Time lapse re-experience system

By combining sensor data and volume video capture technology, multi-sensory memory experience over time is captured and reproduced, and the problem of difficult to effectively capture and reproduce memory experience in the prior art is solved, and the immersive reproduction effect on AR/VR devices is achieved.

CN119790367APending Publication Date: 2025-04-08SNAP INC
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Patent Information

Application Number
CN202380062609.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2022-08-31
Filing Date
2023-08-16
Publication Date
2025-04-08

AI Technical Summary

Technical Problem

The prior art is difficult to effectively capture and reproduce multisensory memory experiences over time, especially in the fields of augmented and virtual reality.

Method used

By combining sensor data, volume video capture technology and AR/VR technology, multi-sensory memory experiences, including experiences in vision, hearing, touch, smell and taste.

Benefits of technology

It realizes the relive of the original memory experience in immersive and contextual ways on AR/VR devices, enhancing the user's sense of immersion and participation.

✦ Generated by Eureka AI based on patent content.

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Abstract

A system captures, via one or more sensors of a computing device, data of an environment observed by the one or more sensors at a first time slot, and stores the data in a data store as a first part of a time lapse memory experience. The system also captures, via one or more sensors of the computing device, data of the environment observed by the one or more sensors at a second time slot, and stores the data in the data memory as a second part of the time lapse memory experience. The system additionally associates the time lapse memory experience with a memory experience trigger, where the memory experience trigger may initiate presentation of the time lapse memory experience.
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Description

[0001] Priority claim

[0002] This patent application claims the benefit of priority to U.S. application serial number 17 / 900,354, filed on August 31, 2022, which is incorporated herein by reference in its entirety. Technical Field

[0003] The present disclosure relates generally to mobile and wearable computing technologies. In particular, example embodiments of the present disclosure relate to systems, methods, and user interfaces for time-lapse augmented reality and / or virtual reality memory re-experience. Background Art

[0004] Augmented reality (AR) experience includes applying virtual content to a real-world environment, whether by presenting the virtual content through a transparent display through which the real-world environment can be seen, or by enhancing image data to include virtual content superimposed on the real-world environment depicted therein. Virtual content may include one or more AR content items. AR content items may include audio content, visual content, or visual effects. Devices that support AR experience in any of these ways are referred to herein as "AR devices." Virtual reality (VR) experience may also be provided, in which a fully simulated or virtual world view is presented through a display device. VR virtual content may also include audio content, visual content, or visual effects. Devices that support VR experience in any of these ways are referred to herein as "VR devices." BRIEF DESCRIPTION OF THE DRAWINGS

[0005] In the accompanying drawings, similar reference numerals may describe similar components in different views, and the drawings are not necessarily drawn to scale. To easily identify the discussion of any particular element or action, the highest digit or digits in the reference numeral refer to the figure number in which the element is first introduced. Some non-limiting examples are shown in the accompanying drawings, in which:

[0006] Figure 1 is a diagrammatic representation of a networked environment in which the present disclosure may be deployed, according to some examples.

[0007] Figure 2 is a diagrammatic representation of a messaging system having both client-side functionality and server-side functionality and a sensor processing system having a memory experience capture system according to some examples.

[0008] Figure 3 is a diagrammatic representation of a data structure suitable for storing memory experience data as maintained in a database, according to some examples.

[0009] Figure 4is a diagrammatic representation of messages that may include memory experience data communications according to some examples.

[0010] Figure 5 A head wearable device communicatively coupled to various systems is shown according to some examples.

[0011] Figure 6 is a flow chart for a memory experience capture process according to some examples.

[0012] Figure 7 is a flow diagram of a process suitable for triggering, creating, and presenting a memory experience that may have been previously captured, according to some examples.

[0013] Figure 8 A memory experience capture system according to some examples is shown.

[0014] Fig. 9 According to some examples Figure 8 Another example of a memory experience capture system.

[0015] 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.

[0016] Fig.11 is a block diagram illustrating a software architecture in which examples may be implemented. DETAILED DESCRIPTION

[0017] The following description includes systems, methods, technologies, instruction sequences and computer program products that embody the illustrative embodiments 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 embodiments of the subject of the present invention. However, it will be apparent to those skilled in the art that the embodiments of the subject of the present invention can be put into practice without these specific details. In general, known instruction examples, protocols, structures and technologies are not necessarily shown in detail.

[0018] Augmented reality (AR) experience includes applying virtual content to a real-world environment, whether by presenting the virtual content through a transparent display through which the real-world environment can be seen, or by enhancing image data to include virtual content superimposed on the real-world environment depicted therein. AR virtual content may include one or more AR content items. AR content items may include audio content, visual content, or visual effects. Devices that support AR experience in any of these ways are referred to herein as "AR devices". Virtual reality (VR) experience may also be provided, in which a fully simulated or "virtual" world view is presented through a display device. VR virtual content may also include audio content, visual content, or visual effects. Devices that support VR experience in any of these ways are referred to herein as "VR devices". In some embodiments, devices such as smartphones, tablets, smart glasses, etc. support both AR experience and VR experience, and therefore the device is both an AR device and a VR device. In addition to providing visual and auditory experiences, AR devices and / or VR devices also provide multi-sensory experiences, such as tactile experiences (e.g., touch-based experiences), olfactory experiences, and taste experiences.

[0019] The technology disclosed herein captures various data, including various sensor data (e.g., pictures, videos, weather conditions, participants, sounds) from different moments to create a time-lapse memory experience. In one example, the time-lapse memory experience is created based on recording a target environment (e.g., a physical location such as a construction site). In another example, the time-lapse memory experience is created based on recording a person. For example, a baby can be recorded as he plays and grows, thereby creating a time-lapse memory experience at different ages. The captured data is then used, for example, to create a multi-sensory AR / VR time-lapse memory experience that is triggered as further described below, so as to relive the original memory experience in one or more users. Such technology enables users to relive memories in a more immersive and contextualized manner via AR devices and / or VR devices.

[0020] Networked computing environment

[0021] Figure 11 is a block diagram illustrating an example interactive system 100 for facilitating interactions on a network (e.g., capturing a memory experience, socially re-experiencing a memory experience, sharing a memory experience, exchanging text messages, conducting text audio and video calls, or playing games). The interactive system 100 includes a plurality of client systems 102, each of which hosts a plurality of applications including an interactive client 104 and other applications 106. Each interactive client 104 is communicatively coupled to other instances of the interactive client 104 (e.g., hosted on respective other user systems 102), an interactive server system 110, and a third-party server 112 via one or more communication networks including a network 108 (e.g., the Internet). The interactive client 104 may also communicate with the locally hosted application 106 using an application program interface (API).

[0022] Each user system 102 may include multiple user devices, such as mobile devices 114, head wearable devices 116, drones 118, and computer client devices 120, which are communicatively connected to exchange data and messages. The interactive client 104 interacts with other interactive clients 104 and with the interactive server system 110 via the network 108. The data exchanged between the interactive clients 104 (e.g., interactions 122) and between the interactive clients 104 and the interactive server system 110 includes functions (e.g., commands for activating functions) and payload data (e.g., text, audio, video, bio-signals, sensor data, or other multimedia data). Bio-signals refer to signals obtained from biological entities such as humans or pets.

[0023] The interactive server system 110 provides server-side functions to the interactive clients 104 via the network 108. Although certain functions of the interactive system 100 are described herein as being performed by the interactive clients 104 or by the interactive server system 110, the location of certain functions within the interactive clients 104 or within the interactive server system 110 may be a design choice. For example, it may be technically preferred to initially deploy certain technologies and functions within the interactive server system 110, but later migrate the technologies and functions to the interactive clients 104 where the user system 102 has sufficient processing power.

[0024] The interactive server system 110 supports various services and operations provided to the interactive clients 104. Such operations include sending data to the interactive clients 104, receiving data from the interactive clients 104, and processing data generated by the interactive clients 104. The data may include memory experience data, time lapse data, message content, client device information, geographic location information, media enhancements and overlays, message content persistence conditions, social network information, and live event information. The data exchange within the interactive system 100 is invoked and controlled by functions available through the user interface (UI) of the interactive client 104. Enhancements include augmented reality (AR), virtual reality (VR), and mixed reality (MR) content items, overlays, image transformations, images, and modifications that can be applied to image data (e.g., video or images).

[0025] The augmentation includes volumetric content, which includes volumetric video and images of a three-dimensional space captured in three dimensions (and audio signals recorded with the volumetric video and images). The recording of volumetric content includes volumetric capture of elements of the three-dimensional space, such as objects and people, using a combination of a camera and a sensor. The volumetric content includes a volumetric representation of one or more three-dimensional elements (e.g., objects or people) of the three-dimensional space. The volumetric representation of an element (e.g., an AR content item) refers to a three-dimensional visual representation of the three-dimensional element. The presentation of volumetric content includes displaying one or more AR content items superimposed on a real-world space, which can be the same as the three-dimensional space in which the volumetric video was captured, or can be a different space. The presentation of volumetric content includes displaying one or more content items in motion, displaying one or more content items performing movement or other actions, displaying one or more statically positioned content items, or a combination thereof. The content items can be displayed during the presentation of the volumetric content or a portion thereof.

[0026] Turning now specifically to the interaction server system 110, an Application Program Interface (API) server 124 is coupled to and provides a programming interface to an interaction server 126, making the functionality of the interaction server 126 accessible to the interaction clients 104, other applications 106, and third-party servers 112. The interaction server 126 is communicatively coupled to a database server 128, thereby facilitating access to a database 130 that stores data associated with interactions processed by the interaction server 126. Similarly, a web server 132 is coupled to the interaction server 126 and provides a web-based interface to the interaction server 126. To this end, the web server 132 handles incoming network requests via the Hypertext Transfer Protocol (HTTP) and several other related protocols.

[0027] The application program interface (API) server 124 receives and sends interaction data (e.g., commands and message payloads) between the interaction server 126 and the client system 102 (and, for example, the interaction client 104 and other applications 106) and the third-party server 112. Specifically, the application program interface (API) server 124 provides a set of interfaces (e.g., routines and protocols) that the interaction client 104 and other applications 106 can call or query to activate the functions of the interaction server 126. The application program interface (API) server 124 exposes various functions supported by the interaction server 126, including account registration; login functionality; sending interaction data from a particular interaction client 104 to another interaction client 104 via the interaction server 126; transferring media files (e.g., images or videos) from the interaction client 104 to the interaction server 126; setting up a collection of media data (e.g., a story); retrieving a friend list of a user of the user system 102; retrieving messages and content; adding and removing entities (e.g., friends) from an entity graph (e.g., a social graph); locating friends within a social graph; and opening application events (e.g., related to an interaction client 104).

[0028] The user system 102 may include one or more sensors suitable for capturing different moments, such as time-lapse memory experience data. In one example, the sensor may capture user biosignals such as the user's heart rate, pulse oximetry signals (e.g., blood oxygen saturation, maximum oxygen uptake (VO2max)), pupil dilation, electrocardiogram (ECG or EKG) signals, electroencephalogram (EEG) data, visual data (e.g., video, pictures, lighting levels), sound data (e.g., conversations, ambient noise, background songs), positioning information (e.g., global positioning system (GPS) coordinates, global navigation satellite system (GLONASS) coordinates, inertial measurement unit (IMU) data), micro-positioning information (e.g., ultra-wideband (UWB), Bluetooth low energy (BLE) micro-positioning, acoustic micro-positioning, etc., suitable for determining the position within a few inches in the target environment). In some embodiments, the sensor may be set in a device other than the device of the user system 102, such as an external camera (e.g., a volume camera), a microphone, etc. For example, certain stage and camera equipment (eg, 3D volume capture systems) may be used to capture a full 3D volumetric recording, rather than flat images of participants and objects.

[0029] In practice, memory experience data may be recorded from multiple sources including multiple users, various types of sensors and camera systems, and then indexed or data fused into a time-lapse memory representing the captured time range (e.g., minutes, hours, days, weeks, months, years). The memory experience data may be transmitted for storage in some database such as database 130. The data may additionally or alternatively be stored via third-party server 112.

[0030] Various sensors (including sensors disposed in the user system 102) are additionally used to trigger certain social re-experiences. For example, if the trigger includes a location, the location sensor detects that the user is located within the trigger location, and the trigger infers that there is a stored memory experience involving the trigger location and one or more participants. In some examples with multiple participants, the trigger is used to automatically invite multiple participants to participate in the presentation of the memory experience associated with the location. The participant owner of the memory experience can also invite additional participants or change the participant list.

[0031] In some examples, an AR arrow may be displayed to help participants navigate to the location to experience the memory experience presentation. Similarly, sounds such as a song being played, weather conditions such as a particular cloud shape, heart rate, ambient lighting level, smell, taste, touch, vision, etc., may trigger a social memory experience presentation involving multiple participants. As previously described, in some examples, the trigger includes a multi-purpose trigger that is used both to detect the presence of a memory experience and to create a multi-sensory memory experience presentation, including an AR and / or VR presentation of the memory experience.

[0032] The memory experience is presented via an AR and / or VR system that may be included in the user system 102. More specifically, memory experience data retrieved via the interaction server 126, the third-party server 112, the user system 102, or a combination thereof may be used to create the memory experience. The memory experience may be presented via the user system 102 using AR and / or VR technology. For example, the user system 102 displays visualizations, emits scents, performs haptic touches, sends commands to an Internet of Things (IoT) device, etc., to create a situational immersive experience that evokes one or more stored memories that have been triggered.

[0033] The memory experience can be presented to the participant locally (e.g., at the trigger location) or remotely, such as through a social network. The memory experience presentation includes synchronous and / or asynchronous modes. The synchronous mode projects the memory experience among the members of the social network using the same timeline (e.g., the same start and end for the presentation). That is, all participants in the synchronous mode participate in the presentation as a group, see each other and interact with the same objects found in the presentation. The asynchronous mode records a new memory experience in which one or more participants interact with the original stored memory experience, and then delivers the new memory experience to the participants for later viewing. In this way, social network users can re-experience a multi-sensory environment that better matches the original captured memory.

