External controller for eyewear apparatus

By introducing augmented reality systems and external controllers into the smart glasses platform, users can interact with virtual content more intuitively, solving the problem of unintuitive interactions and steep learning curves in the prior art, and improving user experience and device efficiency.

CN119677566APending Publication Date: 2025-03-21SNAP INC
View PDF 0 Cites 1 Cited by

Patent Information

Application Number
CN202380058843.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2022-08-12
Filing Date
2023-08-09
Publication Date
2025-03-21

AI Technical Summary

Technical Problem

When interacting with virtual content, users need to detect touch or sliding inputs through embedded sensors, resulting in unintuitive interaction and steep learning curve, resulting in a decline in user experience.

Method used

By providing an augmented reality (AR) system, users are allowed to interact with virtual content or AR objects displayed by the AR device using an external controller, such as a smartphone or touch screen device. An external controller may receive user input and transmit it to an AR device to modify the displayed AR object.

Benefits of technology

Reduces the amount of information pages and inputs required to complete tasks, and reduces the need to run complex image processing algorithms on AR devices, thereby improving the efficiency and user experience of electronic devices.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN119677566A_ABST
    Figure CN119677566A_ABST
Patent Text Reader

Abstract

Systems and methods for using an external controller and an AR device are provided. The system establishes communication with an external client device through one or more processors of the AR device. The system superimposes, by the AR device, the first AR object on a real-world environment viewed using the AR device. The system receives, from the external client device, interaction data representing one or more inputs received by the external client device, and in response, modifies, by the AR device, the first AR object.
Need to check novelty before this filing date? Find Prior Art

Description

[0001] Priority claim

[0002] This application claims the benefit of U.S. patent application Ser. No. 17 / 887,215, filed on Aug. 12, 2022, which is incorporated herein by reference in its entirety. Background Art

[0003] Some eyeglass devices that support electronic devices, such as so-called smart glasses, allow users to interact with virtual content (e.g., augmented reality (AR) objects) while engaging in some activities. The user wears the eyeglass device and can view the real world environment through the eyeglass device while interacting with the virtual content displayed by the eyeglass device. BRIEF DESCRIPTION OF THE DRAWINGS

[0004] Each of the figures in the drawings depicts only examples of the present disclosure and should not be considered to limit the scope of the present disclosure.

[0005] Figure 1 is a diagrammatic representation of a networking environment in which the present disclosure may be deployed, according to some examples.

[0006] Figure 2 is a diagrammatic representation of a messaging system having both client-side and server-side functionality according to some examples.

[0007] Figure 3 is a diagrammatic representation of data structures maintained in a database according to some examples.

[0008] Figure 4 is a graphical representation of messages according to some examples.

[0009] Figure 5 is a perspective view of an eyewear device according to some examples.

[0010] Figure 6 is a flowchart illustrating example operations of an external control system of an eyeglass device according to some examples.

[0011] Figure 7 , Figure 8 , Fig. 9A and Fig. 9B are illustrative screens of external control systems according to some examples.

[0012] 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.

[0013] Fig.11 is a block diagram illustrating a software architecture within which examples may be implemented. DETAILED DESCRIPTION

[0014] The following description discusses 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 the various examples of the disclosed subject matter. However, it will be apparent to those skilled in the art that the examples of the disclosed subject matter can be practiced without these specific details. Generally, known instruction instances, protocols, structures, and techniques need not be shown in detail.

[0015] Typical smart glasses platforms allow users to interact with various types of virtual content. Such platforms are configured to display virtual content in the lenses of smart glasses on top of the real-world environment seen through the lenses of the smart glasses. In order to interact with virtual content, smart glasses typically include embedded sensors. Smart glasses can detect touch or slide inputs based on information detected by the embedded sensors, and can then update the display of virtual content. Interacting with embedded sensors to perform various modifications to virtual content is not very intuitive and has a very steep learning curve. Therefore, users cannot accurately perform various desired interactions with virtual content, which weakens the user's overall experience. In addition, due to the steep learning curve, users typically have to re-perform certain actions multiple times until they learn how to use the sensors, which wastes the resources of the smart glasses.

[0016] Some smart glasses platforms use hand or gesture recognition to allow users to interact with virtual content. Specifically, smart glasses can detect gestures in images captured by the smart glasses and can perform corresponding modifications to the virtual content. Learning how to correctly make such gestures also involves a steep learning curve and can also be non-intuitive. In addition, performing image processing to detect gestures involves multiple machine learning models, which consumes a lot of hardware resources of the smart glasses, which can be wasteful and consume the battery of the smart glasses. This can also lead to non-use of smart glasses and weaken the overall enjoyment of using smart glasses.

[0017] The disclosed examples improve the efficiency of using electronic devices by providing an AR system that allows a user to interact with virtual content or AR objects displayed by an AR device using a familiar external controller (e.g., a smartphone or other touch screen device). The external controller can present options on the screen of the external controller, and can detect inputs of selecting options or moving the external controller in some familiar way. The external controller can provide interaction data representing the input or movement detected by the external controller to the AR device, and the AR device can then perform corresponding modifications to one or more displayed AR objects.

[0018] Specifically, the disclosed technology establishes communication with an external client device through one or more processors of an augmented reality (AR) device. The disclosed technology overlays a first AR object on a real world environment viewed using the AR device through the AR device. The disclosed technology receives interaction data representing one or more inputs received by the external client device from the external client device, and in response, modifies the first AR object through the AR device.

[0019] In this way, the disclosed examples improve the efficiency of electronic devices by reducing the amount of information pages and inputs required to complete tasks and reducing the running of complex image processing algorithms on AR devices. The disclosed examples also improve the efficiency, attractiveness, and practicality of electronic AR devices (e.g., eyewear devices). Although the disclosed examples are provided in the context of electronic eyewear devices, similar examples can be applied to any other type of AR wearable device.

[0020] Networked computing environment

[0021] Figure 1 1 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 which hosts several 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 messaging clients 104 (e.g., hosted on respective other client devices 102), messaging server systems 108, and external application servers 110 via a network 112 (e.g., the Internet). The messaging client 104 may also communicate with locally hosted third-party applications 109 using an application program interface (API).

[0022] In some examples, the messaging system 100 includes an eyeglass device 119 that hosts the external control system 107 and other applications. Although only one example of an eyeglass device 119 is shown, any number of eyeglass devices 119 may be included in the messaging system 100.

[0023] The eyewear device 119 may represent any type of AR device worn by a user, such as AR glasses, an AR hat, an AR watch, an AR belt, an AR ring, an AR bracelet, an AR earring, and / or an AR headset. The eyewear device 119 communicates with the user via the network 112 (which may include communicating via a dedicated short-range communication path, such as Bluetooth). TMor WiFi direct connection) is communicatively coupled to the client device 102. In some examples, the client device 102 includes a messaging client 104 that implements a visual system and / or an input system. The visual system may include one or more machine learning models that have been trained based on training data to detect a person or human being and the body movements and facial expressions of the person or human being. Specifically, the visual system may capture one or more images depicting a person. The visual system may process one or more images using the trained machine learning model to identify and segment one or more human objects from the image. The segmented human objects are then processed to identify the three-dimensional (3D) positions of limbs and joints, and to detect the positions of different facial features representing different facial expressions. The visual system of the client device 102 may provide movement information including the 3D positions of limbs and joints and the positions of facial features to the eyeglass device 119 (e.g., the external control system 107 of the eyeglass device 119).

[0024] The external control system 107 enables the user to control one or more AR objects presented by the eyeglass device 119 based on the interaction information received from the client device 102. Specifically, the eyeglass device 119 can establish communication with an external client device (e.g., the client device 102) through one or more processors of the eyeglass device 119. The eyeglass device 119 superimposes a first AR object on a real-world environment viewed using the eyeglass device 119 (e.g., through the lenses of the eyeglass device 119). The eyeglass device 119 receives interaction data representing one or more inputs received by the client device 102 from the client device 102, and in response, modifies the first AR object.

[0025] In some examples, the client device 102 includes a smartphone. In some examples, the eyeglass device 119 detects a depiction of the client device 102 in one or more images of a real-world environment captured by the eyeglass device 119. The eyeglass device 119 selects a game controller associated with an external game console and presents the game controller as a first AR object over the depiction of the client device 102 in the one or more images. In some cases, the eyeglass device 119 presents a virtual game controller to represent a physical game controller and / or game console.

[0026] In some examples, the eyeglass device 119 detects a drawing of one or more fingers on a portion of the game controller. The eyeglass device 119 identifies one or more buttons of the game controller at the location where the drawing of the one or more fingers is detected, and executes or causes execution of a game function corresponding to the identified one or more buttons on the game console. In some examples, the eyeglass device 119 transmits a communication to the game console that identifies the game function corresponding to the identified one or more buttons, over which the drawing of the one or more fingers is detected.

[0027] In some examples, the real world environment viewed using the AR device includes the client device 102. In such a case, the first AR object includes an AR beam extending away from the client device 102. In some examples, the eyewear device 119 detects three-dimensional (3D) movement of the client device 102 based on the received interaction data, and updates the direction of the AR beam based on the 3D movement.

