Contextual memory experience trigger system
Multi-sensory data is captured through sensors and sensing devices, and memory experience is projected using triggers and AR/VR systems, which solves the problem of difficulty in systematically capturing and revisiting AR/VR experience in the prior art, and realizes immersive memory re-review of multi-sensory.
Patent Information
- Application Number
- CN202380062377.7
- 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
The prior art is difficult to provide a systematic approach to capture and relive multisensory augmented reality (AR) and virtual reality (VR) experiences, especially in contextual and immersive ways.
Various foreground, background and metadata of the target area are captured by using a series of sensors and sensing devices, including sensory information such as video, audio, smell, taste, and touch, and through the trigger system, determine whether it can be used for re-experience, and finally project a multi-sensory memory experience through the AR/VR system.
It realizes an immersive relive of the user's multi-sensory experience, provides a more contextual and fascinating memory experience, and enhances the close matching between the user and the original experience.
Smart Images

Figure CN119790374A_ABST
Abstract
Description
[0001] Priority Claim
[0002] This patent application claims the benefit of priority to U.S. application serial number 17 / 900,436, filed on August 31, 2022, the entire contents of which are incorporated herein by reference. 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 contextual triggers for augmented reality experiences and / or virtual reality experiences. Background Art
[0004] An 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 is visible, 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 experiences in any of these ways are referred to herein as "AR devices." A virtual reality (VR) experience may also be provided, in which a fully simulated or virtual view of the world is presented through a display device. VR virtual content may also include audio content, visual content, or visual effects. Devices that support VR experiences in any of these ways are referred to herein as "VR devices." BRIEF DESCRIPTION OF THE DRAWINGS
[0005] In the accompanying drawings (which are not necessarily drawn to scale), the same reference numerals may describe similar components in different views. 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 networking environment in which the present disclosure may be deployed, according to some examples.
[0007] Figure 2 is a diagrammatic representation of a messaging system and a sensor processing system with a memory experience capture system, having both client-side and server-side functionality, according to some examples.
[0008] Figure 3 is a diagrammatic representation of a data structure suitable for storing memory experience data 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 is a flow chart of an access restriction process according to some examples.
[0011] Figure 6 A head wearable device communicatively coupled to various systems is shown according to some examples.
[0012] Figure 7 is a flow chart of a memory experience capture process according to some examples.
[0013] Figure 8 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.
[0014] Fig. 9 A memory experience capture system according to some examples is shown.
[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 the system, method, technology, instruction sequence and computing machine program product of the illustrative embodiment of the present disclosure. In the following description, for the purpose of illustration, many specific details are set forth, so as 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 embodiment of the subject of the present invention can be put into practice without these specific details. Usually, known instruction examples, protocols, structures and technologies need not be 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 is visible), 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 methods are referred to herein as "AR devices". Virtual reality (VR) experience may also be provided, in which a fully simulated or "virtual" view of the world 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 methods are referred to herein as "VR devices". In some embodiments, devices such as smart phones, tablets, smart glasses, etc. may support both AR and VR experiences, and are therefore both AR and VR devices. In addition to visual and auditory experiences, AR devices and / or VR devices may also provide multi-sensory experiences, such as tactile experiences (e.g., touch-based experiences), olfactory experiences, and taste experiences.
[0019] The technology disclosed herein includes a system that captures various data (including AR data and VR data) from a moment experienced by a user. As further described below, the captured data is used, for example, to create a multi-sensory AR / VR experience that can be triggered to relive the moment. Such a system enables users to relive memories in a more immersive and contextualized manner via an AR device and / or a VR device. For example, the system provides AR and VR experiences that relive captured moments by providing a multi-sensory and multi-perspective user experience, thereby creating a more engaging memory that immerses the user in a moment.
[0020] The technology described herein includes a capture system that uses a series of sensors and sensing devices to capture various foreground, background, and metadata of a target area (e.g., an area including one or more users). For example, cameras on smart glasses and camera equipment capture first, second, and third perspective video and volumetric AR and VR content, and additionally capture details of ambient lighting and background objects. Similarly, smart watches can capture biosignal user data (e.g., heartbeat data, pulse oximetry data, electrocardiogram (ECG) data), and microphones on smart glasses can capture background music / noise and foreground conversations. The captured data is indexed or fused into memories of experiences to be stored for future use.
[0021] The captured data may also additionally include various types of sensory information (e.g., smell, taste, touch, voice, local and surround sound, visuals), capture of user activity and activity around the user (e.g., sports activity, social activity, etc.), and certain activity metadata (e.g., location, time, weather information, accelerometer data, gyroscope data, lighting levels, season of the year, altitude, etc.). The capture process may occur passively (e.g., continuously recording a scene via a camera) or actively (e.g., recording a desired scene via a user). In one example, the data capture process also records the user's participation in a virtual activity such as playing an AR or VR game.
[0022] Once the data is captured, the trigger system determines whether one or more memories are available for re-experience based on certain conditions (e.g., sensor information, detected activity, positioning). The technology described herein provides multiple uses for triggers. In the first use, the trigger data is used to detect the presence of a memory experience. In the second use, the trigger data is used to create AR and / or VR content that can be projected as part of the memory experience. In addition to AR and / or VR content, the projected memory experience can include the use of Internet of Things (IOT) devices such as lights, fans, smart power sockets, etc. to further project a certain atmosphere based on the created memory experience. By enabling the capture of certain experiences and by using triggers for both detecting memories and creating memory experiences, the technology described herein provides a more effective and immersive memory review.
[0023] Networked computing environment
[0024] Figure 1 1 is a block diagram illustrating an example interactive system 100 for facilitating interactions on a network (e.g., capturing memory experiences, triggering memory experiences, viewing memory experiences, sharing memory experiences, exchanging text messages, making 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).
[0025] 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., interaction 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 a living being, such as a person or a pet.
[0026] 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, whether certain functions are located 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 to later migrate the technologies and functions to the interactive clients 104 where the user system 102 has sufficient processing power.
[0027] 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, message content, client device information, geolocation information, media enhancements and overlays, message content persistence conditions, social network information, and live event information. The data exchange within the interactive system 100 is activated and controlled by functions available through the user interface (UI) of the interactive client 104. Augmentation includes augmented reality (AR), virtual reality (VR), and mixed reality (MR) content items, overlays, image transformations, images, and modifications that may be applied to image data (e.g., video or images).
[0028] The augmentation may also include volumetric content, which may include volumetric video and images of a three-dimensional space captured in three dimensions (as well as audio signals recorded with the volumetric video and images). The recording of volumetric content includes capturing elements (e.g., objects and humans) of the three-dimensional space in volume 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 humans) 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 may include displaying one or more AR content items superimposed on a real-world space, which may be the same as the three-dimensional space in which the volumetric video was captured, or may be a different space. The presentation of volumetric content may include displaying one or more content items in motion, displaying one or more content items performing movement or other actions, displaying one or more content items in a static position, or a combination thereof. The content item may be displayed for the duration of the presentation of the volumetric content or a portion thereof.
[0029] 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.
[0030] 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 information and content; adding and removing entities (e.g., friends) from an entity graph (e.g., a social graph); locating friends in a social graph; and opening application events (e.g., related to an interaction client 104).
[0031] The user system 102 may include one or more sensors suitable for capturing a moment, such as memory experience data. The sensor may capture user biosignals, such as the user's heart rate, pulse oximetry signals (e.g., oxygen saturation, maximum oxygen uptake (VO2 max)), 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 equipment), a microphone, etc. For example, certain stage and camera equipment such as a 3D volume capture system can be used to capture a complete 3D volume recording, rather than a flat image of the participants and objects.
[0032] In practice, memory experience data may be recorded from a variety of sources including multiple users, various types of sensors, and camera systems, and then indexed or data-fused into a memory representing a certain moment captured. Any length of time may be used for the recorded memory experience, for example, a fixed time (e.g., 5 minutes, 30 minutes, 1 hour, 5 hours), a variable time (e.g., recording starts upon entering the venue and stops upon leaving the venue), an event-based time (e.g., recording starts at the concert start time and stops at the concert end time), and a user-selected time (e.g., user starts recording and / or user stops recording). In some embodiments, as further described below, recording may be continuous, and thus one or more memories are continuously generated. The memory experience data may be transmitted for storage in some database, such as database 130. The data may be stored additionally or alternatively via a third-party server 112.
[0033] Various sensors, including sensors disposed in the user system 102, may be further used to trigger a memory experience. For example, if the trigger includes a location, one or more location sensors detect that the user is in the vicinity of the trigger location, and an AR arrow may be displayed to help the user navigate to the location to experience the memory experience projection. Similarly, sounds (e.g., a song being played), weather conditions (e.g., certain cloud formations), heart rate, ambient lighting levels, smells, tastes, touches, visual effects, etc. may trigger a memory experience projection. As previously mentioned, in some examples, the triggers include multi-purpose triggers that are used both to detect the presence of a memory experience and to create a multi-sensory memory experience projection that includes an AR and / or VR projection of a memory experience.
