External computer vision for eyewear devices

By introducing an external vision system into the smart glasses platform, using external client devices to detect user movements and update virtual content, the problems of high interaction learning curve and waste of resources in the prior art are solved, and interaction efficiency and user experience are improved.

CN119768841APending Publication Date: 2025-04-04SNAP INC
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Patent Information

Application Number
CN202380061301.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2022-08-25
Filing Date
2023-08-22
Publication Date
2025-04-04

AI Technical Summary

Technical Problem

Existing smart glasses platforms have problems with steep learning curves and waste of resources when users interact with virtual content, especially when using gestures or posture recognition.

Method used

By providing an AR system, users can use external client devices to implement an external vision system and interact with virtual content or AR objects displayed by the AR device. The external client device captures the user's image and performs image processing to detect the user's motion and provides interactive data to the AR device to update the virtual content.

Benefits of technology

Reduces the number of pages of input and information 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.

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Abstract

Systems and methods are provided for performing operations on an augmented reality (AR) device using an external vision system. The system establishes communication with an external client device through an AR device. The system overlays, by the AR device, the first AR object on a real-world environment being observed using the AR device. The system receives, from an external client device, interaction data representing motion of a user determined by the external client device. The system modifies, by the AR device, the first AR object in response to receiving interaction data from the external client device.
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Description

[0001] Priority claim

[0002] This application claims the benefit of U.S. patent application serial number 17 / 895,449, filed on August 25, 2022, which is hereby incorporated by reference in its entirety. Background Art

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

[0004] The various figures in the drawings depict only examples of the present disclosure and should not be considered limiting of its scope.

[0005] Figure 1 is a diagrammatic representation of a networked 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 flow diagram illustrating example operations of an external avatar control system according to some examples.

[0011] Figures 7 to 9 are illustrative screens of a graphical user interface for an external avatar control system 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 the real world environment seen through the lenses of 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 of 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 detracts from the user's overall experience. In addition, due to the steep learning curve, users typically have to repeat certain actions multiple times until they learn how to use the sensors, which wastes the resources of 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 hand gestures in images captured by the smart glasses and can perform corresponding modifications to the virtual content. Learning how to correctly do 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 the smart glasses and detract from the overall enjoyment of using the 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 an external visual system implemented by an external client device such as a smart phone. The external client device can capture one or more images depicting a user wearing or using the AR system, and can perform image processing to detect partial or full body motion of the user. The external client device can provide interaction data representing the motion detected by the external client device to the AR device, and the AR device can then perform corresponding modifications to one or more displayed AR objects, such as animating an avatar to mimic the motion performed by the user.

[0018] Specifically, the disclosed technology establishes communication with an external client device through an AR device. The disclosed technology overlays a first AR object on a real world environment being observed using the AR device through the AR device. The disclosed technology receives interaction data representing a user's movement determined by the external client device from the external client device. The disclosed technology modifies the first AR object through the AR device in response to receiving the interaction data from the external client device.

[0019] In this way, the disclosed examples increase the efficiency of electronic devices by reducing the number of pages of input and information required to complete a task and reducing the need to run complex image processing algorithms on the AR device (e.g., by offloading such processing to an external client device). The disclosed examples also increase 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, such as an AR hat, an AR watch, an AR belt, an AR ring, an AR bracelet, an AR earring, and / or an AR headset.

[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 a number of applications including a messaging client 104 and other external applications 109 (e.g., third-party applications). Each messaging client 104 is communicatively coupled to other instances of the messaging client 104 (e.g., hosted on corresponding other client devices 102), a messaging server system 108, and an external app server 110 via a network 112 (e.g., the Internet). The messaging client 104 can 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, among other applications, hosts the external avatar control system 107. 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. The visual system may include one or more machine learning models that have been trained to detect a person or human being and body movements and facial expressions of a person or human being based on training data. 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 positioning of different facial features representing different facial expressions. The visual system of the client device 102 may provide interaction data including motion information to the eyewear device 119 (e.g., the external avatar control system 107 of the eyewear device 119), the motion information including the 3D positions of limbs and joints and / or the positioning of facial features.

[0024] The external avatar control system 107 allows the user to interact with virtual content or AR objects displayed by the eyeglass device 119 using an external visual system implemented by an external client device 102 (such as a smart phone). The client device 102 can capture one or more images depicting the user wearing or using the eyeglass device 119, and can perform image processing to detect partial or full body motion of the user. The client device 102 can provide interaction data representing the motion detected by the client device 102 to the eyeglass device 119, and the eyeglass device 119 can then perform corresponding modifications to one or more displayed AR objects, such as animating the avatar to mimic the motion performed by the user.

[0025] In some examples, the external avatar control system 107 establishes communication with an external client device, such as the client device 102, through one or more processors of the eyeglass device 119. The eyeglass device 119 overlays the first AR object on the real world environment observed using the eyeglass device 119. The eyeglass device 119 receives interaction data representing the user's movement determined by the client device 102 from the client device 102, and in response, modifies the first AR object through the eyeglass device 119.

[0026] In some examples, client device 102 includes a smartphone, and eyewear device 119 includes an AR eyewear device. In some examples, client device 102 includes an external visual system. In some examples, modifying the first AR object includes animating an avatar. In some examples, animating the avatar includes: determining that the interaction data includes body motion information, and generating a full-body avatar as the avatar in response to determining that the motion information includes the body motion information.

[0027] In some examples, the eyeglass device 119 updates one or more body parts of the avatar based on the body movement information received from the client device 102. In some examples, the client device 102 includes an external visual system of the messaging client 104 implemented by a mobile device coupled to the eyeglass device 119. In some examples, the messaging client 104 is configured to apply one or more machine learning models to one or more images depicting the user that have been captured by the mobile device to generate interaction data, wherein the user may be using and / or wearing the eyeglass device 119.

[0028] In some examples, the first AR object may include an avatar representing a user wearing or using the eyeglass device 119. In such a case, the eyeglass device 119 determines that the user's movement includes a fitness activity, and animates the avatar to represent the fitness activity. In some examples, the eyeglass device 119 determines that the user's limbs are moving in a given direction based on the interaction data. In response to determining that the user's limbs are moving in a given direction, the eyeglass device 119 animates the limbs of the avatar to move along the given direction. The limbs of the avatar may correspond to the limbs of the user.

[0029] In some examples, the user's limbs are visible as part of the real-world environment through the eyeglass device 119. In such a case, the eyeglass device 119 determines that the movement of the avatar's limbs corresponds to a completed iteration of the fitness activity. In response to the determination by the AR device that the movement of the avatar's limbs corresponds to a completed iteration of the fitness activity, the eyeglass device 119 updates a counter representing the number of completed iterations of the fitness activity. In some examples, the eyeglass device 119 displays a visual representation of the counter together with the avatar as an overlay on the real-world environment observed using the eyeglass device 119.

[0030] In some examples, the client device 102 is placed on a surface and the camera of the client device 102 is pointed at the user who is using the eyewear device 119 to capture the user's full body. The client device 102 can generate interaction data that is sent to the client device 102 based on one or more images captured by the camera of the external client device.

[0031] The messaging client 104 can communicate and exchange data with other messaging clients 104, eyeglass devices 119, and messaging server systems 108 via the network 112. The data exchanged between the messaging clients 104 and between the messaging clients 104 and the messaging server systems 108 include functions (e.g., commands for activating functions) and payload data (e.g., text, audio, video, or other multimedia data).

[0032] 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 the messaging server system 108 may be a design choice. For example, it may be technically more 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 if the client device 102 has sufficient processing power.

[0033] The messaging server system 108 supports various services and operations provided to the messaging clients 104. Such operations include sending data to the messaging clients 104, receiving data from the messaging clients 104, and processing data generated by the messaging clients 104. As examples, the data may include message content, client device information, geolocation information, media enhancements and overlays, message content persistence conditions, social network information, and live event information. The data exchange within the messaging system 100 is initiated and controlled by functions available via a user interface (UI) of the messaging clients 104.