[0034] Linked Applications

[0035] Returning to the interactive client 104, the features and functions of the external resource (e.g., the linked application 106 or applet) are available to the user via the interface of the interactive client 104. In this context, "external" refers to the fact that the application 106 or applet is outside the interactive client 104. External resources are usually provided by a third party, but can also be provided by the creator or provider of the interactive client 104. The interactive client 104 receives a user selection of an option for launching or accessing the features of such an external resource. The external resource can be an application 106 (e.g., a "local app") installed on the user system 102, or a small-scale version of the application (e.g., a "mini program") hosted on the user system 102 or located at the user system 102 remote end (e.g., on a third-party server 112). The small-scale version of the application includes a subset of the features and functions of the application (e.g., the full-scale, local version of the application) and is implemented using a markup language document. In some examples, the small-scale version of the application (e.g., a "mini program") is a web-based markup language version of the application and is embedded in the interactive client 104. In addition to using markup language documents (eg, *ml files), applets may include scripting languages ​​(eg, .*js files or .json files) and style sheets (eg, .*ss files).

[0036] In response to receiving a user selection of an option for launching or accessing a feature of an external resource, the interactive client 104 determines whether the selected external resource is a web-based external resource or a locally installed application 106. In some cases, the application 106 installed locally on the user system 102 can be independent of the interactive client 104 and launched separately from the interactive client 104, such as by selecting an icon corresponding to the application 106 on a home screen of the user system 102. A small-scale version of such an application can be launched or accessed via the interactive client 104, and in some examples, no portion of the small-scale application can be accessed outside of the interactive client 104 or only a limited portion of the small-scale application can be accessed outside of the interactive client 104. The small-scale application can be launched by the interactive client 104 receiving, for example, a markup language document associated with the small-scale application from the third-party server 112 and processing such a document.

[0037] In response to determining that the external resource is a locally installed application 106, the interactive client 104 instructs the user system 102 to launch the external resource by executing the locally stored code corresponding to the external resource. In response to determining that the external resource is a web-based resource, the interactive client 104 communicates with (for example) a third-party server 112 to obtain a markup language document corresponding to the selected external resource. The interactive client 104 then processes the obtained markup language document to present the web-based external resource within the user interface of the interactive client 104.

[0038] The interactive client 104 can notify the user of the user system 102 or other users (e.g., "friends") associated with such a user of one or more external resources (e.g., applications 106 or applet) of activities taking place, such as social memory experiences, video chats, etc. For example, the interactive client 104 can provide participants in a conversation (e.g., a chat session) in the interactive client 104 with notifications related to the current or recent use of an external resource by one or more members of a group of users. One or more users can be invited to join an active external resource or to launch an external resource that was recently used but is currently inactive (in the friend group). The external resource can provide participants in the conversation who each use a corresponding interactive client 104 with the ability to share items, conditions, states, or locations in the external resource with one or more members of a group of users in the chat session. The shared item can be an interactive chat card that members of the chat can interact with to, for example, launch 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 can be sent to a user on the interactive client 104. The external resource may selectively include different media items in the response based on the current context of the external resource.

[0039] The interactive client 104 can present a list of available external resources (e.g., applications 106 or applets) to the user to launch or access a given external resource. The list can be presented in a context-sensitive menu. For example, icons representing different applications (or applets) in the application 106 (or applets) can change based on how the user launches the menu (e.g., from a conversational interface or from a non-conversational interface). It should also be noted that in some embodiments, the application 106 or applet can access a data storage device for storing memory experience data (e.g., via a database server 128 and / or a third-party server 112). That is, the application 106 can also access various sensors suitable for capturing memory experiences, can trigger memory experiences, and can be used to present AR / VR content created based on triggers.

[0040] System Architecture

[0041] Figure 2 1 is a block diagram showing additional details about the interactive system 100 according to some examples. Specifically, the interactive system 100 is shown to include an interactive client 104 and an interactive server 126. The interactive system 100 contains a number of subsystems that are supported on the client side by the interactive client 104 and on the server side by the interactive server 126. Example subsystems are discussed below.

[0042] The sensor processing system 202 provides various functions that enable users to capture and enhance (e.g., annotate or otherwise modify or edit) media content and other content. In some examples, the media content and other content can be associated with messages. Similarly, the sensor processing system 202 can capture media content and other content that can be associated with a memory experience. The sensor system 204 includes (e.g., included in the application) control software that interacts with and controls the hardware of the user system 102 (e.g., directly or via operating system control) such as camera hardware, drone hardware, mobile device hardware, etc., to capture, modify, and enhance real-time images and other sensor data.

[0043] In addition to capturing and enhancing visual data via the various hardware of the user system 102, the sensor system 204 can additionally capture and enhance data from external sensors / devices 208 external to the user system 102, such as sound sensors, lighting sensors (e.g., lighting level sensors, color sensors), temperature sensors, positioning sensors, micro-positioning sensors, biosignal sensors, odor sensors, taste sensors, IoT devices, and / or weather sensors (e.g., data from sensors and / or devices in close proximity to the user). The odor sensor may include a quartz crystal microbalance (QCM) sensor suitable for detecting one or more odors, a gas chromatography sensor, a metal oxide gas sensor, and the like. The taste sensor may include an electronic tongue (e-tongue) sensor, such as a lipid / polymer membrane that converts information about a substance that produces a taste into an electrical signal.

[0044] Other external sensors / devices 208 may additionally include volumetric recording devices that can capture video and images of a 3D space captured in three dimensions (as well as audio signals recorded along with the volumetric video and images). Volumetric recording devices may include devices that can be controlled by user system 102, as well as devices external to user system 102, which may be included in external sensors / devices 208.

[0045] External sensors / devices 208 may additionally or alternatively include sensors and devices including IoT devices disposed near or on the user (e.g., external cameras, sensors on smart watches, weather station sensors) that facilitate capturing data related to the environment near the user. Sensor system 204 may capture data continuously, or based on the user starting and stopping recording. Sensor system 204 may also capture data at predetermined times, based on the user entering a location, based on the user encountering a particular participant, and based on the user participating in a particular activity (e.g., sporting activity, social activity).

[0046] Also shown is a memory experience capture system 206 that provides various functions that enable a user to capture a time-lapse memory experience. For example, the memory experience capture system 206 can interface with the sensor system 204 and the external sensors / devices 208 to capture some (or all) data from the various sensors and store the captured data as a time-lapse memory experience via the database server 128 and / or the third-party server 112. The moment can be any length of time for recording a time-lapse memory experience, such as a fixed time, e.g., 5 minutes, 30 minutes, 1 hour, 5 hours; a variable time (e.g., start recording upon entering a venue and stop recording upon leaving a venue); an event-based time (e.g., start recording at the beginning of a concert and stop recording at the end of the concert); and a user-selected time (e.g., a user starts recording and / or a user stops recording).

[0047] In some examples, the database server 128 and / or the third-party server 112 may store the time-lapse memory experience by storing the captured data in a data store (e.g., database 130), and then associating or otherwise linking the data captured by the time-lapse memory experience capture system 206 with each other, for example, using indexes, tables, collections (e.g., object-oriented database collections), and / or associating or otherwise linking the data captured by the time-lapse memory experience capture system 206 with a date and time and / or with one or more participants. Thus, a query may be provided that may include a list of participants, a social network, a location (e.g., geographic coordinates, street address, venue name, micro-location), a sound, a song, an event (e.g., a sporting event, a concert, a family event), an activity (sports activity, family activity, school activity), a weather condition (e.g., cloud shape, weather events such as rainfall), a picture, a video (including volumetric video), one or more bio-signals, or a combination thereof. The trigger system 210 uses the query to determine whether the time-lapse memory experience data is currently stored in the data store, and the social network or participants involved in the memory experience. The social network is then provided with AR and / or VR memory experience presentations created based on that data.

[0048] For example, the trigger system 210 continuously monitors various sensors of the sensor system 204 and / or the external sensors / devices 208 to extract certain data (e.g., location, micro-location, people, pets, weather conditions, objects, smells, tastes, lighting conditions, bio-signals). In some embodiments, the trigger system 210 submits a query including location, micro-location, people, social networks, pictures, videos, sounds, smells, tastes, weather conditions (e.g., cloud patterns, rain patterns, temperature, pressure, humidity), lighting conditions (e.g., lighting levels, ambient light colors), time, date, pets, and / or bio-signals to a data store via the database server 128 and / or the third-party server 112 to determine whether there is data stored that matches data associated with one or more stored time-lapse memory experiences. As further described below, if there is a match, the AR / VR creation system 212 creates an AR and / or VR memory experience that includes certain time-lapse aspects.

[0049] The created AR and / or VR memory experience is presented via the AR / VR system 214. For the presentation, the AR / VR system 214 may use the user system 102 and / or external sensors / devices 208, including IoT devices (e.g., via IoT device commands to adjust lights at specific lighting levels and / or colors, adjust fan speed settings, adjust air conditioning temperature, turn on / off smart switches, etc.). Thus, the time-lapse memory experience presentation includes visual displays (e.g., pictures, videos, including volumetric videos), audio, smell, taste, and / or touch (e.g., via haptic technology) suitable for immersing the user in a more contextualized memory presentation experience.

[0050] In the depicted embodiment, the AR / VR system 214 provides functionality related to the generation and publication of enhancements (e.g., media overlays) of images captured in real time by a camera of the user system 102 or retrieved from the memory of the user system 102, among other functionality. Immersive visualizations for virtual reality systems, such as 3D visualizations of people, objects, and backgrounds, may also be generated and published. In an AR example, the AR / VR system 214 is operable to select, present, and display media overlays (e.g., image filters or image lenses) for the interactive client 104 for enhancing real-time images received via the sensor system 204 or stored images retrieved from the memory 502 of the user system 102. In a VR example, the AR / VR system 214 creates an immersive environment that includes 3D representations of people and objects set in a virtual environment that the user can navigate. These enhancements are selected and presented to the user of the interactive client 104 by the AR / VR system 214 based on some input and data, such as, for example:

[0051] The geographic location of the user system 102;

[0052] Social network information of users of user system 102; and

[0053] Time-lapse memory experience data triggered via trigger system 210 .

[0054] Enhancements may include audio and visual content and visual effects. Examples of audio and visual content include pictures, videos (including volumetric video), text, logos, animations, and sound effects. Examples of visual effects include color overlays. Audio and visual content or visual effects may be applied to media content items (e.g., photos or videos) at the user system 102 for transmission in a message, or applied to video content such as a video content stream or feed sent from an interactive client 104. Thus, the sensor processing system 202 may interact with and support various subsystems of the communication system 216, such as the messaging system 218 and the video communication system 220.

[0055] Media overlays may include text or image data that can be superimposed on a photo taken by the user system 102 or a video stream produced by the user system 102. In some examples, media overlays may be location overlays (e.g., Venice Beach), the name of a live event, or a business name overlay (e.g., Beach Cafe). In another example, the sensor processing system 202 uses the geographic location of the user system 102 to identify a media overlay of the name of a business at the geographic location of the user system 102. The media overlay may include other signs associated with the business. The media overlay may be stored in the database 130 and accessed by the database server 128. The sensor processing system 202 provides a user-based publishing platform that enables a user to select a geographic location on a map and upload content associated with the selected geographic location. The user may also specify under what circumstances specific media overlays should be provided to other users. The sensor processing system 202 generates a media overlay that includes the uploaded content and associates the uploaded content with the selected geographic location.

[0056] The AR / VR creation system 212 supports an augmented reality and / or virtual reality developer platform and includes applications for content creators (e.g., artists and developers) to create and publish enhancements (e.g., augmented reality experiences) for interactive clients 104 and immersive visualizations for virtual reality presentations. The AR / VR creation system 212 provides content creators with a library of built-in features and tools, including, for example, custom shaders, tracking techniques, and templates. The AR / VR creation system can also provide volumetric capture and processing, such as video editing suitable for using volumetric video in an AR and / or VR presentation environment.

[0057] The AR / VR creation system can use the trigger system 210 triggers to create content. In fact, triggers can be used to trigger time-lapse memory experiences and to create content for delivering time-lapse memory experiences. In some examples, trigger data (e.g., pictures, videos, sounds, smells, tastes, weather conditions, positioning, micro-positioning, lighting conditions, time, date, people, pets, social networks, bio-signals) is converted into AR and / or VR enhancements, as described in more detail below.

[0058] In some examples, the AR / VR creation system 212 additionally provides a merchant-based publishing platform that enables merchants to select specific enhancements associated with a geographic location via a bidding process. For example, the AR / VR creation system 212 associates the media overlay of the highest bidding merchant with the corresponding geographic location for a predefined amount of time. As previously described, enhancements include augmented reality (AR), virtual reality (VR), and mixed reality (MR) content items, overlays, image transformations, images, and modifications that can be applied to image data (e.g., video or images).

[0059] The communication system 216 is responsible for enabling and processing various forms of communication and interaction within the interactive system 100, and includes a messaging system 218, an audio communication system 222, and a video communication system 220. The messaging system 218 is responsible for enforcing temporary or time-limited access to content by the interactive clients 104. The messaging system 218 includes multiple timers (e.g., within a transient timer system 224) that selectively enable access (e.g., for presentation and display) of messages and associated content via the interactive clients 104 based on durations and display parameters associated with a message or a collection of messages (e.g., a story). Additional details regarding the operation of the transient timer system 224 are provided below. The audio communication system 222 enables and supports audio communication (e.g., real-time audio chat) between multiple interactive clients 104. Similarly, the video communication system 220 enables and supports video communication (e.g., real-time video chat, including holographic video chat and / or volumetric video chat) between multiple interactive clients 104. The user management system 226 is operationally responsible for managing user data and profiles, and includes a social networking system 228 that maintains information about relationships between users of the interactive system 100 .