[0028] In some examples, the client device 102 receives sensor data including at least one of one or more accelerometer measurements or one or more gyroscope measurements. The client device 102 generates interaction data based on the sensor data. In some examples, the eyeglass device 119 detects 3D movement by receiving one or more images depicting an external client device through a camera of the eyeglass device 119, and applying image processing including visual odometers to the one or more images to track the position of the client device 102 in 3D space. In some implementations, the eyeglass device 119 receives the 3D position and rotation of the client device 102 via a wireless communication channel. The client device 102 can use the camera and sensors of the client device 102 to run a visual inertial odometer to calculate the 3D pose of the client device 102 and send it to the eyeglass device 119.

[0029] In some examples, the real world environment viewed using the eyewear device 119 includes the client device 102. In such a case, the eyewear device 119 detects the 3D movement of the client device 102 based on the received interaction data. The interaction data may be generated based on sensor data including at least one of one or more accelerometer measurements or one or more gyroscope measurements of the client device 102. In such a case, the eyewear device 119 propels (animates) the first AR object in the direction of the 3D movement at a rate corresponding to the rate of the 3D movement.

[0030] In some examples, the eyeglass device 119 causes the client device 102 to display a marker. The eyeglass device 119 captures an image of the marker displayed by the client device 102, and establishes a common coordinate system between the client device 102 and the eyeglass device 119 in response to capturing the image of the marker. In some examples, the client device 102 determines a first origin 3D position of the client device 102 relative to the common coordinate system based on current measurements obtained from one or more sensors of the client device 102. The eyeglass device 119 determines a second origin 3D position of the AR device relative to the common coordinate system based on the position of the marker in the image.

[0031] In some examples, the eyeglass device 119 superimposes a second AR object including a wand on the real world environment viewed using the eyeglass device 119. The eyeglass device 119 animates the movement of the first AR object along the trajectory toward the eyeglass device 119. The eyeglass device 119 detects the movement of the client device 102 based on the interaction data. The eyeglass device 119 determines the current 3D position of the client device 102 based on the detected movement using the common coordinate system, and updates the orientation of the second AR object based on the detected movement and the current 3D position.

[0032] In some examples, the eyewear device 119 determines that the current 3D position of the client device 102 causes the updated orientation of the second AR object to correspond to the current position of the first AR object. This may represent a virtual contact between the second AR object extending from the client device 102 and the first AR object. In response to determining that the updated orientation of the second AR object corresponds to the current position of the first AR object, the eyewear device 119 modifies the trajectory of the first AR object.

[0033] In some examples, the eyeglass device 119 causes the client device 102 to display an option on a screen of the client device 102. The eyeglass device 119 determines that the interaction data indicates that the option has been selected on the external client device (e.g., the option has been tapped by the user's finger). In response to determining that the interaction data indicates that the option has been selected on the client device 102, the client device 102 causes the first AR object to be presented on the eyeglass device 119.

[0034] In some examples, the eyewear device 119 determines that the interaction data indicates that the sliding input has been received by the client device 102. The sliding input can cause a 3D carousel displayed by the eyewear device 119 to be animated, the 3D carousel representing different visual attributes of the first AR object. In response to determining that the interaction data indicates that the sliding input has been received by the client device 102, the eyewear device 119 changes the visual attribute of the first AR object.

[0035] In some examples, the eyeglass device 119 causes the client device 102 to display an option on a screen of the client device 102. The eyeglass device 119 determines that the interaction data indicates that the option continues to be selected on the external client device by a press and hold operation. In response to determining that the interaction data indicates that the option continues to be selected on the client device 102, the eyeglass device 119 presents a touchpad on the client device 102 including one or more options for changing the 3D position of the first AR object. In some examples, the eyeglass device 119 rotates the first AR object around the axis of the first AR object in response to a first sliding action (e.g., a left / right sliding action) along a first direction of the touchpad. The eyeglass device 119 modifies the 3D perceived distance (e.g., 3D depth) between the first AR object and the eyeglass device 119 in response to a second sliding action along a second direction of the touchpad.

[0036] The messaging client 104 is able to communicate and exchange data with other messaging clients 104, eyewear devices 119, and messaging server systems 108 via the network 112. Data exchanged between messaging clients 104 and between messaging clients 104 and messaging server systems 108 include functions (e.g., commands to activate functions) and payload data (e.g., text, audio, video, or other multimedia data).

[0037] 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.

[0038] The messaging server system 108 supports various services and operations provided to the messaging clients 104. Such operations include transmitting 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, geolocation information, media enhancements and overlays, message content persistence conditions, social network information, and live event information. The exchange of data within the messaging system 100 is activated and controlled by functions available via a user interface (UI) of the messaging clients 104.

[0039] Turning now specifically to the messaging server system 108, an application program interface (API) server 116 is coupled to 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 and provides a web-based interface to the application server 114. To this end, the web server 128 handles incoming network requests via the Hypertext Transfer Protocol (HTTP) and several other related protocols.

[0040] The application program interface (API) server 116 receives and transmits message data (e.g., commands and message payloads) between the client device 102 and the application server 114. Specifically, the application program interface (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 functions of the application server 114. An application program interface (API) server 116 exposes various functions supported by application server 114, including: account registration; login functionality; sending messages from a particular messaging client 104 to another messaging client 104 via application server 114, sending media files (e.g., images or videos) from messaging client 104 to messaging server 118, and possible access by another messaging client 104; setting up a collection of media data (e.g., a story); retrieving a friend list of a user of 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 within a social graph; and opening application events (e.g., related to messaging client 104).

[0041] 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 techniques and functions, particularly relating to the 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., referred to as stories or galleries). These collections are then made available to the messaging client 104. Given 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.

[0042] 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 .

[0043] The image processing server 122 is used to implement the scanning function of the augmentation system 208. The scanning function includes activating and providing one or more AR experiences on the client device 102 when an image is captured by the client device 102. Specifically, the messaging client 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 AR experiences to the user. The user can select one of the given identifiers to start the corresponding augmented reality experience. Starting the AR experience includes obtaining one or more augmented reality items associated with the AR experience and superimposing the augmented reality items on the image or video being presented.

[0044] The social network server 124 supports various social networking functions and services and makes these functions and services available to the messaging server 118. To this end, the social network server 124 maintains and accesses the entity graph 308 (e.g., Figure 3 ). Examples of functions and services supported by the social network server 124 include identifying other users of the messaging system 100 that have relationships with a particular user or that the particular user is "following," and identifying interests and other entities of a particular user.

[0045] 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 to launch or access 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).

[0046] In response to receiving a user selection of an option to launch or access 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 independent of the messaging client 104 and launched separately from the messaging client 104, for example, by selecting an icon corresponding to the external application 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.

[0047] 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.

[0048] 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 group of users 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 has been recently used but is currently inactive (in the group of friends). The external resource may provide the ability to share items, states, conditions, or locations in an external resource with one or more members of a group of users in a chat session to participants in the conversation who each use the corresponding messaging client 104. The shared item may be an interactive chat card that members of the chat may interact with, for example, to start a corresponding external resource, view specific information within an external resource, or bring members of the chat to a specific location or state within an external resource. Within 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.

[0049] 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 109 (or applets) may vary based on how the user launches the menu (e.g., from a conversational interface or from a non-conversational interface).

[0050] System Architecture

[0051] Figure 21 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.

[0052] The transient timer system 202 is responsible for enforcing temporary or time-limited access to content by the messaging client 104 and the messaging server 118. The transient timer system 202 includes a number of timers that selectively enable access (e.g., for presentation and display) of messages and associated content via the messaging client 104 based on duration and display parameters associated with a message or collection of messages (e.g., a story). Further details regarding the operation of the transient timer system 202 are provided below.

[0053] 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 made available for a specified time period (e.g., the duration of the event to which the content relates). 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 about the existence of a particular collection to the user interface of the messaging client 104.

[0054] In addition, the collection management system 204 also includes a curation interface 206 that enables collection managers to manage and curate specific collections of content. For example, the curation interface 206 enables an event organizer to curate a collection of content related to a specific event (e.g., to remove 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 to include user-generated content in a collection. In this case, the collection management system 204 operates to automatically pay such users for the use of their content.

[0055] The enhancement system 208 provides various functions that enable users to enhance (e.g., mark or otherwise modify or edit) media content associated with a message. For example, the enhancement system 208 provides functions related to the generation and publication of 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 supply media overlays to the messaging client 104 based on other information such as social network information of the user of the client device 102. Media overlays 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, media overlays can include text, graphic elements, or images that can be superimposed 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 augmentation system 208 uses the geolocation of the client device 102 to identify a media overlay that includes the name of a business at the geolocation 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 by the database server 120.

[0056] In some examples, the enhancement system 208 provides a user-based publishing platform that enables a user to select a geolocation on a map and upload content associated with the selected geolocation. The user can also specify situations 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 geolocation.

[0057] In other examples, the augmentation system 208 provides a merchant-based publishing platform that enables merchants to select specific media overlays associated with a geolocation via a bidding process. For example, the augmentation system 208 associates the media overlay of the highest bidding merchant with the corresponding geolocation 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 the identifier of the augmented reality experience presented). Once the 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 the 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 the 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 .