[0034] Turning now specifically to the messaging server system 108, an application program interface (API) server 116 is coupled to the application server 114 and provides a programming interface to the application server 114. The application server 114 is communicatively coupled to a database server 120, which facilitates access to a database 126 that stores data associated with messages processed by the application server 114. Similarly, a web server 128 is coupled to the application server 114 and provides a web-based interface to the application server 114. To this end, the web server 128 processes incoming network requests via the Hypertext Transfer Protocol (HTTP) and several other related protocols.

[0035] The application program interface (API) server 116 receives and sends message data (e.g., commands and message payloads) between the client device 102 and the application server 114. In particular, the application program interface (API) server 116 provides a set of interfaces (e.g., routines and protocols) that the messaging client 104 can call or query to activate the functions of the application server 114. An application program interface (API) server 116 exposes various functions supported by the application server 114, including: account registration; login functionality; sending messages from a particular messaging client 104 to another messaging client 104 via the application server 114; sending media files (e.g., images or videos) from the messaging client 104 to the messaging server 118; and setting up collections of media data (e.g., stories) for access by another messaging client 104, retrieving a friend list of a user of the client device 102, retrieving such collections, retrieving messages and content, adding and removing entities (e.g., friends) from an entity graph (e.g., a social graph), positioning of friends in a social graph; and opening application events (e.g., related to a messaging client 104).

[0036] 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, which are particularly related 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 content collections (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.

[0037] 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 .

[0038] The image processing server 122 is used to implement the scanning function of the augmented system 208. The scanning function includes: when an image is captured by the client device 102, activating and providing one or more AR experiences on 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 a given one of the 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 overlaying the augmented reality items on the image or video being presented.

[0039] 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 social network server 124 include identifying other users in messaging system 100 who have a relationship with or are "following" a particular user, and also identifying interests and other entities of a particular user.

[0040] 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 the features of an external resource (e.g., a third-party resource) (e.g., an external app 109). The external resource can be a third-party application (external app 109) installed on the client device 102 (e.g., a "local app") or a small-scale version of a third-party application hosted on the client device 102 or away from the client device 102 (e.g., on a third-party server 110) (e.g., a "small application"). 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 local version of a third-party independent application) and is implemented using a markup language document. In one example, the small-scale version of the third-party application (e.g., a "small application") 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 also incorporate scripting languages ​​(eg, .*js files or .json files) and style sheets (eg, .*ss files).

[0041] In response to receiving a user selection of an option to launch or access a feature of an external resource (external app 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 can be launched independently of the messaging client 104 and separately from the messaging client 104, for example, by selecting an icon corresponding to the external application 109 locally installed on the client device 102 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 or limited parts of the small-scale external application 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 app server 110 and processing such a document.

[0042] 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 app 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.

[0043] 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 to a participant in a conversation (e.g., a chat session) in the messaging client 104 about the current or recent use of an external resource by one or more members of a user group. One or more users may be invited to join an active external resource or to start an external resource that was recently used but is currently inactive (in a friend group). The external resource may provide the participants in the conversation (each participant using a corresponding messaging client 104) with the ability to share items, conditions, states, or locations in the external resource with one or more members of a user group entering a chat session. The shared item may be an interactive chat card that members of the chat may interact with, such as 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.

[0044] The messaging client 104 may present a list of available external resources (e.g., third parties 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-dependent menu. For example, icons representing different external applications in the external applications 109 (or applets) may vary based on how the user launches the menu (e.g., from a dialog interface or from a non-dialog interface).

[0045] System Architecture

[0046] Figure 2 1 is a block diagram showing further 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.

[0047] The transient timer system 202 is responsible for implementing temporary or time-limited access to content by the messaging client 104 and the messaging server 118. The transient timer system 202 includes 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). Additional details regarding the operation of the transient timer system 202 are provided below.

[0048] The collection management system 204 is responsible for managing groups and 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 libraries" or "event stories." Such collections can be made available for a specified time period, such as the duration of an event related to the content. For example, content related to a concert can be made available as a "story" for the duration of the concert. The collection management system 204 can also be responsible for publishing an icon that provides notification that a particular collection exists to the user interface of the messaging client 104.

[0049] In addition, the collection management system 204 includes a curation interface 206 that allows a collection manager to manage and curate specific content collections. For example, the curation interface 206 enables an event organizer to curate a content collection related to a specific event (e.g., to delete inappropriate content or redundant messages). In addition, the collection management system 204 uses machine vision (or image recognition technology) and content rules to automatically curate content collections. In some examples, compensation can be paid to users for including user-generated content in a collection. In such a case, the collection management system 204 operates to automatically pay such users for using their content.

[0050] The enhancement system 208 provides various functions that enable a user to enhance (e.g., annotate or otherwise modify or edit) media content associated with a message. For example, the enhancement system 208 provides functions related to generating and publishing media overlays for messages processed by the messaging system 100. The enhancement system 208 is operable to supply 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. The media overlay can include audio and visual content and visual effects. Examples of audio and visual content include pictures, text, logos, animations, and sound effects. Examples of visual effects include color overlays. Audio and visual content or visual effects can be applied to media content items (e.g., photos) at the client device 102. For example, the media overlay can include text, graphic elements, or images that can be overlaid on photos taken by the client device 102. In another example, the media overlay includes a location identification overlay (e.g., Venice Beach), a live event name, 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 the 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 through the database server 120.

[0051] 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 the environment in which a particular media overlay should be provided to other users. The enhancement system 208 generates a media overlay including the uploaded content and associates the uploaded content with the selected geolocation.

[0052] In other examples, the augmentation system 208 provides a merchant-based publishing platform that enables merchants to select specific media coverage associated with a geographic location via a bidding process. For example, the augmentation system 208 associates the media coverage of the merchant with the highest bid with the corresponding geographic location for a predefined amount of time. The augmentation system 208 communicates with the image processing server 122 to obtain an augmented reality experience, and presents an identifier of such 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 of an identifier dedicated to the presentation of an augmented reality experience). Once an augmented reality experience is selected, one or more images, videos, or augmented reality graphic elements are retrieved and presented as an overlay on the image or video captured by the client device 102. In some cases, the camera is switched to a front-facing perspective (e.g., the front-facing camera of the client device 102 is activated in response to the activation of a specific augmented reality experience), and an image from the front-facing camera of the client device 102 instead of the rear-facing 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 .

[0053] 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 enables the display of 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" and media content (e.g., a collection of messages including photos and videos) generated by such friends in the context of the map. For example, on the map interface of the messaging client 104, messages posted by the user to the messaging system 100 from a particular geolocation can be displayed to the "friends" of the particular user in the context of the particular location on the map. The user can also share his or her location and status information with other users of the messaging system 100 (e.g., using appropriate status avatars) via the messaging client 104, where the location and status information is similarly displayed to selected users in the context of the map interface of the messaging client 104.

[0054] The gaming system 212 provides various gaming functions in 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 in the context of the messaging client 104 and played with other users of the messaging system 100. The messaging system 100 also enables a particular user to invite other users to participate in playing a particular game by sending an invitation to such other users from the messaging client 104. The messaging client 104 also supports both voice messaging and text messaging (e.g., chatting) in the context of gaming, provides leaderboards for gaming, and also supports providing in-game rewards (e.g., coins and items).

[0055] The external resource system 220 provides an interface for the messaging client 104 to communicate with the external app server 110 to launch or access external resources. Each external resource (app) 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., an application) by accessing an HTML5 file from an external resource (app) 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), whose functions can be called or activated by a web-based application. In some examples, the messaging server 118 includes a JavaScript library that provides a given third-party resource access to certain user data of the messaging client 104. HTML5 is used as an example technology for programming games, but applications and resources programmed based on other technologies can be used.

[0056] 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 (app) server 110 or received in other ways by the external resource (app) 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.

[0057] 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 a small application and a messaging client 104). This provides users with a seamless experience of communicating with other users on the messaging client 104 while retaining the look and feel of the messaging client 104. In order to bridge the communication between the external resources and the messaging client 104, in some examples, the SDK facilitates the communication between the external resource server 110 and the messaging client 104. In some examples, the WebViewJavaScriptBridge running on the client device 102 establishes two one-way communication channels between the external resources and the messaging client 104. Messages are sent asynchronously via these communication channels between the external resources and the messaging client 104. Each SDK function 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.

