External screen flow for eyewear devices
By combining external screen streaming systems with AR devices, the problems of unintuitive operation of smart glasses equipment and waste of resources are solved, and more efficient virtual content interaction and device resource management are achieved.
Patent Information
- Application Number
- CN202380071159.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Priority Date
- 2022-10-05
- Filing Date
- 2023-10-04
- Publication Date
- 2025-05-13
AI Technical Summary
When existing smart glasses devices interact with virtual content, users' operations are not intuitive and their learning curve is steep, making it difficult for users to perform interactive actions accurately, and there are serious problems with wasted resources and battery exhaustion.
By providing an AR system, users are allowed to interact with virtual content or AR objects displayed by an AR device using an external screen streaming system. External client devices capture or generate images of real-world environments and display them on AR devices, reducing the processing load and resource consumption of AR devices.
It improves the efficiency of electronic devices, reduces the amount of information and input required to complete tasks, reduces the risk of resource consumption and battery exhaustion of AR devices, and improves the user experience and the practicality of the device.
Smart Images

Figure CN119998767A_ABST
Abstract
Description
[0001] Priority claim
[0002] This application claims the benefit of U.S. patent application serial number 17 / 960,627, filed on October 5, 2022, the entire contents of which are incorporated herein by reference. Background Art
[0003] Some electronically enabled eyewear devices, such as so-called smart glasses, allow users to interact with virtual content (e.g., augmented reality (AR) objects) while the user is participating in some activities. The user wears the eyewear device and can view the real world environment through the eyewear device while interacting with the virtual content displayed by the eyewear device. BRIEF DESCRIPTION OF THE DRAWINGS
[0004] Each of the figures in the drawings depicts only examples of the present disclosure and should not be considered limiting its scope.
[0005] Figure 1 is a diagrammatic representation of a networked environment in which the present disclosure may be deployed, according to some examples.
[0006] Figure 2 is a diagrammatic representation of a messaging system having both client-side and server-side functionality according to some examples.
[0007] Figure 3 is a diagrammatic representation of data structures as maintained in a database according to some examples.
[0008] Figure 4 is a graphical representation of messages according to some examples.
[0009] Figure 5 is a perspective view of an eyewear device according to some examples.
[0010] Figure 6 is a flow diagram illustrating example operation of an external screen streaming system according to some examples.
[0011] Figures 7 to 9 are illustrative screens of graphical user interfaces for external screen streaming systems according to some examples.
[0012] Fig.10 is a diagrammatic representation of a machine in the form of a computer system according to some examples, within which a set of instructions may be executed for causing the machine to perform any one or more of the methodologies discussed herein.
[0013] Fig.11 is a block diagram illustrating a software architecture in which examples may be implemented. DETAILED DESCRIPTION
[0014] The following description discusses illustrative examples of the present disclosure. In the following description, for the purpose of illustration, many specific details are set forth to provide an understanding of various examples of the disclosed subject matter. However, it will be apparent to those skilled in the art that examples of the disclosed subject matter can be practiced without these specific details. Generally, it is not necessary to show in detail known instruction instances, protocols, structures, and techniques.
[0015] Typical smart glasses platforms allow users to interact with various types of virtual content. Such platforms are configured to display virtual content in the lenses of smart glasses on the real world environment seen through the lenses of smart glasses. In order to interact with virtual content, smart glasses typically include embedded sensors. Smart glasses can detect touch or slide inputs based on information detected by the embedded sensors, and can then update the display of virtual content. The interaction that users perform with embedded sensors to perform various modifications to virtual content is not very intuitive and has a very steep learning curve. Therefore, users cannot accurately perform various desired interactions with virtual content, which reduces the overall experience of the user. In addition, due to the steep learning curve, users usually have to repeat certain actions many times until they learn how to use the sensors, which wastes the resources of smart glasses.
[0016] Some smart glasses platforms use hand or gesture recognition to allow users to interact with virtual content. Specifically, smart glasses can detect hand gestures in images captured by the smart glasses and can perform corresponding modifications to the virtual content. Learning how to correctly make such gestures also involves a steep learning curve and can also be non-intuitive. In addition, performing image processing to detect hand gestures involves multiple machine learning models, which consumes a lot of hardware resources of the smart glasses, which can be wasteful and drain the battery of the smart glasses. This can also result in the inability to use the smart glasses and reduce the overall enjoyment of using the smart glasses.
[0017] Some smart glasses platforms perform image enhancement and modification locally on the smart glasses. For example, smart glasses can render a virtual object to be displayed at a specific location, and one or more modifications including tracking its location can be applied to the virtual object. Such operations require a lot of processing power and consume a lot of resources. This may also drain the battery and reduce the overall enjoyment of using smart glasses. In addition, because smart glasses are worn by the user, these devices cannot render objects depicting the user wearing different clothing items or fashion items. That is, smart glasses cannot capture a full-body image of the user to present such an image as an AR object in the lenses of the smart glasses. Therefore, the practicality of these platforms is limited by what the camera devices of these systems can capture, which limits the types of operations that users can perform using these systems.
[0018] The disclosed example improves the efficiency of using an electronic device by providing an AR system that allows a user to interact with virtual content or AR objects displayed by an AR device using an external screen streaming system. An external client device may capture one or more images of a real-world environment, or render or generate such an image locally. The image may depict a user or person in a real-world environment, and / or may represent a display or screen output by a software application implemented by an external client device, such as a movie or video played back on an external client device and displayed by a screen of an external client device. The external client device may apply one or more modifications to the image, such as superimposing one or more AR objects on the user or person depicted in the image to make it appear as if the user or person is virtually wearing different clothing or fashion items. The external client device may provide an image (captured or generated by the external client device) to the AR device, and then the AR device may display the image in a dedicated area, for example, on a virtual or AR object displayed by the AR device. For example, an AR device may present a virtual mirror object in the lens of an AR glasses, and may receive an image depicting a user wearing the AR glasses from an external client device. In such a case, the AR device may present the image as superimposed on a virtual mirror, which makes it appear to the user wearing the AR device as if the user is looking at a mirror that reflects the user's image.
[0019] In some examples, the disclosed technology establishes communication with an external client device through an AR device. The disclosed technology causes a first AR object to be superimposed on a real-world environment being viewed using the AR device through the AR device. The disclosed technology receives a first image from an external client device through the AR device. In response to receiving the first image from the external client device, the disclosed technology superimposes the first image on the first AR object through the AR device.
[0020] In this way, the disclosed examples improve the efficiency of electronic devices by reducing the amount of information and input required to complete tasks and reducing the running of complex image processing algorithms on AR devices (e.g., by offloading such processing to external client devices). The disclosed examples also improve the efficiency, attractiveness, and practicality of electronic AR devices such as eyeglass devices. Although the disclosed examples are provided within the context of electronic eyeglass devices, similar examples can be applied to any other type of AR wearable device, such as an AR hat, an AR watch, an AR belt, an AR ring, an AR bracelet, an AR earring, and / or an AR headset. As used herein, "clothing items," "fashion items," and "clothing" are used interchangeably and should be understood to have the same meaning, and may include dresses, pants, shorts, skirts, jackets, T-shirts, blouses, glasses, jewelry, hats, earmuffs, and the like.
[0021] Networked computing environment
[0022] Figure 1 1 is a block diagram illustrating an example messaging system 100 for exchanging data (e.g., messages and associated content) over a network. The messaging system 100 includes multiple instances of a client device 102, each of which hosts a number of applications including a messaging client 104 and other external applications 109 (e.g., third-party applications). Each messaging client 104 is communicatively coupled to other instances of the messaging client 104 (e.g., hosted on corresponding other client devices 102), a messaging server system 108, and an external application server 110 via a network 112 (e.g., the Internet). The messaging client 104 may also communicate with locally hosted third-party applications 109 using an application program interface (API).
[0023] In some examples, the messaging system 100 includes an eyeglass device 119 that, among other applications, hosts the external screen streaming system 107. Although only one example of an eyeglass device 119 is shown, any number of eyeglass devices 119 may be included in the messaging system 100.
[0024] The eyewear device 119 may represent any type of AR device worn by a user, such as AR glasses, an AR hat, an AR watch, an AR belt, an AR ring, an AR bracelet, an AR earring, and / or an AR headset. The eyewear device 119 communicates with the user via the network 112 (which may include communicating via a dedicated short-range communication path, such as Bluetooth). TMor WiFi direct connection) is communicatively coupled to the client device 102. In some examples, the client device 102 includes a messaging client 104 that implements some functions associated with the screen sharing system 107. The screen sharing system may include one or more machine learning models that have been trained based on training data to detect a person or human, a person or human's body movements and facial expressions. Specifically, the screen sharing system may capture one or more images depicting a person. The screen sharing system may process one or more images using the trained machine learning model to identify and segment one or more human objects from the image. The segmented human objects are then processed to identify the three-dimensional (3D) positions of limbs and joints, and to detect the positioning of different facial features representing different facial expressions. The screen sharing system may apply one or more AR effects (such as one or more AR fashion items or objects) to the depicted and detected human object to make it appear as if the human object is wearing an AR fashion item or object. The screen sharing system may generate an image or video including a depiction of a person to which one or more AR effects are applied. The screen sharing system of the client device 102 may provide an image or video including the modified depiction of the person to the eyeglass device 119 (eg, the external screen streaming system 107 of the eyeglass device 119 ).
[0025] The external screen streaming system 107 allows the user to interact with virtual content or AR objects displayed by the glasses device 119 using a screen sharing system implemented by an external client device 102 such as a smartphone. In some examples, the external screen streaming system 107 presents one or more AR objects on a portion of the real-world environment being viewed using the external screen streaming system 107. The external screen streaming system 107 can then overlay the image or video received from the client device 102 on one or more AR objects. For example, the external screen streaming system 107 can present a virtual mirror on a portion of the real-world environment. The external screen streaming system 107 can then overlay an image of a user wearing an AR object received from the client device 102 on the virtual mirror. The virtual mirror can remain stationary at a specified location in 3D space (selected automatically or manually by the user) and / or can move around in the real-world environment to remain in the field of view when the glasses device 119 turns to face or point to other parts of the real-world environment.
[0026] In some examples, the external screen streaming system 107 establishes communication with an external client device (e.g., client device 102) through one or more processors of the glasses device 119. The external screen streaming system 107 causes the first AR object to be superimposed on the real world environment being viewed using the AR device through the glasses device 119. The external screen streaming system 107 receives a first image from the external client device through the AR device (e.g., glasses device 119), and in response to receiving the first image from the client device 102, superimposes the first image on the first AR object through the AR device.
[0027] In some examples, the external client device includes a smartphone, and the AR device includes an AR glasses device. In some examples, the first image is a video frame. In some examples, the client device 102 generates the first image by: capturing an image depicting a person using an AR device; applying one or more AR elements to the person depicted in the image to generate a modified image; and providing the modified image as the first image for display by the AR device.
[0028] In some examples, the one or more AR elements include one or more fashion items or clothing items. In some examples, client device 102 selects a first AR element from the plurality of AR elements as the one or more AR elements to be applied to the person. In some examples, client device 102 receives input selecting the first AR element. The input may be received in response to displaying an icon representing the plurality of AR elements on client device 102.
[0029] In some examples, the client device 102 determines that the AR device is at a first position corresponding to the first AR element. The client device 102 selects the first AR element in response to determining that the AR device is at the first position corresponding to the first AR element. In some examples, the client device 102 determines that the AR device has been moved to a second position corresponding to a second AR element in the plurality of AR elements. The client device 102 generates a second image in response to determining that the AR device is at the second position corresponding to the second AR element, in which the second AR element is applied to the person depicted in the new image.
[0030] In some examples, the external screen streaming system 107 causes the second AR object to be superimposed on another portion of the real-world environment being viewed using the AR device through the eyeglass device 119. The external screen streaming system 107 receives the second image from the client device 102 through the eyeglass device 119. In response to receiving the second image from the client device 102, the external screen streaming system 107 superimposes the second image on the second AR object through the eyeglass device 119.
[0031] In some examples, the client device 102 includes a messaging application implemented by a mobile device coupled to the eyeglass device 119. In some examples, the messaging client 104 is configured to apply one or more machine learning models to one or more images depicting a person that have been captured by the mobile device to generate a first image. In some examples, the client device 102 is placed on a surface, and a camera of an external client device is pointed at a person who is using the eyeglass device 119 to capture the person's full body. The client device 102 generates a first image based on one or more images captured by the camera of the client device 102.
[0032] In some examples, the first image is displayed on the screen of the client device 102. The AR device may be a first AR device of a first user. In such a case, the external screen streaming system 107 establishes a shared AR session with a second AR device of a second user (e.g., a second glasses device 119). The external screen streaming system 107 and / or the client device 102 transmits the first image to the second AR device. The first image may be simultaneously (together or simultaneously) displayed on a first AR object by the first AR device and displayed on a second AR object presented by the second AR device by the second AR device.
