Patent Publication Number: US-2022228843-A1

Title: Video replay

Description:
TECHNICAL FIELD 
     The invention relates to a method of displaying a visual replay of throws during a darts game, and a darts video replay apparatus for performing such a method. The invention also relates to a method of displaying a visual replay of throws during a shuffleboard game, and a shuffleboard video replay apparatus for performing such a method. 
     BACKGROUND OF THE INVENTION 
     The game of darts is traditionally played in a pub environment on a bristle dartboard. Each player throws three metal-tipped darts in turn, and can inspect the dartboard to determine their score according to the rules of the game. Scoring is traditionally performed manually using a chalkboard or electronic device such as a smartphone or tablet. 
     Shuffleboard is also traditionally played in a pub or bar environment where two players in turn throw disc shaped pucks down a table from opposing ends. The final resting position of the pucks determines the score each player is given for that particular turn. Scoring is also traditionally performed manually using a chalkboard or electronic device such as a smartphone or tablet. 
     GB 2542108 A discloses an automatic dartboard scoring system for scoring a game of darts. The system involves having cameras to detect an image of the dartboard with any visual disturbance of the image detected used to identify if the dart has been validly thrown, the score is then calculated based on the position of the dart on the dartboard if it is determined to be validly thrown. A similar system is disclosed in GB 2558571 for use as an automatic Shuffleboard scoring system. 
     Systems such as those disclosed in GB 2542108 A and GB 2558571 are leading to an increase in interest in both games. Particularly in darts and shuffleboard specialised bars, due to the ability to keep track of scoring in multiplayer games and with a variety of games having different rules. However, due to the multiplayer nature of these game environments, players do not necessarily always keep an eye on the game play as they socialise with the other players between turns. This can lead to players not observing important throws made by their teammates or competitors, resulting in them losing track of the game. 
     SUMMARY OF INVENTION 
     According to an aspect of the invention there is provided a method performed on a computer system, for displaying video replay during a game of darts, comprising: continually acquiring throughout the game, a video image of an oche from where a player throws darts towards a dartboard; detecting that a dart has been thrown by a player from the oche and is stationary on the dartboard; determining a trigger event based on the throw of the dart; automatically determining based on the trigger event whether to display a portion of the acquired video image captured between a first predetermined time before said detection and a second predetermined time after said detection, such that the portion of the acquired video image corresponds to the detected throw; and displaying on a display the portion of the acquired video image. 
     The pace of play of a game of darts can vary throughout the game. Although each player throws darts in turn, it may not be easy to predict the moment when the player will step up to the oche. It may further be difficult to predict when the player at the oche will throw the dart. 
     Acquiring a video image continually throughout the entire game means that important events in the game are not missed. The trigger event determines that an important event has occurred that is worth being displayed to the players. This causes a portion of the video image to be displayed showing the oche before and after the trigger event, i.e. during the throw. 
     In this way, important events of the game can be replayed by being displayed on the visual display. By displaying the video image a predetermined time before the throw and after the throw the display can show the reaction of the player both before and after the dart has been thrown. This enables both the player making the throw and other players taking part in the game to view the event which has triggered the display of the video image. 
     Preferably, the displaying is carried out immediately after determining the trigger event. In this way, the displaying of the video image is carried out immediately after the player has thrown their dart or darts. In other arrangements the displaying may be at a later point in time. For instance, the displaying may be at the end of the game. 
     The first predetermined time before said detection may be the same as the second predetermined time after said detection. In other embodiments the first predetermined time before said detection may be different to the second predetermined time after said detection. For instance, celebrations after the dart has been thrown may go on for longer than the build up to the throw, such that the first predetermined time period is shorter than the second predetermined time period. Alternatively, the second predetermined time period may be shorter than the first predetermined time period. 
     The trigger event may be an important moment in the game. This means that important moments can be re-lived by the players through the video replay. The trigger event may be any of a score above a predetermined threshold, a score below a predetermined threshold, a score having a specific value, the end of the game, or the end of a player&#39;s turn. 
     The predetermined score may be a score determined by the game play to be significant. For instance, it may be the highest score possible for that throw, the exact score that the user is aiming to hit, or the dart hitting the bullseye. Alternatively, if the score is below a predetermined threshold this could signify that the throw is a poor or entertaining throw. 
