Augmented reality physical card game

By using coded physical cards in AR wearable devices and performing augmented reality processing, the problem of poor user experience of AR card games in the prior art is solved, and a card game experience with high accuracy and smoothness is achieved.

CN120187500APending Publication Date: 2025-06-20SNAP INC
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Patent Information

Application Number
CN202380075180.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2022-10-27
Filing Date
2023-10-25
Publication Date
2025-06-20

AI Technical Summary

Technical Problem

Existing AR wearable devices are difficult to achieve high-quality user experience when providing fully simulated card games, especially when tracking cards, where insufficient processing power leads to low accuracy.

Method used

By using physical cards with coded, the AR wearable device uses coded to identify the cards and displays an overlay on the display of the augmented reality device, converting the physical cards into cards for the card game.

Benefits of technology

It achieves a better user experience, provides physical card experience with tactile interaction, and improves the accuracy and fluency of card games.

✦ Generated by Eureka AI based on patent content.

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Abstract

Systems, methods, and computer readable media for augmented reality (AR) physical card games. Examples capture an image of a user view of a real-world scene and process the image to determine a location and a code of a physical card within the image. An overlay of the cards is determined based on the encoding. The AR graphics component displays the overlay adjusted according to the user view on a display of the AR wearable device. The overlay may be an image, animation, or video. The card game is downloaded onto the AR wearable device. Card games include rules to track recorded scores, assist games, and ensure fair games. The card game includes a user interface that can be shared among players. A method includes manufacturing a poker card having a computer-readable code to identify the card.
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Description

[0001] Priority Claim

[0002] This application claims the benefit of U.S. Patent Application No. 18 / 050,381, filed Oct. 27, 2022, the entire content of which is incorporated herein by reference. Technical Field

[0003] Examples of the present disclosure generally relate to enabling a player to play various card games with a single physical deck of cards. More specifically but not limited thereto, examples of the present disclosure relate to identifying a physical card based on an identification code printed on the physical card and displaying an overlay on a display of an augmented reality (AR) device that transforms the physical card seen by a user into a card of a card game. Background Art

[0004] Users increasingly desire that virtual reality (VR), mixed reality (MR), and augmented reality (AR) wearable devices operate in a more user-friendly manner and have more functions. However, generally, wearable devices have very little space for interface control on the wearable device, and AR wearable devices are typically power-constrained and difficult to provide additional functions. Brief Description of the Drawings

[0005] In the drawings, which are not necessarily drawn to scale, the same reference numerals may describe similar components in different views. To easily identify the discussion of any particular element or action, one or more of the most significant digits in the reference numeral refers to the figure number in which the element is first referenced. Some non-limiting examples are shown in the figures of the drawings, in which:

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

[0007] Figure 2 is a schematic diagram of a messaging system having both client-side and server-side functionality, according to some examples.

[0008] Figure 3 is a schematic diagram of a data structure maintained in a database, according to some examples.

[0009] Figure 4 is a schematic diagram of a message, according to some examples.

[0010] Figure 5 is a flowchart of an access restriction process, according to some examples.

[0011] Figure 6 shows a system for an augmented reality (AR) card game, according to some examples.

[0012] Figure 7 Shows a method for an AR card game according to some examples.

[0013] Figure 8 Shows a communication for an AR card game according to some examples.

[0014] Figure 9 Shows an entity card according to some examples.

[0015] Figure 10A and Figure 10B Shows a card set according to some examples.

[0016] Figure 11 Shows a user playing an AR card game according to some examples.

[0017] Figure 12 Is a perspective view of a wearable electronic device in the form of glasses according to some examples.

[0018] Figure 13 Shows a method for an augmented reality card game according to some examples.

[0019] Figure 14 Is a schematic diagram of a machine in the form of a computer system, within which instruction sets can be executed to cause the machine to perform any one or more of the methods discussed herein.

[0020] Figure 15 Is a block diagram showing a software architecture in which examples can be implemented.

[0021] Figure 16 Is a schematic diagram of a processing environment according to some examples. Detailed Description

[0022] The following description includes systems, methods, techniques, instruction sequences, and computer program products embodying illustrative examples of the present disclosure. In the following description, for purposes of illustration, numerous specific details are set forth to provide an understanding of the various examples of the inventive subject matter. However, it will be apparent to those skilled in the art that examples of the inventive subject matter can be practiced without these specific details. Generally, well-known instruction instances, protocols, structures, and techniques are not necessarily shown in detail.

[0023] The term AR wearable device is used as an illustrative device; however, those skilled in the art will recognize that the methods, systems, and computer-readable media disclosed herein are applicable to other wearable or non-wearable devices including VR devices and MR devices.

[0024] The AR wearable device 602, such as the AR glasses 1200, has limited physical user interface items. For example, the AR glasses 1200 have one or two buttons 1278 and a touchpad 1276 with which the user 698 interacts on the frame 1232 of the AR glasses 1200. In addition, the AR glasses 1200 have limited battery power, memory, and processing capabilities.

[0025] Generally, a full-emulation card game on the AR wearable device 602 provides a poor user experience because it is difficult to accurately track a hand on the AR wearable device 602, as the processing power required to accurately track a hand often exceeds the capabilities that the AR wearable device 602 can provide.

[0026] One challenge is how to use the AR wearable device 602 to provide a better user experience for a card game. Referring to Figure 6 , this problem is solved by using an entity card 682 with an encoding 684. The AR wearable device 602 can use the encoding 684 to uniquely identify the card 682. The AR wearable device 602 creates a card assignment 624 between the encoding 684 and an overlay 644 that is part of a game 634. For example, a game 634 (such as a poker card) uses a standard 52-card deck 682, with four suits and thirteen ranks from 2 to A, so the game 634 has fifty-two overlays 644 and fifty-two different encodings 684 on the cards 682. Another game 634 uses tarot cards, and there are seventy-eight cards 682 in a deck of tarot cards 682, so the game 634 has seventy-eight overlays 644 and seventy-eight encodings 684. The game module 654 processes an image 648 captured by the AR wearable device 602 to determine a card position 646 and an encoding 652 on the card 682. Then, the AR wearable device 602 adjusts the overlay 644 and displays the overlay 644 on the display 608 of the AR wearable device 602. The user 698 of the AR wearable device 602 sees the overlay 644 adapted to the surface of the card 682. The card assignment 624 is shared by the "host" AR wearable device 602 with other "guest" AR wearable devices 692, so that other users 622 also see the card 682 transformed by their respective AR wearable devices 692. The overlay 644 can be an image, an animation, a video, etc. Generally, the user 698 will find that the user experience of the entity card 682 providing tactile interaction is better than that of a completely virtual card game.

[0027] In addition, a remote user 622 can participate in game 634 by remotely connecting to a session 620 created by the "owner" AR wearable device 602. The card distribution 624 and updates to the game are shared. In some examples, an audio connection is maintained among the remote users 622. The game 634 can be downloaded by, for example, a Quick Response (QR) code or other means. The encoding 684 on the card 682 can be a QR code for downloading different games 634. The game 634 can be a high-level scripting language and can access information related to the card 682, the input of the user 698, and the user 698 through an application programming interface (API). The game 634 can include rules 636 triggered by events 642. For example, the event 642 can be playing the card 682, and the rule 636 can include conditions 638, such as whether it is the turn of the user 698. If it is not the turn of the user 698, an action 640 associated with the condition 638 is triggered, where the AR wearable device 602 will indicate to the user 698 that this is not a legal play of the card 682. In addition, the game 634 can include a user interface (UI) 643 for presentation to the user 698 when playing the game 634. The UI 643 can be shared among all players and appears to be placed in a common space, such as on a table where the card game 634 is being played.

[0028] Networked computing environment

[0029] Figure 1 is a block diagram showing 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 client devices 102, each of which hosts multiple applications, including a messaging client 104 and other applications 106. Each messaging client 104 is communicatively coupled via a network 112 (e.g., the Internet) to other instances of the messaging client 104 (e.g., hosted on corresponding other client devices 102), a messaging server system 108, and a third-party server 110. The messaging client 104 can also communicate with the local host application 106 using an application programming interface (API).

[0030] The messaging client 104 is capable of communicating and exchanging data with other messaging clients 104 and the messaging server system 108 via the network 112. The data exchanged between the messaging clients 104 and between the messaging client 104 and the messaging server system 108 includes functionality (e.g., commands for activating functionality) and payload data (e.g., text, audio, video, or other multimedia data).

[0031] The messaging server system 108 provides server - side functionality to a particular messaging client 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, whether certain functions are located within the messaging client 104 or within the messaging server system 108 can 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 technology and functions to the messaging client 104 where the client device 102 has sufficient processing power.

[0032] The messaging server system 108 supports various services and operations provided to the messaging client 104. Such operations include sending data to the messaging client 104, receiving data from the messaging client 104, and processing data generated by the messaging client 104. As an example, the data can include message content, client device information, geographical location information, media enhancements and overlays, message content persistence conditions, social network information, and live event information. Data exchange within the messaging system 100 is initiated and controlled through functions available via the user interface (UI) of the messaging client 104.

[0033] Now turning specifically to the messaging server system 108, the application programming interface (API) server 116 is coupled to the application server 114 and provides a programming interface to the application server 114. The application server 114 is communicatively coupled to the database server 120, which facilitates access to the database 126 that stores data associated with messages processed by the application server 114. Similarly, the web server 128 is coupled to the application server 114 and provides a web - based interface to the application server 114. To this end, the web server 128 processes incoming network requests via the Hyper - Text Transfer Protocol (HTTP) and several other related protocols.

[0034] The Application Programming Interface (API) Server 116 receives and transmits message data (e.g., commands and message payloads) between the client device 102 and the application server 114. Specifically, the Application Programming Interface (API) Server 116 provides a set of interfaces (e.g., routines and protocols) that can be invoked or queried by the messaging client 104 to facilitate the activation of the functions of the application server 114. The Application Programming Interface (API) Server 116 exposes various functions supported by the application server 114, including: account registration; login functionality; sending messages from a specific 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 for possible access by another messaging client 104; setting up a collection of media data (e.g., a story); retrieving a list of friends of the user of the client device 102; retrieving such collections; retrieving messages and content; adding and deleting entities (e.g., friends) in an entity graph (e.g., a social graph); locating friends within the social graph; and opening application events (e.g., related to the messaging client 104).

[0035] The application server 114 hosts multiple server applications and subsystems, including, for example, the messaging server 118, the image processing server 122, and the input modality server 124. The messaging server 118 implements multiple message handling techniques and functions, particularly those related to the aggregation and other processing of the content (e.g., text and multimedia content) included in messages received from multiple instances of the messaging client 104. As will be described in more detail, text and media content from multiple sources can be aggregated into collections of content (e.g., referred to as stories or galleries). These collections are then made available to the messaging client 104. Given the hardware requirements for other processor- and memory-intensive data processing, such processing can also be performed on the server side by the messaging server 118.

[0036] The application server 114 also includes an image processing server 122 that is dedicated to performing various image processing operations, typically on images or videos within the payload of messages sent from or received at the messaging server 118.

[0037] The input modality server 124 supports the input modalities of the AR wearable device. The input modality server 124 receives requests from the AR wearable device and responds to the requests. The requests include sensor data, such as images that are sent to the input modality server 124 for processing. The input modality server 124 processes the sensor data and identifies objects within the sensor data, and returns the names of the objects within the sensor data and the locations of the objects to the AR wearable device. Another request from the AR wearable device is a request for an AR application associated with a tag such as "QR code" that can run on the AR wearable device. The input modality server 124 can load AR applications that may be used by the user of the AR wearable device, or respond with an AR application based on criteria given to the input modality server 124 from the AR wearable device. The criteria can be, for example, a limit on the number of AR applications, user preferences such as an AR application that links back to the messaging system 100, etc.

[0038] Returning to the messaging client 104, the features and functions of external resources (e.g., app 106 or applet) are made available to the user via the interface of the messaging client 104. In this context, "external" refers to the fact that the app 106 or applet is external to the messaging client 104. External resources are typically provided by third parties, but can also be provided by the creator or provider of the messaging client 104. The messaging client 104 receives the user's selection of an option for initiating or accessing the features of such an external source. The external resource can be an app 106 (e.g., "native app") installed on the client device 102, or a scaled-down version of an app (e.g., "applet") hosted on the client device 102 or remote from the client device 102 (e.g., on a third-party server 110). The scaled-down version of the app includes a subset of the features and functions of the app (e.g., the full-scale, native version of the app) and is implemented using a markup language document. In one example, the scaled-down version of the app (e.g., "applet") is a web-based markup language version of the app and is embedded within the messaging client 104. In addition to using a markup language document (e.g.,.*ml file), the applet can also include a scripting language (e.g.,.*js file or.json file) and a style sheet (e.g.,.*ss file).