[0033] In some examples, the first image displayed by the external screen flow system 107 includes a plurality of icons. In such a case, the external screen flow system 107 receives input associated with a selection of a portion of the first image corresponding to a first icon among the plurality of icons through the first AR device. The external screen flow system 107 transmits the input to the client device 102, and in response to receiving the input associated with the selection of the portion of the first image corresponding to the first icon through the first AR device, causes the client device 102 to perform an operation associated with the first icon.
[0034] In some examples, input is received in response to detecting that the first user is gazing toward a portion of the first image. In some examples, the external screen flow system 107 determines an orientation of the first user's head relative to the first AR object. The external screen flow system 107 transmits data indicating the orientation of the first user's head to the second AR device, and based on the data indicating the orientation of the first user's head, causes the second AR device to present an avatar of the first user.
[0035] The messaging client 104 can communicate and exchange data with other messaging clients 104, the eyeglass device 119, and the messaging server system 108 via the network 112. The data exchanged between the messaging clients 104 and between the messaging clients 104 and the messaging server system 108 include functions (e.g., commands for activating functions) and payload data (e.g., text, audio, video, or other multimedia data).
[0036] The messaging server system 108 provides server-side functionality to specific messaging clients 104 via the network 112. Although certain functions of the messaging system 100 are described herein as being performed by the messaging client 104 or by the messaging server system 108, the location of certain functions within the messaging client 104 or the messaging server system 108 may be a design choice. For example, it may be technically preferable to initially deploy certain technologies and functions within the messaging server system 108, but later migrate the technologies and functions to the messaging client 104 if the client device 102 has sufficient processing power.
[0037] The messaging server system 108 supports various services and operations provided to the messaging clients 104. Such operations include sending data to the messaging clients 104, receiving data from the messaging clients 104, and processing data generated by the messaging clients 104. The data may include message content, client device information, geolocation information, media enhancements and overlays, message content persistence conditions, social network information, and live event information as examples. The data exchange within the messaging system 100 is initiated and controlled by the functionality available via the user interface of the messaging client 104.
[0038] Turning now specifically to the messaging server system 108, an API server 116 is coupled to the application server 114 and provides a programming interface to the application server 114. The application server 114 is communicatively coupled to a database server 120, which facilitates access to a database 126 that stores data associated with messages processed by the application server 114. Similarly, a web server 128 is coupled to the application server 114 and provides a web-based interface to the application server 114. To this end, the web server 128 handles incoming network requests via the Hypertext Transfer Protocol (HTTP) and several other related protocols.
[0039] The API server 116 receives and sends message data (e.g., commands and message payloads) between the client device 102 and the application server 114. In particular, the API server 116 provides a set of interfaces (e.g., routines and protocols) that can be called or queried by the messaging client 104 to invoke the functionality of the application server 114. The API server 116 exposes various functions supported by the application server 114, including: account registration; login functionality; and sending messages from a particular messaging client 104 to another messaging client 104 via the application server 114; sending media files (e.g., images or videos) from the messaging client 104 to the messaging server 118 and for possible access by another messaging client 104; setting up a collection of media data (e.g., stories); retrieving a friend list of the user of the client device 102; retrieving such a collection; retrieving messages and content; adding and removing entities (e.g., friends) from an entity graph (e.g., a social graph); locating friends in a social graph; and opening application events (e.g., related to the messaging client 104).
[0040] The application server 114 hosts several server applications and subsystems, including, for example, a messaging server 118, an image processing server 122, and a social network server 124. The messaging server 118 implements several message processing techniques and functions, which are particularly related to the aggregation and other processing of content (e.g., text and multimedia content) included in messages received from multiple instances of the messaging client 104. As will be described in further detail, text and media content from multiple sources can be aggregated into content collections (e.g., called stories or galleries). These collections are then made available to the messaging client 104. Given the hardware requirements for other processor and memory intensive processing of data, such processing can also be performed on the server side by the messaging server 118.
[0041] The application server 114 also includes an image processing server 122 that is dedicated to performing various image processing operations, typically with respect to images or videos within the payload of messages sent from or received at the messaging server 118 .
[0042] The image processing server 122 is used to implement the scanning function of the enhancement system 208. The scanning function includes activating and providing one or more AR experiences on the client device 102 when an image is captured by the client device 102. Specifically, the messaging client 104 on the client device 102 can be used to activate the camera. The camera displays one or more real-time images or videos and one or more icons or identifiers of one or more AR experiences to the user. The user can select a given one of the identifiers to start the corresponding AR experience. Starting the AR experience includes obtaining one or more AR items (AR fashion items) associated with the AR experience and overlaying the AR items on the image or video being presented.
[0043] The social network server 124 supports various social networking functions and services and makes them available to the messaging server 118. To this end, the social network server 124 maintains and accesses an entity graph 308 (e.g., Figure 3 ). Examples of functions and services supported by social network server 124 include identifying other users in messaging system 100 that have a relationship with a particular user or that the particular user is "following," and identifying interests and other entities of a particular user.
[0044] Returning to the messaging client 104, the features and functions of the external resource (e.g., a third-party application 109 or an applet) are available to the user via the interface of the messaging client 104. The messaging client 104 receives a user selection of an option to launch or access the features of an external resource (e.g., a third-party resource) (e.g., an external app 109). The external resource can be a third-party application (external app 109) installed on the client device 102 (e.g., a "local app"), or a small-scale version of a third-party application hosted on the client device 102 or away from the client device 102 (e.g., on a third-party server 110) (e.g., a "small application"). The small-scale version of the third-party application includes a subset of the features and functions of the third-party application (e.g., a full-scale local version of a third-party standalone application) and is implemented using a markup language document. In one example, the small-scale version of the third-party application (e.g., a "small application") is a web-based markup language version of the third-party application and is embedded in the messaging client 104. In addition to using markup language documents (eg, .*ml files), applets may also incorporate scripting languages (eg, .*js files or .json files) and style sheets (eg, .*ss files).
[0045] In response to receiving a user selection of an option to launch or access a feature of an external resource (external app 109), the messaging client 104 determines whether the selected external resource is a web-based external resource or a locally installed external application. In some cases, the external application 109 can be launched independently of the messaging client 104 and separately from the messaging client 104, for example, by selecting an icon corresponding to the external application 109 locally installed on the client device 102 on the home screen of the client device 102. A small-scale version of such an external application can be launched or accessed via the messaging client 104, and in some examples, all parts of the small-scale external application cannot be accessed outside the messaging client 104 or limited parts of the small-scale external application can be accessed outside the messaging client 104. The small-scale external application can be launched by the messaging client 104 receiving a markup language document associated with the small-scale external application from the external application server 110 and processing such a document.
[0046] In response to determining that the external resource is a locally installed external application 109, the messaging client 104 instructs the client device 102 to launch the external application 109 by executing the locally stored code corresponding to the external application 109. In response to determining that the external resource is a web-based resource, the messaging client 104 communicates with the external application server 110 to obtain a markup language document corresponding to the selected resource. The messaging client 104 then processes the obtained markup language document to present the web-based external resource within the user interface of the messaging client 104.
[0047] The messaging client 104 may notify the user of the client device 102 or other users (e.g., "friends") associated with such a user of activities occurring in one or more external resources. For example, the messaging client 104 may provide a notification to a participant in a conversation (e.g., a chat session) in the messaging client 104 about the current or recent use of an external resource by one or more members of a user group. One or more users may be invited to join an active external resource or to start an external resource that was recently used but is currently inactive (in a friend group). The external resource may provide the participants in the conversation (each participant using a corresponding messaging client 104) with the ability to share items, conditions, states, or locations in the external resource with one or more members of a user group entering a chat session. The shared item may be an interactive chat card that members of the chat may interact with, for example, to start a corresponding external resource, view specific information within an external resource, or bring members of the chat to a specific location or state within an external resource. Within a given external resource, a response message may be sent to the user on the messaging client 104. The external resource may selectively include different media items in the response based on the current context of the external resource.
[0048] The messaging client 104 can present a list of available external resources (e.g., third parties or external applications 109 or applets) to the user to launch or access a given external resource. The list can be presented in a context-sensitive menu. For example, icons representing different external applications in the external applications 109 (or applets) can vary based on how the user launches the menu (e.g., from a conversational interface or from a non-conversational interface).
[0049] System Architecture
[0050] Figure 2 1 is a block diagram showing further details about the messaging system 100 according to some examples. Specifically, the messaging system 100 is shown to include a messaging client 104 and an application server 114. The messaging system 100 contains several subsystems that are supported on the client side by the messaging client 104 and on the server side by the application server 114. These subsystems include, for example, a transient timer system 202, a collection management system 204, an enhancement system 208, a map system 210, a game system 212, and an external resource system 220.
[0051] The transient timer system 202 is responsible for implementing temporary or time-limited access to content by the messaging client 104 and the messaging server 118. The transient timer system 202 includes a number of timers that selectively enable access (e.g., for presentation and display) of messages and associated content via the messaging client 104 based on duration and display parameters associated with a message or a collection of messages (e.g., a story). Additional details regarding the operation of the transient timer system 202 are provided below.
[0052] The collection management system 204 is responsible for managing groups and collections of media (e.g., collections of text, images, video, and audio data). Collections of content (e.g., messages including images, videos, text, and audio) can be organized into "event galleries" or "event stories." Such collections can be made available for specified time periods, such as the duration of an event related to the content. For example, content related to a concert can be made available as a "story" for the duration of the concert. The collection management system 204 can also be responsible for publishing an icon to the user interface of the messaging client 104 that provides notification that a particular collection exists.
[0053] In addition, the collection management system 204 includes a curation interface 206 that allows a collection manager to manage and curate specific content collections. For example, the curation interface 206 enables an event organizer to curate a content collection related to a specific event (e.g., to delete inappropriate content or redundant messages). In addition, the collection management system 204 uses machine vision (or image recognition technology) and content rules to automatically curate content collections. In some examples, compensation can be paid to users for including user-generated content in a collection. In such a case, the collection management system 204 operates to automatically pay such users for using their content.
[0054] The enhancement system 208 provides various functions that enable a user to enhance (e.g., annotate or otherwise modify or edit) media content associated with a message. For example, the enhancement system 208 provides functions related to the generation and publication of media overlays for messages processed by the messaging system 100. The enhancement system 208 is operable to supply media overlays or enhancements (e.g., image filters) to the messaging client 104 based on the geographic location of the client device 102. In another example, the enhancement system 208 is operable to supply media overlays to the messaging client 104 based on other information such as social network information of the user of the client device 102. The media overlay may include audio and visual content and visual effects. Examples of audio and visual content include pictures, text, logos, animations, and sound effects. Examples of visual effects include color overlays. Audio and visual content or visual effects may be applied to media content items (e.g., photos) at the client device 102. For example, the media overlay may include text, graphic elements, or images that may be overlaid on photos taken by the client device 102. In another example, the media overlay includes a location identification overlay (e.g., Venice Beach), a live event name, or a business name overlay (e.g., Beach Cafe). In another example, the enhancement system 208 uses the geolocation of the client device 102 to identify a media overlay that includes the name of the business at the geolocation of the client device 102. The media overlay may include other tags associated with the business. The media overlay may be stored in the database 126 and accessed through the database server 120.
[0055] In some examples, the enhancement system 208 provides a user-based publishing platform that enables a user to select a geolocation on a map and upload content associated with the selected geolocation. The user can also specify an environment in which a particular media overlay should be provided to other users. The enhancement system 208 generates a media overlay including the uploaded content and associates the uploaded content with the selected geolocation.
[0056] In other examples, the augmentation system 208 provides a merchant-based publishing platform that enables merchants to select specific media overlays associated with a geolocation via a bidding process. For example, the augmentation system 208 associates the media overlay of the highest bidding merchant with the corresponding geolocation for a predefined amount of time. The augmentation system 208 communicates with the image processing server 122 to obtain an AR experience and presents an identifier of such an experience in one or more user interfaces (e.g., as an icon on a real-time image or video, or as a thumbnail or icon in an interface dedicated to the identifier of the presented AR experience). Once the AR experience is selected, one or more images, videos, or AR graphical elements are retrieved and presented as an overlay on the image or video captured by the client device 102. In some cases, the camera is switched to a front view (e.g., the front camera of the client device 102 is activated in response to the activation of a particular AR experience), and an image from the front camera of the client device 102, rather than the rear camera of the client device 102, begins to be displayed on the client device 102. One or more images, videos, or AR graphical elements are retrieved and rendered as an overlay on top of the image captured and displayed by the front-facing camera of the client device 102 .
[0057] The mapping system 210 provides various geolocation functions and supports the presentation of map-based media content and messages by the messaging client 104. For example, the mapping system 210 enables the display of a user icon or avatar (e.g., stored in the profile data 316) on a map to indicate the current or past locations of the user's "friends" in the context of the map, as well as media content (e.g., a collection of messages including photos and videos) generated by such friends. For example, a message posted to the messaging system 100 by a user from a particular geolocation can be displayed to the particular user's "friends" at the particular location in the context of the map on the mapping interface of the messaging client 104. The user can also share his or her location and status information with other users of the messaging system 100 (e.g., using an appropriate status avatar) via the messaging client 104, where the location and status information is similarly displayed to selected users in the context of the mapping interface of the messaging client 104.