     Alternatively, or in addition, the trigger may instead be when it is determined that a player has overtaken another player. In some instances, this trigger when a player has overtaken another player may be limited to when the game is in its last round. In this way, at a vital moment in the game the players are aware when they have overtaken another player. Other triggers may be specific for the game that is being played. For instance, the trigger may be the throw in the game of killer which eliminates a player. Alternatively, the trigger may be if a player in the game of killer has been eliminated on the throw of another player&#39;s third dart. In other arrangements the trigger event may be the end of the players turn. The video replay may be played each time at the end of each players throw, such that each player can view their reaction for every throw. 
     The method may further comprise storing the portion of the acquired video image corresponding to the detected throw for later use. 
     Portions of the video image not corresponding to a detected trigger event may be discarded. 
     As the video image is continually detected throughout the game this will result in a large amount of video data being collected. By only storing the portion of the acquired video image corresponding to the detected throw for later use this reduces the amount of data that needs to be stored. It also means that finding the video image of the throw at a later point in time is easier, as opposed to storing the entire video image of the game. In some embodiments determining whether to store the portion of the acquired video image may be based on the trigger event. 
     In other arrangements the continually acquired video image of the whole game may be stored, rather than just the portion of the acquired video image corresponding to the detected throw. 
     The method may further comprise sending the stored portion of the acquired video image corresponding to the detected throw to an email address, or uploading it to a website. 
     Players may wish to relive their experience of the game that they have played. They may wish to do this at a later point in time after the game, such as when they have left the venue, in the coming days, weeks or months. This enables the player to view the video image remotely and at a later point in time at their leisure. 
     The players may wish to share their experience of the game on social media. The email may allow them to download the image such that it can be posted to their social media accounts. Alternatively the uploading to a website may be a social media platform where the player can interact with the content. For instance, the player may like, share, download, or repost the video image uploaded to the website. The social media platform may be any known, such as Facebook, Twitter, Instagram or any other social media platform. 
     Preferably, the display is located at at least the same height as the dartboard. This means that the display is elevated at a height that is easily viewed by players throughout the venue in which the dartboard is housed. At this height the display is at the same eye level as the players throwing the dart and the players standing around the dartboard. This means that the display may easily catch their attention. 
     Preferably, the method further comprises switching the display from displaying a score of the game to displaying the portion of the acquired video image. 
     In this way the display is configured to display the score of the game. This may be the overall score of the game. It may also be the score of the player&#39;s current turn. This reduces the amount of hardware required as a single display can show both the video replay and the scoreboard. In other arrangements the display may be separate to the scoreboard. For instance, the scoreboard may be located above, below, or to the side of the display. In other arrangements the display may still display the score whilst showing the portion of the acquired video image. For instance, the display may be a split screen display showing the video image on one portion of the display and the score on another portion of the display. 
     In other embodiments rather than detecting that the dart is stationary on the dartboard, the detection of the throw may be due to a detection of a moving phase of the dart. In this way, there is detection of a dart in the air as it is thrown. This means that the throw of the dart is still detected even if a dart does not hit the dartboard through a misjudged or poor throw. The detection may also require a detection of the stationary phase of the dart as well as the moving phase. The detection of the moving phase and/or stationary phase may be through cameras or motion sensors. 
     In other embodiments the detecting may be a detection of an impact of the dart on the dartboard. 
     The method may further comprise continually acquiring throughout the game a video image of the dartboard; displaying on the display, a portion of the acquired video image of the dartboard captured a third predetermined time before said detection and a fourth predetermined time after said detection, such that the portion of the acquired video image of the dartboard corresponds to the detected throw. 
     This enables both the video image of the player at the oche and the video image of the dartboard to be shown at the same time. Providing both the player&#39;s build up and reaction to the throw and a view of the darts impacting the dartboard. 
     The video image of the dartboard may be displayed in split screen along with the video image of the oche. The third predetermined time before detection may be the same first predetermined time. The fourth predetermined time may be the same as the second predetermined time. In other arrangements the first, second, third and fourth predetermined times may be the same as each other. 
     Alternatively, the third predetermined time when displaying the video image of the dartboard may be shorter than first predetermined time. This is because before the dart has been thrown there is no new activity at the dartboard to show. Whereas, the video of the oche may be shown before the dart is thrown to show the build-up of the players at the oche before the throw. 
     In addition, the fourth predetermined time when displaying the video image of the dartboard may be shorter than the second predetermined time. This is because after the dart has been thrown and is stationary on the board there is no further new activity at the dartboard to show. Whereas, the video of the oche may be displayed to show the celebrations of the player which may last for a longer time period. 
     In other arrangements, the portion of the video image of the dartboard may be displayed first with the portion of the video image of the oche shown after or vice versa. 
     The method may further comprise displaying a visual alert to indicate the displaying of the portion of the acquired video image. 