[0039] In response to receiving an option to initiate or access a feature of an external resource selected by a user, the messaging client 104 determines whether the selected external resource is a web-based external resource or a locally installed application 106. In some cases, an application 106 locally installed on the client device 102 can be launched independently of and separately from the messaging client 104, such as by selecting an icon corresponding to the application 106 on the home screen of the client device 102. A scaled-down version of such an application can be launched via the messaging client 104, and in some examples, all parts of the scaled-down application cannot be accessed outside of the messaging client 104 or a limited portion of the scaled-down application can be accessed outside of the messaging client 104. The scaled-down application can be launched by the messaging client 104, for example, by receiving a markup language document associated with the scaled-down application from a third-party server 110 and processing such a document.

[0040] In response to determining that the external resource is a locally installed application 106, the messaging client 104 instructs the client device 102 to launch the external resource by executing locally stored code corresponding to the external resource. In response to determining that the external resource is a web-based resource, the messaging client 104 communicates with a third-party server 110 (e.g.) to obtain a markup language document corresponding to the selected external resource. The messaging client 104 then processes the obtained markup language document to render the web-based external resource within the user interface of the messaging client 104.

[0041] The messaging client 104 can notify a user of the client device 102 or other users related to such a user (e.g., "friends") of activities taking place in one or more external resources. For example, the messaging client 104 can provide notifications to participants in a conversation (e.g., a chat session) in the messaging client 104 regarding current or recent use of an external resource by one or more members of a group of users. One or more users can be invited to join an active external resource or launch an external resource that was recently used but is currently inactive (within the group of friends). An external resource can provide participants in a conversation each using a respective messaging client 104 with the ability to share items, statuses, conditions, or locations within the external resource with one or more members of the group of users entering the chat session. A shared item can be an interactive chat card that members of the chat can use to interact, e.g., to launch a corresponding external resource, view specific information within the external resource, or take members of the chat to a specific location or status within the external resource. Within a given external resource, response messages can be sent to a user on the messaging client 104. The external resource can selectively include different media items in the response based on the current context of the external resource.

[0042] The messaging client 104 can present a list of available external resources (e.g., apps 106 or mini-programs) to the user to initiate or access a given external resource. The list can be presented in the form of a context-sensitive menu. For example, the icons representing different apps (or mini-programs) of app 106 (or mini-program) can vary based on how the user launches the menu (e.g., from a conversation interface or from a non-conversation interface).

[0043] System Architecture

[0044] Figure 2 is a block diagram showing more details regarding 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 includes multiple subsystems that are supported by the messaging client 104 on the client side and by the application server 114 on the server side. 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, an external resource system 214, and an AR card system 216.

[0045] 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 multiple timers that selectively enable access (e.g., for presentation and display) to messages and associated content via the messaging client 104 based on the duration and display parameters associated with a message or a collection of messages (e.g., a story). Further details regarding the operation of the transient timer system 202 are provided below.

[0046] The collection management system 204 is responsible for managing a collection or set of media (e.g., a collection of text, image, video, and audio data). A collection of content (e.g., messages, including images, videos, text, and audio) can be organized into an "event gallery" or an "event story". Such a collection can be made available for a specified period, e.g., for the duration of an event related to the content. For example, content related to a concert can be available as a "story" for the duration of that concert. The collection management system 204 can also be responsible for posting an icon to the user interface of the messaging client 104 that provides a notification of the existence of a particular collection.

[0047] In addition, the collection management system 204 includes a curation interface 206 that allows a collection manager to manage and curate a specific content collection. For example, the curation interface 206 enables an event organizer to curate a collection of content related to a specific event (e.g., delete inappropriate content or redundant messages). In addition, the collection management system 204 employs machine vision (or image recognition technology) and content rules to automatically curate the content collection. In some examples, compensation may be paid to a user for including user-generated content in the collection. In such a case, the collection management system 204 operates to automatically pay such a user for the use of their content.

[0048] The enhancement system 208 provides various functions that enable a user to enhance (e.g., annotate or otherwise modify or edit) media content associated with a message. For example, the enhancement system 208 provides functions related to generating and publishing a media overlay for a message processed by the messaging system 100. The enhancement system 208 operably provides a media overlay or enhancement (e.g., an image filter) to the messaging client 104 based on the geographical location of the client device 102. In another example, the enhancement system 208 operably provides a media overlay to the messaging client 104 based on other information such as the social network information of a 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. The audio and visual content or visual effects may be applied to a media content item (e.g., a photo, a digital object) at the client device 102. For example, the media overlay may include text or an image that can be superimposed on top of a photo taken by the client device 102. In another example, the media overlay includes a location identifier (e.g., Venice Beach) overlay, a name of a live event, or a business name (e.g., Beach Café) overlay. In another example, the enhancement system 208 uses the geographical location of the client device 102 to identify a media overlay that includes the business name at the geographical location of the client device 102. The media overlay may include other logos associated with the business. The media overlay may be stored in the database 126 and accessed via the database server 120.

[0049] In some examples, the enhancement system 208 provides a user-based publishing platform that enables a user to select a geographical location on a map and upload content associated with the selected geographical location. The user can also specify the circumstances under which a specific media overlay should be provided to other users. The enhancement system 208 generates a media overlay that includes the uploaded content and associates the uploaded content with the selected geographical location.

[0050] In other examples, the augmentation system 208 provides a merchant-based publishing platform that enables a merchant to select a specific media overlay associated with a geographic location via a bidding process. For example, the augmentation system 208 associates the media overlay of the highest bidding merchant with the corresponding geographic location for a predefined amount of time.

[0051] The map system 210 provides various geographic location functions and supports the presentation of map-based media content and messages by the messaging client 104. For example, the map system 210 enables the display on a map of user icons or avatars (e.g., stored in the profile data 316) to indicate the current or past locations of a user's "friends" within the context of the map, as well as media content generated by such friends (e.g., a collection of messages including photos and videos). For example, a message posted by a user from a specific geographic location to the messaging system 100 can be displayed to the "friends" of the specific user within the context of that specific location on the map in the map interface of the messaging client 104. A 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 are similarly displayed within the context of the map interface of the messaging client 104 to the selected users.

[0052] The game system 212 provides various game functions within the context of the messaging client 104. The messaging client 104 provides a game interface that presents a list of available games that can be launched by a user within the context of the messaging client 104 and played with other users of the messaging system 100. The messaging system 100 also enables a specific user to invite such other users to participate in playing a specific game by sending an invitation from the messaging client 104 to the other users. The messaging client 104 also supports both voice messaging and text messaging (e.g., chat) within the context of playing a game, provides a leaderboard for the game, and also supports providing in-game rewards (e.g., coins and items).

[0053] The external resource system 214 provides an interface for the messaging client 104 to communicate with a remote server (e.g., a third-party server 110) to initiate or access an external resource (i.e., an application or applet). Each third-party server 110 hosts an application based on a markup language (e.g., HTML5) or a scaled-down version of an application (e.g., a game application, a utility application, a payment application, or a ride-sharing application). The messaging client 104 can initiate a web-based resource (e.g., an application) by accessing an HTML5 file from a third-party server 110 associated with the web-based resource. In some examples, the applications hosted by the third-party server 110 are programmed in JavaScript using a software development kit (SDK) provided by the messaging server 118. The SDK includes application programming interfaces (APIs) having functions that can be invoked or activated by web-based applications. In some examples, the messaging server 118 includes a JavaScript library that provides access to certain user data of the messaging client 104 for a given external resource. HTML5 is used as an example technology for programming games, but applications and resources programmed based on other technologies can be used.

[0054] To integrate the functionality of the SDK into a web-based resource, the SDK is downloaded by the third-party server 110 from the messaging server 118 or otherwise received by the third-party 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 invoke or activate certain functions of the SDK to integrate features of the messaging client 104 into the web-based resource.

[0055] The SDK stored on the messaging server 118 effectively provides a bridge between an external resource (e.g., an application 106 or an applet) and the messaging client 104. This provides a seamless experience for users to communicate with other users on the messaging client 104 while also preserving the look and feel of the messaging client 104. To bridge the communication between the external resource and the messaging client 104, in some examples, the SDK facilitates communication between the third-party server 110 and the messaging client 104. In some examples, a network view JavaScript bridge running on the client device 102 establishes two one-way communication channels between the external resource and the messaging client 104. Messages are sent asynchronously between the external resource and the messaging client 104 via these communication channels. Each SDK function activation is sent as a message and a callback. Each SDK function is implemented by constructing a unique callback identifier and sending a message with that callback identifier.

[0056] By using the SDK, not all information from the messaging client 104 is shared with the third-party server 110. The SDK restricts what information is shared based on the requirements of the external resource. In some examples, each third-party server 110 provides an HTML5 file corresponding to a web-based external resource to the messaging server 118. The messaging server 118 may add a visual representation of the web-based external resource (e.g., box art or other graphics) to the messaging client 104. Once the user indicates the messaging client 104 or selects the visual representation through the GUI of the messaging client 104 to access the features of the web-based external resource, the messaging client 104 obtains the HTML5 file and instantiates the resources required to access the features of the web-based external resource.

[0057] The messaging client 104 presents a graphical user interface for the external resource (e.g., a landing page or splash screen). During, before, or after presenting the landing portion of the reading material such as a page or splash screen, the messaging client 104 determines whether the launched external resource has previously been authorized to access the user data of the messaging client 104. In response to determining that the launched external resource has previously been authorized to access the user data of the messaging client 104, the messaging client 104 presents another graphical user interface of the external resource that includes the functions and features of the external resource. In response to determining that the launched external resource has not previously been authorized to access the user data of the messaging client 104, after a threshold period (e.g., 3 seconds) of displaying the landing page or splash screen of the external resource, the messaging client 104 slides a menu for authorizing the external resource to access the user data (e.g., animates the menu to emerge from the bottom of the screen to the middle or other part of the screen). The menu identifies the type of user data that the external resource will be authorized to use. In response to receiving a user selection of an accept option, the messaging client 104 adds the external resource to the list of authorized external resources and enables the external resource to access the user data from the messaging client 104. In some examples, the messaging client 104 authorizes the external resource to access the user data according to the OAuth 2 framework.

[0058] The messaging client 104 controls the type of user data shared with external resources based on the type of authorized external resources. For example, access to a first type of user data (e.g., a two-dimensional avatar of a user with or without different avatar characteristics) is provided to an external resource that includes a full-scale application (e.g., application 106). As another example, access to a second type of user data (e.g., payment information, a two-dimensional avatar of the user, a three-dimensional avatar of the user, and an avatar with various avatar characteristics) is provided to an external resource that includes a small-scale version of the application (e.g., a web-based version of the application). Avatar characteristics include different ways of customizing the look and feel of the avatar (e.g., different poses, facial features, clothing, etc.).

[0059] The AR card system 216 supports the system 600 for AR card games. The AR card system 216 receives requests from the AR wearable device 602 or the user device 102 and responds to the requests. These requests include a request to download the card game 634 and a request to send messages between AR wearable devices 602 that are playing the card game 634. The AR wearable device 602 may request other services from the AR card system 216, including processing the image 648 to identify the position 646 and encoding 652 of the card 650 within the image 648.

[0060] Data architecture

[0061] Figure 3 is a schematic diagram showing a data structure 300 that can be stored in the database 126 of the messaging server system 108. Although the content of the database 126 is shown as including multiple tables, it will be appreciated that the data can be stored in other types of data structures (e.g., as an object-oriented database).

[0062] The database 126 includes message data stored in the message table 302. For any particular message, the message data includes at least message sender data, message recipient (or receiver) data, and a payload. Additional details regarding information that can be included in a message and included within the message data stored in the message table 302 are described below with reference to Figure 4 Describe additional details about the information that can be included in a message and included within the message data stored in the message table 302.

[0063] The entity table 306 stores entity data and (e.g., referentially) links to the entity graph 308 and profile data 316. Entities whose records are maintained within the entity table 306 can include individuals, corporate entities, organizations, objects, locations, events, etc. Any entity for which the messaging server system 108 stores data about it can be an identified entity. Each entity is provided with a unique identifier and an entity type identifier (not shown).

[0064] The entity graph 308 stores information about the relationships and associations between entities. By way of example only, such relationships can be social-based, occupation-based (e.g., working in a common company or organization), interest-based, or activity-based.

[0065] The profile data 316 stores various types of profile data about a particular entity. Based on privacy settings specified by the particular entity, the profile data 316 can be selectively used and presented to other users of the messaging system 100. In the case where the entity is a person, the profile data 316 includes, for example, a username, a telephone number, an address, settings (e.g., notification and privacy settings), and a user-selected avatar representation (or a collection of such avatar representations). A particular user can then selectively include one or more of these avatar representations within the content of a message transmitted via the messaging system 100 and on a map interface displayed by the messaging client 104 to other users. The collection of avatar representations can include “status avatars” that present graphical representations of statuses or activities that the user can select to communicate at a particular time.

[0066] In the case where the entity is a group, in addition to the group name, members, and various settings of the related group (e.g., notifications), the profile data 316 of the group can similarly include one or more avatar representations associated with the group.

[0067] The database 126 also stores enhancement data, such as overlays or filters, in an enhancement table 310. The enhancement data is associated with videos (the data of which is stored in the video table 304) and images (the data of which is stored in the image table 312) and is applied to the videos and images.