[0058] The gaming system 212 provides various gaming functions within the context of the messaging client 104. The messaging client 104 provides a gaming interface that provides a list of available games (e.g., web-based games or web-based applications) that can be launched by a user in the context of the messaging client 104 and played with other users of the messaging system 100. The messaging system 100 also enables a particular user to invite other users to participate in playing a particular game by sending an invitation to such other users from the messaging client 104. The messaging client 104 also supports both voice messaging and text messaging (e.g., chatting) in the context of playing games, provides leaderboards for games, and also supports providing in-game rewards (e.g., coins and items).
[0059] The external resource system 220 provides an interface for the messaging client 104 to communicate with the external application server 110 to launch or access external resources. Each external resource (app) server 110 hosts, for example, a small-scale version of an application based on a markup language (e.g., HTML5) or an external application (e.g., a game, utility, payment, or ride-sharing application outside the messaging client 104). The messaging client 104 can launch a web-based resource (e.g., an application) by accessing an HTML5 file from an external resource (app) server 110 associated with a web-based resource. In some examples, the application hosted by the external resource server 110 is programmed in JavaScript using a software development kit (SDK) provided by the messaging server 118. The SDK includes an API that has functions that can be called or stimulated by a web-based application. In some examples, the messaging server 118 includes a JavaScript library that provides access to certain user data of the messaging client 104 to a given third-party resource. HTML5 is used as an example technology for programming games, but applications and resources programmed based on other technologies can be used.
[0060] To integrate the functionality of the SDK into a web-based resource, the SDK is downloaded from the messaging server 118 by the external resource (app) server 110 or received in other ways by the external resource (app) server 110. Once downloaded or received, the SDK is included as part of the application code of the web-based external resource. The code of the web-based resource can then call or trigger certain functions of the SDK to integrate the features of the messaging client 104 into the web-based resource.
[0061] The SDK stored on the messaging server 118 effectively provides a bridge between external resources (e.g., a third party or external application 109 or a small application) and the messaging client 104. This provides users with a seamless experience of communicating with other users on the messaging client 104, while also retaining the look and feel of the messaging client 104. In order to bridge the communication between the external resources and the messaging client 104, in some examples, the SDK facilitates the communication between the external resource server 110 and the messaging client 104. In some examples, the WebViewJavaScriptBridge running on the client device 102 establishes two one-way communication channels between the external resources and the messaging client 104. Messages are sent asynchronously via these communication channels between the external resources and the messaging client 104. Each SDK function call is sent as a message and a callback. Each SDK function is implemented by building a unique callback identifier and sending a message with the callback identifier.
[0062] By using the SDK, not all information from the messaging client 104 is shared with the external resource server 110. The SDK limits which information is shared based on the needs of the external resource. In some examples, each external resource server 110 provides an HTML5 file corresponding to a web-based external resource to the messaging server 118. The messaging server 118 can add a visual representation (e.g., box art or other graphics) of the web-based external resource in the messaging client 104. Once the user selects the visual representation or instructs the messaging client 104 to access a feature of a web-based external resource through the graphical user interface of the messaging client 104, the messaging client 104 obtains the HTML5 file and instantiates the resources required to access the features of the web-based external resource.
[0063] The messaging client 104 presents a graphical user interface (e.g., a login page or title screen) of an external resource. During, before, or after presenting the login page or title screen, the messaging client 104 determines whether the external resource launched has been previously authorized to access the user data of the messaging client 104. In response to determining that the external resource launched has been previously authorized to access the user data of the messaging client 104, the messaging client 104 presents another graphical user interface of the external resource including the functions and features of the external resource. In response to determining that the external resource launched has not been previously authorized to access the user data of the messaging client 104, after a threshold time period (e.g., 3 seconds) of displaying the login page or title screen of the external resource, the messaging client 104 slides up a menu for authorizing the external resource to access the user data (e.g., animating the menu to reveal from the bottom of the screen to the middle or other parts of the screen). The menu identifies the type of user data that the external resource will be authorized to use. In response to receiving the user selection of the accept option, the messaging client 104 adds the external resource to the list of authorized external resources and allows the external resource to access the user data from the messaging client 104. In some examples, the external resource is authorized by the messaging client 104 to access the user data according to the OAuth 2 framework.
[0064] The messaging client 104 controls the type of user data shared with the external resource based on the type of external resource that is authorized. For example, an external resource including a full-scale external application (e.g., a third party or external application 109) is provided with access to a first type of user data (e.g., only a two-dimensional (2D) avatar of a user with or without different avatar characteristics). As another example, an external resource including a small-scale version of an external application (e.g., a web-based version of a third-party application) is provided with access to a second type of user data (e.g., payment information, a 2D avatar of a user, a 3D avatar of a user, and an avatar with various avatar characteristics). Avatar characteristics include different ways to customize the look and feel of an avatar, such as different poses, facial features, clothing, etc.
[0065] Data Architecture
[0066] Figure 3 is a schematic diagram illustrating a data structure 300 that may be stored in a database 126 of a messaging server system 108 according to some examples. Although the contents of the database 126 are illustrated as including several tables, it should be understood that data may be stored in other types of data structures (e.g., as an object-oriented database).
[0067] Database 126 includes message data stored in message table 302. For any particular message, the message data includes at least message sender data, message recipient (or receiver) data, and payload. Figure 4 Additional details regarding information that may be included in a message and included in the message data stored in message table 302 are described.
[0068] The entity table 306 stores entity data and is linked (e.g., referenced) to the entity graph 308 and profile data 316. The entities whose records are maintained within the entity table 306 may include individuals, corporate entities, organizations, objects, places, events, etc. Regardless of the entity type, any entity about which the messaging server system 108 stores data may be an identified entity. Each entity is provided with a unique identifier as well as an entity type identifier (not shown).
[0069] The entity graph 308 stores information about relationships and associations between entities. Such relationships may be, for example, social, professional (e.g., working in a common company or organization), interest-based, or activity-based.
[0070] Profile data 316 stores multiple types of profile data about a particular entity. Based on the privacy settings specified by the particular entity, profile data 316 can be selectively used and presented to other users of the messaging system 100. In the case where the entity is a person, profile data 316 includes, for example, a user name, phone number, address, and settings (e.g., notification and privacy settings) as well as an avatar representation (or a collection of such avatar representations) selected by the user. A particular user can then selectively include one or more of these avatar representations in the content of messages transmitted via the messaging system 100 and on a map interface displayed to other users by the messaging client 104. The collection of avatar representations can include a "status avatar" that presents a graphical representation of a status or activity that a user may choose to convey at a particular time.
[0071] Where the entity is a group, the profile data 316 for the group may similarly include one or more avatar representations associated with the group, in addition to the group name, members, and various settings related to the group (eg, notifications).
[0072] Database 126 also stores enhancement data, such as overlays or filters, in enhancement table 310. Enhancement data is associated with and applied to videos (video data is stored in video table 304) and images (image data is stored in image table 312).
[0073] In one example, a filter is an overlay displayed as an overlay on an image or video during presentation to a recipient user. Filters can be of various types, including filters selected by a user from a set of filters presented to a sending user by messaging client 104 when the sending user is composing a message. Other types of filters include geolocation filters (also referred to as geofilters), which can be presented to a sending user based on geolocation. For example, a geolocation filter specific to a nearby or special location can be presented by messaging client 104 within a user interface based on geolocation information determined by a global positioning system (GPS) unit of client device 102.
[0074] Another type of filter is a data filter, which can be selectively presented to the sending user by the messaging client 104 based on other input or information collected during the message creation process by the client device 102. Examples of data filters include the current temperature at a particular location, the current speed at which the sending user is traveling, the battery life of the client device 102, or the current time.
[0075] Other augmented data that may be stored in the image table 312 include AR content items (eg, corresponding to an applied AR experience). AR content items or AR items may be real-time special effects and sounds that may be added to an image or video.
[0076] As described above, augmented data includes AR content items, overlays, image transformations, AR images, and similar terms that refer to modifications that can be applied to image data (e.g., videos or images). This includes real-time modifications that modify the image when it is captured using the device sensor (e.g., one or more cameras) of the client device 102 and then displayed on the screen of the client device 102 with the modification. This also includes modifications to stored content (e.g., video clips in a gallery that can be modified). For example, in a client device 102 with access rights to multiple AR content items, a user can use a single video clip with multiple AR content items to see how different AR content items will modify the stored clip. For example, by selecting different AR content items for the same content, multiple AR content items that apply different pseudo-random movement models can be applied to the same content. Similarly, real-time video capture can be used with the modifications shown to show how the video image currently captured by the sensor of the client device 102 will modify the captured data. Such data can be simply displayed on the screen without being stored in the memory, or the content captured by the device sensor can be recorded and stored in the memory with or without modification (or both). In some systems, the preview feature can show how different AR content items will look in different windows in the display at the same time. For example, this can enable viewing multiple windows with different pseudo-random animations on the display at the same time.
[0077] Thus, data and various systems using AR content items or other such transformation systems that use the data to modify content may involve detection of objects (e.g., faces, hands, bodies, cats, dogs, surfaces, objects, etc.); tracking of such objects as they leave, enter, and move around the field of view in a video frame; and modification or transformation of such objects as they are tracked. In various examples, different methods for implementing such transformations may be used. Some examples may involve generating a 3D mesh model of one or more objects and using transformations of the model and animated textures within a video to implement the transformations. In other examples, tracking of points on an object may be used to place an image or texture (which may be 2D or 3D) at the tracked location. In further examples, neural network analysis of video frames may be used to place an image, model, or texture in content (e.g., an image or frame of a video). Thus, an AR content item refers to both images, models, and textures used to create transformations in the content, as well as additional modeling and analysis information required to implement such transformations using object detection, tracking, and placement.
[0078] Real-time video processing can be performed using any kind of video data (e.g., video streams, video files, etc.) stored in the memory of any kind of computerized system. For example, a user can load a video file and save it in the memory of the device, or a sensor of the device can be used to generate a video stream. In addition, any object, such as human faces and parts of the human body, animals, or non-living things (e.g., chairs, cars, or other objects) can be processed using computer animation models.
[0079] In some examples, when a specific modification is selected together with the content to be transformed, the element to be transformed is identified by a computing device, and then if the element to be transformed is present in a frame of the video, the element to be transformed is detected and tracked. The elements of the object are modified according to the request for modification, thereby transforming the frame of the video stream. For different kinds of transformations, the transformation of the frame of the video stream can be performed by different methods. For example, for a frame transformation that mainly refers to a variation of the elements of the object, the feature points of each element of the object are calculated (for example, using an active shape model (ASM) or other known methods). Then, a grid based on feature points is generated for each of at least one element of the object. The grid is used in a subsequent stage of tracking the elements of the object in the video stream. During the tracking process, the mentioned grid of each element is aligned with the position of each element. Then, additional points are generated on the grid. A first group of first points is generated for each element based on the request for modification, and a group of second points is generated for each element based on the group of first points and the request for modification. Then, the frame of the video stream can be transformed by modifying the elements of the object based on the group of first points and the group of second points and the grid. In such a method, the background of the modified object can also be changed or distorted by tracking and modifying the background.
[0080] In some examples, a transformation that changes some areas of an object using the elements of an object can be performed by calculating feature points for each element of the object and generating a grid based on the calculated feature points. Points are generated on the grid, and then various areas based on these points are generated. The elements of the object are then tracked by aligning the area of each element with the position of each of at least one element, and the properties of the area can be modified based on a request for modification, thereby transforming the frame of the video stream. Depending on the specific request for modification, the properties of the mentioned area can be transformed in different ways. Such modifications may involve: changing the color of the area; removing at least some partial areas from the frame of the video stream; including one or more new objects in the area based on the request for modification; and modifying or distorting the elements of the area or object. In various examples, any combination of such modifications or other similar modifications may be used. For certain models to be animated, some feature points may be selected as control points to be used in the entire state space for determining options for model animation.
[0081] In some examples of computer animation models that use face detection to transform image data, faces are detected on images using a specific face detection algorithm (e.g., Viola-Jones). The ASM algorithm is then applied to the face region of the image to detect facial feature reference points.
[0082] Other methods and algorithms suitable for face detection may be used. For example, in some examples, features are located using landmarks that represent distinguishable points that are present in most of the images considered. For example, for facial landmarks, the location of the left eye pupil may be used. If the initial landmarks are not recognizable (for example, if the person has an eye patch), secondary landmarks may be used. Such a landmark identification process may be used for any such object. In some examples, a set of landmarks forms a shape. The shape may be represented as a vector using the coordinates of the points in the shape. One shape is aligned with another shape using a similarity transformation (allowing translation, scaling, and rotation) that minimizes the average Euclidean distance between the shape points. The average shape is the average of the aligned training shapes.
