hit again
    in the next draw.
    Highest Ticket Numbers: Latest Highest 5 Select 5 ranks of pool numbers that
    haven't hit for the longest time in the
    selected past draws.
    Lowest Ticket Numbers: Due Lowest 10 Select 10 ranks of pool numbers that are
    least likely to hit in the next draw.
  • Operators Highest and Lowest select the best and the worst ranking property values. A rank consists of statistical property values that have the same value in given statistical table column. For example when analyzing 10 latest draws in Expert Lotto 6/49 Demo Lottery then the Latest column in Ticket Numbers table sorted in descending order as shown in Table 2.
  • TABLE 2
    Main
    Number Latest
    5 10
    31 10
    43 10
    38 9
    11 8
    8 8
    26 8
    48 8
    49 8
    20 7
    33 7
    35 7
    30 6
    15 6
    37 6
    32 5
    1 5
    12 5
    24 5
    more . . . more . . .
  • The highest ranking numbers are the ones with Latest value of 10 (5, 31, 43), the second best rank is number 39 with Latest value of 9, the third best rank are numbers with Latest value of 8 (11, 8, 26, 48, 49) etc. So filter condition Ticket Numbers: Latest Highest 3 will select pool numbers with Latest values 10, 9 and 8, the numbers are 5, 31, 43, 38, 11, 8, 26, 48, 49. Filter condition Ticket Numbers: Latest Highest 1 will select pool numbers 5, 31, 43—not just the the first row of statistical table sorted in descending order. Operator Lowest works the same way except that it looks at the lowest ranking of numbers, i.e. at the bottom of Table 2.
  • In some embodiments, the instant invention can utilize any other suitable statistical game/lottery filter as a first step for the player(s) to create a potential pool of game data (e.g., possible columns to enter) and then apply filters which are personal to the player(s) and relevant to the rules/preferences that player(s) set for the programmed robots of the instant invention (e.g., the quick pick rules they defined in their accounts with a game/lottery operator). For example, in some embodiments, the instant invention allows the player to set the following:
  • Take the columns pool generated by personal statistical filters and then:
      • Exclude all columns that contain player's unlucky numbers (e.g., a number 13);
      • Only use columns that contain numbers generated by any quick pick selection the player set (e.g., player's favorite number(s), player's GPS location, etc.);
      • Exclude any column that does not contain at least 4 of the numbers in player's favorites and quick pick rules; and
      • Exclude any columns where 3 or more numbers are the same or different to the coupons/tickets that player played in the last 3 months.
  • In some embodiments, the player may desire to further filter results utilizing a personal RNG input randomizer to make further selection. For example, if all player's rules result in a pool of 100 coupons/tickets and the player only desires to play 10 coupons/tickets, then, the instant invention allows the player to delegate to the programmed system of the instant invention to choose 10 coupons/tickets for the player, using, for example: a current time of the player's portable electronic device, player's age in seconds, player's current location coordinates,—as pseudo-randomizer.
  • Illustrative Functionalities of Exemplary Computer Specialized Game Interfaces Programmed in Accordance with the Instant Invention
  • View Splash Screen
  • Splash Screen refers to the presentation of the mobile application logo and operator branding.
  • View Walkthroughs
  • Walkthroughs refer to a set of consecutive screens that present and highlight the main key features of the mobile application. The goal of walkthroughs is to educate users on main application functionalities and create an engaging first impression of the application.
  • Register
  • Registration refers to the process, which is followed by a user in order to register to the service and get eligible to use it.
  • Registration process only refers to custom registration. No social registration is included (i.e. Facebook, Twitter, Google, etc.).
  • Registration process includes at least two steps:
      • Simple registration
      • Extended registration
  • Simple registration includes only the first name, last name, e-mail, username and password of the user, as well as the acceptance of the Terms of Service and Privacy Policy of the mobile lottery application.
  • Extended registration includes a set of other information including, but not restricted to, gender, date of birth, address, photo.
  • View Terms of Service
  • Terms of Service refer to the presentation of the Terms of Service of the mobile lottery application to a user.
  • View Privacy Policy
  • Privacy Policy refers to the presentation of the Privacy Policy of the mobile lottery application to a user.
  • Login
  • Login refers to the process, which is followed by a user in order to log in the service and start using it.
  • Login process only refers to custom login process, similar to the registration process. No social login is included.
  • Login process includes the insertion of username and password, as well as the option to remember player information for future use (i.e. Remember me option).
  • Remind/Reset Password
  • Remind/reset password refers to the process, which is followed by a user in order to retrieve its password.
  • Remind/reset password process includes the insertion of the e-mail and/or the username of the user in order to send the user a new password or reset the current one.
  • View Available Games
  • The mobile lottery application is designed to host and provide a user more than one available game (i.e. Joker, Lotto, etc.). Application structure and navigation will enable end users quickly access all games.
  • For every available game there are at least two modes available:
      • Information mode
      • Live draw mode
  • Information Mode
  • For every available game at least the following set of information is available:
      • Countdown to next draw
      • Jackpot level
      • Play now (with immediate presentation of draft/saved coupons for even faster gameplay)
      • Previous results
      • My Inbox
      • Information (how to play, etc.)
  • These options include both presentation of the information and direct links to the respective sections of the mobile application, where a user is able to find more information about each section.
  • Live Draw Mode
  • For every available game a set of information is available:
      • Live draw information (i.e. numbers of current draw)
      • Matched coupon(s) of user (i.e. the coupon(s) that win based on the current draw)
      • Jackpot level
      • Play now (for next draws and with immediate presentation of draft/saved coupons for even faster gameplay)
      • Previous results
      • My Inbox
      • Information (how to play, etc.)
  • These options include both presentation of the information and direct links to the respective sections of the mobile application, where a user is able to find more information about each section.
  • View More Application Options
  • More application options refer to the set of screens, which comprise functionalities available for all games, irrespective of the discrete characteristics of each game.
  • These options can include at least one of the following:
      • Manage My Account
      • Manage Settings
      • View Stores
      • Scan Coupon
      • Information (“About”) regarding the application
      • Social Sharing of the application
  • Manage My Account
  • The Manage My Account option refers to a set of options, which are used by a user in order to have access to any information is related to him.
  • These options can include at least one of the following:
      • Manage Profile Information
      • View Loyalty
      • Manage Payments
      • View History
      • View Statistics
      • Manage Favorites
  • Manage Profile Information
  • Profile information refers to the profile of a user, which was inserted during the registration phase. This information is available both for presentation and editing.
  • Manage Payments
  • Payments refer to the available payment options, which are available to a user in order to use for a specific game. Payments are tightly connected to the backend infrastructure of the mobile lottery application and are not included in this specification. In some embodiments, payment options can include, such as, but not limited to, e-wallet, demo (free play) for player acquisition, direct charge to credit/debit or other card, personal bank account, charge on the carrier (e.g., AT&T, Vodafone) etc.
  • View Loyalty
  • Loyalty refers to a set of options, which are available to a user and are related to loyalty schemes that the operator offers to its players. Loyalty is tightly connected to the backend infrastructure and the operator of the mobile lottery application and is not included in this specification.
  • View History
  • History refers to the presentation of all transactions that a user has performed via the mobile application.
  • These transactions are split in the following categories:
      • Payments (i.e. deposits, etc.)
      • Account (i.e. last login, etc.)
      • Coupons (i.e. all played coupons and results, all saved coupons)
  • For each transaction, a user is able to view extended information.
  • Options to filter and/or search for a specific transaction are also available. Main option for filtering is date.
  • Specifically for the played coupons, a user is able to re-play a coupon.
  • View Statistics
  • Statistics refer to the presentation of useful information to the user regarding the past draws and its past coupons. Simple representation of data is included (i.e. not dynamic graphs).
  • Manage Favorites (e.g., Numbers and/or Coupons)
  • Favorites refer to the set of options, which are used by a user in order to specify either its favorites numbers in general or a favorite coupon for a specific game.
  • Manage Settings
  • Settings refer to the functionality, which is used by a user in order to specify and configure a set of parameters regarding the use and presentation of the mobile application and its available games.
  • Such settings include (but they are not restricted to):
      • Language settings
      • Time and/or Timezone settings
      • Logout
  • View Stores
  • View stores refer to the functionality, which is used by a user in order to view and find stores of the operator.
  • Available options can be (but they are not restricted to):
      • View current user location
      • Find store either using user location or searching for a specific address
      • Select specific store and view store information
      • Get directions for specific store
      • Call specific store
      • Check-in at a specific store
  • View Information (“About”)
  • Information refers to a set of screens, which present a set of information regarding the mobile lottery application and the available games.