[0034] The memory experience is projected via an AR and / or VR system that may be included in the user system 102. More specifically, the interactive server 126, the third-party server 112, the user system 102, or a combination thereof may use the memory experience data to create a memory experience. The memory experience may be projected via the user system 102 using AR and / or VR technology. For example, the user system 102 displays visualizations, emits scents, guides tactile touches, enables Internet of Things (IOT) devices, etc., to create a situational immersive experience of recalling one or more stored memories that have been triggered. In this way, the user experiences a multi-sensory environment that more closely matches the original captured memory.
[0035] Linked Applications
[0036] 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 "applet") hosted on the user system 102 or located at the remote end of the user system 102 (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., a 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 "applet") 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).
[0037] 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. Small-scale versions of such applications 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.
[0038] 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 the third-party server 112 (for example) 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.
[0039] The interactive client 104 can notify the user of the user system 102 or other users (e.g., "friends") related to such users of one or more external resources (e.g., applications 106 or applet) of activities that are occurring, such as shared memory experiences. 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 group of friends). The external resource can provide participants in the conversation who each use the 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, such as launching a corresponding external resource, viewing specific information within an external resource, or bringing 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.
[0040] 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 the form of a context-sensitive menu. For example, icons representing different applications (or applets) of 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 store 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 sensors suitable for capturing memory experiences, may be able to trigger memory experiences, and can be used to present AR / VR content created based on triggers.
[0041] System Architecture
[0042] 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 includes 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.
[0043] 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 control software (e.g., in an application) that interacts with and controls the hardware of the user system 102, such as camera hardware (e.g., directly or via operating system control), drone hardware, mobile device hardware, etc., to capture, modify, and enhance real-time images and other sensor data.
[0044] In addition to capturing and enhancing visual data via the various hardware of the user system 102, the sensor system 204 may additionally capture and enhance data from external sensors / devices 208 external to the user system 102 (e.g., data from sensors and / or devices near the user), such as sound sensors, lighting sensors (e.g., lighting level sensors, color sensors), temperature sensors, positioning sensors, micro-positioning sensors, bio-signal sensors, odor sensors, taste sensors, IOT devices, and / or weather sensors. 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, etc. The taste sensor may include an electronic tongue sensor, such as a lipid / polymer membrane that transforms information about a substance that produces a taste into an electrical signal.
[0045] 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 may be controlled by user system 102, as well as devices external to user system 102 that may be included in external sensors / devices 208.
[0046] External sensors / devices 208 may additionally or alternatively include sensors and devices including IOT devices (e.g., external cameras, sensors on smart watches, weather station sensors) that are useful for capturing data related to the user's immediate environment, provided near or on the user. Sensor system 204 may capture data continuously or based on the user initiating 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 certain participants, and based on the user participating in certain activities (e.g., sports activities, social activities).
[0047] Also shown is a memory experience capture system 206 that provides various functions that enable a user to capture a memory experience. For example, the memory experience capture system 206 can interface with the sensor system 204 and the external sensor / device 208 to capture some (or all) of the data from the various sensors and store the captured data as a memory experience stored via the database server 128 and / or the third-party server 112. In order to store the captured data (e.g., sensor data, biosignal data, weather data), the memory experience capture system 206 can create an index that associates one or more sensor data records with a certain moment. The certain moment can be any length of time for the recorded memory experience, such as a fixed time (e.g., 5 minutes, 30 minutes, 1 hour, 5 hours), a variable time (e.g., recording starts when entering the venue and stops when leaving the venue), an event-based time (e.g., recording starts at the concert start time and stops at the concert end time), and a user-selected time (e.g., the user starts recording and / or the user stops recording).
[0048] The database server 128 and / or the third-party server 112 may store the memory experience by associating or otherwise linking the data captured by the memory experience capture system 206 to each other and / or to a date and time, for example, using an index, a table, a collection (e.g., an object-oriented database collection), etc. Thus, a query may be provided that may include a list of participants, a social network, a song name, a location (e.g., geographic coordinates, a street address, a venue name, a micro-location), an event name (e.g., a sporting event, a concert, a family event), an activity name (sporting event, a family event, a school event), a weather description (e.g., cloud shape, a weather event such as rainfall), a picture, a video, one or more bio-signals, or a combination thereof. The trigger system 210 may use the query to determine whether the memory experience data is currently stored, and create an AR and / or VR memory experience presentation based on the data.
[0049] 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., people, pets, weather conditions, location, micro-location, objects, smells, tastes, lighting conditions, bio-signals). In some embodiments, the trigger system 210 submits a query including pictures, videos, sounds, smells, tastes, weather conditions (e.g., cloud patterns, rainfall patterns, temperature, pressure, humidity), location, micro-location, lighting conditions (e.g., lighting levels, ambient light colors), time, date, people, pets, social networks, and / or bio-signals to the data store via the database server 128 and / or the third-party server 112 to determine whether there is stored data that matches the data associated with one or more stored memory experiences. If there is a match, the trigger system 210 is used to create an AR and / or VR memory experience via the AR / VR creation system 212. Thus, the trigger may include pictures, videos, sounds, smells, tastes, weather conditions, location, micro-location, lighting conditions, time, date, people, pets, social networks, and / or bio-signals, and is used to determine whether certain memory experiences are stored. Triggers may additionally be used to create AR and / or VR memory experiences.
[0050] The created AR and / or VR memory experience is projected via the AR / VR system 214. For projection, the AR / VR system 214 can use the user system 102 and / or external sensors / devices 208, including IOT devices (e.g., turning on lights at specific lighting levels and / or colors, adjusting fan speed settings, adjusting air conditioning temperature, turning on / off smart switches, etc. via IOT device commands). Therefore, the memory experience projection 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 projection experience.
[0051] In the depicted embodiment, the AR / VR system 214 provides, among other things, functionality related to the generation and publication of enhancements (e.g., media overlays) for images captured in real time by a camera of the user system 102 or retrieved from the memory of the user system 102. Immersive visualizations of 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) to the interactive client 104 for enhancing real-time images received via the sensor system 204 or stored images retrieved from the memory 602 of the user system 102. In a VR example, the AR / VR system 214 creates an immersive environment including 3D representations of people and objects set in a virtual environment navigable by the user. 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:
[0052] The geographic location of the user system 102;
[0053] Social network information of users of user system 102; and
[0054] · Memory experience data triggered via trigger system 210 .
[0055] 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 user systems 102 for transmission in messages, or applied to video content such as video content streams or feeds sent from interactive clients 104. In this way, sensor processing system 202 may interact with and support various subsystems of communication system 216, such as messaging system 218 and video communication system 220.
[0056] 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), names of live events, or business name overlays (e.g., beach cafes). In other examples, the sensor processing system 202 uses the geolocation of the user system 102 to identify media overlays of the names of businesses included in the geolocation of the user system 102. Media overlays may include other tags associated with businesses. Media overlays 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 users to select a geolocation on a map and upload content associated with the selected geolocation. Users may also specify situations in which specific media overlays should be provided to other users. The sensor processing system 202 generates media overlays that include uploaded content and associate the uploaded content with the selected geolocation.
[0057] 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 AR and / or VR projection environments.
[0058] The AR / VR creation system can use triggers of the trigger system 210 to create content. In fact, triggers can be used to trigger memory experiences as well as to create content for delivering memory experiences. For example, as described further below, data (e.g., pictures, videos, sounds, smells, tastes, weather conditions, location, micro-location, lighting conditions, time, date, people, pets, social networks, bio-signals) is transformed into AR and / or VR enhancements.
[0059] 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 geolocation via a bidding process. For example, the AR / VR creation system 212 associates the highest bidding merchant's media overlay with the corresponding geolocation for a predefined amount of time. As previously mentioned, 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).
[0060] 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 implementing temporary or time-limited access to content by the interactive client 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 client 104 based on duration and display parameters associated with a message or a collection of messages (e.g., a story). Additional details about 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) 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 .