[0083] In some examples, a landmark search begins with an average shape aligned with the location and size of a face determined by a global face detector. Such a search then repeats the steps of suggesting tentative shapes by adjusting the positioning of shape points through template matching of the image texture around each point, and then fitting the tentative shapes to a global shape model until convergence occurs. In some systems, individual template matches are unreliable, and the shape model pools the results of weak template matches to form a stronger overall classifier. The entire search is repeated at each level of the image pyramid, from coarse to fine resolution.
[0084] The transformation system can capture an image or video stream on a client device (e.g., client device 102) and perform complex image manipulations locally on the client device 102 while maintaining an appropriate user experience, computational time, and power consumption. Complex image manipulations can include size and shape changes, emotion transfer (e.g., changing a face from a frown to a smile), state transfer (e.g., aging a subject, reducing apparent age, changing gender), style transfer, application of graphical elements, and any other suitable image or video manipulations enabled by a convolutional neural network that has been configured to execute efficiently on the client device 102.
[0085] In some examples, a computer animation model for transforming image data can be used by a system in which a user can capture an image or video stream of the user (e.g., a selfie) using a client device 102 having a neural network operating as part of a messaging client 104 operating on the client device 102. A transformation system operating within the messaging client 104 determines the presence of a face within the image or video stream and provides a modification icon associated with the computer animation model to transform the image data, or the computer animation model can be presented as associated with an interface described herein. The modification icon includes the following changes, which can be the basis for modifying the face of the user within the image or video stream as part of the modification operation. Once the modification icon is selected, the transformation system initiates a process of transforming the image of the user to reflect the selected modification icon (e.g., generating a smiley face on the user). Once the image or video stream is captured and the specified modification is selected, the modified image or video stream can be presented in a graphical user interface displayed on the client device 102. The transformation system can implement a complex convolutional neural network on a portion of the image or video stream to generate and apply the selected modification. That is, once a modification icon has been selected, the user can capture an image or video stream and be presented with the results of the modification in real time or near real time. Furthermore, while the video stream is being captured, the modification can be persistent and the selected modification icon remains toggled. Machine-taught neural networks can be used to implement such modifications.
[0086] The graphical user interface presenting the modifications performed by the transformation system can supply additional interactive options for the user. Such options can be based on an interface for initiating content capture and selection of a specific computer animation model (e.g., initiated from a content creator user interface). In various examples, the modification can be persistent after the initial selection of the modification icon. The user can turn on or off the modification by tapping or otherwise selecting the face modified by the transformation system, and store it for later viewing or browsing to other areas of the imaging application. In the case of multiple faces modified by the transformation system, the user can globally turn on or off the modification by tapping or selecting a single face modified and displayed in the graphical user interface. In some examples, each face in a group of multiple faces can be modified individually, or such modifications can be switched individually by tapping or selecting each face or a series of each face displayed in the graphical user interface.
[0087] The story table 314 stores data about a collection of messages and associated image, video or audio data that are compiled into a collection (e.g., a story or gallery). The creation of a particular collection can be initiated by a particular user (e.g., each user whose record is maintained in the entity table 306). A user can create a "personal story" in the form of a collection of content that has been created and sent / broadcasted by the user. To this end, the user interface of the messaging client 104 may include a user-selectable icon to enable the sending user to add specific content to his or her personal story.
[0088] A collection may also constitute a "live story" that is a collection of content from multiple users that is created manually, automatically, or using a combination of manual and automatic techniques. For example, a "live story" may constitute a curated stream of user-submitted content from various locations and events. Users whose client devices have location services enabled and who are at a public location event at a particular time may be presented with an option, for example, via a user interface of the messaging client 104, to contribute content to a particular live story. Live stories may be identified to the user by the messaging client 104 based on his or her location. The end result is a "live story" told from a community perspective.
[0089] Another type of content collection is called a "location story" that enables users whose client devices 102 are located within a specific geographic location (e.g., on a college or university campus) to contribute to a specific collection. In some examples, contributions to location stories may require a second degree of authentication to verify that the end user belongs to a specific organization or other entity (e.g., is a student on a university campus).
[0090] As mentioned above, the video table 304 stores video data, which in one example is associated with a message whose record is maintained within the message table 302. Similarly, the image table 312 stores image data associated with a message whose message data is stored in the entity table 306. The entity table 306 may associate various enhancements from the enhancement table 310 with the various images and videos stored in the image table 312 and the video table 304.
[0091] Data communication architecture
[0092] Figure 4is a schematic diagram illustrating the structure of a message 400 according to some examples, the message 400 being generated by a messaging client 104 for transmission to another messaging client 104 or a messaging server 118. The content of a particular message 400 is used to populate a message table 302 stored in a database 126, which is accessible by a messaging server 118. Similarly, the content of the message 400 is stored in memory as "in-flight" or "in-flight" data of a client device 102 or application server 114. The message 400 is shown to include the following example components:
[0093] Message identifier 402: a unique identifier that identifies the message 400;
[0094] • Message text payload 404: text to be generated by a user via the user interface of the client device 102 and included in the message 400;
[0095] • Message image payload 406: image data captured by a camera component of the client device 102 or retrieved from a memory component of the client device 102 and included in the message 400. Image data for a sent or received message 400 may be stored in the image table 312;
[0096] • Message video payload 408: video data captured by the camera component or retrieved from the memory component of the client device 102 and included in the message 400. The video data for a sent or received message 400 may be stored in the video table 304;
[0097] Message audio payload 410: audio data captured by a microphone or retrieved from a memory component of the client device 102 and included in the message 400;
[0098] 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 310;
[0099] Message duration parameter 414: a parameter value indicating the amount of time, in seconds, that the content of the message (e.g., message image payload 406, message video payload 408, message audio payload 410) is to be presented to or accessible by the user via the messaging client 104;
[0100] Message geolocation parameters 416: Geolocation data (e.g., latitude and longitude coordinates) associated with the content payload of the message. Multiple message geolocation parameter 416 values may be included in the payload, with each of these parameter values being associated with a content item included in the content (e.g., a specific image in a message image payload 406, or a specific video in a message video payload 408);
[0101] Message story identifier 418: An identifier value that identifies one or more content collections (e.g., "stories" identified in story table 314), with which a particular content item in message image payload 406 of message 400 is associated. For example, multiple images within message image payload 406 may each be associated with multiple content collections using an identifier value;
[0102] Message tags 420: Each message 400 may be tagged with a plurality of tags, each of such plurality of tags indicating the subject of the content included in the message payload. For example, where a particular image included in the message image payload 406 depicts an animal (e.g., a lion), a tag value may be included within the message tags 420 indicating the relevant animal. The tag values may be manually generated based on user input, or may be automatically generated using, for example, image recognition;
[0103] Message sender identifier 422: an identifier indicating the user of the client device 102 on which the message 400 was generated and from which the message 400 was sent (eg, a messaging system identifier, an email address, or a device identifier); and
[0104] • Message recipient identifier 424: Indicates an identifier (eg, a messaging system identifier, an email address, or a device identifier) of the user of the client device 102 to which the message 400 is addressed.
[0105] The content (e.g., value) of each component of message 400 may be a pointer to a location in a table where the content data value is stored. For example, the image value in message image payload 406 may be a pointer to a location within image table 312 (or the address of a location within image table 312). Similarly, the value within message video payload 408 may point to data stored within video table 304, the value stored within message enhancement data 412 may point to data stored in enhancement table 310, the value stored within message story identifier 418 may point to data stored in story table 314, and the values stored within message sender identifier 422 and message recipient identifier 424 may point to user records stored within entity table 306.
[0106] Glasses equipment
[0107] Figure 5 A front perspective view 534 of an eyeglass device 119 in the form of a pair of smart glasses including an external screen flow system 107 according to some examples is shown. The eyeglass device 119 includes a body 503, which includes a front piece or frame 506 and a pair of temples 509 connected to the frame 506 for supporting the frame 506 in a position on the user's face when the eyeglass device 119 is worn. The frame 506 can be made of any suitable material, such as plastic or metal (including memory alloys of any suitable shape). The frame 506 can include a touch input interface that is configured to receive touch input from a user (e.g., one finger touch, two finger touches, or a combination thereof together with dragging a finger along the frame 506 such as a lateral end piece 521).
[0108] Eyewear device 119 includes a pair of optical elements in the form of a pair of lenses 512 held by corresponding optical element holders in the form of a pair of rims 515 forming part of frame 506. Frames 515 are connected by bridge 518. In other examples, one or both of the optical elements may be a display, a display assembly, or a combination of lenses and displays.
[0109] The frame 506 includes a pair of end pieces 521 defining lateral ends of the frame 506. In this example, various electronic components are housed in one or both of the end pieces 521. The temples 509 are coupled to the respective end pieces 521. In this example, the temples 509 are coupled to the frame 506 by respective hinges so as to be movable between a wearable mode and a folded mode in which the temples 509 pivot toward the frame 506 to lie substantially flat against the frame 506. In other examples, the temples 509 may be coupled to the frame 506 by any suitable means, or may be rigidly or fixedly secured to the frame 506 so as to be integral therewith.
[0110] Each of the temples 509 includes a front portion coupled to the frame 506 and any suitable rear portion for coupling to the ear of the user, such as Figure 5 In some examples, the frame 506 is formed from a single piece of material so as to have an integral or monolithic construction. In some examples, the entire body 503 (including both the frame 506 and the temples 509) can be an integral or monolithic construction.
[0111] The eyeglass device 119 has onboard electronic components, including a computing device such as a computer 524 or a low-power processor, which can be of any suitable type in different examples so as to be carried by the body 503. In some examples, the computer 524 is at least partially housed in one or both of the temples 509. In this example, various components of the computer 524 are housed in the lateral end piece 521 of the frame 506. The computer 524 includes one or more processors and a memory (e.g., a volatile storage device, such as a random access memory or a register), a storage device (e.g., a non-volatile storage device), a wireless communication circuit system (e.g., a BLE communication device and / or a WiFi direct connection device), and a power supply. The computer 524 includes a low-power circuit system, a high-speed circuit system, and in some examples, a display processor. Various examples may include these elements in different configurations or integrated together in different ways.
[0112] The computer 524 additionally includes a battery 527 or other suitable portable power source. In one example, the battery 527 is disposed in one of the temples 509. Figure 5 In the eyeglass device 119 shown in , the battery 527 is shown as being disposed in one of the end pieces 521 and is electrically coupled to the remainder of the computer 524 housed in the corresponding end piece 521 .
[0113] The eyeglass device 119 has a camera function, which in this example includes a camera 530 mounted in one of the end pieces 521 and facing forward so as to be more or less aligned with the viewing direction of the wearer of the eyeglass device 119. The camera 530 is configured to capture digital images (also referred to herein as digital photos or pictures) as well as digital video content. The operation of the camera 530 is controlled by a camera controller provided by the computer 524, and image data representing images or videos captured by the camera 530 is temporarily stored on a memory forming part of the computer 524. In some examples, the eyeglass device 119 may have, for example, a pair of cameras 530 housed by respective end pieces 521.
[0114] The onboard computer 524 and the lens 512 are configured together to provide an external screen streaming system 107 that presents an avatar of a user participating in an AR session alone or with other users, and animates or orients the avatar based on head and / or body orientation information associated with the user received from the client device 102 and / or the eyewear device 119 of the other user. Specifically, the lens 512 can display virtual content such as AR objects including the avatar of the user participating in the AR session together with one or more real-world objects of the real-world environment. This makes it appear to the user as if the virtual content is integrated into the real-world environment viewed by the user through the lens 512. In some cases, the lens 512 displays a virtual object on which an image received from the client device 102 is superimposed.
[0115] The image may be content currently displayed on the display screen of the client device 102. The same image superimposed on the virtual object may be presented to each of the multiple eyeglass devices 119 worn by the respective users. An avatar of each user may be presented, such as a floating head. The corresponding eyeglass device 119 of each user may calculate or determine the orientation of the user's head relative to the virtual object. The orientation information may be shared with other eyeglass devices 119 so that the avatar (e.g., floating head) is oriented based on the orientation information. For example, the floating head may be oriented in the same direction as the user's real-world head, and the direction relative to the virtual object is the same as the direction of the user's real-world head relative to the virtual object. In this way, each user involved in a shared AR experience or session can determine where each other user is currently looking relative to the virtual object.
[0116] In some examples, the image received from the client device 102 may be an image depicting a user or person wearing the eyeglass device 119. In such a case, the client device 102 may modify the image to present one or more AR fashion items on the user or person. The modified image may be provided to the eyeglass device 119 and may be superimposed on the virtual content displayed by the lens 512. In this way, AR modifications may be performed by the client device 102, which reduces the processing power and / or hardware resources required to perform AR modifications by the eyeglass device 119 and improves the overall efficiency of operating the eyeglass device 119. In some cases, the client device 102 may receive input for selecting different AR experiences (e.g., different AR fashion items), and may dynamically and in real time update the image depicting the user to present the corresponding AR object of the selected AR experience. These updated images are provided to the eyeglass device 119 and are presented on the virtual object through the lens 512.