[0068] In one example, a filter is an overlay that is displayed as superimposed on an image or video during presentation to a receiving user. Filters can be of various types, including a user-selected filter from a set of filters presented to a sending user by the messaging client 104 when the sending user is editing a message. Other types of filters include location filters (also known as geo-filters) that can be presented to a sending user based on a geographical location. For example, based on geographical location information determined by a global positioning system (GPS) unit of the client device 102, the messaging client 104 can present location filters specific to nearby or special locations within the user interface.

[0069] Another type of filter is a data filter that can be selectively presented to the sending user by the messaging client 104 based on other inputs or information collected by the client device 102 during the message creation process. Examples of data filters include the current temperature at a specific location, the current speed at which the sending user is traveling, the battery life of the client device 102, or the current time.

[0070] Other enhanced data that can be stored in the image table 312 includes augmented reality content items (e.g., corresponding to app lenses or augmented reality experiences). Augmented reality content items can be real-time special effects and sounds that can be added to an image or video.

[0071] As described above, enhanced data includes augmented reality content items, overlays, image transformations, AR images, and similar items involving modifications that can be applied to image data (e.g., video or images). This includes real-time modifications that modify an image when it is captured using the device sensors of the client device 102 (e.g., one or more camera devices) and then display the modified image on the screen of the client device 102. This also includes modifications to stored content such as video clip segments in a gallery that can be modified. For example, in a client device 102 capable of accessing multiple augmented reality content items, a user can use a single video clip segment with multiple augmented reality content items to see how different augmented reality content items will modify the stored clip segment. For example, by selecting different augmented reality content items for the content, multiple augmented reality content items applying different pseudo-random movement models can be applied to the same content. Similarly, real-time video capture can be used with the shown modifications to show how the video image currently being captured by the sensors of the client device 102 will modify the captured data. Such data can be displayed only on the screen without being stored in memory, or the content captured by the device sensors can be recorded and stored in memory with or without modification (or in both cases). In some systems, a preview function can show how different augmented reality content items will look in different windows within the display. This can, for example, enable multiple windows with different pseudo-random animations to be viewed simultaneously on the display.

[0072] Accordingly, data and various systems that use augmented reality content items or other such transformation systems that use the data to modify content can involve: detection of objects (e.g., faces, hands, bodies, cats, dogs, surfaces, objects, etc.) in video frames; tracking of such objects as they leave, enter, and move around the field of view; and modification or transformation of such objects while tracking them. In various examples, different methods can be used to implement such transformations. Some examples can involve: generating a three-dimensional mesh model of one or more objects; and using transformations and animated textures of the model within the video to implement the transformation. In other examples, tracking of points on an object can be used to place an image or texture (which can be two-dimensional or three-dimensional) at the tracking location. In yet another example, neural network analysis of video frames can be used to place an image, model, or texture in the content (e.g., an image or video frame). Accordingly, augmented reality content items refer both to the images, models, and textures used to create transformations in content and to the additional modeling and analysis information needed to implement such transformations using object detection, tracking, and placement.

[0073] 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 video files and save them in the memory of a device, or can use the sensors of the device to generate a video stream. Additionally, computer animation models can be used to process any object, such as the face of a person and the parts of a human body, an animal, or a non-biological object (e.g., a chair, a car, or other object).

[0074] In some examples, when a particular modification is selected along with the content to be transformed, the computing device identifies the elements to be transformed and then, if the elements are present in the frames of the video, detects and tracks them. The elements of the object are modified according to the request regarding the modification, thus transforming the frames of the video stream. For different types of transformations, the transformation of the frames of the video stream can be performed by different methods. For example, for a transformation of a frame that mainly refers to changing the form of the elements of an object, characteristic points of each element of the object are calculated (e.g., using an Active Shape Model (ASM) or other known methods). Then, a grid based on the characteristic points is generated for each element in at least one element of the object. This grid is used for the subsequent stage of tracking the elements of the object in the video stream. During the tracking process, the grids mentioned for each element are aligned with the positioning of each element. Then, additional points are generated on the grid. A first set of first points is generated for each element based on the modification request, and a set of second points is generated for each element based on this set of first points and the modification request. Then, the elements of the object can be modified based on the set of first points, the set of second points, and the grid, transforming the frames of the video stream. In such a method, the background of the modified object can also be changed or deformed by tracking and modifying the background of the modified object.

[0075] In some examples, a transformation of changing some regions of an object using the elements of the object can be performed by calculating the characteristic points of each element of the object and generating a grid based on the calculated characteristic points. Points are generated on the grid and then various regions are generated based on these points. Then, the elements of the object are tracked by aligning the regions of each element with the positions of each element in at least one element, and the nature of the regions can be modified based on the modification request, thus transforming the frames of the video stream. Depending on the specific modification request, the nature of the regions mentioned can be transformed in different ways. Such modifications can involve: changing the color of the regions; removing at least some parts of the regions from the frames of the video stream; including one or more new objects in the regions based on the modification request; and modifying or deforming the regions or the elements of the object. In various examples, any combination of such modifications or other similar modifications can be used. For some models to be animated, some characteristic points can be selected as control points for determining the entire state space of the options for model animation.

[0076] In some examples of computer animation models that use face detection to transform image data, a face is detected on the image using a specific face detection algorithm (e.g., Viola-Jones). Then, the Active Shape Model (ASM) algorithm is applied to the face region of the image to detect face feature reference points.

[0077] Other methods and algorithms suitable for face detection can be used. For example, in some examples, landmarks are used to locate features, which represent distinguishable points that exist in most of the images under consideration. For example, for face landmarks, the location of the left eye pupil can be used. If the initial landmark is not recognizable (e.g., if a person wears an eye patch), secondary landmarks can be used. Such a landmark recognition process can be used for any such object. In some examples, a set of landmarks forms a shape. The coordinates of the points in the shape can be used to represent the shape as a vector. A similarity transformation (allowing translation, scaling, and rotation) that minimizes the average Euclidean distance between the shape points is used to align one shape with another. The mean shape is the mean of the aligned training shapes.

[0078] In some examples, the search for landmarks starts from the mean shape aligned with the position and size of the face determined by the full-face detector. Then, such a search repeats the following steps: the position of the shape points is adjusted by template matching of the image texture around each point to propose a tentative shape, and then the tentative shape is made to conform to the global shape model until convergence occurs. In some systems, individual template matching is 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 an image pyramid from coarse resolution to fine resolution.

[0079] 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, computation time, and power consumption. Complex image manipulations can include size and shape changes, emotion transformation (e.g., changing a face from a frown to a smile), state transformation (e.g., aging the subject, reducing the apparent age, changing the gender), style transformation, application of graphic elements, and any other suitable image or video manipulations implemented by a convolutional neural network that has been configured to execute efficiently on the client device 102.

[0080] In some examples, a computer animation model for transforming image data can be used by a system in which a user can use a client device 102 having a neural network to capture an image or video stream of the user (e.g., a selfie), the 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 data image, or the computer animation model can be presented as associated with the interfaces described herein. The modification icon includes changes that can be the basis for modifying the face of the user within the image or video stream as part of a modification operation. Once the modification icon is selected, the transformation system initiates a process of transforming the user's image to reflect the selected modification icon (e.g., generating a smiling face on the user). Once the image or video stream is captured and a 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 for a portion of the image or video stream to generate and apply the selected modification. That is, the user can capture an image or video stream and, once the modification icon is selected, the modified result can be presented to the user in real time or near real time. Additionally, the modification can be continuous as the video stream is captured and the selected modification icon remains in a toggled state. Machine-taught neural networks can be used to implement such modifications.

[0081] A graphical user interface presenting the modifications performed by the transformation system can provide additional interaction options to the user. Such options can be based on the interface used to initiate the selection of a particular computer animation model and content capture (e.g., initiated from a content creator user interface). In various examples, the modification can be continuous after an initial selection of the modification icon. The user can switch to turn the modification on or off and store it for later viewing or browsing other areas of the imaging application by tapping or otherwise selecting the face being modified by the transformation system. In cases where the transformation system modifies multiple faces, the user can globally switch to turn the modification on or off by tapping or selecting an individual face modified and displayed within the graphical user interface. In some examples, individual faces within a group of multiple faces can be modified separately, or such modifications can be toggled individually by tapping or selecting an individual face or a series of individual faces displayed within the graphical user interface.

[0082] The story table 314 stores data related to a collection of messages and associated image, video, or audio data, where the messages and associated image, video, or audio data are compiled into a collection (e.g., a story or a gallery). The creation of a particular collection can be initiated by a particular user (e.g., each user whose records are maintained in the entity table 306). A user is able to create a "personal story" in the form of a collection of content that has been created and sent / broadcast by that user. To this end, the user interface of the messaging client 104 can include an icon that is selectable by the user to enable the sending user to add specific content to his or her personal story.

[0083] The collection can also constitute a "Live Story", which 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" can constitute a curated stream of content submitted by users from different locations and events. Users whose client devices have location services enabled and are at a common location event at a particular time can be presented with options, for example via the user interface of the messaging client 104, to contribute content to a particular Live Story. A Live Story can be identified to a user by the messaging client 104 based on his or her location. The end result is a "Live Story" told from a community perspective.

[0084] Another type of content collection is called a "Location Story", which enables users whose client devices 102 are located within a particular geographical location (e.g., on a college or university campus) to contribute to a particular collection. In some embodiments, contributing to a Location Story may require secondary authentication to verify that the end user belongs to a particular organization or other entity (e.g., is a student on a university campus).

[0085] As mentioned above, the video table 304 stores video data, which in one example is associated with messages whose records are maintained in the message table 302. Similarly, the image table 312 stores image data associated with messages for which the message data is stored in the entity table 306. The entity table 306 can 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.

[0086] Data Communication Architecture

[0087] Figure 4FIG. 0 is a schematic diagram showing 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 accessible by the messaging server 118. Similarly, the content of the message 400 is stored in a memory as “in-transit” or “in-flight” data of the client device 102 or the application server 114. The message 400 is shown to include the following example components:

[0088] ● Message identifier 402: A unique identifier that identifies the message 400.

[0089] ● Message text payload 404: Text to be generated by a user via a user interface of the client device 102 and included in the message 400.

[0090] ● Message image payload 406: Image data captured by a camera device component of the client device 102 or retrieved from a memory component of the client device 102 and included in the message 400. The image data for a sent or received message 400 may be stored in an image table 312.

[0091] ● Message video payload 408: Video data captured by a camera device component or retrieved from a 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 a video table 304.

[0092] ● 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.

[0093] ● Message enhancement data 412: Enhancement data (e.g., filters, stickers, or other annotations or enhancements) representing enhancements to be applied to the message image payload 406, the message video payload 408, or the message audio payload 410 of the message 400. The enhancement data for a sent or received message 400 may be stored in an enhancement table 310.

[0094] ● Message duration parameter 414: A parameter value indicating, in seconds, the amount of time for which the content of the message (e.g., the message image payload 406, the message video payload 408, the message audio payload 410) is to be presented to a user or made accessible to the user via the messaging client 104.

[0095] ● Message geographical location parameter 416: Geographical location data (e.g., latitude coordinates and longitude coordinates) associated with the content payload of the message. Multiple message geographical location parameter 416 values may be included in the payload, and each of these parameter values is associated with a content item included in the content (e.g., a specific image within the message image payload 406 or a specific video within the message video payload 408).

[0096] ● Message story identifier 418: An identifier value that identifies one or more content collections (e.g., "stories" identified in the story table 314) associated with a specific content item in the message image payload 406 of the message 400. For example, the identifier value may be used to associate each of multiple images within the message image payload 406 with multiple content collections.

[0097] · Message tag 420: Each message 400 may be tagged with multiple tags, and each of the multiple tags indicates a theme of the content included in the message payload. For example, in the case where a specific image included in the message image payload 406 depicts an animal (e.g., a lion), a tag value may be included within the message tag 420 that indicates the relevant animal. The tag value may be generated manually based on user input or may be generated automatically using, for example, image recognition.

[0098] ● Message sender identifier 422: An identifier (e.g., a message transceiver system identifier, an email address, or a device identifier) that indicates the user of the client device 102 on which the message 400 was generated and from which the message 400 was sent.

[0099] ● Message recipient identifier 424: An identifier (e.g., a message transceiver system identifier, an email address, or a device identifier) that indicates the user of the client device 102 to which the message 400 is addressed.

[0100] The content (e.g., values) of the various components of the message 400 may be pointers to locations in a table in which the content data values are stored. For example, the image value in the message image payload 406 may be a pointer (or address) to a location within the image table 312. Similarly, the value within the message video payload 408 may point to data stored in the video table 304, the value stored in the message enhancement 412 may point to data stored in the enhancement table 310, the value stored in the message story identifier 418 may point to data stored in the story table 314, and the values stored in the message sender identifier 422 and the message recipient identifier 424 may point to user records stored in the entity table 306.

[0101] Time-based access restriction architecture

[0102] Figure 5FIG. 0 is a schematic diagram showing an access restriction process 500 according to which access to content (e.g., ephemeral message 502 and associated multimedia data payload) or a collection of content (e.g., ephemeral message group 504) can be time-limited (e.g., such that it is ephemeral).