[0061] The collection management system 230 is responsible for managing collections or collections of media (e.g., collections of text, image video, and audio data) in operation. Collections of content (e.g., messages, including images, videos, text, and audio) can be organized into "event galleries" or "event stories." Such collections can be made available within a specified time period (e.g., the duration of the event to which the content relates). For example, content related to a concert can be 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., deleting 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 geolocation functions and supports the presentation of map-based media content and messages through 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" within the context of the map, as well as media content (e.g., a collection of messages including photos and videos) generated by these friends. For example, a message posted by a user to the interactive system 100 from a particular geographic location can be displayed to the "friends" of a particular user on the map interface of the interactive client 104 within the context of that particular location on the map. The user can also share his or her location and status information with other users of the 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 voice, 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 program interface (API) with functions that can be called or activated by a web-based application. The interactive server 126 hosts a JavasScript library that provides a given external resource access 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 functionality 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 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 the user a seamless experience of communicating with other users on the interactive client 104 while also preserving the look and feel of the interactive client 104. In order to bridge the communication between external resources and the interactive client 104, the SDK facilitates 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 (e.g., box art 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 a feature of a 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 feature 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 for authorizing the external resource to access the user data (e.g., animating the menu to emerge from the bottom of the screen to the middle or other part of the screen). The menu identifies the type of user data that the external resource will be authorized to use. In response to receiving 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 the 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 (e.g., different poses, 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 some examples. Although the contents of the database 302 are illustrated as including a plurality of tables, it will be appreciated that data may be stored in other types of data structures (e.g., object-oriented databases) 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., referenced) to the entity graph 308 and profile data 310. The entity for which records are maintained within the entity table 306 may include a person, a corporate entity, an organization, an object, a place, an event, 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 and 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 relationships, professional relationships (e.g., working at a common company or organization), interest-based relationships, or activity-based relationships. 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 outlet or brand). Other relationships may be two-way, such as a "friend" relationship between individual users of the interactive system 100.
[0075] Certain permissions and relationships can be attached to each relationship, and can also be attached to each direction of the relationship. For example, a two-way relationship (e.g., a friend relationship between individual users) can include authorization to publish 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 an individual user and a business user can impose varying degrees of restrictions on publishing digital content from a business user to an individual user, and can significantly limit or prevent the publication of digital content from an individual user to a business user. As an example of an entity, a specific user can record certain restrictions (e.g., through privacy settings) in the record of the entity in the entity table 306. Such privacy settings can be applied to all types of relationships within the context of the interactive system 100, or can be selectively applied only 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, 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 status or activity that the user can choose to transmit 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 can 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 (overlays) displayed as an overlay on an image or video during presentation to the recipient user. The filter can be of various types, including a filter selected by the user 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 geolocation filters (also referred to as geofilters), which can be presented to the sending user based on geolocation. For example, a geolocation filter specific to a nearby or special location can be presented by the interactive client 104 in a user interface based on geolocation 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 during the message creation process based on other input or information collected by the user system 102. Examples of data filters include the current temperature at a particular location, the current speed at which the sending user is traveling, the battery life of the 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 / or sounds that can be added to an image or video.
[0079] As described above, augmented data includes 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., videos or images). 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 images with the modifications on the screen of the user system 102. This also includes modifications to stored content (e.g., video clips that can be modified in a collection or group). 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 modifications (or in both cases). In some systems, the preview function can simultaneously display how different augmented reality content items will look in different windows of the display. For example, this can enable viewing multiple windows with different pseudo-random animations on the display at the same time.
[0080] Data for enhancements based on the captured memory experience may be stored in the memory experience table 318. As mentioned above, the memory experience may include image and video data, which may be stored in the image table 316 and the video table 314, respectively, but may also include other sensor data, such as bio-signals of the user (e.g., heart rate, oxygen saturation, maximum oxygen uptake, 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. In certain embodiments, the memory experience table 318 stores certain record identification information (e.g., record ID) that links a given memory experience to a record stored in the video table 314, the image table 316, and the other sensor tables 320. Thus, triggers such as pictures, videos, sounds, smells, tastes, weather conditions, locations, micro-locations, lighting conditions, times, dates, people, pets, social networks, and / or bio-signals can be queried against 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 tables 320) to determine whether one or more memory experiences are stored.
[0081] Thus, data and various systems using augmented reality content items or other such transformation systems using the data to modify content may involve detection of objects (e.g., faces, hands, bodies, cats, dogs, surfaces, objects, etc.) in video frames, tracking such objects as they leave, enter, and move around in the field of view, and modifying or transforming such objects as they are tracked. In various examples, different methods for implementing such transformations may be used. Some examples may involve: generating a three-dimensional mesh model of one or more objects; and using transformations of the models 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 to both images, models, and textures used to create transformations in content, as well as additional modeling and analysis information required to implement such transformations using object detection, tracking, and placement.
[0082] Real-time video processing can be performed using any kind of video data (e.g., video streams, video files, etc.) stored in the memory of any kind of computerized system. For example, a user can load a video file and save it in the memory of the device, or the device's sensors can be used to generate a video stream. In addition, any object, such as human faces and body parts, animals, or inanimate objects (e.g., chairs, cars, or other objects) can be processed using computer animation models.
[0083] In some examples, when a specific modification is selected together with the content to be transformed, the elements to be transformed are identified by a computing device, and then if the elements to be transformed are present in a video frame, the transformed elements are detected and tracked. The elements of the object are modified according to the modification request, thereby transforming the frames of the video stream. For different types of transformations, the transformation of the frames of the video stream can be performed by different methods. For example, for frame transformations that mainly involve changing the form of the elements of the object, characteristic points for 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 for subsequent stages of tracking the elements of the object in the video stream. During the tracking process, the grid for each element is aligned with the position of each element. Then, additional points are generated on the grid.
[0084] In some examples, a transformation that changes some areas of an object using elements of an object can be performed by calculating characteristic points of each element of the object and generating a grid based on the calculated characteristic points. Points are generated on the grid, and then various areas are generated based on these points. Then, the elements of the object are tracked by aligning the area of each element with the position of each element of at least one element, and the properties of the area can be modified based on the modification request, thereby transforming the frame of the video stream. Depending on the specific modification requirements, the properties of the mentioned area can be transformed in different ways. Such modifications can involve: changing the color of the area; removing part 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 options for model animation. In some examples of computer animation models for transforming image data using face detection, a specific face detection algorithm (e.g., Viola-Jones) is used to detect faces on images. Then, an active shape model (ASM) algorithm is applied to the face area of the image to detect facial feature reference points.
[0085] Other methods and algorithms suitable for face detection can be used. For example, in some examples, landmarks are used to locate features, and landmarks represent distinguishable points that exist 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 recognition 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 mean shape (meanshape) is the average value of the aligned training shapes.
[0086] 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 transfer, application of graphical elements, and any other suitable image or video manipulations that have been configured to be efficiently executed on the user system 102.
[0087] 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 image of the user to reflect the selected modification icon (e.g., generating a smiley face on the user). Once the image or video stream is captured and the specified modification is selected, the modified image or video stream 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 in real time or near real time. In addition, the modification can be persistent while the video stream is being captured, and the selected modification icon remains toggled. Machine-taught neural networks can be used to implement such modifications.
[0088] The graphical user interface presenting the modifications performed by the transformation system can provide additional interactive options to the user. Such options can be based on the interface used to initiate content capture and selection of a particular computer animation model (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 to turn the modification on or off by tapping or otherwise selecting the face being modified by the transformation system, and store it for later viewing or browsing other areas of the imaging application. In the case of modifying multiple faces by the transformation system, the user can globally switch to turn the modification on or off by tapping or selecting a single face modified and displayed in the graphical user interface. In some examples, each face in a group of multiple faces can be modified individually, or such modifications can be switched individually by tapping or selecting a single face or a series of single faces displayed in the graphical user interface.
[0089] 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 for whom a 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.
[0090] The collection may also constitute a "live story", which is a collection of content from multiple users created manually, automatically, or using a combination of manual and automatic techniques. For example, a "live story" may constitute a curated stream of user-submitted content from different locations and events. Users whose client devices have location services enabled and who are at a co-located event at a particular time may be presented with 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 group perspective.
[0091] Another type of content collection is called a "location story" that enables users whose user system 102 is located within a specific geographic location (e.g., on a college or university campus) to contribute to a specific collection. In some examples, contributions to location stories may use secondary authentication to verify that the end user belongs to a specific organization or other entity (e.g., is a student on a university campus).
[0092] Another type of content collection is called a "memory experience story" for users of the user system 102 to contribute memory experience data (e.g., pictures, videos, including volumetric video, sounds, smells, tastes, weather conditions, lighting conditions, bio-signals) to a 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 memory experience data.
[0093] Data communication architecture
[0094] 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 the interactive server 126. Similarly, the content of the message 400 is stored in memory as "in-transit" or "in-flight" data of the user system 102 or the interactive server 126. The message 400 is shown to include the following example components:
[0095] Message identifier 402 : a unique identifier that identifies the message 400 .
[0096] Message text payload 404 : text to be generated by the user via the user interface of the user system 102 and included in the message 400 .
[0097] 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 .
[0098] 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.
[0099] 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 .
[0100] Message enhancement data 412: Enhancement data (e.g., filters, stickers, or other annotations or enhancements) representing enhancements to be applied to the message image payload 406, 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.
[0101] 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).
[0102] Message memory experience data 416: data that associates records stored in image table 316, video table 314, augmentation table 312, and other sensor tables 320 with a memory experience (e.g., a moment) stored in memory experience table 318. Participants, pets, remembered dates, remembered times, remembered sports activities, remembered social activities may also be included in message memory experience data 416.
