Real-time modifications in augmented reality experiences
By selectively synchronizing AR elements in real-time and over lower bandwidth connections, the system addresses synchronization challenges in shared AR experiences, improving user experience and resource efficiency.
Patent Information
- Application Number
- CN202380035807.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Priority Date
- 2022-04-25
- Filing Date
- 2023-04-20
- Publication Date
- 2024-12-13
AI Technical Summary
Synchronizing data for shared augmented reality (AR) experiences across multiple devices is challenging due to limitations in computing and network bandwidth, particularly on smaller devices, leading to unacceptable delays and lags in AR element presentation.
A system that allows AR developers to specify which AR elements require real-time synchronization, associating them with a real-time entity for immediate updates across devices, while other elements are synchronized over lower bandwidth connections, reducing resource consumption and lag.
This approach enhances the efficiency and smoothness of shared AR experiences by minimizing bandwidth usage and reducing system resource requirements, ensuring consistent and synchronized AR element presentation across devices.
Smart Images

Figure CN119137567A_ABST
Abstract
Description
[0001] Priority declaration
[0002] This application claims the benefit of priority to U.S. Application No. 17 / 728,494, filed on April 25, 2022, which is incorporated herein by reference in its entirety. Technical Field
[0003] The present disclosure generally relates to generating augmented reality (AR) experiences on messaging applications. Background Art
[0004] Augmented reality (AR) is a modification of a virtual environment. For example, in virtual reality (VR), the user is completely immersed in a virtual world, while in AR, the user is immersed in a world that combines virtual objects with the real world or superimposes virtual objects on the real world. AR systems are designed to generate and present virtual objects that interact realistically with the real world environment and with each other. Examples of AR applications can include single or multiplayer video games, instant messaging systems, etc. BRIEF DESCRIPTION OF THE DRAWINGS
[0005] In the accompanying drawings (which are not necessarily drawn to scale), like numbers may describe similar components in different views. To easily identify the discussion of any particular element or action, the most significant digit or digits in a reference numeral refer to the figure number in which the element is first introduced. Some non-limiting examples are shown in the accompanying drawings, in which:
[0006] Figure 1 is a diagrammatic representation of a networking environment in which the present disclosure may be deployed, according to some examples.
[0007] Figure 2 is a diagrammatic representation of a messaging client application according to some examples.
[0008] Figure 3 is a diagrammatic representation of data structures maintained in a database according to some examples.
[0009] Figure 4 is a graphical representation of messages according to some examples.
[0010] Figure 5 is a block diagram illustrating an example real-time AR element modification system according to some examples.
[0011] Figures 6 to 8 is a diagrammatic representation of the output of a real-time AR element modification system according to some examples.
[0012] Fig. 9 is a flow diagram illustrating example operation of a real-time AR element modification system according to some examples.
[0013] Fig.10 is a diagrammatic representation of a machine in the form of a computer system according to some examples within which a set of instructions may be executed for causing the machine to perform any one or more of the methodologies discussed herein.
[0014] Fig.11 is a block diagram illustrating a software architecture in which examples may be implemented. DETAILED DESCRIPTION
[0015] The following description includes systems, methods, techniques, instruction sequences and computing machine program products that implement the illustrative examples of the present disclosure. In the following description, for the purpose of illustration, many specific details are set forth to provide an understanding of various examples. However, it will be apparent to those skilled in the art that examples may be practiced without these specific details. Typically, it is not necessary to show in detail known instruction instances, protocols, structures and techniques.
[0016] Messaging applications typically enable end users to access various shared AR experiences by launching an AR experience bundle or AR experience package that includes AR content associated with the shared AR experience. Shared AR experiences allow multiple users to interact with the same shared AR experience on their respective devices at the same time. These shared AR experiences typically present AR elements that can be modified by users in some way. For example, in a shared AR experience such as a game, a user can move the position of an AR element depicting a player, a ball, or other items to facilitate the game. High-speed synchronization of modifications made to these types of AR elements may be essential to providing a smooth and functional shared AR experience between users. For example, in an AR game where users hit a ball back and forth, the movement and positioning of the ball should be synchronized at high speed so that each user can react appropriately to the movement and try to hit the ball back to another user. Delays in synchronizing these modifications may therefore cause unacceptable lags in the presentation of AR elements, which will ultimately destroy the shared AR experience.
[0017] However, synchronizing data at high speeds may be difficult due to limitations in available computing and network bandwidth. This may be particularly difficult in the case of shared AR experiences provided using smaller devices and / or wireless devices. As a result, AR experience developers may have to limit the fraction of shared AR experiences they develop to avoid unnecessary delays in synchronizing these AR elements.
[0018] The disclosed technology solves these technical problems by enabling developers to specify a subset of AR elements to be synchronized in real time within a shared AR experience. For example, an AR development platform may be provided that presents a user interface to an AR experience developer to enable the AR developer to select which AR elements can be modified by the user and should be synchronized in real time. The user interface may also enable the developer to specify conditions that need to be met in order to allow such real-time modifications to occur. This enables developers to limit the amount of data synchronized during user use of a shared AR experience, thereby providing developers with greater flexibility to create useful, interesting, and engaging shared AR experiences without being limited by the resource constraints of the messaging application and / or client device running the AR experience.
[0019] In some examples, the disclosed technology generates an entity or resource that shares updates or modifications made to AR elements through a real-time connection. AR elements that have been designated as part of the AR experience that require real-time synchronization can be associated with the generated entity. When a client device 102 makes changes or modifications to an AR element, these changes are stored in the entity and are immediately shared with other client devices 102 participating in the shared AR experience. That is, any changes or modifications made to an entity or resource are broadcast to other client devices 102 participating in the AR experience through a real-time connection. This allows updates to AR elements to be reflected instantly, thus reducing the lag associated with AR elements. Other AR elements that may not require real-time updates can be modified, and such modifications can be exchanged over a lower bandwidth connection. This improves the overall user experience and reduces the amount of resources consumed by the AR experience.
[0020] This improves the efficiency of using the electronic device and the overall AR experience of the user when using the electronic device. In addition, by selectively exchanging modifications to some AR elements between devices via a real-time connection, while exchanging modifications to other AR elements via a low-bandwidth connection, the bandwidth consumption of the AR experience is reduced and the total amount of system resources required to complete the task is reduced.
[0021] Networked computing environment
[0022] Figure 11 is a block diagram illustrating an example messaging system 100 for exchanging data (e.g., messages and associated content) over a network. The messaging system 100 includes multiple instances of a client device 102, each of the multiple instances hosting a number of applications including a messaging client 104 and other external applications 109 (e.g., third-party applications). Each messaging client 104 is communicatively coupled to other instances of the messaging client 104 (e.g., hosted on corresponding other client devices 102), a messaging server system 108, and an external application server 110 via a network 112 (e.g., the Internet). The messaging client 104 may also communicate with locally hosted third-party applications such as the external application 109 using an application program interface (API).
[0023] The client device 102 can operate as a standalone device, or can be coupled (e.g., networked) to other machines. In a networked deployment, the client device 102 can operate as a server machine or a client machine in a server-client network environment, or operate as a peer machine in a peer-to-peer (or distributed) network environment. The client device 102 may include, but is not limited to, a server computer, a client computer, a personal computer (PC), a tablet computer, a notebook computer, a netbook, a set-top box (STB), a personal digital assistant (PDA), an entertainment media system, a cellular phone, a smart phone, a mobile device, a wearable device (e.g., a smart watch), a smart home device (e.g., a smart appliance), other smart devices, a web device, a network router, a network switch, a network bridge, or any machine capable of performing the disclosed operations. In addition, although only a single client device 102 is shown, the term "client device" should also be considered to include a collection of machines that perform the disclosed operations individually or jointly.
[0024] In some examples, client device 102 may include AR glasses or AR headsets, where virtual content is displayed within the lenses of the glasses while the user views the real world environment through the lenses. For example, an image may be presented on a transparent display, which enables the user to view content presented on the display and real-world objects simultaneously.
[0025] In some examples, the client device 102 may be operated by an AR experience developer. In such a case, the AR experience developer (or AR developer) accesses an AR experience development platform. The AR experience development platform allows the AR developer to generate an AR experience bundle that includes a set of AR elements. The AR developer can specify which subset of AR elements can be synchronized in real time via a real-time connection (such as via a real-time entity or resource). The AR developer may also specify the following conditions: under the conditions, the group of AR elements or a portion of the group of AR elements is enabled for exclusive access to perform real-time modifications and / or is enabled to exchange associated modifications via a real-time connection. For example, the condition may include a threshold positioning or position of the associated AR element, which causes the control of performing modifications to the associated AR element to be transferred from one client device 102 to another client device 102. In some examples, another subset of AR elements that are not selected to be synchronized via a real-time connection may be updated or synchronized via a lower bandwidth connection, or may not be updated or synchronized at all.
[0026] The AR elements enabled to perform real-time modifications may be associated with a real-time entity that propagates changes made by one client device 102 to another client device 102. These changes may be propagated or broadcasted over a real-time connection so that they are immediately available to each client device 102 involved in the shared AR experience. That is, the recipient client device 102 is able to reflect changes associated with the AR elements present in the real-time entity more quickly than changes made to other AR elements that are not exchanged via real-time entities but exchanged over a lower bandwidth connection or changes associated with the other AR elements. Specifically, multiple client devices 102 may participate in a shared AR experience. During the shared AR experience, a first client device 102 may request to perform real-time modifications to or interact with a specific AR element. If the first client device 102 meets the conditions for performing real-time modifications associated with the AR element (e.g., the AR ball has crossed a threshold position that transfers control of the AR element to the first client device 102), the first client device 102 may obtain access to the real-time entity associated with the specific AR element. The first client device 102 may attempt to obtain exclusive access to the entity by determining whether the entity is in a locked state or an unlocked state.
[0027] If the entity is currently in an unlocked state, the first client device 102 may store or change the state of the entity to a locked state to prevent the second client device 102 from simultaneously requesting / performing real-time modifications to the specific AR element. At this point, the first client device 102 may receive modifications to the specific AR element (e.g., modifying the display position or orientation and / or display characteristics). In response to receiving the modification, the first client device 102 updates the data stored in the entity associated with the specific AR element to represent the modification, and causes the data stored in the entity or the changes to the data to be propagated or broadcasted or sent to the second client device 102 over the real-time connection. Changes made to other AR elements (e.g., an AR scoreboard) may continue to be sent or exchanged over a lower bandwidth connection. The second client device 102 receives the updated entity and applies the modifications indicated by the entity to the specific AR element presented by the second client device 102. In this way, the first client device 102 and the second client device 102 may present the modifications performed by the first client device 102 for the specific AR element in real time, so that neither device experiences any delay or lag in presenting the modifications to the specific AR element.
[0028] In some examples, the conditions may include geolocation, a level in a game application or AR experience, a type of game application, a view or depiction of a portion of a real-world environment, a time, a location tag, an image tag, an account credentials, access permissions, and / or any other suitable condition. In some examples, the context and / or location data may include at least one of the following: a latitude and longitude of a real-world object, a global positioning system (GPS) coordinate of the real-world object, a bounding box associated with the real-world object, an object type of the real-world object, or a three-dimensional (3D) match of the real-world object.
[0029] In some examples, one or more conditions may be used to transfer control of applying modifications to a given AR element from one user to another. For example, a condition may specify a threshold position or position range. When an AR element has crossed or exceeded a specified threshold position or position range, control for manipulating the AR element may be transferred from one user to another. The transfer of control enables the client device 102 of the user with control to modify the value or position associated with the AR element and share these modifications in real time while preventing other users from performing such modifications. In addition, modifications to the value or position associated with the AR element may be sent over a higher bandwidth link or connection, or exchanged in real time over other AR elements that may be present in the AR experience. As an example, when an AR ball has crossed a certain threshold (such as an AR net or a halfway point in an AR table tennis or AR tennis game), control for manipulating an AR element representing an AR ball may be transferred between users. The position may be represented by a value or data associated with the AR element.
[0030] The messaging clients 104 are able to communicate and exchange data with other messaging clients 104 and messaging server systems 108 via the network 112. The data exchanged between the messaging clients 104 and between the messaging clients 104 and messaging server systems 108 include functions (e.g., commands for activating functions) and payload data (e.g., text, audio, video, or other multimedia data).