[0060] In one example, the social networking system 228 maintains a list of one or more social networks and, for each social network, maintains a list of time-lapse memory experiences that have been captured by one or more members of the social network. When a trigger causes the discovery of a stored time-lapse memory experience, the trigger system 210 uses the social networking system 228 to notify each participant in the social network associated with the trigger. Once the trigger system 210 discovers that the time-lapse memory experience is stored in a data store (e.g., database 130), the trigger system 210 then uses the social networking system 228 to notify all members of the social network that the time-lapse memory experience is ready to be re-experienced.

[0061] The collection management system 230 is operationally responsible for managing collections or collections of media (e.g., collections of text, image video, and audio data). Collections of content (e.g., messages, including images, videos, text, and audio) can be organized into "event libraries" or "event stories." Such collections can be made available within 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 230 can also be responsible for publishing an icon that provides notifications of a specific collection to the user interface of the interactive client 104. The collection management system 230 includes a curation function that enables collection managers to manage and curate specific content collections. For example, the curation interface enables event organizers to curate collections of content related to a specific event (e.g., delete inappropriate content or redundant messages). In addition, the collection management system 230 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 230 operates to automatically pay such users to use their content.

[0062] The mapping system 232 provides various geo-location functions and supports the presentation of map-based media content and messages by the interactive client 104. For example, the mapping system 232 enables the display of a user icon or avatar (e.g., stored in the profile data 310) 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 interactive client 104, messages posted by the user to the interactive system 100 from a particular geographic location can be displayed to the "friends" of the particular user within the context of that particular location on the map. The user can also share his or her location and status information with other users of the interactive system 100 via the interactive client 104 (e.g., using an appropriate status avatar), where the location and status information is similarly displayed to the selected user within the context of the map interface of the interactive client 104.

[0063] The gaming system 234 provides various gaming functions within the context of the interactive client 104. The interactive client 104 provides a gaming interface that provides a list of available games that can be launched by a user within the context of the interactive client 104 and played with other users of the interactive system 100. The interactive 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 interactive client 104. The interactive client 104 also supports audio, video, and text messaging (e.g., chat) within the context of game play, provides leaderboards for games, and also supports the provision of in-game rewards (e.g., game coins and items).

[0064] The external resource system 236 provides an interface for the interactive client 104 to communicate with a remote server (e.g., a third-party server 112) to launch or access an external resource (i.e., an application or applet). Each third-party server 112 hosts, for example, an application or a small-scale version of an application based on a markup language (e.g., HTML5) (e.g., a game application, a utility application, a payment application, or a ride-sharing application). The interactive client 104 can launch a web-based resource (e.g., an application) by accessing an HTML5 file from a third-party server 112 associated with a web-based resource. The application hosted by the third-party server 112 is programmed in JavaScript using a software development kit (SDK) provided by the interactive server 126. The SDK includes an application programming interface (API) having functions that can be called or activated by a web-based application. The interactive server 126 hosts a JavasScript library that provides access to a given external resource to specific user data of the interactive client 104. HTML5 is an example of a technology for programming games, but applications and resources programmed based on other technologies can be used.

[0065] In order to integrate the functions of the SDK into the web-based resource, the SDK is downloaded from the interactive server 126 by the third-party server 112, or the SDK is received by the third-party server 112 in other ways. Once the SDK is 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 interactive client 104 into the web-based resource.

[0066] The SDK stored on the interactive server system 110 effectively provides a bridge between external resources (e.g., applications 106 or applets) and the interactive client 104. This gives users a seamless experience of communicating with other users on the interactive client 104, while also retaining the look and feel of the interactive client 104. In order to bridge the communication between the external resources and the interactive client 104, the SDK facilitates the communication between the third-party server 112 and the interactive client 104. The WebViewJavaScriptBridge running on the user system 102 establishes two one-way communication channels between the external resources and the interactive client 104. Messages are sent asynchronously between the external resources and the interactive client 104 via these communication channels. Each SDK function activation is sent as a message and a callback. Each SDK function is implemented by constructing a unique callback identifier and sending a message with the callback identifier.

[0067] By using the SDK, not all information from the interactive client 104 is shared with the third-party server 112. The SDK limits which information is shared based on the needs of the external resource. Each third-party server 112 provides an HTML5 file corresponding to a web-based external resource to the interactive server 126. The interactive server 126 can add a visual representation (such as a box design or other graphics) of the web-based external resource in the interactive client 104. Once the user selects the visual representation or instructs the interactive client 104 to access the features of the web-based external resource through the graphical user interface (GUI) of the interactive client 104, the interactive client 104 obtains the HTML5 file and instantiates the resource for accessing the features of the web-based external resource.

[0068] The interactive client 104 presents a graphical user interface (e.g., a login page or title screen) for an external resource. During, before, or after presenting the login page or title screen, the interactive client 104 determines whether the launched external resource has been previously authorized to access the user data of the interactive client 104. In response to determining that the launched external resource has been previously authorized to access the user data of the interactive client 104, the interactive 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 interactive client 104, after displaying the login page or title screen of the external resource for a threshold period of time (e.g., 3 seconds), the interactive client 104 slides up a menu (e.g., animating the menu to emerge from the bottom of the screen to the middle or other part of the screen) for authorizing the external resource to access the user data. The menu identifies the type of user data that the external resource will be authorized to use. In response to receiving a user selection of the accept option, the interactive 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 interactive client 104. External resources are authorized by the interactive client 104 to access user data under the OAuth 2 framework.

[0069] The interactive client 104 controls the type of user data shared with the external resource based on the type of external resource authorized. For example, an external resource including a full-scale application (e.g., application 106) is provided with access to a first type of user data (e.g., 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 application (e.g., a web-based version of an 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.). The advertising system 238 is operative to enable third parties to purchase advertisements to be presented to end users via the interactive client 104, and also handles the delivery and presentation of these advertisements.

[0070] Data Architecture

[0071] Figure 3 is a schematic diagram illustrating a data structure 300 that may be stored in a database 302 of an interactive server system 110 according to certain examples. Although the contents of the database 302 are illustrated as including a plurality of tables, it will be appreciated that the data may be stored in other types of data structures (e.g., as an object-oriented database) and may be stored in other server systems.

[0072] Database 302 includes message data stored in message table 304. For any particular message, the message data includes at least message sender data, message recipient (or receiver) data, and payload. Figure 3 Additional details regarding information that may be included in a message and included within the message data stored in message table 304 are described.

[0073] The entity table 306 stores entity data and is linked (e.g., by reference) to the entity graph 308 and profile data 310. The entities whose records are maintained within the entity table 306 may include individuals, corporate entities, organizations, objects, places, events, etc. Regardless of the entity type, any entity about which the interactive server system 110 stores data may be an identified entity. Each entity is provided with a unique identifier as well as an entity type identifier (not shown).

[0074] The entity graph 308 stores information about relationships and associations between entities. By way of example only, such relationships may be social, professional (e.g., working at a common company or organization), interest-based, or activity-based. Some relationships between entities may be one-way, such as a subscription by an individual user to digital content of a business or publishing user (e.g., a newspaper or other digital media organization or brand). Other relationships may be two-way, such as a "friend" relationship between various users of the interactive system 100.

[0075] Certain permissions and relationships can be attached to each relationship, and also to each direction of the relationship. For example, a two-way relationship (e.g., a friend relationship between individual users) can include authorization for publishing digital content items between individual users, but certain restrictions or filters can be imposed on the publication of such digital content items (e.g., based on content characteristics, location data, or time of day data). Similarly, a subscription relationship between a personal user and a business user can impose varying degrees of restrictions on the publication of digital content from a business user to a personal user, and can significantly limit or prevent the publication of digital content from a personal user to a business user. As an example of an entity, a particular user can record certain restrictions in the record of the entity in the entity table 306 (e.g., by means of privacy settings). Such privacy settings can be applied to all types of relationships within the context of the interactive system 100, or can be selectively applied to certain types of relationships.

[0076] The profile data 310 stores multiple types of profile data about a particular entity. Based on the privacy settings specified by the particular entity, the profile data 310 can be selectively used and presented to other users of the interactive system 100. In the case where the entity is a person, the profile data 310 includes, for example, the user name, phone number, address, and settings (e.g., notification and privacy settings) and an avatar representation (or a collection of such avatar representations) selected by the user. The particular user can then selectively include one or more of these avatar representations within the content of messages transmitted via the interactive system 100 and on a map interface displayed to other users by the interactive client 104. The collection of avatar representations can include a "status avatar" that presents a graphical representation of a state or activity that a user can select to communicate at a particular time.

[0077] In the case where the entity is a group, in addition to the group name, members, and various settings (e.g., notifications) for the relevant group, the profile data 310 for the group may also similarly include one or more avatar representations associated with the group. The database 302 also stores enhancement data, such as overlays or filters, in an enhancement table 312. The enhancement data is associated with a video (the data of the video is stored in a video table 314) and an image (the data of the image is stored in an image table 316) and is applied to the video and the image. In some examples, the filter is an overlay displayed as an overlay on an image or video during presentation to the recipient user. The filter can be of various types, including a user-selected filter from a set of filters presented to the sending user by the interactive client 104 when the sending user is composing a message. Other types of filters include geographic location filters (also referred to as geographic filters), which can be presented to the sending user based on geographic location. For example, a geographic location filter specific to a nearby or special location can be presented by the interactive client 104 in a user interface based on geographic location information determined by a global positioning system (GPS) unit of the user system 102.

[0078] Another type of filter is a data filter, which can be selectively presented to the sending user by the interactive client 104 based on other input or information collected by the user system 102 during the message creation process. Examples of data filters include the current temperature at a particular location, the current speed at which the sending user is traveling, the battery life of the user system 102, or the current time. Other augmented data that can be stored in the image table 316 include augmented reality and / or virtual reality content items (e.g., corresponding to application "lenses" or augmented reality experiences and virtual reality experiences). Augmented reality and / or virtual reality content items can be real-time special effects and sounds that can be added to images or videos.

[0079] As described above, augmented data includes augmented reality (AR) content items, virtual reality (VR) content items, and mixed reality (MR) content items, such as overlays, image transformations, images, and modifications that can be applied to image data (e.g., videos or images including volumetric video). This includes real-time modifications that modify images when they are captured using the device sensors (e.g., one or more cameras) of the user system 102 and then display the modified images on the screen of the user system 102. This also includes modifications to stored content (such as video clips in a collection or group that can be modified). For example, in a user system 102 that can access multiple augmented reality content items, a user can use a single video clip with multiple augmented reality content items to see how different augmented reality content items will modify the stored clips. Similarly, real-time video capture can use modifications to show how the video image currently captured by the sensor of the user system 102 will modify the captured data. Such data can be displayed only on the screen without being stored in the memory, or the content captured by the device sensor can be recorded and stored in the memory with or without modification (or both with and without modification). In some systems, the preview feature can show how different augmented reality content items will look in different windows of the display at the same time. This can, for example, enable viewing multiple windows with different pseudo-random animations on the display at the same time.

[0080] Data for enhancements to the captured time-lapse memory experience may be stored in the memory experience table 318. As described above, the time-lapse memory experience may include image and video data that may be stored in the image table 316 and the video table 314, respectively, but may also include other sensor data such as a user's bio-signals (e.g., heart rate, blood oxygen saturation, VO2 max, pupil dilation, electrocardiogram (ECG and / or EKG) signals, electroencephalogram (EEG) data), other visual data (e.g., lighting levels, colors), sound data (e.g., conversations, ambient noise, background songs), positioning information (e.g., global positioning system (GPS) coordinates, global navigation satellite system (GLONASS) coordinates, inertial measurement unit (IMU) data), micro-positioning information (e.g., ultra-wideband (UWB), Bluetooth low energy (BLE) micro-positioning, acoustic micro-positioning, etc.). Other sensor data may be stored in one or more other sensor tables 320.

[0081] In certain embodiments, the memory experience table 318 stores specific record identification (ID) information (e.g., record ID) that links a given time-lapse memory experience to records stored in the video table 314, the image table 316, the other sensor table 320, and the entity table 306. Ownership of the time-lapse memory experience table and participant data including group or social media data may be linked via the entity table 306. Thus, triggers such as pictures, videos, sounds, smells, tastes, weather conditions, location, micro-location, lighting conditions, time, date, person, pet, social network, and / or bio-signal may be queried based on data stored in the database 302 (e.g., the entity table 306, the video table 314, the image table 316, the memory experience table 318, and / or the other sensor table 320) to determine whether one or more time-lapse memory experiences are stored and which entity (including a group) owns the memory experience.

[0082] Thus, data using augmented reality content items and various systems or other such transformation systems that modify content using such data may involve detection of objects (e.g., faces, hands, bodies, cats, dogs, surfaces, objects, etc.) in video frames, tracking of such objects as they leave, enter, and move around the field of view, 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 model and animated textures within a video to implement the transformations. In some examples, tracking of points on an object may be used to place an image or texture (which may be two-dimensional or three-dimensional) at the tracked location. In yet another example, neural network analysis of a video frame 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.

[0083] Real-time video processing can be performed using any type of video data (e.g., video streams, video files, etc.) stored in the memory of any type of computerized system. For example, a user can load a video file and save it in the memory of the device, or a sensor of the device can be used to generate a video stream. Additionally, computer animation models can be used to process any object, such as a person's face and parts of a person's body, an animal, or an inanimate object such as a chair, a car, or other object.