[0058] The mapping system 210 provides various geolocation functions and supports the presentation of map-based media content and messages by the messaging client 104. For example, the mapping system 210 is capable of displaying user icons or avatars (e.g., stored in the profile data 316) on a map to indicate the current or past locations of the user's "friends", as well as displaying media content (e.g., a collection of messages including photos and videos) generated by these friends within the context of the map. For example, a message posted by a user to the messaging system 100 from a particular geolocation can be displayed to the "friends" of a particular user within the context of that particular location on the map on the mapping interface of the messaging client 104. The user can also share his or her location and status information with other users of the messaging system 100 (e.g., using an appropriate status avatar) via the messaging client 104, where the location and status information is displayed to the selected user within the context of the mapping interface of the messaging client 104.

[0059] 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 from the messaging client 104 to such other users. The messaging client 104 also supports both voice messaging and text messaging (e.g., chatting) within the context of gaming, provides leaderboards for gaming, and also supports providing in-game rewards (e.g., gaming coins and items).

[0060] In some examples, the gaming system 212 is part of a gaming console associated with one or more gaming controllers. The gaming console may be part of the client device 102 or may be a completely separate device. In some examples, the gaming console is coupled to or is part of a television. The gaming system 212 provides an API to the glasses device 119 that allows the glasses device 119 to receive information identifying a gaming controller used with the gaming console. The glasses device 119 may generate an AR representation of the gaming controller that includes the same buttons and layout of the buttons. This may allow the user to virtually interact with the AR gaming controller to have the same experience with the gaming console as if the real-world gaming controller was being used. The glasses device 119 may detect the position of the user's hand / finger relative to the button of the AR gaming controller, and may select a corresponding gaming function that matches the button of the AR gaming controller on which the hand / finger is placed. The glasses device 119 may transmit a gaming command representing the gaming function that is identified and selected to the gaming console.

[0061] The external resource system 220 provides an interface for the messaging client 104 to communicate with the external application server 110 to launch or access external resources. Each external resource (application) server 110 hosts, for example, a small-scale version of an application based on a markup language (e.g., HTML5) or an external application (e.g., a game, utility, payment, or ride-sharing application outside 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 programming interface (API) having 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.

[0062] 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.

[0063] 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 the 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 between the external resources and the messaging client 104 via these communication channels. Each SDK function call is sent as a message and a callback. Each SDK function is implemented by building a unique callback identifier and sending a message with the callback identifier.

[0064] 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., a box design or other graphics) of the web-based external resource in the messaging client 104. Once the user selects the visual representation through the GUI of the messaging client 104 or instructs the messaging client 104 to access a feature of a web-based external resource, the messaging client 104 obtains the HTML5 file and instantiates the resources required to access the features of the web-based external resource.

[0065] The messaging client 104 presents a graphical user interface (e.g., a login page or title screen) for an external resource. During, before, or after presenting the login page or title screen, the messaging client 104 determines whether the external resource launched has been previously authorized to access the user data of the messaging client 104. In response to determining that the external resource launched has previously been authorized to access the user data of the messaging client 104, the messaging client 104 presents another graphical user interface of the external resource including the functions and features of the external resource. In response to determining that the external resource launched has not previously been 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 up 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 part 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 allows the external resource to access the user data from the messaging client 104. In some examples, the external resource is authorized by the messaging client 104 to access the user data according to the OAuth 2 framework.

[0066] 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, an external resource including a full-scale external application (e.g., a third party or external application 109) is provided with access rights to a first type of user data (e.g., only a two-dimensional avatar of a user with or without different avatar features). As another example, an external resource including a small-scale version of an external application (e.g., a web-based version of a third-party application) is provided with access rights 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 features). Avatar characteristics include different ways to customize the look and feel of an avatar, such as different poses, facial features, clothing, etc.

[0067] Data Architecture

[0068] 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).

[0069] Database 126 includes message data stored in message table 302. For any particular message, the message data includes at least message sender data, message recipient (or receiver) data, and payload. Figure 4 Additional details regarding information that may be included in a message and included in the message data stored in message table 302 are described.

[0070] The entity table 306 stores entity data and is linked (e.g., by reference) to the entity graph 308 and profile data 316. Entities for which 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).

[0071] 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.

[0072] The profile data 316 stores multiple types of profile data about a particular entity. Based on the privacy settings specified by the particular entity, the 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, the 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. The particular user can then selectively include one or more of these avatar representations in 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 the status or activity that the user may choose to communicate at a particular time.

[0073] Where the entity is a group, the 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 related to the group (eg, notifications).

[0074] Database 126 also stores enhancement data, such as overlays or filters, in enhancement table 310. Enhancement data is associated with and applied to videos (whose data is stored in video table 304) and images (whose data is stored in image table 312).

[0075] In one example, a filter is an overlay displayed as an overlay on an image or video during presentation to a recipient user. The filter can be of various types, including a user-selected filter from a set of filters presented to the sending user by the messaging client 104 when the sending user is composing a message. Other types of filters include geolocation filters (also referred to as geofilters), which can be presented to the sending user based on geolocation. For example, a geolocation filter specific to a nearby or special location can be presented by the messaging client 104 within the user interface based on geolocation information determined by a global positioning system (GPS) unit of the client device 102.

[0076] Another type of filter is a data filter, which can be selectively presented to the sending user by the messaging client 104 based on other input or information collected by the client device 102 during the message creation process. Examples of data filters include the current temperature at a particular location, the current speed at which the sending user is traveling, the battery life of the client device 102, or the current time.

[0077] 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 can be added to an image or video.

[0078] As described above, augmented data includes augmented reality content items, overlays, image transformations, AR images, and similar items involving modifications that can be applied to image data (e.g., videos or images). This includes real-time modifications, which modify the image when it is captured using the device sensor (e.g., one or more cameras) of the client device 102 and then displayed on the screen of the client device 102 under the modified condition. 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 accesses 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 same content, multiple augmented reality content items that apply different pseudo-random motion 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 can be displayed only on the screen without being stored in the memory, or the content captured by the device sensor can be recorded and stored in the memory with or without modification (or both). In some systems, the preview function can show how different augmented reality content items will look in different windows of the display at the same time. For example, this can enable multiple windows with different pseudo-random animations to be viewed on the display at the same time.

[0079] Thus, data and various systems using augmented reality content items or other such transformation systems that modify content using such data 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 the video to implement the transformations. In other examples, tracking of points on the objects may be used to place images or textures (which may be two-dimensional or three-dimensional) at the tracked locations. In yet another example, neural network analysis of video frames may be used to place images, models, or textures in content (e.g., frames of images or videos). 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.

[0080] 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 video stream can be generated using the device's sensors. In addition, computer animation models can be used to process any object, such as human faces and parts of the human body, animals, or non-living objects such as chairs, cars, or other objects.

[0081] In some examples, when a specific modification is selected together with the content to be transformed, the computing device identifies the elements to be transformed, and then detects and tracks them if the elements to be transformed are present in the frame of the video. 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 refers to the changed 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 (ASM) or other known methods). Then, a grid based on the feature points is generated for each 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. In the tracking process, the grid of each element mentioned 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 and the second points and the grid. In this method, the background of the modified object can also be changed or deformed by tracking and modifying the background.

[0082] In some examples, the transformation of some areas of the object using the elements of the object can be performed by calculating the feature points of each element of the object and generating a grid based on the calculated feature points. Points are generated on the grid, and then various areas are generated based on these points. Then, the elements of the object are tracked by aligning the area of ​​each element with the position of 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 may involve: changing the color of the area; deleting at least some partial areas from the frame of the video stream; including one or more new objects in 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 feature points can be selected as control points of the entire state space to be used to determine options for model animation.

[0083] In some examples of computer animation models that use face detection to transform image data, 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.

[0084] Other methods and algorithms suitable for face detection may be used. For example, in some examples, landmarks are used to locate features, where the landmarks represent distinguishable points that are present in most of the images considered. For example, for facial landmarks, the location of the left eye pupil may be used. If the initial landmarks are not recognizable (for example, if the person is wearing an eye patch), secondary landmarks may be used. Such a landmark identification process may be used for any such object. In some examples, a set of landmarks forms a shape. The shape may be represented as a vector using the coordinates of the points in the shape. One shape is aligned to another shape using a similarity transformation (allowing translation, scaling, and rotation) that minimizes the average Euclidean distance between the shape points. The average shape is the mean of the aligned training shapes.

[0085] In some examples, the landmark search begins with a mean shape aligned with the position and size of the face determined by the global face detector. Such a search then repeats the following steps until convergence occurs: tentative shapes are suggested by adjusting the positioning of shape points by template matching of the image texture around each point, and the tentative shapes are then conformed to the global shape model. In some systems, individual template matches are 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.

[0086] 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, computational time, and power consumption. Complex image manipulations can include size and shape changes, emotion conversions (e.g., changing a face from a frown to a smile), state transitions (e.g., aging an object, reducing apparent age, changing gender), style transfer, 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.