[0031] The messaging server system 108 provides server-side functionality to specific messaging clients 104 via the network 112. Although certain functions of the messaging system 100 are described herein as being performed by the messaging client 104 or by the messaging server system 108, the location of certain functions within the messaging client 104 or within the messaging server system 108 may be a design choice. For example, it may be technically preferable to initially deploy certain technologies and functions within the messaging server system 108, but later migrate the technologies and functions to the messaging client 104 where the client device 102 has sufficient processing power.
[0032] The messaging server system 108 supports various services and operations provided to the messaging clients 104. Such operations include sending data to the messaging clients 104, receiving data from the messaging clients 104, and processing data generated by the messaging clients 104. As examples, the data may include message content, client device information, geographic location information, media enhancements and overlays, message content persistence conditions, social network information, and live event information. The data exchange within the messaging system 100 is activated and controlled by functions available via the user interface (UI) of the messaging client 104.
[0033] Turning now specifically to the messaging server system 108, an application program interface (API) server 116 is coupled to the application server 114 and provides a programming interface to the application server 114. The application server 114 is communicatively coupled to a database server 120, which facilitates access to a database 126 that stores data associated with messages processed by the application server 114. Similarly, a web server 128 is coupled to the application server 114 and provides a web-based interface to the application server 114. To this end, the web server 128 processes incoming network requests via the Hypertext Transfer Protocol (HTTP) and several other related protocols.
[0034] The API server 116 receives and sends message data (e.g., commands and message payloads) between the client device 102 and the application server 114. Specifically, the API server 116 provides a set of interfaces (e.g., routines and protocols) that can be called or queried by the messaging client 104 to activate the functionality of the application server 114. The API server 116 exposes various functions supported by the application server 114, including: account registration; login functionality; sending messages from a particular messaging client 104 to another messaging client 104 via the application server 114; sending media files (e.g., images or videos) from the messaging client 104 to the messaging server 118 and for possible access by another messaging client 104; setting up a collection of media data (e.g., a story); retrieving a friend list of the user of the client device 102; retrieving such a collection; retrieving messages and content; adding and removing entities (e.g., friends) from an entity graph (e.g., a social graph); locating friends in a social graph; and opening application events (e.g., related to the messaging client 104).
[0035] The application server 114 hosts several server applications and subsystems, including, for example, a messaging server 118, an image processing server 122, and a social network server 124. The messaging server 118 implements several message processing technologies and functions, particularly those related to aggregation and other processing of content (e.g., text and multimedia content) included in messages received from multiple instances of the messaging client 104. As will be described in further detail, text and media content from multiple sources can be aggregated into collections of content (e.g., called stories or galleries). These collections are then made available to the messaging client 104. In view of the hardware requirements for other processor and memory intensive processing of data, such processing can also be performed on the server side by the messaging server 118.
[0036] The application server 114 also includes an image processing server 122 that is dedicated to performing various image processing operations, typically on images or videos within the payload of messages sent from or received at the messaging server 118 .
[0037] The image processing server 122 is used to implement the enhancement system 208 ( Figure 2 ). The scanning function includes activating and providing one or more augmented reality experiences on the client device 102 when an image is captured by the client device 102. Specifically, the messaging application 104 on the client device 102 can be used to activate the camera. The camera displays one or more real-time images or videos and one or more icons or identifiers of one or more augmented reality experiences to the user. The user can select a given identifier in the identifier to launch the corresponding augmented reality experience or perform the desired image modification (e.g., replace the clothing worn by the user in the video or recolor the clothing worn by the user in the video or modify the clothing based on a gesture performed by the user).
[0038] The social network server 124 supports various social networking functions and services and makes them available to the messaging server 118. To this end, the social network server 124 maintains and accesses an entity graph 308 (e.g., Figure 3 Examples of functions and services supported by social network server 124 include identifying other users with whom a particular user of messaging system 100 has relationships or that the particular user is "following," and also identifying interests and other entities of a particular user.
[0039] Returning to the messaging client 104, the features and functions of the external resource (e.g., a third-party application 109 or an applet) are available to the user via the interface of the messaging client 104. The messaging client 104 receives a user selection of an option for launching or accessing features of an external resource (e.g., a third-party resource) such as an external application 109. The external resource can be a third-party application (external application 109) installed on the client device 102 (e.g., a "native application"), or a small-scale version of a third-party application (e.g., a "mini-program") hosted on the client device 102 or located at the far end of the client device 102 (e.g., on a third-party server 110). The small-scale version of the third-party application includes a subset of the features and functions of the third-party application (e.g., a full-scale, native version of a third-party standalone application) and is implemented using a markup language document. In one example, the small-scale version of the third-party application (e.g., a "mini-program") is a web-based markup language version of the third-party application and is embedded in the messaging client 104. In addition to using markup language documents (eg, *ml files), applets may include scripting languages (eg, .*js files or .json files) and style sheets (eg, *ss files).
[0040] In response to receiving a user selection of an option for launching or accessing a feature of an external resource (external application 109), the messaging client 104 determines whether the selected external resource is a web-based external resource or a locally installed external application. In some cases, the external application 109 locally installed on the client device 102 can be independently launched from the messaging client 104 and separately from the messaging client 104, for example, by selecting an icon corresponding to the external application (app) 109 on the home screen of the client device 102. A small-scale version of such an external application can be launched or accessed via the messaging client 104, and in some examples, no part of the small-scale external application can be (or only a limited part can be) accessed outside the messaging client 104. The small-scale external application can be launched by the messaging client 104 receiving a markup language document associated with the small-scale external application from the external application server 110 and processing such a document.
[0041] In response to determining that the external resource is a locally installed external application 109, the messaging client 104 instructs the client device 102 to launch the external application 109 by executing the locally stored code corresponding to the external application 109. In response to determining that the external resource is a web-based resource, the messaging client 104 communicates with the external application server 110 to obtain a markup language document corresponding to the selected resource. The messaging client 104 then processes the obtained markup language document to present the web-based external resource within the user interface of the messaging client 104.
[0042] The messaging client 104 may notify the user of the client device 102 or other users (e.g., "friends") associated with such a user of activities occurring in one or more external resources. For example, the messaging client 104 may provide a notification related to the current or recent use of an external resource by one or more members of a user group to a participant in a conversation (e.g., a chat session) in the messaging client 104. One or more users may be invited to join an active external resource or to start an external resource that was recently used but is currently inactive (in the friend group). The external resource may provide the participants in the conversation who each use the corresponding messaging client 104 with the ability to share items, conditions, states, or locations in the external resource with one or more members of the user group entering the chat session. The shared item may be an interactive chat card, and members of the chat may interact using the interactive chat card, such as to start the corresponding external resource, view specific information in the external resource, or bring members of the chat to a specific location or state in the external resource. In a given external resource, a response message may be sent to the user on the messaging client 104. The external resource may selectively include different media items in the response based on the current context of the external resource.
[0043] The messaging client 104 may present a list of available external resources (e.g., third-party or external applications 109 or applets) to the user to launch or access a given external resource. The list may be presented in a context-sensitive menu. For example, icons representing different external applications in the external applications 109 (or applets) may vary based on how the user launches the menu (e.g., from a conversation interface or from a non-conversation interface).
[0044] The messaging client 104 may allow a user to establish a shared AR experience between multiple client devices 102. The messaging client 104 may receive a request from a first client device 102 among the multiple client devices 102 to perform real-time interaction with a given AR element presented on displays of the multiple client devices. In response to receiving the request, the messaging client 104 enables the first client device 102 to perform one or more modifications to the given AR element while preventing a second client device 102 among the multiple client devices from performing real-time interaction with the given AR element. The messaging client 104 may first determine whether the given AR element has been designed by the AR developer to be capable of real-time synchronous modification. The messaging client 104 may also access a set of conditions associated with the given AR element to determine whether to transfer control to the first client device 102 or enable the first client device 102 to perform modifications to the given AR element.
[0045] In response to determining that a given AR element is enabled for real-time modification synchronization and that the first client device 102 satisfies a set of conditions associated with the given AR element, the messaging client 104 enables the first client device 102 to store or update data stored in a real-time entity or resource associated with the given AR element. The messaging client 104 synchronizes one or more modifications performed by the first client device 102 for the given AR element in real time between each of the plurality of client devices 102 over a real-time connection, such as via a real-time entity associated with the given AR element. As referred to herein, an entity includes a data structure or element configured to represent real-time changes and configured to exchange such real-time changes between the plurality of client devices 102 over a high-bandwidth link (e.g., a real-time connection). These real-time changes are broadcast from one client device 102 to each of the other client devices 102 participating in a shared AR experience.
[0046] In some examples, modifications made to a given AR element may be exchanged or transmitted to other client devices 102 via a higher bandwidth connection (e.g., via a real-time link), while modifications associated with other AR elements are exchanged via a lower bandwidth connection (e.g., via a non-real-time link). This enables the AR experience and its associated AR elements to be presented consistently and synchronously across the client devices 102 on which the AR experience is accessed, while reducing the total bandwidth consumed by the AR experience. That is, by limiting the amount of data that needs to be exchanged in real time to modifications made to a subset of AR elements, the amount of bandwidth consumed by the AR experience is reduced, thereby reducing the total amount of resources cumulatively consumed by the AR experience. This can reduce lag and improve the overall user experience.
[0047] In some examples, the messaging client 104 may present an AR developer interface. In such a case, the messaging client 104 may be operated by an AR developer to develop and create one or more AR experiences, as discussed below. The AR developer interface enables the developer to specify which AR elements (e.g., AR moving balls and AR rackets) need to be synchronized in real time, and which AR elements (e.g., scoreboards) can be synchronized over lower bandwidth connections. The AR developer may also specify or input conditions under which the client device 102 may perform modifications to the AR elements, such as thresholds or barriers for transferring control of modifications to the AR elements from one client device 102 to another client device 102 in the AR experience.
[0048] For example, if there is a virtual AR ping-pong type game, the movement of the AR ball (puck) and the AR racket needs to be updated in real time to provide a smooth and playable shared AR experience. In contrast, other AR elements in the game may not need to be synchronized so quickly or at all. Bandwidth is always a problem when synchronizing data between devices, so the disclosed example provides a solution that allows AR experience developers to specify those specific AR elements that need to be synchronized at a higher speed or synchronized through a real-time high-bandwidth connection. For example, an AR developer can specify the AR ball and AR racket in an AR ping-pong game as AR elements that need to be synchronized in real time (e.g., using real-time entities), while specifying other AR elements such as background AR elements, scoreboards, etc. as not requiring real-time synchronization (or synchronizing through different lower bandwidth connections). This limits the amount of data synchronized in real time to only a subset of AR data required for a smooth shared AR experience. Limiting the amount of data synchronized in real time reduces the use of computing resources and thereby improves synchronization performance.
[0049] System Architecture
[0050] Figure 2 1 is a block diagram showing additional details about the messaging system 100 according to some examples. Specifically, the messaging system 100 is shown to include a messaging client 104 and an application server 114. The messaging system 100 contains several subsystems that are supported on the client side by the messaging client 104 and on the server side by the application server 114. These subsystems include, for example, a transient timer system 202, a collection management system 204, an enhancement system 208, a map system 210, a game system 212, and an external resource system 220.
[0051] The transient timer system 202 is responsible for implementing temporary or time-limited access to content by the messaging client 104 and the messaging server 118. The transient timer system 202 includes several timers that selectively enable the acquisition of messages and associated content (e.g., for presentation and display) via the messaging client 104 based on duration and display parameters associated with a message or a collection of messages (e.g., a story). Additional details regarding the operation of the transient timer system 202 are provided below.
[0052] The collection management system 204 is responsible for managing collections or collections of media (e.g., collections of text, image video, and audio data). Collections of content (e.g., messages, including images, videos, text, and audio) can be organized into "event galleries" or "event stories." Such collections can be available for a specified period of time (e.g., the duration of an event related to the content). For example, content related to a concert can be made available as a "story" for the duration of the concert. The collection management system 204 can also be responsible for publishing an icon that provides notification of the existence of a particular collection to the user interface of the messaging client 104.
[0053] In addition, the collection management system 204 also includes a curation interface 206, which allows collection managers to manage and curate specific content collections. For example, the curation interface 206 enables an event organizer to curate a collection of content related to a specific event (e.g., to delete inappropriate content or redundant messages). In addition, the collection management system 204 uses machine vision (or image recognition technology) and content rules to automatically curate content collections. In some examples, compensation can be paid to users for including user-generated content in a collection. In such a case, the collection management system 204 operates to automatically pay such users for the use of their content.