[0058] 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 block diagram or other graphic) of the web-based external resource in the messaging client 104. Once the user selects a visual representation or instructs the messaging client 104 to access a feature of a web-based external resource through the GUI of the messaging client 104, the messaging client 104 obtains the HTML5 file and instantiates the resources required to access the features of the web-based external resource.

[0059] The messaging client 104 presents a graphical user interface (e.g., a login page or title screen) of an external resource. During, before, or after presenting the login page or title screen, the messaging client 104 determines whether the launched external resource has been previously authorized to access the user data of the messaging client 104. In response to determining that the launched external resource has been previously authorized to access the user data of the messaging client 104, the messaging client 104 presents another graphical user interface of the external resource including the functions and features of the external resource. In response to determining that the launched external resource has not been previously authorized to access the user data of the messaging client 104, after displaying the login page or title screen of the external resource for a threshold time period (e.g., 3 seconds), 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 portion of the screen). The menu identifies the type of user data that the external resource will be authorized to use. In response to receiving the user selection of the accept option, the messaging client 104 adds the external resource to the list of authorized external resources and allows the external resource to access the user data from the messaging client 104. In some examples, the messaging client 104 authorizes the external resource to access the user data according to the OAuth 2 framework.

[0060] 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 to a first type of user data (e.g., only a two-dimensional avatar of a user with or without different avatar characteristics). 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 to a second type of user data (e.g., payment information, a two-dimensional avatar of a user, a three-dimensional avatar of a user, and an avatar with various avatar characteristics). Avatar characteristics include different ways to customize the look and feel of an avatar, such as different postures, facial features, clothing, etc.

[0061] Data Architecture

[0062] 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 should be understood that data may be stored in other types of data structures (e.g., as an object-oriented database).

[0063] The database 126 includes message data stored in the 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.

[0064] The entity table 306 stores entity data and is linked (e.g., by reference) to the entity graph 308 and profile data 316. The entities for which records are maintained within the entity table 306 may include individuals, corporate entities, organizations, objects, places, events, etc. Any entity for which the messaging server system 108 stores data may be an identified entity, regardless of the entity type. Each entity is provided with a unique identifier and an entity type identifier (not shown).

[0065] The entity graph 308 stores information about relationships and associations between entities. Such relationships may be, for example, social, professional (e.g., working in a common company or organization), interest-based, or activity-based.

[0066] Profile data 316 stores multiple types of profile data about a particular entity. Based on the privacy settings specified by the particular entity, profile data 316 can be selectively used and presented to other users of the messaging system 100. In the case where the entity is a person, profile data 316 includes, for example, a user name, phone number, address, settings (e.g., notification and privacy settings), and an avatar representation (or a collection of such avatar representations) selected by the user. A particular user can then selectively include one or more of these avatar representations 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 a status or activity that a user may choose to transmit at a particular time.

[0067] 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).

[0068] The database 126 also stores enhancement data, such as overlays or filters, in an enhancement table 310. The enhancement data is associated with and applied to videos (whose data is stored in the video table 304) and images (whose data is stored in the image table 312).

[0069] In one example, a filter is displayed as an overlay over an image or video during presentation to a receiving user. Filters can be of various types, including filters selected by a user from a set of filters presented to a sending user by 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 a sending user based on geolocation. For example, a geolocation filter specific to a nearby or special location can be presented by messaging client 104 within a user interface based on geolocation information determined by a global positioning system (GPS) unit of client device 102.

[0070] 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 during the message creation process by the client device 102. Examples of data filters include the current temperature at a particular location, the current speed at which the sending user is traveling, the battery life of the client device 102, or the current time.

[0071] Other augmented data that may be stored in the image table 312 include augmented reality content items (eg, corresponding to an applied augmented reality experience). Augmented reality content items or augmented reality items may be real-time special effects and sounds that may be added to an image or video.

[0072] As described above, augmented data includes augmented reality content items, overlays, image transformations, AR images, and similar items that refer to modifications that can be applied to image data (e.g., videos or images). This includes real-time modifications that modify the image when it is captured using a device sensor (e.g., one or more cameras) of the client device 102 and then displayed on the screen of the client device 102 with the modification. This also includes modifications to stored content (e.g., video clips in a library that can be modified). For example, in a client device 102 that has access to 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 may simply be displayed on the screen without being stored in memory, or content captured by the device sensors may be recorded and stored in memory with or without modification (or both). In some systems, a preview feature may show how different augmented reality content items will look in different windows in the display simultaneously. For example, this may enable viewing multiple windows with different pseudo-random animations on the display simultaneously.

[0073] Thus, data and various systems using augmented reality content items or other such transformation systems using the data to modify content may involve: detection of objects (e.g., faces, hands, bodies, cats, dogs, surfaces, objects, etc.); tracking of such objects as they leave, enter, and move around the field of view in a video frame; and modification or transformation of 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 of the models and animated textures within a video to implement the transformations. In other examples, tracking of points on an object may be used to place an image or texture (which may be two-dimensional or three-dimensional) at the tracked location. In further examples, neural network analysis of video frames may be used to place an image, model, or texture in content (e.g., an image or frame of a video). Thus, augmented reality content items refer both to images, models, and textures used to create transformations in content, and to additional modeling and analysis information required to implement such transformations using object detection, tracking, and placement.

[0074] Real-time video processing can be performed using any kind of video data (e.g., video streams, video files, etc.) stored in the memory of any kind 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, any object, such as human faces and parts of the human body, animals, or non-living things (e.g., chairs, cars, or other objects) can be processed using computer animation models.

[0075] In some examples, when a specific modification is selected together with the content to be transformed, the element to be transformed is identified by a computing device, and then if the element to be transformed is present in a frame of the video, the element to be transformed is detected and tracked. The elements of the object are modified according to the modification request, thereby transforming the frame of the video stream. For different types of transformations, the transformation of the frame of the video stream can be performed by different methods. For example, for a frame transformation that mainly refers to changing the form of the elements of the object, the feature points of each element of the object are calculated (for example, using an active shape model (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. During the tracking process, the mentioned grid of each element is aligned with the position of each element. Then, additional points are generated on the grid. A first group of first points is generated for each element based on the modification request, and a group of second points is generated for each element based on the group of first points and the modification request. Then, the frame of the video stream can be transformed by modifying the elements of the object based on the group of first points and the group of second points and the grid. In such a method, the background of the modified object can also be changed or distorted by tracking and modifying the background.

[0076] In some examples, a transformation that changes some areas of an object using the elements of the object can be performed by calculating 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 based on these points are generated. Then, the elements of the object are tracked by aligning the area of ​​each element with the position of each 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; removing 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 may be used. For certain models to be animated, some feature points can be selected as control points for determining the entire state space of options for model animation.

[0077] 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.

[0078] Other methods and algorithms suitable for face detection may be used. For example, in some examples, features are located using landmarks that 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 identifiable (for example, if the person has 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 with another shape using a similarity transform (allowing translation, scaling, and rotation) that minimizes the average Euclidean distance between the shape points. The average shape is the average of the aligned training shapes.

[0079] In some examples, a landmark search begins with an average shape aligned with the location and size of a face determined by a global face detector. Such a search then repeats the steps of: adjusting the positioning of shape points by template matching of the image texture around each point, thereby proposing tentative shapes; and then conforming the tentative shapes to a global shape model until convergence occurs. 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 of the image pyramid, from coarse to fine resolution.

[0080] 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, emotional transitions (e.g., changing a face from a frown to a smile), state transitions (e.g., aging a subject, reducing apparent age, changing gender), style transitions, application of graphical elements, and any other suitable image or video manipulations enabled by a convolutional neural network that has been configured to execute efficiently on the client device 102.

[0081] 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 operating 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 image data, or the computer animation model can be presented in association 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, once the modification icon has been selected, the user can capture an image or video stream and be presented with the results of the modification in real time or near real time. In addition, when the video stream is being captured, the modification can be persistent and the selected modification icon remains toggled. A machine-learned neural network can be used to implement such modification.