[0117] In some examples, the virtual content is received from the client device 102. In some examples, the virtual content is received directly from the application server 114. The onboard computer 524 receives input from the user, which drags or moves the virtual content into a specific display position. The input may indicate whether the display position is anchored to a specific real-world object. In such a case, when the lens 512 is moved to view different parts of the real-world environment, the virtual content (e.g., a virtual mirror or virtual screen on which an image received from the client device 102 is displayed) remains fixed to the specific real-world object in the display position, and if the lens 512 is turned or moved a distance far enough away from the display position of the virtual content, the virtual content can be removed from the view. In some examples, the display position is not anchored, in which case, when the lens 512 is moved to view different parts of the real-world environment, the display position of the virtual content is also updated to remain within the view. This allows the user to move around the display position and see the virtual content consistently and continuously.
[0118] The eyeglass device 119 includes an accelerometer and / or gyroscope and a touch interface and a voice command system. Based on input received by the eyeglass device 119 from the accelerometer and the touch interface and the voice command system, the eyeglass device 119 can control user interaction with virtual content. The accelerometer and / or gyroscope can be used to determine the movement and orientation of the wearer's head relative to the displayed virtual object to generate orientation information for the wearer's avatar or floating head, which is included and displayed in a shared AR session with another user.
[0119] The eyewear device 119 also includes one or more communication devices, such as a Bluetooth Low Energy (BLE) communication interface. Such a BLE communication interface enables the eyewear device 119 to wirelessly communicate with the client device 102. Instead of or in addition to the BLE communication interface, other forms of wireless communication, such as a WiFi direct connection interface, may also be used. The BLE communication interface implements a standard number of BLE communication protocols.
[0120] The first communication protocol implemented by the BLE interface of the eyeglass device 119 enables an unencrypted link to be established between the eyeglass device 119 and the client device 102. In this first protocol, the link layer communication (physical interface or medium) between the eyeglass device 119 and the client device 102 includes unencrypted data. In this first protocol, the application layer (the communication layer that operates on the physically exchanged data) encrypts and decrypts the data that is physically exchanged in an unencrypted form through the link layer of the BLE communication interface. In this way, although the data exchanged through the physical layer can be freely read by the eavesdropping device, the eavesdropping device will not be able to decipher the exchanged data without performing the decryption operation in the application layer.
[0121] The second communication protocol implemented by the BLE interface of the eyeglass device 119 enables an encrypted link to be established between the eyeglass device 119 and the client device 102. In this second protocol, the link layer communication (physical interface) between the eyeglass device 119 and the client device 102 receives data from the application layer and adds a first type of encryption to the data before exchanging the data through the physical medium. In this second protocol, the application layer (the communication layer that operates on the physically exchanged data) may or may not use the second type of encryption to encrypt and decrypt the data, which is physically exchanged in an encrypted form through the link layer of the BLE communication interface using the first type of encryption. That is, the data may be first encrypted by the application layer, and then may be further encrypted by the physical layer before being exchanged through the physical medium. After being exchanged through the physical medium, the data is then decrypted by the physical layer, and then decrypted again by the application layer (e.g., using a different type of encryption). In this way, the data exchanged through the physical layer cannot be read by the eavesdropping device because the data is encrypted in the physical medium.
[0122] In some examples, the client device 102 communicates with the eyeglass device 119 using the first protocol and / or the second protocol to exchange images, videos, or virtual content between the messaging client 104 and the eyeglass device 119 .
[0123] External screen streaming system
[0124] Figure 6 600 when executing the process 600. The process 600 may be embodied as computer-readable instructions for execution by one or more processors, such that the operations of the process 600 may be performed in part or in whole by functional components of the external screen flow system 107; therefore, the process 600 is described below by way of example with reference to the external screen flow system 107. However, in other examples, at least some of the operations of the process 600 may be deployed on various other hardware configurations. Therefore, the process 600 is not intended to be limited to the external screen flow system 107, but may be implemented in whole or in part by any other component. Some or all of the operations of the process 600 may be performed in parallel, out of sequence, or omitted entirely.
[0125] At operation 601 , as discussed above and below, the external screen streaming system 107 establishes communication with an external client device (eg, the client device 102 ) through an AR device (eg, the eyeglass device 119 ).
[0126] At operation 602 , the external screen flow system 107 causes a first AR object to be superimposed on a real-world environment being viewed using the AR device through the AR device, as discussed above and below.
[0127] At operation 603 , as discussed above and below, the external screen streaming system 107 receives a first image from an external client device through an AR device.
[0128] At operation 604 , as discussed above and below, the external screen streaming system 107 , in response to receiving the first image from the external client device, overlays the first image on the first AR object through the AR device.
[0129] Figures 7 to 9 is an illustrative screen shot of a graphical user interface of external screen streaming system 107 according to some examples. Figures 7 to 9 The screen shown in can be provided by the messaging client 104 of one or more client devices 102 , other applications implemented on one or more client devices 102 , and / or the eyeglass device 119 .
[0130] Figure 7 A context or real-world environment 700 is shown in which one or more images or videos are sent from a mobile device 720 (e.g., a client device 102) to an AR device 740 (e.g., an eyewear device 119) worn by a user 710. Specifically, during a setup phase, a user 710 or other entity may place a mobile device 720 (e.g., an external client device 102) on a surface 730, such as a table. The mobile device 720 may include an embedded camera that points toward the user 710 to capture one or more images of the user 710. The mobile device 720 may present the one or more images of the user 710 being captured on a display so that the user 710 may position themselves in a manner that allows the camera to capture a full-body image of the user 710.
[0131] When the mobile device 720 detects the full body of the user 710 within the field of view of the camera of the mobile device 720, the mobile device 720 can present an indication on the screen. In some cases, the mobile device 720 sends a communication to the AR device 740 indicating that the full body of the user 710 has been detected. In response, the AR device 740 presents an AR notification within the lens of the AR device 740 to inform the user 710 that the AR device 740 is ready to use the full body motion of the user 710 captured and detected by the mobile device 720 to control an AR object, such as an avatar.
[0132] For example, the AR device 740 receives one or more images and / or videos from the mobile device 720 (e.g., the client device 102). The one or more images and / or videos may include a depiction of a user using and / or wearing the AR device 740 and / or a screen displayed by the mobile device 720. Specifically, the AR device 740 may access one or more images and / or videos from a messaging client 104 implemented by the mobile device 720 coupled to the AR device 740. The mobile device 720 may capture one or more images of a user wearing the AR device 740. The mobile device 720 applies the one or more images to a trained machine learning model to determine and extract a partial body and / or full body of a person depicted in the image. The machine learning model may provide the mobile device 720 with the current position of the limbs and joints of the user's entire body (e.g., the position of the arms, torso, legs, head, shoulders, etc.) to apply one or more AR objects, such as AR fashion items, to one or more users depicted in the image. These images are provided from the mobile device 720 to the AR device 740 and are superimposed by the AR device 740 on a virtual object (e.g., a virtual mirror or a virtual screen) that is displayed on the real world environment being viewed using the AR device 740.
[0133] The machine learning model can be trained using labeled or unlabeled training data including ground-truth information. For example, one or more images depicting a portion of a person's body and / or the whole body can be included in the training data together with ground-truth segmentation information that defines the current positions of the user's body limbs and joints (e.g., the positions of arms, torso, legs, head, shoulders, etc.). The machine learning model can be applied to a subset of the training data, such as one or more images in the training data, and an estimate or prediction of the ground-truth segmentation information about the current positions of the user's body limbs and joints (e.g., the positions of arms, torso, legs, head, shoulders, etc.) can be generated. The estimate or prediction can be compared with the corresponding ground-truth information to calculate the deviation. The deviation can then be used to update one or more parameters of the machine learning model. After updating one or more parameters, the machine learning model is applied to another subset of the training data, and these operations are repeated until the stopping criteria are reached.
[0134] Machine learning is a field of study that gives computers the ability to learn without explicit programming. Machine learning explores the study and construction of algorithms (also referred to herein as tools) that can learn from existing data and make predictions about new data. Such machine learning tools operate by building models based on example training data to make data-driven predictions or decisions represented as outputs or evaluations. Although examples are presented with respect to several machine learning tools, the principles presented herein can be applied to other machine learning tools.
[0135] In some examples, different machine learning tools can be used. For example, logistic regression (LR), naive Bayes, random forest (RF), neural network (NN), matrix factorization, and support vector machine (SVM) tools can be used to classify or score job positions.
[0136] Two common types of problems in machine learning are classification problems and regression problems. Classification problems (also called categorization problems) aim to classify an item into one of several class values (e.g., is this object an apple or an orange?). Regression algorithms aim to quantify some item (e.g., by providing values that are real numbers).
[0137] Machine learning algorithms use features to analyze data to generate estimates. Each of the features is a separate measurable property of the phenomenon being observed. The concept of a feature is related to the concept of explanatory variables used in statistical techniques such as linear regression. Selecting informative, discriminative, and independent features is important for the effective operation of MLPs in pattern recognition, classification, and regression. Features can be of different types, such as numeric features, strings, and graphs.
[0138] In one example, by way of example only, features may be of different types and may include one or more of content, concepts, attributes, historical data, and / or user data.
[0139] Machine learning algorithms use training data to find correlations between identified features that influence an outcome or evaluation. In some examples, the training data includes labeled data, which is known data about one or more identified features and one or more outcomes, such as detecting communication patterns, detecting the meaning of a message, generating a summary of a message, detecting action items in a message, detecting urgency in a message, detecting a relationship between a user and a sender, calculating a score attribute, calculating a message score, etc.
[0140] The machine learning tool is trained at the machine learning program training location using the training data and the identified features. The machine learning tool evaluates the value of the feature when the feature is associated with the training data. The result of the training is a trained machine learning program.
[0141] When performing an evaluation using a trained machine learning program, new data is provided as input to the trained machine learning program, and the trained machine learning program generates an evaluation as output.
[0142] The machine learning program supports two types of phases, namely, a training phase and a prediction phase. In the training phase, supervised learning, unsupervised learning, or reinforcement learning can be used. For example, the machine learning program (1) receives features (e.g., as structured data or labeled data in supervised learning) and / or (2) identifies features in training data (e.g., unstructured data or unlabeled data for unsupervised learning). In the prediction phase, the machine learning program uses the features to analyze the image data to generate a result, prediction, or segmentation of an object depicted in the image data as an example for evaluation.
[0143] In the training phase, feature engineering is used to identify features and can include identifying informative, discriminative, and independent features for effective operation of machine learning programs in pattern recognition, classification, and regression. In some examples, the training data includes labeled data, which is known data about pre-identified features and one or more outcomes. Each of the features can be a variable or attribute, such as a separate measurable property of a process, item, system, or phenomenon represented by a data set (e.g., training data).
[0144] During the training phase, the machine learning program uses the training data to find correlations between features that influence the predicted outcome or assessment.
[0145] The machine learning program is trained during a training phase at which the machine learning program is trained using the training data and the identified features. The machine learning program evaluates the values of the features when the features are associated with the training data. The result of the training is a trained machine learning program (e.g., a trained or learned model).
[0146] In addition, the training phase can involve machine learning, where the training data is structured (e.g., labeled during a preprocessing operation), and the trained machine learning program implements a relatively simple neural network that can, for example, perform classification and clustering operations. In other examples, the training phase can involve deep learning, where the training data is unstructured, and the trained machine learning program implements a deep neural network that can perform both feature extraction and classification / clustering operations.
[0147] The neural network generated during the training phase and implemented within the trained machine learning program can include a hierarchical (e.g., layered) organization of neurons. For example, neurons (or nodes) can be hierarchically arranged into several layers, including an input layer, an output layer, and multiple hidden layers. Each of the layers within the neural network can have one or more neurons, and each of these neurons is operable to calculate a small function (e.g., an activation function). For example, if the activation function generates a result that exceeds a certain threshold, the output can be transmitted from the neuron (e.g., a sending neuron) to a connected neuron (e.g., a receiving neuron) in a continuous layer. The connection between neurons also has an associated weight that defines the influence on the input from the sending neuron to the receiving neuron.
[0148] In some examples, by way of example only, the neural network may also be one of multiple different types of neural networks, including a single-layer feedforward network, an artificial neural network (ANN), a recurrent neural network (RNN), a symmetrically connected neural network, and an unsupervised pre-trained network, a convolutional neural network (CNN), or a recurrent neural network (RNN).
[0149] During the prediction phase, a trained machine learning program is used to perform the evaluation. Image data is provided as input to the trained machine learning program, and the trained machine learning program generates an evaluation as output, such as an object segmentation, in response to receiving the image data.
[0150] Figure 8 Example user interfaces 800, 801, and 802 according to some examples are shown. Specifically, user interface 802 can be presented on client device 102. User interface 802 may include a first representation 851 and a second representation 852 or multiple icons of different AR experiences. Specifically, first representation 851 identifies a first AR fashion item that can be applied to a user or person depicted in an image, and second representation 852 identifies a second AR fashion item that can be applied to a user or person depicted in an image. Each of the different AR experiences can be associated with a different 3D location that eyewear device 119 is facing or pointing to.