[0103] Message duration parameter 418: A parameter value indicating the amount of time in seconds that the content of the message (eg, message image payload 406, message video payload 408, message audio payload 410) will be presented to or accessible to the user via the interactive client 104.
[0104] Message geolocation parameters 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, with each of these parameter values being associated with a content item included in the content (e.g., a specific image within a message image payload 406 or a specific video in a message video payload 408).
[0105] Message story identifier 422: An identifier value that identifies one or more content collections (e.g., a "story" identified in story table 322) associated with a particular content item in message image payload 406 of message 400. For example, an identifier value may be used to associate multiple images within message image payload 406 with each of multiple content collections.
[0106] 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.
[0107] • 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.
[0108] • 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.
[0109] The content (e.g., value) of each component of message 400 may be a pointer to a location in a table where the content data value is stored. For example, the image value in message image payload 406 may be a pointer (or address) to a location within image table 316. Similarly, the value within message video payload 408 may point to data stored within video table 314, the value stored within message enhancement data 418 may point to data stored within enhancement table 312, the value stored within message story identifier 422 may point to data stored within story table 322, and the values stored within message sender identifier 426 and message recipient identifier 428 may point to user records stored within entity table 306.
[0110] Time-based access restriction architecture
[0111] Figure 5 is a schematic diagram illustrating an access restriction process 500 according to which access to content (e.g., a multimedia payload of an ephemeral message 502 and associated data) or a collection of content (e.g., an ephemeral message group 504) can be time-restricted (e.g., ephemeral).
[0112] The ephemeral message 502 is shown to be associated with a message duration parameter 506, the value of which determines the amount of time that the ephemeral message 502 will be displayed by the interactive client 104 to the receiving user of the ephemeral message 502. In some examples, the receiving user may view the ephemeral message 502 for up to 10 seconds, depending on the amount of time specified by the sending user using the message duration parameter 506.
[0113] The message duration parameter 506 and the message recipient identifier 508 are shown as inputs to a message timer 510, which is responsible for determining the amount of time that the ephemeral message 502 is shown to the particular receiving user identified by the message recipient identifier 508. In particular, the ephemeral message 502 is shown to the associated receiving user for a period of time determined by the value of the message duration parameter 506. The message timer 510 is shown as providing an output to a more generalized messaging system 512, which is responsible for the overall timing of displaying content (e.g., the ephemeral message 502) to the receiving user.
[0114] Short message 502 Figure 5502 is shown as being included in an ephemeral message group 504 (e.g., a collection of messages in a personal story or an event story). The ephemeral message group 504 has an associated group duration parameter 514, the value of which determines the duration for which the ephemeral message group 502 is presented and accessible to users of the interactive system 100. For example, the group duration parameter 514 may be the duration of a concert, where the ephemeral message group 504 is a collection of content about the concert. Alternatively, a user (an owning user or a curator user) may specify the value of the group duration parameter 514 when performing setup and creation of the ephemeral message group 504.
[0115] In addition, each ephemeral message 502 within the ephemeral message group 504 has an associated group participation parameter 516, the value of which determines the duration for which the ephemeral message 502 is accessible within the context of the ephemeral message group 504. Thus, a particular ephemeral message group 504 may "expire" and become inaccessible within the context of the ephemeral message group 504 before the ephemeral message group 504 itself expires according to the group duration parameter 514. The group duration parameter 514, the group participation parameter 516, and the message recipient identifier 508 each provide inputs to a group timer 518, which is operable to first determine whether a particular ephemeral message 502 of the ephemeral message group 504 is to be displayed to a particular receiving user, and if so, how long to display it. Note that the identity of the particular receiving user is also known to the ephemeral message group 504 due to the message recipient identifier 508.
[0116] Thus, the group timer 518 is operable to control the overall lifespan of the associated ephemeral message group 504 and the individual ephemeral messages 502 included in the ephemeral message group 504. In some examples, each ephemeral message 502 within the ephemeral message group 504 remains viewable and accessible for a period of time specified by the group duration parameter 514. In another example, within the context of the ephemeral message group 504, a particular ephemeral message 502 may expire based on the group participation parameter 516. Note that even within the context of the ephemeral message group 504, the message duration parameter 506 may still determine the duration for which a particular ephemeral message 502 is displayed to a receiving user. Thus, the message duration parameter 506 determines the duration for which a particular ephemeral message 502 is displayed to a receiving user, regardless of whether the receiving user is viewing the ephemeral message 502 within or outside the context of the ephemeral message group 504.
[0117] In addition, the messaging system 512 may be operative to remove a particular ephemeral message 502 from the ephemeral message group 504 based on a determination that the particular ephemeral message 502 has exceeded the associated group participation parameter 516. For example, when the sending user has established a group participation parameter 516 of 24 hours from posting, the messaging system 512 will remove the associated ephemeral message 502 from the ephemeral message group 504 after the specified 24 hours. The messaging system 512 is also operative to remove an ephemeral message group 504 when the group participation parameter 516 for each ephemeral message 502 within the ephemeral message group 504 has expired, or when the ephemeral message group 504 itself has expired according to the group duration parameter 514.
[0118] In some use cases, the creator of a particular ephemeral message group 504 may specify an indefinite group duration parameter 514. In this case, the expiration of the group participation parameter 516 for the last remaining ephemeral message 502 within the ephemeral message group 504 will determine when the ephemeral message group 502 itself expires. In this case, a new ephemeral message 502 with a new group participation parameter 516 added to the ephemeral message group 504 effectively extends the life of the ephemeral message group 504 to a value equal to the group participation parameter 516.
[0119] In response to the messaging system 512 determining that the ephemeral message group 504 has expired (e.g., is no longer accessible), the messaging system 512 communicates with the interactive system 100 (and, for example, in particular the interactive client 104) to cause the indicia (e.g., icon) associated with the relevant ephemeral message group 504 to no longer be displayed within the user interface of the interactive client 104. Similarly, when the messaging system 512 determines that the message duration parameter 506 of a particular ephemeral message 502 has expired, the messaging system 512 causes the interactive client 104 to no longer display the indicia (e.g., icon or text identification) associated with the ephemeral message 502.
[0120] System with head wearable device
[0121] Figure 6 A system 600 is shown including a head wearable device 116 with a selector input device according to some examples. Figure 6 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 604 (e.g., interactive server system 110) via various networks 108.
[0122] The head wearable device 116 includes one or more cameras, each of which may be, for example, a visible light camera 608, an infrared emitter 610, and an infrared camera 612. The mobile device 114 is connected to the head wearable device 116 using a low power wireless connection 614 and a high speed wireless connection 616. The mobile device 114 is also connected to the server system 604 and the network 606.
[0123] The head wearable device 116 also includes two image displays of the optical assembly image display 618. The two image displays 618 of the optical assembly include an image display associated with a left side of the head wearable device 116 and an image display associated with a right side of the head wearable device 116. The head wearable device 116 also includes an image display driver 620, an image processor 622, low power circuitry 624, and high speed circuitry 626. The image displays 618 of the optical assembly are used to present images and videos to a user of the head wearable device 116, including images that may include a graphical user interface.
[0124] The image display driver 620 commands and controls the image display 618 of the optical assembly. The image display driver 620 can deliver the image data directly to the image display 618 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 static image data can be formatted according to a compression format (e.g., Portable Network Image (PNG), Joint Photographic Experts Group (JPEG), Tagged Image File Format (TIFF) or Exchangeable Image File Format (EXIF), etc.).
[0125] The head wearable device 116 includes a frame and handles (or legs) extending from lateral sides of the frame. The head wearable device 116 also includes a user input device 628 (e.g., a touch sensor or a push button) including an input surface on the head wearable device 116. The user input device 628 (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.
[0126] Figure 6The 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 legs. Alternatively or additionally, the depicted components may be located in chunks, a frame, a hinge, or a nose bridge of the head wearable device 116. The left visible light camera 608 and the right visible light camera 608 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).
[0127] The head wearable device 116 includes a memory 602 that stores instructions for performing a subset or all of the functions described herein. The memory 602 may also include a storage device. Figure 6 As shown, the high-speed circuit system 626 includes a high-speed processor 630, a memory 602, and a high-speed wireless circuit system 632. In some examples, the image display driver 620 is coupled to the high-speed circuit system 626 and is operated by the high-speed processor 630 to drive the left image display and the right image display of the image display 618 of the optical assembly. The high-speed processor 630 can be any processor capable of managing high-speed communications and operations of any general computing system required for the head wearable device 116. The high-speed processor 630 includes the processing resources required to manage high-speed data transmission to a wireless local area network (WLAN) on the high-speed wireless connection 616 using the high-speed wireless circuit system 632. In some examples, the high-speed processor 630 executes an operating system (e.g., a LINUX operating system) or other such operating system of the head wearable device 116, and the operating system is stored in the memory 602 for execution. In addition to any other duties, the high-speed processor 630 that executes the software architecture of the head wearable device 116 is used to manage data transmission with the high-speed wireless circuit system 632. In some examples, high-speed wireless circuitry 632 is configured to implement the Institute of Electrical and Electronics Engineers (IEEE) 802.11 communication standard, also referred to herein as WiFi. In some examples, high-speed wireless circuitry 632 can implement other high-speed communication standards.