[0103] Ephemeral message 502 is shown as being associated with a message duration parameter 506, the value of which determines the amount of time that the ephemeral message 502 will be displayed by the messaging client 104 to the receiving user of the ephemeral message 502. In one example, the receiving user may view the ephemeral message 502 for up to 10 seconds, depending on the amount of time specified by the sending user using the message duration parameter 506.

[0104] The message duration parameter 506 and the message recipient identifier 424 are shown as inputs to a message timer 510, which is responsible for determining the amount of time that the ephemeral message 502 is shown to a particular receiving user identified by the message recipient identifier 424. In particular, the ephemeral message 502 will only be shown to the relevant receiving user for a period of time determined by the value of the message duration parameter 506. The message timer 510 is shown as providing an output to a more general ephemeral timer system 202, which is responsible for the overall timing of displaying content (e.g., ephemeral message 502) to the receiving user.

[0105] In Figure 5 FIG. 11, the ephemeral message 502 is shown as being included within an ephemeral message group 504 (e.g., a collection of messages in a personal story or an event story). The ephemeral message group 504 has an associated group duration parameter 508, the value of which determines the duration for which the ephemeral message group 504 is presented and accessible by the users of the messaging system 100. The group duration parameter 508 can be, for example, the duration of a concert, where the ephemeral message group 504 is a collection of content about the concert. Alternatively, a user (owning user or curator user) may specify the value of the group duration parameter 508 when performing the setup and creation of the ephemeral message group 504.

[0106] In addition, each transient message 502 within the transient message group 504 has an associated group participation parameter 512, the value of which determines the duration for which the transient message 502 will be accessible within the context of the transient message group 504. Thus, a particular transient message group 504 can "expire" and become inaccessible within the context of the transient message group 504 before the transient message group 504 itself expires according to the group duration parameter 508. The group duration parameter 508, the group participation parameter 512, and the message recipient identifier 424 each provide an input to a group timer 514, which is operable to first determine whether a particular transient message 502 of the transient message group 504 will be displayed to a particular receiving user, and if so, for how long. Note that due to the message recipient identifier 424, the transient message group 504 can also identify the identity of the particular receiving user.

[0107] Accordingly, the group timer 514 operationally controls the overall life cycle of the associated transient message group 504 and the individual transient messages 502 included within the transient message group 504. In one example, each transient message 502 within the transient message group 504 remains viewable and accessible for a period of time specified by the group duration parameter 508. In another example, within the context of the transient message group 504, a particular transient message 502 can expire based on the group participation parameter 512. Note that even within the context of the transient message group 504, the message duration parameter 506 can still determine the duration for which a particular transient message 502 is displayed to the receiving user. Thus, the message duration parameter 506 determines the duration for which a particular transient message 502 is displayed to the receiving user, regardless of whether the receiving user views the transient message 502 within or outside the context of the transient message group 504.

[0108] The transient timer system 202 can also operate to remove a particular transient message 502 from the transient message group 504 based on determining that an associated group participation parameter 512 has been exceeded. For example, in a case where the sending user has established a group participation parameter 512 of 24 hours from posting, the transient timer system 202 will remove the associated transient message 502 from the transient message group 504 after the specified 24 hours. The transient timer system 202 also operates to remove the transient message group 504 when the group participation parameter 512 has expired for each transient message 502 within the transient message group 504, or when the transient message group 504 itself has expired according to the group duration parameter 508.

[0109] In some use cases, the creator of a particular ephemeral message group 504 can specify an indefinite group duration parameter 508. In such a case, the expiration of the group participation parameter 512 for the last remaining ephemeral message 502 within the ephemeral message group 504 will determine when the ephemeral message group 504 itself expires. In such a case, adding a new ephemeral message 502 with a new group participation parameter 512 to the ephemeral message group 504 effectively extends the lifespan of the ephemeral message group 504 to be equal to the value of the group participation parameter 512.

[0110] In response to the ephemeral timer system 202 determining that the ephemeral message group 504 has expired (e.g., is no longer accessible), the ephemeral timer system 202 communicates with the messaging system 100 (and in particular, for example, the messaging client 104) such that a marker (e.g., an icon) associated with the relevant ephemeral message group 504 is no longer displayed within the user interface of the messaging client 104. Similarly, when the ephemeral timer system 202 determines that the message duration parameter 506 of a particular ephemeral message 502 has expired, the ephemeral timer system 202 causes the messaging client 104 to no longer display a marker (e.g., an icon or text identifier) associated with the ephemeral message 502.

[0111] Augmented Reality Card Game

[0112] Figure 6 An augmented reality (AR) card game system 600 according to some examples is shown. The system 600 includes an AR wearable device 602, such as Figure 12 the glasses 1200 in. The AR wearable device 602 and the AR wearable device 692 can be mixed reality devices or virtual reality devices. The system 600 includes the AR wearable device 602, the real-world scene 680 (i.e., the world as seen by the user 698), the backend 690, the AR wearable device 692 (i.e., the AR wearable devices 692 of other players), and the user 698 (i.e., the user 698 of the AR wearable device 602). The game module 654 enables the user 698 to play a game 634 with other users 622 of other AR wearable devices 692.

[0113] The input / output (IO) device 604 includes devices that enable the user 698 to receive output or provide input to the system 600. The IO device 604 includes a microphone 606, a display 608, a speaker (not shown), an image capture device 610, buttons 612, a touchpad 614, a gyroscope (not shown), etc. According to some examples, the image capture device 610 can capture an image 648 of the real-world scene 680, and the image 648 is a front view of the user view 609, that is, what the user 698 sees through the AR wearable device 602. For example, the user 698 can pass through Figure 12optical elements 1243, 1244 (or lenses) to view a user view 609 of a real-world scene 680. Location 611 is the location of user 698. In some examples, location 611 is 3D coordinates in a 3D world coordinate system indicating the location of user view 609. Image capture device 610 can be a charge-coupled device (CCD) or other types of devices that capture an image of real-world scene 680. An example of button 612 is Figure 12 button 1278. An example of touchpad 614 is touchpad 1276. Button 612 and touchpad 614 enable user 698 to provide haptic 601 input. Microphone 606 enables user 698 to provide voice 605 input. Image capture device 610 enables user 698 to provide pose 603 input via UI module 672, which processes or analyzes image 648 to determine pose 603 and user intent 674 based on the analysis of image 648.

[0114] Sensor 616 includes a gyroscope, a light sensor, a positioning sensor, a clock, etc. An example of a gyroscope is Figure 12 gyroscope 1280. Some devices such as a gyroscope can be both sensor 616 and IO device 604. For example, user 698 can move AR wearable device 602, thereby changing the location 607 of user 698 and communicating an input to AR wearable device 602. According to some examples, it is assumed that the location 607 of user 698 is the same as that of AR wearable device 602. AR wearable device 602 uses sensor 616 (such as a gyroscope or other sensors) to detect a change in location 607 to detect a change in the location 607 of user 698. The movement of user 698 may have a user intent 674 to communicate an input to AR wearable device 602. However, user 698 can move with AR wearable device 602 without a user intent 674 to communicate an input to AR wearable device 602.

[0115] The wireless module 618 communicates 632 between the backend 690 and the AR wearable device 602, and communicates 694 between the AR wearable device 692 and the AR wearable device 602. The AR wearable device 692 includes data 696, and the data 696 includes card allocation 624 and other data and modules. The wireless module 618 is configured to execute wireless communication protocols with the backend 690 and the AR wearable device 692. The communication protocols may include LE Bluetooth, Institute of Electrical and Electronics Engineers (IEEE) 802.11 communication protocols, proprietary communication protocols, 3GPP communication protocols, etc. The wireless module 618 establishes wireless communication links between the AR wearable device 602 and the backend 690 and between the AR wearable device 602 and the AR wearable device 692. For example, the wireless module 618 is associated with a corresponding wireless module on the backend 690. The wireless module 618 may communicate with the backend 690 or the AR wearable device 692 via another intermediate device, such as the user device 102, and the other intermediate device may also be the backend 690, an access point, or Node B.

[0116] In some examples, the wireless module 618 may be used to determine the location and / or orientation of the AR wearable device 602 with the assistance of other wireless devices. Other AR wearable devices 692 may be local to or near the AR wearable device 602, and the AR wearable device 602 may communicate via BLE. In some examples, the AR wearable device 692 communicates with the AR wearable device 692 via the user device 102 (such as a paired mobile phone). If the AR wearable device 692 is not local, the wireless module 618 establishes a communication 694 link between the AR wearable device 602 and the AR wearable device 692. The communication 694 link may be via one or more other devices, such as the user device 102, the messaging server system 108, and / or the Internet.

[0117] The user 676 is data related to the user 698. The information 678 includes input data from the user 698 and may include additional information about the user 698, such as a social media account logged into the messaging server system 108, a username, etc.

[0118] The game state 656 is stored in the memory of the AR wearable device 602 and indicates the state of the AR wearable device 602 related to the game module 654. In some examples, the game state 656 has the following states: "Playing", "Inactive", "Downloading game", and "Forming game". Additionally, the user 698 is either the "owner" or the "guest" of the game 634. The "Inactive" state indicates that the game module 654 is not active. The "Downloading game" state indicates that the game module 654 is downloading the game 634. For example, the AR wearable device 602 can download the game 634 from the paired user device 102, and the paired user device 102 can look up or select the game 634 from a website or a messaging server system 108. In some examples, the user 698 can download the game 634 from another AR wearable device 692 or the corresponding user device 102. For example, if the user 698 joins a game session 620 "hosted" by another user 622, the AR wearable device 602 can download the game 634 from another AR wearable device 692 or the corresponding user device 102 of another AR wearable device 692. In some examples, the game 634 can be purchased and a license to run it on several other AR wearable devices 692 can be granted for the purpose of playing the game 634 with the user 698. In some examples, the game 634 is configured with two examples, one of which cannot be the "owner".

[0119] The "Forming game" state of the game state 656 indicates that the game module 654 has the game 634 and the user 698 has indicated that they want to play the game 634. For example, the UI module 672 presents the UI 677, which includes an item 675 that, when selected by the user 698, indicates the user intent 674 that the user 698 wants to play the game 634. The user 698 can choose whether to allow the user 622 of the game session 620 to be a remote user 622. The user 698 is presented with the UI 677 having the item 675 to allow the user 622 to enter the session 620 or not allow the user 622 to enter the session 620. In some examples, the game session 620 can continue until explicitly ended by the user 698 or until it times out. Once all the users 622 have joined the game session 620, the game state 656 changes to "Playing". The user 622 may need to explicitly start the game 634, or the game 634 can be automatically started when enough users 622 have joined the game session 620. The session module 660 manages the formation of the game session 620.

[0120] The game module 654 sends the checksum 670 to other AR wearable devices 692, and the game module 654 on the other AR wearable devices 692 sends the checksum 670 to the AR wearable device 602. The game module 654 verifies that the checksum 670 is valid for each user 622. The checksum 670 can be different numbers to verify that the game 634 has not been changed. Additionally, the game module 654 can verify that other game modules 654 have not been otherwise verified.

[0121] When the game module 654 is in the "playing" game state 656, the game module 654 is configured as follows. The game module 654 causes or ensures that the image capture device 610 captures an image 648 of the real-world scene 680, which can include a card 682 with an encoding 684. The detection module 666 processes the image 648 using the ML module 688 or the ML module 658 to generate a card 650, an encoding 652, and a position 646 of the card 650. The tracking module 664 tracks the movement of the card 650. The tracking module 664 saves a data structure to maintain the position of the card 682. When the encoding 684 is occluded, the detection module 666 can infer the encoding 652 of the card 682 based on the tracking situation of the card 682 recognized by the tracking module 664.

[0122] In some examples, the ML modules 688, 658 are neural networks trained to recognize the card 682 and the encoding 652 and determine its position 646. For example, the ML module 688 can implement a neural network trained based on training data to detect the card 682 in the real-world scene. The detection module 666 can determine whether to process the image 648 locally or by a backend 690 such as the user device 102.

[0123] The term AR graphics includes anything displayed by the AR wearable device 602 on the display 608 for the user 698 to view by combining the view of the real world through the lens. Alternatively, the user 698 can capture the image 648 through the AR wearable device 602 and display the image 648 and the AR graphics on the opaque display 608 to view the real world.

[0124] The user 698 arranges the card 682 for the game 634. The game module 654 determines the encoding 684 of the card 650 for the game 634. The game module 654 provides an indication to the user 698 that the card 650 meets the requirements of the game 634. The game module 654 of the "owner" of the game 634 determines the card assignment 624 between the overlay 644 and the encoding 684. The "owner" session module 660 sends the card assignment 624 to the "guest" AR wearable device 692.