[0054] The enhancement system 208 provides various functions that enable users to enhance (e.g., annotate or otherwise modify or edit) media content associated with a message. For example, the enhancement system 208 provides functions related to generating and publishing media overlays for messages processed by the messaging system 100. The enhancement system 208 is operable to provide media overlays or enhancements (e.g., image filters) to the messaging client 104 based on the geographic location of the client device 102. In another example, the enhancement system 208 is operable to provide media overlays to the messaging client 104 based on other information such as social network information of the user of the client device 102. The media overlay can include audio and visual content and visual effects. Examples of audio and visual content include pictures, text, logos, animations, and sound effects. Examples of visual effects include color overlays. Audio and visual content or visual effects can be applied to media content items (e.g., photos) at the client device 102. For example, the media overlay can include text, graphic elements, or images that can be overlaid on photos taken by the client device 102. In another example, the media overlay includes a location identification overlay (e.g., Venice Beach), the name of a live event, or a business name overlay (e.g., Beach Cafe). In another example, the enhancement system 208 uses the geographic location of the client device 102 to identify a media overlay that includes the name of the business at the geographic location of the client device 102. The media overlay may include other tags associated with the business. The media overlay may be stored in the database 126 and accessed through the database server 120.
[0055] In some examples, the enhancement system 208 provides a user-based publishing platform that enables a user to select a geographic location on a map and upload content associated with the selected geographic location. The user can also specify an environment in which a particular media overlay should be provided to other users. The enhancement system 208 generates a media overlay that includes the uploaded content and associates the uploaded content with the selected geographic location.
[0056] In other examples, the augmentation system 208 provides a merchant-based publishing platform that enables merchants to select specific media overlays associated with a geographic location via a bidding process. For example, the augmentation system 208 associates the media overlay of the highest bidding merchant with the corresponding geographic location for a predefined amount of time. The augmentation system 208 communicates with the image processing server 122 to obtain an augmented reality experience, and presents an identifier of such an experience in one or more user interfaces (e.g., as an icon on a real-time image or video, or as a thumbnail or icon in an interface dedicated to an identifier of the presented augmented reality experience). Once an augmented reality experience is selected, one or more images, videos, or augmented reality graphical elements are retrieved and presented as an overlay on top of an image or video captured by the client device 102. In some cases, the camera is switched to a front view (e.g., the front camera of the client device 102 is activated in response to activation of a particular augmented reality experience), and an image from the front camera of the client device 102, rather than the rear camera of the client device 102, begins to be displayed on the client device 102. One or more images, videos, or augmented reality graphical elements are retrieved and presented as an overlay on top of the image captured and displayed by the front-facing camera of the client device 102 .
[0057] In other examples, the augmentation system 208 can communicate and exchange data with another augmentation system 208 on another client device 102 and a server via the network 112. For example, during a video call between multiple users or participants, the exchanged data may include: a session identifier identifying a shared AR session; a transformation between a first client device 102 and a second client device 102 (e.g., multiple client devices 102, including the first device and the second device) for aligning the shared AR session to a common origin; a common coordinate system; functionality (e.g., commands for activating functions), and other payload data (e.g., text, audio, video, or other multimedia data).
[0058] The augmentation system 208 sends the transformation to the second client device 102 so that the second client device 102 can adjust the AR coordinate system based on the transformation. In this way, the first client device 102 and the second client device 102 synchronize their coordinate systems and frames to display the content in the AR session. Specifically, the augmentation system 208 calculates the origin of the second client device 102 in the coordinate system of the first client device 102. The augmentation system 208 can then determine an offset in the coordinate system of the second client device 102 based on the position of the origin in the coordinate system of the second client device 102 from the perspective of the second client device 102. The transformation is generated using the offset so that the second client device 102 generates AR content according to a common coordinate system with the first client device 102.
[0059] The augmentation system 208 can communicate with the client device 102 to establish a separate or shared AR session. The augmentation system 208 can also be coupled to the messaging server 118 to establish an electronic group communication session (e.g., group chat, instant messaging, video call, group video call, etc.) for the client device 102 in the shared AR session. The electronic group communication session can be associated with a session identifier provided by the client device 102 to obtain access rights to the electronic group communication session and the shared AR session. In one example, the client device 102 first obtains access rights to the electronic group communication session, and then obtains a session identifier in the electronic group communication session that allows the client device 102 to access the shared AR session. In some examples, the client device 102 is able to access the shared AR session without the assistance of the augmentation system 208 in the application server 114 or communication with the augmentation system 208 in the application server 114.
[0060] The mapping system 210 provides various geo-location functions and supports presentation of map-based media content and messages by the messaging client 104. For example, the mapping system 210 enables display of (e.g., Figure 3316) to indicate the current or past locations of the user's "friends," as well as media content (e.g., a collection of messages including photos and videos) generated by such friends within the context of the map. For example, messages posted by a user to the messaging system 100 from a particular geographic location can be displayed to the particular user's "friends" on the map interface of the messaging client 104 within the context of that particular location on the map. The user can also share his or her location and status information with other users of the messaging system 100 via the messaging client 104 (e.g., using an appropriate status avatar), where the location and status information is similarly displayed to the selected user within the context of the map interface of the messaging client 104.
[0061] The gaming system 212 provides various gaming functions within the context of the messaging client 104. The messaging client 104 provides a gaming interface that provides a list of available games (e.g., web-based games or web-based applications) that can be launched by a user within the context of the messaging client 104 and played with other users of the messaging system 100. The messaging system 100 also enables a particular user to invite other users to participate in playing a particular game by sending an invitation to such other users from the messaging client 104. The messaging client 104 also supports both voice messaging and text messaging within the context of playing games (e.g., chatting), provides leaderboards for games, and also supports providing in-game rewards (e.g., coins and items).
[0062] The external resource system 220 provides an interface for communicating with an external application server 110 to launch or access external resources to the messaging client 104. Each external resource (application) server 110 hosts, for example, an application based on a markup language (e.g., HTML5) or a small-scale version of an external application (e.g., a game, utility, payment, or ride-sharing application external to the messaging client 104). The messaging client 104 can launch a web-based resource (e.g., application) by accessing an HTML5 file from an external resource (application) server 110 associated with a web-based resource. In some examples, the application hosted by the external resource server 110 is programmed in JavaScript using a software development kit (SDK) provided by the messaging server 118. The SDK includes an application program interface (API) with functions that can be called or activated by a web-based application. In some examples, the messaging server 118 includes a JavaScript library that provides access to certain user data of the messaging client 104 to a given third-party resource. HTML5 is used as an example technology for programming games, but applications and resources programmed based on other technologies can be used.
[0063] In order to integrate the functionality of the SDK into a web-based resource, the SDK is downloaded from the messaging server 118 by the external resource (application) server 110 or received in other ways by the external resource (application) server 110. Once downloaded or received, the SDK is included as part of the application code of the web-based external resource. The code of the web-based resource can then call or activate certain functions of the SDK to integrate the features of the messaging client 104 into the web-based resource.
[0064] The SDK stored on the messaging server 118 effectively provides a bridge between external resources (e.g., a third party or external application 109 or applet and a messaging client 104). This provides users with a seamless experience of communicating with other users on the messaging client 104 while retaining the look and feel of the messaging client 104. In order to bridge the communication between the external resources and the messaging client 104, in some examples, the SDK facilitates the communication between the external resource server 110 and the messaging client 104. In some examples, the WebViewJavaScriptBridge running on the client device 102 establishes two one-way communication channels between the external resources and the messaging client 104. Messages are sent asynchronously via these communication channels between the external resources and the messaging client 104. Each SDK function activation is sent as a message and a callback. Each SDK function is implemented by constructing a unique callback identifier and sending a message with the callback identifier.
[0065] By using the SDK, not all information from the messaging client 104 is shared with the external resource server 110. The SDK limits which information is shared based on the needs of the external resource. In some examples, each external resource server 110 provides an HTML5 file corresponding to a web-based external resource to the messaging server 118. The messaging server 118 can add a visual representation (e.g., box art or other graphics) of the web-based external resource in the messaging client 104. Once the user selects the visual representation or instructs the messaging client 104 to access the features of the web-based external resource through the GUI of the messaging client 104, the messaging client 104 obtains the HTML5 file and instantiates the resources required to access the features of the web-based external resource.
[0066] The messaging client 104 presents a graphical user interface (e.g., a login page or title screen) for the external resource. During, before, or after presenting the login page or title screen, the messaging client 104 determines whether the launched external resource has been previously authorized to access the user data of the messaging client 104. In response to determining that the launched external resource has been previously authorized to access the user data of the messaging client 104, the messaging client 104 presents another graphical user interface of the external resource, which includes the functions and features of the external resource. In response to determining that the launched external resource has not been previously authorized to access the user data of the messaging client 104, after a threshold time period (e.g., 3 seconds) of displaying the login page or title screen of the external resource, the messaging client 104 slides a menu for authorizing the external resource to access the user data (e.g., animating the menu to emerge from the bottom of the screen to the middle or other portion of the screen). The menu identifies the type of user data that the external resource will be authorized to use. In response to receiving the user selection of the accept option, the messaging client 104 adds the external resource to the list of authorized external resources and enables the external resource to access the user data from the messaging client 104. In some examples, the external resource is authorized to access the user data by the messaging client 104 according to the OAuth 2 framework.
[0067] The messaging client 104 controls the type of user data shared with the external resource based on the type of external resource that is authorized. For example, access to a first type of user data (e.g., only a two-dimensional avatar of a user with or without different avatar characteristics) is provided to an external resource including a full-scale external application (e.g., a third party or external application 109). As another example, access to a second type of user data (e.g., payment information, a two-dimensional avatar of a user, a three-dimensional avatar of a user, and an avatar with various avatar characteristics) is provided to an external resource including a small-scale version of an external application (e.g., a web-based version of a third-party application). Avatar characteristics include different ways to customize the look and feel of an avatar (e.g., different poses, facial features, clothing, etc.).
[0068] The real-time AR element modification system 224 can establish a shared AR experience between multiple client devices. The real-time AR element modification system 224 can receive a request from a first client device 102 among the multiple client devices 102 to perform real-time interaction with a given AR element presented on the display of the multiple client devices 102. In response to receiving the request, the real-time AR element modification system 224 can enable the first client device 102 to perform one or more modifications to the given AR element while preventing the second client device 102 among the multiple client devices from performing real-time interaction with the given AR element. In some cases, the real-time AR element modification system 224 enables the first client device 102 to perform real-time modifications in response to determining that a set of conditions associated with the given AR element have been met and real-time modification synchronization has been enabled for the given AR element. The real-time AR element modification system 224 can synchronize one or more modifications performed by the first client device for the given AR element in real time between each of the multiple client devices, such as via a real-time entity or resource associated with the given AR element. Data can be stored in a real-time entity or resource and updated by the first client device 102. The updated data may be broadcast over a high bandwidth real-time connection to the second client device 102. The client device 102 may exchange other modifications made to other AR elements that do not have real-time modification synchronization enabled over a lower bandwidth connection (eg, a non-real-time connection).
[0069] The real-time AR element modification system 224 can allow AR developers to create AR experiences using AR elements or assets that are modified in real time. AR elements may include any combination of 3D mesh objects, two-dimensional (2D) meshes, machine learning models, graphical elements, avatars, sounds, or videos. The real-time AR element modification system 224 can present a user interface for the AR developer platform. The user interface can be used to select which AR elements will be enabled for real-time modification synchronization, and which other AR elements are not enabled for real-time modification synchronization. The graphical user interface presents a list of AR elements associated with the AR experience, and includes a first option associated with the first AR element in the AR element list for enabling the first AR element to be modified in real time. The graphical user interface may include options such as specifying one or more conditions for synchronizing changes or modifications to the first AR element based on geolocation, access rights, and / or threshold positioning or a position on the display of the AR experience.
[0070] The graphical user interface also includes a second option associated with a second AR element in the AR element list for preventing real-time modification. In some examples, a particular client device 102 can modify the second AR element independently of the first AR element. Any changes made by the first client device 102 to the second AR element may not be propagated or synchronized to other client devices 102 through a real-time connection, or may be synchronized through a lower bandwidth connection.
[0071] This provides developers with greater flexibility to create useful, fun, and engaging AR experiences without being limited by the resource constraints of the messaging app and / or client device running the AR experience.
[0072] Data Architecture
[0073] Figure 3 is a schematic diagram illustrating a data structure 300 that may be stored in a database 126 of a messaging server system 108 according to some examples. Although the contents of the database 126 are illustrated as including several tables, it will be appreciated that data may be stored in other types of data structures (e.g., as an object-oriented database).