[0082] 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 particular computer animation model (e.g., initiated from a content creator user interface). In various examples, the modification can be persistent after the initial selection of the modification icon. The user can switch the modification on or off by tapping or otherwise selecting the face 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 modified by the transformation system, the user can globally switch the modification on or off by tapping or selecting a single face modified and displayed within the graphical user interface. In some examples, each face in a group of multiple faces can be modified individually, or such modifications can be switched individually by tapping or selecting each face or a series of each face displayed within the graphical user interface.

[0083] The story table 314 stores data about a collection of messages and associated image, video or audio data that are compiled into a collection (e.g., a story or library). The creation of a particular collection can be initiated by a particular user (e.g., each user whose record is maintained in the entity table 306). A user can create a "personal story" in the form of a collection of content that has been created and sent / broadcasted by the user. To this end, the user interface of the messaging client 104 may include a user-selectable icon to enable the sending user to add specific content to his or her personal story.

[0084] A collection may also constitute a "live story" that is a collection of content from multiple users that is 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 public location event at a particular time may be presented with an option, for example, via a 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.

[0085] Another type of content collection is called a "location story" that enables users whose client devices 102 are located within a specific geographic location (e.g., on a college or university campus) to contribute to a specific collection. In some embodiments, contributions to location stories may require a second degree of authentication to verify that the end user belongs to a specific organization or other entity (e.g., is a student on a university campus).

[0086] As mentioned above, the video table 304 stores video data, which in one example is associated with a message whose record is maintained within the message table 302. Similarly, the image table 312 stores image data associated with a message whose message data is stored in the entity table 306. The entity table 306 may associate various enhancements from the enhancement table 310 with the various images and videos stored in the image table 312 and the video table 304.

[0087] Data communication architecture

[0088] Figure 4is a schematic diagram illustrating the structure of a message 400 according to some examples, the message 400 being generated by a messaging client 104 for transmission to another messaging client 104 or a messaging server 118. The content of a particular message 400 is used to populate a message table 302 stored in a database 126, which is accessible by a messaging server 118. Similarly, the content of the message 400 is stored in memory as "in-flight" or "in-flight" data of a client device 102 or application server 114. The message 400 is shown to include the following example components:

[0089] Message identifier 402: a unique identifier that identifies the message 400;

[0090] 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;

[0091] Message image payload 406: Image data captured by a camera component of the client device 102 or retrieved from a memory component of the client device 102 and included in the message 400. Image data for a sent or received message 400 may be stored in the image table 312;

[0092] Message video payload 408: Video data captured by the camera component or retrieved from the memory component of the client device 102 and included in the message 400. The video data for the message 400 sent or received may be stored in the video table 304;

[0093] 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;

[0094] 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, message video payload 408, or 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;

[0095] Message duration parameter 414: a parameter value indicating the amount of time, in seconds, that the content of the message (e.g., message image payload 406, message video payload 408, message audio payload 410) is to be presented to or accessible by the user via the messaging client 104;

[0096] 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, with 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);

[0097] Message story identifier 418: An identifier value that identifies one or more content collections (e.g., "stories" identified in story table 314), with which a particular content item in message image payload 406 of message 400 is associated. For example, an identifier value may be used to associate multiple images within message image payload 406 with each of multiple content collections;

[0098] Message tags 420: Each message 400 may be tagged with a plurality of tags, each of such plurality of tags indicating 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 within the message tags 420 indicating the relevant animal. The tag values ​​may be manually generated based on user input, or may be automatically generated using, for example, image recognition;

[0099] 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

[0100] Message recipient identifier 424: An identifier (eg, a messaging system identifier, an email address, or a device identifier) ​​that indicates the user of the client device 102 to which the message 400 is addressed.

[0101] The content (e.g., value) of each component of message 400 may be a pointer to a location in a table where the content data value is 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 within message enhancement data 412 may point to data stored in enhancement table 310, the value stored within message story identifier 418 may point to data stored in story table 314, and the values ​​stored within message sender identifier 422 and message recipient identifier 424 may point to user records stored within entity table 306.

[0102] Glasses equipment

[0103] Figure 5 A front perspective view of an eyeglass device 119 in the form of a pair of smart glasses according to some examples is shown, the pair of smart glasses including an external avatar control system 107. The eyeglass device 119 includes a body 503, which includes a front piece or frame 506 and a pair of temples 509 connected to the frame 506 for supporting the frame 506 in an appropriate 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 memory alloys of any suitable shape. The frame 506 can include a touch input interface that is configured to receive touch input from a user (e.g., one finger touch, two finger touches, or a combination thereof, and dragging a finger along the frame 506, such as the side end piece 521).

[0104] 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 frames 515 that form part of frame 506. Frames 515 are connected by 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.

[0105] 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 pivot toward the frame 506 to lie substantially flat against 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 fixed to the frame 506 so as to be integral therewith.

[0106] 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 an integral or monolithic construction. In some examples, the entire body 503 (including both the frame 506 and the temples 509) can be an integral or monolithic construction.

[0107] 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 of the temples 509. In this example, various components of the computer 524 are housed in the side end piece 521 of the frame 506. The computer 524 includes one or more processors and 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, the computer 524 includes a display processor. Various examples may include these elements in different configurations or integrated together in different ways.

[0108] The computer 524 also 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 eyeglass device 119 shown in , the battery 527 is shown to be disposed in one of the end pieces 521 , electrically coupled to the rest of the computer 524 housed in the corresponding end piece 521 .

[0109] The eyeglass device 119 has a camera function, in this example, including a camera 530, which is mounted in one of the end pieces 521 and faces 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 photos 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 the respective end pieces 521.

[0110] The onboard computer 524 and the lens 512 are configured together to provide an external avatar control system 107 that presents an avatar of a user participating in an AR session, either alone or with other users, and animates the avatar based on motion information associated with the user received from the client device 102. Specifically, the lens 512 can display virtual content such as AR objects including the avatar of the user participating in the AR session and one or more real-world objects of the real-world environment. This makes it appear to the user that the virtual content is integrated into the real-world environment that the user observes through the lens 512.

[0111] 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. The onboard computer 524 receives input from the user, which drags or moves the avatar to a specific display position. The input can indicate whether the display position is anchored to a specific real-world object. In this case, when the lens 512 is moved to view different parts of the real-world environment, the avatar remains fixed to the display position of the specific real-world object, and if the lens 512 is turned or moved to a distance far enough from the display position of the avatar, the avatar can be removed from the field of view. In some examples, the display position is not anchored, in which case, when the lens 512 is moved to view different parts of the real-world environment, the avatar display position is also updated to remain within the field of view. This allows the user to move around them and continuously see the avatar of the user with whom the user is having a voice-based conversation.

[0112] The eyeglass device 119 includes an accelerometer and / or gyroscope and a touch interface and a voice command system. Based on the input received by the eyeglass device 119 from the accelerometer and the touch interface and the voice command system, the eyeglass device 119 can control the user 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 motion information for the wearer's avatar, which is included and displayed in a voice-based communication session with another user.

[0113] 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. The eyeglass device 119 may receive motion information captured by the client device 102 indicating the motion of one or more limbs or part or whole body of the user of the eyeglass device 119. Specifically, the client device 102 may capture one or more images of the user wearing the eyeglass device 119, and may process the images with one or more machine learning models to generate motion information. The motion information may represent head motion, facial feature motion, limb, joint and / or other body motion. The motion information may be provided to the eyeglass device 119 for controlling one or more avatars presented in the lenses of the eyeglass device 119. For example, if the user's arm is raised or lowered and detected by the client device 102 as being raised or lowered, such interaction data may be provided to the eyeglass device 119 as motion information. In response, the eyewear device 119 may then cause the displayed avatar or animate the displayed avatar to similarly cause the arms to be raised or lowered.

[0114] 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.

[0115] The first communication protocol among the communication protocols 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 unencrypted form through the link layer of the BLE communication interface. In this way, the data exchanged through the physical layer can be freely read by the eavesdropping device, but without performing the decryption operation in the application layer, the eavesdropping device will not be able to decipher the exchanged data.