[0084] 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 exists in a frame of the video, it 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 the transformation of the frame that mainly refers to changing the form of the elements of the object, the characteristic 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 characteristic points is generated for each element of the object. The grid is used in a subsequent stage in which the elements of the object in the video stream are tracked. In the tracking process, the grid for each element is aligned with the position of each element. Then, additional points are generated on the grid.

[0085] In some examples, the transformation of some areas of the object using the elements of the object can be performed by calculating the characteristic points of each element of the object and generating a grid based on the calculated characteristic points. Points are generated on the grid, and then various areas 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 element of at least one element, and the properties of the area can be modified based on the request for modification, thereby transforming the frame of the video stream. Depending on the specific request for modification, the properties of the mentioned area can be transformed in different ways. Such modifications can involve: changing the color of the area; removing some parts of the area from the frame of the video stream; including new objects in the area based on the modification request; and modifying or distorting the elements of the area or object. In various examples, any combination of such modifications or other similar modifications can be used. For some models to be animated, some characteristic points can be selected as control points of the entire state space to be used to determine the options for the model animation. In some examples of computer animation models for transforming image data using face detection, faces are detected on images using a specific face detection algorithm (e.g., Viola-Jones). Then, an Active Shape Model (ASM) algorithm is applied to the facial region of the image to detect facial feature reference points.

[0086] Other methods and algorithms suitable for face detection may be used. For example, in some examples, landmarks are used to locate features, and landmarks represent distinguishable points that are present in most of the images considered. For example, for facial landmarks, the location of the left pupil can be used. If the initial landmarks are not recognizable (for example, if the person is wearing an eye patch), secondary landmarks can be used. Such a landmark identification process can be used for any such object. In some examples, a set of landmarks forms a shape. The shape can be represented as a vector using the coordinates of the points in the shape. One shape is aligned with another shape using a similarity transformation (allowing translation, scaling, and rotation) that minimizes the average Euclidean distance between the shape points. The average shape is the average of the aligned training shapes.

[0087] The transformation system can capture an image or video stream on a client device (e.g., user system 102) and perform complex image manipulations locally on the user system 102 while maintaining an appropriate user experience, computational time, and power consumption. Complex image manipulations can include size and shape changes, emotion transformations (e.g., changing a face from a frown to a smile), state transitions (e.g., aging a subject, reducing apparent age, changing gender), style transformations, application of graphical elements, and any other suitable image or video manipulations implemented by a convolutional neural network that has been configured to execute efficiently on the user system 102.

[0088] In some examples, a computer animation model for transforming image data may be used by a system in which a user may capture an image or video stream of the user (e.g., a selfie) using a user system 102 having a neural network operating as part of an interactive client 104 operating on the user system 102. The transformation system operating within the interactive client 104 determines the presence of a face within the image or video stream and provides a modification icon associated with the computer animation model for transforming the image data, or the computer animation model may exist in association with an interface described herein. The modification icon includes changes as a basis for modifying the user's face within the image or video stream as part of the modification operation. Once the modification icon is selected, the transformation system initiates a process of transforming the user's image to reflect the selected modification icon (e.g., generating a 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 may be presented in a graphical user interface displayed on the user system 102. The transformation system may implement a complex convolutional neural network on a portion of the image or video stream to generate and apply the selected modification. That is, a user can capture an image or video stream, and once a modification icon is selected, the modified result can be presented to the user in real time or near real time. In addition, the modification can be persistent while the video stream is being captured and the selected modification icon remains on. A machine learning neural network can be used to implement such modification.

[0089] The graphical user interface presenting the modifications performed by the transformation system can supply additional interactive options to the user. Such options can be based on an interface for initiating selection of a particular computer animation model and content capture (e.g., initiated from a content creator user interface). In various examples, the modifications can be persistent after the modification icon is initially selected. The user can switch the modification on or off by tapping or otherwise selecting the face being modified by the transformation system, and store it for later viewing or browsing other areas of the imaging application. In the case where the transformation system modifies multiple faces, the user can globally switch the modification on or off by tapping or selecting a single face modified and displayed within the graphical user interface. In some examples, each face in a group of multiple faces can be modified individually, or such modifications can be switched individually by tapping or selecting a single face or a series of individual faces displayed within the graphical user interface.

[0090] The story table 322 stores data about a collection of messages and associated images, videos, audio data, or other sensor data that are compiled into a collection (e.g., a story or gallery). The creation of a particular collection can be initiated by a particular user (e.g., each user whose record is maintained in the entity table 306). A user can create a "personal story" in the form of a collection of content that has been created and sent / broadcasted by the user. To this end, the user interface of the interactive client 104 may include a user-selectable icon to enable the sending user to add specific content to his or her personal story.

[0091] The collection may also constitute a "live story" that is a collection of content from multiple users, created manually, automatically, or using a combination of manual and automatic techniques. For example, a "live story" may constitute a curated stream of user-submitted content from various locations and events. Users whose client devices have location services enabled and who are at a common location event at a particular time may be presented with the option of contributing content to a particular live story, for example, via the user interface of the interactive client 104. Live stories may be identified to the user by the interactive client 104 based on his or her location. The end result is a "live story" told from a community perspective.

[0092] Another type of content collection is called a "location story" that enables users whose user system 102 is located in a particular geographic location (e.g., on a college or university campus) to contribute to a particular collection. In some examples, contributions to location stories can use secondary authentication to verify that the end user belongs to a particular organization or other entity (e.g., is a student on a university campus).

[0093] An additional type of content collection is called a "time-lapse memory experience story," which provides users of the user system 102 with the opportunity to contribute time-lapse memory experience data (e.g., pictures, videos, including volumetric video, sounds, smells, tastes, weather conditions, lighting conditions, bio-signals) to a time-lapse memory experience that can be captured with other users. Each user contribution can then be merged into a single memory experience that can include various user perspectives and associated time-lapse memory experience data.

[0094] Data communication architecture

[0095] Figure 4is a schematic diagram illustrating the structure of a message 400 according to some examples, the message 400 being generated by an interactive client 104 for transmission to another interactive client 104 via an interactive server 126. The content of a particular message 400 is used to populate a message table 304 stored in a database 302 accessible by an interactive server 126. Similarly, the content of the message 400 is stored in memory as "in-transit" or "in-flight" data of a user system 102 or an interactive server 126. The message 400 is shown to include the following example components:

[0096] Message identifier 402 : a unique identifier that identifies the message 400 .

[0097] Message text payload 404 : text to be generated by the user via the user interface of the user system 102 and included in the message 400 .

[0098] Message image payload 406 : Image data captured by the camera component of the user system 102 or retrieved from the memory component of the user system 102 and included in the message 400 . The image data for a message 400 sent or received may be stored in the image table 316 .

[0099] Message video payload 408: Video data captured by the camera component or retrieved from the memory component of the user system 102 and included in the message 400. The video data including volumetric video for a message 400 sent or received may be stored in the video table 314.

[0100] Message audio payload 410 : audio data captured by a microphone or retrieved from a memory component of the user system 102 and included in the message 400 .

[0101] 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. The enhancement data for a sent or received message 400 may be stored in the enhancement table 312.

[0102] Message sensor data 414: sensor data captured via sensor system 204 and / or external sensors / devices 208 that may be stored in other sensor table 320 (e.g., data such as bio-signals, sounds, lighting conditions, weather conditions, accelerometer data, gyroscope data, smell data, taste data, touch data).

[0103] Message memory experience data 416: data that associates records stored in entity table 306 (e.g., time-lapse memory experience ownership records), image table 316, video table 314, augmentation table 312, and other sensor tables 320 with time-lapse memory experiences (e.g., moments) stored in memory experience table 318. Location, micro-location, participant, pet, date of memory, time of memory, sports activity for memory, social activity for memory may also be included in message memory experience data 416.

[0104] Message duration parameter 418: A parameter value indicating the amount of time in seconds that the content of a message (eg, message image payload 406, message video payload 408, message audio payload 410) is to be presented to or made accessible to a user via the interactive client 104.

[0105] Message geolocation parameter 420: Geolocation data (e.g., latitude and longitude coordinates) and / or microlocation associated with the content payload of the message. Multiple message geolocation parameter 420 values ​​may be included in the payload, each of which is associated with a content item included in the content (e.g., a specific image within a message image payload 406, or a specific video within a message video payload 408).

[0106] Message story identifier 422: An identifier value that identifies one or more content collections (e.g., a "story" identified in stories table 322) associated with a particular content item in message image payload 406 of message 400. For example, multiple images within message image payload 406 may each be associated with multiple content collections using an identifier value.

[0107] Message tags 424: Each message 400 may be tagged with a plurality of tags, each of which indicates the subject of the content included in the message payload. For example, where a particular image included in the message image payload 406 depicts an animal (e.g., a lion), a tag value may be included within the message tags 424 indicating the relevant animal. The tag value may be manually generated based on user input, or may be automatically generated using, for example, image recognition.

[0108] • Message sender identifier 426: An identifier (eg, a messaging system identifier, an email address, or a device identifier) ​​that indicates the user of the user system 102 on which the message 400 was generated and from which the message 400 was sent.

[0109] • Message recipient identifier 428: Indicates an identifier (eg, a messaging system identifier, an email address, or a device identifier) ​​of the user of the user system 102 to which the message 400 is addressed.

[0110] The content (e.g., value) of each component of message 400 may be a pointer to a location in a table in which the content data value is stored. For example, the image value in message image payload 406 may be a pointer to a location in image table 316 (or the address of a location in image table 316). Similarly, the value in message video payload 408 may point to data stored in video table 314, the value stored in message enhancement data 418 may point to data stored in enhancement table 312, the value stored in message story identifier 422 may point to data stored in story table 322, the values ​​stored in message sender identifier 426 and message recipient identifier 428 may point to user records stored in entity table 306, and the value stored in message memory experience data 416 may point to records stored in entity table 306, image table 316, video table 314, enhancement table 312, and other sensor tables 320.

[0111] System with head wearable device

[0112] Figure 5 A system 500 is shown including a head wearable device 116 with a selector input device according to some examples. Figure 5 is a high-level functional block diagram of an example head wearable device 116 communicatively coupled to a mobile device 114 and various server systems 504 via various networks 108.

[0113] The head wearable device 116 includes one or more cameras, each of which may be, for example, a visible light camera 508, an infrared emitter 510, and an infrared camera 512. The mobile device 114 is connected to the head wearable device 116 using a low power wireless connection 514 and a high speed wireless connection 516. The mobile device 114 is also connected to the server system 504 and the network 506.

[0114] The head wearable device 116 also includes two image displays in the optical assembly's image display 518. The two image displays 518 of the optical assembly include one image display associated with the left lateral side of the head wearable device 116 and one image display associated with the right lateral side of the head wearable device 116. The head wearable device 116 also includes an image display driver 520, an image processor 522, low power circuitry 524, and high speed circuitry 526. The image display 518 of the optical assembly is used to present images and videos to a user of the head wearable device 116, including images that may include a graphical user interface.

[0115] The image display driver 520 commands and controls the image display 518 of the optical assembly. The image display driver 520 can deliver the image data directly to the image display 518 of the optical assembly for presentation or can convert the image data into a signal or data format suitable for delivery to the image display device. For example, the image data can be video data formatted according to a compression format such as H.264 (MPEG-4 Part 10), HEVC, Theora, Dirac, RealVideo RV40, VP8, VP9, ​​etc., and the still image data can be formatted according to a compression format such as Portable Network Graphics (PNG), Joint Photographic Experts Group (JPEG), Tagged Image File Format (TIFF) or Exchangeable Image File Format (EXIF), etc.

[0116] The head wearable device 116 includes a frame and rods (or temples) extending from lateral sides of the frame. The head wearable device 116 also includes a user input device 528 (e.g., a touch sensor or a push button) including an input surface on the head wearable device 116. The user input device 528 (e.g., a touch sensor or a push button) is used to receive input selections from a user to manipulate the graphical user interface of the presented image.

[0117] Figure 5 The components for the head wearable device 116 shown in are located on one or more circuit boards (e.g., a printed circuit board (PCB) or a flexible PCB) in the frame or temples. Alternatively or additionally, the depicted components may be located in a block, frame, hinge, or nose bridge of the head wearable device 116. The left and right visible light cameras 508 may include digital camera elements, such as complementary metal oxide semiconductor (CMOS) image sensors, charge coupled devices, camera lenses, or any other corresponding visible light or light capturing elements that can be used to capture data (including images of scenes with unknown objects).

[0118] The head wearable device 116 includes a memory 502 that stores instructions for performing a subset or all of the functions described herein. The memory 502 may also include a storage device. Figure 5As shown, the high-speed circuit system 526 includes a high-speed processor 530, a memory 502, and a high-speed wireless circuit system 532. In some examples, the image display driver 520 is coupled to the high-speed circuit system 526 and is operated by the high-speed processor 530 to drive the left image display and the right image display of the image display 518 of the optical assembly. The high-speed processor 530 can be any processor capable of managing high-speed communications and operations of any general-purpose computing system required by the head wearable device 116. The high-speed processor 530 includes the processing resources required to manage the high-speed data transmission on the high-speed wireless connection 516 to the wireless local area network (WLAN) using the high-speed wireless circuit system 532. In some examples, the high-speed processor 530 executes an operating system of the head wearable device 116 (such as, Operating system) or other such operating system, and the operating system is stored in the memory 502 for execution. In addition to any other duties, the high-speed processor 530 that executes the software architecture of the head wearable device 116 is used to manage data transmission with the high-speed wireless circuit system 532. In some examples, the high-speed wireless circuit system 532 is configured to implement the Institute of Electrical and Electronics Engineers (IEEE) 702.11 communication standard, which is also referred to as WiFi herein. In some examples, the high-speed wireless circuit system 532 can implement other high-speed communication standards.