[0151] In some examples, client device 102 receives input from a user selecting first representation 851. In response, client device 102 captures an image or video of a user or person in a real-world environment in real time, for example, within the field of view of a front or rear camera of client device 102. Client device 102 can detect the user or person in the image and can retrieve an AR fashion item corresponding to first representation 851. Client device 102 can modify the captured image so that the retrieved AR fashion item is overlaid on the detected user or person. Client device 102 can then transmit the modified image depicting the user or person wearing the AR fashion item to eyewear device 119.
[0152] As shown in user interface 800, eyeglass device 119 may be used to view a first portion 810 of a real-world environment. Eyeglass device 119 may display a first virtual object 820 at a first position (e.g., a 3D position) within first portion 810 of the real-world environment. Eyeglass device 119 may receive an image depicting a user or person wearing an AR fashion item corresponding to first representation 851. Eyeglass device 119 may overlay the received image on first virtual object 820. Thus, eyeglass device 119 presents image 822 received from client device 102 on first virtual object 820. A user wearing eyeglass device 119 may see first virtual object 820 including image 822. Image 822 depicts user 824 wearing AR fashion item 826 corresponding to first representation 851.
[0153] In some examples, the client device 102 receives input from the user selecting the second representation 852. In response, the client device 102 captures an image or video of the user or person in the real-world environment in real time, for example, within the field of view of the front or rear camera of the client device 102. The client device 102 can detect the user or person in the image and can retrieve the AR fashion item corresponding to the second representation 852. The client device 102 can modify the captured image so that the retrieved AR fashion item is overlaid on the detected user or person. The client device 102 can then transmit the modified image depicting the user or person wearing the AR fashion item to the eyewear device 119. That is, the client device 102 can replace the previously generated or modified image depicting the user wearing the fashion item corresponding to the first representation 851 with the fashion item corresponding to the second representation 852.
[0154] As shown in user interface 801, eyeglass device 119 may be used to view a second portion 812 of the real-world environment. Eyeglass device 119 may display a second virtual object 830 at a second position (e.g., a 3D position) within second portion 812 of the real-world environment. Eyeglass device 119 may receive an image depicting a user or person wearing an AR fashion item corresponding to second representation 852. Eyeglass device 119 may overlay the received image on second virtual object 830. Thus, eyeglass device 119 presents image 832 received from client device 102 on second virtual object 830. A user wearing eyeglass device 119 may see second virtual object 830 including image 832. Image 832 depicts user 834 wearing AR fashion item 836 corresponding to second representation 852.
[0155] In some examples, the client device 102 may automatically select one of the first representation 851 and the second representation 852 based on the orientation or position of the eyeglass device 119. For example, the client device 102 may determine that the eyeglass device 119 is in a first position or is looking at or pointing at a first portion 810 of the real world environment by processing an image captured by the client device 102. The client device 102 may determine that the first portion 810 corresponds to a first representation 851 of a first AR experience. In response, the client device 102 automatically selects a first AR experience corresponding to the first representation 851, and modifies an image depicting the user 824 to overlay an AR fashion item corresponding to the first AR experience on the user 824. The client device 102 may automatically transmit the modified image to the eyeglass device 119, and the eyeglass device 119 automatically overlays the received image on the first virtual object 820.
[0156] The client device 102 may detect the movement of the eyeglass device 119 and may determine that the eyeglass device 119 is now pointing to the second portion 812 of the real-world environment. The client device 102 may determine that the second portion 812 corresponds to a second representation 852 of the second AR experience. In response, the client device 102 automatically selects the second AR experience corresponding to the second representation 852 and updates the previously modified image to depict the user 834 wearing the AR fashion item corresponding to the second AR experience. The client device 102 may automatically transmit the modified image to the eyeglass device 119, and the eyeglass device 119 automatically superimposes the received image on the second virtual object 830.
[0157] In some cases, the first virtual object 820 may be displayed together or simultaneously with the second virtual object 830. For example, the user may turn their head and move the eyeglass device 119 to view an area of the real-world environment on which at least a portion of the first virtual object 820 is displayed and at least a portion of the second virtual object 830 is displayed. For example, two virtual mirrors may be presented on the real-world environment viewed using the eyeglass device 119. In such a case, the eyeglass device 119 may present a previously received image or video on the first virtual object 820 while presenting a newly received image corresponding to the second virtual object 830 on the second virtual object 830, or vice versa.
[0158] This allows the user to simultaneously see how different AR objects would look on themselves by looking at different parts of the real-world environment associated with the corresponding virtual objects. In this way, if the user wants to see themselves wearing a first AR fashion item, the user can turn their head to point the eyewear device 119 to a first area of the real-world environment that includes a virtual object that presents an image of the user wearing the first AR fashion item. Then, if the user wants to see themselves wearing a second AR fashion item, the user can turn their head to point the eyewear device 119 to a second area of the real-world environment that includes another virtual object that presents another image of the user wearing the second AR fashion item.
[0159] In some cases, the eyeglass device 119 may transmit to the client device 102 an indication of the portion of the real-world environment currently being viewed and / or which virtual object is being viewed on the eyeglass device 119. In response to receiving the indication, the client device 102 may activate and select a corresponding AR experience to generate an image for transmission back to the eyeglass device 119. The eyeglass device 119 may then display the image on the virtual object being viewed or displayed in the real-world environment.
[0160] Fig. 9An example user interface 900 according to some examples is shown. Specifically, the user interface 900 can be presented on the eyeglass device 119 of the first user. In some cases, the user interface 900 can be presented to multiple users on the corresponding eyeglass devices 119. In some cases, the user interface 900 includes a real world environment 910 being viewed using the eyeglass device 119. The eyeglass device 119 can present a virtual object 920. The eyeglass device 119 can receive an image from the client device 102 depicting the content or picture being generated to be displayed on the screen of the client device 102. For example, the client device 102 can run an application such as a video browsing application, and can generate content for display on the screen of the client device 102. In some cases, the client device 102 can retrieve a video from a remote video server, and can play back and display the video on the screen of the client device 102.
[0161] The client device 102 may transmit an image depicting the content generated on the screen of the client device 102 to the eyeglass device 119. For example, the client device 102 may transmit an image or video including a video received from a remote video server to the eyeglass device 119. The eyeglass device 119 may present the received image or video on the virtual object 920. For example, the eyeglass device 119 may present the image 922 as superimposed on the virtual object 920. This allows a user or person wearing the eyeglass device 119 to see the screen of the client device 102 on a dedicated virtual object 920 displayed or superimposed on the real world environment 910. In some examples, the client device 102 may stream content captured, received, and / or generated by the client device 102 in real time. Specifically, the client device 102 may stream, send, or disclose an image of its screen to the eyeglass device 119 at a specified frame rate (e.g., 24 Hz, 30 Hz, 60 Hz, etc.). The glasses device 119 may receive and / or acquire these images at a corresponding frame rate, and render the images received or acquired by the glasses device 119 as quickly as possible to achieve a real-time effect on the AR object.
[0162] In some cases, client device 102 may be device 930 that is visible in real-world environment 910 being viewed using eyeglass device 119. Device 930 may present a screen with some content, such as a video or display of an application that is executed locally of real-world environment 910. An image of the screen of 930 may be received from device 930 by eyeglass device 119 and presented on virtual object 920 presented in a lens or display of eyeglass device 119.
[0163] In some cases, the image 922 may present multiple icons associated with different options or operations (e.g., play operation, skip option, pause option, volume option, etc.). In some cases, the glasses device 119 may track where the user wearing the glasses device 119 is looking at the virtual object 920. The glasses device 119 may track the user's pupils to determine the specific areas of the virtual object 920 and image 922 that the user is looking at. If the user continues to look at or look at a specific area for more than a threshold time period (e.g., 3 seconds) without moving, the glasses device 119 may send data identifying the area currently focused and looked at by the user in the image to the client device 102. The client device 102 may determine that a specific area of the image corresponds to a specific icon in a plurality of icons. In response, the client device 102 may activate a function corresponding to an icon or perform an operation corresponding to an icon. In some cases, the glasses device 119 may receive input from the user to select a specific area corresponding to one of the icons or to interact with the specific area. In such a case, the glasses device 119 transmits the identification of the specific area to the client device 102. The client device 102 may then identify a particular one of the icons and perform a corresponding function or operation associated with the icon.
[0164] In some examples, a virtual object 920 can be shared through multiple eyeglass devices 119 of different users. In this case, the eyeglass device 119 of each user can present a user identification area 940, which identifies all users currently participating in and involved in a shared AR session including the virtual object 920. In this way, a group of multiple users can see the same screen of a specific device 930 on their respective eyeglass devices 119. For example, an image of a computer screen of one device can be shared with the eyeglass device 119 of each user involved in or participating in a shared AR session. An image can be sent directly from one device to all eyeglass devices 119 involved in a shared AR session, and / or an image can be sent to one eyeglass device 119 through one device, and then the eyeglass device shares the same image with other eyeglass devices 119 of other users involved in the shared AR session.
[0165] In some examples, the eyeglass device 119 of each user may present an avatar 950 and an avatar 952 representing the position at which each of the users is currently looking or viewing relative to the virtual object 920. For example, the eyeglass device 119 of the first user may determine the orientation of the first user's head relative to the virtual object 920 displayed on the eyeglass device 119 of the first user. The eyeglass device 119 of the first user may transmit the orientation of the head in the form of an angular offset of the first user's eyes relative to the surface normal of the virtual object 920. The eyeglass device 119 of the second user may present an avatar 950 associated with the first user. The eyeglass device 119 may update the orientation of the avatar 950 (which may be a floating head) to reflect or represent the current orientation of the first user's head. For example, the eyeglass device 119 may rotate the avatar 950 so that the angle formed between the eyes of the avatar 950 and the surface normal of the virtual object 920 matches or corresponds to the angle formed between the eyes of the first user and the surface normal of the virtual object 920.
[0166] This allows the second user to visualize and determine the direction that the first user in the shared AR experience is currently looking relative to the virtual object 920 presented to all users in the shared AR session. For example, avatar 950 may appear to be facing one direction or orientation relative to virtual object 920, while another user's avatar 952 may be simultaneously presented as facing a different direction or orientation relative to virtual object 920.
[0167] Machine Architecture
[0168] Fig.101000 in which instructions 1008 (e.g., software, programs, applications, applet, app, or other executable code) may be executed to cause the machine 1000 to perform any one or more of the methods discussed herein. For example, the instructions 1008 may cause the machine 1000 to perform any one or more of the methods described herein. The instructions 1008 convert a general-purpose, non-programmed machine 1000 into a specific machine 1000 that is programmed to perform the functions described and illustrated in the manner described. The machine 1000 may operate as a standalone device or may be coupled (e.g., networked) to other machines. In a networked deployment, the machine 1000 may operate as a server machine or a client machine in a server-client network environment, or as a peer machine in a peer-to-peer (or distributed) network environment. The machine 1000 may include, but is not limited to, a server computer, a client computer, a personal computer (PC), a tablet computer, a laptop computer, a netbook, a set-top box (STB), a personal digital assistant (PDA), an entertainment media system, a cellular phone, a smart phone, a mobile device, a wearable device (e.g., a smart watch), a smart home device (e.g., a smart appliance), other smart devices, a web device, a network router, a network switch, a network bridge, or any machine capable of sequentially or otherwise executing instructions 1008 specifying actions to be taken by the machine 1000. In addition, although only a single machine 1000 is shown, the term "machine" should also be taken to include a collection of machines that individually or jointly execute instructions 1008 to perform any one or more of the methods discussed herein. For example, the machine 1000 may include any of the client devices 102 or a number of server devices that form part of the messaging server system 108. In some examples, the machine 1000 may also include both a client system and a server system, wherein certain operations of a particular method or algorithm are performed on the server side, and wherein certain operations of a particular method or algorithm are performed on the client side.
[0169] The machine 1000 may include a processor 1002, a memory 1004, and an input / output (I / O) component 1038 that may be configured to communicate with each other via a bus 1040. In an example, the processor 1002 (e.g., a central processing unit (CPU), a reduced instruction set computing (RISC) processor, a complex instruction set computing (CISC) processor, a graphics processing unit (GPU), a digital signal processor (DSP), an application specific integrated circuit (ASIC), a radio frequency integrated circuit (RFIC), another processor, or any suitable combination thereof) may include, for example, a processor 1006 that executes instructions 1008 and a processor 1010. The term "processor" is intended to include multi-core processors, which may include two or more independent processors (sometimes referred to as "cores") that may execute instructions simultaneously. Although Fig.10 Multiple processors 1002 are shown, but the machine 1000 may include a single processor with a single core, a single processor with multiple cores (e.g., a multi-core processor), multiple processors with a single core, multiple processors with multiple cores, or any combination thereof.