[0116] The second communication protocol in the 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, and the link layer of the BLE communication interface uses the first type of encryption to physically exchange the data in an encrypted form. That is, the data can be first encrypted by the application layer, and then further encrypted by the physical layer before being exchanged through the physical medium. After being exchanged through the physical medium, the data is then decrypted by the physical layer and then decrypted again by the application layer (for example, using a different type of encryption). In this way, the data exchanged through the physical layer cannot be read by the eavesdropping device because the data is encrypted in the physical medium.

[0117] In some examples, the client device 102 communicates with the eyeglass device 119 using the first protocol and / or the second protocol to exchange images or videos 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 the first protocol and / or the second protocol to exchange interaction data including user motion information between the messaging client 104 and the eyeglass device 119.

[0118] External avatar control system

[0119] Figure 6 600 when performing process 600. Process 600 may be embodied in computer-readable instructions for execution by one or more processors such that the operations of process 600 may be performed in part or in whole by functional components of external avatar control system 107; therefore, process 600 is described below by way of example with reference to external avatar control system 107. However, in other examples, at least some of the operations of process 600 may be deployed on various other hardware configurations. Therefore, process 600 is not intended to be limited to external avatar control system 107, and may be implemented in whole or in part by any other component. Some or all of the operations of process 600 may be performed in parallel, out of sequence, or omitted entirely.

[0120] At operation 601 , the external avatar control system 107 establishes communication with an external client device (eg, the client device 102 ) through an AR device (eg, the eyewear device 119 ), as discussed above and below.

[0121] At operation 602 , the external avatar control system 107 overlays a first AR object on a real-world environment being viewed using the AR device through the AR device, as discussed above and below.

[0122] At operation 603 , the external avatar control system 107 receives interaction data representing the motion of the user determined by the external client device from the external client device through the AR device, as discussed above and below.

[0123] At operation 604 , the external avatar control system 107 modifies the first AR object through the AR device in response to receiving the interaction data from the external client device, as discussed above and below.

[0124] Figures 7 to 9 are illustrative screens of a graphical user interface for an external avatar control system 107 according to some examples. Figures 7 to 9 The screens shown in may 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 eyewear device 119 .

[0125] Figure 7A situational or real-world environment 700 is shown in which interaction data including motion information is sent from a mobile device 720 (e.g., client device 102) to an AR device 740 (e.g., eyewear device 119) worn by a user 710. Specifically, during a setup phase, a user 710 or other entity may place a mobile device 720 (e.g., an external client device) on a surface 730, such as a table. The mobile device 720 may include an embedded camera pointing toward the user 710 to capture one or more images of the user 710. The mobile device 720 may present one or more images of the user 710 being captured on a display, so the user 710 may position themselves in a manner that allows the camera to capture an entire or full-body image of the user 710.

[0126] When the mobile device 720 detects the full body of the user 710 within the field of view of the camera of the mobile device 720, the mobile device 720 can present an indication on the screen. In some cases, the mobile device 720 sends a communication to the AR device 740 indicating that the full body of the user 710 has been detected. In response, the AR device 740 presents an AR notification within the lens of the AR device 740 to notify the user 710 that the AR device 740 is ready to use the full body motion of the user 710 captured and detected by the mobile device 720 to control an AR object, such as an avatar.

[0127] For example, the eyeglass device 119 receives motion information from the client device 102. The motion information may include the movement of a body part (e.g., limbs and / or joints) of a user who is using and / or wearing the eyeglass device 119. Specifically, the eyeglass device 119 may access motion information from an external visual system, such as a messaging client 104 implemented by a client device 102 coupled to the eyeglass device 119. The external visual system may capture one or more images of a user wearing the eyeglass device 119. The external visual system applies one or more images to a trained machine learning model to determine and extract a partial body and / or full body of a person depicted in the image. The machine learning model may provide the current position of the user's full body limbs and joints (e.g., the position of the arms, torso, legs, head, shoulders, etc.) as interaction data including full body motion information to the eyeglass device 119.

[0128] A machine learning model can be trained using labeled or unlabeled training data including true value information. For example, one or more images depicting a portion of a person's body and / or the entire body can be included in the training data together with true value segmentation information defining the current positions of the user's entire body limbs and joints (e.g., the positions of arms, torso, legs, head, shoulders, etc.). The machine learning model can be applied to a subset of the training data, such as one or more images in the training data, and an estimate or prediction of the true value segmentation information defining the current positions of the user's entire body limbs and joints (e.g., the positions of arms, torso, legs, head, shoulders, etc.) can be generated. The estimate or prediction can be compared with the corresponding true value information to calculate the deviation. The deviation can then be used to update one or more parameters of the machine learning model. After updating one or more parameters, the machine learning model is applied to another subset of the training data, and these operations are repeated until the stopping criteria are reached.

[0129] Machine learning is a field of study that gives computers the ability to learn without being explicitly programmed. Machine learning explores the study and construction of algorithms (also referred to herein as tools) that can learn from existing data and make predictions for new data. Such machine learning tools operate by building models from example training data to make data-driven predictions or decisions that are represented as outputs or evaluations. Although examples are given for several machine learning tools, the principles presented herein can be applied to other machine learning tools.

[0130] In some examples, different machine learning tools may be used. For example, job postings may be classified or scored using logistic regression (LR), naive Bayes, random forest (RF), neural network (NN), matrix factorization, and support vector machine (SVM) tools.

[0131] Two common types of problems in machine learning are classification problems and regression problems. Classification problems (also called categorization problems) aim to classify an item into one of several class values ​​(e.g., is this object an apple or an orange?). Regression algorithms aim to quantify some item (e.g., by providing values ​​as real numbers).

[0132] Machine learning algorithms use features to analyze data to generate estimates. Each of the features is a separate measurable property of the phenomenon being observed. The concept of a feature is related to the concept of explanatory variables used in statistical techniques such as linear regression. Selecting features that are informative, discriminative, and independent is important for the effective operation of MLPs in pattern recognition, classification, and regression. Features can be of different types, such as numeric features, strings, and graphs.

[0133] In one example, features may be of different types and may include one or more of content, concepts, attributes, historical data, and / or user data, just to name a few.

[0134] Machine learning algorithms use training data to find correlations between identified features that influence outcomes or evaluations. In some examples, the training data includes labeled data, which is known data for one or more identified features and one or more outcomes, such as detecting communication patterns, detecting the meaning of a message, generating a summary of a message, detecting action items in a message, detecting urgency in a message, detecting a user's relationship to a sender, calculating a score attribute, calculating a message score, and the like.

[0135] The machine learning tool is trained in the machine learning program training using the training data and the identified features. The machine learning tool estimates the value of the feature when the feature is associated with the training data. The result of the training is a trained machine learning program.

[0136] When performing an evaluation using a trained machine learning program, new data is provided as input to the trained machine learning program, and the trained machine learning program generates an evaluation as output.

[0137] Machine learning programs support two types of phases, namely a training phase and a prediction phase. In the training phase, supervised learning, unsupervised learning, or reinforcement learning can be used. For example, a machine learning program (1) receives features (e.g., as structured or labeled data in supervised learning) and / or (2) identifies features in training data (e.g., unstructured or unlabeled data for unsupervised learning). In the prediction phase, the machine learning program uses the features to analyze the query data to generate a result or prediction, as an example of evaluation.

[0138] During the training phase, feature engineering is used to identify features and can include identifying informative, discriminating, and independent features for the effective operation of machine learning programs in pattern recognition, classification, and regression. In some examples, the training data includes labeled data, which is known data for pre-identified features and one or more outcomes. Each of the features can be a variable or attribute, such as a separate measurable property of a process, item, system, or phenomenon represented by a data set (e.g., training data).

[0139] During the training phase, a machine learning program uses training data to find correlations between features that influence the predicted outcome or assessment.

[0140] Using the training data and the identified features, the machine learning program is trained during a training phase in machine learning program training. The machine learning program estimates the value of the feature when the feature is associated with the training data. The result of the training is a trained machine learning program (e.g., a trained or learned model).