  • Such information includes (but it is not restricted to):
      • Game Operator about page
      • Help page
      • How-to (i.e. rules, etc.) page
      • Payments information page
      • Responsible gaming and limits information page
      • Loyalty information page
  • Scan Coupon
  • Scan coupon refers to the process, which can be used by a user to scan a printed coupon in order to check the results.
  • An option to add a printed coupon to the past coupons of a user after the scanning is also included.
  • Share Information
  • Share information refers to the options that are available to a user in order share information about the mobile application and/or a specific game.
  • These share options include (but they are not restricted to):
      • E-mail share functionality
      • Facebook share functionality
      • Twitter share functionality
      • SMS share functionality
      • Google+ share functionality
  • Play
  • Play refers to the process, which is followed by a user in order to place a set of coupons for a specific game.
  • For each game, there is a standard set of rules, which must be followed in order to complete the play process. Besides these rules, all games can include, for example, at least one of the following features:
      • Select column
      • Pick numbers
        • Manual pick
        • Random quick pick
        • Tilt quick pick
        • Favorites (numbers or coupons) quick pick
        • Past coupons quick pick
      • Select next draw and/or consecutive draws (select start date)
      • Play coupon or issue coupon barcode
      • Save coupon for later
      • Present cost of coupon
  • View Live Draw
  • Live draw refers to the process, which is used to show to the user the numbers of the live draw.
  • Except the numbers of the live draw, the matched coupons of the user are also presented as well as information about the current jackpot.
  • View Past Draws
  • Past draws refer to the presentation of the past results of a draw for a specific game.
  • Available information for the past results of a draw can include one of more of the following:
      • Numbers of draw
      • Distributed prizes
      • User matched coupons
  • Options to filter and/or search for a specific draw are also available. These options can include, for example:
      • Search by date
      • Search by draw number
  • Manage Inbox
  • Inbox refers to a set of options, which are used in order to present a user various alerts about the mobile lottery application and/or the available games.
  • These alerts can be split into a plurality of the following categories:
      • Draws& Results
      • Jackpots
      • Promotions
      • Loyalty
  • A user is able to manage specific parameters for each type of alert (i.e. jackpot level, alarm offset, etc).
  • In some embodiments, the above described programmed interfaces is utilized to send alerts to a mobile lottery application.
  • Television
  • In some embodiments, the inventive system(s) of the present invention is/are configured to provide a distribution channel, where the distribution channel is provided by a smart TV (e.g., Samsung Smart TV), and to provide a feature(s) and/or functionality(s) substantially similar to a mobile lottery application for, e.g., smartphones, tablets, etc. In some embodiments, the inventive system is configured to accept a coupon/ticket from a user, where the coupon/ticket is received from an application on the user's smartphone, where the coupon/ticket is provided to the application dynamically and/or in real time. In some embodiments, the application/smart TV can provide a second screen for the smart TV/application.
  • Interaction:
  • In some embodiments, the inventive system(s) of the present invention is/are configured to deliver at least one push notification to a user's mobile device, where the at least one push notification is configured to provide information to the user about a future live draw. In some embodiments, the inventive system(s) is/are configured to deliver a push notification to the user's mobile device to provide information regarding the live draw at the time that the live draw is occurring. In some embodiments, the inventive system(s) is/are configured to provide a user with sufficient information to permit a user enough time to gain access to the TV and the application and to provide the user with a selection criteria, where the selection criteria provides an option to view the live draw. In some embodiments, the inventive system(s) is/are configured to receive a user's selection of the option to view the live draw, and the screen is configured to partition into at least two sections (e.g., 2 sections, 3 sections, 4 sections, 5 sections, etc.). In some embodiments, a first section of the screen (e.g., top, bottom, left, right) is configured to display the live draw of the numbers, and a second section of the screen (e.g., bottom, top, right, left) is configured to display the coupon(s)/ticket(s) provided by the user, where the coupon(s)/ticket(s) is/are specific to the live draw (i.e., game). In some embodiments, the inventive system(s) is/are configured to compare the coupon(s)/ticket(s) to the live draw, recognize the coupon(s)/ticket(s) when a first number is drawn, record any coupon(s) (if any) that contain an identical number to the live draw, display the identical number to the user (e.g., at the top of the TV and/or application screen).
  • In some embodiments, the inventive system(s) of the present invention is/are configured to provide a push notification message to the user's device, where the user's device is configured to recognize an identical number (e.g., a ticket was identified to be identical to at least one number provided by the live draw) and where the recognition of the identical number has occurred, where the push notification is configured to display a congratulatory message to the user on his winnings. In some embodiments, upon completion of the live draw, the inventive system(s) is/are configured to provide a push notification message to the user, when the user is identified by the inventive system(s) as a winner, where the push notification is configured to deliver a message to the user, where the message displays a congratulatory message (e.g., “Congratulations on your winnings”).
  • Retail Sports
  • In some embodiments, the inventive system(s) of the present invention is configured to provide(s) a push notification message containing a QR code, where the push notification message provides an invitation to the user, and where the invitation contains information regarding a retail shop(s) (e.g., Sports Authority invites you to have VIP treatment including, e.g., a discount (e.g., 20%)).
  • In some embodiments, the inventive system(s) of the present invention(s) is/are configured to allow a user to download a mobile lottery application onto a mobile device (e.g., when a user is provided with a QR code on, e.g., a retail shop and/or the user previously downloaded/used the application on the mobile device). In some embodiments, the inventive system(s) is/are configured to provide the user with a push notification (e.g., the push notification containing a QR code) with an invitation to visit at least one retail shop for, e.g., “VIP treatment” (e.g., discounts, personal shopping, prize(s), any additional incentive, or any combination thereof).
  • Game Setup:
  • In some embodiments, the inventive system(s) is/are configured to include:
  • (i) A TV monitor and/or Projector, a processing unit (PC or Laptop) with camera;
  • (ii) A motion detector sensor; and
  • (iii) A marked position for the user to occupy (e.g., stand/sit) and play.
  • In some embodiments, the inventive system(s) of the present invention is/are configured to provide the user entry into (i.e., come into contact with) a retail point (e.g., a store, a kiosk, etc.) and the user is provided with a personalized message on the TV inviting him to play the game (e.g., a personalized game focusing on a sports theme). In some embodiments, the inventive system(s) is/are configured to receive a user's scan of the QR code (e.g., the QR code present on the mobile device), and the inventive system(s) is/are configured to provide a message on the TV (e.g., but not limited to, “Take position to play”).
  • In some embodiments, the inventive system(s) is/are configured to provide(s) an animation on the TV, where the animation includes a sports related theme, e.g., a Football Goalpost (e.g., standard size), where the animation is displayed with virtual numbered balls inside the goalpost spread, e.g., randomly or organized. In some embodiments, the inventive system(s) is/are configured to record a user's kick, and depending on the movement of the leg (e.g., motion sensor technology, such as, but not limited to, Microsoft Kinect), virtual ball is configured to move towards the goalpost and the inventive system(s) is/are configured to select a numbered ball. In some embodiments, the inventive system(s) is/are configured to record a plurality of kicks and select a plurality of numbered balls. In some embodiments, a coupon is generated by the selection of the numbered balls depending on the personalized game (e.g., lottery game). In some embodiments, the completed coupon can be: (1) received as a submission to the Lottery machines (e.g., directly) waiting for the user to go to the retailer to pay in cash, and/or (2) the completed coupon can be sent as a push notification containing a QR code to the user. In some embodiments, the push notification can be configured to be (1) scanned and received by the retail shop upon submitting the coupon, and/or (2) provide direct electronic playing from the mobile device.
  • In some embodiments, the inventive system(s) of the present invention provide a personalized game to the user, where the personalized game can be chosen from, but are not limited to, the following games: basketball, tennis, rugby, American football, golf, swimming/aquatics, curling, soccer, lacrosse, skiing (alpine and cross-country), cycling, volleyball, archery, badminton, boxing, judo, rowing, shooting, table tennis, weightlifting, etc.). In some embodiments, each player is assigned a score based on specific rules of the personalized game (e.g. speed of a ball, skill level to reach the corners of the goalpost, numbers selected, secret magic red ball multiplier, etc.). In some embodiments, this score is displayed on the TV screen at all times, and is configured to serve as a ranking (e.g., “Top Players Ranking Score”) for a plurality of users. In some embodiments, the ranking is configured to provide gifts at predefined periods; for example, the inventive system(s) is/are configured to identify when a user is outpaced by another player in the retail shop, and the inventive system(s) is/are configured to then provide the user with an alert to visit the retail shop and play again by submitting another ticket to defend his top position title to claim a possible prize.