[0125] The AR graphics module 668 determines the overlay 644 of the card 650 based on the encoding 652 and the card assignment 624. The AR graphics module 668 processes the position 646 of the card 650 and the determined overlay 644, and displays the overlay 644 on the display 608 for the user 698 to view in combination with the user view 609 of the real-world scene 680. The user 698 sees the card 682 with the overlay 644 on top of it. In some examples, in the case where the detection module 666 does not capture or cannot determine the encoding 684, there is a default overlay 644 for the card 682. For example, the user 698 may hold five cards 682, and the detection module 666 can detect or determine the encoding 684 of these five cards 682 with the help of the tracking module 666, but the detection module 666 cannot detect the encoding 684 of the cards 682 held by other users 622. The cards 682 held by other users 622 may not show the encoding 684. The AR graphics module 668 can use the default overlay 644 to display these cards 682. For example, the default overlay 644 can be an image of the back of a standard card 682. In some examples, the card 682 can be blank and only have the encoding 684, such as a QR code. In this way, without the card assignment 624, the user 698 and the user 622 cannot distinguish the value or identity of the card 682. Additionally, if the user 698 and the user 622 do not expose the encoding 684 of their cards 682, then even with the card assignment 624, the user 698 and the user 622 cannot distinguish the value or identity of the cards 682 of other players. In some embodiments, the card 682 includes both the encoding 684 and an identity, such that the card 682 can be used without the game module 654, where the identity is, for example, A, 2, 3, etc., and can also be used with the encoding 684, where the game module 654 recognizes the encoding 652 and uses AR to display the overlay 644 on the card 682.

[0126] In some examples, the AR graphics module 668 projects or adjusts the overlay 644 based on the position 611 of the user view 609, so that the overlay 644 is at an appropriate viewing angle for the position 646 of the card 650. For example, the AR graphics module 668 adjusts the size and angle of the overlay 644 according to the position 646 of the card 650 and the position 611 of the user view 609 of the real-world scene 680, so that the overlay 644 fits on the card 682.

[0127] In some examples, the overlay 644 is a video or animation, and thus the AR graphics module 668 changes the overlay 644 of the card 682 at a rate suitable for a video or animation. If the user 622 is a remote user 622, the "host" game module 654 sends the card 682 and encoded 684 information to the corresponding AR wearable device 692 of the remote user 622. In some examples, a single deck of cards 682 is used, and information about the cards 682 and encoded 684 for all users 622 is sent to the remote user 622 so that the AR wearable device 692 of the remote user 622 can correctly display the game 634. For example, the session module 660 sends the card 650, location 646, and encoded 652 information to the remote AR wearable device 692, which is processed by the detection module 666 of the "host" AR wearable device 602. Additionally, since the encoding 684 does not reveal the value of the card 682 without the user 698 who views the encoding 684 knowing the card assignment 624, the cards 682 of the remote user 622 can be played face up.

[0128] The tracking module 664 tracks the movement of the card 650. And provides updates to the AR graphics module 668 so that the AR graphics module 668 can adjust the display of the overlay 644 on the display 608. Generally, the goal is for the overlay 644 to cover the surface of the card 650. In some examples, the tracking module 664 uses the motion sensor 616 to determine changes in the position 611 of the user view 609. For example, the user 698 may move their head. According to some examples, the AR graphics module 668 may move the overlay 644 a number of pixels based on the change in the position 611.

[0129] The UI 643 is a UI 677 that can be presented to the user 698. For example, Figure 11 The app carousel 1128 is a UI 677 presented to the user 1 1124. The UI 643 can indicate that they can be shared between the user 698 and the user 622. The AR wearable device 602 and the AR wearable device 692 can determine positions to virtually locate the UI 677, such as on a desktop, and then both the user 698 and the user 622 will perceive a single UI 677 that appears to be shared between the user 698 and the user 622. In some embodiments, a 3D world model is generated by the AR wearable device 602. The AR wearable device 602 shares information about the 3D world model with the AR wearable device 692, which enables the AR wearable device 692 and the AR wearable device 692 to coordinate placing the UI 677 at a shared location such as on a desktop.

[0130] In some examples, the game 634 is code that interacts with the game module 654 and the AR wearable device 602 using an application programming interface (API). For example, for the game 634, there is an API for displaying one of the UIs 643 on the display 608 and another API for determining user 698 input from the UI module 672.

[0131] In some examples, the game rules module 662 determines whether an event 642 has occurred, and if the event has occurred, the game rules module 652 determines whether the conditions 638 of the rules 636 associated with the event 642 apply. There may be more than one rule 636 associated with the event 642. If the condition 638 applies, the action 640 is performed.

[0132] For example, the UI module 672 determines that the user 698 has performed a "play card" event 642. The UI module 672 determines this based on one or more of the following factors: the encoding 652 of the card 650 is visible to other users 622; the position 646 of the card 650 has changed; and / or the movement of the user 698's hand. In some examples, the game module 654 includes information that the UI module 672 uses to detect the event 642. In some examples, the game rules module 662 detects the event 642.

[0133] The game rules module 662 determines which rules 636 are associated with the event 642, and then determines whether the conditions 638 of the rules 636 associated with the event 642 are true. If the condition 638 is true, the game rules module 662 performs the action 640. The action 640 can be pseudocode executed by the game rules module 662. Continuing with the above example, if the UI module 672 determines that the user 698 has performed a "play card" event 642, the game rules module 662 determines the rules 636 associated with the event 642. An example of the game rules 636 for "Go Fish" includes the condition 638: "If the card played is a validly played card and that card is the last card of the user 698, the game ends and the user 698 wins."

[0134] The game rules module 662 determines whether the condition 638 is met. If the condition 638 is met or reached, the game rules module 662 performs the associated action 640. Continuing with the above example, the action 640 is "display that the user has won." Another example rule 636 for "Poker" includes the condition 638: "If the user wins the hand." And the action 640 is "adjust the score based on the winning user." Another example rule 636 for "Poker" includes the condition 638: "If the card is played incorrectly." The action 640 is "display an indication that the card was played incorrectly."

[0135] Some rules 636 may not be executable by the "owner" AR wearable device 602. For example, in the "Hearts" game, a player cannot play a card 682 of the suit "Hearts" unless the player has not started the game or the hand without first playing a card 682 of the same suit. In such a case, the game rule module 662 can apply the rule 636 only when the game rule module 662 knows which cards 682 the player playing the "Hearts" card has. In some examples, the action 640 can include changing the overlay 644 of the card 682. For example, the user 698 can have a rank or status indicated by the overlay 644. The action 640 can indicate selecting an appropriate overlay 644 for the card 682 based on the status of the user 698, the status 627 of the game, the score 626, or other parameters associated with the game 634.

[0136] The game module 654 and / or the game 634 maintains the status 627 of the game. The status 627 of the game indicates information such as which cards 682 have been played, which cards 682 are in the card deck, and which cards are on the table. The status 627 of the game depends on the game 634 and the rules 636.

[0137] In some examples, all game rule modules 662 of the AR wearable devices 602, 692 apply the rule 636. The game rule modules 662 can share information such as which event 642 triggered the rule 636 and which actions 640 were taken. In some examples, all game rule modules 662 of the AR wearable devices 602, 692 apply the rule 636. In some examples, only the game rule module 662 of the "owner" AR wearable device 602 applies the rule 636.

[0138] In some examples, the game module 654 can be one of the users 622 playing with the user 698. The game module 654 indicates to the user 698 which cards 682 to physically move and where to move them. In some examples, the AR wearable device 602 does not include information about the encoding 652 of the cards 682. The user 698 and the user 622 can handle the cards to hide the encoding 684 such that only the user 698 who has handled the card 682 can see the encoding 684. In this way, the user 698 can determine that the other user 622 is not cheating. The only information that needs to be shared is the card distribution 624.

[0139] Figure 7 A method 700 for an AR card game according to some examples is shown. The method 700 can be performed by the AR wearable device 602 (such as Figure 12is performed by the device of the glasses 1200) or other devices or equipment. Method 700 starts at operation 702, launching an AR application. For example, the game module 654 is launched in the AR wearable device 602. In some examples, the user device 102 downloads the game module 654 to the AR wearable device 602 and instructs it to run the game module 654. Method 700 continues at operation 704, verifying the card. For example, the detection module 666 verifies that the number of cards of the card 682 is correct and has a distinguishable different code 684. Method 700 continues at operation 706, selecting a game. For example, the user 698 of the AR wearable device 602 selects the game 634 to play, or enters a remote game session 620 to play a game hosted by another AR wearable device 692.

[0140] Method 700 continues at operation 708, loading game resources. For example, the game module 654 loads the game 634 from the backend 690. Method 700 continues at operation 710, starting a connected application session. For example, the session module 660 starts the session 620, and the session 620 enables other users 622 of other "guest" AR wearable devices 692 to join the session 620. Method 700 continues at operation 712, waiting for other players to join the session. For example, the session module 660 can wait for additional other users 622.

[0141] Method 700 continues at operation 714, the host starts the game. For example, once a sufficient number of users 622 have joined the session 620, the "host" session module 660 starts the game, or prompts the user 698 to determine whether the user 698 wants to start the game with the current number of users 622 or wait for more users 622. The "guest" AR wearable devices 692 of the users 622 communicate with the "host" AR wearable device 602 via the network 724. In some examples, the session module 660 discovers which other AR wearable devices 692 are present and sends them messages inviting them to join the session 620.

[0142] Method 700 continues at operation 720 by detecting and scanning for codes. For example, the detection module 666 of the "host" AR wearable device 602 and the "guest" AR wearable device 692 processes the image 648 to identify the card 682 and the code 684. Method 700 continues at operation 722 by updating the overlay and tracking the card to refresh its position. For example, the "host" game module 654 generates a card assignment 624 that maps the code 684 to the overlay 644. The AR graphics module 668 displays the overlay 644 on the card 682 on the display 608 of the AR wearable device 602. The tracking module 664 tracks the movement of the card 682 and provides updated position information to the AR graphics module 668 to update the display of the overlay 644. Method 700 continues at operation 730 by updating the tracking. For example, the tracking module 664 continues to track the position 611 of the user view 609 and the position 646 of the card 682 and provides this information to the AR graphics module 668. The AR graphics module 668 updates the position of the overlay 644 on the display 608 based on this information.

[0143] Method 700 continues with a timeout starting at 718. For example, the timeout can start when the tracking module 664 is tracking the card 682. If the tracking module 664 is unable to determine the movement of the card 682, or if the card 682 does not appear to be moving, the timeout ends at operation 716 and method 700 refreshes the position 646 of the card 682 and the code 652.

[0144] Method 700 continues at operation 726 by running specific game logic and synchronizing via the network 724. For example, the game rules module 662 determines whether an event 642 has occurred and, if so, determines which rules 636 are associated with the event 642. The game rules module 662 then applies the rules 636 associated with the event 642. The game rules module 662 and the UI module 672 determine whether an event has occurred based on input from the user 698 and / or based on changes in the position 646 of one or more cards 682. The session module 660 synchronizes any information to be shared between the "host" AR wearable device 602 and the "guest" AR wearable device 692 via the wireless module 618.

[0145] Method 700 continues at operation 728 where the user exits the game or the rules determine that the game is over. For example, user 698 may provide an input to UI module 672 indicating user intent 674 to end game 634. In another example, game rules module 662 determines that game 634 is over based on rules 636. In another example, session module 660 receives an indication that the game is over, the indication being based on another user 622 exiting the game, losing the session 620, or the game ending based on rules 636. Rules 636 may be triggered by an event 642 of user 622 or user 698 exiting the game. Rules 636 will determine whether game 634 should end, whether game 634 should continue, or whether one or more users 622, 698 should be asked if they want to continue playing game 634.

[0146] Method 700 may include one or more additional operations. The operations of method 700 may be performed in a different order. One or more operations of method 700 may be optional. Method 700 may be performed by client device 102, system 600, glasses 1200, or other electronic devices. Portions of the functionality may be performed on a server computer or a host computer. For example, glasses 1200 may be connected to host client device 102 or application server 114 and one or more operations may be performed on host client device 102 or application server 114.

[0147] Figure 8 Communication 800 for an AR card game according to some examples is shown. A remote network 802 such as the Internet, 3GPP, etc. is used to send HTTP 812 messages between player 1806, player 808, and player 3810. According to some examples, player 1806, player 2808, and player 3810 are AR wearable devices 602. In some examples, player 1806, player 2808, and player 3810 are user devices 102 which then forward the messages to AR wearable devices 602 using another communication protocol such as BLE. In the context of game module 662, player 1806, player 2808, and player 3810 are "remote" players and thus more information needs to be shared between the players such as changes in the position 646 of card 682 and activation of rules 636. During "remote" games, an audio channel is established to share audio data between player 1806, player 2808, and player 3810.

[0148] The local network 814 connects players 1818, 2820, and 3822 locally using a wireless protocol such as BLE 824. For example, the players can all be at the same table, sharing the same cards 682. According to some examples, players 1818, 2820, and 3822 are AR wearable devices 602. In some examples, players 1818, 2820, and 3822 are user devices 102, which then forward messages to the AR wearable device 602 using a communication protocol such as BLE. In some examples, some players can communicate using the remote network 802, and some players can communicate using the local network 814. Figure 6 The wireless module 618 in Figure 6 is configured to communicate via the remote network 802 and via the local network 814. Additionally, the wireless module 618 can relay communications via one or more other devices such as the backend 690, access points, eNodeB, or the Internet.