[0141] In addition, the training phase may involve machine learning, in which the training data is structured (e.g., labeled during preprocessing operations), and the trained machine learning program implements a relatively simple neural network capable of performing, for example, classification and clustering operations. In other examples, the training phase may involve deep learning, in which the training data is unstructured, and the trained machine learning program implements a deep neural network capable of performing both feature extraction and classification / clustering operations.

[0142] The neural network generated during the training phase and implemented in the trained machine learning program can include a hierarchical (e.g., layered) organization of neurons. For example, neurons (or nodes) can be hierarchically arranged into several layers, including an input layer, an output layer, and multiple hidden layers. Each layer in the layer of the neural network can have one or more neurons, and each of these neurons is operable to calculate a small function (e.g., an activation function). For example, if the activation function generates a result that exceeds a certain threshold, the output can be transmitted from the neuron (e.g., a sending neuron) to a connected neuron (e.g., a receiving neuron) in a continuous layer. The connection between neurons also has an associated weight that defines the influence of the input from the sending neuron to the receiving neuron.

[0143] In some examples, the neural network may also be one of several different types of neural networks including: a single-layer feedforward network, an artificial neural network (ANN), a recurrent neural network (RNN), a symmetrically connected neural network and an unsupervised pre-trained network, a convolutional neural network (CNN), or a recurrent neural network (RNN), just by way of example.

[0144] During the prediction phase, the evaluation is performed using a trained machine learning program. Query data is provided as input to the trained machine learning program, and the trained machine learning program generates an evaluation as output in response to receipt of the query data.

[0145] Based on the full body motion information included in the interaction data received from the client device 102, the eyeglass device 119 may update the user's avatar to a full body avatar. That is, the eyeglass device 119 may generate a full body avatar that is similar to the posture (positioning of limbs and joints) of the user depicted in the image captured by the client device 102. In such a case, if the user raises their arm, the eyeglass device 119 may animate the full body of the avatar to depict the avatar as raising the avatar's arm.

[0146] For example, Figure 8 As shown in the user interface 800 of FIG. 1 , an avatar 820 is presented in a real-world environment 810 that is being observed by a user using the eyeglass device 119. The real-world environment 810 may include one or more real-world objects 812. The one or more real-world objects 812 may include a client device 102 that is being used to capture an image of the user using the eyeglass device 119 to generate interaction data including motion information of the user. In response to receiving the interaction data from the client device 102, the eyeglass device 119 updates the full body of the avatar 820 that is presented as an overlay on the real-world environment 810.

[0147] Specifically, the avatar 820 can be presented with other virtual objects that are part of the AR experience being animated. The avatar 820 can be a skier going downhill on a virtual mountain. Virtual objects (e.g., virtual obstacles) can be animated continuously when approaching the avatar 820. Users wearing or using the eyeglass device 119 can move their bodies (left, right, up, down, jump, or move certain limbs) in an attempt to avoid virtual objects. For example, a user wearing or using the eyeglass device 119 can lean to the left to a certain extent. In response, the client device 102 can capture one or more images depicting the motion, and can generate interaction data representing the motion of the user leaning to the left to a certain extent.

[0148] In response to receiving the interaction data from the client device 102, the eyeglass device 119 may update the orientation and / or position of the avatar 820 to mimic the same movement. For example, the eyeglass device 119 may animate the avatar 820 to lean to the left to a certain degree. In addition, because the AR experience is skiing, by leaning to the left, the avatar 820 may be animated to turn or rotate to avoid the virtual object. The eyeglass device 119 may maintain a score based on the number of virtual objects that the avatar 820 has successfully avoided. The score may be displayed on the lens of the eyeglass device 119 through a visual representation.

[0149] In some examples, the eyeglass device 119 can be used to run or execute fitness activity applications, such as weight lifting, running, climbing stairs, yoga, etc. In such a case, the eyeglass device 119 can present Fig. 9 , the user interface 900 includes a fitness avatar 930 on a real-world environment 910. The real-world environment 910 may include a real-world mobile device 920 (e.g., client device 102). The real-world mobile device 920 may capture an image of a user who is using the eyewear device 119 to generate interaction data including the user's motion information. In response to receiving the interaction data from the real-world mobile device 920, the eyewear device 119 updates the full body of the avatar 930 presented as an overlay on the real-world environment 910. The eyewear device 119 may receive input from the user directly on the eyewear device 119 (or indirectly from the client device 102) to move or position the fitness avatar 930 at a specified location or position in the 3D space.

[0150] In some examples, the real-world mobile device 920 may capture one or more images of a limb 940 of a user who is wearing or using the eyewear device 119. The limb 940 may include a hand of the user holding a weight. The real-world mobile device 920 may detect the movement of the limb 940 and may identify the limb 940 as a specific body part of the user. The real-world mobile device 920 may send interaction data that identifies the movement of the limb 940 and the type of limb detected as performing the movement.

[0151] In response to receiving the interaction data from the real-world mobile device 920, the eyeglass device 119 identifies a limb 932 of the avatar 930 that corresponds to the limb 940 detected by the real-world mobile device 920 as being moved. For example, the detected limb may correspond to the right arm of the user. In such a case, the eyeglass device 119 identifies the right arm of the avatar 930 as the detected limb that is the target to be updated. In some cases, the eyeglass device 119 selects a limb that represents the user's mirror image. For example, if the limb detected by the real-world mobile device 920 is the right arm, the eyeglass device 119 may select the left arm as the target limb to be moved.

[0152] The eyeglass device 119 moves the target limb 932 of the avatar 930 in a similar manner to the user's limb 940 based on the interaction data received from the real-world mobile device 920. For example, if the interaction data indicates that the user's limb 940 has been moved upward by a certain amount, the eyeglass device 119 updates the limb 932 of the avatar 930 to move upward by the same amount. In some cases, the eyeglass device 119 can access the data of the fitness application to identify one or more goals of the fitness activity. For example, the goal can include performing one or more repetitions, iterations, or repetitions of a certain fitness activity. In such a case, the data can specify that the movement of the specified limb 932 of the avatar 930 in a specific direction until the limb 932 reaches a specific level or threshold corresponds to the completion of a single repetition, iteration, or repetition of the fitness activity. The eyeglass device 119 can track how many times the limb 932 has been raised to a specific level or threshold by the following operation: whenever the limb 932 is animated to reach a specific level or threshold in response to the interaction data received from the real-world mobile device 920, the counter is updated. A counter may be presented on the screen or lens of the eyewear device 119 to allow the user to track their progress in a fitness activity.

[0153] In some cases, the fitness activity goal may correspond to holding a posture for a specific period of time or a threshold period of time. In such a case, the eyeglass device 119 may track how many times the limb 932 has been raised to a specific level or threshold and held in that position for a threshold period of time by the following operations: whenever the limb 932 is animated to reach a specific level or threshold and held for a specific threshold period of time in response to the interaction data received from the real-world mobile device 920, the counter is updated. For example, the eyeglass device 119 may determine when the avatar 930 is performing a predetermined posture (by matching the limbs of the avatar 930 with a predetermined configuration of the limbs), which matches the posture represented by the interaction data generated by the real-world mobile device 920 and received from the real-world mobile device 920. In response to determining that the avatar 930 is performing a posture that matches the predetermined posture, the eyeglass device 119 may start a counter or timer. Once the counter or timer reaches a certain threshold indicating that the user has held the posture for a threshold period of time, the eyeglass device 119 updates the iteration counter or repetition counter to indicate that one completed iteration of the fitness activity has been performed or completed. An iteration counter may be presented on the screen or lens of the eyewear device 119 to allow the user to track their progress in the fitness activity.

[0154] Machine Architecture

[0155] Fig.101000 in which instructions 1008 (e.g., software, programs, applications, applet, app, or other executable code) may be executed to cause 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, non-programmed 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 1008 to perform any one or more of the methods discussed herein. For example, the machine 1000 may include any of the client device 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 wherein certain operations of a particular method or algorithm are performed on the client side.