  • Illustrative Operating Environments
  • In some embodiments, the innovative programmed systems can be operated over other operating systems, such as, but not limited to, iOS and Android. In some embodiments, the innovative programmed systems can be native to a software platform and/or incorporate programming modules based at least in part on HTML5-based tools like PhoneGap or Sencha. In some embodiments, the innovative programmed systems can include modules that are programmed to provide intelligent dynamic promotion and advertising, mobile payments, augmented reality, etc.
  • FIG. 1 illustrates one embodiment of an environment in which the present invention may operate. However, not all of these components may be required to practice the invention, and variations in the arrangement and type of the components may be made without departing from the spirit or scope of the invention. In some embodiment, the inventive system for conducting a personalized game hosts a large number of members (e.g., at least 1,000, at least 10,000; at least 100,000; at least 1,000,000) and/or concurrent transactions (e.g., at least 1,000; at least 10,000; at least 100,000; at least 1,000,000). In other embodiments, the inventive system for conducting a personalized game is based on a scalable computer and network architecture that incorporates varies strategies for assessing the data, caching, searching, and database connection pooling. An example of the scalable architecture is an architecture that is capable of operating multiple servers.
  • In embodiments, members of the inventive computer system 102-104 (e.g. user (e.g. players, agents, etc.) include virtually any computing device capable of receiving and sending a message over a network, such as network 105, to and from another computing device, such as servers 106 and 107, each other, and the like. In embodiments, the set of such devices includes devices that typically connect using a wired communications medium such as personal computers, multiprocessor systems, microprocessor-based or programmable consumer electronics, network PCs, and the like. In embodiments, the set of such devices also includes devices that typically connect using a wireless communications medium such as cell phones, smart phones, pagers, walkie talkies, radio frequency (RF) devices, infrared (IR) devices, CBs, integrated devices combining one or more of the preceding devices, or virtually any mobile device, and the like. Similarly, in embodiments, client devices 102-104 are any device that is capable of connecting using a wired or wireless communication medium such as a PDA, POCKET PC, wearable computer, and any other device that is equipped to communicate over a wired and/or wireless communication medium.
  • In embodiments, each member device within member devices 102-104 may include a browser application that is configured to receive and to send web pages, and the like. In embodiments, the browser application may be configured to receive and display graphics, text, multimedia, and the like, employing virtually any web based language, including, but not limited to Standard Generalized Markup Language (SMGL), such as HyperText Markup Language (HTML), a wireless application protocol (WAP), a Handheld Device Markup Language (HDML), such as Wireless Markup Language (WML), WMLScript, JavaScript, and the like. In embodiments, the invention is programmed in either Java or .Net.
  • In embodiments, member devices 102-104 may be further configured to receive a message from the another computing device employing another mechanism, including, but not limited to email, Short Message Service (SMS), Multimedia Message Service (MMS), instant messaging (IM), internet relay chat (IRC), mIRC, Jabber, and the like.
  • In embodiments, network 105 may be configured to couple one computing device to another computing device to enable them to communicate. In embodiments, network 105 may be enabled to employ any form of computer readable media for communicating information from one electronic device to another. Also, in embodiments, network 105 may include a wireless interface, and/or a wired interface, such as the Internet, in addition to local area networks (LANs), wide area networks (WANs), direct connections, such as through a universal serial bus (USB) port, other forms of computer-readable media, or any combination thereof. In embodiments, on an interconnected set of LANs, including those based on differing architectures and protocols, a router may act as a link between LANs, enabling messages to be sent from one to another.
  • Also, in some embodiments, communication links within LANs typically include twisted wire pair or coaxial cable, while communication links between networks may utilize analog telephone lines, full or fractional dedicated digital lines including T1, T2, T3, and T4, Integrated Services Digital Networks (ISDNs), Digital Subscriber Lines (DSLs), wireless links including satellite links, or other communications links known to those skilled in the art. Furthermore, in some embodiments, remote computers and other related electronic devices could be remotely connected to either LANs or WANs via a modem and temporary telephone link. In essence, in some embodiments, network 105 includes any communication method by which information may travel between client devices 102-104, and servers 106 and 107.
  • FIG. 2 shows another exemplary embodiment of the computer and network architecture that supports the inventive system for conducting a personalized game. The member devices 202 a, 202 b thru 202 n shown (e.g., lottery terminals, players' personal electronic devices) each at least includes a computer-readable medium, such as a random access memory (RAM) 208 coupled to a processor 210 or FLASH memory. The processor 210 may execute computer-executable program instructions stored in memory 208. Such processors comprise a microprocessor, an ASIC, and state machines. Such processors comprise, or may be in communication with, media, for example computer-readable media, which stores instructions that, when executed by the processor, cause the processor to perform the steps described herein. Embodiments of computer-readable media may include, but are not limited to, an electronic, optical, magnetic, or other storage or transmission device capable of providing a processor, such as the processor 210 of client 202 a, with computer-readable instructions. Other examples of suitable media may include, but are not limited to, a floppy disk, CD-ROM, DVD, magnetic disk, memory chip, ROM, RAM, an ASIC, a configured processor, all optical media, all magnetic tape or other magnetic media, or any other medium from which a computer processor can read instructions. Also, various other forms of computer-readable media may transmit or carry instructions to a computer, including a router, private or public network, or other transmission device or channel, both wired and wireless. The instructions may comprise code from any computer-programming language, including, for example, C, C++, C#, Visual Basic, Java, Python, Perl, and JavaScript.
  • Member devices 202 a-n may also comprise a number of external or internal devices such as a mouse, a CD-ROM, DVD, a keyboard, a display, or other input or output devices. Examples of client devices 202 a-n may be personal computers, digital assistants, personal digital assistants, cellular phones, mobile phones, smart phones, pagers, digital tablets, laptop computers, Internet appliances, and other processor-based devices. In general, a client device 202 a are be any type of processor-based platform that is connected to a network 206 and that interacts with one or more application programs. Client devices 202 a-n may operate on any operating system capable of supporting a browser or browser-enabled application, such as Microsoft™, Windows™, or Linux. The client devices 202 a-n shown may include, for example, personal computers executing a browser application program such as Microsoft Corporation's Internet Explorer™, Apple Computer, Inc.'s Safari™, Mozilla Firefox, and Opera. Through the client devices 202 a-n, users (e.g. players, agents, etc.) 212 a-n communicate over the network 206 with each other and with other systems and devices coupled to the network 206. As shown in FIG. 2, server devices 204 and 213 may be also coupled to the network 206.
  • In some embodiments, the term “mobile electronic device” may refer to any portable electronic device that may or may not be enabled with location tracking functionality. For example, a mobile electronic device can include, but is not limited to, a mobile phone, Personal Digital Assistant (PDA), Blackberry™, Pager, Smartphone, or any other reasonable mobile electronic device. For ease, at times the above variations are not listed or are only partially listed, this is in no way meant to be a limitation.
  • In some embodiments, the terms “proximity detection,” “locating,” “location data,” “location information,” and “location tracking” as used herein may refer to any form of location tracking technology or locating method that can be used to provide a location of a mobile electronic device, such as, but not limited to, at least one of location information manually input by a user, such as, but not limited to entering the city, town, municipality, zip code, area code, cross streets, or by any other reasonable entry to determine a geographical area; Global Positions Systems (GPS); GPS accessed using Bluetooth™; GPS accessed using any reasonable form of wireless and/or non-wireless communication; WiFi™ server location data; Bluetooth™ based location data; triangulation such as, but not limited to, network based triangulation, WiFi™ server information based triangulation, Bluetooth™ server information based triangulation; Cell Identification based triangulation, Enhanced Cell Identification based triangulation, Uplink-Time difference of arrival (U-TDOA) based triangulation, Time of arrival (TOA) based triangulation, Angle of arrival (AOA) based triangulation; techniques and systems using a geographic coordinate system such as, but not limited to, longitudinal and latitudinal based, geodesic height based, cartesian coordinates based; Radio Frequency Identification such as, but not limited to, Long range RFID, Short range RFID; using any form of RFID tag such as, but not limited to active RFID tags, passive RFID tags, battery assisted passive RFID tags; or any other reasonable way to determine location. For ease, at times the above variations are not listed or are only partially listed, this is in no way meant to be a limitation.
  • In some embodiments, NFC can represent a short-range wireless communications technology in which NFC-enabled devices are “swiped,” “bumped,” “tap” or otherwise moved in close proximity to communicate. In some embodiments, NFC could include a set of short-range wireless technologies, typically requiring a distance of 10 cm or less.