[0170] The memory 1004 includes a main memory 1012, a static memory 1014, and a storage unit 1016, which are all accessible by the processor 1002 via the bus 1040. The main memory 1004, the static memory 1014, and the storage unit 1016 store instructions 1008 that implement any one or more of the methods or functions described herein. The instructions 1008 may also reside, completely or partially, within the main memory 1012, within the static memory 1014, within the machine-readable medium 1018 within the storage unit 1016, within at least one of the processors 1002 (e.g., within a cache memory of the processor), or within any suitable combination thereof during execution thereof by the machine 1000.
[0171] I / O components 1038 may include various components for receiving input, providing output, generating output, transmitting information, exchanging information, capturing measurements, etc. The specific I / O components 1038 included in a particular machine will depend on the type of machine. For example, a portable machine such as a mobile phone may include a touch input device or other such input mechanism, while a headless server machine may not include such a touch input device. It should be understood that I / O components 1038 may include Fig.101024 and 1026. In various examples, the I / O components 1038 may include a user output component 1024 and a user input component 1026. The user output component 1024 may include a visual component (e.g., a display such as a plasma display panel (PDP), a light emitting diode (LED) display, a liquid crystal display (LCD), a projector, or a cathode ray tube (CRT)), an acoustic component (e.g., a speaker), a tactile component (e.g., a vibration motor, a resistance mechanism), other signal generators, etc. The user input component 1026 may include an alphanumeric input component (e.g., a keyboard, a touch screen configured to receive alphanumeric input, an optical keyboard, or other alphanumeric input component), a point-based input component (e.g., a mouse, a touch pad, a trackball, a joystick, a motion sensor, or another pointing instrument), a tactile input component (e.g., a physical button, a touch screen or other tactile input component that provides location and force of a touch or touch gesture), an audio input component (e.g., a microphone), etc.
[0172] In another example, the I / O component 1038 may include: a biometric component 1028, a motion component 1030, an environment component 1032, or a position component 1034, as well as a variety of other components. For example, the biometric component 1028 includes components for detecting expressions (e.g., hand expressions, facial expressions, voice expressions, body postures, or eye tracking), measuring biosignals (e.g., blood pressure, heart rate, body temperature, sweating, or brain waves), identifying people (e.g., voice identification, retinal identification, facial identification, fingerprint identification, or EEG-based identification), 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).
[0173] Environmental components 1032 include, for example, one or more cameras (with still image / photo and video capabilities), an illumination sensor component (e.g., a photometer), a temperature sensor component (e.g., one or more thermometers that detect ambient temperature), a humidity sensor component, a pressure sensor component (e.g., a barometer), an acoustic sensor component (e.g., one or more microphones that detect background noise), a proximity sensor component (e.g., an infrared sensor that detects nearby objects), a gas sensor (e.g., a gas detection sensor that detects concentrations of hazardous gases for safety or measures pollutants in the atmosphere), or other components that can provide indications, measurements, or signals corresponding to the surrounding physical environment.
[0174] With respect to cameras, client device 102 can have a camera system including, for example, a front-facing camera on a front surface of client device 102 and a rear-facing camera on a rear surface of client device 102. The front-facing camera can, for example, be used to capture still images and videos of a user of client device 102 (e.g., a "selfie"), which can then be enhanced with the enhancement data (e.g., filters) described above. The rear-facing camera can, for example, be used to capture still images and videos in a more traditional camera mode, which are similarly enhanced with the enhancement data. In addition to the front-facing camera and the rear-facing camera, client device 102 can also include a 360° camera for capturing 360° photos and videos.
[0175] Additionally, the camera system of the client device 102 may include dual rear cameras (e.g., a main camera and a depth sensing camera), or even triple, quad, or quintuple rear camera configurations on the front and back sides of the client device 102. For example, these multiple camera systems may include a wide-angle camera, an ultra-wide-angle camera, a telephoto camera, a macro camera, and a depth sensor.
[0176] The location component 1034 includes a positioning sensor component (e.g., a GPS receiver component), an altitude sensor component (e.g., an altimeter or barometer that detects air pressure, from which the altitude can be obtained), an orientation sensor component (e.g., a magnetometer), and the like.
[0177] Various technologies may be used to implement communications. The I / O components 1038 also include a communication component 1036 that is operable to couple the machine 1000 to the network 1020 or the device 1022 via a corresponding coupling or connection. For example, the communication component 1036 may include a network interface component or another suitable device that interfaces with the network 1020. In other examples, the communication component 1036 may include a wired communication component, a wireless communication component, a cellular communication component, a near field communication (NFC) component, Parts (e.g. Low power consumption), Device 1022 may be another machine or any of a variety of peripheral devices (eg, a peripheral device coupled via USB).
[0178] In addition, the communication component 1036 can detect the identifier, or include a component operable to detect the identifier. For example, the communication component 1036 can include a radio frequency identification (RFID) tag reader component, an NFC smart tag detection component, an optical reader component (e.g., an optical sensor for detecting one-dimensional bar codes such as Universal Product Code (UPC) bar codes, multi-dimensional bar codes such as Quick Response (QR) codes, Aztec codes, Data Matrix, 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 tagged audio signals). In addition, various information can be obtained via the communication component 1036, such as positioning via Internet Protocol (IP) geolocation, location information ... Positioning by signal triangulation, positioning via detection of NFC beacon signals, etc., which may indicate a specific position.
[0179] Various memories (e.g., main memory 1012, static memory 1014, and memory of processor 1002) and storage unit 1016 may store one or more sets of instructions and data structures (e.g., software) implemented or used by any one or more of the methods or functions described herein. These instructions (e.g., instructions 1008) when executed by processor 1002 cause various operations to implement the disclosed examples.
[0180] The instructions 1008 may be sent or received over the network 1020 via a network interface device (e.g., a network interface component included in the communication component 1036), using a transmission medium and using any one of a number of well-known transmission protocols (e.g., HTTP). Similarly, the instructions 1008 may be sent or received via a coupling (e.g., a peer-to-peer coupling) with the device 1022 using a transmission medium.
[0181] Software Architecture
[0182] Fig.111100 is a block diagram illustrating a software architecture 1104 that may be installed on any one or more of the devices described herein. The software architecture 1104 is supported by hardware such as a machine 1102 including a processor 1120, a memory 1126, and an I / O component 1138. In this example, the software architecture 1104 may be conceptualized as a stack of layers, where each layer provides specific functionality. The software architecture 1104 includes layers such as an operating system 1112, a library 1110, a framework 1108, and an application 1106. In operation, the application 1106 invokes an API call 1150 through the software stack and receives a message 1152 in response to the API call 1150.
[0183] The operating system 1112 manages hardware resources and provides public services. The operating system 1112 includes, for example, a kernel 1114, a service 1116, and a driver 1122. The kernel 1114 acts as an abstraction layer between the hardware layer and other software layers. For example, the kernel 1114 provides memory management, processor management (e.g., scheduling), component management, networking and security settings, and other functions. The service 1116 can provide other public services to other software layers. The driver 1122 is responsible for controlling or interfacing with the underlying hardware. For example, the driver 1122 may include a display driver, a camera driver, or Low-power drivers, Flash drivers, Serial communication drivers (e.g., USB drivers), Drivers, audio drivers, power management drivers, etc.
[0184] The libraries 1110 provide a common low-level infrastructure used by the applications 1106. The libraries 1110 may include system libraries 1118 (e.g., C standard libraries) that provide functions such as memory allocation functions, string manipulation functions, mathematical functions, etc. In addition, the libraries 1110 may include API libraries 1124, such as media libraries (e.g., libraries for supporting presentation and manipulation of various media formats, such as Moving Picture Experts Group 4 (MPEG4), Advanced Video Coding (H.264 or AVC), Moving Picture Experts Group Layer 3 (MP3), Advanced Audio Coding (AAC), Adaptive Multi-Rate (AMR) audio codec, Joint Photographic Experts Group (JPEG or JPG), or Portable Network Graphics (PNG)), graphics libraries (e.g., OpenGL framework for presentation in 2D and 3D in graphics content on a display), database libraries (e.g., SQLite providing various relational database functions), web libraries (e.g., WebKit providing web browsing functions), etc. The library 1110 may also include various other libraries 1128 to provide many other APIs to the application 1106 .
[0185] The framework 1108 provides a common high-level infrastructure used by the applications 1106. For example, the framework 1108 provides various graphical user interface functions, high-level resource management, and high-level positioning services. The framework 1108 can provide a wide range of other APIs that can be used by the applications 1106, some of which can be specific to a particular operating system or platform.
[0186] In an example, applications 1106 may include a home application 1136, a contacts application 1130, a browser application 1132, a book reader application 1134, a positioning application 1142, a media application 1144, a messaging application 1146, a game application 1148, and a variety of other applications such as external applications 1140. Applications 1106 are programs that execute functions defined in the program. Various programming languages may be used to create one or more of the applications 1106 constructed in various ways, such as an object-oriented programming language (e.g., Objective-C, Java, or C++) or a procedural programming language (e.g., C language or assembly language). In a specific example, external applications 1140 (e.g., those created by an entity other than the vendor of a particular platform using ANDROID TM or IOS TM SDK-developed applications) can be used on platforms such as IOS TM ANDROID TM , Mobile software running on the mobile operating system of the Phone or another mobile operating system. In this example, the external application 1140 can trigger API calls 1150 provided by the operating system 1112 to facilitate the functions described herein.
[0187] Glossary:
[0188] In this context, "carrier signal" refers to any intangible medium capable of storing, encoding or carrying instructions, whether transient or non-transient, for execution by a machine and including digital or analog communication signals or other intangible media to facilitate communication of such instructions. Instructions may be sent or received over a network via a network interface device using a transient or non-transient transmission medium and using any of several well-known transmission protocols.
[0189] In this context, a "client device" refers to any machine that interfaces with a communication network to obtain resources from one or more server systems or other client devices. A client device may be, but is not limited to, a mobile phone, a desktop computer, a laptop computer, a PDA, a smart phone, a tablet computer, an ultrabook, a netbook, a laptop computer, a multiprocessor system, a microprocessor-based or programmable consumer electronics product, a game console, a set-top box, or any other communication device that a user may use to access a network.
[0190] In this context, a "communication network" refers to one or more parts of a network, which may be an ad hoc network, an intranet, an extranet, a virtual private network (VPN), a local area network (LAN), a wireless LAN (WLAN), a wide area network (WAN), a wireless WAN (WWAN), a metropolitan area network (MAN), the Internet, a part of the Internet, a part of the public switched telephone network (PSTN), a plain old telephone service (POTS) network, a cellular telephone network, a wireless network, The coupling may be a network, another type of network, or a combination of two or more such networks. For example, the network or a portion of the network may include a wireless network or a cellular network, and the coupling may be a code division multiple access (CDMA) connection, a global system for mobile communications (GSM) connection, or other type of cellular or wireless coupling. In this example, the coupling may implement any of various types of data transmission technologies, such as single carrier radio transmission technology (1xRTT), evolution data optimized (EVDO) technology, general packet radio service (GPRS) technology, enhanced data rates for GSM evolution (EDGE) technology, the third generation partnership project (3GPP) including 3G, fourth generation wireless (4G) network, universal mobile telecommunications system (UMTS), high speed packet access (HSPA), world wide interoperability for microwave access (WiMAX), long term evolution (LTE) standards, other data transmission technologies defined by various standard setting organizations, other long distance protocols, or other data transmission technologies.
[0191] In this context, a "transient message" refers to a message that is accessible for a time-limited duration. A transient message can be text, an image, a video, etc. The access time for a transient message can be set by the sender of the message. Alternatively, the access time can be a default setting or a setting specified by the recipient. Regardless of the setting technique, the message is transient.
[0192] In this context, "machine-readable medium" refers to a component, device, or other tangible medium that is capable of temporarily or permanently storing instructions and data, and may include, but is not limited to, random access memory (RAM), read-only memory (ROM), buffer memory, flash memory, optical media, magnetic media, cache memory, other types of storage devices (e.g., erasable programmable read-only memory (EEPROM)), and / or any suitable combination thereof. The term "machine-readable medium" should be understood to include a single medium or multiple media (e.g., a centralized or distributed database, or associated caches and servers) that can store instructions. The term "machine-readable medium" should also be considered to include any medium or combination of multiple media that can store instructions (e.g., code) executed by a machine, such that when the instructions are executed by one or more processors of the machine, the instructions cause the machine to perform any one or more of the methods described herein. Therefore, "machine-readable medium" refers to a single storage device or device, as well as a "cloud-based" storage system or storage network that includes multiple storage devices or devices. The term "machine-readable medium" does not include the signal itself.
[0193] In this context, "component" refers to a device, physical entity or logic with the following boundaries: the boundaries are defined by function or subroutine calls, branch points, APIs or other technologies provided for partitioning or modularizing specific processing or control functions. A component can be combined with other components via its interface to perform a machine process. A component can be a packaged functional hardware unit designed for use with other components and can be part of a program that generally performs a specific function in related functions. A component can constitute a software component (e.g., a code implemented on a machine-readable medium) or a hardware component. A "hardware component" is a tangible unit that can perform certain operations and can be configured or arranged in a certain physical manner. In various examples, one or more computer systems (e.g., an independent computer system, a client computer system or a server computer system) or one or more hardware components (e.g., a processor or a processor group) of a computer system can be configured by software (e.g., an application or an application part) to be a hardware component that operates to perform certain operations as described herein.