[0156] The machine 1000 may include a processor 1002, a memory 1004, and an input / output (I / O) component 1038 that may be configured to communicate with each other via a bus 1040. In an example, the processor 1002 (e.g., a central processing unit (CPU), a reduced instruction set computing (RISC) processor, a complex instruction set computing (CISC) processor, a graphics processing unit (GPU), a digital signal processor (DSP), an application specific integrated circuit (ASIC), a radio frequency integrated circuit (RFIC), another processor, or any suitable combination thereof) may include, for example, a processor 1006 that executes instructions 1008 and a processor 1010. The term "processor" is intended to include multi-core processors, which may include two or more independent processors (sometimes referred to as "cores") that may execute instructions simultaneously. Although Fig.10 Multiple processors 1002 are shown, but the machine 1000 may include a single processor with a single core, a single processor with multiple cores (e.g., a multi-core processor), multiple processors with a single core, multiple processors with multiple cores, or any combination thereof.

[0157] 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 a 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, within the main memory 1012, within the static memory 1014, within the machine-readable medium 1018 within the storage unit 1016, within at least one of the processors 1002 (e.g., within a cache memory of a processor), or within any suitable combination thereof during execution thereof by the machine 1000.

[0158] I / O components 1038 may include various components for receiving input, providing output, generating output, transmitting information, exchanging information, capturing measurements, etc. The specific I / O components 1038 included in a particular machine will depend on the type of machine. For example, a portable machine such as a mobile phone may include a touch input device or other such input mechanism, while a headless server machine may not 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 that provides location and force of a touch or touch gesture, or other tactile input component), an audio input component (e.g., a microphone), etc.

[0159] In another example, the I / O component 1038 may include: a biometric component 1028, a motion component 1030, an environment component 1032, or a position component 1034, as well as a variety of other components. For example, the biometric component 1028 includes components for detecting expressions (e.g., hand expressions, facial expressions, voice expressions, body gestures, or eye tracking), measuring biosignals (e.g., blood pressure, heart rate, body temperature, sweat, or brain waves), identifying people (e.g., voice recognition, retinal recognition, facial recognition, fingerprint recognition, or EEG-based recognition), etc. The motion component 1030 includes an acceleration sensor component (e.g., an accelerometer), a gravity sensor component, and a rotation sensor component (e.g., a gyroscope).

[0160] Environmental components 1032 include, for example, one or more cameras (with still image / photo and video capabilities), an illumination sensor component (e.g., a photometer), a temperature sensor component (e.g., one or more thermometers that detect ambient temperature), a humidity sensor component, a pressure sensor component (e.g., a barometer), an acoustic sensor component (e.g., one or more microphones that detect background noise), a proximity sensor component (e.g., an infrared sensor that detects nearby objects), a gas sensor (e.g., a gas detection sensor that detects concentrations of hazardous gases for safety or measures pollutants in the atmosphere), or other components that can provide indications, measurements, or signals corresponding to the surrounding physical environment.

[0161] 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, and these images are similarly enhanced with the enhancement data. In addition to the front-facing camera and the rear-facing camera, client device 102 can also include a 360° camera for capturing 360° photos and videos.

[0162] 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 a triple, quad, or penta rear camera configuration on the front and back sides of the client device 102. For example, these multi-camera systems may include a wide-angle camera, an ultra-wide-angle camera, a telephoto camera, a macro camera, and a depth sensor.

[0163] 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), etc.

[0164] 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 device 1022 via a corresponding coupling or connection. For example, the communication component 1036 may include a network interface component or other suitable device that interfaces with the network 1020. In other examples, the communication component 1036 may include a wired communication component, a wireless communication component, a cellular communication component, a near field communication (NFC) component, Components (e.g. Low energy consumption), Device 1022 may be another machine or any of a variety of peripheral devices (eg, a peripheral device coupled via USB).

[0165] In addition, the communication component 1036 can detect the identifier, or include a component that is 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 codes (UPC) bar codes, multi-dimensional bar codes such as quick response (QR) codes, Aztec codes, data matrixes, data symbols (Dataglyph), MaxiCode, PDF417, Ultra Code, UCC RSS-2D bar codes, and other optical codes) or an acoustic detection component (e.g., a microphone for identifying 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.

[0166] 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.

[0167] The instructions 1008 may be sent or received over the network 1020 using a transmission medium via a network interface device (e.g., a network interface component included in the communication component 1036) and using any of a number of well-known transmission protocols (e.g., Hypertext Transfer Protocol (HTTP)). Similarly, the instructions 1008 may be sent or received via a coupling (e.g., a peer-to-peer coupling) with the device 1022 using a transmission medium.

[0168] Software Architecture

[0169] Fig.111100 is a block diagram illustrating a software architecture 1104 that may be installed on any one or more of the devices described herein. The software architecture 1104 is supported by hardware such as a machine 1102 including a processor 1120, a memory 1126, and an I / O component 1138. In this example, the software architecture 1104 may be conceptualized as a stack of layers, where each layer provides specific functionality. The software architecture 1104 includes layers such as an operating system 1112, a library 1110, a framework 1108, and an application 1106. In operation, the application 1106 invokes an API call 1150 through the software stack and receives a message 1152 in response to the API call 1150.

[0170] The operating system 1112 manages hardware resources and provides public services. The operating system 1112 includes, for example, a kernel 1114, services 1116, and drivers 1122. The kernel 1114 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. Services 1116 can provide other public services to other software layers. Drivers 1122 are responsible for controlling or interfacing with the underlying hardware. For example, drivers 1122 may include display drivers, camera drivers, or Low-power drivers, Flash drivers, Serial communication drivers (e.g., USB drivers), Drivers, audio drivers, power management drivers, etc.

[0171] 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 presentation and manipulation of various media formats, such as Moving Picture Experts Group 4 (MPEG4), Advanced Video Coding (H.264 or AVC), Moving Picture Experts Group Layer 3 (MP3), Advanced Audio Coding (AAC), Adaptive Multi-Rate (AMR) audio codec, Joint Photographic Experts Group (JPEG or JPG), or Portable Network Graphics (PNG)), a graphics library (e.g., an OpenGL framework for rendering 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 for providing web browsing functions), etc. The library 1110 may also include various other libraries 1128 to provide many other APIs to the application 1106 .

[0172] 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.

[0173] 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 object-oriented programming languages ​​(e.g., Objective-C, Java, or C++) or procedural programming languages ​​(e.g., C language or assembly language). In a specific example, external applications 1140 (e.g., those created by an entity other than the vendor of a particular platform using ANDROID TM or IOS TM Software Development Kit (SDK) can be used to develop applications on platforms such as IOS TM ANDROID TM , Mobile software running on the mobile operating system of the Phone or another mobile operating system. 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.

[0174] Glossary:

[0175] In this context, "carrier signal" 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 that facilitates communication of such instructions. Instructions may be sent or received over a network using a transitory or non-transitory transmission medium via a network interface device and using any of a number of well-known transmission protocols.

[0176] In this context, a "client device" 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.

[0177] In this context, a "communication network" 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, The coupling may be a network, another 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, including the third generation partnership project (3GPP) of 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.

[0178] In this context, a "transient message" refers to a message that is accessible for a time-limited duration. A transient message can be text, an image, a video, etc. The access time for a transient message can be set by the sender of the message. Alternatively, the access time can be a default setting or a setting specified by the recipient. Regardless of the setting technique, the message is transient.

[0179] In this context, "machine-readable medium" 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 understood 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.

[0180] In this context, "component" refers to a device, physical entity or logic with boundaries defined by function or subroutine calls, branch points, APIs or other technologies, which provide for the division or modularization of specific processing or control functions. Components can be combined 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 a related function. Components can constitute software components (e.g., code implemented 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 to operate as hardware components that perform certain operations as described herein by software (e.g., applications or application parts).