[0119] The low-power wireless circuit system 534 and the high-speed wireless circuit system 532 of the head wearable device 116 may include a short-range transceiver (Bluetooth TM ) and a wireless wide area network, local area network, or wide area network transceiver (e.g., cellular or WiFi). Mobile device 114, including a transceiver that communicates via low power wireless connection 514 and high speed wireless connection 516, can be implemented using details of the architecture of head wearable device 116, and can also be implemented using other elements of network 506.

[0120] The memory 502 includes any storage device capable of storing various data and applications, including camera data generated by the left and right visible light cameras 508, the infrared camera 512, and the image processor 522, and images generated by the image display driver 520 for display on the image display 518 of the optical assembly. Although the memory 502 is shown as being integrated with the high-speed circuit system 526, in some examples, the memory 502 can be a separate independent element of the head wearable device 116. In some such examples, electrical wiring can provide a connection from the image processor 522 or the low-power processor 536 to the memory 502 through a chip including the high-speed processor 530. In some examples, the high-speed processor 530 can manage the addressing of the memory 502 so that the low-power processor 536 will start the high-speed processor 530 whenever a read or write operation involving the memory 502 is required.

[0121] like Figure 5 As shown, the low-power processor 536 or the high-speed processor 530 of the head wearable device 116 can be coupled to a camera (a visible light camera 508, an infrared emitter 510, or an infrared camera 512), an image display driver 520, a user input device 528 (e.g., a touch sensor or a push button), and a memory 502. The head wearable device 116 is connected to a host computer. For example, the head wearable device 116 is paired with the mobile device 114 via a high-speed wireless connection 516 or connected to a server system 504 via a network 506. The server system 504 can be one or more computing devices as part of a service or network computing system, for example, including a processor, a memory, and a network communication interface to communicate with the mobile device 114 and the head wearable device 116 through the network 506.

[0122] The mobile device 114 includes a processor and a network communication interface coupled to the processor. The network communication interface allows communication via a network 506, a low-power wireless connection 514, or a high-speed wireless connection 516. The mobile device 114 may also store at least a portion of the instructions for generating two-channel audio content in a memory of the mobile device 114 to implement the functions described herein.

[0123] The output components of the head wearable device 116 include visual components, such as a display, such as a liquid crystal display (LCD), a plasma display panel (PDP), a light emitting diode (LED) display, a projector, or a waveguide. The image display of the optical assembly is driven by the image display driver 520. The output components of the head wearable device 116 also include acoustic components (e.g., speakers), tactile components (e.g., vibration motors), other signal generators, etc. The input components of the head wearable device 116, the mobile device 114, and the server system 504 (such as user input devices 528) may include alphanumeric input components (e.g., keyboards, touch screens configured to receive alphanumeric input, optical keyboards, or other alphanumeric input components), point-based input components (e.g., mice, touch pads, trackballs, joysticks, motion sensors, or other pointing instruments), tactile input components (e.g., physical buttons, touch screens or other tactile input components that provide positioning and force of touch or touch gestures), audio input components (e.g., microphones), etc.

[0124] The head wearable device 116 may also include additional peripheral elements. Such peripheral elements may include biometric sensors, additional sensors, or display elements integrated with the head wearable device 116. For example, the peripheral elements may include any I / O components including output components, motion components, position components, positioning components, micro-positioning components, or any other such components described herein.

[0125] For example, the biometric component includes a component for detecting expressions (e.g., hand expressions, facial expressions, voice expressions, body postures, or eye tracking), measuring biological signals (e.g., blood pressure, heart rate, body temperature, sweating, or brain waves), identifying people (e.g., voice recognition, retinal recognition, facial recognition, fingerprint recognition, or electroencephalogram-based recognition), etc. The motion component includes an acceleration sensor component (e.g., an accelerometer), a gravity sensor component, a rotation sensor component (e.g., a gyroscope), etc. The position component includes a positioning sensor component for generating position coordinates (e.g., a global positioning system (GPS) receiver component), micro-positioning information, Wi-Fi or Bluetooth for generating positioning system coordinates. TM transceiver, altitude sensor component (e.g., an altimeter or barometer that detects air pressure, from which altitude can be derived), orientation sensor component (e.g., a magnetometer), etc. Such positioning system coordinates can also be received from the mobile device 114 through the low-power wireless connection 514 and the high-speed wireless connection 516 via the low-power wireless circuit system 534 or the high-speed wireless circuit system 532.

[0126] The time-lapse memory experience content captured via the head wearable device 116 may include pictures, audio, and / or video. In some examples of video capture via the head wearable device 116, the captured video is used to create volumetric video content, including video content captured via multiple head wearable devices 116. In one example, the captured videos are synchronized so that the individual frames of each video are identified as being taken at the same time and then reordered to match the capture time. After the video frames are synchronized and reordered, photogrammetry techniques are used for time-step based mesh construction. For example, photogrammetry techniques extract features by detecting overlapping areas in 2D objects in different frames, by detecting uniquely identifiable features in multiple images, and / or by extracting 3D objects from 2D frames by triangulating ray clouds generated by reconstructing the line of sight from the camera to the 2D object, thereby creating a mesh or point cloud of one or more 3D objects.

[0127] The time-lapse memory experience content also includes sensor data from other sensors 538 disposed in the head wearable device 116, such as biosignal sensors (e.g., heart rate sensors, pulse oximetry sensors (e.g., blood oxygen saturation, VO2 max), pupil dilation sensors, electrocardiogram (ECG or EKG) sensors, electroencephalogram (EEG) sensors), positioning data, micro-positioning data, odor sensors, taste sensors, weather data (e.g., which is received via a networked device communicatively coupled to the head wearable device 116), or a combination thereof.

[0128] Now go to Figure 6 , which is a flow chart illustrating a process 600 suitable for capturing a time-lapse memory experience for social re-experience at a later time. The process 600 may be performed, for example, via the user system 102, the interactive client 104, the interactive server system 110, and / or the third-party server 112. In the depicted embodiment, the process 600 begins at a start block 602 and then observes an environment and / or entities at block 604. For example, a camera, such as a camera included in a mobile device 114, a head wearable device 116, a drone 118, a computer client device 120, a volumetric capture camera, a doorbell camera, a security camera, etc., records video and captures pictures of an area (e.g., a target environment) such as a construction area, a state park area, a picnic area, or any other physical location. The area may include entities such as participants in an activity, pets, and objects of the environment being observed. Other sensors such as bio-signal sensors, weather sensors, lighting level sensors, sound sensors, positioning sensors (e.g., GPS receivers, GLONASS receivers), micro-positioning sensors, IMU sensors, etc. can also be used to capture the time-lapse memory experience.

[0129] IoT devices can also be used to capture time-lapse memory experiences, for example, lights can provide their lighting levels, colors, and / or lighting scenes. Similarly, fans, air conditioners, smart switches, smart sockets, and other IoT devices can provide operating states that can be captured as time-lapse memory experiences. In some examples, when capturing sound, by using techniques such as audio fingerprinting (e.g., via a The music is detected by the software technology of the applied music detection and stored as captured sound and / or as a link to a previously stored music file.

[0130] In some embodiments, the time-lapse memory experience capture at box 606 includes the use of volumetric video capture technology. For example, volumetric video capture includes a technique for digitizing a three-dimensional space (e.g., a volume of space), an object, or an environment using an array of cameras arranged around a target area. The captured objects are digitized and stored for viewing in 3D via an AR and / or VR device. As previously described, multiple cameras can capture various angles or perspectives, and in some examples, the videos captured from multiple cameras are synchronized so that the individual frames of the video of each camera are identified as being taken at the same time and then reordered to match the capture time. After the video frames are synchronized and reordered, photogrammetry techniques are used for time-step-based mesh construction. For example, photogrammetry techniques extract 3D objects from 2D frames by detecting overlapping areas in 2D objects in different frames, by detecting uniquely identifiable features in multiple images, by triangulating ray clouds generated by reconstructing the line of sight from the camera to the 2D object, etc., thereby creating a mesh or point cloud of one or more 3D objects. In other examples, a special volume capture camera may be used that includes technology to be used as part of an array of other cameras, shutter synchronization and / or time synchronization. The shutter synchronization and / or time synchronization enables the video frames to have the same capture time.

[0131] In some examples, the resulting presentation based on the captured volumetric video does not have a set viewpoint, but rather has a dynamic viewpoint including viewpoint depth. As a result, the user can view and interact with the 3D object from multiple angles, enhancing the user experience and increasing immersion and engagement. For example, the difference between 360-degree video and volumetric video is the viewpoint depth brought about by volume. In 360-degree video, the user typically views the video from a single, constant viewpoint depth. With volumetric video, the user can control how far inside or outside the scene to position their viewpoint.

[0132] Volumetric capture techniques may additionally or alternatively include embodiments in which an array of cameras are disposed around a target area such as a basketball court, a tennis court, a concert venue, an underwater reef, and the like. Cameras may also be disposed in drones, including underwater drones, and cameras may be carried by other users (e.g., disposed in head wearable devices 116). Cameras may also be located in nearby structures (e.g., doorbell cameras, security cameras, traffic cameras) and vehicles (e.g., vehicle cameras). In an example embodiment, the outputs of the various cameras are synchronized and further processed to produce a 3D mesh with 3D objects, as previously described. The 3D objects include participants in an activity, furniture, sports objects (e.g., basketballs, tennis rackets), and other objects in the target environment, such as trees, vehicles, pets, and the like. In addition to land-based environments for capturing data as a memory experience, the target environment may also include underwater environments such as when snorkeling or scuba diving and aerial environments such as when skydiving, hot air ballooning, paragliding, and the like.

[0133] The capture sensor data at block 606 captures data at a certain time slot, for example, by capturing a building under construction from 8 a.m. to 12 p.m. or at other times. Likewise, when focusing on capturing an entity such as a growing child, the capture sensor data at block 606 may occur when capturing video of the child at a certain time of day, for example, for 5 minutes, 10 minutes, etc. The sensor data capture is then stored at block 608 as the first part of the time-lapse memory experience.

[0134] Multiple observations and sensor captures are then made of the same target area (e.g., a construction area, a park, a house, etc.) to create a view of the target area and / or target entity through time (e.g., a week, a month, a year, a decade). Thus, the time-lapse memory experience can be re-experienced to see the construction of the building, the renovation of the house, the changes in the park over the years (e.g., seeing the colors change in the fall, the leaves fall in the winter), etc. When observing the entity, the time-lapse memory experience provides a representation of, for example, a child growing up over the years, a puppy growing into an adult dog, a car undergoing a restoration process, etc. Thus, multiple time slots are captured and stored as corresponding multiple portions of the time-lapse memory experience.

[0135] In block 610, the process 600 observes the environment and / or entity to store subsequent portions of the time-lapse memory experience. More specifically, the process 600 then captures sensor data at block 612, e.g., at a later time than the capture at block 606, and then stores the captured sensor data at block 614. The process 600 iterates back to block 604, and thus multiple portions of data may be captured successively in time, thereby creating a time-lapse memory experience that may span hours, days, weeks, years, decades, or a combination thereof. The process 600 ends at block 616.

[0136] A list of participants of a memory experience is stored, including one or more owners of the memory experience. The owner of the memory experience can edit the memory experience, for example by editing pictures, videos including volumetric videos, lighting levels, etc. The owner can also add other viewers to the memory experience to share the memory experience, for example with users who are not the original participants. Thus, the owner of the memory experience is given administrator rights to the memory experience and can assign rights to other participants, such as view-only rights, edit rights, share with others rights, etc. The participant list can also be grouped into participant groups or social networks, and each group or social network can also be assigned group rights, such as edit content rights, share with new participants rights, share with others rights, etc.

[0137] Figure 7 is shown to be suitable for socially re-experiencing, for example, Figure 6 Flowchart of process 700 of memory experience captured by process 600. Process 700 can be performed, for example, via user system 102, interactive client 104, interactive server system 110 and / or third-party server 112. In the depicted embodiment, process 700 starts at start box 702, and then the computing device (e.g., mobile device 114, head wearable device 116, drone 118 and / or computer client device 120) monitors one or more sensors at box 704. For example, the positioning sensor is monitored to determine the current positioning and / or micro-positioning. Similarly, the camera device monitors the scene to identify participants, pets, objects, weather conditions (e.g., cloud shape, rain pattern, lighting, thunder), lighting conditions, etc. Similarly, olfactory sensors and taste sensors are monitored to detect certain smells and tastes. IoT devices can also be monitored to determine their current status. For example, the lighting conditions of the lamp are monitored, and the current operating status of fans, air conditioners, smart switches, smart sockets and other IoT devices is also monitored.

[0138] The computing device then applies memory experience trigger detection at box 706 to determine whether the memory experience is stored in the data storage based on the monitoring at box 708. For example, a query including memory experience trigger data such as location, micro-location, participant list, social network, picture, video, sound, odor signal, taste signal, weather condition, lighting condition, time, date and / or bio-signal can be submitted to memory experience table 318 via database server 128 and / or third-party server 112 to determine whether there is stored memory experience data (e.g., saved data) that matches the query. That is, the query includes memory experience trigger data (e.g., location, micro-location, participant list, social network, picture, video, sound, odor signal, taste signal, weather condition, lighting condition, time, date, pet and / or bio-signal), and the memory experience trigger data is compared with the stored memory experience data to determine whether there is a match. Thus, stored memory experience data may be queried to see if there is a matching location, micro-location, participant, social network, picture, video, sound, scent signal, taste signal, weather condition, location, micro-location, lighting condition, time, date, person, pet, and / or bio-signal.