[0128] The low-power wireless circuit system 634 and the high-speed wireless circuit system 632 of the head wearable device 116 may include a short-range transceiver (Bluetooth TM) and a wireless wide area network transceiver, a wireless local area network transceiver, or a wide area network transceiver (e.g., cellular or WiFi). Mobile device 114, including a transceiver that communicates via low power wireless connection 614 and high speed wireless connection 616, can be implemented using details of the architecture of head wearable device 116, as can other elements of network 606.
[0129] The memory 602 includes any storage device capable of storing various data and applications, including camera data generated by the left and right visible light cameras 608, the infrared camera 612, and the image processor 622, and the generated images for display by the image display driver 620 on the image display in the image display 618 of the optical assembly, etc. Although the memory 602 is shown as being integrated with the high-speed circuit system 626, in some examples, the memory 602 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 622 or the low-power processor 636 to the memory 602 through a chip including the high-speed processor 630. In some examples, the high-speed processor 630 can manage the addressing of the memory 602 so that the low-power processor 636 will start the high-speed processor 630 at any time when a read or write operation involving the memory 602 is required.
[0130] like Figure 6 As shown, the low-power processor 636 or the high-speed processor 630 of the head wearable device 116 can be coupled to a camera (a visible light camera 608, an infrared emitter 610, or an infrared camera 612), an image display driver 620, a user input device 628 (e.g., a touch sensor or a push button), and a memory 602. 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 616 or connected to a server system 604 via a network 606. The server system 604 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 606.
[0131] 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 606, a low-power wireless connection 614, or a high-speed wireless connection 616. The mobile device 114 may also store at least a portion of the instructions for generating binaural audio content in a memory of the mobile device 114 to implement the functions described herein.
[0132] The output components of the head wearable device 116 include visual components, such as a display (e.g., 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 component is driven by the image display driver 620. 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 604 (e.g., user input devices 628) 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 that provide the location and force of touch or touch gestures, or other tactile input components), audio input components (e.g., microphones), etc.
[0133] 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, positioning components, positioning components, micro-positioning components, or any other such components described herein.
[0134] 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 positioning component includes a positioning sensor component for generating positioning coordinates (e.g., a global positioning system (GPS) receiver component), a positioning sensor component for generating micro-positioning information, and a Wi-Fi or Bluetooth® positioning system component for generating positioning 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 614 and the high-speed wireless connection 616 via the low-power wireless circuit system 634 or the high-speed wireless circuit system 632.
[0135] The memory experience content captured via the head wearable device 116 may include pictures, audio, and / or video. The captured video may also be used to create volumetric video content, including video content captured via multiple head wearable devices 116. For example, the captured videos may be synchronized so that the individual frames of each video are identified as being captured at the same time and then reordered to match the capture time. After the video frames are synchronized and reordered, photogrammetry techniques may be used for time-step based mesh construction. For example, photogrammetry techniques may create a mesh or point cloud of one or more 3D objects by detecting overlapping areas in 2D objects in different frames, by performing feature extraction by detecting uniquely identifiable features in multiple images, by extracting 3D objects from 2D frames by reconstructing a line of sight from the camera to the 2D object to obtain a ray cloud by triangulating.
[0136] The memory experience content may also include sensor data from other sensors 638 that may be provided in the head wearable device 116, such as biosignal sensors (e.g., heart rate sensors, pulse oximetry sensors (e.g., oxygen saturation, maximum oxygen uptake), pupil dilation sensors, electrocardiogram (ECG or EKG) sensors, electroencephalogram (EEG) sensors), positioning data, micro-positioning data, odor sensors, taste sensors, weather data (e.g., received via a networked device communicatively coupled to the head wearable device 116), or a combination thereof.
[0137] Now go to Figure 7 , which is a flow chart showing a process 700 suitable for capturing a user's memory experience. In the depicted embodiment, the process 700 starts at a start block 702, and then captures the memory experience at block 704. For example, a camera, such as a camera included in one or more head wearable devices 116, a volumetric capture camera, a drone camera, a doorbell camera, a security camera, etc., records video of the user, other nearby participants and objects, and the environment in which the user's activities are occurring and captures pictures. Other sensors such as biosignal 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 memory experiences. IOT devices can also be used to capture memory experiences, for example, a lamp can provide its lighting level, color, and / or lighting scene. Similarly, fans, air conditioners, smart switches, smart sockets, and other IOT devices can provide operating states that can be captured as memory experiences. In some examples, when capturing sound, by using techniques such as audio fingerprinting (e.g., via software techniques such as The music is detected by the application and stored as captured sound and / or as a link to a previously stored music file.
[0138] In some embodiments, the memory experience capture at block 704 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 spatial volume), an object, or an environment using an array of cameras arranged around a target area. The captured object is digitized and stored for viewing in 3D via an AR and / or VR device. As mentioned previously, 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 performing feature extraction by detecting uniquely identifiable features in multiple images, by triangulating the line of sight from the camera to the 2D object to obtain a ray cloud, etc., thereby creating a mesh or point cloud of one or more 3D objects.
[0139] In some examples, the projection based on the captured volumetric video has no set viewpoint. Therefore, the user can view and interact with the 3D object from multiple angles, thereby enhancing the user experience and increasing immersion and engagement. For example, the difference between 360-degree video and volumetric video is the viewpoint depth provided by volume. In 360-degree video, the user generally 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.
[0140] Volumetric capture techniques may additionally or alternatively include embodiments in which an array of cameras is 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 in vehicles (e.g., vehicle cameras). In example embodiments, 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 activities, furniture, sports objects (e.g., basketballs, tennis rackets), and other objects in the target environment (e.g., trees, vehicles, pets, etc.). In addition to land-based environments for capturing data as memory experiences, target environments may also include underwater environments (e.g., when snorkeling or scuba diving) and aerial environments (e.g., when skydiving, ballooning, parasailing, etc.).
[0141] In block 706, process 700 stores the remembered experience. For example, the computing device stores data for the remembered experience, such as video data (including volumetric video data), in video table 314. Similarly, the computing device stores picture data in image table 316, and stores data from bio-signal sensors, weather sensors, lighting condition sensors, sound sensors, positioning sensors (e.g., GPS receivers, GLONASS receivers), micro-positioning sensors, IMU sensors, etc. in sensor table 320. For example, the data is stored in a relational database table as a link to a file in a file system and / or as media (e.g., video, audio, songs) stored in a multimedia database (MMDB).
[0142] In the depicted embodiment, at block 708, the computing device indexes the memory experience. For example, the stored memory experience record is associated with a trigger. The trigger may include date, time, activity participants, activity, weather conditions, location, micro-location, certain sensor data (e.g., biosignals, smells, tastes), IOT device data (e.g., the state of the IOT device), videos including volumetric videos, pictures, etc. Therefore, as further described below, the indexed data is more easily queried and presented as a memory experience for certain AR / VR projections. Process 700 ends at block 710.
[0143] Figure 8 is suitable for presenting, for example, Figure 7Flowchart of process 800 of process 700 of the user's memory experience that has been captured. In the depicted embodiment, process 800 starts at start block 802, 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 block 804. For example, the positioning sensor is monitored to determine the current positioning. Similarly, the camera monitors the scene to identify participants, pets, objects, weather conditions (e.g., cloud shapes, rainfall patterns, lightning, thunder), lighting conditions, etc. Similarly, odor sensors and taste sensors are monitored to detect certain odors and tastes. IOT devices can also be monitored to determine their current state. For example, lights are monitored for lighting conditions, and fans, air conditioners, smart switches, smart sockets and other IOT devices are also monitored for current operating states.
[0144] The computing device then applies a trigger detection at block 806 based on the monitoring to determine at block 808 whether the memory experience is stored in the data storage. For example, a query may be submitted to the memory experience table 318 including trigger data such as pictures, videos, sounds, odor signals, taste signals, weather conditions, positioning, micro-positioning, lighting conditions, time, date, person, pet, social network and / or biological signal via the database server 128 and / or the 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 trigger data (e.g., pictures, videos, sounds, odor signals, taste signals, weather conditions, positioning, micro-positioning, lighting conditions, time, date, person, pet, social network and / or biological signal), and the trigger data is compared with the stored memory experience data to determine whether there is a match. The stored memory experience data may also include pictures, videos, sounds, odor signals, taste signals, weather conditions, positioning, micro-positioning, lighting conditions, time, date, person, pet, social network and / or biological signal.