[0149] Figure 9 An entity card 902 is shown according to some examples. The card 902 can be an ordinary card made of paper, plastic, or other materials. The card 902 can have different thicknesses. The card 902 can have the size of an ordinary poker card or other sizes. For example, the card 902 can have eight sides and can be asymmetric. The card 902 can be other shapes, such as the 3D shape of a die or other 3D shapes. The game module 654 uses the encoding 904 to identify the card 902, so each encoding 904 must provide enough information to uniquely identify the card 902 within a set of cards 902. According to some examples, the encoding 904 is a barcode or a quick response code. In some examples, the encoding 904 provides information to retrieve the game 634 from the Internet. For example, the user 698 can purchase a deck of cards 902, where each card 902 has a different encoding 904, and this code 904 can be used to retrieve the game 634 from the Internet, where the games 634 can be different. In some examples, the encoding 904 is located on the edge of the card 902 so that the encoding 904 can be more easily identified. The encoding 904 can be repeated and can be on any side of the card. The encoding 904 does not provide information about the overlay 644 of the card 902 to the Figure 6 user 698 without the card assignment 624, and the card assignment 624 is confidential.

[0150] Figure 10A and Figure 10B A card set is shown according to some examples. The card set 1 1014 has a QR code 1010 for identifying the cards. The game module 654 identifies the cards based on the QR code 1010 and then associates the QR code 1010 with the combination Figure 6The superposition 644 described above is matched. The card set 1 1014 is shown as it would be displayed on the display 608. The card mix superposition 1002 shows a card with the superposition 644, where the QR code 1010 remains visible. The superposition 644 of the card mix superposition 1002 may not include the two corners where the QR code 1010 remains visible. The card 1004 with the superposition indicates that the card has been recognized via the QR code 1010 and the superposition 644 is being displayed on the display 608, so the QR code 1010 is not visible. The card set 2 1016 has a barcode 1012 for identifying the card. The barcode 1012 is used to identify the card and pair the card with the superposition 644. The card 1006 without a superposition indicates that the card being viewed does not have the superposition 644. The card 1008 with a superposition indicates that the card will be displayed on the display 608 of the AR wearable device 602 and has its respective superposition 644.

[0151] Figure 11 A user playing an AR card game according to some examples is shown. The user view 609 is shown. The user view 609 is what user 1 1124 sees through their AR wearable device 602 (not shown). Only the hand of user 1 1124 is visible. User 1 1112 is holding a card with a superposition, where the physical card is similar to Figure 9 the physical card 902 in []. The AR graphics module 668 is displaying the superposition 644 on the card 1112 with the superposition. Additionally, the user view 609 includes a view of the card of user 2 1102. The cards of user 2 1102 and user 3 1108 may or may not have the superposition 644. The cards may have the appearance as shown, or the AR graphics module 668 may display the superposition 644 of the physical card on the display 608 of user 1 1124. User 2 1102 wears the AR wearable device 1 1104. User 3 1108 wears the AR wearable device 2 1106. The center card 1126 is a physical card. According to some examples, the AR wearable device 1 1104, the AR wearable device 2 1106, and the AR wearable device 602 of user 1 1124 all share a common card distribution 624, so all users can see the center card 1126 in the same way. User 1 1124 sees the back 1110 of the card of user 3 1108. The AR graphics module 668 may display the superposition 644 on the physical card on the back 1110 of the card.

[0152] The UI module provides the UI 677 for the app carousel 1128 of the application (APP). The finger 1120 of user 1 1124 is shown. User 1 1124 can see their actual finger 1120 through the lens of the AR wearable device 602. The app carousel 1128 provides items 675 of "Tips" 1114, "New Game" 1116, and "Exit" 1118. User 1 1124 selects an item 675 by placing their finger 1120 above the position where the item 675 is displayed. The app carousel 1128 can be defined by the UI 643 of the game 634. For example, the app carousel 1128 can be defined or indicated by the UI 643. In some examples, the UI 643 can be indicated as a shared or common UI 643. For example, the app carousel 1128 can be displayed on the displays 608 of different AR wearable devices 602 to appear at the same position on the desktops of user 1 1124, user 2 1102, and user 3 1108, making it seem like they share the app carousel 1128.

[0153] Figure 12 is a perspective view of a wearable electronic device in the form of glasses 1200 according to some examples. The glasses 1200 are an eyewear product that includes electronic products and operates within a network system for transmitting image and video content. In some examples, the wearable electronic device is referred to as AR glasses. The glasses 1200 can include a frame 1232 made of any suitable material (such as plastic or metal), including any suitable shape memory alloy. The frame 1232 can have a front piece 1233 that can include a first lens or left lens, a display or optical element holder 1236, and a second lens or right lens, a display or optical element holder 1237 connected by a bridge 1238. The front piece 1233 also includes a left end 1241 and a right end 1242. A first optical element or left optical element 1244 and a second optical element or right optical element 1243 can be disposed within the corresponding left optical element holder 1236 and right optical element holder 1237. Each of the optical elements 1243, 1244 can be a lens, a display, a display component, or a combination of the foregoing. In some examples, for instance, the glasses 1200 are provided with an integrated near-eye display mechanism that enables, for example, a preview image of visual media captured by the camera device 1269 of the glasses 1200 to be displayed to the user.

[0154] The frame 1232 further includes a left temple or temple piece 1246 and a right temple or temple piece 1247, which are coupled to the respective left end 1241 and right end 1242 of the front piece 1233 by any suitable means such as a hinge (not shown) to be coupled to or rigidly or fixedly secured to the front piece 1233 so as to be integral with the front piece 1233. Each of the temple pieces 1246 and 1247 may include: a first portion 1251 coupled to the respective end 1241 or 1242 of the front piece 1233; and any suitable second portion 1252 for coupling to the user's ear, such as a curved or arcuate piece. In one example, the front piece 1233 may be formed of a single piece of material to have a monolithic or integral construction. In one example, the entire frame 1232 may be formed of a single piece of material to have a monolithic or integral construction.

[0155] The eyewear 1200 includes a computing device such as a computer 1261, which may be of any suitable type to be carried by the frame 1232, and in one example, the computing device is sized and shaped to be disposed at least partially within one or more of the temple pieces 1246 and 1247. In one example, the computer 1261 has a size and shape similar to that of one of the temple pieces 1246, 1247 and thus is disposed almost entirely, if not completely, within the structure and boundaries of such temple pieces 1246 and 1247.

[0156] In one example, the computer 1261 may be disposed in both of the temple pieces 1246, 1247. The computer 1261 may include one or more processors having a memory, wireless communication circuitry, and a power source. The computer 1261 includes low-power circuitry, high-speed circuitry, positioning circuitry, and a display processor. Various other examples may include these elements in different configurations or integrated in different ways. Additional details regarding aspects of the computer 1261 may be implemented as described with reference to the following description.

[0157] The computer 1261 further includes a battery 1262 or other suitable portable power supply. In one example, the battery 1262 is disposed in one of the temple pieces 1246 or 1247. In Figure 12In the glasses 1200 shown, the battery 1262 is shown as being disposed in the left temple piece 1246 and is electrically coupled via a connection member 1274 to the remainder of the computer 1261 disposed in the right temple piece 1247. One or more input devices and output devices may include connectors or ports (not shown) accessible from outside the frame 1232 suitable for charging the battery 1262, wireless receivers, transmitters, or transceivers (not shown), or combinations of such devices.

[0158] The glasses 1200 include a digital camera device 1269. Although two camera devices 1269 are depicted, other examples contemplate the use of a single or additional (i.e., more than two) camera devices 1269. For ease of description, various features related to the camera device 1269 will be further described with reference to only a single camera device 1269, but it should be understood that in suitable examples, these features may apply to two camera devices 1269.

[0159] In various examples, in addition to the camera device 1269, the glasses 1200 may include any number of input sensors or peripherals. The front piece 1233 has an outward-facing, front-facing, front surface or outer surface 1266 that faces forward or away from the user when the glasses 1200 are mounted on the user's face; and an opposing inward-facing, rear-facing, rear or inner surface 1267 that faces the user's face when the glasses 1200 are mounted on the user's face. Such sensors may include an inward-facing video sensor or digital imaging module, such as a camera device 1269 that may be mounted on the inner surface 1267 of the front piece 1233 or disposed within the inner surface 1267 of the front piece 1233 or at other locations on the frame 1232 to face the user; and an outward-facing video sensor or digital imaging module, such as a camera device 1269 that may be mounted on the outer surface 1266 of the front piece 1233 or disposed within the outer surface 1266 of the front piece 1233 or at other locations on the frame 1232 to face away from the user. Such sensors, peripherals, or peripheral devices may additionally include biometric sensors, positioning sensors, accelerometers, or any other such sensors. In some examples, a projector (not shown) is used to project an image on the inner surface of the optical elements 1243, 1244 (or lenses) to provide a mixed reality experience or an augmented reality experience for the user of the glasses 1200.

[0160] The glasses 1200 also include an example of a camera device control mechanism or a user input mechanism, and the camera device control mechanism or the user input mechanism includes a camera device control button mounted on the frame 1232 for user tactile or manual engagement. The camera device control button provides a dual-mode or single-action mechanism because it can be set by the user only between two states, namely, an engaged state and a disengaged state. In this example, the camera device control button is a button that is default in the disengaged state, and the button can be pressed by the user to set it to the engaged state. When the pressed camera device control button is released, it automatically returns to the disengaged state.

[0161] In other examples, the single-action input mechanism can alternatively be provided by a touch-sensitive button including, for example, a capacitive sensor, which is mounted on the frame 1232 adjacent to the surface of the frame for detecting the presence of a user's finger, so as to set the touch-sensitive button to the engaged state when the user touches the corresponding point on the outer surface 1266 of the frame 1232. It should be understood that the camera device control button and the capacitive touch button described above are only two examples of the tactile input mechanisms for the single-action control of the camera device 1269, and other examples can adopt different single-action tactile control arrangements.

[0162] The computer 1261 is configured to execute the methods described herein. In some examples, the computer 1261 is coupled to one or more antennas for receiving signals from GNSS and circuit systems for processing the signals, wherein the antennas and the circuit systems are housed in the glasses 1200. In some examples, the computer 1261 is coupled to one or more wireless antennas and circuit systems for transmitting and receiving wireless signals, wherein the antennas and the circuit systems are housed in the glasses 1200. In some examples, multiple sets of antennas and circuit systems are housed in the glasses 1200. In some examples, the antennas and the circuit systems are configured to operate according to communication protocols such as Bluetooth TM , Bluetooth Low Energy TM , IEEE 802, IEEE 802.11az / be, etc. In some examples, the PDR sensor is housed in the glasses 1200 and coupled to the computer 1261. In some examples, the glasses 1200 are a VR headset, wherein the optical elements 1243 and 1244 are opaque screens for displaying images to the user of the VR headset. In some examples, the computer 1261 is coupled to user interface elements such as a slider or a touchpad 1276 and a button 1278. Long pressing the button 1278 resets the glasses 1200. The slider or touchpad 1276 and the button 1278 are used for the user to provide inputs to the computer 1261 and / or other electronic components of the glasses 1200. The glasses 1200 include one or more microphones 1282 coupled to the computer 1261. The glasses 1200 include one or more gyroscopes 1280.

[0163] Figure 13 Method 1300 for an augmented reality card game according to some examples is shown. Method 1300 begins at operation 1302, where an image corresponding to a user view of a real-world scene is captured by an image capture device of an AR wearable device. For example, image capture device 610 captures an image 648 of user view 609 of real-world scene 680. Method 1300 continues at operation 1304, where data indicating cards within the image and the positions of the cards are accessed in the memory of the AR wearable device, the cards including encodings. For example, detection module 666 detects a card 650 with an encoding 652 at position 646. ML module 658 or ML module 688 determines card 650, position 646, and encoding 652.

[0164] Method 1300 continues at operation 1306, where the overlay of the card is determined based on the card assignment and the encoding. For example, AR graphics module 668 determines an overlay 644 of card 650 based on encoding 652 and card assignment 624. Method 1300 continues at operation 1308, where the shape of the overlay is adjusted based on the position of the card and the user view. For example, AR graphics module 688 adjusts overlay 644 based on the position 646 of card 682 such that overlay 644 covers at least one surface of card 682 as seen by user 698. Overlay 644 can be used for more than one surface of card 682.

[0165] Method 1300 continues at operation 1310, where the overlay of the card is displayed on a display of the AR wearable device, wherein the position of the overlay is based on the position of the card and the user view. For example, AR graphics module 668 displays overlay 644 on display 608 of AR wearable device 602 based on the position 646 of card 682 and user view 609 to cover at least one surface of card 682.

[0166] Method 1300 can include one or more additional operations. The operations of method 1300 can be performed in a different order. One or more of the operations of method 1300 can be optional. Method 1300 can be performed by client device 102, system 600, the apparatus of glasses 1200, or another electronic device. Portions of the functionality can be performed on a server computer or a host computer. For example, glasses 1200 can be coupled to host client device 102 or application server 114, where one or more of the operations are performed.