[0139] In some embodiments, a match is found when a single data item (e.g., picture, video, sound, odor profile, taste profile, weather condition, location, lighting condition, color, time, person, pet, social network, and / or biosignal) of a memory experience trigger is found. In other embodiments, a match is found when multiple data items of a memory experience trigger are found, for example, when a group of items such as multiple pictures, videos, sounds, odor signals, taste signals, weather conditions, location, micro-location, lighting condition, time, date, person, pet, social network, and / or biosignal are matched. The number and type of data items used for matching are user or system configurable. In some examples, matching also includes "partial" matching, such as cloud patterns that are similar but not identical to the original data capture. Similarly, when a group of objects such as furniture, vehicles, buildings, etc. are similar to the items originally captured, they can be partial matches. The use of partial matching includes fuzzy logic, data clustering, or other techniques that enable comparisons between stored memory experience trigger data and monitored data to, for example, output a weight indicating how close the match can be (e.g., a weight between 0 indicating a mismatch and 100 indicating an exact match). In some examples, the user enters matching settings to customize the matching of memory experience trigger data. For example, the user can enter "75% match", "90% match", etc. as settings for determining when a match occurs.

[0140] Note that the memory experience owner and users with certain permissions can manually retrieve the memory experience without sensor monitoring. For example, the memory experience owner can query the list of stored memory experiences by name or based on a selection location, micro-location, date, time, object, person, pet, weather, sports activity, social activity, lighting conditions, weather conditions, bio-signals, smell, taste, or a combination thereof to select one or more memory experiences for re-experiencing.

[0141] If the computing device determines at decision block 708 that the memory experience data does not exist by attempting to match the sensor data to the memory experience data, then process 700 iterates back to block 704 to continue monitoring operations. If the memory experience data does exist at decision block 708 (e.g., the monitored sensor data matches the memory experience data stored in the data store), then process 700 then detects any participants included in the memory experience at block 710. The memory experience participants may include one or more individuals, one or more groups, one or more social networks, or a combination thereof.

[0142] Then, at box 712, process 700 automatically invites all participants, including members of the group and / or social network. In one example, process 700 uses message 400 to communicate an invitation to all participants to re-experience the memory experience. At box 712, the owner of the memory experience can also invite other people, groups, and / or social networks that may not have been recorded as part of the memory experience. For example, relatives, other friends, social clubs, work colleagues, etc. can be invited to join the re-experience of the memory experience. The recipient of the invitation can then accept or decline the invitation. The invitation can also be a short-lived invitation that expires after a certain period of time.

[0143] At box 714, the computing device creates an AR and / or VR presentation, for example, by using the memory experience data in the data storage. As described above, the memory experience data can be used to trigger the memory experience and to create AR and / or VR content for the memory experience. In one example, during AR and / or VR content creation, the memory experience data is converted into a media overlay. The media overlay may include pictures, videos, sounds, music, avatars, colors, lighting levels, smells (e.g., via a scent box), tastes (e.g., via a digital lollipop), biosignal presentations (e.g., animations, charts, sound beats), which may be presented as AR enhancements and / or presented in a VR environment suitable for projection as an enhanced memory experience. The presented video may include a 3D volumetric video that enables a user to "walk" through the presentation and change the viewpoint depth into the presentation as needed. Thus, process 700 can convert memory experience data associated with the memory experience into an augmented reality enhancement, a virtual reality enhancement, an avatar, an augmented reality object, a virtual reality object, an odor signal transmittable to an odor presentation device, a taste signal transmittable to a taste device, a tactile force, an Internet of Things (IoT) device command, or a combination thereof.

[0144] At box 716, the created AR and / or VR visualization is presented. The presentation of the memory experience at box 716 uses an AR / VR device, such as a head wearable device 116, a mobile device 114, a computer client device 120 (e.g., a portable computing device), a scent presentation device, a taste device, and an IoT device, etc. Thus, the presentation of the AR and / or VR visualization includes displaying an avatar, displaying a picture, displaying a video, providing 3D navigation in a volumetric video, projecting sound, playing music, executing IoT commands, displaying lighting levels, projecting a smell, projecting a taste, converting a biosignal into a visualization or sound, or a combination thereof. At box 718, the process 700 ends.

[0145] Some examples of processing 600 and processing 700 are as follows. When positioning and / or micro-positioning are used as triggers, specific positioning and / or micro-positioning triggers photos or videos (including volumetric personal movies) from past memory experiences. During the AR presentation, an AR path is presented so that participants can navigate along the same or similar path they walked when the data was first captured, as if they were "walking down the memory lane." Biosignals (emotions / heartbeats) can also be used as triggers so that when the current heartbeat is the same as when the stored heartbeat was captured, a picture of a scene and / or person that existed during the capture of the original heartbeat pops up. The biosignal presentation can additionally include, for example, visualization of the trigger heartbeat using visual animations and sound effects. Lighting conditions are used as triggers, such as when, for example, lighting levels or light colors are detected based on stored trigger data for memory experience data captured when the room is illuminated in a certain way. The lighting presentation adjusts the IoT device (e.g., a lamp) to turn the room into a certain color (e.g., red) at the desired lighting level. In fact, IoT devices can be used in conjunction with AR, VR technology or in place of AR, VR technology to immerse users in memory experiences.

[0146] Using the specific example of weather as a trigger, sensors (e.g., cameras and other weather sensors such as Doppler radar) detect specific types of weather conditions such as cloud formation. Photos or videos (including volumetric AR scenes) are displayed to project certain weather visualizations. For example, an AR and / or VR presentation includes displaying AR and / or VR clouds in the sky to recreate the weather based on a memory experience trigger. AR and / or VR can similarly be used to visualize wind, other weather (e.g., lightning, waterspouts, rain), and outdoor lighting conditions (e.g., how much light is in the sky, the color of the sky).

[0147] Examples of using sound as a memory experience trigger include detecting that a currently playing song is associated with a captured memory experience. Sound triggers the presentation of a picture, video, volumetric scene, etc. associated with the memory experience. Conversations also trigger additional memory experiences, for example, when a user says "Hey, remember when we went to a party last year?", a presentation of a picture (or video or volumetric scene) from a party held last year associated with the two participants is presented. Sound as a presentation includes turning down the current sound and playing the sound used to trigger the memory experience. For example, if upon entering a mall, the mall used to be playing a Taylor Swift song, and now is playing a Justin Bieber song, the current song fades and the Taylor Swift song from the memory experience takes its place.

[0148] Smell can also be used as a memory experience trigger and / or as part of an AR / VR presentation. For example, if a user enters a restaurant and orders the same food they had previously eaten when capturing a dining experience, the smell of the food will be perceived and can trigger memories of their last visit, including pictures (or videos or volumetric AR scenes). Smells can also be presented, for example, via a technique such as using a smell presentation device that uses a smell can (e.g., an INHALE smell box available from OVR Technologies in Burlington, Vermont, USA) to project smells. Certain memory experiences trigger smells as part of an AR / VR presentation. Therefore, users can re-experience one or more smells based on a triggered memory experience. Taste is sensed via a taste sensor such as an electronic tongue (e-tongue) sensor that uses a lipid / polymer membrane to convert information about a substance that produces a taste into an electrical signal, or taste is derived via EEG brain sensing during tasting food. Taste can be presented by sending a signal to a taste device such as a "digital lollipop" device. The digital lollipop electrically stimulates the tongue via silver electrodes to generate a taste. Touch is used via haptic interfaces, both for input and output. For example, gloves that include mechanoreceptors that are sensitive to the mechanical stresses that occur during human touch are used to detect that a user has touched an object. Likewise, haptic actuators provide the sensation of touching various surfaces as output. Smell and touch can trigger AR and / or VR media overlays to recall events that occurred during the originally captured smell or touch.

[0149] Objects can additionally be used as memory experience triggers. For example, if a user observes an object of interest such as a chair, an AR and / or VR presentation can be created that includes the chair. For example, if the presentation is an AR presentation, when the user sees the chair where their grandfather used to sit and read the newspaper, a volumetric AR visualization of the grandfather sitting in the actual chair and reading the newspaper is displayed. In another example, the object itself can be displayed. For example, a 3D clone of the chair is displayed at the location where the chair used to be located. In some examples, 3D clones of various objects are created via LiDAR mesh creation technology such as Custom Landmarker Creator available from Snap Inc. of Santa Monica, California, USA.

[0150] Additionally, virtual object rendering allows the user to see the old object that is now replaced by the new object, for example by superimposing a visualization on top of the new object. In one example, an old billboard rendering in AR is displayed on a new billboard to allow the user to recall the time when the old billboard was installed. Similarly, various construction stages of houses, buildings, and other structures can be superimposed on the new structure, providing a memory experience of the various construction stages.

[0151] People and pets can also be used as memory experience triggers. For example, when a user encounters a person or pet, a memory experience is triggered that includes the person or pet being presented next to the user as a picture, video, and / or volumetric presentation. As previously described, people and pets are captured via various techniques such as pictures, videos, and volumetric video capture techniques, and then AR and / or VR equivalent presentations of people and pets are created and displayed based on the captured data. In the aforementioned grandfather example, the grandfather can be presented not only in the original chair, but also in other places, such as on a sofa, in a virtual chair, sitting next to the user, etc.

[0152] Figure 8 804, 806, 808), a drone 118, and the like. The drone 118 may be used to capture and store a memory experience of one or more users. In the depicted embodiment, one or more cameras 802, 804, 806, 808 may be used to capture pictures and videos, including volumetric video. One or more drones 118 may also be used, which are adapted to carry various sensors, including camera sensors. In some embodiments, drones 118 may be used in addition to or in place of cameras 802, 804, 806, 808. When capturing volumetric video, cameras 802, 804, 806, 808 (and drones 118) may capture video from different angles around a target area, such as an area including one or more participants, a sporting event, a social event (e.g., a family gathering, a dinner date, a party), a location, an event (e.g., a concert, a business meeting, an appointment, a weather event), and the like.

[0153] In some embodiments, the cameras 802, 804, 806, 808 and the drone 118 include depth perception technology for determining the depth and / or distance to various objects. The cameras 802, 804, 806, 808 may be stand-alone cameras, or may be included in the head wearable device 116, the mobile device 114, and / or the computer client device 120. During volumetric processing, the memory experience capture system 206 uses the recorded video and synchronizes the start recording time for the various recordings. The creation of volumetric video involves using video recordings from different angles and / or depths, and applying specific video processing algorithms to "stitch" views from these different angles together to create a volumetric scene suitable for display via an AR and / or VR device. As previously described, the captured videos may be synchronized so that the individual frames of each video are identified as being taken at the same time and then reordered to match the capture time. After the video frames are synchronized and reordered, photogrammetry techniques are used for time-step-based grid construction. For example, photogrammetry techniques create a mesh or point cloud of one or more 3D objects by detecting overlapping areas in 2D objects in different frames, performing feature extraction by detecting uniquely identifiable features in multiple images, extracting 3D objects from 2D frames by triangulating ray clouds generated by reconstructing lines of sight from the camera to the 2D objects.

[0154] In some examples, the memory experience capture system 206 includes other sensors such as sensors 810, 812. Sensors 810, 812 can be stand-alone sensors, or can be included in, for example, head wearable device 116, mobile device 114, computer client device 120, and / or drone 118. Sensors 810, 812 can sense location, micro-location, temperature, weather conditions (e.g., via Doppler radar sensor, air pressure sensor, anemometer, humidity sensor), lighting level, color, sound, smell, taste, humidity, and / or proximity to an object. IOT devices 814, 816 are also shown.

[0155] IOT devices 814, 816 may also provide data to be captured as part of the memory experience. For example, a smart light bulb may provide the lighting level being applied, the colors being used, the scene being displayed (e.g., sunset scene, reading scene, party scene). Similarly, fans, air conditioners, smart switches, smart sockets, and other IoT devices may also capture their current operating status.

[0156] Also shown are bio-signal sensors 818, 820 disposed on participants 822, 824, respectively. Bio-signal sensors 818, 820 include heart rate sensors, pulse oximetry sensors, eye sensors (e.g., pupil dilation sensors), electrocardiogram (ECG and / or EKG) sensors, electroencephalogram (EEG) sensors, skin galvanometers, blood pressure sensors, etc. Bio-signal sensors 818, 820 may be stand-alone sensors (e.g., worn by a user in a smart watch, sports band, etc.) and / or included in head wearable device 116, mobile device 114, computer client device 120, and / or drone 118.

[0157] During operation, the memory experience capture system 206 can continuously capture data of the environment, for example, by focusing on or otherwise targeting a physical location 826 using various cameras 802, 804, 806, 808, drones 118, sensors 810, 812, 818, 820, and IOT devices 814, 816. As previously described, the captured data can then be saved to a database 830, such as database 130, via a server 832, such as database server 128. For example, the captured data is stored and indexed for future use as part of a time-lapse memory experience. The memory experience capture system 206 can also be used to capture data based on a user (e.g., participant 822 and / or 824) initiating a capture session. A capture session can also be initiated based on an input location, based on a predetermined time, based on a user encountering certain participants, based on a user participating in certain activities (e.g., sports activities, social activities), based on a user manually initiating a capture session, based on the occurrence of certain weather conditions 834, and the like.

[0158] As described above, the physical location 828 can be monitored via the cameras 802, 804, 806, 808, drone 118, sensors 810, 812, 818, 820 at a first time slot to create a first portion of the time-lapse memory. For example, the first portion of the time-lapse memory can be captured during construction work in the morning by visiting a park and capturing data for a few minutes, etc. The time slot can be of any duration, such as a 5-minute, 1-hour, 1-day time slot. A second time slot is then captured after the first time slot and used to create a second portion of the time-lapse memory. The second time slot can have a different duration than the first time slot. For example, the physical location 828 can first be monitored for 1 hour on day 1, then for 10 minutes on day 2, then for 2 hours on day 3, and so on, until the building, home renovation, etc. is completed.

[0159] The resulting time-lapse memory experience includes multiple portions of sensor recordings. The portions may be consecutive, but may also overlap. That is, the first portion may end after the second portion begins. The portions may not overlap, and there may be "missing" portions. For example, the first portion may be captured on day 1 of construction with a 10 hour time slot, and the second portion may be captured on day 3 of construction with a 1 hour time slot. Thus, a time-lapse memory experience may have times where no data was captured.