     This alert helps to provide the players and spectators with an indication that a trigger event has occurred and that the portion of the acquired video image is to be displayed. This helps draw attention to the event so that the players and spectators do not miss the video replay of the throw. The visual alert may involve flashing lights, and/or multiple lights of different colours. 
     The method may further comprise linking the display to one or more additional displays each additional display associated with a further dartboard, such that said displaying involves displaying the acquired video image at each of the linked displays. 
     The gameplay may involve play between players on multiple dartboards at multiple oches. By linking the displays together a trigger event from one dartboard can be displayed on the display of each of the linked displays. This can further add a competitive element between the linked dartboards as players at neighbouring linked dartboards are kept aware of the play that is taking place on the linked displays which they may not usually be aware of. 
     According to a further aspect there is provided a darts video replay apparatus, comprising: a dartboard; at least one video camera configured to continually acquire a video image of an oche from where a player throws darts throughout the game; a processor configured to detect that a dart has been thrown by a player from the oche and is stationary on the dartboard, determine a trigger event based on the throw of the dart and automatically determine based on the trigger event whether to display a portion of the acquired video image captured between a first predetermined time before said detection and a second predetermined time after said detection, such that the portion of the acquired video image corresponds to the detected throw; and a display configured to display the portion of the acquired video image. 
     Preferably, the darts video replay apparatus may further comprise a memory for storing the portion of the acquired video image corresponding to the detected throw. 
     The darts video replay apparatus may comprise a further video camera configured to continually acquire a video image of the dartboard throughout the game, such that a portion of the acquired video image of the dartboard captured between a third predetermined time before said detection and a fourth predetermined time after said detection can be displayed on the display. 
     According to a further aspect there is provided a system of darts video replay apparatuses comprising a plurality of dart video replay apparatuses of the above aspect. 
     The system of darts video replay apparatuses may be linked, such that the display of each darts replay apparatus are controllable to display the same video images. 
     According to a further aspect of the invention there is provided a method of displaying video replay during a game of shuffleboard played on a shuffleboard table, comprising: continually acquiring throughout the game, a video image of a throwing end of the shuffleboard table from where a player throws pucks towards a scoring end of the shuffleboard table; detecting that a puck has been thrown by a player from the throwing end and is stationary on the shuffleboard table; determining a trigger event based on the throw of the puck; automatically determining based on the trigger event whether to display a portion of the acquired video image captured between a first predetermined time before said detection and a second predetermined time after said detection, such that the portion of the acquired video image corresponds to the detected throw; and displaying on a display the portion of the acquired video image. 
     The pace of play of a game of shuffleboard can vary throughout the game. Although each player throws pucks in turn, it may not be easy to predict the moment when the player will step up to the throwing end. It may further be difficult to predict when the player at the throwing end will throw the puck. 
     Acquiring a video image continually throughout the entire game means that important events in the game are not missed. The trigger event determines that an important event has occurred that is worth being displayed to the players. This causes a portion of the video image to be displayed showing the throwing end before and after the trigger event, i.e. during the throw. 
     In this way, important events of the game can be replayed by being displayed on the visual display. By displaying the video image a predetermined time before the throw and after the throw the display can show the reaction of the player both before and after the puck has been thrown. This enables both the player making the throw and other players taking part in the game to view the event which has triggered the display of the video image. 
     Preferably, the displaying is carried out immediately after determining the trigger event. In this way, the displaying of the video image is carried out immediately after the player has thrown their puck or pucks. In other arrangements the displaying may be at a later point in time. For instance, the displaying may be at the end of the game. 
     The first predetermined time before said detection may be the same as the second predetermined time after said detection. In other embodiments the first predetermined time before said detection may be different to the second predetermined time after said detection. For instance, celebrations after the puck has been thrown may go on for longer than the build up to the throw, such that the first predetermined time period is shorter than the second predetermined time period. Alternatively, the second predetermined time period may be shorter than the first predetermined time period. 
     The trigger event may be an important moment in the game. This means that important moments can be re-lived by the players through the video replay. The trigger event may be any of a score above a predetermined threshold, a score below a predetermined threshold, a score having a specific value, the end of the game, or the end of a player&#39;s turn. 
     The predetermined score may be a score determined by the game play to be significant. For instance, it may be the highest score possible for that throw, the exact score that the user is aiming to score, or the puck being at a particular point on the table. Alternatively, if the score is below a predetermined threshold this could signify that the throw is a poor or entertaining throw. 
     Alternatively, or in addition, the trigger may instead be when it is determined that a player&#39;s score has overtaken another player&#39;s score. In some instances, this trigger when a player has overtaken another player may be limited to when the game is in its last round. In this way, at a vital moment in the game the players are aware when they have overtaken another player. Other triggers may be specific for the game that is being played. 