[0087] 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 that 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 to transform the data image, or the computer animation model can be presented as associated with an interface described herein. The modification icon includes the following changes, which can be the basis for modifying the face of the user 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 image of the user to reflect the selected modification icon (e.g., generating a smiley face on 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 has been selected, the modified result can be presented in real time or near real time. Furthermore, the modification can be persistent while the video stream is captured and the selected modification icon remains toggled. Machine-taught neural networks can be used to implement such modifications.

[0088] The graphical user interface presenting the modifications performed by the transformation system can supply additional interactive options for the user. Such options can be based on an interface for initiating content capture and selection of a specific computer animation model (e.g., initiated from a content creator user interface). In various examples, after the initial selection of the modification icon, the modification can be persistent. The user can turn on or off the modification by tapping or otherwise selecting the face being modified by the transformation system, and store it for later viewing or browsing to other areas of the imaging application. In the case of multiple faces being modified by the transformation system, the user can globally turn on or off the modification by tapping or selecting a single face modified and displayed in the graphical user interface. In some examples, each face in a group of multiple faces can be modified individually by tapping or selecting an individual face or a series of faces displayed in the graphical user interface, or such modifications can be switched individually.

[0089] The story table 314 stores data related to a collection of messages and associated images, video 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 (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.

[0090] The 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 co-located event at a particular time may be presented with an option, for example via the user interface of the messaging client 104, to contribute content to a particular live story. Live stories may be identified to a user by the messaging client 104 based on his or her location. The end result is a "live story" told from a community perspective.

[0091] Another type of content collection is referred to as a "location story," which enables users whose client devices 102 are located within 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 a second degree of authentication to verify that the end user belongs to a particular organization or other entity (e.g., is a student on a university campus).

[0092] As mentioned above, the video table 304 stores video data, which in one example is associated with a message whose record is stored in 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 various images and videos stored in the image table 312 and the video table 304.

[0093] Data communication architecture

[0094] Figure 4 is 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, which is accessible by a messaging server 118. Similarly, the content of the message 400 is stored in the memory of a client device 102 or an application server 114 as "in-flight" or "in-flight" data. The message 400 is shown as including the following example components:

[0095] Message identifier 402: a unique identifier that identifies the message 400;

[0096] 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;

[0097] Message image payload 406: Image data captured by the camera component of the client device 102 or retrieved from the memory component of the client device 102 and included in the message 400. The image data of the message 400 sent or received may be stored in the image table 312;

[0098] 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 of the message 400 sent or received may be stored in the video table 304;

[0099] 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;

[0100] Message enhancement data 412: Enhancement data (e.g., filters, stickers, or other annotations or enhancements) representing enhancements to be applied to the message image payload 406, the message video payload 408, or the message audio payload 410 of the message 400. Enhancement data for a sent or received message 400 may be stored in the enhancement table 310;

[0101] Message duration parameter 414: a parameter value indicating the amount of time, in seconds, that the content of a message (e.g., message image payload 406, message video payload 408, message audio payload 410) is to be presented to or made accessible to a user via the messaging client 104;

[0102] 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 these parameter values ​​being associated with a content item included in the content (e.g., a specific image in a message image payload 406, or a specific video in a message video payload 408);

[0103] Message story identifier 418: An identifier value that identifies one or more content collections (e.g., "Stories" 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;

[0104] 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 may be included in the message tags 420 indicating the relevant animal. The tag value may be manually generated based on user input or may be automatically generated using, for example, image recognition;

[0105] Message sender identifier 422: an identifier indicating the user of the client device 102 on which the message 400 was generated and from which the message 400 was sent (eg, a messaging system identifier, an email address, or a device identifier); and

[0106] Message recipient identifier 424: Indicates an identifier (eg, a messaging system identifier, an email address, or a device identifier) ​​of the user of the client device 102 to which the message 400 is addressed.

[0107] The content (e.g., value) of the various components of message 400 may be pointers to locations in a table where content data values ​​are stored. For example, the image value in message image payload 406 may be a pointer to a location within image table 312 (or the address of a location within image table 312). Similarly, the value within message video payload 408 may point to data stored within video table 304, the value stored in message annotation 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.

[0108] Glasses equipment

[0109] Figure 5 A front perspective view of an eyeglass device 119 in the form of a pair of smart glasses including an external control system 107 according to some examples is shown. The eyeglass device 119 includes a body 503, the body 503 including a frame (front piece) or a frame 506 and a pair of temples 509, the temples 509 connected to the frame 506 for supporting the frame 506 in a suitable position on the user's face when the eyeglass device 119 is worn. The frame 506 can be made of any suitable material, such as plastic or metal, including any suitable shape memory alloy. The frame 506 can include a touch input interface, which is configured to receive touch input from the user (e.g., one finger touch, two finger touches, or a combination thereof together with dragging a finger along the frame 506, such as a lateral end piece 521).

[0110] The eyewear device 119 includes a pair of optical elements in the form of a pair of lenses 512 held by corresponding optical element holders in the form of a pair of rims 515 forming part of the frame 506. The rims 515 are connected by a bridge 518. In other examples, one or both of the optical elements may be a display, a display assembly, or a combination of lenses and a display.

[0111] The frame 506 includes a pair of end pieces 521 defining lateral ends of the frame 506. In this example, various electronic components are housed in one or both of the end pieces 521. The temples 509 are coupled to the respective end pieces 521. In this example, the temples 509 are coupled to the frame 506 by respective hinges so as to be hingedly movable between a wearable mode and a folded mode, in which the temples 509 are pivoted toward the frame 506 to lie substantially flat on the frame 506. In other examples, the temples 509 may be coupled to the frame 506 by any suitable means, or may be rigidly or fixedly fastened to the frame 506 so as to be integral therewith.

[0112] Each of the temples 509 includes a front portion coupled to the frame 506 and any suitable rear portion for coupling to the user's ear, such as Figure 5 In some examples, the frame 506 is formed from a single piece of material so as to have a single or unitary structure. In some examples, the entire body 503 (including both the frame 506 and the temples 509) can be a single or unitary structure.

[0113] The eyeglass device 119 has onboard electronic components, including a computing device, such as a computer 524, or a low-power processor, which can be of any suitable type in different examples so as to be carried by the body 503. In some examples, the computer 524 is at least partially housed in one or both temples of the temple 509. In this example, various components of the computer 524 are housed in the lateral end piece 521 of the frame 506. The computer 524 includes one or more processors together with a memory (e.g., a volatile storage device, such as a random access memory or a register), a storage device (e.g., a non-volatile storage device), a wireless communication circuit system (e.g., a BLE communication device and / or a WiFi direct connection device), and a power supply. The computer 524 includes a low-power circuit system, a high-speed circuit system, and in some examples, a display processor. Various examples may include these elements in different configurations or integrated together in different ways.

[0114] The computer 524 further includes a battery 527 or other suitable portable power source. In one example, the battery 527 is disposed in one of the temples 509. Figure 5 In the illustrated eyewear device 119 , a battery 527 is shown as being disposed in one of the end pieces 521 , electrically coupled to the remainder of the computer 524 housed in the corresponding end piece 521 .

[0115] The eyeglass device 119 supports a camera, in this example, including a camera 530 mounted in one of the end pieces 521 and facing forward so as to be more or less aligned with the viewing direction of the wearer of the eyeglass device 119. The camera 530 is configured to capture digital images (also referred to herein as digital photographs or pictures) as well as digital video content. The operation of the camera 530 is controlled by a camera controller provided by the computer 524, and image data representing images or videos captured by the camera 530 is temporarily stored on a memory forming part of the computer 524. In some examples, the eyeglass device 119 may have a pair of cameras 530, for example, housed by respective end pieces 521.

[0116] The onboard computer 524 and the lens 512 are configured to together provide an external control system 107 that allows a user to use a client device 102 to control and interact with AR objects presented in the lens 512. Specifically, the lens 512 can display virtual content, such as AR objects, including avatars, game objects, sticks, spheres, cubes, or any other suitable objects, and one or more real-world objects of the real-world environment, such as the real-world client device 102. This makes it appear to the user that the virtual content is integrated within the real-world environment that the user is viewing through the lens 512. In some examples, the virtual content is received from the client device 102. In some examples, the virtual content is received directly from the application server 114. In some examples, the virtual content is received from the gaming system 212.

[0117] The onboard computer 524 receives input from the user to drag or move the AR object into a specific display position, such as from interaction data received from the client device 102. The input may indicate whether the display position is anchored to a specific real-world object. In such a case, when the lens 512 is moved to view different parts of the real-world environment, the AR object remains fixed in the display position with respect to the specific real-world object, and if the lens 512 is turned or moved a sufficient distance away from the display position of the AR object, the AR object can be removed from the field of view. In some examples, the display position is not anchored, in which case the AR object display position is also updated to remain within the field of view when the lens 512 is moved to view different parts of the real-world environment. This allows the user to move around in their surroundings and always and continuously see the AR object.

[0118] The eyeglass device 119 includes an accelerometer and / or gyroscope and a touch interface and voice command system. Based on input received by the eyeglass device 119 from the accelerometer and touch interface and voice command system, the eyeglass device 119 can control the user's interaction with the virtual content. The accelerometer and / or gyroscope can be used to determine the movement and orientation of the wearer's head to generate movement information of the wearer's avatar, which is included and displayed in a voice-based communication session with another user.