[0145] In some embodiments, a match is found when a single data item of a trigger is found (e.g., a picture, video, sound, smell profile, taste profile, weather condition, location, lighting condition, color, time, person, pet, social network, and / or biosignal). In other embodiments, a match is found when multiple data items of a trigger are found, such as when a group of items such as multiple pictures, videos, sounds, smell 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 exact 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 may be partially matched. The use of partial matching includes fuzzy logic, data clustering, or other techniques that enable comparisons between stored trigger data and monitored data to, for example, output weights indicating how close a match can be (e.g., weights between 0 indicating a mismatch and 100 indicating a complete match). In some examples, the user enters matching settings to customize the matching of the trigger data. For example, the user can enter "75% match", "90% match", etc. as settings for determining when a match occurs.
[0146] If the computing device determines at decision block 808 that there is no memory experience data, the process 800 iterates back to block 804 to continue the monitoring operation. If there is memory experience data at decision block 808 (e.g., the monitored sensor data matches the memory experience data stored in the data storage), the process retrieves trigger data for one or more memory experiences at block 808. In one example, at block 810, before retrieving the trigger data, the computing device asks the user whether the user wishes to retrieve the memory experience data, and if there are multiple memory experiences, the process 800 enables the selection of one or more memory experiences. The data stored via the process 700 is retrieved via the database server 128 and / or the third-party server 112. It should also be noted that the user can manually retrieve the trigger data. For example, the user can query the list of stored memory experiences based on the selection of location, micro-location, date, time, object, person, pet, weather, sports activity, social activity, lighting conditions, weather conditions, biological signals, smell, taste, or a combination thereof to retrieve the trigger data associated with the selected one or more memory experiences (block 808).
[0147] At block 812, the computing device invites one or more participants to participate in the memory experience projection. For example, an invitation to participate in the memory experience projection is sent and received to the user who participated in the original memory experience capture. The participants may additionally include family members, friends, social network members, colleagues, etc. The invitation of the participants also includes a user interface to enable the user to manually select one or more participants to invite.
[0148] At block 814, the computing device creates an AR and / or VR projection, for example, by using the retrieved data. As mentioned above, the memory experience data can be used to trigger the memory experience or 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 transformed 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 projections (e.g., animations, graphics, sound beats) that can be presented as AR enhancements and / or in a VR environment suitable for projection as an enhanced memory experience. The projected video may include a 3D volumetric video that enables the user to "walk" through the projection and change the viewpoint depth to the projection as needed. Therefore, the process 800 can transform the trigger data associated with the trigger into an augmented reality enhancement, a virtual reality enhancement, an avatar, an augmented reality object, a virtual reality object, a smell signal that can be transmitted to a smell projection device, a taste signal that can be transmitted to a tasting device, a tactile force, an Internet of Things (IOT) device command, or a combination thereof.
[0149] At block 816, the created AR and / or VR visualization is projected, for example, by using an AR / VR device (e.g., a head wearable device 116, a mobile device 114, a computer client device 120 (e.g., a portable computing device), an odor projection device, a tasting device, and an IOT device, etc.). Thus, the projection 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, transforming a biosignal into a visualization or sound, or a combination thereof. At block 818, the process 800 ends.
[0150] 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, the AR and / or VR projection 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).
[0151] When positioning and / or micro-positioning is used as a trigger, the specific positioning and / or micro-positioning triggers a photo or video (including volumetric personal movies) from a past memory experience. During the AR projection, the AR path is projected so that the participant can navigate the same or similar path taken 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 appeared during the capture of the original heartbeat pops up. The biosignal projection can additionally include visualization of the trigger heartbeat, such as using visual animations and sound effects. Lighting conditions are used as triggers, for example, when the lighting level or color of a lamp is detected, for example, based on stored trigger data for memory experience data captured when the room is illuminated in a certain way. The lighting projection 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 replace AR, VR technology to immerse users in memory experiences.
[0152] Examples of using sound as a trigger include detecting that a song currently playing is associated with a captured memory experience. The sound triggers the projection of a picture, video, volumetric scene, etc. associated with the memory experience. Conversations may also trigger additional memory experiences, for example, after the user says "Hey, remember when we went to a party last year," a projection of a picture (or video or volumetric scene) from a party that occurred last year and is associated with the two participants is presented. Sound as projection includes fading the current sound and playing the sound used to trigger the memory experience. For example, if upon entering a mall, the mall was previously playing a Taylor Swift song and is now playing a Justin Bieber song, the current song will fade and be replaced by Taylor Swift's song from the memory experience.
[0153] Smells can also be used as triggers and / or as part of AR / VR projection. For example, if a user enters a restaurant and orders the same food they ate when they previously captured their dining experience, the smell of the food is perceived and can trigger memories of their last visit, including pictures (or videos or volumetric AR scenes). Smells can also be projected, for example, via a technique such as using a smell projection device that uses a smell can (e.g., INHALE scent cartridges available from OVR Technology, Burlington, Vermont, USA) to project smells. Certain memory experiences trigger smells as part of AR / VR projection. Therefore, users can re-experience one or more smells based on triggered memory experiences. Taste is sensed via a taste sensor, such as an electronic tongue (e-tongue) sensor that uses a lipid / polymer membrane to transform information about the substance that produces the taste into an electrical signal, or is sensed via EEG brain sensing during tasting food. Taste can be projected by transmitting a signal to a tasting device such as a "digital lollipop" device. The digital lollipop generates taste by electrically stimulating the tongue via silver electrodes. Touch is used via a tactile interface for both 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 a user touching an object. Likewise, haptic actuators provide the sensation of touching various surfaces as output. Taste and touch can trigger AR and / or VR media overlays to remember events that occurred during the initial capture of the taste or touch.
[0154] Objects can additionally be used as triggers. For example, if a user observes an object of interest (e.g., a chair), an AR and / or VR projection can be created that includes the chair. For example, if the projection is an AR projection, 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 reading the newspaper is displayed. In another example, the object itself can be displayed. For example, a 3D clone of the chair is displayed where the chair used to be. In some examples, 3D clones of various objects are created via LiDAR mesh creation technology, such as the Custom Landmarker Creator available from Snap, Inc. of Santa Monica, California, USA.
[0155] Additionally, virtual object projections enable users to see older objects that are now replaced by newer objects, such as by overlaying visualizations on top of newer objects. In one example, an old billboard projection in AR on a new billboard is displayed, enabling the user to recall when the older billboard was installed. Similarly, various construction stages of houses, buildings, and other structures can be overlaid on new structures, providing a memory experience of the various construction stages.
[0156] People and pets can also be used as triggers. For example, when a user encounters a person or pet, a memory experience is triggered that includes the person or pet with the user as a picture, video, and / or volumetric projection. As mentioned earlier, people and pets are captured via various techniques such as picture, video, and volumetric video capture techniques, and then AR and / or VR equivalent projections of people and pets are created and displayed based on the captured data. In the aforementioned grandfather example, the grandfather can be projected not only on the original chair, but also in other places, such as a sofa, a virtual chair, sitting next to the user, etc.
[0157] Although the described flow charts may show the operations as sequential processing, many of the operations may be performed in parallel or simultaneously. In addition, the order of the operations may be rearranged. When the operations of the processing are completed, the processing is terminated. The processing may correspond to a method, a process, an algorithm, etc. The operations of the method may be performed in whole or in part, may be performed in combination with some or all of the operations in other methods, and may be performed by any number of different systems (e.g., the systems described herein) or any part thereof (e.g., a processor contained in any system).
[0158] Fig. 9 is a block diagram showing additional details of an embodiment of a memory experience capture system 206 that can be used to capture and store memory experiences of one or more users. In the depicted embodiment, one or more cameras 902, 904, 906, 908 can be used to capture pictures and videos, including volumetric video. One or more drones 118 adapted to carry various sensors, including camera sensors, can also be used. In some embodiments, drones 118 can be used in addition to or in place of cameras 902, 904, 906, 908. When capturing volumetric video, cameras 902, 904, 906, 908 (and drones 118) can capture video from different angles around a target area, such as an area including one or more participants, sporting activities, social activities (e.g., family gatherings, dinner dates, parties), locations, events (e.g., concerts, business meetings, appointments, weather events), etc.
[0159] In some embodiments, the cameras 902, 904, 906, 908 and drone 118 include depth perception technology for determining the depth and / or distance to various objects. The cameras 902, 904, 906, 908 may be independent cameras, or may 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 of the various recordings. The creation of volumetric video involves using video recordings from different angles and / or depths and applying certain video processing algorithms to "stitch" the views from these different angles together to create a volumetric scene suitable for display via an AR and / or VR device. As mentioned previously, the captured videos can 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, by performing feature extraction by detecting uniquely identifiable features in multiple images, and by extracting 3D objects from 2D frames by triangulating ray clouds by reconstructing lines of sight from the camera to the 2D objects.