     In other arrangements the trigger event may be the end of the players turn. The video replay may be played each time at the end of each players throw, such that each player can view their reaction for every throw. 
     The method may further comprise storing the portion of the acquired video image corresponding to the detected throw for later use. 
     Portions of the video image not corresponding to a detected trigger event may be discarded. 
     As the video image is continually detected throughout the game this will result in a large amount of video data being collected. By only storing the portion of the acquired video image corresponding to the detected throw for later use this reduces the amount of data that needs to be stored. It also means that finding the video image of the throw at a later point in time is easier, as opposed to storing the entire video image of the game. In some embodiments determining whether to store the portion of the acquired video image may be based on the trigger event. 
     In other arrangements the continually acquired video image of the whole game may be stored, rather than just the portion of the acquired video image corresponding to the detected throw. 
     The method may further comprise sending the stored portion of the acquired video image corresponding to the detected throw to an email address, or uploading it to a website. 
     Players may wish to relive their experience of the game that they have played. They may wish to do this at a later point in time after the game, such as when they have left the venue, in the coming days, weeks or months. This enables the player to view the video image remotely and at a later point in time at their leisure. 
     The players may wish to share their experience of the game on social media. The email may allow them to download the image such that it can be posted to their social media accounts. Alternatively the uploading to a website may be a social media platform where the player can interact with the content. For instance, the player may like, share, download, or repost the video image uploaded to the website. The social media platform may be any known, such as Facebook, Twitter, Instagram or any other social media platform. 
     Preferably, the display is located above the shuffleboard table. This may be at the scoring end of the shuffleboard table. This means that the display is elevated at a height that is easily viewed by players throughout the venue in which the shuffleboard is housed. At this height the display is at the same eye level as the players throwing the pucks and the players standing around the shuffleboard table. This means that the display may easily catch their attention. 
     Preferably, the method further comprises switching the display from displaying a score of the game to displaying the portion of the acquired video image. 
     In this way the display is configured to display the score of the game. This may be the overall score of the game. It may also be the score of the player&#39;s current turn. This reduces the amount of hardware required as a single display can show both the video replay and the scoreboard. In other arrangements the display may be separate to the scoreboard. For instance, the scoreboard may be located above, below, or to the side of the display. In other arrangements the display may still display the score whilst showing the portion of the acquired video image. For instance, the display may be a split screen display showing the video image on one portion of the display and the score on another portion of the display. 
     In other embodiments rather than detecting that the puck is stationary on the shuffleboard table, the detection of the throw may be due to a detection of a moving phase of the puck. In this way, there is detection of a puck moving along a throwing surface of the shuffleboard table as it is thrown. This means that the puck is detected even if it does not end up on the shuffleboard after the throw. Though a misjudged or poor throw the throw of the puck is still detected. The detection may also require a detection of the stationary phase of the puck as well as the moving phase. The detection of the moving phase and/or stationary phase may be through cameras or motion sensors. 
     The method may further comprise continually acquiring throughout the game a video image of the scoring end of the shuffleboard table; displaying on the display, a portion of the acquired video image of the scoring end of the shuffleboard table captured a third predetermined time before said detection and a fourth predetermined time after said detection, such that the portion of the acquired video image of the scoring end of the shuffleboard table corresponds to the detected throw. 
     This enables both the video image of the player at the throwing end and the video image of the scoring end to be shown at the same time. Providing both the player&#39;s build up and reaction to the throw and a view of the pucks when they are located at the scoring end. 
     The video image of the scoring end of the shuffleboard may be displayed in split screen along with the video image of the throwing end of the shuffleboard table. The third predetermined time before detection may be the same first predetermined time. The fourth predetermined time may be the same as the second predetermined time. In other arrangements the first, second, third and fourth predetermined times may be the same as each other. 
     Alternatively, the third predetermined time when displaying the video image of the scoring end may be shorter than first predetermined time. This is because before the puck has been thrown there is no new activity at the scoring end to show. Whereas, the video of the throwing end may be shown before the puck is thrown to show the build-up of the players at the throwing end before the throw. 
     In addition, the fourth predetermined time when displaying the video image of the scoring end may be shorter than second predetermined time. This is because after the puck has been thrown and is stationary on the shuffleboard table there is no further new activity at the scoring end to show. Whereas, the video of the throwing end may be shown to show the celebrations of the player which may continue after the puck is stationary. 