[0167] Some examples disclose a method of manufacturing a card 682 having an encoding 684. The method includes: preparing a plurality of cards. For example, it can be prepared by manufacturing the card 682 to be ready for printing. The method continues by printing a plurality of encodings 684 on the plurality of cards 682, where the encoding 684 among the plurality of encodings 684 printed on the corresponding card 682 of the plurality of cards 682 identifies the corresponding card 682 among the plurality of cards 682, and where the plurality of encodings 684 are computer-readable encodings 682. For example, the card 682 is printed with an encoding 682 that can only be read by a computer, such as a QR code or a barcode. In some examples, the card 682 is printed for manufacturing the card 682 described herein. The method may also include: avoiding printing other identification on the plurality of cards 682. For example, the card 682 can be such that no other identification such as a "king" symbol is printed on the card 682.

[0168] Machine architecture

[0169] Figure 14is a schematic diagram of machine 1400 within which instructions 1410 (e.g., software, program, application, applet, application program, or other executable code) can be executed to cause machine 1400 to perform any one or more of the methods discussed herein. For example, instructions 1410 can cause machine 1400 to perform any one or more of the methods described herein. Instructions 1410 transform a general purpose, unprogrammed machine 1400 into a particular machine 1400 programmed to perform the described and illustrated functions in the described manner. Machine 1400 can operate as a stand-alone device or can be coupled (e.g., networked) to other machines. In a networked deployment, machine 1400 can operate in the capacity of 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. Machine 1400 can include, but is not limited to: server computers, client computers, personal computers (PCs), tablet computers, laptop computers, netbooks, set-top boxes (STBs), personal digital assistants (PDAs), entertainment media systems, cellular telephones, smartphones, mobile devices, wearable devices (e.g., smart watches), smart home devices (e.g., smart appliances), other smart devices, web appliances, network routers, network switches, network bridges, or any machine capable of sequentially or otherwise executing instructions 1410 specifying actions to be taken by machine 1400. Further, while only a single machine 1400 is shown, the term "machine" shall also be taken to include a collection of machines that individually or jointly execute instructions 1410 to perform any one or more of the methods discussed herein. For example, machine 1400 can include client device 102 or any one of a plurality of server devices forming part of messaging server system 108. In some examples, machine 1400 can also include both a client system and a server system, where certain operations of a particular method or algorithm are executed on the server side and certain operations of the particular method or algorithm are executed on the client side.

[0170] Machine 1400 may include a processor 1404, a memory 1406, and input / output (I / O) components 1402 that may be configured to communicate with each other via a bus 1440. In an example, the processor 1404 (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 1408 and a processor 1412 that execute instructions 1410. 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 Figure 14 multiple processors 1404 are shown, machine 1400 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.

[0171] Memory 1406 includes a main memory 1414, a static memory 1416, and a storage unit 1418, all of which are accessible by processor 1404 via bus 1440. Main memory 1406, static memory 1416, and storage unit 1418 store instructions 1410 that implement any one or more of the methods or functions described herein. The instructions 1410 may also reside, completely or partially, within a machine-readable medium 1420 within main memory 1414, within static memory 1416, within storage unit 1418, within at least one of the processors 1404 (e.g., within a cache memory of the processor), or any suitable combination thereof, during execution by machine 1400.

[0172] I / O components 1402 may include various components for receiving input, providing output, generating output, transmitting information, exchanging information, capturing measurement results, etc. The specific I / O components 1402 included in a particular machine will depend on the type of the 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 is less likely to include such a touch input device. It will be appreciated that I / O components 1402 may include Figure 14Many other components not shown. In various examples, I / O component 1402 can include user output component 1426 and user input component 1428. User output component 1426 can include visual components (e.g., displays such as plasma display panels (PDPs), light emitting diode (LED) displays, liquid crystal displays (LCDs), projectors, or cathode ray tubes (CRTs)), acoustic components (e.g., speakers), haptic components (e.g., vibration motors, resistance mechanisms), other signal generators, etc. User input component 1428 can include alphanumeric input components (e.g., keyboards, touchscreens configured to receive alphanumeric input, optical keyboards, or other alphanumeric input components), point-based input components (e.g., mice, touchpads, trackballs, joysticks, motion sensors, or other pointing instruments), haptic input components (e.g., physical buttons, touchscreens that provide the location and force of a touch or touch gesture, or other haptic input components), audio input components (e.g., microphones), etc.

[0173] In additional examples, I / O component 1402 can include biometric component 1430, motion component 1432, environmental component 1434, or location component 1436 and various other components. For example, biometric component 1430 includes components for detecting expressions (e.g., hand expressions, facial expressions, voice expressions, body postures, or eye tracking), measuring biometric signals (e.g., blood pressure, heart rate, body temperature, perspiration, or brain waves), identifying people (e.g., voice recognition, retina recognition, face recognition, fingerprint recognition, or electroencephalogram-based recognition), etc. Motion component 1432 includes acceleration sensor components (e.g., accelerometers), gravity sensor components, rotational sensor components (e.g., gyroscopes).

[0174] Environmental component 1434 includes, for example, one or more camera devices (with still image / photo and video capabilities), lighting sensor components (e.g., photometers), temperature sensor components (e.g., one or more thermometers that detect ambient temperature), humidity sensor components, pressure sensor components (e.g., barometers), acoustic sensor components (e.g., one or more microphones that detect background noise), proximity sensor components (e.g., infrared sensors that detect nearby objects), gas sensors (e.g., gas detection sensors that detect the concentration of hazardous gases for safety or measure pollutants in the atmosphere) or other components that can provide an indication, measurement, or signal corresponding to the surrounding physical environment.

[0175] Regarding the imaging device, the client device 102 may have an imaging device system that includes, for example, a front imaging device on the front surface of the client device 102 and a rear imaging device on the rear surface of the client device 102. The front imaging device may be used, for example, to capture still images and videos (e.g., "selfies") of the user of the client device 102, which can then be enhanced with the above-described enhancement data (e.g., filters). The rear imaging device may be used, for example, to capture still images and videos in a more traditional imaging device mode, where these images are similarly enhanced with enhancement data. In addition to the front imaging device and the rear imaging device, the client device 102 may further include a 360° imaging device for capturing 360° photos and videos.

[0176] In addition, the imaging device system of the client device 102 may include a dual rear imaging device (e.g., a main imaging device and a depth sensing imaging device), or even a triple rear imaging device configuration, a quadruple rear imaging device configuration, or a quintuple rear imaging device configuration on the front and rear sides of the client device 102. For example, these multiple imaging device systems may include a wide-angle imaging device, an ultra-wide-angle imaging device, a telephoto imaging device, a macro imaging device, and a depth sensor.

[0177] The location component 1436 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 altitude can be obtained), an orientation sensor component (e.g., a magnetometer), etc.

[0178] A variety of techniques can be used to implement communication. The I / O component 1402 also includes a communication component 1438 that is operable to couple the machine 1400 to the network 1422 or the device 1424 via a corresponding coupling or connection. For example, the communication component 1438 may include a network interface component that interfaces with the network 1422 or another suitable device. In another example, the communication component 1438 may include a wired communication component, a wireless communication component, a cellular communication component, a near field communication (NFC) component, components (e.g., low power consumption), components, and other communication components that provide communication via other modalities. The device 1424 may be another machine or any of a variety of peripheral devices (e.g., a peripheral device coupled via USB).

[0179] In addition, communication component 1438 can detect an identifier or include a component operable to detect an identifier. For example, communication component 1438 can include a radio frequency identification (RFID) tag reader component, an NFC smart tag detection component, an optical reader component (e.g., for detecting one-dimensional barcodes such as Universal Product Code (UPC) barcodes, optical sensors for multi-dimensional barcodes such as Quick Response (QR) codes, Aztec codes, Data Matrix, Dataglyph, MaxiCode, PDF417, UltraCode, UCC RSS-2D barcodes, and other optical codes), or an acoustic detection component (e.g., a microphone for identifying a tagged audio signal). Additionally, various information can be obtained via communication component 1438, such as a location via Internet Protocol (IP) geolocation, a location via signal triangulation, a location via detecting an NFC beacon signal that can indicate a specific location, etc.

[0180] Various memories (e.g., main memory 1414, static memory 1416, and the memory of processor 1404) and storage unit 1418 can store one or more sets of instructions and data structures (e.g., software) implemented or used by any of the methods or functions described herein. These instructions (e.g., instructions 1410), when executed by processor 1404, cause the various operations to implement the disclosed examples.

[0181] Instructions 1410 can be sent or received via a network interface device (e.g., the network interface component included in communication component 1438) using a transmission medium and using any one of several well-known transmission protocols (e.g., Hypertext Transfer Protocol (HTTP)) over network 1422. Similarly, instructions 1410 can be transmitted or received via an interface with device 1424 (e.g., a peer-to-peer interface) using a transmission medium.

[0182] Software Architecture

[0183] Figure 15FIG. 1500 is a block diagram showing a software architecture 1504 that can be installed on any one or more of the devices described herein. The software architecture 1504 is supported by hardware, such as a machine 1502 that includes a processor 1520, a memory 1526, and I / O components 1538. In this example, the software architecture 1504 can be conceptually thought of as a stack of layers, where each layer provides a specific function. The software architecture 1504 includes the following layers, such as an operating system 1512, libraries 1510, frameworks 1508, and applications 1506. In operation, the application 1506 activates an API call 1550 through the software stack and receives a message 1552 in response to the API call 1550.

[0184] The operating system 1512 manages hardware resources and provides common services. The operating system 1512 includes, for example: a kernel 1514, services 1516, and drivers 1522. The kernel 1514 acts as an abstraction layer between the hardware and other software layers. For example, the kernel 1514 provides memory management, processor management (e.g., scheduling), component management, networking, and security settings, among other functions. The services 1516 can provide other common services for other software layers. The drivers 1522 are responsible for controlling or interfacing with the underlying hardware. For example, the drivers 1522 can include a display driver, a camera device driver, or a low-power driver, a flash driver, a serial communication driver (e.g., a USB driver), a driver, an audio driver, a power management driver, etc.

[0185] The libraries 1510 provide common low-level infrastructure used by the applications 1506. The libraries 1510 can include system libraries 1518 (e.g., the C standard library), which provide functions such as memory allocation functions, string manipulation functions, mathematical functions, etc. In addition, the libraries 1510 can include API libraries 1524, such as media libraries (e.g., libraries for supporting the presentation and manipulation of various media formats, such as Moving Picture Experts Group-4 (MPEG4), High Efficiency 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., the OpenGL framework for 2D and 3D rendering in graphical content on a display), database libraries (e.g., SQLite, which provides various relational database functions), web libraries (e.g., WebKit, which provides web browsing functions), etc. The libraries 1510 can also include various other libraries 1528 to provide many other APIs to the applications 1506.

[0186] The framework 1508 provides a common high-level infrastructure used by the application 1506. For example, the framework 1508 provides various graphical user interface (GUI) functions, high-level resource management, and high-level location services. The framework 1508 can provide a wide range of other APIs that can be used by the application 1506, some of which may be specific to a particular operating system or platform.

[0187] In an example, the application 1506 can include a home application 1536, a contacts application 1530, a browser application 1532, a reader application 1534, a location application 1542, a media application 1544, a messaging application 1546, a gaming application 1548, and various other applications such as a third-party application 1540. The application 1506 is a program that executes functions defined in the program. One or more of the applications 1506 can be created using various programming languages, such as object-oriented programming languages (e.g., Objective-C, Java, or C++) or procedural programming languages (e.g., C language or assembly language). In a particular example, the third-party application 1540 (e.g., an application developed using an ANDROID TM or IOS TM software development kit (SDK)) can be mobile software that runs on a mobile operating system such as IOS TM , ANDROID TM , Phone or another mobile operating system. In this example, the third-party application 1540 can activate an API call 1550 provided by the operating system 1512 to facilitate the functions described herein.

[0188] Processing component

[0189] Now turning to Figure 16 , which shows a schematic diagram of a processing environment 1600 that includes a processor 1602, a processor 1606, and a processor 1608 (e.g., a GPU, a CPU, or a combination thereof).

[0190] The processor 1602 is shown coupled to a power supply 1604 and includes (permanently configured or temporarily instantiated) modules, namely an image processing component 1610, an AR graphics component 1612, and a user interface component 1614. The image processing component 1610 is activated to process an image 648 to determine the card 650 and other information about the card 650, such as the location 646 of the card 650 and the encoding 652. For example, the ML module 658 processes an image of the card 650 to generate the location 646 of the card 650 and the encoding 652.

[0191] The AR graphics component 1612 displays the overlay 644 on the card 650. For example, the AR graphics module 668 displays the overlay 644 on the card 682 in the user view 609. The AR graphics module 668 adjusts the overlay 644 according to the user view 609 to fit it on the card 682.

[0192] The user interface component 1614 interacts with the user 698 to determine the user intent 674 of the user 698. For example, the UI module 672 processes the tactile 601, gesture 603, voice 605, and location 607 inputs of the user 698 to determine the user intent 674. The UI module 672 presents a UI 677 including items 675 such as the app carousel 1128 on the display 608. As shown, the processor 1602 is communicatively coupled to both the processor 1606 and the processor 1608.