[0160] In some examples, the memory experience capture system 206 includes other sensors, such as sensors 910, 912. Sensors 910, 912 can be independent sensors, or can be included in, for example, head wearable device 116, mobile device 114, computer client device 120 and / or drone 118. Sensors 910, 912 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 914, 916 are also shown.
[0161] IOT devices 914, 916 can also provide data to be captured as part of the memory experience. For example, a smart light bulb can provide the lighting level applied, the color used, and the scene displayed (e.g., sunset scene, reading scene, party scene). Similarly, the current operating status of fans, air conditioners, smart switches, smart sockets, and other IOT devices can also be captured.
[0162] Also shown are bio-signal sensors 918, 920 disposed on participants 922, 924, respectively. Bio-signal sensors 918, 920 include heart rate sensors, pulse oximetry sensors, eye sensors (e.g., pupil dilation sensors), electrocardiogram (ECG and / or EKG) sensors, electroencephalogram (EEG) sensors, galvano-skin meters, blood pressure sensors, etc. Bio-signal sensors 918, 920 may be stand-alone sensors (e.g., worn by a user in a smartwatch, sports band, etc.) and / or included in head wearable device 116, mobile device 114, computer client device 120, and / or drone 118.
[0163] During operation, the memory experience capture system 206 may continuously capture data from various cameras 902, 904, 906, 908, drones 118, sensors 910, 912, 918, 920, and IOT devices 914, 916, for example, during an activity 926. As previously described, the captured data may then be saved to a database 930, such as database 130, via a server 932, such as database server 128. For example, the captured data is stored and indexed as part of the memory experience for future use. The memory experience capture system 206 may also be used to capture data based on a user (e.g., participant 922 and / or 924) initiating a capture session. A capture session may 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., sporting activities, social activities), based on a user manually initiating a capture session, based on the occurrence of certain weather conditions 928, and the like.
[0164] In some embodiments, the memory experience capture system 206 uses or includes a trigger system 210 to monitor data via cameras 902, 904, 906, 908, drones 118, sensors 910, 912, 918, 920, and / or IOT devices 914, 916 to trigger memory experiences. As previously mentioned, 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 930). The trigger data is used to create an AR and / or VR memory experience, for example, via an AR / VR creation system 212, and 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 contextual manner.
[0165] Machine Architecture
[0166] Fig.10 1000 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 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.
[0167] 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.
[0168] 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.
[0169] 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 should 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 the location and force of a touch or touch gesture), an audio input component (e.g., a microphone), etc.
[0170] 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).
[0171] Environmental components 1032 include, for example, one or more cameras (with still image / photo and video capabilities), lighting sensor components (e.g., a photometer), temperature sensor components (e.g., one or more thermometers that detect ambient temperature), humidity sensor components, pressure sensor components (e.g., a barometer), acoustic sensor components (e.g., one or more microphones that detect background noise), proximity sensor components (e.g., an infrared sensor that detects nearby objects), gas sensors (e.g., a gas detection sensor for detecting concentrations of hazardous gases for safety purposes or for measuring pollutants in the atmosphere), or other components that can provide indications, measurements, or signals corresponding to the surrounding physical environment.
[0172] 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 of a user of user system 102 (e.g., “selfies”), 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 conventional camera mode, which images are similarly enhanced with 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.
[0173] 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 rear sides of the user system 102. For example, these multiple camera systems may include a wide-angle camera, an ultra-wide-angle camera, a telephoto camera, a macro camera, and a depth sensor. The positioning component 1034 includes a positioning sensor component (e.g., a GPS receiver component), an altitude sensor component (e.g., an altimeter or barometer that detects air pressure, from which the altitude can be obtained), an orientation sensor component (e.g., a magnetometer), etc. It should be noted that the I / O component may also include cameras 902, 904, 906, 908, sensors 910, 912, 918, 920, and I / O included in the drone 118.
[0174] Various technologies may be used to implement communications. The I / O components 1008 also include a communications 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 communications component 1036 may include a network interface component or another suitable device that interfaces with the network 1038. In other examples, the communications component 1036 may include a wired communications component, a wireless communications component, a cellular communications component, a near field communications (NFC) component, Parts (e.g. Low energy consumption), Components and other communication components for providing communication via other forms. Device 1040 can be any peripheral device in another machine or a variety of peripheral devices (for example, a peripheral device coupled via a universal serial bus (USB) port), an IOT device, etc.
[0175] In addition, the communication component 1036 can detect the identifier, or include a component that is operable to detect the identifier. For example, the communication component 1036 may include a radio frequency identification (RFID) tag reader component, an NFC smart tag detection component, an optical reader component (e.g., an optical sensor for detecting one-dimensional bar codes such as universal product codes (UPC) bar codes, multi-dimensional bar codes such as quick response (QR) codes, Aztec codes, data matrix, data symbols (Dataglyph), MaxiCode, PDF417, Ultra Code, UCC RSS-2D bar codes, and other optical codes) or an acoustic detection component (e.g., a microphone for identifying a tagged audio signal). In addition, various information can be obtained via the communication component 1036, such as positioning via Internet Protocol (IP) geographic location, obtaining location information via Positioning is obtained by signal triangulation, positioning is obtained via detection of NFC beacon signals that can indicate a specific position, etc.
[0176] 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.
[0177] 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) to the device 1040 using a transmission medium.
[0178] Software Architecture
[0179] Fig.11 1100 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, where each layer 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.
[0180] The operating system 1112 manages hardware resources and provides public services. The operating system 1112 includes, for example, a kernel 1124, services 1126, and drivers 1128. The kernel 1124 acts as an abstraction layer between the hardware layer and other software layers. For example, the kernel 1124 provides memory management, processor management (e.g., scheduling), component management, networking and security settings, and other functions. Services 1126 can provide other public services to other software layers. Drivers 1128 are responsible for controlling or interfacing with the underlying hardware. For example, drivers 1128 may include display drivers, camera drivers, or Low-power drivers, Flash drivers, Serial communication drivers (e.g., USB drivers), Drivers, audio drivers, power management drivers, etc.
[0181] 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 the presentation and manipulation of various media formats, such as Moving Picture Experts Group-4 (MPEG4), Advanced Video Coding (H.264 or AVC), Moving Picture Experts Group Layer-3 (MP3), Advanced Audio Coding (AAC), Adaptive Multi-Rate (AMR) audio codec, Joint Photographic Experts Group (JPEG or JPG), or Portable Network Graphics (PNG)), a graphics library (e.g., an OpenGL framework for presenting in two dimensions (2D) and three dimensions (3D) in 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 .
[0182] The framework 1116 provides a common high-level infrastructure used by the applications 1118. For example, the framework 1116 provides various graphical user interface (GUI) functions, high-level resource management, and high-level positioning services. The framework 1116 can provide a wide range of other APIs that can be used by the applications 1118, some of which can be specific to a particular operating system or platform.
[0183] In an example, the applications 1118 may include a home application 1136, a contact 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 7 The functionality of capturing and storing memory experiences is described in the process 700 of FIG. Similarly, the memory experience application 1152 may provide information such as Figure 8 The process 800 describes functionality for creating and displaying AR and / or VR content for memory experience projection.
[0184] Application 1118 is a program that executes the functions defined in the program. Various programming languages can be used to create one or more of the applications 1118 structured in various ways, such as object-oriented programming languages (e.g., Objective-C, Java, or C++) or procedural programming languages (e.g., C language or assembly language). In a specific example, third-party applications 1154 (e.g., those used 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 mobile 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.
[0185] in conclusion
[0186] Technical effects include capturing memory experience data via various types of sensors and storing the captured data as triggers. The triggers can then be used both to detect a memory experience that has previously occurred and to create an augmented reality (AR) and / or virtual reality (VR) memory experience. The 3D volumetric video can be used as part of the AR and / or VR memory experience. The AR and / or VR experience can additionally involve communication with an Internet of Things (IOT) device that can be used to simulate the originally captured memory experience.
[0187] Glossary
[0188] "Carrier signal" refers to any intangible medium that can store, encode or carry instructions for execution by a machine and includes digital or analog communication signals or other intangible media that facilitates the transmission of such instructions. Instructions may be sent or received over a network using a transmission medium via a network interface device.
[0189] "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, a game console, a set-top box, or any other communications device that a user may use to access a network.
[0190] "Communications network" means one or more parts of a network, which may be an ad hoc network, an intranet, an extranet, a virtual private network (VPN), a local area network (LAN), a wireless LAN (WLAN), a wide area network (WAN), a wireless WAN (WWAN), a metropolitan area network (MAN), the Internet, a part of the Internet, a part of the public switched telephone network (PSTN), a plain old telephone service (POTS) network, a cellular telephone network, a wireless network, A network, other type of network, or a combination of two or more such networks. For example, the network or a portion of the network may include a wireless network or a cellular network, and the coupling may be a code division multiple access (CDMA) connection, a global system for mobile communications (GSM) connection, or other type of cellular or wireless coupling. In this example, the coupling may implement any of various types of data transmission technologies, such as single carrier radio transmission technology (1xRTT), evolution data optimized (EVDO) technology, general packet radio service (GPRS) technology, enhanced data rate for GSM evolution (EDGE) technology, the third generation partnership project (3GPP) including 3G, fourth generation wireless (4G) network, universal mobile telecommunications system (UMTS), high speed packet access (HSPA), world wide interconnection for microwave access (WiMAX), long term evolution (LTE) standard, other data transmission technologies defined by various standard setting organizations, other long distance protocols, or other data transmission technologies.