  • In some embodiment, NFC can operates at 13.56 MHz on ISO/IEC 18000-3 air interface and at rates ranging from 106 kbit/s to 424 kbit/s. In some embodiments, NFC can involve an initiator and a target; the initiator actively generates an RF field that can power a passive target. In some embodiment, this can enable NFC targets to take very simple form factors such as tags, stickers, key fobs, or cards that do not require batteries. In some embodiments, NFC peer-to-peer communication can be conducted when a plurality of NFC-enable device within close proximity of each other.
  • In some embodiments, NFC tags can contain data and be read-only or rewriteable. In some embodiment, NFC tags can be custom-encoded. In some embodiments, NFC tags and/or NFC-enabled device (e.g., smart phones with NFC capabilities) can securely store personal data such as debit and credit card information, loyalty program data, PINs and networking contacts, among other information.
  • In some embodiments, lottery data may also be communicated using any wireless means of communication, such as 4G, 3G, GSM, GPRS, WiFi, WiMax, and other remote local or remote wireless communication using information obtained via the interfacing of a wireless NFC enabled mobile device to a smart poster. In some embodiments, the term “wireless communications” includes communications conducted at ISO 14443 and ISO 18092 interfaces. In some embodiments, the communications between player's NFC-enabled smart device and lottery provided equipment (e.g., terminals, POS, POE, Hosts) is performed, for example, in accordance with the ISO 14443A/B standard and/or the ISO 18092 standard.
  • In some embodiments, player's NFC-enabled smart device and/or lottery provided equipment (e.g., terminals, POS, POE, Hosts) can include one or more additional transceivers (e.g., radio, Bluetooth, and/or WiFi transceivers) and associated antennas, and enabled to communicate with each other by way of one or more mobile and/or wireless protocols.
  • In some embodiments, NFC tags can include one or more integrated circuits.
  • In some embodiments, player's NFC-enabled smart device may include a cellular transceiver coupled to the processor and receiving a cellular network timing signal. In some embodiments, player's NFC-enabled smart device may further include a satellite positioning receiver coupled to the processor and receiving a satellite positioning system timing signal, and the processor may accordingly be configured to synchronize the internal timing signal to the satellite positioning system timing signal as the external timing signal. In some embodiments, the processor of player's NFC-enabled smart device may be configured to synchronize the internal timing signal to the common external system timing signal via the NFC circuit.
  • In some embodiments, player's NFC-enabled smart device may include a power source, an NFC circuit configured to wirelessly communicate using an NFC communications protocol, and a processor coupled to the power source and the NFC circuit. In some embodiments, the processor of player's NFC-enabled smart device may be configured to synchronize an internal timing signal to an external timing signal, cycle power to the NFC circuit to periodically switch the NFC circuit between a peer-to-peer recognition state and a low power state based upon the synchronized internal timing signal, and initiate peer-to-peer NFC communications with another NFC device when in range thereof and upon being simultaneously switched to the peer-to-peer recognition state therewith.
  • In some embodiments, player's NFC-enabled smart device may include a related physical computer-readable medium and may have computer-executable instructions for causing player's NFC-enabled smart device to initiating peer-to-peer NFC communications with another NFC device when in range thereof and upon being simultaneously switched to the peer-to-peer recognition state therewith.
  • In some embodiments, the processor of player's NFC-enabled smart device may be configured for communicating wireless voice and data via a cellular transceiver via a cellular communications network. By way of example, the data communications may include, but not limited to, email messages, Web data, etc. In some embodiments, player's NFC-enabled smart device may in addition (or instead) include other types of wireless communications circuits capable of transmitting voice or other data, such as a wireless LAN, WiMAX, etc., circuit. In some embodiments, the processor of player's NFC-enabled smart device may proceed directly to communicate with the trusted NFC device, and in the case of a “smart poster” NFC device (e.g., SLP/SLS), such as one configured to pass a Uniform Resource Locator (URL), the processor may automatically direct a browser application thereof to the URL without prompting for permission to proceed to the designated location.
  • ILLUSTRATIVE EXAMPLES FOR CONDUCTING AND PARTICIPATING IN LOTTERY GAMES Example 1
  • In some embodiments, lottery games of the present invention are conducted utilizing NFC devices that can include, but are not limited to, one or more Smart Lottery Poster (SLP) or a Smart Lottery Spot (“SLS”) having one or more wireless tags (“NFC tags”). In some embodiments, NFC tagged spots (SLP, SLS) can be in one or more of the following formats or other: wall posters, street posters, POS (point of service locations), terminals, newspapers, magazines, NFC-enabled TV, etc.
  • In some embodiments, players' NFC-enabled devices selectively recognize only certain NFC tagged spots (SLP, SLS or other NFC-tagged spots in cooperation with the Lottery Host) and disregard others (e.g., NFC tagged spots belonging to a particular retailer).
  • In some embodiments, NFC taps location must be known by the lottery host system.
  • In some embodiments, players' NFC-enabled devices must be enabled for mobile client tracking.
  • In some embodiments, one or more NFC tags can be arranged on a SLP in a particular grid arrangement. In some embodiments, the NFC tags can be overlaid with an artistic drawing, so that, for example, on top of each tag one corresponding lottery game indicia, e.g. number, is shown. In some embodiments, each NFC tag can be assigned the lottery indicia, e.g. shown over it on the overlay. In some embodiments, the NFC tags (and therefore their respective indicia, e.g. numbers) can be arranged in an orderly manner on the grid, for example following a numeric order.
  • In some embodiments, a potential player of lottery, who owns an NFC-enabled personal device (mobile phone, PDA, tablet etc) and wishes to participate in a lottery game, can walk up to a NFC spot, e.g. SLP, and select their lottery participation options by bringing the NFC device in a proximity to (or tap on) the desired indicia, e.g. number(s), on the SLP, one by one. In some embodiments, this action can be repeated for as many indicia, e.g. numbers, as desired. In some embodiments, during the process of communicating with the SLS, the NFC-enabled device will interrogate for the proximity of an NFC tag, and, if a tag is detected, the tag is interrogated about its number assignment. In some embodiments, the NFC tag can respond with a lottery indicia, e.g. number, assigned to it and the device can store the tag responses (and therefore the player selections) using a software programmed to receive and communicate information utilizing NFC protocols. In some embodiments, a set of selected numbers can be used to create an electronic lottery play slip which can then be transferred to a lottery conducting agency for validation, using, for example, an electronic message, or a barcode formed on the device screen, or any other suitable technologies.
  • The present invention is explained with reference to the attached drawings, wherein like structures are referred to by like numerals throughout the several views. The drawings shown are not necessarily to scale, with emphasis instead generally being placed upon illustrating the principles of the present invention. Further, some features may be exaggerated to show details of particular components.
  • The figures constitute a part of this specification and include illustrative embodiments of the present invention and illustrate various objects and features thereof. Further, the figures are not necessarily to scale, some features may be exaggerated to show details of particular components. In addition, any measurements, specifications and the like shown in the figures are intended to be illustrative, and not restrictive. Therefore, specific structural and functional details disclosed herein are not to be interpreted as limiting, but merely as a representative basis for teaching one skilled in the art to variously employ the present invention.
  • For purposes of the instant description, the terms “cloud,” “Internet cloud,” “cloud computing,” “cloud architecture,” and similar terms correspond to at least one of the following: (1) a large number of computers connected through a real-time communication network (e.g., Internet); (2) providing the ability to run a program or application on many connected computers (e.g., physical machines, virtual machines (VMs)) at the same time; (3) network-based services, which appear to be provided by real server hardware, and are in fact served up by virtual hardware (e.g., virtual servers), simulated by software running on one or more real machines (e.g., allowing to be moved around and scaled up (or down) on the fly without affecting the end user). In some embodiments, the instant invention offers/manages the cloud computing/architecture as, but not limiting to: infrastructure a service (IaaS), platform as a service (PaaS), and software as a service (SaaS). FIGS. 3 and 4 illustrate schematics of exemplary implementations of the cloud computing/architecture.
  • Of note, the embodiments described herein may, of course, be implemented using any appropriate computer system hardware and/or computer system software. In this regard, those of ordinary skill in the art are well versed in the type of computer hardware that may be used (e.g., a mainframe, a mini-computer, a personal computer (“PC”), a network (e.g., an intranet and/or the internet)), the type of computer programming techniques that may be used (e.g., object oriented programming), and the type of computer programming languages that may be used (e.g., C++, Basic, AJAX, Javascript). The aforementioned examples are, of course, illustrative and not restrictive.