[0193] Glossary

[0194] In this document, certain examples are described as including logic or multiple components, modules, or mechanisms. A module can be a software module (e.g., code contained on a machine-readable medium or in a transmitted signal) or a hardware module. A "hardware module" is a tangible unit capable of performing a particular operation and can be configured or arranged in a particular physical manner. In various examples, one or more computer systems (e.g., a stand-alone computer system, a client computer system, or a server computer system) or one or more hardware modules of a computer system (e.g., a processor or a group of processors) can be configured by software (e.g., an application or a portion of an application) to operate as a hardware module that performs certain operations as described herein.

[0195] A "carrier signal" refers to any non-tangible medium that can store, encode, or carry instructions executed by a machine and includes a digital or analog communication signal or other non-tangible media that facilitate the communication of such instructions. Instructions can be sent or received over a network using a transmission medium via a network interface device.

[0196] 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 can be, but is not limited to, a mobile phone, AR glasses, VR glasses, AR wearable devices, desktop computers, laptop computers, portable digital assistants (PDAs), smartphones, tablet computers, ultrabooks, netbooks, laptop computers, multiprocessor systems, microprocessor-based or programmable consumer electronics, game consoles, set-top boxes, or any other communication device that a user can use to access a network.

[0197] "Communication network" refers to one or more parts of a network, which can be an ad hoc network, an intranet, an extranet, a virtual private network (VPN), a local area network (LAN), a wireless LAN (WLAN), a wide area network (WAN), a wireless WAN (WWAN), a metropolitan area network (MAN), the Internet, a part of the Internet, a part of the public switched telephone network (PSTN), a plain old telephone service (POTS) network, a cellular telephone network, a wireless network, a network, another type of network, or a combination of two or more such networks. For example, a network or a part of a network can include a wireless network or a cellular network, and the coupling can be a code division multiple access (CDMA) connection, a global system for mobile communications (GSM) connection, or other types of cellular or wireless coupling. In this example, the coupling can implement any data transmission technology among various types of data transmission technologies, such as single-carrier radio transmission technology (1xRTT), evolved data optimized (EVDO) technology, general packet radio service (GPRS) technology, enhanced data rate GSM evolution (EDGE) technology, the 3rd Generation Partnership Project (3GPP) including 3G, the 4th generation wireless (4G) network, universal mobile telecommunications system (UMTS), high-speed packet access (HSPA), worldwide interoperability for microwave access (WiMAX), long term evolution (LTE) standard, other data transmission technologies defined by various standards-setting organizations, other long-distance protocols, or other data transmission technologies.

[0198] "Component" refers to a logical, device, or physical entity having boundaries defined by functionality or subroutine calls, branch points, APIs, or other technical definitions that provide partitioning or modularization of a particular processing or control function. Components can be combined with other components via their interfaces to perform machine processing. A component can be an encapsulated functional hardware unit designed to be used with other components, as well as part of a program for a particular function that generally performs related functions. Components can constitute software components (e.g., code implemented on a machine-readable medium) or hardware components. A "hardware component" is a tangible unit capable of performing certain operations and can be configured or arranged in some physical manner. In various examples, one or more computer systems (e.g., stand-alone computer systems, client computer systems, or server computer systems) or one or more hardware components of a computer system (e.g., a processor or group of processors) can be configured by software (e.g., an application or part of an application) to operate to perform certain operations as described herein as a hardware component. A hardware component can also be implemented mechanically, electronically, or in any suitable combination thereof. For example, a hardware component can include dedicated circuitry or logic permanently configured to perform certain operations. A hardware component can be a dedicated processor, such as a field programmable gate array (FPGA) or an application specific integrated circuit (ASIC). A hardware component can also include programmable logic or circuitry that is temporarily configured by software to perform certain operations. For example, a hardware component can include software executed by a general purpose processor or other programmable processor. Once configured by such software, the hardware component becomes a particular machine (or a particular component of a machine) uniquely customized to perform the configured function and is no longer a general purpose processor. It will be appreciated that a decision can be made, for cost and time considerations, as to whether to implement a hardware component in dedicated and permanently configured circuitry or in circuitry that is temporarily configured (e.g., configured by software). Thus, the phrase "hardware component" (or "hardware-implemented component") should be understood to include a tangible entity, i.e., an entity that is physically constructed, permanently configured (e.g., hard-wired), or temporarily configured (e.g., programmed) to operate in some manner or to perform certain operations described herein. Considering an example where a hardware component is temporarily configured (e.g., programmed), each of the hardware components need not be configured or instantiated at any given time. For example, in the case where a hardware component includes a general purpose processor that is configured by software to become a dedicated processor, the general purpose processor can be configured at different times to be respective different dedicated processors (e.g., including different hardware components). The software accordingly configures one or more particular processors to, for example, constitute a particular hardware component at one moment and a different hardware component at a different moment. Hardware components can provide information to and receive information from other hardware components. Thus, the described hardware components can be considered to be communicatively coupled.In the presence of multiple hardware components, communication can be achieved through signal transmission between or among two or more of the hardware components (e.g., via appropriate circuits and buses). In examples where multiple hardware components are configured or instantiated at different times, communication between such hardware components can be achieved, for example, by storing information in a memory structure to which the multiple hardware components have access and retrieving the information from the memory structure. For example, one hardware component can perform an operation and store the output of the operation in a memory device communicatively coupled thereto. Then, another hardware component can access the memory device at a subsequent time to retrieve the stored output and process the stored output. The hardware components can also initiate communication with an input device or an output device and can operate on resources (e.g., a collection of information). The various operations of the example methods described herein can be performed at least in part by one or more processors that are temporarily configured (e.g., via software) or permanently configured to perform the associated operations. Whether temporarily or permanently configured, such processors can constitute processor-implemented components that operate to perform one or more of the operations or functions described herein. As used herein, a "processor-implemented component" refers to a hardware component implemented using one or more processors. Similarly, the methods described herein can be at least in part processor-implemented, where one or more particular processors are examples of hardware. For example, at least some of the operations of the method can be performed by one or more processors or processor-implemented components. Additionally, one or more processors can also operate to support the execution of associated operations in a "cloud computing" environment or as a "software as a service" (SaaS) operation. For example, at least some of the operations can be performed by a group of computers (as an example of a machine including processors), where the operations can be accessed via a network (e.g., the Internet) and via one or more appropriate interfaces (e.g., an API). The execution of certain operations can be distributed among the processors, not residing only within a single machine but deployed across multiple machines. In some examples, the processor or processor-implemented components can be located in a single geographical location (e.g., within a home environment, an office environment, or a server farm). In other examples, the processor or processor-implemented components can be distributed across multiple geographical locations.

[0199] The term "computer-readable storage medium" refers to both machine storage media and transmission media. Thus, these terms include both storage devices / media and carrier / modulated data signals. The terms "machine-readable medium", "computer-readable medium", and "device-readable medium" mean the same thing and can be used interchangeably in this disclosure.

[0200] "Transient message" refers to a message that is accessible for a limited duration of time. The transient message can be text, image, video, etc. The access time for the transient message can be set by the message sender. 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.

[0201] "Machine storage medium" refers to a single or multiple storage devices and media (e.g., centralized or distributed databases, and associated caches and servers) that store executable instructions, routines, and data. Thus, the term should be considered to include, but not be limited to, solid-state memories as well as optical and magnetic media, including memories internal or external to a processor. Specific examples of machine storage media, computer storage media, and device storage media include: non-volatile memories, including, for example, semiconductor memory devices such as erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), FPGA, and flash memory devices; magnetic disks, such as internal hard disks and removable disks; magneto-optical disks; and CD-ROM and DVD-ROM disks. The terms "machine storage medium", "device storage medium", "computer storage medium" mean the same thing and can be used interchangeably in this disclosure. The terms "machine storage medium", "computer storage medium", and "device storage medium" expressly exclude carrier waves, modulated data signals, and other such media, at least some of which are subsumed under the term "signal medium".

[0202] "Non-transitory computer-readable storage medium" refers to a tangible medium capable of storing, encoding, or carrying instructions for execution by a machine.

[0203] "Signal medium" refers to any intangible medium that is capable of storing, encoding, or carrying instructions executed by a machine and includes digital or analog communication signals or other intangible media that facilitate the communication of software or data. The term "signal medium" should be considered to include any form of modulated data signal, carrier wave, etc. The term "modulated data signal" means a signal whose one or more characteristics are set or changed in a manner that encodes information in the signal. The terms "transmission medium" and "signal medium" mean the same thing and can be used interchangeably in this disclosure.

Claims

1. A method performed on an augmented reality (AR) wearable device, the method comprising: An image corresponding to a user view of a real-world scene is captured by an image capture device of the AR wearable device; Data indicating cards within the image and the positions of the cards are accessed in a memory of the AR wearable device, the cards including encodings; An overlay for the cards is determined based on card assignment and the encodings; The shape of the overlay is adjusted based on the positions of the cards and the user view; And The overlay for the cards is displayed on a display of the AR wearable device, wherein the position of the overlay is based on the positions of the cards and the user view.

2. The method according to claim 1, further comprising: A pose associated with the cards performed by a user of the AR wearable device is determined; A rule associated with the pose is determined; And The rule is executed.

3. The method according to claim 2, wherein, The pose is playing the card, and the rule includes: In response to an end-of-game condition, determining which user among a plurality of users including the user has won the game and adjusting the score.

4. The method according to claim 2, wherein, The pose is playing the card, and the rule includes: In response to a condition that the card is played incorrectly, displaying an indication on the display of the AR wearable device that the card is played incorrectly.

5. The method according to claim 2, further comprising: Determining that a pose performed by the user is arranging multiple cards for a game; And In response to the number of the multiple cards being the same as the number of cards for playing the game, determining a card assignment, wherein the card assignment assigns an overlay among multiple overlays to each of the multiple cards, and wherein each of the multiple cards is identified based on each of the multiple cards including a different encoding.

6. The method according to any one of claims 1 - 5, wherein, The overlay is a video played by the AR wearable device on the card, the overlay is an image, or the overlay is an animated image.

7. The method according to any one of claims 1 - 5, wherein, The overlay is a first overlay, and wherein the method further includes: Changing the first overlay to a second overlay in response to determining that a condition for the rule is met.

8. The method according to any one of claims 1 - 5, wherein, The encoding is located on at least one face of the card or at least one edge of the card.

9. The method according to any one of claims 1 - 5, further comprising: Receiving an indication of a game selection from a user of the AR wearable device; Downloading the game, the game including the overlay; And Running the game.

10. The method according to claim 9, wherein, The user is a first user, and the AR wearable device is a first AR wearable device, and wherein the method further includes: Receiving an indication from a second user of a second AR wearable device requesting to join the game; and Adding the second user and the second AR wearable device to the game.

11. The method according to claim 10, further comprising: Sending the card assignment to the second AR wearable device.

12. The method according to claim 11, wherein The user plays the card, and wherein the method further includes: Sending an indication that the user plays the card and an indication of the encoding to the second AR wearable device.

13. The method according to any one of claims 1-5, further comprising: Sending an indication to a computing device to join the game; Receiving an acceptance of joining the game from the computing device; And Running the game including the overlay.

14. An augmented reality (AR) wearable device, comprising: A processor, and A memory storing instructions that, when executed by the processor, configure the AR wearable device to perform operations, the operations including: An image corresponding to a user view of a real-world scene is captured by an image capture device of the AR wearable device; Data indicating cards within the image and the positions of the cards are accessed in a memory of the AR wearable device, the cards including encodings; An overlay for the cards is determined based on the card assignment and the encodings; The shape of the overlay is adjusted based on the positions of the cards and the user view; and The overlay for the cards is displayed on a display of the AR wearable device, wherein the position of the overlay is based on the positions of the cards and the user view.

15. The AR wearable device according to claim 14, wherein The operations further include: Determining a pose performed by a user of the AR wearable device that is related to the cards; Determining a rule associated with the pose; and Executing the rule.

16. The AR wearable device according to claim 14 or 15, wherein The pose is playing the card, and the rule includes: In response to an end-of-game condition, determining which user among a plurality of users including the user has won the game and adjusting the score.

17. The AR wearable device according to claim 14 or 15, wherein The pose is playing the card, and the rule includes: In response to a condition that the card is played incorrectly, displaying an indication that the card is played incorrectly on a display of the AR wearable device.

18. The AR wearable device according to claim 17, wherein The operations further include: Determining that a pose performed by the user is arranging multiple cards for a game; and In response to the number of the multiple cards being the same as the number of cards for playing the game, determining a card assignment, wherein the card assignment assigns an overlay from multiple overlays to each of the multiple cards, and wherein each of the multiple cards is identified based on each of the multiple cards including a different encoding.

19. A method of manufacturing a card, comprising: Preparing multiple cards; And Printing a plurality of encodings on the multiple cards, wherein the encoding among the plurality of encodings printed on a corresponding card of the multiple cards identifies the corresponding card among the multiple cards, and wherein the plurality of encodings are computer-readable encodings.

20. The method according to claim 19, further comprising: Avoiding printing other identification on the multiple cards.