[0119] The eyeglass device 119 may include a communication device for communicating with the client device 102. Based on such communication with the client device 102, the eyeglass device 119 may determine the real-world position of the client device 102 and the physical movement of the client device 102 and the interaction performed by the user with the client device 102. The eyeglass device 119 may receive interaction data from the client device 102. Specifically, the client device 102 may capture movement information via one or more sensors, such as an accelerometer and / or a gyroscope of the client device 102. The client device 102 may collect the movement information and generate interaction data provided to the eyeglass device 119. The eyeglass device 119 may process the interaction data to update, generate and / or modify one or more AR objects displayed by the eyeglass device 119.

[0120] The eyewear device 119 also includes one or more communication devices, such as a Bluetooth Low Energy (BLE) communication interface. Such a BLE communication interface enables the eyewear device 119 to wirelessly communicate with the client device 102. Instead of or in addition to the BLE communication interface, other forms of wireless communication such as a WiFi direct connection interface may also be used. The BLE communication interface implements a standard number of BLE communication protocols.

[0121] The first communication protocol implemented by the BLE interface of the eyeglass device 119 enables an unencrypted link to be established between the eyeglass device 119 and the client device 102. In this first protocol, the link layer communication (physical interface or medium) between the eyeglass device 119 and the client device 102 includes unencrypted data. In this first protocol, the application layer (the communication layer that operates on the physically exchanged data) encrypts and decrypts the data that is physically exchanged in an unencrypted form on the link layer of the BLE communication interface. In this way, the data exchanged on the physical layer may be freely read by the eavesdropping device, but if the decryption operation is not performed in the application layer, the eavesdropping device will not be able to decipher the exchanged data.

[0122] The second communication protocol implemented by the BLE interface of the eyeglass device 119 enables an encrypted link to be established between the eyeglass device 119 and the client device 102. In this second protocol, the link layer communication (physical interface) between the eyeglass device 119 and the client device 102 receives data from the application layer and adds a first type of encryption to the data before exchanging the data through the physical medium. In this second protocol, the application layer (the communication layer that operates on the physically exchanged data) may or may not use the second type of encryption to encrypt and decrypt the data that is physically exchanged in an encrypted form using the first type of encryption on the link layer of the BLE communication interface. That is, the data may be first encrypted by the application layer, and then the data may be further encrypted by the physical layer before being exchanged through the physical medium. After being exchanged through the physical medium, the data is decrypted by the physical layer and then decrypted again by the application layer (e.g., using different types of encryption). In this way, the data exchanged on the physical layer cannot be read by the eavesdropping device because the data is encrypted in the physical medium.

[0123] In some examples, the client device 102 communicates with the eyeglass device 119 using a first protocol to exchange interactive data, images, videos, and / or virtual content between the messaging client 104 and the eyeglass device 119. In some examples, the client device 102 communicates with the eyeglass device 119 using a second protocol to exchange interactive data, images, videos, and / or virtual content between the messaging client 104 and the eyeglass device 119.

[0124] External control system

[0125] Figure 6 600 is a flow chart illustrating example operations of the external control system 107 when performing the process 600 according to some examples. The process 600 may be embodied in computer-readable instructions for execution by one or more processors, such that the operations of the process 600 may be performed in part or in whole by functional components of the external control system 107; therefore, the process 600 is described below by way of example with reference to the process 600. However, in other examples, at least some of the operations of the process 600 may be deployed on various other hardware configurations. Therefore, the process 600 is not intended to be limited to the external control system 107, but may be implemented in whole or in part by any other component. Some or all of the operations of the process 600 may be parallel, out of order, or omitted entirely.

[0126] At operation 601 , as discussed above, the external control system 107 establishes communication with an external client device (eg, the client device 102 ) through one or more processors of an AR device (eg, the eyewear device 119 ).

[0127] At operation 602 , as discussed above, the external control system 107 overlays a first AR object on a real-world environment viewed using the AR device through the AR device.

[0128] At operation 603 , as discussed above, the external control system 107 receives interaction data from the external client device representing one or more inputs received by the external client device.

[0129] At operation 604 , as discussed above, the external control system 107 modifies the first AR object through the AR device in response to receiving the interaction data from the external client device.

[0130] Figure 7 , Figure 8 , Fig. 9A and Fig. 9B is an illustrative screen of external control system 107 according to some examples. Figure 7 , Figure 8 , Fig. 9A and Fig. 9B The screen shown in can be provided by the messaging client 104 of one or more client devices 102 , other applications implemented on one or more client devices 102 , and / or the eyeglass device 119 .

[0131] Figure 7 A user interface 700 presented by the eyeglass device 119 is shown. The user interface 700 includes a real-world environment 710. The real-world environment 710 includes a mobile phone 720 (e.g., the client device 102). The eyeglass device 119 can establish a common coordinate system with the mobile phone 720 via the user interface 700. Once the common coordinate system is established, the eyeglass device 119 can exchange sensor and position information with the mobile phone 720. That is, the mobile phone 720 can determine its current 3D position relative to the common coordinate system. The mobile phone 720 can transmit data indicating the 3D relative position of the mobile phone 720 to the eyeglass device 119. In response, the eyeglass device 119 can update one or more AR objects based on the 3D position of the mobile phone 720.

[0132] In some examples, to establish a common coordinate system, the eyeglass device 119 instructs the mobile phone 720 to present a marker 722. The mobile phone 720 may present the marker 722 on the screen of the mobile phone 720. The eyeglass device 119 may instruct the wearer or user of the eyeglass device 119 to move the eyeglass device 119 around the real-world environment 710 to bring the mobile phone 720 into the field of view. The eyeglass device 119 may detect when the mobile phone 720 is brought into the field of view, for example, by capturing an image of the real-world environment 710 and applying one or more object recognition techniques (e.g., trained artificial neural networks) to the image to detect a depiction of the mobile phone 720. In some examples, a common coordinate system may be determined using machine learning techniques (e.g., one or more trained artificial neural networks) to determine the 3D pose of the client device 102 relative to the camera of the eyeglass device 119.

[0133] In some examples, once the mobile phone 720 is detected in one or more images captured by the eyeglass device 119, the eyeglass device 119 instructs the user to stop moving. At this time, the eyeglass device 119 can instruct the mobile phone 720 to identify the origin of the mobile phone 720 relative to the public coordinate system in 3D. At the same time, the eyeglass device 119 identifies the origin of the eyeglass device 119 relative to the public coordinate system in 3D. A progress bar 730 can be presented on the mobile phone 720, which indicates the progress of establishing the public coordinate system. The mobile phone 720 and the eyeglass device 119 exchange the origin to establish the public coordinate system. In response to receiving the origin of the eyeglass device 119 relative to the public coordinate system, the mobile phone 720 updates the progress bar 730 to indicate that the public coordinate system has been successfully established.

[0134] like Figure 8 , Fig. 9A and Fig. 9B As shown in , the mobile phone 720 and the eyeglass device 119 can communicate with each other relative to a common coordinate system to enable display and modification of one or more AR objects within the field of view of the eyeglass device 119. For example, the eyeglass device 119 can detect a depiction of the mobile device 830 in one or more images of the real world environment 810 captured by the eyeglass device 119. The mobile device 830 can receive input from a user requesting to play a game on a game console. The mobile device 830 can transmit an indication to the eyeglass device 119, which instructs the eyeglass device 119 to generate an AR object including a game controller for a game console. The indication may include an identifier of the type of game console.

[0135] The glasses device 119 can access the API of the game console based on the game console type to retrieve an AR object representing a game controller for the game console. The glasses device 119 can then select the game controller associated with the game console and present the game controller as an AR object on the real world environment 810. In some examples, the glasses device 119 can overlay the AR object on the mobile device 830. The glasses device 119 can capture a video feed depicting the AR object and the user's hand / fingers. The user's hand / fingers can be placed at the location of the mobile device 830 and relative to the AR object of the game controller.

[0136] In some examples, the eyewear device 119 may detect the position of a hand / finger relative to one or more buttons of an AR object of a game controller. In response to detecting that a hand / finger overlaps one or more buttons of an AR object of a game controller, the eyewear device 119 identifies a game function corresponding to the one or more buttons. The eyewear device 119 may transmit a communication to the game console that identifies the game function corresponding to the button on which the hand / finger is detected to be overlapping. The game console may then perform the game function operation in the game running on the game console.

[0137] In some examples, the eyewear device 119 can present an AR wand 840 with the real-world environment 810. The AR wand 840 can be placed anywhere within the field of view of the real-world environment 810. In some cases, the AR wand 840 can be positioned relative to the mobile device 830 to appear as if the AR wand 840 is extending from the mobile device 830 toward the real-world environment 810. In some examples, the AR wand 840 includes an AR beam that can be used to virtually mark or identify different parts of the real-world environment 810.