     In other arrangements, the portion of the video image of the scoring end may be displayed first with the portion of the video image of the throwing end shown after or vice versa. 
     The method may further comprise displaying a visual alert to indicate the displaying of the portion of the acquired video image. 
     This alert helps to provide the other players and spectators with an indication that a trigger event has occurred and that the portion of the acquired video image is to be displayed. This helps draw attention to the event so that the players and spectators do not miss the replay of the throw. The visual alert may involve flashing lights, and/or multiple lights of different colours. 
     The method may further comprise linking the display to one or more additional displays each additional display associated with a further shuffleboard, such that said displaying involves displaying the acquired video image at each of the linked displays. 
     The game play may involve play between players on multiple shuffleboards. By linking the displays together a trigger event from one shuffleboard can be displayed on the display on each of the linked displays. This can further add a competitive element between the linked shuffleboards as players at neighbouring linked shuffleboards are kept aware of the play that is taking place on the linked displays which they may not usually be aware of. 
     According to a further aspect there is provided a shuffleboard video replay apparatus, comprising: a shuffleboard; at least one video camera configured to continually acquire a video image of a throwing end of the shuffleboard table from where a player throws pucks towards a scoring end of the shuffleboard table; a processor configured to detect that a puck has been thrown by a player from the throwing end and is stationary on the shuffleboard table, determine a trigger event based on the throw of the puck and automatically determine based on the trigger event whether to display a portion of the acquired video image captured between a first predetermined time before said detection and a second predetermined time after said detection, such that the portion of the acquired video image corresponds to the detected throw; and a display configured to display the portion of the acquired video image. 
     Preferably, the shuffleboard video replay apparatus may further comprise a memory for storing the portion of the acquired video image corresponding to the detected throw. 
     The shuffleboard video replay apparatus may comprise a further video camera configured to continually acquire a video image of the scoring end of the shuffleboard throughout the game, such that a portion of the acquired video image of the scoring end captured between a third predetermined time before said detection and a fourth predetermined time after said detection can be displayed on the display. 
     According to a further aspect there is provided a system of shuffleboard video replay apparatuses comprising a plurality of shuffleboard video replay apparatuses of the above aspect. 
     The system of shuffleboard video replay apparatuses may be linked, such that the display of each shuffleboard replay apparatus are controllable to display the same video images. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  is a front view of a dartboard system in an embodiment of the present invention; 
         FIG. 2  is a top view of the dartboard system shown in  FIG. 1 ; 
         FIG. 3  is a flow diagram showing the steps taken in a method for displaying video replay during a game of darts in an embodiment of the invention; 
         FIG. 4  is a side view of a shuffleboard system in an embodiment of the present invention; 
         FIG. 5  is a top view of the shuffleboard system shown in  FIG. 4 ; 
         FIG. 6  is a flow diagram showing the steps taken in a method for displaying video replay during a game of shuffleboard in an embodiment of the invention; and 
         FIG. 7  is a schematic diagram of a computer system that can be configured to perform the methods shown in  FIGS. 3 and 6 . 
     
    
    
     DETAILED DESCRIPTION 
     As shown in  FIGS. 1 and 2  a dartboard  2  is mounted on a wall  4 . Mounted on the wall above the dartboard  2  is a graphical user interface (GUI) display  6 . As can be seen the GUI display  6  is arranged parallel to the wall  4 . However, in other embodiments the GUI display  6  may be positioned at an angle that is not parallel to the wall  4 , such as tilted to face one of the viewing areas  15  where spectators stand. 
     A gantry  8  is provided above the dartboard  2  which supports three spot lights  10  and three cameras  12 , all of which point to the dartboard  2 . Two cameras  14  are mounted on wall  4 , the two cameras  14  pointing towards the oche  16  from where the player throws darts. 
     The oche  16  (or throwing line) is provided on the floor. The spot lights  10  and the cameras  12  on the gantry are provided at a position between the oche  16  and the dartboard  2 . 
     Light emitting diode (LED) strip lights  18  are provided in a ring around the dartboard  2 . Some of the LED strip lights are raised above the dartboard  2  to illuminate its surface effectively during play. The LED strip lights include various LED strip lights of different colours. In conventional play only the white LED strip light may be lit up. However, one or more of the various different colour strip lights may be lit up depending on what is being displayed on the display in order to attract the players and spectators to view the display. 
     A protective screen  20  is provided on the wall  4  to cushion the darts that miss the dartboard  2 . The LED strip lights  18  are also shielded by a lip on the protective screen  20 . This prevents damage to the LED strip lights  18  by darts. In addition, it shields the LED strip lights  18  from a player at the oche  16  to avoid any distractions. The dartboard  2  and the LED strip lights  18  are recessed from the protective screen  20 . 