[0074] Database 126 includes message data stored in message table 302. For any particular message, the message data includes at least message sender data, message receiver (or recipient) data, and payload. Figure 4 Additional details regarding information that may be included in a message and included within the message data stored in message table 302 are described.
[0075] The entity table 306 stores entity data and is linked (e.g., by reference) to the entity graph 308 and profile data 316. The entities whose records are maintained within the entity table 306 may include individuals, corporate entities, organizations, objects, places, events, etc. Regardless of the entity type, any entity about which the messaging server system 108 stores data may be an identified entity. Each entity is provided with a unique identifier as well as an entity type identifier (not shown).
[0076] The entity graph 308 stores information about relationships and associations between entities. Such relationships may be social, professional (e.g., working in a common company or organization), interest-based, or activity-based, by way of example only.
[0077] Profile data 316 stores multiple types of profile data about a particular entity. Based on the privacy settings specified by the particular entity, profile data 316 can be selectively used and presented to other users of the messaging system 100. In the case where the entity is a person, profile data 316 includes, for example, a user name, phone number, address, settings (e.g., notification and privacy settings), and an avatar representation (or a collection of such avatar representations) selected by the user. A particular user can then selectively include one or more of these avatar representations within the content of messages transmitted via the messaging system 100 and on a map interface displayed to other users by the messaging client 104. The collection of avatar representations can include a "status avatar" that presents a graphical representation of a status or activity that a user may choose to convey at a particular time.
[0078] Where the entity is a group, profile data 316 for the group may similarly include one or more avatar representations associated with the group, in addition to the group name, members, and various settings for the relevant group (eg, notifications).
[0079] The database 126 also stores enhancement data, such as overlays or filters, in an enhancement table 310. The enhancement data is associated with and applied to videos (data for videos is stored in the video table 304) and images (data for images is stored in the image table 312).
[0080] The database 126 may also store data related to individual and shared AR sessions. The data may include data transmitted between an AR session client controller of a first client device 102 and another AR session client controller of a second client device 102, and data transmitted between an AR session client controller and an augmented system 208. The data may include data for establishing a common coordinate system for a shared AR scene, transformations between devices, session identifiers, images depicting the body, skeletal joint positions, wrist joint positions, feet, and the like.
[0081] In one example, a filter is displayed as an overlay over an image or video during presentation to a recipient user. Filters can be of various types, including filters selected by a user from a set of filters presented to a sending user by the messaging client 104 while the sending user is composing a message. Other types of filters include geolocation filters (also known as geofilters), which can be presented to a sending user based on geographic location. For example, a geolocation filter specific to a nearby or particular location can be presented by the messaging client 104 within a user interface based on geographic location information determined by a global positioning system (GPS) unit of the client device 102.
[0082] Another type of filter is a data filter that can be selectively presented to the sending user by the messaging client 104 based on other input or information collected during the message creation process by the client device 102. Examples of data filters include the current temperature at a particular location, the current speed the sending user is traveling, the battery life of the client device 102, or the current time.
[0083] Other augmented data that may be stored in the image table 312 include augmented reality content items (eg, corresponding to an applied augmented reality experience). Augmented reality content items or augmented reality items may be real-time special effects and sounds that may be added to an image or video.
[0084] As described above, augmented data includes augmented reality content items, overlays, image transformations, AR images, AR logos or badges, and similar items involving modifications that can be applied to image data (e.g., videos or images). This includes real-time modifications that modify the image when it is captured using a device sensor (e.g., one or more cameras) of the client device 102 and then display the image with the modification on the screen of the client device 102. This also includes modifications to stored content (e.g., video clips in a gallery that can be modified). For example, in a client device 102 that can access multiple augmented reality content items, a user can use a single video clip with multiple augmented reality content items to see how different augmented reality content items will modify the stored clips. For example, by selecting different augmented reality content items for the content, multiple augmented reality content items that apply different pseudo-random movement models can be applied to the same content. Similarly, real-time video capture can be used with the modifications shown to show how the video image currently captured by the sensor of the client device 102 will modify the captured data. Such data may be displayed only on the screen and not stored in memory, or the content captured by the device sensors may be recorded and stored in memory with or without modification (or both). In some systems, a preview feature may simultaneously show how different augmented reality content items will look in different windows in the display. This may, for example, enable viewing of multiple windows with different pseudo-random animations on the display at the same time.
[0085] Thus, data and various systems using augmented reality content items or other such transformation systems using the data to modify content may involve: detection of objects (e.g., faces, hands, bodies, cats, dogs, surfaces, objects, etc.) in video frames; tracking such objects as they leave, enter, and move around the field of view; and modifying or transforming such objects as they are tracked. In various examples, different methods for implementing such transformations may be used. Some examples may involve: generating a three-dimensional mesh model of one or more objects, and using transformations and animated textures of the models within a video to implement the transformations. In other examples, tracking of points on an object may be used to place an image or texture (which may be two-dimensional or three-dimensional) at the tracked location. In yet another example, neural network analysis of video frames may be used to place an image, model, or texture in content (e.g., an image or frame of a video). Thus, augmented reality content items involve both: images, models, and textures used to create transformations in the content, and additional modeling and analysis information required to implement such transformations using object detection, tracking, and placement.
[0086] Real-time video processing can be performed using any type of video data (e.g., video streams, video files, etc.) stored in the memory of any type of computerized system. For example, a user can load a video file and save it in the memory of the device, or a sensor of the device can be used to generate a video stream. In addition, computer animation models can be used to process any object, such as human faces and body parts, animals, or inanimate objects (e.g., chairs, cars, or other objects).
[0087] In some examples, when a specific modification is selected together with the content to be transformed, the elements to be transformed are identified by a computing device, and then if the elements are present in the frame of the video, they are detected and tracked. The elements of the object are modified according to the modification request, thereby transforming the frame of the video stream. For different types of transformations, the transformation of the frame of the video stream can be performed by different methods. For example, for a frame transformation that mainly involves changing the form of the elements of the object, the feature points of each element of the object are calculated (for example, using an active shape model (Active Shape Model, ASM) or other known methods). Then, a grid based on the feature points is generated for each element of at least one element of the object. The grid is used for the subsequent stage of tracking the elements of the object in the video stream. During the tracking process, the grid mentioned for each element is aligned with the position of each element. Then, additional points are generated on the grid. A first group of first points is generated for each element based on the modification request, and a group of second points is generated for each element based on the group of first points and the modification request. Then, the frame of the video stream can be transformed by modifying the elements of the object based on the group of first points, the group of second points and the grid. In such an approach, the background of the modified object may also be changed or distorted by tracking and modifying the background.
[0088] In some examples, a transformation that changes some areas of an object using elements of an object can be performed by calculating characteristic points of each element of the object and generating a grid based on the calculated characteristic points. Points are generated on the grid, and then various areas are generated based on the points. The elements of the object are then tracked by aligning the area for each element with the position for each element of at least one element, and the properties of the area can be modified based on the modification request, thereby transforming the frame of the video stream. Depending on the specific modification request, the properties of the mentioned area can be transformed in different ways. Such modifications can involve changing the color of the area; removing at least some parts of the area from the frame of the video stream; including one or more new objects into the area based on the modification request; and modifying or distorting the elements of the area or object. In various examples, any combination of such modifications or other similar modifications can be used. For certain models to be animated, some characteristic points can be selected as control points for the entire state space to be used to determine options for model animation.
[0089] In some examples of computer animation models for transforming image data using face detection, faces are detected on an image using a specific face detection algorithm (e.g., Viola-Jones). An active shape model (ASM) algorithm is then applied to the face region of the image to detect facial feature reference points.
[0090] Other methods and algorithms suitable for face detection can be used. For example, in some examples, landmarks are used to locate features, and the landmarks represent distinguishable points that are present in most of the images considered. For example, for facial landmarks, the location of the left pupil can be used. If the initial landmarks are not identifiable (for example, when a person wears an eye patch), secondary landmarks can be used. Such a landmark identification process can be used for any such object. In some examples, a set of landmarks forms a shape. The coordinates of the points in the shape can be used to represent the shape as a vector. A similarity transformation (which allows translation, scaling, and rotation) that minimizes the average Euclidean distance between the shape points is used to align one shape with another shape. The mean shape is the average value of the aligned training shapes.
[0091] In some examples, the landmark search begins with an average shape that aligns with the location and size of the face determined by a global face detector. Such a search then repeats the steps of proposing tentative shapes by template matching the image texture around each point to adjust the location of the shape points, and then conforming the tentative shapes to the global shape model until convergence occurs. In some systems, template matching alone is unreliable, and the shape model pools the results of weak template matches to form a stronger overall classifier. The entire search is repeated at each level in the image pyramid from coarse to fine resolution.
[0092] The transformation system can capture an image or video stream on a client device (e.g., client device 102) and perform complex image manipulations locally on the client device 102 while maintaining an appropriate user experience, computation time, and power consumption. Complex image manipulations can include size and shape changes, emotion transitions (e.g., changing a face from a frown to a smile), state transitions (e.g., aging a subject, reducing apparent age, changing gender), style transitions, application of graphical elements, and any other suitable image or video manipulations enabled by a convolutional neural network that has been configured to execute efficiently on the client device 102.
[0093] In some examples, a computer animation model for transforming image data can be used by a system in which a user can capture an image or video stream of the user (e.g., a selfie) using a client device 102 having a neural network, where the neural network operates as part of a messaging client 104 operating on the client device 102. A transformation system operating within the messaging client 104 determines the presence of a face within the image or video stream and provides a modification icon associated with the computer animation model for transforming the image data, or the computer animation model can exist in association with an interface described herein. The modification icon includes the following changes, which can be the basis for modifying the user's face within the image or video stream as part of the modification operation. Once the modification icon is selected, the transformation system initiates a process of transforming the user's image to reflect the selected modification icon (e.g., generating a smiling face for the user). Once the image or video stream is captured and the specified modification is selected, the modified image or video stream can be presented in a graphical user interface displayed on the client device 102. The transformation system can implement a complex convolutional neural network on a portion of the image or video stream to generate and apply the selected modification. That is, a user can capture an image or video stream, and once a modification icon is selected, the modified result can be presented to the user in real time or near real time. In addition, the modification can be persistent while the video stream is being captured and the selected modification icon remains toggled. A machine learning neural network can be used to implement such modification.
[0094] The graphical user interface presenting the modifications performed by the transformation system can provide additional interactive options to the user. Such options can be based on the interface used to initiate the selection of a particular computer animation model and content capture (e.g., initiated from a content creator user interface). In various examples, the modifications can be persistent after the modification icon is initially selected. The user can turn the modification on or off by tapping or otherwise selecting the face being modified by the transformation system, and store it for later viewing or browsing other areas of the imaging application. In the case where multiple faces are modified by the transformation system, the user can globally switch the modification on or off by tapping or selecting a single face modified and displayed within the graphical user interface. In some examples, each face in a group of multiple faces can be modified individually, or such modifications can be switched individually by tapping or selecting a single face or a series of faces displayed within the graphical user interface.
[0095] The story table 314 stores data related to a collection of messages and associated images, videos, or audio data that are compiled into a collection (e.g., a story or gallery). The creation of a particular collection can be initiated by a particular user (e.g., each user whose record is maintained in the entity table 306). A user can create a "personal story" in the form of a collection of content that has been created and sent / broadcasted by the user. To this end, the user interface of the messaging client 104 may include a user-selectable icon to enable the sending user to add specific content to his or her personal story.
[0096] A collection may also constitute a "live story," which is a collection of content from multiple users created manually, automatically, or using a combination of manual and automatic techniques. For example, a "live story" may constitute a curated stream of user-submitted content from various locations and events. Users whose client devices have location services enabled and who are at a common location event at a particular time may be presented with the option of contributing content to a particular live story, for example, via the user interface of the messaging client 104. Live stories may be identified to the user by the messaging client 104 based on his or her location. The end result is a "live story" told from a community perspective.
[0097] Another type of content collection is called a "location story," which enables users whose client devices 102 are located in a particular geographic location (e.g., on a college or university campus) to contribute to a particular collection. In some examples, contributions to location stories may require secondary authentication to verify that the end user belongs to a particular organization or other entity (e.g., is a student on a university campus).
[0098] As mentioned above, the video table 304 stores video data, which in one example is associated with a message whose record is maintained within the message table 302. Similarly, the image table 312 stores image data associated with a message whose message data is stored in the entity table 306. The entity table 306 can associate various enhancements from the enhancement table 310 with the various images and videos stored in the image table 312 and the video table 304.