[0181] Hardware components may also be implemented mechanically, electronically, or in any suitable combination thereof. For example, a hardware component may include a dedicated circuit system or logic that is permanently configured to perform certain operations. A hardware component may be a dedicated processor, such as a field programmable gate array (FPGA) or an ASIC. A hardware component may also include a programmable logic or circuit system that is temporarily configured to perform certain operations by software. For example, a hardware component may include software executed by a general-purpose processor or other programmable processor. Once configured by such software, the hardware component becomes a specific machine (or a specific component of a machine) that is uniquely customized to perform the configured function, rather than a general-purpose processor. It will be understood that the decision to mechanically implement a hardware component in a dedicated and permanently configured circuit system or in a temporarily configured circuit system (e.g., configured by software) may be driven by cost and time considerations. Therefore, the phrase "hardware component" (or "hardware-implemented component") should be understood to include a tangible entity, i.e., an entity that is physically constructed, permanently configured (e.g., hardwired) or temporarily configured (e.g., programmed) to operate in some way or perform certain operations described herein. Considering examples where hardware components are temporarily configured (e.g., programmed), each of the hardware components need not be configured or instantiated at any one time. For example, where the hardware components include a general-purpose processor that is configured by software to become a special-purpose processor, the general-purpose processor can be separately configured as different special-purpose processors (e.g., including different hardware components) at different times. Thus, the software configures one or more specific processors to, for example, constitute a specific hardware component at one time and to constitute different hardware components at different times.

[0182] Hardware components can provide information to other hardware components and receive information from other hardware components. Accordingly, the described hardware components can be considered to be coupled in communication. In the case of multiple hardware components simultaneously, communication can be achieved by signal transmission (for example, by appropriate circuits and buses) between or among two or more hardware components in the hardware components. In the example where multiple hardware components are configured or instantiated at different times, communication between such hardware components can be achieved, for example, by storing information in a memory structure that multiple hardware components can access 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 to it in communication. Then, other hardware components can access the memory device at a subsequent time to retrieve the stored output and process it.

[0183] The hardware component can also initiate communication with an input device or an output device, and can operate on a resource (e.g., a collection of information). The various operations of the example methods described herein can be performed at least in part by one or more processors, which are temporarily configured (e.g., by software) or permanently configured to perform related operations. Whether temporarily configured or permanently configured, such a processor can constitute a processor-implemented component that operates to perform one or more operations or functions described herein. As used herein, "processor-implemented components" refer to hardware components implemented using one or more processors. Similarly, the methods described herein can 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 can be performed by one or more processors or processor-implemented components. 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 of the 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). The execution of certain operations in the operation can be distributed between processors, not only can reside in a single machine, but also can be deployed across multiple machines. In some examples, the processor or the component implemented by the processor can be located in a single geographic location (e.g., in a home environment, an office environment, or a server farm). In other examples, the processor or the component implemented by the processor can be distributed across multiple geographic locations.

[0184] In this context, a "processor" 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 for operating 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.

[0185] In this context, a "timestamp" refers to a series of characters or coded information that identifies when some event occurred, such as giving a date and time, sometimes accurate to a fraction of a second.

[0186] 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.

[0187] Modules, components, and logic

[0188] Certain examples are described herein as including logic or multiple components, modules, or mechanisms. A module may constitute a software module (e.g., a code implemented on a machine-readable medium or implemented in a transmission signal) or a hardware module. A "hardware module" is a tangible unit that is capable of performing certain operations and may be configured or arranged in a specific 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 (e.g., a processor or a processor group) of a computer system are configured by software (e.g., an application or an application portion) to operate as a hardware module that performs certain operations described herein.

[0189] In some examples, the hardware module is implemented mechanically, electronically, or in 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 by software to perform certain operations. For example, the hardware module may include software contained in a general-purpose processor or other programmable processor. It should be understood that the decision to mechanically implement the hardware module in a dedicated and permanently configured circuit system or in a temporarily configured circuit system (e.g., a circuit system configured by software) may be driven by cost and time considerations.

[0190] 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-implemented module" refers to a hardware module. Considering examples in which a hardware module is temporarily configured (e.g., programmed), each of the hardware modules does not need to be configured or instantiated at any one time. For example, in the case where a hardware module includes a general-purpose processor that is configured to become a special-purpose processor by software, the general-purpose processor can be configured as different special-purpose processors (e.g., including different hardware modules) at different times. Therefore, software can configure one or more specific processors to, for example, constitute a specific hardware module at one time and constitute different hardware modules at different times.

[0191] A hardware module can provide information to other hardware modules and can receive information from other hardware modules. Therefore, the described hardware modules can be considered to be coupled in communication. In the case where multiple hardware modules exist simultaneously, communication can be achieved by signal transmission between or among two or more of the hardware modules (e.g., 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 and retrieving information in a memory structure accessible to multiple hardware modules. For example, a hardware module performs an operation and stores the output of the operation in a memory device coupled in communication. Then, another hardware module can access the memory device at a later time to retrieve the stored output and process it. The hardware module can also initiate communication with an input device or an output device and can operate on a resource (e.g., a collection of information).

[0192] 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, "processor-implemented modules" refer to hardware modules implemented using one or more processors.

[0193] Similarly, the method described herein can be implemented at least in part by a processor, wherein one or more specific processors are examples of hardware. For example, at least some of the operations of the method can be performed by one or more processors or modules 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 of the operations 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).

[0194] The execution of certain operations in the operation can be distributed among the processors, and can not only reside in a single machine, but also be deployed across multiple 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 multiple 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; causing a first AR object to be overlaid, through the AR device, on a real-world environment being observed using the AR device; receiving, by the AR device from the external client device, interaction data representing a movement of a user determined 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 claim 1, wherein: The external client device includes an external vision system.

4. The method according to claim 1, wherein: Modifying the first AR object includes animating the avatar.

5. The method according to claim 4, wherein: Animating the avatar comprises: determining that the interaction data includes body movement information; and In response to determining that the motion information includes body motion information, a full-body avatar is generated as the avatar.

6. The method according to claim 5, further comprising: One or more body parts of the avatar are updated based on the body movement information received from the external client device.

7. The method according to claim 1, wherein: The external client device includes an external vision system of a messaging application implemented by a mobile device coupled to the AR device.

8. The method according to claim 7, wherein: The messaging application is configured to apply one or more machine learning models to one or more images depicting the user that have been captured by the mobile device to generate the interaction data, wherein the user is using the AR device.

9. The method according to claim 1, wherein: The first AR object includes an avatar representing the user, and the method further includes: determining that the user's motion includes fitness activity; and The avatar is animated to represent the fitness activity.

10. The method according to claim 9, further comprising: Based on the interaction data, determining that the user's limb is moving in a determinable direction; as well as In response to determining that the user's limb is moving in a given direction, animating the avatar's limb to move along the given direction, the avatar's limb corresponding to the user's limb.

11. The method according to claim 10, wherein: The user's limbs are visible through the AR device as part of the real-world environment.

12. The method according to claim 10, further comprising: determining, by the AR device, that the movement of the avatar's limb corresponds to a completed iteration of the fitness activity; as well as In response to determining, by the AR device, that the movement of the avatar's limb corresponds to a completed iteration of the fitness activity, updating a counter representing a number of completed iterations of the fitness activity.

13. The method according to claim 12, further comprising: A representation of the counter is caused to be displayed together with the avatar by the AR device.

14. The method according to claim 1, wherein: The external client device is placed on a surface, and wherein a camera of the external client device is pointed at a user who is using the AR device to capture the user's full body, wherein the external client device generates the interaction data based on one or more images captured by the camera of the external client device.

15. A system comprising: Storage devices for augmented reality (AR) devices; as well as A processor coupled to the storage device and configured to perform operations including: Establishing communications with external client devices; causing a first AR object to be overlaid, through the AR device, on a real-world environment being observed using the AR device; receiving, by the AR device, from the external client device interaction data representing a motion of a user determined 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.

16. The system of claim 15, wherein: The external client device comprises a smart phone, and wherein the AR device comprises an AR glasses device.

17. The system of claim 15, wherein: The external client device includes an external vision system.

18. The system of claim 15, wherein: Modifying the first AR object includes animating the avatar.

19. The system of claim 18, wherein: Animating the avatar comprises: determining that the interaction data includes body movement information; and In response to determining that the motion information includes body motion information, a full-body avatar is generated as the avatar.

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; causing a first AR object to be overlaid, through the AR device, on a real-world environment being observed using the AR device; receiving, by the AR device from the external client device, interaction data representing a movement of a user determined 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

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