[0160] In some embodiments, the memory experience capture system 206 uses or includes a trigger system 210 to monitor data via cameras 802, 804, 806, 808, drones 118, sensors 810, 812, 818, 820, and / or IOT devices 814, 816 to trigger memory experiences. As previously described, a match is triggered by matching a single trigger data item (e.g., picture, video, sound, smell, taste, weather condition, location, micro-location, time, date, lighting condition, time, person, pet, social network, and / or bio-signal) or multiple data items with previously captured data (e.g., data stored in database 830). The trigger data is used to create an AR and / or VR memory experience, for example, via an AR / VR creation system 212, and to project the memory experience, for example, via an AR / VR system 212. Thus, the techniques described herein can use triggers to detect previous memory experiences and create AR and / or VR enhancements that can immerse users in a more contextualized manner.

[0161] Fig. 9 is a block diagram illustrating details of an embodiment of a memory experience capture system 206 that can be used to capture an entity 902 such as a person, pet, and / or object. That is, in addition to observing Figure 8 In addition to or in lieu of physical location 826 shown in Figure 8 , entity 902 is observed using memory experience capture system 206. Thus, entity 902 may be in various physical locations throughout the time-lapse memory experience.

[0162] As described above, the cameras 802, 804, 806, 808 and drone 118 include depth perception technology for determining depth and / or distance to various objects. The cameras 802, 804, 806, 808 can be stand-alone cameras, or can be included in the head wearable device 116, the mobile device 114, and / or the computer client device 120. During volume processing, the memory experience capture system 206 uses the recorded video and synchronizes the start recording time for various recordings. Sensors 810, 812 and IOT devices 814, 816 are also shown and used to capture various data. Bio-signal sensors 818, 820 set on participants 822, 824, respectively, are also shown.

[0163] During operation, the memory experience capture system 206 can continuously capture data of the environment, for example, by focusing on the entity 902 using various cameras 802, 804, 806, 808, drones 118, sensors 810, 812, 818, 820, and IOT devices 814, 816. As previously described, the captured data can then be saved to a database 830, such as database 130, via a server 832, such as database server 128. For example, the captured data is stored and indexed for future use as part of a time-lapse memory experience. The memory experience capture system 206 can also be used to capture data based on a user (e.g., participant 822 and / or participant 824) initiating a capture session. A capture session can also be initiated based on an input location, based on a predetermined time, based on a user encountering certain participants, based on a user participating in certain activities (e.g., sports activities, social activities), based on a user manually initiating a capture session, based on the occurrence of certain weather conditions 834, and the like.

[0164] As described above, the entity 902 may be monitored via the cameras 802, 804, 806, 808, the drone 118, the sensors 810, 812, 818, 820 at a first time slot to create a first portion of the time-lapse memory. For example, the first portion of the time-lapse memory may be captured when the entity 902 is located inside a first area such as a crib, a room, a house, a building, a park, etc. The time slot may be of any duration, such as a time slot of 5 minutes, 1 hour, 1 day. A second time slot is then captured after the first time slot and used to create a second portion of the time-lapse memory. The second time slot may be captured when the entity 902 is located inside a second area having a different physical location from the first area. For example, a different room, inside a vehicle, etc. The second time slot may have a different duration than the first time slot. For example, the physical location 828 may first be monitored for 1 hour on day 1, then for 10 minutes on day 2, then for 2 hours on day 3, and so on until the building, home renovation, etc. is completed. The second time slot may also be captured in the same area as the first time slot but at another time.

[0165] The generated time-lapse memory experience includes multiple parts recorded by the sensor. The parts can be continuous, but they can also overlap. That is, the first part can end after the second part starts. The parts may not overlap, and there may be "missing" parts. For example, the first part can be captured with a 10-hour time slot on the first day of construction, and the second part can be captured with a 1-hour time slot on the third day of construction. Therefore, the time-lapse memory experience can have a time without captured data. Then, the generated time-lapse memory experience can capture the baby when the entity 902, such as a baby, grows through various physical locations and becomes a teenager. Similarly, if the entity 902 is an object such as a car, the time-lapse memory can capture the car being transformed. Similarly, if the entity 902 is a puppy, the time-lapse memory can capture the puppy growing into an adult dog. In this way, the technology described herein can capture various time-lapse subjects (e.g., physical locations, entities, or combinations thereof) and provide a more immersive presentation through various times.

[0166] Machine Architecture

[0167] Fig.101000 within which instructions 1002 (e.g., software, programs, applications, applet, app, or other executable code) may be executed for causing the machine 1000 to perform any one or more of the methods discussed herein. For example, the instructions 1002 may cause the machine 1000 to perform any one or more of the methods described herein. The instructions 1002 convert a general purpose, unprogrammed machine 1000 into a specific machine 1000 that is programmed to perform the functions described and illustrated in the manner described. The machine 1000 may operate as a standalone device or may be coupled (e.g., networked) to other machines. In a networked deployment, the machine 1000 may operate as a server machine or a client machine in a server-client network environment or as a peer machine in a peer-to-peer (or distributed) network environment. The machine 1000 may include, but is not limited to, a server computer, a client computer, a personal computer (PC), a tablet computer, a laptop computer, a netbook, a set-top box (STB), a personal digital assistant (PDA), an entertainment media system, a cellular phone, a smart phone, a mobile device, a wearable device (e.g., a smart watch), a smart home device (e.g., a smart appliance), other smart devices, a web device, a network router, a network switch, a network bridge, or any machine capable of sequentially or otherwise executing instructions 1002 specifying actions to be taken by the machine 1000. In addition, although 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 1002 to perform any one or more of the methods discussed herein. For example, the machine 1000 may include a user system 102 or any one of a plurality of server devices forming part of an interactive server system 110. In some examples, the machine 1000 may also include both a client system and a server system, wherein certain operations of a particular method or algorithm are performed on the server side, and certain operations of the particular method or algorithm are performed on the client side.

[0168] The machine 1000 may include a processor 1004, a memory 1006, and an input / output I / O component 1008 that may be configured to communicate with each other via a bus 1010. In an example, the processor 1004 (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 1012 that executes instructions 1002 and a processor 1014. 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 1004 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.

[0169] The memory 1006 includes a main memory 1016, a static memory 1018, and a storage unit 1020, which are all accessible by the processor 1004 via the bus 1010. The main memory 1006, the static memory 1018, and the storage unit 1020 store instructions 1002 that implement any one or more of the methods or functions described herein. The instructions 1002 may also reside, completely or partially, within the main memory 1016, within the static memory 1018, within the machine-readable medium 1022 within the storage unit 1020, within at least one of the processors 1004 (e.g., within a cache memory of a processor), or within any suitable combination thereof during execution thereof by the machine 1000.

[0170] The I / O components 1008 may include various components for receiving input, providing output, generating output, sending information, exchanging information, capturing measurements, etc. The specific I / O components 1008 included in a particular machine will depend on the type of machine. For example, a portable machine such as a mobile phone may include a touch input device or other such input mechanism, while a headless server machine will be less likely to include such a touch input device. It will be appreciated that the I / O components 1008 may include Fig.101024 and 1026. In various examples, the I / O components 1008 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 other pointing instrument), a tactile input component (e.g., a physical button, a touch screen or other tactile input component that provides location and force of a touch or touch gesture), an audio input component (e.g., a microphone), etc.

[0171] In other examples, the I / O component 1008 may include a biometric component 1028, a motion component 1030, an environmental component 1032, or a positioning component 1034, as well as a wide range of other components. For example, the biometric component 1028 includes components for detecting expressions (e.g., hand expressions, facial expressions, voice expressions, body postures, or eye tracking), measuring biosignals (e.g., blood pressure, heart rate, body temperature, sweat, or brain waves), identifying people (e.g., voice recognition, retinal recognition, facial recognition, fingerprint recognition, or EEG-based recognition), etc. The motion component 1030 includes an acceleration sensor component (e.g., an accelerometer), a gravity sensor component, and a rotation sensor component (e.g., a gyroscope).

[0172] Environmental components 1032 include, for example, one or more cameras (with still image / photo and video capabilities), lighting sensor components (e.g., photometers), temperature sensor components (e.g., one or more thermometers that detect ambient temperature), humidity sensor components, pressure sensor components (e.g., barometers), acoustic sensor components (e.g., one or more microphones that detect background noise), proximity sensor components (e.g., infrared sensors that detect nearby objects), gas sensors (e.g., gas detection sensors that detect concentrations of hazardous gases for safety or measure pollutants in the atmosphere), or other components that can provide indications, measurements, or signals corresponding to the surrounding physical environment.

[0173] With respect to cameras, user system 102 may have a camera system including, for example, a front-facing camera on a front surface of user system 102 and a rear-facing camera on a rear surface of user system 102. The front-facing camera may, for example, be used to capture still images and videos (e.g., “selfies”) of a user of user system 102, which may then be enhanced with the enhancement data (e.g., filters) described above. The rear-facing camera may, for example, be used to capture still images and videos in a more traditional camera mode, where the images are similarly enhanced using the enhancement data. In addition to the front-facing camera and the rear-facing camera, user system 102 may also include a 360° camera for capturing 360° photos and videos.

[0174] In addition, the camera system of the user system 102 may include dual rear cameras (e.g., a main camera and a depth sensing camera), or even a triple, quad, or quintuple rear camera configuration on the front and back sides of the user system 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. The positioning component 1034 includes a position 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. Note that the I / O component may also include the camera 802, the camera 804, the camera 806, the camera 808, the sensor 810, the sensor 812, the sensor 818, the sensor 820, and the I / O included in the drone 118.

[0175] Various technologies may be used to implement communications. The I / O components 1008 also include a communication component 1036 that is operable to couple the machine 1000 to a network 1038 or device 1040 via a corresponding coupling or connection. For example, the communication component 1036 may include a network interface component or another suitable device that interfaces with the network 1038. 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, a wireless communication ... Parts (e.g. Low power consumption), Device 1040 may be any of another machine or various peripheral devices (eg, a peripheral device coupled via a universal serial bus (USB) port), an IoT device, etc.

[0176] In addition, the communication component 1036 can detect an identifier or include a component operable to detect an 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 a one-dimensional barcode such as a universal product code (UPC) barcode, a multi-dimensional barcode such as a Quick Response (QR) code, an Aztec code, a data matrix, a data symbol (Dataglyph), a MaxiCode, PDF417, an UltraCode, a UCC RSS-2D barcode, 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 a location via an Internet Protocol (IP) geolocation, a location via a NFC smart tag detection component, a location via a NFC smart tag detection component, and a location via a NFC smart tag detection component. Signal triangulation to obtain location, location obtained via detection of NFC beacon signals that can indicate a specific location, etc.

[0177] Various memories (e.g., main memory 1016, static memory 1018, and memory of processor 1004) and storage unit 1020 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 1002) when executed by processor 1004 cause various operations to implement the disclosed examples.

[0178] The instructions 1002 may be sent or received via a network interface device (e.g., a network interface component included in the communication component 1036) using a transmission medium and using any of several well-known transmission protocols (e.g., Hypertext Transfer Protocol (HTTP)) over the network 1038. Similarly, the instructions 1002 may be sent or received via a coupling (e.g., a peer-to-peer coupling) with the device 1040 using a transmission medium.

[0179] Software Architecture

[0180] Fig.111100 is a block diagram illustrating a software architecture 1102 that may be installed on any one or more of the devices described herein. The software architecture 1102 is supported by hardware, such as a machine 1104 including a processor 1106, a memory 1108, and an I / O component 1110. In this example, the software architecture 1102 may be conceptualized as a stack of layers, each of which provides specific functionality. The software architecture 1102 includes layers such as an operating system 1112, a library 1114, a framework 1116, and an application 1118. In operation, the application 1118 invokes an API call 1120 through the software stack and receives a message 1122 in response to the API call 1120.

[0181] The operating system 1112 manages hardware resources and provides public services. The operating system 1112 includes, for example, a kernel 1124, a service 1126, and a driver 1128. The kernel 1124 serves as an abstraction layer between the hardware and other software layers. For example, the kernel 1124 provides functions such as memory management, processor management (e.g., scheduling), component management, networking, and security settings. The service 1126 can provide other public services to other software layers. The driver 1128 is responsible for controlling or interfacing with the underlying hardware. For example, the driver 1128 may include a display driver, a camera driver, or Low-power drivers, Flash drivers, Serial communication drivers (e.g., USB drivers), Drivers, audio drivers, power management drivers, etc.

[0182] The libraries 1114 provide a common low-level infrastructure used by the applications 1118. The libraries 1114 may include a system library 1130 (e.g., a C standard library) that provides functions such as memory allocation functions, string manipulation functions, mathematical functions, etc. In addition, the libraries 1114 may include an API library 1132, 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 presentation in two dimensions (2D) and three dimensions (3D) in graphics content on a display), a database library (e.g., SQLite providing various relational database functions), a web library (e.g., WebKit providing web browsing functions), etc. The library 1114 may also include various other libraries 1134 to provide many other APIs to the application 1118 .

[0183] The framework 1116 provides a common high-level infrastructure used by applications 1118. For example, the framework 1116 provides various graphical user interface (GUI) functions, high-level resource management, and high-level location services. The framework 1116 can provide a wide range of other APIs that can be used by applications 1118, some of which can be specific to a particular operating system or platform.

[0184] In an example, the applications 1118 may include a home application 1136, a contacts application 1138, a browser application 1140, a book reader application 1142, a location application 1144, a media application 1146, a messaging application 1148, a game application 1150, a memory experience application 1152, and a variety of other applications such as third-party applications 1154. The memory experience application 1152 may provide information such as about Figure 6 Similarly, the memory experience application 1152 can provide the functionality of capturing and storing memory experiences as described in the process 600 of FIG. Figure 7 Process 700 describes functionality for creating and displaying AR and / or VR content for memory experience presentation.