[0099] Data communication architecture
[0100] Figure 4is a schematic diagram illustrating the structure of a message 400 according to some examples, the message 400 being generated by a messaging client 104 for transmission to another messaging client 104 or a messaging server 118. The content of a particular message 400 is used to populate a message table 302 stored in a database 126 accessible by a messaging server 118. Similarly, the content of the message 400 is stored in memory as "in-transit" or "in-flight" data of a client device 102 or application server 114. The message 400 is illustrated as including the following example components.
[0101] Message identifier 402 : a unique identifier that identifies the message 400 .
[0102] Message text payload 404 : Text to be generated by a user via the user interface of the client device 102 and included in the message 400 .
[0103] Message image payload 406 : Image data captured by a camera component of the client device 102 or retrieved from a memory component of the client device 102 and included in the message 400 . Image data for a sent or received message 400 may be stored in the image table 312 .
[0104] Message video payload 408 : Video data captured by the camera component or retrieved from the memory component of the client device 102 and included in the message 400 . The video data for a message 400 that has been sent or received may be stored in the video table 304 .
[0105] Message audio payload 410 : audio data captured by a microphone or retrieved from a memory component of the client device 102 and included in the message 400 .
[0106] Message enhancement data 412 : Enhancement data (eg, filters, stickers, or other annotations or enhancements) representing enhancements to be applied to the message image payload 406 , message video payload 408 , or message audio payload 410 of the message 400 . The enhancement data for a sent or received message 400 may be stored in the enhancement table 310 .
[0107] Message duration parameter 414: A parameter value indicating the amount of time in seconds that the content of a message (eg, message image payload 406, message video payload 408, message audio payload 410) will be presented to or made accessible to a user via messaging client 104.
[0108] Message geolocation parameters 416: Geolocation data (e.g., latitude and longitude coordinates) associated with the content payload of the message. Multiple message geolocation parameter 416 values may be included in the payload, each of which is associated with a content item included in the content (e.g., a specific image within a message image payload 406, or a specific video within a message video payload 408).
[0109] Message story identifier 418: An identifier value that identifies one or more content collections (e.g., a "story" identified in story table 314) associated with a particular content item in message image payload 406 of message 400. For example, an identifier value may be used to associate multiple images within message image payload 406 with each of multiple content collections.
[0110] Message tags 420: Each message 400 may be tagged with a plurality of tags, each of which indicates the subject of the content included in the message payload. For example, where a particular image included in the message image payload 406 depicts an animal (e.g., a lion), a tag value indicating the relevant animal may be included within the message tags 420. The tag values may be manually generated based on user input, or may be automatically generated using, for example, image recognition.
[0111] • Message sender identifier 422: An identifier (eg, a messaging system identifier, an email address, or a device identifier) that indicates the user of the client device 102 on which the message 400 was generated and from which the message 400 was sent.
[0112] • Message recipient identifier 424: An identifier (eg, a messaging system identifier, an email address, or a device identifier) that indicates the user of the client device 102 to which the message 400 is addressed.
[0113] The content (e.g., value) of each component of message 400 may be a pointer to a location in a table in which the content data value is stored. For example, the image value in message image payload 406 may be a pointer to a location in image table 312 (or the address of a location in image table 312). Similarly, the value in message video payload 408 may point to data stored in video table 304, the value stored in message enhancement data 412 may point to data stored in enhancement table 310, the value stored in message story identifier 418 may point to data stored in story table 314, and the values stored in message sender identifier 422 and message recipient identifier 424 may point to user records stored in entity table 306.
[0114] Real-time AR element modification system
[0115] Figure 5is a block diagram illustrating an example real-time AR element modification system 224 according to some examples. The real-time AR element modification system 224 includes an AR experience development module 500 , an AR asset synchronization module 510 , and an AR asset generation module 520 .
[0116] The AR experience development module 500 may generate a user interface for presentation to an AR developer on an AR developer client device 102. The user interface may enable the AR developer to select AR elements for which synchronization of real-time modifications or interactions between multiple client devices 102 is enabled. The user interface may enable the AR developer to select a different subset of AR elements for which modifications are synchronized over a non-real-time connection or over a lower bandwidth connection than those AR elements that are synchronized in real-time. The user interface may enable the AR developer to specify one or more conditions or a set of conditions for enabling certain client devices 102 to perform real-time modifications for those AR elements that are enabled for real-time modification synchronization.
[0117] The AR asset synchronization module 510 can generate a user interface for presentation to the end user on each client device 102. The user interface can enable the client device 102 of the end user to access and load the AR elements of the selected shared AR experience, and to interact with such AR elements by modifying the display properties of the AR elements (e.g., changing their context) and / or modifying or anchoring the AR elements to a specific display position. The user interface can enable the first client device 102 to request to perform real-time modifications for a given AR element or to interact with it in real time. The first client device 102 can obtain configuration data associated with the shared AR experience to determine whether the given AR element has been enabled for real-time synchronization modification. If the given AR element has been enabled for real-time synchronization modification, the first client device 102 can obtain configuration data to determine whether the given AR element is associated with one or more conditions for enabling real-time synchronization modification. In response to determining that the given AR element is enabled for real-time modification synchronization and the first client device 102 satisfies the one or more conditions (if any conditions exist), the first client device 102 can access the real-time entity associated with the given AR element.
[0118] The first client device 102 may determine whether the real-time entity indicates that a given AR element is unlocked (e.g., another client device 102 is not currently performing a real-time modification for the given AR element). In such a case, the first client device 102 may enable the user to perform the requested modification in real-time. The first client device 102 stores the changes or modifications to the given AR element in the real-time entity, and causes the entity to immediately broadcast and propagate any changes or modifications made by the first client device 102 to one or more other client devices 102 included in the shared AR experience over a real-time high-bandwidth connection or link. This enables synchronization of changes performed on the AR element across multiple client devices 102 using the same context and / or at the same specific display location. Associated modifications or changes to other AR elements that are not modified in real-time (e.g., an AR scoreboard that has been designated by the AR developer to be updated in a non-real-time manner) may be synchronized across client devices 102 participating in the AR experience over a lower bandwidth connection.
[0119] As described herein, an “AR experience bundle” or “AR bundle” refers to a set of AR elements (including standard AR elements and linked AR elements) and corresponding configuration data and code that dictate the visual appearance, interactions, and behaviors of each AR element. An AR bundle includes code required for a client device 102 to launch and execute an AR experience associated with the AR bundle. The configuration data may specify which AR elements are enabled for real-time modification, which AR elements are disabled for real-time modification, and / or one or more conditions for enabling a client device to perform real-time changes to an AR element.
[0120] In some examples, AR experience development module 500 receives a request to access a developer user interface from developer client device 102. AR experience development module 500 may receive login credentials from developer client device 102. AR experience development module 500 may search for an account associated with the login credentials and may generate a graphical user interface associated with the account for presentation to developer client device 102. AR experience development module 500 may present multiple AR experience bundles associated with the account in the graphical user interface. In some cases, an organization may have access to an account, in which case multiple users within the organization may share access to the account and may view the same set of AR experience bundles.
[0121] AR experience development module 500 may receive input from developer client device 102 selecting a given AR experience bundle. In response to receiving the input, AR experience development module 500 may present graphical user interface 600 ( Figure 6). The AR experience development module 500 may include an identifier of the AR experience bundle and a list of AR objects or AR elements 620 included in the AR experience bundle in the graphical user interface 600. The elements may include a 2D mesh, a 3D mesh, a video, an audio file, an image file, an avatar, a graphical element, and / or a machine learning model. The AR experience development module 500 may receive input selecting a given AR element 622 in the AR object or AR element 620.
[0122] In response, the AR experience development module 500 presents a prompt 610 that lists options for enabling real-time AR asset modification for a given AR element 622. The prompt 610 may include one or more fields for entering one or more conditions 632 for enabling modification of real-time AR assets for a given AR element 622. For example, the conditions may specify an end-user's subscription level, a geographic region associated with the end-user, a time of day, a type of AR experience, a geographic location, a level in a game application or AR experience, a view or depiction of a portion of a real-world environment, a request from an end-user to enable real-time modification of an AR object or element, a time, a location tag, an image tag, or any other suitable condition. The conditions may also include selected threshold display locations or locations for which access to perform real-time modification of a given AR element 622 is transferred to another client device 102. In such a case, the entity automatically enters a locked state for the first client device 102, thereby preventing the first client device 102 from making other modifications to the given AR element 622, and becomes locked by the second client device 102 to enable the second client device 102 to perform real-time modifications. The prompt may also include an enable real-time AR asset modification option 630.
[0123] In some examples, one or more conditions include a set of linked AR experiences. The set of linked AR experiences uses corresponding identifiers to identify different AR experiences. The set of linked AR experiences can be configured to share entities or entity data associated with certain AR elements. That is, a first AR experience can generate a first set of entity data associated with a given AR object or element. Thereafter, a second AR experience can be started, which can be determined to belong to the same set of linked AR experiences as the first AR experience. This may mean that the two AR experiences share at least one AR element or object. In such a case, the second AR experience can obtain a first set of entity data generated using the first AR experience. The second AR experience can then use the first set of entity data to control and display the position, visual, and / or contextual information of the AR element or object displayed by the second AR experience. This enables users to perform real-time modifications to certain AR elements between different AR experiences.
[0124] For example, a first client device 102 may launch a first AR experience. A second client device 102 may launch a different second AR experience that may be linked to the first AR experience. The first client device 102 may receive a request to modify a given AR element presented by the first AR experience. The first client device 102 determines that a given AR element is associated with an entity and is enabled for real-time modification or interaction. The first client device 102 may receive a set of modifications made to a given AR element and automatically update the entity associated with the given AR element. In real time, the entity broadcasts or propagates the changes made in the entity to all other AR experiences linked to the same given AR element through a high-bandwidth real-time connection. Specifically, the second client device 102 presents the same given AR element, and the modifications indicated by the entity are presented in real time on the second AR experience when the first client device 102 makes such changes. The second client device 102 prevents the user from performing modifications to the given AR element while the first client device 102 is performing the modifications. This can be achieved by a locked or unlocked state stored in the entity associated with the given AR element. Any client device 102 that obtains a locked state in the entity is allowed to perform real-time modifications. Other client devices 102 may determine that the entity is in a locked state and are blocked from performing real-time modifications to a given AR element. Other AR elements presented or included in the first AR experience and the second AR experience may continue to be updated or modified in a non-real-time manner, such that changes made to these other AR elements are exchanged over the lower bandwidth connection rather than via the associated real-time entity.
[0125] In some examples, in response to receiving input from a developer selecting to enable real-time AR asset modification option 630, the AR experience development module 500 enables the AR experience to store entity data representing real-time changes, interactions, or modifications made to an AR object or element or the context of an AR object or element. The AR experience shares entities with other AR experiences associated with a particular AR element and actively participating in the shared AR experience. Specifically, if a given AR object or element is associated with the enable real-time AR asset modification option 630, modifications made to the positioning data or context data associated with the AR object or element are stored in an entity located on a remote server. In some cases, the locked or unlocked state is stored in the following entity data, which identifies the client device 102 that has stored, obtained, or requested to perform real-time modifications to the associated AR object or element. Other client devices 102 use the positioning data or context data in real time to synchronize changes or modifications made to a given AR object or element between client devices 102 (involved in the shared AR experience). In some examples, changes or updates made to a real-time entity are automatically broadcast and propagated to all client devices 102 participating in the shared AR experience via a real-time link or high-bandwidth connection. AR elements for which the real-time AR asset modification option 630 has not been enabled may be modified, and the modifications to each of these AR elements may be exchanged over a lower bandwidth connection (a non-real-time connection).
[0126] In some examples, in response to receiving input from a developer selecting condition 632, the AR experience development module 500 can present a user interface that allows the developer to specify the conditions that need to be met to enable the end user to perform real-time modifications to a given AR element. In some examples, different AR elements presented on the same display of an AR experience across multiple client devices 102 are associated with different sets of conditions. In such a case, the client device 102 is allowed to perform changes to the first AR element that meets the conditions and synchronize such changes between the multiple client devices 102. Similarly, the client device 102 is prevented from performing changes to the second AR element that does not meet the conditions and synchronizing such changes between the multiple client devices 102.