[0194] The hardware components may also be implemented mechanically, electronically, or in any suitable combination thereof. For example, the hardware components may include a dedicated circuit system or logic that is permanently configured to perform certain operations. The hardware components may be a dedicated processor, such as a field programmable gate array (FPGA) or an ASIC. The hardware components may also include a programmable logic or circuit system that is temporarily configured to perform certain operations by software. For example, the hardware components may include software executed by a general-purpose processor or other programmable processor. Once configured by such software, the hardware components become a specific machine (or a specific component of a machine) that is uniquely customized to perform the configured function, and are no longer a general-purpose processor. It will be understood that it may be decided to mechanically implement the hardware components in a dedicated and permanently configured circuit system or in a temporarily configured (e.g., configured by software) circuit system for cost and time considerations. Accordingly, the phrase "hardware components" (or "hardware-implemented components") should be understood to include tangible entities, i.e., entities that are physically constructed, permanently configured (e.g., hardwired) or temporarily configured (e.g., programmed) to operate in some way or perform certain operations described herein. Considering an example where hardware components are temporarily configured (e.g., programmed), each of the hardware components need not be configured or instantiated at any one time. For example, where the hardware components include a general-purpose processor that is configured by software to be a special-purpose processor, the general-purpose processor can be configured to be a different special-purpose processor (e.g., including different hardware components) at different times. Thus, the software configures one or more specific processors to, for example, constitute a specific hardware component at one time and to constitute different hardware components at different times.
[0195] Hardware components can provide information to other hardware components and receive information from other hardware components. Therefore, the described hardware components can be considered to be coupled in communication. In the case of multiple hardware components simultaneously, communication can be realized by (for example, by appropriate circuits and buses) signal transmission between or among two or more hardware components in the hardware components. In the example where multiple hardware components are configured or instantiated at different times, communication between such hardware components can be realized, for example, by storing information in a memory structure that multiple hardware components can access and retrieving information in the memory structure. For example, a hardware component can perform an operation and store the output of the operation in a memory device coupled in communication with it. Then, other hardware components can access the memory device at a subsequent time to retrieve the stored output and process it.
[0196] The hardware component may also initiate communication with an input device or an output device, and may operate on a resource (e.g., a collection of information). The various operations of the example methods described herein may be performed at least in part by one or more processors, one or more processors being temporarily configured (e.g., by software) or permanently configured to perform related operations. Whether the processor is temporarily configured or permanently configured, such a processor may constitute a processor-implemented component that operates to perform one or more operations or functions described herein. As used herein, a "processor-implemented component" refers to a hardware component implemented using one or more processors. Similarly, the method described herein may be implemented at least in part by a processor, wherein a specific one or more processors are examples of hardware. For example, at least some of the operations of the method may be performed by one or more processors or processor-implemented components. In addition, one or more processors may also operate to support the execution of related operations in a "cloud computing" environment or as a "software as a service" (SaaS) operation. For example, at least some of the operations may be performed by a group of computers (as an example of a machine including a processor), wherein these operations may be accessed via a network (e.g., the Internet) and via one or more appropriate interfaces (e.g., APIs). The execution of certain operations in the operation can be distributed among the processors, not only residing in a single machine, but also deployed across multiple machines. In some examples, the processor or the components implemented by the processor can be located in a single geographic location (e.g., in a home environment, an office environment, or a server farm). In other examples, the processor or the components implemented by the processor can be distributed across several geographic locations.
[0197] In this context, a "processor" refers to any circuit or virtual circuit (a physical circuit simulated by logic executed on an actual processor) that manipulates data values according to control signals (e.g., "commands," "opcodes," "machine codes," etc.) and produces corresponding output signals for operating a machine. For example, a processor may be a central processing unit (CPU), a reduced instruction set computing (RISC) processor, a complex instruction set computing (CISC) processor, a graphics processing unit (GPU), a digital signal processor (DSP), an ASIC, a radio frequency integrated circuit (RFIC), or any combination thereof. A processor may also be a multi-core processor having two or more independent processors (sometimes referred to as "cores") that can execute instructions simultaneously.
[0198] In this context, "timestamp" refers to a series of characters or coded information that identifies when a certain event occurred, such as a given date and time, sometimes accurate to a fraction of a second.
[0199] Changes and modifications may be made to the disclosed examples without departing from the scope of the present disclosure. These and other changes or modifications are intended to be included within the scope of the present disclosure as expressed in the appended claims.
[0200] Modules, components and logic
[0201] Certain examples are described herein as including logic or multiple components, modules, or mechanisms. A module may constitute a software module (e.g., a code implemented on a machine-readable medium or in a transmission signal) or a hardware module. A "hardware module" is a tangible unit that is capable of performing a specific operation and can be configured or arranged in a specific physical manner. In various examples, one or more computer systems (e.g., a stand-alone computer system, a client computer system, or a server computer system) or one or more hardware modules (e.g., a processor or a processor group) of a computer system are configured by software (e.g., an application or an application portion) as a hardware module that operates to perform certain operations described herein.
[0202] In some examples, the hardware modules are implemented mechanically, electronically, or in any suitable combination thereof. For example, the hardware modules may include dedicated circuit systems or logic that are permanently configured to perform certain operations. For example, the hardware modules may be dedicated processors, such as FPGAs or ASICs. The hardware modules may also include programmable logic or circuit systems that are temporarily configured by software to perform certain operations. For example, the hardware modules may include software contained in a general-purpose processor or other programmable processor. It should be understood that the decision to implement the hardware modules mechanically, in dedicated and permanently configured circuit systems, or in temporarily configured circuit systems (e.g., circuit systems configured by software) may be driven by cost and time considerations.
[0203] Therefore, the phrase "hardware module" should be understood to include a tangible entity, that is, an entity that is physically constructed, permanently configured (e.g., hardwired) or temporarily configured (e.g., programmed) to operate in a certain manner or perform certain operations described herein. As used herein, a "hardware-implemented module" refers to a hardware module. Considering the example that a hardware module is temporarily configured (e.g., programmed), each of the hardware modules does not need to be configured or instantiated at any one time. For example, in the case where a hardware module includes a general-purpose processor that is configured to be a special-purpose processor by software, the general-purpose processor can be configured as a different special-purpose processor (e.g., including different hardware modules) at different times. Therefore, software can configure one or more specific processors to, for example, constitute a specific hardware module at one time and constitute different hardware modules at different times.
[0204] A hardware module can provide information to other hardware modules and can receive information from other hardware modules. Therefore, the described hardware modules can be considered to be communicatively coupled. In the case where multiple hardware modules exist simultaneously, communication can be achieved by signal transmission (e.g., through appropriate circuits and buses) between or among two or more of the hardware modules. In an example where multiple hardware modules are configured or instantiated at different times, communication between or among such hardware modules can be achieved, for example, by storing and retrieving information in a memory structure accessible to multiple hardware modules. For example, a hardware module performs an operation and stores the output of the operation in a memory device to which it is communicatively coupled. Then, another hardware module can access the memory device at a later time to retrieve the stored output and process it. The hardware module can also initiate communication with an input or output device and can operate on a resource (e.g., a collection of information).
[0205] The various operations of the example methods described herein may be performed, at least in part, by one or more processors that are temporarily configured (e.g., by software) or permanently configured to perform the relevant operations. Whether temporarily or permanently configured, such processors constitute processor-implemented modules that operate to perform one or more operations or functions described herein. As used herein, "processor-implemented modules" refer to hardware modules implemented using one or more processors.
[0206] Similarly, the methods described herein may be at least partially processor-implemented, where one or more specific processors are examples of hardware. For example, at least some of the operations of the methods may be performed by one or more processors or processor-implemented modules. In addition, one or more processors may also operate to support the execution of related operations in a "cloud computing" environment or operate as SaaS. For example, at least some of the operations may be performed by a group of computers (as an example of a machine including a processor), where the operations may be accessed via a network (e.g., the Internet) and via one or more appropriate interfaces (e.g., APIs).
[0207] The execution of certain operations in the operation can be distributed in the processor, not only resident in a single machine, but also deployed across multiple machines. In some examples, the processor or the module implemented by the processor is located in a single geographic location (e.g., in a home environment, an office environment, or a server farm). In other examples, the processor or the module implemented by the processor is distributed across several geographic locations.
Claims
1. A method comprising: establishing, by one or more processors of an augmented reality (AR) device, communications with an external client device; causing, by the AR device, a first AR object to be superimposed on a real-world environment being viewed using the AR device; receiving a first image from the external client device through the AR device; as well as In response to receiving the first image from the external client device, the first image is superimposed on the first AR object by the AR device.
2. The method according to claim 1, wherein: The external client device comprises a smart phone; and Wherein, the AR device includes an AR glasses device.
3. The method according to any one of claims 1 to 2, wherein: The first image is a video frame.
4. The method according to any one of claims 1 to 3, wherein: The external client device generates the first image in the following manner: capturing an image depicting a person using the AR device; applying one or more AR elements to a person depicted in the image to generate a modified image; as well as The modified image is provided as the first image for display by the AR device.
5. The method according to claim 4, wherein: The one or more AR elements include one or more fashion items or clothing items.
6. The method according to claim 4, wherein: The external client device selects a first AR element from among a plurality of AR elements as the one or more AR elements to be applied to the person.
7. The method according to claim 6, wherein: The external client device receives input selecting the first AR element, the input being received in response to displaying icons representing the plurality of AR elements on the external client device.
8. The method according to claim 6, wherein: The external client device determines that the AR device is at a first position corresponding to the first AR element; and The external client device selects the first AR element in response to determining that the AR device is at a first position corresponding to the first AR element.
9. The method according to claim 8, wherein: determining, by the external client device, that the AR device has been moved to a second position corresponding to a second AR element among the plurality of AR elements; as well as Wherein, the external client device generates a second image in response to determining that the AR device is in a second position corresponding to the second AR element, in which the second AR element is applied to the person depicted in the new image.
10. The method according to claim 9, further comprising: causing, by the AR device, a second AR object to be superimposed on another portion of the real-world environment being viewed using the AR device; receiving the second image from the external client device through the AR device; as well as In response to receiving the second image from the external client device, the second image is superimposed on the second AR object by the AR device.
11. The method according to any one of claims 1 to 10, wherein: The external client device includes a messaging application implemented by a mobile device coupled to the AR device.
12. The method according to claim 11, wherein: The messaging application is configured to apply one or more machine learning models to one or more images depicting a person that have been captured by the mobile device to generate the first image.
13. The method according to any one of claims 1 to 12, wherein: The external client device is placed on a surface; and The camera of the external client device is pointed at a person who is using the AR device to capture the whole body of the person, and the external client device generates the first image based on one or more images captured by the camera of the external client device.
14. The method according to any one of claims 1 to 13, wherein: The first image is displayed on a screen of the external client device.
15. The method according to claim 14, wherein: The AR device is a first AR device of a first user, and the method further includes: Establishing a shared AR session with a second AR device of a second user; and The first image is transmitted to the second AR device, wherein the first image is simultaneously displayed on the first AR object through the first AR device and on a second AR object presented by the second AR device through the second AR device.
16. The method according to claim 15, wherein: The first image includes a plurality of icons, and the method further includes: receiving, by the first AR device, input associated with a selection of a portion of the first image corresponding to a first icon of the plurality of icons; transmitting the input to the external client device; and In response to receiving, through the first AR device, input associated with a selection of the portion of the first image corresponding to the first icon, causing the external client device to perform an operation associated with the first icon.
17. The method according to claim 16, wherein: The input is received in response to detecting that the first user is gazing toward the portion of the first image.
18. The method according to claim 15, further comprising: determining an orientation of the first user's head relative to the first AR object; transmitting data indicating the orientation of the first user's head to the second AR device; as well as The second AR device is caused to present an avatar of the first user based on data indicating an orientation of the first user's head.
19. A system comprising: Storage devices for augmented reality (AR) devices; as well as A processor coupled to the storage device and configured to perform operations, the operations comprising: Establishing communication with external client devices through the AR device; causing a first AR object to be superimposed on a real-world environment being viewed using the AR device, using the AR device; receiving, through the AR device, a first image from the external client device; and In response to receiving the first image from the external client device, the first image is superimposed on the first AR object by the AR device.
20. A non-transitory machine-readable storage medium comprising instructions that, when executed by one or more processors of a machine, cause the machine to perform operations comprising: establishing, by one or more processors of an augmented reality (AR) device, communications with an external client device; causing a first AR object to be superimposed on a real-world environment being viewed using the AR device, using the AR device; receiving a first image from the external client device through the AR device; as well as In response to receiving the first image from the external client device, the first image is superimposed on the first AR object by the AR device.
Citation Information
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External controller for an eyewear device
US12472435B2