  • In some embodiments, the instant invention provides for a computer system, including: a) at least one server and software stored on a computer readable medium accessible by the at least one server; where the software is at least configured to: i) generate, in real-time, game data of at least one personalized game based, at least in part, on at least one data source, where the at least one data source is identified by at least one user, where the at least one data source includes values corresponding to at least one of the following parameters: 1) at least one meteorological condition of at least one particular locality, 2) at least one sports-related statistic, 3) at least one geographic descriptors, 4) at least one financial statistic, 5) at least one statistic regarding at least one activity of the at least one user, being derived from a personal portable computer device of the at least one user, 6) at least one statistic regarding information being stored on the personal portable computing device of the at least one user, or 7) any combination thereof; ii) receive, in real-time, game input from the at least one user to play the at least one personalized game, iii) determine, in real-time, an outcome of playing the at least one personalized game by the at least one user, and iv) output, in real-time, the outcome of playing the at least one personalized game to the at least one user; b) at least one database accessible by the at least one server and is configured to store the game data of the at least one personalized game; c) a plurality of specifically programmed input devices, where each specifically programmed input device is configured to: 1) receive, in real-time, a vocal input from at least one user; 2) dynamically determine, in real-time, at least one voice characteristic of the vocal input from the at least one user, based, at least in part, on at least one of: (i) a duration of the vocal input time, and (ii) an intensity of at least one waveform, where the intensity of at least one waveform is calculated based, at least in part, on at least one of: (1) a periodic vibration of vocal folds of the at least one user, and (2) an aperiodic sound produced by turbulence at a constriction in a vocal tract of the at least one user; 3) dynamically determine, in real-time, at least one first game entry for the at least one personalized game, based, at least in part, on the at least one voice characteristic of the vocal input of the at least one user; 4) receive, in real-time, non-vocal input from the at least one user; 5) dynamically determine, in real-time, at least one second game entry for the at least one personalized game, based, at least in part, on the non-vocal input of the at least one user; 6) where the at least one first game entry, the at least one second game entry, or both identify the at least one data source for the at least one personalized game being generated by the software of the at least one server; where the at least one server, the at least one database and the plurality of specifically programmed input devices are connected through a computer network; where the plurality of specifically programmed input devices are at least a thousand of specifically programmed input devices; and where the at least one server is configured to manage, in real-time, the at least a thousand of specifically programmed input devices.
  • In some embodiments, the at least one personalized game is a lottery game. In some embodiments, the specifically programmed input device is a personal portable computing device.
  • In some embodiments, the at least one server is further configured to: determine at least one well-being condition of the at least one user based, at least in part, on the at least one voice characteristic of the vocal input of the at least one user, wherein the at least one well-being condition is a condition selected from the group consisting of: tiredness, anxiety, intoxication, a measurable psychological condition, a measurable physiological condition, or any combination thereof; determine an ability of the at least one user to play the at least one personalized game based, at least in part, on the at least one well-being condition of the at least one user; and deliver at least one alert to the at least one user based, at least in part, on the ability of the at least one user to play the at least one personalized game being determined from the at least one well-being condition of the at least one user.
  • In some embodiments, the at least one server is further configured to terminate the at least one personalized game when the at least one well-being condition is a condition selected from the group consisting of: tiredness, anxiety, intoxication, a measurable psychological condition, a measurable physiological condition, or any combination thereof.
  • In some embodiments, each specifically programmed input device is further configured to: a) receive at least one payment parameter from the at least one user, and b) obtain at least one payment based on the at least one payment parameter being received from the at least one user.
  • In some embodiments, the at least one payment parameter includes at least one instruction to play the at least one personalized game when a predetermined threshold set by the at least one user is reached, where the predetermined threshold identifies at least one of: a predetermined prize amount, a predetermined wallet balance, a predetermined period of time elapsed since a previous game, or any combination thereof.
  • In some embodiments, the at least one server is further configured to combine the at least one first game entry, the at least one second game entry, or both, with at least one third game entry being received from at least one other user to play the at least one personalized game of the at least one user.
  • In some embodiments, the instant invention provides for a computer method that includes: a) generating, by software, in real-time, game data of at least one personalized game based, at least in part, on at least one data source, where the at least one data source is identified by at least one user, where the at least one data source includes values corresponding to at least one of the following parameters: 1) at least one meteorological condition of at least one particular locality, 2) at least one sports-related statistic, 3) at least one geographic descriptors, 4) at least one financial statistic, 5) at least one statistic regarding at least one activity of the at least one user, being derived from a personal portable computer device of the at least one user, 6) at least one statistic regarding information being stored on the personal portable computing device of the at least one user, or 7) any combination thereof; b) receiving, by at least one server, in real-time, game input from the at least one user to play the at least one personalized game, c) determining, by the at least one server, in real-time, an outcome of playing the at least one personalized game by the at least one user, and d) outputting, by the at least one server, in real-time, the outcome of playing the at least one personalized game to the at least one user; e) receiving, by a specifically programmed input device, in real-time, a vocal input from at least one user; f) dynamically determining, by the specifically programmed input device, in real-time, at least one voice characteristic of the vocal input from the at least one user, based, at least in part, on at least one of: (i) a duration of the vocal input time, and (ii) an intensity of at least one waveform, where the intensity of at least one waveform is calculated based, at least in part, on at least one of: (1) a periodic vibration of vocal folds of the at least one user, and (2) an aperiodic sound produced by turbulence at a constriction in a vocal tract of the at least one user; g) dynamically determining, by the specifically programmed input device, in real-time, at least one first game entry for the at least one personalized game, based, at least in part, on the at least one voice characteristic of the vocal input of the at least one user; h) receiving, by the specifically programmed input device, in real-time, non-vocal input from the at least one user; i) dynamically determining, by the specifically programmed input device, in real-time, at least one second game entry for the at least one personalized game, based, at least in part, on the non-vocal input of the at least one user; where the at least one first game entry, the at least one second game entry, or both identify the at least one data source for the at least one personalized game being generated by the software of the at least one server.
  • In some embodiments, the at least one personalized game is a lottery game. In some embodiments, the specifically programmed input device is a personal portable computing device.
  • In some embodiments, the computer method further includes: determining, by the at least one server, at least one well-being condition of the at least one user based, at least in part, on the at least one voice characteristic of the vocal input of the at least one user, where the at least one well-being condition is a condition selected from the group consisting of: tiredness, anxiety, intoxication, a measurable psychological condition, a measurable physiological condition, or any combination thereof; determining, by the at least one server, an ability of the at least one user to play the at least one personalized game based, at least in part, on the at least one well-being condition of the at least one user; and delivering, by the at least one server, at least one alert to the at least one user based, at least in part, on the ability of the at least one user to play the at least one personalized game being determined from the at least one well-being condition of the at least one user.
  • In some embodiments, the computer method includes: terminating, by the at least one server, the at least one personalized game when the at least one well-being condition is a condition selected from the group consisting of: tiredness, anxiety, intoxication, a measurable psychological condition, a measurable physiological condition, or any combination thereof.
  • In some embodiments, the computer method includes: a) receiving, by the specifically programmed input device, at least one payment parameter from the at least one user, and b) obtaining, by the specifically programmed input device, at least one payment based on the at least one payment parameter being received from the at least one user.
  • In some embodiments, the at least one payment parameter includes at least one instruction to play the at least one personalized game when a predetermined threshold set by the at least one user is reached, where the predetermined threshold identifies at least one of: a predetermined prize amount, a predetermined wallet balance, a predetermined period of time elapsed since a previous game, or any combination thereof.
  • In some embodiments, the computer method includes: combining, by the at least one server, the at least one first game entry, the at least one second game entry, or both, with at least one third game entry being received from at least one other user to play the at least one personalized game of the at least one user.
  • While a number of embodiments of the present invention have been described, it is understood that these embodiments are illustrative only, and not restrictive, and that many modifications may become apparent to those of ordinary skill in the art.