[0127] For example, the condition may include a set of geolocations. In such a case, when the client device 102 receives a request from the user to perform a real-time modification for a given AR element, the client device 102 obtains a condition including the set of geolocations. The client device 102 compares the current location of the client device 102 with the set of geolocations. In response to determining that the client device 102 is within a threshold distance of one or more geolocations in the set of geolocations, the client device 102 enables the end user to perform real-time modifications for the given AR element and synchronize such modifications in real time between multiple client devices 102. Specifically, if the lock state of the entity associated with the given AR element is in an unlocked state, the client device 102 enables such modifications to be performed. In response to determining that the client device 102 is beyond or outside the threshold distance of one or more geolocations in the set of geolocations, the client device 102 prevents the end user from performing real-time modifications for the given AR element.
[0128] In some examples, the condition may include a set of access rights. In such a case, when the client device 102 receives a request from the user to perform a real-time modification for a given AR element, the client device 102 obtains a condition including the set of access rights. The client device 102 compares the account of the client device 102 with the set of access rights. In response to determining that the account of the client device 102 corresponds to the set of access rights, the client device 102 enables the end user to perform real-time modifications for the given AR element and synchronize such modifications in real time between multiple client devices 102. Specifically, if the lock state of the entity associated with the given AR element is in an unlocked state, the client device 102 enables such modifications to be performed. In response to determining that the account of the client device 102 fails to match one or more access rights in the set of access rights, the client device 102 prevents the end user from performing real-time modifications for the given AR element.
[0129] In some examples, the condition may specify or include one or more threshold display positions or display position ranges. When the AR element crosses or reaches a specific threshold display position, control over performing real-time modifications (e.g., control over storing or updating real-time entities) is transferred from one client device 102 to another client device 102. In such a case, when the client device 102 receives a request from a user to perform real-time modifications for a given AR element, the client device 102 obtains a condition including one or more threshold display positions or display position ranges. The client device 102 compares the current display position of the associated AR element with the one or more threshold display positions or display position ranges. In response to determining that the current display position corresponds to one or more threshold display positions or display position ranges, the client device 102 enables the end user to perform real-time modifications for the given AR element and synchronize such modifications in real time between multiple client devices 102 via a high-bandwidth connection. Specifically, if the lock state of the entity associated with the given AR element is in an unlocked state, the client device 102 enables such modifications to be performed. In response to determining that the display position fails to match one or more threshold display positions or display position ranges, the client device 102 prevents the end-user from performing real-time modifications for the given AR element.
[0130] In some examples, the AR object may correspond to a specific AR graphic that is displayed on the client device 102 and can be moved around. In such a case, the client device 102 receives a request from the end user to start the AR experience. In response, the client device 102 presents the specific AR graphic at a specific default display position. The client device 102 detects an input requesting real-time modification to be performed on a specific AR graphic. In response to determining that one or more conditions for performing real-time modification are met, the client device 102 obtains the entity and changes the state of the entity to a locked state. In such a case, the client device 102 receives an input to move the specific AR graphic to a specific display position. The client device 102 may also receive input to modify the visual attributes of a specific AR graphic (for example, the input may draw a graphic or text on a specific AR graphic, may adjust the color or style of a specific AR graphic, may adjust the orientation of a specific AR graphic, or any other suitable modification). Such modifications may be stored in the entity of the specific AR graphic as contextual information of the specific AR graphic. The changes or modifications stored in the entity are propagated and broadcasted to each client device 102 participating in the AR experience via a high-bandwidth real-time connection. The second client device 102 may be presented with the same particular AR graphic and may represent changes or modifications stored in the entity in real-time as such modifications are propagated to the second client device 102 .
[0131] In some cases, when one or more conditions for performing real-time modification are met, the client device 102 accesses the AR bundle to determine whether the option 630 to enable real-time AR asset modification has been set or selected for a specific AR graphic. In response to determining that the option 630 has been set or selected for the specific AR graphic and / or one or more conditions are met or met, the client device 102 communicates with the AR asset synchronization module 510 to obtain an entity or entity data associated with the specific AR graphic. The entity data specifies the lock state associated with the specific AR graphic as being in a locked state or an unlocked state. If the entity data indicates that the lock state is in an unlocked state, the client device 102 is enabled or authorized to allow the user to perform one or more modifications to the specific AR graphic after changing the entity state to the locked state (to prevent the second client device 102 from performing interaction with the specific AR graphic). If the entity data indicates that the lock state is in a locked state, the client device 102 is prevented from allowing the user to perform one or more modifications to the specific AR graphic.
[0132] Entity data may store any set of information specifying modifications made to the location of a particular AR graphic, such as modifications made to one or more real-world objects depicted in an image captured by the client device 102 (before the AR experience was terminated). The data may also or alternatively include any set of information representing contextual information or modifications performed on a particular AR graphic. The data may be maintained and stored locally by the client device 102. In some examples, the data is transmitted back to a remote server associated with the client device 102 and stored in an account of the client device 102 or as part of the data of the AR experience bundle. Changes or modifications made in the entity data are broadcast or propagated to or exchanged with all client devices 102 involved in the AR experience over a high-bandwidth real-time connection.
[0133] In real time (when the second client device 102 is presenting or accessing the AR experience), the second client device 102 updates the specific AR graphic based on the modifications stored in the entity data for the specific AR graphic. That is, the first client device 102 (which has stored the changes to the entity data) propagates or transmits such entity data to the second client device 102. The second client device 102 receives the data stored in the entity data and decodes it to update the display and / or context information associated with the specific AR graphic displayed by the second client device 102. In this way, the changes made by the first client device 102 to the specific AR graphic are synchronized in real time to one or more other client devices 102, such as the second client device 102. Changes made to other AR graphics or elements can continue to be exchanged over the network.
[0134] The AR asset generation module 520 may receive a new image captured by the client device 102. The AR asset generation module 520 processes the new image based on the stored entity data to automatically position one or more AR elements associated with an entity within the new image relative to one or more real-world objects or landmarks depicted in the new image.
[0135] Figures 7 and 8 is a diagrammatic representation of the output of the real-time AR element modification system 224 according to some examples. Figure 7 As shown, the first client device 102 presents a user interface 700 corresponding to or generated by a first shared AR experience. The user interface 700 includes a first image captured or received by a camera of the first client device 102. The first image depicts a first real-world object 710. The first AR experience may cause a first AR element 720 to be presented within the first image, such as at a default position and with default visual attributes. The first AR element 720 includes a first set of visual attributes 722, such as a specific display position, orientation, and certain contextual information of the AR element 720. In parallel with the user interface 700, a user interface 800 is presented on the second client device 102 to a user who is also accessing the first shared AR experience using the second client device 102. Figure 8 That is, a shared AR experience or session may be established between the first client device 102 and the second client device 102 , so that the content of the AR experience may be synchronized between the first client device 102 and the second client device 102 .
[0136] The first client device 102 may receive input from a user requesting to perform real-time interaction with the first AR element 720. In response, the first client device 102 accesses one or more conditions for performing real-time modification on the first AR element 720, and determines that the first AR element 720 is enabled for real-time modification synchronization. If the first client device 102 determines that the one or more conditions are met, the first client device 102 accesses the real-time entity data associated with the first AR element 720. The first client device 102 obtains the lock state stored in the entity data. In response to determining that the lock state indicates that the first AR element 720 is in an unlocked state, the first client device 102 permits or allows the user to perform the requested real-time interaction. The first client device 102 updates the lock state in the entity data of the first AR element 720 to change the lock state from an unlocked state to a locked state. The first client device 102 may also update visual properties of the first AR element 720 to visually notify one or more users of the first client device 102 and / or the second client device 102 that the first AR element 720 is currently associated with a locked entity state and is being modified in real time by a particular client device 102 .
[0137] That is, the first client device 102 updates the data stored in the entity. In response, the updated data is broadcast or propagated to the second client device 102 via the real-time connection. This enables instant updates to the display properties of the first AR element 720 presented on the second client device 102. Changes made to other AR elements can continue to be exchanged between the first client device 102 and the second client device 102 via the lower bandwidth connection.
[0138] In some cases, the second client device 102 receives a request to perform real-time interaction or modification with the first AR element 720. The second client device 102 determines that the lock state of the entity data indicates that the first AR element 720 is in a locked state. In such a case, the second client device 102 presents a message or prompt 730 to the user on the second client device 102, notifying the user that the first AR element 720 is in a locked state and that real-time interaction on the second client device 102 is blocked. The message or prompt 730 may also be presented on all client devices of the other client devices 102 involved in the shared AR experience, such as on the first client device 102.
[0139] In some examples, the second client device 102 accesses entity data of one or more other AR elements presented on the user interface 700. The second client device 102 can visually distinguish or present an indicator of each of the one or more other AR elements associated with the entity data in the unlocked state. This notifies the user of which AR elements can be requested to be modified in real time. The second client device 102 receives a request from the user to perform real-time interaction with one or more other AR elements. The second client device 102 evaluates the satisfaction of the conditions associated with the one or more other AR elements. Thereafter, the second client device 102 updates the entity state to a locked state and propagates any changes made by the second client device 102 to other client devices 102 involved in the shared AR experience. In this way, the first client device can interact with the first AR element 720 in real time to synchronize the modifications with the second client device 102. In parallel with modifying the first AR element 720 and synchronizing these modifications in real time, the second client device 102 can interact with one or more other AR elements in real time to synchronize the modifications with the first client device 102. In addition, other groups of AR elements for which the AR developer has not enabled real-time modification synchronization (and / or the conditions for these AR elements have not been met) can continue to update over a lower bandwidth connection. In this way, some AR elements can reflect their respective changes in real time, while other AR elements can reflect their respective changes in non-real time. This reduces the amount of data exchanged and transmitted over the network, thereby improving the overall efficiency of the system.
[0140] In some examples, the first client device 102 modifies the position or visual attributes of the first AR element 720. This causes the first AR experience to position the AR element 720 at a specific orientation and distance (e.g., position) relative to the first real-world object 710. The client device 102 can store these updates in the entity data of the first AR element 720. The user interface 800 presented on the second client device 102 also shows the first real-world object 810 and includes the second real-world object 812. The second client device 102 presents the AR element 820 (corresponding to the first AR element 720) based on the entity data received from the first client device 102 in real time. For example, the user interface 800 presents the AR element 820 reflecting the second visual attributes 822 corresponding to the real-time modifications made by the first client device 102 using the user interface 700.
[0141] Fig. 9 is a flowchart of a process 900 performed by the real-time AR element modification system 224 according to some examples. Although the flowchart may describe the operations as a sequential process, many of these operations may be performed in parallel or simultaneously. In addition, the order of the operations may be rearranged. When the operations of the process are completed, the process is terminated. A process may correspond to a method, a procedure, etc. The steps of a method may be performed in whole or in part, may be performed in combination with some or all of the steps in other methods, and may be performed by any number of different systems or any part thereof (e.g., a processor included in any system).
[0142] At operation 901 , the real-time AR element modification system 224 (eg, the client device 102 or a server) establishes a shared AR experience between multiple client devices, as discussed above.
[0143] At operation 902 , the real-time AR element modification system 224 receives a request from a first client device among a plurality of client devices to perform a real-time interaction with a given AR element presented on displays of the plurality of client devices, as discussed above.
[0144] At operation 903 , in response to receiving the request, the real-time AR element modification system 224 enables the first client device to perform one or more modifications to the given AR element while preventing a second client device among the plurality of client devices from performing real-time interaction with the given AR element, as discussed above.
[0145] At operation 904 , the real-time AR element modification system 224 synchronizes one or more modifications performed by the first client device for a given AR element among the plurality of client devices in real-time, as discussed above.
[0146] Machine structure
[0147] Fig.10 1000 within which instructions 1008 (e.g., software, programs, applications, applet, app, or other executable code) may be executed for causing the machine 1000 to perform any one or more of the methods discussed herein. For example, the instructions 1008 may cause the machine 1000 to perform any one or more of the methods described herein. The instructions 1008 transform a general purpose, unprogrammed machine 1000 into a specific machine 1000 that is programmed to perform the functions described and illustrated in the manner described. The machine 1000 may operate as a standalone device or may be coupled (e.g., networked) to other machines. In a networked deployment, the machine 1000 may operate as a server machine or a client machine in a server-client network environment, or as a peer machine in a peer-to-peer (or distributed) network environment. The machine 1000 may include, but is not limited to, a server computer, a client computer, a personal computer (PC), a tablet computer, a laptop computer, a netbook, a set-top box (STB), a personal digital assistant (PDA), an entertainment media system, a cellular phone, a smart phone, a mobile device, a wearable device (e.g., a smart watch), a smart home device (e.g., a smart appliance), other smart devices, a web appliance, a network router, a network switch, a network bridge, or any machine capable of sequentially or otherwise executing instructions 1008 specifying actions to be taken by the machine 1000. In addition, although only a single machine 1000 is shown, the term "machine" should also be considered to include a collection of machines that individually or jointly execute instructions 1008 to perform any one or more of the methods discussed herein. For example, the machine 1000 may include any of the client devices 102 or a number of server devices that form part of the messaging server system 108. In some examples, the machine 1000 may also include both a client system and a server system, wherein certain operations of a particular method or algorithm are performed on the server side and certain operations of the particular method or algorithm are performed on the client side.