     The cameras  14  mounted on the wall are positioned far enough away from the dartboard  2  that they are not likely to be hit by darts that are thrown. In addition they are also protected by being behind a transparent reinforced screen. 
     Although not shown in  FIGS. 1 and 2  a computer including one or more processors is connected to the cameras  12 ,  14  for processing the video images. In addition, the GUI display  6  is connected to the computer for displaying results and the video images captured by the cameras to the players. 
     The spot lights  10  are provided for illuminating the darts that are in-flight between the oche  16  and the dartboard  2 . Darts that are in-flight can be imaged by the cameras  12  on the gantry  8  for a brief period before they strike the dartboard  2  and while they settle into a final position on the dartboard  2 . Successful detection of darts being stationary on the dartboard  2  can be used as a determination that a dart has been thrown. The determination of a score can be detected as a trigger event, which causes a video replay image of the throw being shown on the GUI display  6 . 
     The spot lights  10  can also improve illumination of the dartboard  2 , especially in central areas, so that the cameras  12  can capture the image the darts on its surface. This helps the computer accurately determine the position of the dart and also provides sufficient lighting for the video image used as the video replay of the dartboard. In addition, the combined illumination of the LED strip lights  18  and the spot lights  10  minimises the shadowing that could otherwise introduce errors when the position of a dart is determined. 
       FIG. 3  is a flow diagram showing a sequence of steps undertaken in a method  100  for displaying video replay during a game of darts. 
     At step  101  a video image of the oche is continually acquired throughout the game. 
     This video image is acquired using the cameras  14  that face the oche  16 . As shown in  FIGS. 1 and 2  there are two cameras  14 . This enables two different perspective views to be acquired of the oche  16 . These video images may be combined to form a single video image with a wide range. Alternatively, the video image from each camera  14  may be acquired and processed separately. 
     Step  103  involves detecting that a dart has been thrown by a player from the oche  16  and is stationary on the dartboard  2 . This is detected by the cameras  12  that are facing towards the dartboard  2 , which detect the presence of the dart stationary on the dartboard  2 . 
     Step  105  involves determining a trigger event based on the throw of the dart. The trigger event is the occurrence of a particular event in the game. For instance, a particular score may be achieved that is considered a trigger event. 
     The scoring of the game of darts may be determined using the camera system in a similar way to as described in GB 2542108 A. However, alternative scoring systems may be implemented. 
     Step  107  involves automatically determining based on the trigger event whether to display a portion of the acquired video image captured between a first predetermined time before said detection and a second predetermined time after said detection, such that the portion of the acquired video image corresponds to the detected throw. 
     Step  109  involves displaying the portion of the acquired video image on the GUI display  6 . 
     The first predetermined time before the detection is selected such that the video image shows the player at the oche  16  before the dart has been thrown. The second predetermined time after the detection is selected such that the video image shows the player&#39;s celebration after the dart has been thrown. 
     The step of displaying enables a video replay which shows the player preparing to throw the dart, the player throwing the dart, the dart hitting the dartboard, and the player after the dart has hit the dartboard to show any celebrations or the player&#39;s reaction. These videos are captured by the cameras  14  which face the oche. 
     The GUI display  6  can also show a video replay of the dartboard  2 . This video image of the dartboard  2  is obtained from the cameras  12  that are facing the dartboard  2 . This can be in the form of a split screen, with a portion of the display showing the dartboard  2  and the other portion of the display showing the player at the oche  16 . In the video replay the dartboard  2  may be shown throughout the whole of the video replay at the same time as the oche  16 . Alternately, the video replay may only show the dartboard  2  showing the moment when the darts hit the dartboard  2 , with the video replay shown representing before and after this moment only showing the player at the oche  16 . 
     As shown in  FIGS. 4 and 5  a shuffleboard apparatus  200  includes a shuffleboard table  202 . The shuffleboard table  202  has a sliding surface  204  on which a puck  206  can be thrown. The sliding surface  204  has a single throwing end  208  and a single scoring end  210 . Surrounding the sliding surface  204  is a box  212  which extends around the perimeter of the sliding surface  204  creating a well  214  between the sliding surface  204  and the box  212 .  FIG. 4  shows a cross sectional view such that the side of the box  212  is removed so that the well  214  is visible. 
     The shuffleboard apparatus is supported by two supports  216  from the floor  218 . Although it cannot be seen from the Figures, the supports  216  extend across the width of the sliding surface  204 . However, it can be understood that any arrangement of supports  216  could be used. 