Claims (1)

What is claimed is:
1. A computer system, comprising:
a) at least one server and software stored on a computer readable medium accessible by the at least one server;
wherein the software is at least configured to:
i) generate, in real-time, game data of at least one personalized game based, at least in part, on at least one data source,
wherein the at least one data source is identified by at least one user,
wherein the at least one data source comprises values corresponding to at least one of the following parameters:
1) at least one meteorological condition of at least one particular locality,
2) at least one sports-related statistic,
3) at least one geographic descriptors,
4) at least one financial statistic,
5) at least one statistic regarding at least one activity of the at least one user, being derived from a personal portable computer device of the at least one user,
6) at least one statistic regarding information being stored on the personal portable computing device of the at least one user, or
7) any combination thereof;
ii) receive, in real-time, game input from the at least one user to play the at least one personalized game,
iii) determine, in real-time, an outcome of playing the at least one personalized game by the at least one user, and
iv) output, in real-time, the outcome of playing the at least one personalized game to the at least one user;
b) at least one database accessible by the at least one server and is configured to store the game data of the at least one personalized game;
c) a plurality of specifically programmed input devices,
wherein each specifically programmed input device is configured to:
1) receive, in real-time, a vocal input from at least one user;
2) dynamically determine, in real-time, at least one voice characteristic of the vocal input from the at least one user, based, at least in part, on at least one of:
(i) a duration of the vocal input time, and
(ii) an intensity of at least one waveform,
wherein the intensity of at least one waveform is calculated based, at least in part, on at least one of:
(1) a periodic vibration of vocal folds of the at least one user, and
(2) an aperiodic sound produced by turbulence at a constriction in a vocal tract of the at least one user;
3) dynamically determine, in real-time, at least one first game entry for the at least one personalized game, based, at least in part, on the at least one voice characteristic of the vocal input of the at least one user;
4) receive, in real-time, non-vocal input from the at least one user;
5) dynamically determine, in real-time, at least one second game entry for the at least one personalized game, based, at least in part, on the non-vocal input of the at least one user;
6) wherein the at least one first game entry, the at least one second game entry, or both identify the at least one data source for the at least one personalized game being generated by the software of the at least one server;
wherein the at least one server, the at least one database and the plurality of specifically programmed input devices are connected through a computer network;
wherein the plurality of specifically programmed input devices are at least a thousand of specifically programmed input devices; and
wherein the at least one server is configured to manage, in real-time, the at least a thousand of specifically programmed input devices.
US15/724,703 2013-11-04 2017-10-04 Computer systems and computer-implemented methods for conducting and playing personalized games based on vocal and non-vocal game entries Abandoned US20180021681A1 (en)