[0148] The machine 1000 may include a processor 1002, a memory 1004, and an input / output (I / O) component 1038 that may be configured to communicate with each other via a bus 1040. In an example, the processor 1002 (e.g., a central processing unit (CPU), a reduced instruction set computing (RISC) processor, a complex instruction set computing (CISC) processor, a graphics processing unit (GPU), a digital signal processor (DSP), an application specific integrated circuit (ASIC), a radio frequency integrated circuit (RFIC), another processor, or any suitable combination thereof) may include, for example, a processor 1006 that executes instructions 1008 and a processor 1010. The term "processor" is intended to include multi-core processors, which may include two or more independent processors (sometimes referred to as "cores") that may execute instructions simultaneously. Although Fig.10 Multiple processors 1002 are shown, but the machine 1000 may include a single processor with a single core, a single processor with multiple cores (e.g., a multi-core processor), multiple processors with a single core, multiple processors with multiple cores, or any combination thereof.
[0149] The memory 1004 includes a main memory 1012, a static memory 1014, and a storage unit 1016, which are all accessible by the processor 1002 via the bus 1040. The main memory 1012, the static memory 1014, and the storage unit 1016 store instructions 1008 that embody any one or more of the methodologies or functions described herein. The instructions 1008 may also reside, completely or partially, within the main memory 1012, within the static memory 1014, within a machine-readable medium within the storage unit 1016, within at least one of the processors 1002 (e.g., within a cache memory of a processor), or within any suitable combination thereof during execution thereof by the machine 1000.
[0150] I / O components 1038 may include various components for receiving input, providing output, generating output, sending information, exchanging information, capturing measurements, etc. The specific I / O components 1038 included in a particular machine will depend on the type of machine. For example, a portable machine such as a mobile phone may include a touch input device or other such input mechanism, while a headless server machine will most likely not include such a touch input device. It should be appreciated that I / O components 1038 may include Fig.10, and the like. In various examples, the I / O components 1038 may include a user output component 1024 and a user input component 1026. The user output component 1024 may include a visual component (e.g., a display such as a plasma display panel (PDP), a light emitting diode (LED) display, a liquid crystal display (LCD), a projector, or a cathode ray tube (CRT)), an acoustic component (e.g., a speaker), a tactile component (e.g., a vibration motor, a resistance mechanism), other signal generators, etc. The user input component 1026 may include an alphanumeric input component (e.g., a keyboard, a touch screen configured to receive alphanumeric input, an optical keyboard, or other alphanumeric input component), a pointing-based input component (e.g., a mouse, a touch pad, a trackball, a joystick, a motion sensor, or other pointing instrument), a tactile input component (e.g., a physical button, a touch screen or other tactile input component that provides the location and force of a touch or touch gesture), an audio input component (e.g., a microphone), etc.
[0151] In other examples, the I / O component 1038 may include a biometric component 1028, a motion component 1030, an environmental component 1032, or a positioning component 1034, as well as various other components. For example, the biometric component 1028 includes components for detecting expressions (e.g., hand expressions, facial expressions, voice expressions, body postures, or eye tracking), measuring biosignals (e.g., blood pressure, heart rate, body temperature, sweat, or brain waves), identifying people (e.g., voice recognition, retinal recognition, facial recognition, fingerprint recognition, or EEG-based recognition), etc. The motion component 1030 includes an acceleration sensor component (e.g., an accelerometer), a gravity sensor component, and a rotation sensor component (e.g., a gyroscope).
[0152] Environmental components 1032 include, for example, one or more cameras (with still image / photo and video capabilities), lighting sensor components (e.g., photometers), temperature sensor components (e.g., one or more thermometers that detect ambient temperature), humidity sensor components, pressure sensor components (e.g., barometers), acoustic sensor components (e.g., one or more microphones that detect background noise), proximity sensor components (e.g., infrared sensors that detect nearby objects), gas sensors (e.g., gas detection sensors that detect concentrations of hazardous gases for safety or measure pollutants in the atmosphere), or other components that can provide indications, measurements, or signals corresponding to the surrounding physical environment.
[0153] With respect to cameras, client device 102 may have a camera system including, for example, a front-facing camera on a front surface of client device 102 and a rear-facing camera on a rear surface of client device 102. The front-facing camera may, for example, be used to capture still images and videos (e.g., “selfies”) of a user of client device 102, which may then be enhanced with the enhancement data (e.g., filters) described above. For example, the rear-facing camera may be used to capture still images and videos in a more conventional camera mode, where the images are similarly enhanced with the enhancement data. In addition to the front-facing camera and the rear-facing camera, client device 102 may also include a 360° camera for capturing 360° photos and videos.
[0154] Additionally, the camera system of the client device 102 may include dual rear cameras (e.g., a main camera and a depth sensing camera), or even triple, quad, or quintuple rear camera configurations on the front and back sides of the client device 102. For example, these multiple camera systems may include a wide-angle camera, an ultra-wide-angle camera, a telephoto camera, a macro camera, and a depth sensor.
[0155] The positioning component 1034 includes a position sensor component (for example, a GPS receiver component), an altitude sensor component (for example, an altimeter or a barometer that detects air pressure, and the altitude can be obtained based on the air pressure), an orientation sensor component (for example, a magnetometer), etc.
[0156] A variety of technologies can be used to achieve communication. The I / O components 1038 also include a communication component 1036 that is operable to couple the machine 1000 to the network 1020 or the device 1022 via a corresponding coupling or connection. For example, the communication component 1036 may include a network interface component or other suitable device that interfaces with the network 1020. In other examples, the communication component 1036 may include a wired communication component, a wireless communication component, a cellular communication component, a near field communication (NFC) component, Components (e.g. Low power consumption), Device 1022 may be another machine or any of a variety of peripheral devices (eg, a peripheral device coupled via USB).
[0157] In addition, the communication component 1036 can detect the identifier or include a component that can be operated to detect the identifier. For example, the communication component 1036 can include a radio frequency identification (RFID) tag reader component, an NFC smart tag detection component, an optical reader component (e.g., an optical sensor for detecting one-dimensional bar codes such as universal product code (UPC) bar codes, multi-dimensional bar codes such as Quick Response (QR) codes, Aztec codes, Data Matrix, Dataglyph, MaxiCode, PDF417, Ultra Code, UCC RSS-2D bar codes, and other optical codes) or an acoustic detection component (e.g., a microphone for identifying a tagged audio signal). In addition, various information can be obtained via the communication component 1036, such as location via Internet Protocol (IP) geolocation, ... Signal triangulation to derive location, location via detection of NFC beacon signals that can indicate a specific location, etc.
[0158] Various memories (e.g., main memory 1012, static memory 1014, and memory of processor 1002) and storage unit 1016 may store one or more sets of instructions and data structures (e.g., software) implemented or used by any one or more of the methods or functions described herein. When executed by processor 1002, these instructions (e.g., instructions 1008) cause various operations to implement the disclosed examples.
[0159] The instructions 1008 may be sent or received over the network 1020 using a transmission medium via a network interface device (e.g., a network interface component included in the communication component 1036) and using any of a number of well-known transmission protocols (e.g., the Hypertext Transfer Protocol (HTTP)). Similarly, the instructions 1008 may be sent or received via a coupling (e.g., a peer-to-peer coupling) with the device 1022 using a transmission medium.
[0160] Software Architecture
[0161] Fig.111100 is a block diagram illustrating a software architecture 1104 that may be installed on any one or more of the devices described herein. The software architecture 1104 is supported by hardware, such as a machine 1102 including a processor 1120, a memory 1126, and an I / O component 1138. In this example, the software architecture 1104 may be conceptualized as a stack of layers, where each layer provides specific functionality. The software architecture 1104 includes layers such as an operating system 1112, a library 1110, a framework 1108, and an application 1106. In operation, the application 1106 invokes an API call 1150 through the software stack and receives a message 1152 in response to the API call 1150.
[0162] The operating system 1112 manages hardware resources and provides public services. The operating system 1112 includes, for example, a kernel 1114, services 1116, and drivers 1122. The kernel 1114 serves as an abstraction layer between the hardware and other software layers. For example, the kernel 1114 provides functions such as memory management, processor management (e.g., scheduling), component management, networking, and security settings. Services 1116 can provide other public services to other software layers. Drivers 1122 are responsible for controlling or interfacing with the underlying hardware. For example, drivers 1122 may include display drivers, camera drivers, or Low-power drivers, Flash drivers, Serial communication drivers (e.g., USB drivers), Drivers, audio drivers, power management drivers, etc.
[0163] The libraries 1110 provide a common low-level infrastructure used by the applications 1106. The libraries 1110 may include a system library 1118 (e.g., a C standard library) that provides functions such as memory allocation functions, string manipulation functions, mathematical functions, etc. In addition, the libraries 1110 may include an API library 1124, such as a media library (e.g., a library for supporting the presentation and manipulation of various media formats, such as Moving Picture Experts Group-4 (MPEG4), Advanced Video Coding (H.264 or AVC), Moving Picture Experts Group Layer-3 (MP3), Advanced Audio Coding (AAC), Adaptive Multi-Rate (AMR) audio codec, Joint Photographic Experts Group (JPEG or JPG), or Portable Network Graphics (PNG)), a graphics library (e.g., an OpenGL framework for presenting in two dimensions (2D) and three dimensions (3D) in graphical content on a display), a database library (e.g., SQLite providing various relational database functions), a web library (e.g., WebKit providing web browsing functions), etc. The library 1110 may also include various other libraries 1128 to provide many other APIs to the application 1106 .
[0164] The framework 1108 provides a common high-level infrastructure used by the applications 1106. For example, the framework 1108 provides various graphical user interface (GUI) functions, high-level resource management, and high-level positioning services. The framework 1108 can provide a wide range of other APIs that can be used by the applications 1106, some of which can be specific to a particular operating system or platform.
[0165] In an example, applications 1106 may include a home application 1136, a contacts application 1130, a browser application 1132, a book reader application 1134, a positioning application 1142, a media application 1144, a messaging application 1146, a game application 1148, and a variety of other applications such as external applications 1140. Applications 1106 are programs that execute functions defined in the program. Various programming languages may be used to create one or more of the applications 1106 constructed in various ways, such as an object-oriented programming language (e.g., Objective-C, Java, or C++) or a procedural programming language (e.g., C or assembly language). In a specific example, external applications 1140 (e.g., created by an entity other than the vendor of a particular platform using ANDROID TM or IOS TM Software Development Kit (SDK) can be used to develop applications on platforms such as IOS TM ANDROID TM , Mobile software running on the mobile operating system of the Phone or other mobile operating systems. In this example, the external application 1140 can activate the API call 1150 provided by the operating system 1112 to facilitate the functions described herein.
[0166] Glossary
[0167] "Carrier signal" refers to any intangible medium capable of storing, encoding or carrying instructions for execution by a machine and includes digital or analog communications signals or other intangible media to facilitate the transmission of such instructions. Instructions may be sent or received over a network using a transmission medium via a network interface device.
[0168] "Client Device" refers to any machine that interfaces with a communications network to obtain resources from one or more server systems or other client devices. A client device may be, but is not limited to, a mobile phone, a desktop computer, a laptop computer, a portable digital assistant (PDA), a smart phone, a tablet computer, an ultrabook, a netbook, a notebook computer, a multiprocessor system, a microprocessor-based or programmable consumer electronics product, a game console, a set-top box, or any other communications device that a user may use to access a network.