     The shuffleboard table extends from wall  291 . The wall shown in the present embodiment is the wall of the building in which the shuffleboard table is housed.  FIGS. 4 and 5  show only a portion of the wall for illustrative purposes. The scoring end  210  of the shuffleboard table abuts the wall, with the outer portion of the box  212  in direct contact with the wall  291 . The box  212  at the throwing end  208  of the shuffleboard table  202  is not in contact with the wall. 
     The scoring end  210  of the shuffleboard table  202  is not attached to the wall in the embodiment shown in  FIGS. 4 and 5 , it is just located against the wall. In other embodiments the scoring end  210  of the shuffleboard table  202  may be attached to the wall  291 . The attachment may be removable or may be permanent. For instance, the table may be removably clipped onto a corresponding attachment on the wall. Alternatively, the shuffleboard table may be attached to the wall through any of screws, nails or adhesives. 
     A playing area  201  is located at the throwing end  208  of the sliding surface  204 . A viewing area  293  is positioned to the side of the sliding surface  204 , between the throwing end  208  and the scoring end  210 . 
     Located on the wall  291  elevated above the scoring end  210  is a GUI display  294 . The GUI display  294  displays the scores for the shuffleboard table  202 . As can be seen the GUI display  294  is arranged parallel to the wall. However, in other embodiments the GUI display  294  may be positioned at an angle that is not parallel to the wall  291 , such as tilted to face the viewing area  293 . 
     Two cameras  220  are mounted on the wall  291  that are pointed towards the throwing end  208  of the shuffleboard table. The cameras  220  are for capturing the video image of the action at the throwing end  208  of the shuffleboard table. This is in an analogous way to that described for cameras  14  when capturing the video image of the oche for the darts system described above. 
     Two further cameras  222  are also mounted on the wall  291  that are pointed towards the sliding surface  204 . These cameras  222  are for capturing the movement of the puck  206  when it is thrown down the sliding surface  204 . The cameras  222  are also used for scoring as described in patent application GB 2558571. 
     The cameras  220  and  222  may alternatively be mounted on a gantry as shown in the darts system in  FIG. 1 , or attached to the ceiling. 
     Two lights  224  are located above and to the side of the GUI display  294  located on the wall  291 . The lights  224  are configured to flash when a video replay is being displayed on the GUI display  294 . 
       FIG. 6  is a flow diagram showing a sequence of steps undertaken in a method  300  for displaying video replay during a game of shuffleboard. At step  301  a video image of a throwing end  208  of the shuffleboard table from where a player throws pucks towards a scoring end  210  of the shuffleboard table is continually acquired throughout the game. 
     This video image is acquired using the cameras  220  that face the throwing end  308  of the shuffleboard table. As shown in  FIGS. 4 and 5  there are two cameras  220  that are directed at the throwing end  208  spaced below but either side of the GUI display  294 . This enables two different perspective views to be acquired of the throwing end  208 . These video images may be combined to form a single video image with a wide range. Alternatively, the video image from each camera  220  may be acquired and processed separately. 
     Step  303  involves detecting that a puck has been thrown by a player from the throwing end  208  and is stationary on the shuffleboard table. This is detected by the cameras  222  that are facing towards the playing surface, which detect the presence of the puck stationary on the shuffleboard table. 
     Step  305  involves determining a trigger event based on the throw of the puck. The trigger event is the occurrence of a particular event in the game. For instance, a particular score may be achieved that is considered a trigger event. 
     Step  307  involves automatically determining based on the trigger event whether to display a portion of the acquired video image captured between a first predetermined time before said detection and a second predetermined time after said detection, such that the portion of the acquired video image corresponds to the detected throw. 
     Step  309  involves displaying the portion of the acquired video image on the GUI display  294 . 
     The first predetermined time before the detection is selected such that the video image shows the player at the throwing end  208  before the puck has been thrown. 
     The second predetermined time after the detection is selected such that the video image shows the player&#39;s celebration after the puck has been thrown. 
     The step of displaying enables a video replay which shows the player preparing to throw the puck, the player throwing the puck, the puck stationary on the sliding surface, and the player after the puck has been thrown to show any celebrations or the player&#39;s reaction. These videos are captured by the cameras  220  which face the throwing end  208 . 
     The display  394  can also show a video replay of the sliding surface  204 . This video image of the sliding surface  204  is obtained from the cameras  222  that are facing the sliding surface  204 . This can be in the form of a split screen, with a portion of the GUI display  294  showing the sliding surface  204  and the other portion of the GUI display  294  showing the player at the throwing end  208 . In the video replay the sliding surface  204  may be shown throughout the whole of the video replay at the same time as the throwing end  208 . Alternately, the video replay may only show the sliding surface  204  showing the moment when the puck becomes stationary, with the video replay shown representing before and after this moment only showing the player at the throwing end  208 . 