[0138] The mobile device 830 can detect the movement of the mobile device 830 in the 3D space by accessing sensor information. For example, the mobile device 830 can receive or access accelerometer measurements and / or gyroscope measurements to determine an offset relative to the origin in a common coordinate system. The offset can be used to identify a new point within the common coordinate system. The new point is transmitted from the mobile device 830 to the eyeglass device 119. The eyeglass device 119 updates the AR rod 840 and / or the AR beam in response to receiving a new point in the 3D space. For example, if the mobile device 830 moves to the right relative to the eyeglass device 119, the eyeglass device 119 can move the AR rod 840 and / or the AR beam to point to the right. The eyeglass device 119 can update the orientation of the AR rod 840 and / or the AR beam in any direction, and the any direction corresponds to the direction in the 3D space that the mobile device 830 has been detected by the mobile device 830 as moving along.

[0139] In some examples, the eyeglass device 119 captures one or more images of the mobile device 830. The eyeglass device 119 applies one or more visual odometry processes to the captured images to track the 3D position of the mobile device 830 and determine changes in the 3D positioning of the mobile device 830. Based on the changes in positioning, the eyeglass device 119 can update the orientation of the AR stick 840 and / or the AR beam in any direction that corresponds to the direction in the 3D space that the mobile device 830 has been detected as moving.

[0140] In some examples, the eyeglass device 119 may advance or animate an AR object while moving along a specific trajectory and at a specific progress, speed, or rate based on the movement of the mobile device 830. For example, the eyeglass device 119 may present an AR object, such as an AR ball or sphere within the lens of the eyeglass device 119. The eyeglass device 119 may receive interaction data indicating the movement of the mobile device 830 in a specific direction in 3D space from the mobile device 830. The interaction data may also indicate acceleration and / or rate or velocity measurements. The eyeglass device 119 may then use the interaction data to animate the movement of the AR ball or sphere in the same direction as the direction indicated by the mobile device 830 and at the same rate, acceleration, and / or speed indicated by the interaction data. This makes it appear as if the AR object is being propelled in a specific direction corresponding to the direction and rate of movement of the mobile device 830.

[0141] In some examples, the eyeglass device 119 may animate the movement of the AR sphere 820 toward a trajectory 822 in the 3D space of the eyeglass device 119. The eyeglass device 119 may extend the AR stick 840 from the mobile device 830. The eyeglass device 119 may update the position and orientation of the AR stick 840 based on the movement information or interaction data received from the mobile device 830. The eyeglass device 119 may determine that the current position of the AR stick 840 in the 3D space overlaps or intersects with the current position of the AR sphere 820. This may indicate that the AR stick 840 has made virtual contact with the AR sphere 820. In response, the eyeglass device 119 may update the trajectory 822, for example, to make it appear as if the AR sphere 820 falls to the floor or is sent in the opposite direction of the trajectory 822 that was originally animated to move toward the eyeglass device 119.

[0142] In some examples, the eyewear device 119 may modify the display or visual characteristics or properties of one or more AR objects based on options selected on the client device 102. These types of interactions are described in detail in the accompanying drawings. Fig. 9A and Fig. 9B Shown in.

[0143] For example, Fig. 9AAs shown in the user interface 900 of FIG. 1 , the eyeglass device 119 is used to view a real-world environment 910. The real-world environment 910 includes a real-world mobile device 920. The real-world mobile device 920 may present an option 922 for generating and / or controlling an AR object 940 displayed in a lens of the eyeglass device 119. Specifically, the real-world mobile device 920 may receive an input of a tap on the option 922. In response, the real-world mobile device 920 sends interaction data indicating that the user tapped or selected the option 922 to the eyeglass device 119. In response to receiving the interaction data, the eyeglass device 119 may add the AR object 940 to the display in the lens to overlay the real-world environment 910.

[0144] In some cases, the eyeglass device 119 may generate an AR wand 930 extending away from the real-world mobile device 920. The eyeglass device 119 may animate an AR object 940 to be shot out from the AR wand 930. The AR object 940 may be animated to be shot out from the AR wand 930 in the direction in which the AR wand 930 is pointing.

[0145] In some examples, the real-world mobile device 920 receives input including a sliding gesture. The sliding gesture may include dragging a finger left / right along the screen of the real-world mobile device 920. The real-world mobile device 920 may send interaction data indicating the direction of the sliding finger to the glasses device 119. The glasses device 119 may modify one or more visual attributes of the AR stick 930 in response to the interaction data. For example, the glasses device 119 may modify the type of AR object 940 ejected from the AR stick 930, the color of the AR stick 930 and the AR object 940, and / or the pattern associated with the AR stick 930 or the AR object 940. In some examples, the AR object 940 may represent an avatar or character in a game. In response to receiving interaction data indicating a tap or selection option 922 from the real-world mobile device 920, the glasses device 119 may bounce, move, or otherwise animate an avatar or character in the game to perform a specified action or operation.

[0146] In some examples, in response to determining that the interaction data indicates that the real-world mobile device 920 receives a swipe in a left direction, the eyewear device 119 displays an AR 3D carousel 950 including one or more icons representing different visual attributes of the AR wand 930. The AR 3D carousel 950 may be centered on the AR wand 930 and may rotate around the AR wand 930 in a direction corresponding to the swipe direction indicated by the real-world mobile device 920. The rate at which the 3D carousel 950 rotates may correspond to the speed or rate at which the swipe gesture is performed and is indicated in the interaction data received from the real-world mobile device 920. In some examples, in response to a first tap or input detected by the real-world mobile device 920, a first AR object having a first visual attribute corresponding to an icon selected by rotating the 3D carousel 950 may be added to the real-world environment 910. Then, in response to a second tap or input detected by the real-world mobile device 920, a second AR object having a second visual attribute (different from the first visual attribute) corresponding to another icon selected by rotating the 3D carousel 950 may be added to the real-world environment 910. The first AR object and the second AR object may be simultaneously presented in the real-world environment 910.

[0147] In some examples, the real-world mobile device 920 can be used to modify the orientation, size, 3D position, or animation associated with an AR object displayed by the eyewear device 119. For example, Fig. 9B As shown in user interface 901 of FIG. 1 , the real-world mobile device 920 may detect or receive input of the touch and hold option 926. In some cases, in response to receiving input of the touch and hold option 926, the real-world mobile device 920 instructs the eyewear device 119 to display an icon 936 representing movement of an AR object.

[0148] In some cases, the real-world mobile device 920 may detect an input of dragging the option 926 upward / downward after touching and holding the option 926. In such a case, the interaction data sent to the glasses device 119 may instruct the glasses device 119 to modify the 3D depth or position in the real-world environment. For example, dragging the option 926 upward on the screen of the real-world mobile device 920 may cause the glasses device 119 to reduce the aspect ratio of the AR object 942 (or increase the depth of the AR object 942) and send the AR object 942 further into the real-world environment away from the glasses device 119. Dragging the option 926 downward on the screen of the real-world mobile device 920 may cause the glasses device 119 to increase the aspect ratio of the AR object 942 (or reduce the depth of the AR object 942) and send the AR object 942 closer to the glasses device 119 in the real-world environment.

[0149] In some cases, the left-right drag option 926 may instruct the glasses device 119 to rotate the AR object 942 in the corresponding direction. For example, dragging the option 926 to the left on the screen of the real-world mobile device 920 may cause the glasses device 119 to rotate the AR object 942 to the left in 3D. For example, dragging the option 926 to the right on the screen of the real-world mobile device 920 may cause the glasses device 119 to rotate the AR object 942 to the right in 3D. The speed or rate of rotating the AR object 942 may correspond to the speed or rate of dragging the option 926 to the left / right.

[0150] Machine Architecture

[0151] Fig.10 1000 in which instructions 1008 (e.g., software, programs, applications, applet, application (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 convert 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 device, 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 taken to include a collection of machines that individually or jointly execute instructions 1300 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 a particular method or algorithm are performed on the client side.

[0152] 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 a multi-core processor that 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.

[0153] The memory 1004 includes a main memory 1012, a static memory 1014, and a storage unit 1016, all of which are accessible by the processor 1002 via the bus 1040. The main memory 1004, the static memory 1014, and the storage unit 1016 store instructions 1008 that implement any one or more of the methods or functions described herein. The instructions 1008 may also reside, completely or partially, in the main memory 1012, in the static memory 1014, in the machine-readable medium 1018 in the storage unit 1016, in at least one of the processors 1002 (e.g., in a cache memory of a processor), or in any suitable combination thereof during execution thereof by the machine 1000.

[0154] I / O components 1038 may include various components that receive input, provide output, generate output, transmit information, exchange information, capture 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 be less likely to include such a touch input device. It should be understood that I / O components 1038 may include Fig.101024 and 1026. 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 point-based input component (e.g., a mouse, a touch pad, a trackball, a joystick, a motion sensor, or another pointing instrument), a tactile input component (e.g., a physical button, a touch screen or other tactile input component that provides location and force of a touch or touch gesture), an audio input component (e.g., a microphone), etc.

[0155] In other examples, I / O components 1038 may include biometric components 1028, motion components 1030, environment components 1032, or position components 1034, as well as a wide range of other components. For example, biometric components 1028 include 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. Motion components 1030 include acceleration sensor components (e.g., accelerometers), gravity sensor components, rotation sensor components (e.g., gyroscopes).