[0191] "Component" refers to a logic or device, a physical entity with the following boundaries, which is defined by function or subroutine calls, branch points, APIs, or other technical definitions that provide partitioning or modularization for specific processing or control functions. Components can be combined with other components via their interfaces to perform machine processing. Components can be encapsulated functional hardware units designed to be used with other components and a part of a program that generally performs a specific function of related functions. Components can constitute software components (e.g., codes embodied on machine-readable media) or hardware components. "Hardware components" are tangible units that can perform certain operations and can be configured or arranged in a certain physical manner. In various examples, one or more computer systems (e.g., independent computer systems, client computer systems, or server computer systems) or one or more hardware components (e.g., processors or processor groups) of a computer system can be configured by software (e.g., applications or application parts) to operate to perform certain operations as described herein. Hardware components 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 at different times to be respectively different special purpose processors (e.g., including different hardware components). Software configures one or more specific processors accordingly, for example, to constitute a specific hardware component at one time and to constitute different hardware components at different times. Hardware components may provide information to other hardware components and receive information from other hardware components. Therefore, the described hardware components may be considered to be communicatively coupled.In the case of multiple hardware components being present at the same time, communication can be achieved by signal transmission between or among two or more hardware components (e.g., by appropriate circuits and buses). In examples 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 (e.g., a collection of information). The various operations of the example methods described herein can be performed at least in part by one or more processors that are temporarily configured (e.g., 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 in this article 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 of the method can be performed by one or more processors or the parts implemented by the processor. In addition, one or more processors can also operate to support the execution of related operations in the "cloud computing" environment or as "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 (for example, the Internet) and via one or more appropriate interfaces (for example, API). The execution of some operations can be distributed between processors, not only resident in a single machine, but deployed across multiple machines. In some examples, a processor or a part implemented by a processor can be located in a single geographical location (for example, in a home environment, an office environment or a server group). In other examples, a processor or a part implemented by a processor can be distributed across multiple geographical locations.
[0192] "Computer-readable storage media" refers to both machine storage media and transmission media. Therefore, these terms include both storage devices / media and carrier / modulated data signals. The terms "machine-readable medium", "computer-readable medium" and "device-readable medium" mean the same thing and can be used interchangeably in this disclosure.
[0193] "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.
[0194] “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 nonvolatile memory, including, for example, semiconductor memory devices such as erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), FPGAs, and flash memory devices; magnetic disks, such as internal hard disks and removable disks; magneto-optical disks; and CD-ROM and DVD-ROM disks. The terms “machine storage media,” “device storage media,” and “computer storage media” mean the same thing and may be used interchangeably in this disclosure. The terms “machine storage media,” “computer storage media,” and “device storage media” expressly exclude carrier waves, modulated data signals, and other such media, at least some of which are encompassed by the term “signal media,”
[0195] “Non-transitory computer-readable storage medium” refers to tangible media capable of storing, encoding, or carrying instructions to be executed by a machine.
[0196] "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 transmission 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: monitoring the environment via one or more sensors of the computing device; detecting that a remembered experience is stored in a data storage based on the monitoring application trigger; If the trigger detects the memory experience, creating an augmented reality memory experience, a virtual reality memory experience, or a combination thereof based on the trigger; as well as The augmented reality memory experience, the virtual reality memory experience, or a combination thereof is projected via the computing device.
2. The method according to claim 1, wherein: Creating the augmented reality memory experience, the virtual reality experience, or a combination thereof includes: transforming trigger data associated with the trigger 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 projection device, a taste signal capable of being transmitted to a tasting device, a tactile force, an Internet of Things (IOT) device command, or a combination thereof.
3. The method according to claim 2, 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.
4. The method according to claim 1, wherein: Detecting that a remembered experience is stored in the data store includes comparing trigger data associated with the trigger with remembered experience data associated with the remembered experience to determine if a match exists.
5. The method according to claim 4, wherein: The trigger data includes pictures, videos, sounds, biological signals, odor signals, taste signals, weather conditions, location, micro-location, lighting conditions, time, date, people, pets, social networks, or a combination thereof.
6. The method according to claim 1, wherein: Projecting the augmented reality memory experience, the virtual reality memory experience, or a combination thereof 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, transforming bio-signals into visualizations or sounds, or a combination thereof.
7. 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.
8. 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, an odor sensor, a taste sensor, a bio-signal sensor, or a combination thereof.
9. The method according to claim 1, further comprising: recording a new memory experience by capturing, via the one or more sensors, data including pictures, videos, sounds, scent signals, taste signals, weather conditions, location, micro-location, lighting conditions, people, time, date, pets, social networks, bio-signals, or a combination thereof; storing the new memory experience in the data storage; and The new memory experience is indexed by associating data associated with the new memory experience with a second trigger.
10. The method according to claim 1, further comprising: Sending an invitation to multiple participants to share the augmented reality memory experience, the virtual reality memory experience, or a combination thereof; as well as The augmented reality memory experience, the virtual reality memory experience, or a combination thereof is shared with one or more participants of the plurality of participants who accept the invitation.
11. 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: monitoring the environment via one or more sensors of the computing device; detecting that a remembered experience is stored in a data storage based on the monitoring application trigger; If the trigger detects the memory experience, creating an augmented reality memory experience, a virtual reality memory experience, or a combination thereof based on the trigger; and The augmented reality memory experience, the virtual reality memory experience, or a combination thereof is projected via the computing device.
12. The system according to claim 11, wherein: Creating the augmented reality memory experience, the virtual reality experience, or a combination thereof includes: transforming trigger data associated with the trigger 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 projection device, a taste signal capable of being transmitted to a tasting device, a tactile force, an Internet of Things (IOT) device command, or a combination thereof.
13. The system according to claim 11, 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.
14. The system according to claim 13, wherein: The one or more sensors include a plurality of camera sensors disposed in a head wearable device, in a mobile device, in a drone, in a portable computing device, or a combination thereof, and wherein the at least one memory stores instructions that cause the one or more hardware processors to perform operations including capturing a plurality of video frames via the plurality of camera sensors and synchronizing the plurality of video frames to create the three-dimensional volumetric video.
15. The system according to claim 11, wherein: The at least one memory stores instructions that cause the one or more hardware processors to perform operations comprising: recording a new memory experience by capturing, via the one or more sensors, data including pictures, videos, sounds, scent signals, taste signals, weather conditions, location, micro-location, lighting conditions, people, time, date, pets, social networks, bio-signals, or a combination thereof; storing the new memory experience in the data storage; and The new memory experience is indexed by associating data associated with the new memory experience with a second trigger.
16. The system of claim 15, wherein: The at least one memory stores instructions that cause the one or more hardware processors to perform operations comprising: Applying the second trigger based on the monitoring to detect that the new memory experience is stored in the data storage.
17. The system of claim 11, wherein: The instructions that cause the one or more hardware processors to perform operations including applying the trigger to detect that the memory experience is stored include instructions that cause the one or more hardware processors to perform operations including comparing trigger data associated with the trigger with memory experience data associated with the memory experience to determine whether a match exists.
18. The system of claim 11, wherein: The instructions that cause the one or more hardware processors to perform operations including projecting the augmented reality memory experience, the virtual reality memory experience, or a combination thereof include: instructions for 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 scent, projecting a taste, transforming a bio-signal into a visualization or sound, or a combination thereof.
19. A machine-readable medium storing instructions that, when executed by a computer system, cause the computer system to perform operations comprising: monitoring the environment via one or more sensors of the computing device; detecting that a remembered experience is stored in a data storage based on the monitoring application trigger; If the trigger detects the memory experience, creating an augmented reality memory experience, a virtual reality memory experience, or a combination thereof based on the trigger; as well as The augmented reality memory experience, the virtual reality memory experience, or a combination thereof is projected via the computing device.
20. The machine-readable medium storing instructions of claim 19, wherein: When executed by a computer system, the instructions cause the computer system to perform operations including: Recording new memory experiences by capturing data including pictures, videos, sounds, scent signals, taste signals, weather conditions, location, micro-location, lighting conditions, people, time, date, pets, social networks, bio-signals, or combinations thereof; storing the new memory experience in the data storage; and The new memory experience is indexed by associating data associated with the new memory experience with a second trigger.
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Information determination method and device, equipment, medium and vehicle
CN118152764A