[0185] Application 1118 is a program that executes the functions defined in the program. Various programming languages ​​may be used to create one or more of the applications 1118 structured in various ways, such as an object-oriented programming language (e.g., Objective-C, Java, or C++) or a procedural programming language (e.g., C language or assembly language). In a specific example, third-party applications 1154 (e.g., applications created by entities 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 third-party application 1154 can activate the API call 1120 provided by the operating system 1112 to facilitate the functions described herein.

[0186] in conclusion

[0187] The technical effects include capturing time-lapse memory experience data via various types of sensors and storing the captured data as a time-lapse memory experience. Various memory experience triggers are then used to detect that the time-lapse memory experience has previously occurred and to create an augmented reality (AR) and / or virtual reality (VR) memory experience. 3D volumetric video can be used as part of the AR and / or VR memory experience. The AR and / or VR experience may additionally involve communication with an Internet of Things (IoT) device, which is then used to simulate the originally captured memory experience. The time-lapse memory experience can capture time slots at different parts of the timeline memory experience and focus on a desired physical location, entity (e.g., person, object, pet), or a combination thereof.

[0188] Glossary

[0189] "Carrier signal" refers to any intangible medium that can store, encode or carry instructions 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 transmission medium via a network interface device.

[0190] "Client Device" refers to any machine that interfaces with a communications network to obtain resources from one or more server systems or other client devices. A client device may be, but is not limited to, a mobile phone, a desktop computer, a laptop computer, a personal digital assistant (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 communications device that a user may use to access a network.

[0191] "Communications network" means one or more parts of a network, which may be an ad hoc network, an intranet, an extranet, a virtual private network (VPN), a local area network (LAN), a wireless LAN (WLAN), a wide area network (WAN), a wireless WAN (WWAN), a metropolitan area network (MAN), the Internet, a part of the Internet, a part of the public switched telephone network (PSTN), a plain old telephone service (POTS) network, a cellular telephone network, a wireless network, 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 rates for GSM evolution (EDGE) technology, the third generation partnership project (3GPP) including 3G, fourth generation wireless (4G) networks, universal mobile telecommunications system (UMTS), high speed packet access (HSPA), world wide interoperability for microwave access (WiMAX), long term evolution (LTE) standards, other data transmission technologies defined by various standard setting organizations, other long distance protocols, or other data transmission technologies.

[0192] "Component" refers to a logic or device, a physical entity with the following boundaries, which is defined by a function or subroutine call, a branch point, an API, or other technical definitions that provide partitioning or modularization for a specific processing or control function. A component can be combined with other components via its interface to perform machine processing. A component can be a packaged functional hardware unit designed for use with other components, and a part of a program that generally performs a specific function of a related function. A component can constitute a software component (e.g., a code implemented on a machine-readable medium) or a hardware component. A "hardware component" is a tangible unit 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., an independent computer system, a client computer system, or a server computer system) or one or more hardware components (e.g., a processor or a processor group) of a computer system can be configured by software (e.g., an application or an application part) to operate to perform certain operations as described herein. Hardware components can 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. The hardware component may be a dedicated processor, such as a field programmable gate array (FPGA) or an application specific integrated circuit (ASIC). The hardware component may also include a programmable logic or circuit system that is temporarily configured to perform certain operations by software. For example, the 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), which is uniquely customized to perform the configured function and is no longer a general-purpose processor. It will be recognized that it can be determined for cost and time considerations whether to mechanically implement the hardware component in a dedicated and permanently configured circuit system or in a temporarily configured (e.g., configured by software) circuit system to implement the hardware component. Therefore, the phrase "hardware component" (or "hardware-implemented component") 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 some way or perform certain operations described herein. Considering an example in which a hardware component is temporarily configured (e.g., programmed), it is not necessary to configure or instantiate each hardware component in the hardware component at any one time. For example, where a hardware component includes a general purpose processor that is configured by software to be a special purpose processor, the general purpose processor may be configured as different special purpose processors (e.g., including different hardware components) at different times. The software configures a specific processor or processors accordingly, such as to constitute a specific hardware component at one time and to constitute different hardware components at different times. A hardware component may provide information to other hardware components and receive information from other hardware components.Therefore, the hardware components described can be considered to be coupled in communication. In the case of multiple hardware components simultaneously, communication can be achieved by signal transmission between or among two or more hardware components (for example, by appropriate circuits and buses). In the example where multiple hardware components are configured or instantiated at different times, communication between such hardware components can be achieved, for example, by storing information in a memory structure accessible to multiple hardware components and retrieving information in the memory structure. For example, a hardware component can perform an operation, and the output of the operation is stored in a memory device coupled 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. The hardware component can also initiate communication with an input device or an output device, and can operate on resources (for example, 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 that are temporarily configured (for example, by software) or permanently configured to perform related operations. Whether it is 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 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 operations in the operation of the method can be performed by one or more processors or the components implemented by the processor. In addition, one or more processors can also operate to support the execution of related operations in a "cloud computing" environment or as a "software as a service" (SaaS) operation. For example, at least some operations in the operation can be performed by a computer group (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 can be distributed among the processors, not only resident in a single machine, but deployed across multiple machines. In some examples, a processor or a component implemented by a processor can be located in a single geographical location (e.g., in a home environment, an office environment, or a server cluster). In other examples, a processor or a component implemented by a processor can be distributed across multiple geographical locations.

[0193] "Computer-readable storage media" refers to both machine storage media and transmission media. Therefore, these terms include both storage devices / media and carrier waves / modulated data signals. The terms "machine-readable medium", "computer-readable medium" and "device-readable medium" mean the same thing and may be used interchangeably in this disclosure.

[0194] "Ephemeral messages" are messages that are accessible for a limited duration. Ephemeral messages can be text, images, videos, etc. The access time for ephemeral messages can be set by the sender of the message. Alternatively, the access time can be a default setting or a setting specified by the recipient. Regardless of the setting technique, the message is ephemeral.

[0195] “Machine storage media” refers to a single or multiple storage devices and media (e.g., centralized or distributed databases, and associated caches and servers) that store executable instructions, routines, and data. Thus, the term should be considered to include, but is not limited to, solid-state memory and optical and magnetic media, including memory internal or external to the processor. Specific examples of machine storage media, computer storage media, and device storage media include: non-volatile memory, including, for example, semiconductor memory devices such as erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), FPGA, and flash memory devices; magnetic disks, such as internal hard disks and removable disks; magneto-optical disks; and CD-ROM and DVD-ROM disks. The terms “machine storage media,” “device storage media,” and “computer storage media” mean the same thing and may be used interchangeably in this disclosure. The terms “machine storage media,” “computer storage media,” and “device storage media” explicitly exclude carrier waves, modulated data signals, and other such media, at least some of which are encompassed by the term “signal media.”

[0196] “Non-transitory computer-readable storage medium” refers to tangible media capable of storing, encoding, or carrying instructions to be executed by a machine.

[0197] "Signal medium" refers to any intangible medium that is capable of storing, encoding or carrying instructions executed by a machine and includes digital or analog communication signals or other intangible media that facilitate the communication of software or data. The term "signal medium" should be deemed to include any form of modulated data signals, carrier waves, etc. The term "modulated data signal" means a signal that has one or more of its characteristics set or changed in such a manner as to encode information in the signal. The terms "transmission medium" and "signal medium" mean the same thing and may be used interchangeably in this disclosure.

Claims

1. A method comprising: capturing, via one or more sensors of a computing device, data of an environment observed by the one or more sensors at a first time slot; storing the data in a data storage device as a first part of a time-lapse memory experience; capturing, via the one or more sensors of a computing device, data of the environment observed by the one or more sensors at a second time slot; storing the data in a data storage device as a second part of the time-lapse memory experience; The time-lapse memory experience is associated with a memory experience trigger, wherein the memory experience trigger is configured to initiate presentation of the time-lapse memory experience.

2. The method according to claim 1, wherein: The environment includes a physical location, and wherein the one or more sensors observe the physical location during capture at the first time slot and during capture at the second time slot.

3. The method according to claim 1, wherein: The environment includes an entity located within a first area, and wherein the one or more sensors observe the entity, a portion of the first area, or a combination thereof during capture at the first time slot.

4. The method according to claim 3, wherein: The entity includes a person, a pet, an object, or a combination thereof.

5. The method according to claim 3, wherein: The environment includes the entity located within a second area having a different physical location than the first area, and wherein the one or more sensors observe the entity, a portion of the second area, or a combination thereof during capture at the second time slot.

6. The method according to claim 1, comprising: monitoring the environment via the one or more sensors of the computing device; applying the memory experience trigger to detect, based on the monitoring, that the time-lapse memory experience is stored in the data store; In a case where the memory experience trigger detects the time-lapse memory experience, creating an augmented reality memory experience, a virtual reality memory experience, or a combination thereof based on the time-lapse memory experience; as well as The augmented reality memory experience, the virtual reality memory experience, or a combination thereof is presented via the computing device.

7. The method according to claim 6, wherein: Creating the augmented reality memory experience, the virtual reality experience, or a combination thereof includes: converting the time-lapse memory experience into an augmented reality enhancement, a virtual reality enhancement, an avatar, an augmented reality object, a virtual reality object, an odor signal capable of being transmitted to an odor presentation device, a taste signal capable of being transmitted to a taste device, a tactile force, an Internet of Things (IoT) device command, or a combination thereof.

8. The method according to claim 7, wherein: The augmented reality enhancement, the virtual reality enhancement, or a combination thereof includes a three-dimensional volumetric video configured to enable a user of the computing device to view the three-dimensional volumetric video at multiple viewpoint depths.

9. The method according to claim 6, wherein: Applying the memory experience trigger to detect that the time-lapse memory experience is stored includes comparing trigger data associated with the memory experience trigger and memory experience data associated with the time-lapse memory experience to determine that a match exists.

10. The method according to claim 9, wherein: The trigger data includes location, micro-location, at least one participant of the time-lapse memory experience, picture, video, sound, bio-signal, odor signal, taste signal, weather condition, lighting condition, time, date, person, pet or a combination thereof.

11. The method according to claim 1, wherein: The one or more sensors are disposed in a head wearable device, a drone, a mobile device, a portable computing device, or a combination thereof.

12. The method according to claim 1, wherein: The one or more sensors include a sound sensor, a camera sensor, a weather sensor, a lighting condition sensor, a positioning sensor, a micro-positioning sensor, a smell sensor, a taste sensor, a bio-signal sensor, or a combination thereof.

13. A system comprising: one or more hardware processors; as well as at least one memory storing instructions that cause the one or more hardware processors to perform operations comprising: capturing, via one or more sensors of a computing device, data of an environment observed by the one or more sensors at a first time slot; storing the data in a data storage device as a first part of a time-lapse memory experience; capturing, via the one or more sensors of a computing device, data of the environment observed by the one or more sensors at a second time slot; storing the data in a data storage device as a second part of the time-lapse memory experience; The time-lapse memory experience is associated with a memory experience trigger, wherein the memory experience trigger is configured to initiate presentation of the time-lapse memory experience.

14. The system according to claim 13, wherein: The environment includes a physical location, and wherein the one or more sensors observe the physical location during capture at the first time slot and during capture at the second time slot.

15. The system of claim 13, wherein: The environment includes an entity located within a first area, and wherein the one or more sensors observe the entity, a portion of the first area, or a combination thereof during capture at the first time slot.

16. The system of claim 13, wherein: The at least one memory stores instructions that cause the one or more hardware processors to perform operations comprising: monitoring the environment via the one or more sensors of the computing device; applying the memory experience trigger to detect, based on the monitoring, that the time-lapse memory experience is stored in the data store; In a case where the memory experience trigger detects the time-lapse memory experience, creating an augmented reality memory experience, a virtual reality memory experience, or a combination thereof based on the time-lapse memory experience; and The augmented reality memory experience, the virtual reality memory experience, or a combination thereof is presented via the computing device.

17. The system of claim 16, wherein: Creating the augmented reality memory experience, the virtual reality experience, or a combination thereof includes: converting the time-lapse memory experience into an augmented reality enhancement, a virtual reality enhancement, an avatar, an augmented reality object, a virtual reality object, an odor signal capable of being transmitted to an odor presentation device, a taste signal capable of being transmitted to a taste device, a tactile force, an Internet of Things (IoT) device command, or a combination thereof.

18. The system of claim 17, wherein: The augmented reality enhancement, the virtual reality enhancement, or a combination thereof includes a three-dimensional volumetric video configured to enable a user of the computing device to view the three-dimensional volumetric video at multiple viewpoint depths.

19. A machine-readable medium storing instructions that, when executed by a computer system, cause the computer system to perform operations comprising: capturing, via one or more sensors of a computing device, data of an environment observed by the one or more sensors at a first time slot; storing the data in a data storage device as a first part of a time-lapse memory experience; capturing, via the one or more sensors of a computing device, data of the environment observed by the one or more sensors at a second time slot; storing the data in a data storage device as a second part of the time-lapse memory experience; The time-lapse memory experience is associated with a memory experience trigger, wherein the memory experience trigger is configured to initiate presentation of the time-lapse memory experience.

20. The machine-readable medium storing instructions of claim 19, comprising: monitoring the environment via the one or more sensors of the computing device; applying the memory experience trigger to detect, based on the monitoring, that the time-lapse memory experience is stored in the data store; In a case where the memory experience trigger detects the time-lapse memory experience, creating an augmented reality memory experience, a virtual reality memory experience, or a combination thereof based on the time-lapse memory experience; as well as The augmented reality memory experience, the virtual reality memory experience, or a combination thereof is presented via the computing device.

Citation Information

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