[0156] Environmental components 1032 include, for example, one or more cameras (with still image / photo and video capabilities), lighting sensor components (e.g., a photometer), temperature sensor components (e.g., one or more thermometers that detect ambient temperature), humidity sensor components, pressure sensor components (e.g., a barometer), acoustic sensor components (e.g., one or more microphones that detect background noise), proximity sensor components (e.g., an infrared sensor that detects nearby objects), gas sensors (e.g., a gas detection sensor for detecting concentrations of hazardous gases for safety purposes or for measuring pollutants in the atmosphere), or other components that can provide indications, measurements, or signals corresponding to the surrounding physical environment.

[0157] With respect to cameras, client device 102 can 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 can, for example, be used to capture still images and videos of a user of client device 102 (e.g., a "selfie"), which can then be enhanced with the enhancement data (e.g., filters) described above. For example, the rear-facing camera can be used to capture still images and videos in a more traditional camera mode, which are similarly enhanced using the enhancement data. In addition to the front and rear cameras, client device 102 can also include a 360° camera for capturing 360° photos and videos.

[0158] 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.

[0159] The location component 1034 includes a positioning sensor component (e.g., a GPS receiver component), an altitude sensor component (e.g., an altimeter or barometer that detects air pressure, from which the altitude can be obtained), an orientation sensor component (e.g., a magnetometer), and the like.

[0160] Various technologies may be used to implement communications. 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 another 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, Parts (e.g. Low power consumption), Components and other communication components for providing communication via other forms. Device 1022 can be another machine or any peripheral device among various peripheral devices (e.g., a peripheral device coupled via USB).

[0161] In addition, the communication component 1036 can detect the identifier or include a component operable 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, data symbol (Dataglyph), maximum code (MaxiCode), PDF417, UltraCode, UCC RSS-2D bar codes, and other optical codes) or an acoustic detection component (e.g., a microphone for identifying an audio signal of a tag). In addition, various information can be obtained via the communication component 1036, such as obtaining positioning via Internet Protocol (IP) geolocation, ... Positioning is obtained through signal triangulation, positioning is obtained via detection of NFC beacon signals that can indicate a specific position, etc.

[0162] 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. These instructions (e.g., instructions 1008) when executed by processor 1002 cause various operations to implement the disclosed examples.

[0163] The instructions 1008 may be transmitted or received over the network 1020 via a network interface device (e.g., a network interface component included in the communications component 1036) using a transmission medium and using any of a number of well-known transmission protocols (e.g., the Hypertext Transfer Protocol (HTTP)). Similarly, the instructions 1008 may be transmitted or received via a coupling (e.g., a peer-to-peer coupling) with the device 1022 using a transmission medium.

[0164] Software Architecture

[0165] Fig.11 1100 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.

[0166] The operating system 1112 manages hardware resources and provides public services. The operating system 1112 includes, for example, a kernel 1114, a service 1116, and a driver 1122. The kernel 1114 acts as an abstraction layer between the hardware layer and other software layers. For example, the kernel 1114 provides memory management, processor management (e.g., scheduling), component management, networking and security settings, and other functions. The service 1116 can provide other public services to other software layers. The driver 1122 is responsible for controlling or interfacing with the underlying hardware. For example, the driver 1122 may include a display driver, a camera driver, or Low-power drivers, Flash drivers, Serial communication drivers (e.g., USB drivers), Drivers, audio drivers, power management drivers, etc.

[0167] 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 operation of various media formats, such as Moving Picture Experts Group-4 (MPEG4), Advanced Video Coding (H.264 or AVC), Moving Picture Experts Group-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 .

[0168] 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.

[0169] 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., an application created by an entity other than a 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.

[0170] Glossary

[0171] "Carrier signal" in this context refers to any intangible medium capable of storing, encoding or carrying instructions, transitory or non-transitory, for execution by a machine, and includes digital or analog communications signals or other intangible media to facilitate communication of such instructions. Instructions may be transmitted or received over a network via a network interface device using a transitory or non-transitory transmission medium and using any of several well-known transmission protocols.

[0172] A "client device" in this context refers to any machine that interfaces with a communication 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 PDA, a smart phone, a tablet computer, an ultrabook, a netbook, a laptop computer, a multiprocessor system, a microprocessor-based or programmable consumer electronics product, a game console, a set-top box, or any other communication device that a user may use to access a network.

[0173] A "communication network" in this context refers to 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 rate for GSM evolution (EDGE) technology, the third generation partnership project (3GPP) including 3G, fourth generation wireless (4G) network, 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.

[0174] "Ephemeral messages" in this context refer to messages that are accessible for a limited duration in time. Ephemeral messages can be text, images, videos, etc. The access time of ephemeral messages 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 ephemeral.

[0175] "Machine-readable medium" in this context refers to a component, device, or other tangible medium capable of temporarily or permanently storing instructions and data, and may include, but is not limited to, random access memory (RAM), read-only memory (ROM), buffer memory, flash memory, optical media, magnetic media, cache memory, other types of storage devices (e.g., erasable programmable read-only memory (EEPROM)), and / or any suitable combination thereof. The term "machine-readable medium" should be considered to include a single medium or multiple media (e.g., a centralized or distributed database or associated cache memory and server) capable of storing instructions. The term "machine-readable medium" should also be considered to include any medium or combination of multiple media capable of storing instructions (e.g., code) executed by a machine, such that the instructions, when executed by one or more processors of the machine, cause the machine to perform any one or more of the methods described herein. Therefore, "machine-readable medium" refers to a single storage device or device, as well as a "cloud-based" storage system or storage network comprising multiple storage devices or devices. The term "machine-readable medium" does not include the signal itself.

[0176] "Component" in this context refers to a device, a physical entity, or logic with the following boundaries, which is defined by a function or subroutine call, a branch point, an API, or other technical definitions that provide partitioning or modularization for a specific processing or control function. Components can be docked with other components via their interfaces to perform machine processing. Components can be packaged functional hardware units designed for use with other components, and can be part of a program that generally performs a specific function in related functions. Components can constitute software components (e.g., codes embodied on a machine-readable medium) or hardware components. "Hardware components" are tangible units that can perform certain operations and can be configured or arranged in a certain physical manner. In various examples, one or more computer systems (e.g., independent computer systems, client computer systems, or server computer systems) or one or more hardware components (e.g., processors or processor groups) of a computer system can be configured by software (e.g., applications or application parts) to operate to perform certain operations as described herein. Hardware components.

[0177] The hardware components may also be implemented mechanically, electronically, or in any suitable combination thereof. For example, the hardware components may include a dedicated circuit system or logic that is permanently configured to perform certain operations. The hardware components may be a dedicated processor such as a field programmable gate array (FPGA) or an ASIC. The hardware components may also include a programmable logic or circuit system that is temporarily configured to perform certain operations by software. For example, the hardware components may include software executed by a general-purpose processor or other programmable processor. Once configured by such software, the hardware components become a specific machine (or a specific component of a machine) that is uniquely customized to perform the configured function and are no longer a general-purpose processor. It should be understood that it may be decided for cost and time considerations whether to implement the hardware components mechanically in a dedicated and permanently configured circuit system or in a temporarily configured (e.g., configured by software) circuit system. 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. 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 be a special-purpose processor, the general-purpose processor can be configured to be a different special-purpose processor (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 a different hardware component at a different time.

[0178] 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 coupled in communication. In the case of multiple hardware components simultaneously, communication can be realized by signal transmission between or among two or more hardware components (for example, by appropriate circuits and buses). 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 accessed by multiple hardware components and retrieving information in the memory structure. For example, a hardware component can perform an operation, and the output of the operation is stored in a memory device coupled in communication with it. Then, other hardware components can access the memory device at a subsequent time to retrieve the stored output and process it.

[0179] The hardware component may also initiate communication with an input device or an output device, and may operate on a resource (e.g., a collection of information). 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, a "processor-implemented component" refers to a hardware component implemented using one or more processors. Similarly, the methods 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 of the operations of the method may be performed by one or more processors 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., APIs). The execution of certain operations may be distributed among processors, rather than residing only in a single machine, but may be deployed across several machines. In some examples, a processor or a processor-implemented component may be located in a single geographic location (e.g., in a home environment, an office environment, or a server farm). In other examples, a processor or a processor-implemented component may be distributed across several geographic locations.

[0180] A "processor" in this context refers to any circuit or virtual circuit (a physical circuit simulated by logic executed on an actual processor) that manipulates data values ​​according to control signals (e.g., "commands," "opcodes," "machine codes," etc.) and produces corresponding output signals used to operate a machine. For example, a processor may be 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 ASIC, a radio frequency integrated circuit (RFIC), or any combination thereof. A processor may also be a multi-core processor having two or more independent processors (sometimes referred to as "cores") that can execute instructions simultaneously.

[0181] A "timestamp" in this context refers to a sequence of characters or encoded information that identifies when some event occurred, for example, thereby giving a date and time of day, sometimes accurate to a fraction of a second.

[0182] 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.