[0169] "Communications Network" means one or more parts of a network, which may be an ad hoc network, an intranet, an extranet, a virtual private network (VPN), a local area network (LAN), a wireless LAN (WLAN), a wide area network (WAN), a wireless WAN (WWAN), a metropolitan area network (MAN), the Internet, a part of the Internet, a part of the Public Switched Telephone Network (PSTN), a Plain Old Telephone Service (POTS) network, a cellular telephone network, a wireless network, A network, other type of network, or a combination of two or more such networks. For example, the network or a portion of the network may include a wireless network or a cellular network, and the coupling may be a code division multiple access (CDMA) connection, a global system for mobile communications (GSM) connection, or other type of cellular or wireless coupling. In this example, the coupling may implement any of various types of data transmission technologies, such as single carrier radio transmission technology (1xRTT), evolution data optimized (EVDO) technology, general packet radio service (GPRS) technology, enhanced data rates for GSM evolution (EDGE) technology, the third generation partnership project (3GPP) including 3G, fourth generation wireless (4G) networks, universal mobile telecommunications system (UMTS), high speed packet access (HSPA), world wide interoperability for microwave access (WiMAX), long term evolution (LTE) standards, other data transmission technologies defined by various standard setting organizations, other long distance protocols, or other data transmission technologies.
[0170] "Component" means a device, physical entity, or logic having boundaries defined by function or subroutine calls, branch points, APIs, or other techniques that provide partitioning or modularization of specific processing or control functions. Components may interface with other components via their interfaces to perform machine processes. A component may be a packaged functional hardware unit designed for use with other components and is part of a program that typically performs a specific one of the related functions.
[0171] Components may constitute software components (e.g., code implemented on a machine-readable medium) or hardware components. A "hardware component" is a tangible unit that is capable of performing certain operations and that can be configured or arranged in some physical manner. In various examples, one or more computer systems (e.g., stand-alone computer systems, client computer systems, or server computer systems) or one or more hardware components of a computer system (e.g., a processor or group of processors) may be configured by software (e.g., an application or application portion) as hardware components that operate to perform certain operations described herein.
[0172] Hardware components can also be implemented mechanically, electronically, or in any suitable combination thereof. For example, hardware components can include dedicated circuits or logic that are permanently configured to perform certain operations. Hardware components can be dedicated processors, such as field programmable gate arrays (FPGAs) or application specific integrated circuits (ASICs). Hardware components can also include programmable logic or circuits that are temporarily configured to perform certain operations by software. For example, hardware components can include software executed by general-purpose processors or other programmable processors. Once configured by such software, hardware components become specific machines (or specific components of machines) that are uniquely customized to perform configured functions, and are no longer general-purpose processors. It will be recognized that it can be decided whether to implement hardware components mechanically in a dedicated and permanently configured circuit or in a temporarily configured circuit (e.g., configured by software) for cost and time considerations. Therefore, the phrase "hardware components" (or "hardware-implemented components") should be understood to include tangible entities, i.e., entities that are physically constructed, permanently configured (e.g., hardwired) or temporarily configured (e.g., programmed) to operate in some way or perform certain operations described herein.
[0173] Consider an example where hardware components are temporarily configured (e.g., programmed), without configuring or instantiating each of the hardware components at any one time. For example, where the hardware components include a general-purpose processor that is configured by software to become a special-purpose processor, the general-purpose processor can be configured into different special-purpose processors (e.g., including different hardware components) at different times. The software configures one or more specific processors accordingly, for example, to constitute a specific hardware component at one time and to constitute different hardware components at different times.
[0174] Hardware components can provide information to other hardware components and receive information from other hardware components. Therefore, the described hardware components can be considered to be communicatively coupled. In the case of multiple hardware components simultaneously, communication can be realized by signal transmission (e.g., by appropriate circuits and buses) between or among two or more hardware components in the hardware components. In the example where multiple hardware components are configured or instantiated at different times, communication between such hardware components can be realized, for example, by storing information in a memory structure to which multiple hardware components have access rights and retrieving information in the memory structure. For example, a hardware component can perform an operation and store the output of the operation in a memory device communicatively coupled thereto. Then, other hardware components can access the memory device at a subsequent time to retrieve the stored output and process it. Hardware components can also initiate communication with input devices or output devices, and can operate resources (e.g., a collection of information).
[0175] The various operations of the example methods described herein may be performed at least in part by one or more processors that are temporarily configured (e.g., by software) or permanently configured to perform related operations. Whether temporarily configured or permanently configured, such a processor may constitute a processor-implemented component that operates to perform one or more operations or functions described herein. As used herein, "processor-implemented components" refer to hardware components implemented using one or more processors. Similarly, the method described herein may be implemented at least in part by a processor, wherein a specific one or more processors are examples of hardware. For example, at least some operations of the method may be performed by one or more processors 1002 or processor-implemented components. In addition, one or more processors may also operate to support the execution of related operations in a "cloud computing" environment or as a "software as a service" (SaaS) operation. For example, at least some of the operations may be performed by a group of computers (as an example of a machine including a processor), wherein these operations may be accessed via a network (e.g., the Internet) and via one or more appropriate interfaces (e.g., API). The execution of certain operations may be distributed between processors, not just residing in a single machine, but deployed across several machines. In some examples, the processor or processor-implemented components may be located in a single geographic location (e.g., in a home environment, an office environment, or a server farm). In other examples, the processor or processor-implemented components may be distributed across several geographic locations.
[0176] "Computer-readable storage media" refers to both machine storage media and transmission media. Thus, the term includes both storage devices / media and carrier / modulated data signals. The terms "machine-readable medium," "computer-readable medium," and "device-readable medium" mean the same thing and may be used interchangeably in this disclosure.
[0177] "Transient message" refers to a message that is accessible for a limited duration. Transient messages can be text, images, videos, etc. The access time of a transient message can be set by the sender of the message. Alternatively, the access time can be a default setting or a setting specified by the recipient. Regardless of the setting technique, the message is transient.
[0178] "Machine storage media" refers to a single or multiple storage devices and media (e.g., centralized or distributed databases, and associated caches and servers) that store executable instructions, routines, and data. Thus, the term should be considered to include, but is not limited to, solid-state memory and optical and magnetic media, including memory internal or external to the processor. Specific examples of machine storage media, computer storage media, and device storage media include: non-volatile memory, including, for example, semiconductor memory devices such as erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), FPGA, and flash memory devices; magnetic disks, such as internal hard disks and removable disks; magneto-optical disks; and CD-ROM and DVD-ROM disks. The terms "machine storage media," "device storage media," and "computer storage media" mean the same thing and may be used interchangeably in this disclosure. The terms "machine storage media," "computer storage media," and "device storage media" expressly exclude carrier waves, modulated data signals, and other such media, at least some of which are encompassed by the term "signal media."
[0179] “Non-transitory computer-readable storage medium” refers to tangible media capable of storing, encoding, or carrying instructions to be executed by a machine.
[0180] "Signal medium" refers to any intangible medium that is capable of storing, encoding or carrying instructions to be executed by a machine, and includes digital or analog communication signals or other intangible media that facilitate the communication of software or data. The term "signal medium" should be deemed to include any form of modulated data signals, carrier waves, etc. The term "modulated data signal" refers to a signal that has one or more of its characteristics set or changed in such a manner as to encode information in the signal. The terms "transmission medium" and "signal medium" refer to the same thing and may be used interchangeably in this disclosure.
[0181] Changes and modifications may be made to the disclosed examples without departing from the scope of the present disclosure. These and other changes or modifications are intended to be included within the scope of the present disclosure as expressed in the appended claims.
Claims
1. A method, include: Create shared augmented reality (AR) experiences across multiple client devices; receiving a request from a first client device of the plurality of client devices to perform real-time interaction with a given AR element presented on displays of the plurality of client devices; In response to receiving the request, enabling the first client device to perform one or more modifications to the given AR element while preventing a second client device among the plurality of client devices from performing real-time interaction with the given AR element; as well as The one or more modifications performed by the first client device with respect to the given AR element are synchronized in real-time between client devices of the plurality of client devices.
2. The method according to claim 1, further comprising: include: In response to receiving the request, an entity associated with the given AR element is locked.
3. The method according to any one of claims 1 to 2, in, Synchronizing the one or more modifications includes: modifying an entity associated with the given AR element to represent the one or more modifications; and The modified entity is propagated in real-time among client devices of the plurality of client devices.
4. The method according to any one of claims 1 to 3, in, Synchronizing the one or more modifications includes: sending the one or more modifications to the given AR element to each of the plurality of client devices over the first connection; Making the display of the given AR element consistent in real time between each of the plurality of client devices; and One or more modifications associated with a second AR element included in the AR experience are synchronized via a second connection associated with a lower bandwidth than a bandwidth of the first connection.
5. The method according to any one of claims 1 to 4, further comprising: include: In response to receiving the request, accessing an entity associated with the given AR element; determining a lock state associated with the entity; as well as In response to determining that the entity is in the unlocked state, enabling the first client device to perform one or more modifications to the given AR element.
6. The method according to any one of claims 1 to 5, further comprising: include: receiving a request from the second client device to perform real-time interaction with the given AR element; In response to receiving the request from the second client device, accessing an entity associated with the given AR element; determining a lock state associated with the entity; as well as In response to determining that the entity is in a locked state, the second client device is prevented from performing the real-time interaction.
7. The method according to any one of claims 1 to 6, in, An entity representing one or more modifications to the given AR element is stored on a remote server associated with the plurality of client devices, the entity being configured to broadcast changes associated with the given AR element over a real-time link.
8. The method according to any one of claims 1 to 7, in, The AR experience is initiated by a corresponding messaging application implemented by each of the plurality of client devices.
9. The method according to any one of claims 1 to 8, further comprising: include: Acquire one or more conditions for performing real-time interaction with the given AR element; determining that the one or more conditions are satisfied; as well as In response to determining that the one or more conditions are satisfied, the first client device is permitted to perform the one or more modifications.
10. The method according to claim 9, in, The first set of the one or more conditions is associated with the given AR element, and wherein the second set of conditions is associated with a different AR element presented on displays of the plurality of client devices.
11. The method according to any one of claims 1 to 10, in, The one or more conditions are associated with at least one of: access rights, credentials, a threshold display location in the AR experience, or geolocation.
12. The method according to claim 11, in, Determining that the one or more conditions are satisfied includes determining that a current geolocation of the first client device is within a threshold distance of a geolocation associated with the one or more conditions.
13. The method according to any one of claims 1 to 12, in, Determining that the one or more conditions are satisfied includes determining that the given AR element has crossed a threshold location that transfers control of the given AR element from one user to the other user.
14. The method according to any one of claims 1 to 13, in, In response to the AR experience being terminated by each of the plurality of client devices, an entity representing a state of the given AR element is saved on a remote server.
15. The method according to any one of claims 1 to 14, in, The AR experience is developed using an AR developer platform, which includes a graphical user interface for enabling real-time interaction with AR elements.
16. The method according to claim 15, in, The graphical user interface comprises: a list of AR elements associated with the AR experience, the graphical user interface comprising a first option associated with a first AR element in the list of AR elements, the first option enabling exclusive access to perform a modification on the first AR element in response to selection of the first option, the first option causing the first AR element to be associated with an entity that broadcasts the modification over a real-time connection.
17. The method according to any one of claims 1 to 16, in, The graphical user interface includes a second option for specifying one or more conditions for enabling exclusive access to perform modification on the first AR element.
18. The method according to any one of claims 1 to 17, in, The graphical user interface includes a second option associated with a second AR element in the list of AR elements, the second option causing modifications made to the second AR element to be exchanged over a lower bandwidth connection than the real-time connection.
19. A system, include: processor; as well as A memory component having instructions stored thereon, wherein when the instructions are executed by the processor, the processor performs operations, the operations comprising: Create shared augmented reality (AR) experiences across multiple client devices; receiving a request from a first client device of the plurality of client devices to perform real-time interaction with a given AR element presented on displays of the plurality of client devices; In response to receiving the request, enabling the first client device to perform one or more modifications to the given AR element while preventing a second client device among the plurality of client devices from performing real-time interaction with the given AR element; and The one or more modifications performed by the first client device on the given AR element are synchronized in real time by each of the plurality of client devices.
20. A non-transitory computer-readable storage medium having instructions stored thereon, which when executed by a processor cause the processor to perform operations, the operations include: Create shared augmented reality (AR) experiences across multiple client devices; receiving a request from a first client device of the plurality of client devices to perform real-time interaction with a given AR element presented on displays of the plurality of client devices; In response to receiving the request, enabling the first client device to perform one or more modifications to the given AR element while preventing a second client device among the plurality of client devices from performing real-time interaction with the given AR element; as well as The one or more modifications performed by the first client device with respect to the given AR element are synchronized in real-time between client devices of the plurality of client devices.
Citation Information
Patent Citations
Real-time modifications in augmented reality experiences
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Cited By
Device interaction method, device and system, storage medium, and program product
WO2026137263A1