Priority Applications (3)

Application Number Priority Date Filing Date Title
US15/724,703 US20180021681A1 (en) 2013-11-04 2017-10-04 Computer systems and computer-implemented methods for conducting and playing personalized games based on vocal and non-vocal game entries
US16/018,565 US20180369695A1 (en) 2013-11-04 2018-06-26 Computer systems and computer-implemented methods for conducting and playing personalized games based on vocal and non-vocal game entries
US16/363,714 US20190217200A1 (en) 2013-11-04 2019-03-25 Computer systems and computer-implemented methods for conducting and playing personalized games based on vocal and non-vocal game entries

Applications Claiming Priority (4)

Application Number Priority Date Filing Date Title
US201361899442P 2013-11-04 2013-11-04
US14/532,929 US9545580B2 (en) 2013-11-04 2014-11-04 Computer systems and computer-implemented methods for conducting and playing personalized games based on vocal and non-vocal game entries
US15/404,869 US20170182419A1 (en) 2013-11-04 2017-01-12 Computer systems and computer-implemented methods for conducting and playing personalized games based on vocal and non-vocal game entries
US15/724,703 US20180021681A1 (en) 2013-11-04 2017-10-04 Computer systems and computer-implemented methods for conducting and playing personalized games based on vocal and non-vocal game entries

Related Parent Applications (1)

Application Number Title Priority Date Filing Date
US15/404,869 Continuation US20170182419A1 (en) 2013-11-04 2017-01-12 Computer systems and computer-implemented methods for conducting and playing personalized games based on vocal and non-vocal game entries

Related Child Applications (1)

Application Number Title Priority Date Filing Date
US16/018,565 Continuation US20180369695A1 (en) 2013-11-04 2018-06-26 Computer systems and computer-implemented methods for conducting and playing personalized games based on vocal and non-vocal game entries

Publications (1)

Publication Number Publication Date
US20180021681A1 true US20180021681A1 (en) 2018-01-25

Family

ID=52598794

Family Applications (5)

Application Number Title Priority Date Filing Date
US14/532,929 Active 2035-07-09 US9545580B2 (en) 2013-11-04 2014-11-04 Computer systems and computer-implemented methods for conducting and playing personalized games based on vocal and non-vocal game entries
US15/404,869 Abandoned US20170182419A1 (en) 2013-11-04 2017-01-12 Computer systems and computer-implemented methods for conducting and playing personalized games based on vocal and non-vocal game entries
US15/724,703 Abandoned US20180021681A1 (en) 2013-11-04 2017-10-04 Computer systems and computer-implemented methods for conducting and playing personalized games based on vocal and non-vocal game entries
US16/018,565 Abandoned US20180369695A1 (en) 2013-11-04 2018-06-26 Computer systems and computer-implemented methods for conducting and playing personalized games based on vocal and non-vocal game entries
US16/363,714 Abandoned US20190217200A1 (en) 2013-11-04 2019-03-25 Computer systems and computer-implemented methods for conducting and playing personalized games based on vocal and non-vocal game entries

Family Applications Before (2)

Application Number Title Priority Date Filing Date
US14/532,929 Active 2035-07-09 US9545580B2 (en) 2013-11-04 2014-11-04 Computer systems and computer-implemented methods for conducting and playing personalized games based on vocal and non-vocal game entries
US15/404,869 Abandoned US20170182419A1 (en) 2013-11-04 2017-01-12 Computer systems and computer-implemented methods for conducting and playing personalized games based on vocal and non-vocal game entries

Family Applications After (2)

Application Number Title Priority Date Filing Date
US16/018,565 Abandoned US20180369695A1 (en) 2013-11-04 2018-06-26 Computer systems and computer-implemented methods for conducting and playing personalized games based on vocal and non-vocal game entries
US16/363,714 Abandoned US20190217200A1 (en) 2013-11-04 2019-03-25 Computer systems and computer-implemented methods for conducting and playing personalized games based on vocal and non-vocal game entries

Country Status (2)

Country Link
US (5) US9545580B2 (en)
WO (1) WO2015063610A2 (en)

Families Citing this family (12)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US9545580B2 (en) * 2013-11-04 2017-01-17 Intralot S.A. — Integrated Lottery Systems and Services Computer systems and computer-implemented methods for conducting and playing personalized games based on vocal and non-vocal game entries
US11244533B2 (en) 2014-08-06 2022-02-08 Lottery Now, Inc. Systems for multiple legal game providers and multiple jurisdictions with asynchronous meta games
US10475290B2 (en) 2014-08-06 2019-11-12 Mido Play Inc. System for multiple jurisdiction lotteries with fraud detection
US9659460B2 (en) * 2015-06-03 2017-05-23 Mido Play Inc. Methods for multiple legal game providers and multiple jurisdictions with a single platform
US9734659B2 (en) * 2014-08-06 2017-08-15 Mido Play Inc. Single platform system for multiple jurisdiction lotteries and social media
US9959712B2 (en) 2015-05-18 2018-05-01 Intralot S.A.—Integrated Lottery Systems and Services Types of games having multiple stages and their applications utilizing game-operating computer systems and computer-implemented methods
US10417862B2 (en) * 2015-06-05 2019-09-17 Pouch Pac Innovations, Llc Processes and systems for playing games via NFC tag usage
US10242390B2 (en) 2017-07-31 2019-03-26 Bank Of America Corporation Digital data processing system for controlling automated exchange zone systems
US11625980B2 (en) 2017-12-22 2023-04-11 Adrenalineip Method, system, and computer program product for interactive sports game
US10872503B2 (en) 2017-12-22 2020-12-22 Adrenalineip Method, system, and computer program product for interactive sports game
US10395483B2 (en) 2017-12-22 2019-08-27 Casey Alexander HUKE Method, system, and computer program product for sports game
BE1026342B9 (en) * 2018-06-04 2020-02-04 Worldline Sa DEVICE AND METHOD FOR SECURE IDENTIFICATION OF A USER