[0183] Modules, components and logic

[0184] Certain examples are described herein as including logic or several components, modules, or mechanisms. A module may constitute a software module (e.g., code contained on a machine-readable medium or in a transmission signal) or a hardware module. A "hardware module" is a tangible unit capable of performing certain operations and may be configured or arranged in a physical manner. In various examples, one or more computer systems (e.g., a stand-alone computer system, a client computer system, or a server computer system) or one or more hardware modules of a computer system (e.g., a processor or a group of processors) are configured by software (e.g., an application or application portion) to operate to perform certain operations as described herein. Hardware module.

[0185] In some examples, the hardware module is implemented mechanically, electronically, or any suitable combination thereof. For example, the hardware module may include a dedicated circuit system or logic that is permanently configured to perform certain operations. For example, the hardware module may be a dedicated processor such as a field programmable gate array (FPGA) or an application specific integrated circuit (ASIC). The hardware module may also include a programmable logic or circuit system that is temporarily configured to perform certain operations by software. For example, the hardware module may include software contained in a general-purpose processor or other programmable processor. It should be understood that it can be decided whether to implement the hardware module mechanically in a dedicated and permanently configured circuit system or to implement the hardware components in a circuit system of a temporary configuration (e.g., configured by software) for cost and time considerations.

[0186] Therefore, the phrase "hardware module" should be understood to include a tangible entity, that is, an entity that is physically constructed, permanently configured (e.g., hardwired) or temporarily configured (e.g., programmed) to operate in a certain manner or perform certain operations described herein. As used herein, a "hardware implementation module" refers to a hardware module. Considering an example in which a hardware module is temporarily configured (e.g., programmed), it is not necessary to configure or instantiate each hardware module in a hardware component at any one time. For example, in the case where a hardware module includes a general-purpose processor that becomes a special-purpose processor through software configuration, the general-purpose processor can be configured as a correspondingly different special-purpose processor (e.g., including different hardware modules) at different times. The software can configure a specific one or more processors accordingly, for example, to constitute a specific hardware module at one time and to constitute different hardware modules at different times.

[0187] A hardware module can provide information to other hardware components and receive information from other hardware modules. Therefore, the described hardware modules can be considered to be coupled in communication. In the case of multiple hardware modules at the same time, communication can be achieved by transmitting signals between or among two or more hardware modules (for example, through appropriate circuits and buses). In an example in which multiple hardware modules are configured or instantiated at different times, communication between or among such hardware modules can be achieved, for example, by storing information in a memory structure accessed by multiple hardware modules and retrieving information in the memory structure. For example, a hardware module performs an operation, and the output of the operation is stored in a memory device coupled in communication. Then, other hardware modules can access the memory device at a subsequent time to retrieve and process the output of the storage. The hardware module can also initiate communication with an input device or an output device, and can operate on resources (for example, a collection of information).

[0188] 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 the relevant operations. Whether temporarily or permanently configured, such processors constitute processor-implemented modules that operate to perform one or more operations or functions described herein. As used herein, a "processor-implemented module" refers to a hardware module implemented using one or more processors.

[0189] Similarly, the method described herein can be implemented at least in part by a processor, wherein the specific one or more processors are examples of hardware. For example, at least some operations of the method can be performed by one or more processors or a module implemented by the processor. In addition, one or more processors can also be operated to support the execution of related operations in a "cloud computing" environment or operate as "software as a service" (SaaS). For example, at least some operations in the operation can be performed by a group of computers (as an example of a machine including a processor), wherein these operations can be accessed via a network (e.g., the Internet) and via one or more appropriate interfaces (e.g., API).

[0190] The execution of certain operations can be distributed among processors, not just resident in a single machine, but can be deployed across several machines. In some examples, the processor or the module implemented by the processor is 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 the module implemented by the processor is distributed across several geographic locations.

Claims

1. A method comprising: establishing, by one or more processors of an augmented reality (AR) device, communications with an external client device; superimposing, by the AR device, a first AR object on a real-world environment viewed using the AR device; receiving, from the external client device, interaction data representing one or more inputs received by the external client device; as well as In response to receiving the interaction data from the external client device, the first AR object is modified by the AR device.

2. The method according to claim 1, wherein: The external client device comprises a smart phone, and wherein the AR device comprises an AR glasses device.

3. The method according to any one of claims 1 to 2, further comprising: detecting, by the AR device, a depiction of the external client device in one or more images of the real-world environment captured by the AR device; Select the game controller associated with the external game console; as well as The game controller is presented as the first AR object over the depiction of the external client device in the one or more images.

4. The method according to claim 3, further comprising: detecting, by the AR device, tracing of one or more fingers on a portion of the game controller; identifying one or more buttons of the game controller at the location where the tracing of the one or more fingers is detected; as well as A gaming function corresponding to the identified one or more buttons is executed on the gaming console.

5. The method according to claim 4, further comprising: Communications are transmitted by the AR device to the game console, the communications identifying a game function corresponding to the identified one or more buttons, wherein tracing of the one or more fingers is detected over the identified one or more buttons.

6. The method according to any one of claims 1 to 5, wherein: The real-world environment viewed using the AR device includes the external client device, and wherein the first AR object includes an AR beam extending away from the external client device.

7. The method according to claim 6, further comprising: detecting three-dimensional (3D) movement of the external client device based on the received interaction data; as well as A direction of the AR beam is updated based on the 3D movement.

8. The method according to claim 7, wherein: The external client device receives sensor data, the sensor data comprising at least one of one or more accelerometer measurements or one or more gyroscope measurements, and wherein the external client device generates the interaction data based on the sensor data.

9. The method according to claim 7, wherein: Detecting the 3D movement includes: receiving, via a camera of the AR device, one or more images depicting the external client device; and Image processing including visual odometry is applied to the one or more images to track the position of the external client device in 3D space.

10. The method according to any one of claims 1 to 9, wherein: The real world environment viewed using the AR device includes the external client device, and the method further includes: detecting three-dimensional (3D) movement of the external client device based on received interaction data, the interaction data being generated based on sensor data including at least one of one or more accelerometer measurements or one or more gyroscope measurements; and The first AR object is propelled toward a direction of the 3D movement at a speed corresponding to the speed of the 3D movement.

11. The method according to any one of claims 1 to 10, further comprising: causing the external client device to display a mark; capturing, by the AR device, an image of the marker displayed by the external client device; as well as In response to capturing the image of the marker, a common coordinate system is established between the external client device and the AR device.

12. The method according to claim 11, wherein: The external client device determines a first origin three-dimensional (3D) position of the external client device relative to the common coordinate system based on current measurements obtained from one or more sensors of the external client device, and wherein the AR device determines a second origin 3D position of the AR device relative to the common coordinate system based on the position of the marker in the image.

13. The method according to claim 12, further comprising: superimposing a second AR object including a wand on the real-world environment viewed using the AR device; animating movement of the first AR object along the trajectory toward the AR device; detecting movement of the external client device based on the interaction data; determining a current 3D position of the external client device using the common coordinate system based on the detected movement; as well as The orientation of the second AR object is updated based on the detected movement and the current 3D position.

14. The method according to claim 13, further comprising: determining a current 3D position of the external client device such that an updated orientation of the second AR object corresponds to a current position of the first AR object; as well as In response to determining that the updated orientation of the second AR object corresponds to the current position of the first AR object, the trajectory of the first AR object is modified.

15. The method according to claim 12, further comprising: causing the external client device to display options on a screen of the external client device; determining that the interaction data indicates that the option has been selected on the external client device; as well as In response to determining that the interaction data indicates that the option has been selected on the external client device, the first AR object is caused to be presented on the AR device.

16. The method according to claim 12, further comprising: determining that the interaction data indicates that a sliding input has been received by the external client device, the sliding input causing a 3D carousel to be animated, the 3D carousel representing different visual attributes of the first AR object; as well as In response to determining that the interaction data indicates that the sliding input has been received by the external client device, a visual attribute of the first AR object is changed.

17. The method according to claim 12, further comprising: causing the external client device to display options on a screen of the external client device; determining that the interaction data indicates that the option continues to be selected on the external client device via a press and hold operation; as well as In response to determining that the interaction data indicates that the option continues to be selected on the external client device, presenting a trackpad including one or more options for changing the 3D position of the first AR object on the external client device.

18. The method according to claim 17, further comprising: In response to a first sliding motion along a first direction of the touch panel, rotating the first AR object around an axis of the first AR object; as well as In response to a second sliding motion along a second direction of the touch panel, the perceived distance between the first AR object and the AR device is modified.

19. A system comprising: A processor of an augmented reality (AR) device, configured to perform operations comprising: Establishing communications with external client devices; superimposing, by the AR device, a first AR object on a real-world environment viewed using the AR device; receiving, from the external client device, interaction data representing one or more inputs received by the external client device; and In response to receiving the interaction data from the external client device, the first AR object is modified by the AR device.

20. A non-transitory machine-readable storage medium comprising instructions that, when executed by one or more processors of a machine, cause the machine to perform operations comprising: establishing, by one or more processors of an augmented reality (AR) device, communications with an external client device; superimposing, by the AR device, a first AR object on a real-world environment viewed using the AR device; receiving, from the external client device, interaction data representing one or more inputs received by the external client device; as well as In response to receiving the interaction data from the external client device, the first AR object is modified by the AR device.

Citation Information

Cited By

  • External controller for an eyewear device

    US12472435B2