       FIG. 7  shows the computer system  400  which controls the video replay apparatus for the darts and shuffleboard systems as described above. The computer system  400  has a processor  402  for controlling the replay system and a memory  404  for storing the video images that are generated. The computer system  600  is in communication with the GUI display  406  that displays the video replay and the scores of the game. The computer system  400  is also in communication with cameras  408  which collect the video images for the video replay and scoring of the game. 
     The connections between the computer system  400  and the GUI display  406  and cameras  408  may be wired connections. Alternatively, they may be wireless connections. For instance, Wi-Fi, Bluetooth, or other wireless connection types. 
     As described above for both the darts and the shuffleboard systems, the video images are continually recorded by the cameras that face the oche  16  and the throwing end  208  of the shuffleboard table throughout the games of darts and shuffleboard. These video images may then be stored for later use. This may be the video images of the entire game. However, this may result in a lot of data being stored that will not be required. Alternatively, only the portion of the video image that is replayed in the video replay, after being detected as being related to a trigger event, may be stored. The remaining portion of the video image data that is not shown as a video replay may be discarded. Alternatively the video image data of the throw that caused the trigger event may also be discarded after it has been shown on the display. 
     However, the video image of the video replay shown on the display may be stored for use at a later point in time. For, instance the video image may be sent to the players. This may be sent in an electronic message such as email or SMS. Alternatively it may be uploaded to social media. This enables the players to re-live the game at a later point in time and/or show and share it with their friends or family. 
     The darts apparatus as shown in  FIGS. 1 and 2  and the shuffleboard apparatus as shown in  FIGS. 4 and 5  may be located in a themed bar with a plurality of dartboards and shuffleboard tables. The displays of each of the neighbouring shuffleboard tables and dartboards may be linked. This may be through wireless connectivity or a wired connection as authorised above. The computer system  400  shown in  FIG. 7  may control each of the displays such that the same video replay can be displayed on each of the displays of the linked dartboards/shuffleboard apparatuses. When starting a multiplayer game, where linked play on neighbouring dartboards or shuffleboard tables is required, one of the players selects at a computer terminal located at the dartboard or shuffleboard apparatus that linked play is required. This then causes the computer system to set up a link between the dartboards or shuffleboard apparatuses. 
     The invention also includes numerous modifications and variations to the above-described methods and apparatus. 
     In other arrangements there may be one or more lights that light-up or flash to indicate that a replay is being shown. These lights may be mounted on the wall that the dartboard and shuffleboards are attached to. In other arrangements the dartboard or shuffleboards themselves may be visually lit. For instance, the dartboard may be backlit. The sliding surface of the shuffleboard table may also be backlit. 
     The lights  224  behind the shuffleboard table and LED strip lights  18  around the dartboard indicate to the players that the video replay apparatus is displaying the video replay. In other arrangements various configurations of lighting may be used for both the darts and shuffleboard arrangements. For instance, the lights  224  may be an LED strip light. The lights for the shuffleboard system may be located around the display. Alternatively, the shuffleboard table may be lit up. For the darts arrangement the lights may be lights embedded in the wall as in the shuffleboard set up. 
     Alternatively, or in addition, a sound effect may be played when the video replay is being shown. Alternatively, the visual indication (light or sound) may be immediately prior to the video replay being shown. 
     In other arrangements, the camera  14  mounted on the wall that obtain the image of the oche may instead be located on the gantry  8  the same as the cameras  12  which point to the dartboard  2 . In addition, the shuffleboard apparatus may also have the cameras  220  and  222  located on a gantry. 
     In other arrangements the GUI display may not be mounted on the wall. The GUI display may be mounted on a stand. Alternatively, the GUI display may be attached to the ceiling and/or a gantry. 
     For the darts arrangement the GUI display may alternatively be located either side of the dartboard. 
     Although video cameras are described, cameras that obtain a static photograph may be implemented. These could capture a photograph and based on a trigger event this photograph may be displayed on the display. 
     The systems described above implement the scoring system described in GB 2542108 A and GB 2558571. However, any type of scoring system may be implemented such that the trigger event is automatically determined to trigger the video replay to be displayed. 
     In addition to the video replay being shown on the display an animation or a video clip may be shown that is specific for that particular event. For instance, in the darts games when a score of 180 is scored an animation specific for that event may be shown.