Citations (15)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4959783A (en) * 1989-04-06 1990-09-25 Lotto Pick Quick Winning Odds, Ltd. System and method for choosing random numbers and delivering such numbers to subscribers for playing games of chance
US5083272A (en) * 1988-11-02 1992-01-21 Britcanus Corporation Interactive telephone lottery system with a verification code
US6077164A (en) * 1997-08-18 2000-06-20 Liu; Da-Ming Method of using speech to control a game program, and game machine controller therefor
US20020161586A1 (en) * 1998-10-15 2002-10-31 Jong-Ding Wang Voice control module for controlling a game controller
US20030045341A1 (en) * 2001-09-05 2003-03-06 Yuri Itkis Voice activated electronic bingo device
US20060100020A1 (en) * 2004-11-10 2006-05-11 Kabushiki Kaisha Sega Doing Business As Sega Corporation Network game system
US7085722B2 (en) * 2001-05-14 2006-08-01 Sony Computer Entertainment America Inc. System and method for menu-driven voice control of characters in a game environment
US20090042633A1 (en) * 1999-12-10 2009-02-12 Yacenda Michael W System and Method for Operating On-Line Governmental Lottery Games
US20090075709A1 (en) * 2007-09-14 2009-03-19 Redduck Inc System and method of customizing a weapon in the online first person shooter game
US20090149246A1 (en) * 2007-12-05 2009-06-11 Verizon Laboratories, Inc. Method and apparatus for providing customized games
US20090163272A1 (en) * 2007-12-21 2009-06-25 Microsoft Corporation Connected gaming
US20090227375A1 (en) * 2008-03-04 2009-09-10 Weisman Jordan K Method and apparatus for employing cell phones as video game controllers
US20130072280A1 (en) * 2011-09-16 2013-03-21 Michael W. Yacenda Location and Age Verification for Mobile Lottery Play
US20130079132A1 (en) * 2011-09-27 2013-03-28 U41A Games Inc. Personalized client-side visualization in a multiplayer network video game
US9545580B2 (en) * 2013-11-04 2017-01-17 Intralot S.A. — Integrated Lottery Systems and Services Computer systems and computer-implemented methods for conducting and playing personalized games based on vocal and non-vocal game entries

Family Cites Families (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20010036853A1 (en) * 2000-04-05 2001-11-01 Ods Properties, Inc. Systems and methods for presenting a lottery interface in an interactive wagering application
JP4731604B2 (en) 2005-07-08 2011-07-27 シーエフピーエイチ, エル.エル.シー. Wireless lottery management system
CN104380355B (en) * 2012-02-28 2016-02-03 集成彩票系统与服务股份有限公司 With the method and system that the portable set of near-field communication (NFC) can be utilized to carry out Entertaiment game teleloto

Patent Citations (15)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5083272A (en) * 1988-11-02 1992-01-21 Britcanus Corporation Interactive telephone lottery system with a verification code
US4959783A (en) * 1989-04-06 1990-09-25 Lotto Pick Quick Winning Odds, Ltd. System and method for choosing random numbers and delivering such numbers to subscribers for playing games of chance
US6077164A (en) * 1997-08-18 2000-06-20 Liu; Da-Ming Method of using speech to control a game program, and game machine controller therefor
US20020161586A1 (en) * 1998-10-15 2002-10-31 Jong-Ding Wang Voice control module for controlling a game controller
US20090042633A1 (en) * 1999-12-10 2009-02-12 Yacenda Michael W System and Method for Operating On-Line Governmental Lottery Games
US7085722B2 (en) * 2001-05-14 2006-08-01 Sony Computer Entertainment America Inc. System and method for menu-driven voice control of characters in a game environment
US20030045341A1 (en) * 2001-09-05 2003-03-06 Yuri Itkis Voice activated electronic bingo device
US20060100020A1 (en) * 2004-11-10 2006-05-11 Kabushiki Kaisha Sega Doing Business As Sega Corporation Network game system
US20090075709A1 (en) * 2007-09-14 2009-03-19 Redduck Inc System and method of customizing a weapon in the online first person shooter game
US20090149246A1 (en) * 2007-12-05 2009-06-11 Verizon Laboratories, Inc. Method and apparatus for providing customized games
US20090163272A1 (en) * 2007-12-21 2009-06-25 Microsoft Corporation Connected gaming
US20090227375A1 (en) * 2008-03-04 2009-09-10 Weisman Jordan K Method and apparatus for employing cell phones as video game controllers
US20130072280A1 (en) * 2011-09-16 2013-03-21 Michael W. Yacenda Location and Age Verification for Mobile Lottery Play
US20130079132A1 (en) * 2011-09-27 2013-03-28 U41A Games Inc. Personalized client-side visualization in a multiplayer network video game
US9545580B2 (en) * 2013-11-04 2017-01-17 Intralot S.A. — Integrated Lottery Systems and Services Computer systems and computer-implemented methods for conducting and playing personalized games based on vocal and non-vocal game entries

Also Published As

Publication number Publication date
WO2015063610A2 (en) 2015-05-07
US20180369695A1 (en) 2018-12-27
US20190217200A1 (en) 2019-07-18
US20150126262A1 (en) 2015-05-07
US9545580B2 (en) 2017-01-17
US20170182419A1 (en) 2017-06-29
WO2015063610A3 (en) 2015-08-06

Similar Documents

Publication Publication Date Title
US20190217200A1 (en) Computer systems and computer-implemented methods for conducting and playing personalized games based on vocal and non-vocal game entries
US20190188952A1 (en) Methods and systems for conducting lottery games with portable devices enabled for near field communication (nfc)
US20200066104A1 (en) Proximity based games and computer-implemented methods and computer systems for playing thereof
US20170323517A1 (en) Methods and systems for conducting games of chance
US20160351003A1 (en) Computer-implemented methods and computer systems for enabling personalized game betting and lottery playing
US20190206178A1 (en) Types of games having multiple stages and their applications utilizing game-operating computer systems and computer-implemented methods
US20190213835A1 (en) Specifically programmed game-operating computer systems for conducting games having a common jackpot and computer-implemented methods of use thereof
US11217067B1 (en) Wager odds balancing method
US20200134981A1 (en) Methods and systems for conducting a new game based on poker and a live or virtual or pre-recorded event
US20190378370A1 (en) Game-operating computer systems for games having community prize(s) and computer-implemented methods of use thereof
US10134240B1 (en) Types of games based on user-selected game pieces, and game-operating computer systems and computer-implemented methods thereof
US20140135095A1 (en) Methods and systems for conducting games

Legal Events

Date Code Title Description
STCB Information on status: application discontinuation

Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION