EP4268060A1 - Neuzentrierung von ar/vr-inhalten auf einer brillenvorrichtung - Google Patents

Neuzentrierung von ar/vr-inhalten auf einer brillenvorrichtung

Info

Publication number
EP4268060A1
EP4268060A1 EP21848500.1A EP21848500A EP4268060A1 EP 4268060 A1 EP4268060 A1 EP 4268060A1 EP 21848500 A EP21848500 A EP 21848500A EP 4268060 A1 EP4268060 A1 EP 4268060A1
Authority
EP
European Patent Office
Prior art keywords
real
eyewear device
world environment
virtual
user
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
EP21848500.1A
Other languages
English (en)
French (fr)
Inventor
Kyle Goodrich
Andrew James Mcphee
Daniel Moreno
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Snap Inc
Original Assignee
Snap Inc
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority claimed from US17/445,767 external-priority patent/US20220198603A1/en
Application filed by Snap Inc filed Critical Snap Inc
Publication of EP4268060A1 publication Critical patent/EP4268060A1/de
Pending legal-status Critical Current

Links

Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/011Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
    • GPHYSICS
    • G02OPTICS
    • G02BOPTICAL ELEMENTS, SYSTEMS OR APPARATUS
    • G02B27/00Optical systems or apparatus not provided for by any of the groups G02B1/00 - G02B26/00, G02B30/00
    • G02B27/01Head-up displays
    • G02B27/017Head mounted
    • G02B27/0172Head mounted characterised by optical features
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T19/00Manipulating 3D models or images for computer graphics
    • G06T19/006Mixed reality
    • GPHYSICS
    • G02OPTICS
    • G02BOPTICAL ELEMENTS, SYSTEMS OR APPARATUS
    • G02B27/00Optical systems or apparatus not provided for by any of the groups G02B1/00 - G02B26/00, G02B30/00
    • G02B27/01Head-up displays
    • G02B27/017Head mounted
    • G02B2027/0178Eyeglass type

Definitions

  • This disclosure relates to eyewear devices.
  • Some electronics-enabled eyewear devices such as so-called smart glasses, allow users to interact with virtual content while a user is engaged in some activity. Users wear the eyewear devices and can view a real-world environment through the eyewear devices while interacting with virtual content that is displayed by the eyewear devices.
  • FIG. 1 is a diagrammatic representation of a networked environment in which the present disclosure may be deployed, in accordance with some examples.
  • FIG. 2 is a diagrammatic representation of a messaging system, in accordance with some examples, that has both client-side and server-side functionality.
  • FIG. 3 is a diagrammatic representation of a data structure as maintained in a database, in accordance with some examples.
  • FIG. 4 is a diagrammatic representation of a message, in accordance with some examples.
  • FIG. 5 is a perspective view of an eyewear device according to an example embodiment.
  • FIG. 6 is a flowchart showing example operations of the content centering system according to an example embodiment.
  • FIGS. 7-10 are illustrative screens of the content centering system according to example embodiments.
  • FIG. 11 is a diagrammatic representation of a machine in the form of a computer system within which a set of instructions may be executed for causing the machine to perform any one or more of the methodologies discussed herein, in accordance with some examples.
  • FIG. 12 is a block diagram showing a software architecture within which examples may be implemented.
  • Typical smart glass platforms allow users to read their text messages within the smart gl asses as well as interact with other types of virtual content. Such platforms are configured to display the virtual content in the lenses of the smart glasses. While such systems work well to generally allow users to interact with virtual content, such devices fail to consider movement of the user through the real-world environment in the display of the virtual content. Some systems continuously display the virtual content as the user moves around the real-world environment but doing so does not always make sense and can end up inundating the user with too much information making such presentation counterproductive. Namely, such devices fail to selectively determine whether or not to continue to display virtual content within a current view of the real- world environment as the user moves around which, in turn, ends up frustrating the user and ends up distracting the users from activities they are performing.
  • the typical way of presenting the virtual content in the lenses of the smart glasses ends up consuming a great deal of processing and battery resources. This is because such devices use standard, resource-intensive programming languages and operations to process the virtual content and further use additional resources to generate such virtual content for display. As a result, the battery life of these typical smart glasses is very' limited, requiring a user to constantly charge the smart glasses for use, which takes away from the appeal and interest of using the smart glasses.
  • the disclosed embodiments improve the efficiency of using the electronic device by selectively updating the virtual location at which virtual content is displayed by an electronic eyewear device, such as based on receipt of a specific request.
  • the user is informed about the virtual content as the user moves around a real-world environment in a non-intrusive manner.
  • virtual content is displayed at a first virtual location when the user view's a first portion of a real-world environment through the eyewear device.
  • the virtual content is maintained at the first virtual location so it is removed from the display of the eyewear device as the user moves around to view a second portion of the real-world environment.
  • the virtual content is moved to be re-displayed and brought back into view while the user views the second portion of the real- world environment in response to a specific request to bring the one or more virtual objects into a current view' of the eyewear device.
  • the specific request can be received from the user, such as by tapping or pressing and holding a touch input interface of the eyewear device or performing a physical gesture using a user’s body part (e.g., hands of the user).
  • the specific request may also be received from an application associated with the virtual objects indicating an update being received that is associated with the virtual objects. This avoids distracting and disturbing the user from performing an activity while interacting with virtual content.
  • the processor of the eyewear device executes a low-power process to selectively bring into view virtual objects that are displayed within a real-world environment, the battery life of the electronic eyewear device is enhanced. This increases the efficiency, appeal, and utility of electronic eyewear devices.
  • FIG. l 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 a client device 102, each of which hosts a number of applications, including a messaging client 104 and other external applications 109 (e.g., third-party applications).
  • Each messaging client 104 is communicatively coupled to other instances of the messaging client 104 (e.g., hosted on respective other client devices 102), a messaging server system 108 and external app(s) servers 110 via a network 112 (e.g., the Internet).
  • a messaging client 104 can also communicate with locally- hosted third-party applications 109 using Applications Program Interfaces (APIs).
  • APIs Application Program Interfaces
  • the messaging system 100 includes an eyewear device 119, which hosts a content centering system 107, among other applications.
  • the eyewear device 119 is communicatively coupled to the client device 102 via the network 112 (which may include via a dedicated short-range communication path, such as a BluetoothTM or WiFi direct connection).
  • the content centering system 107 automatically or selectively moves augmented reality or virtual reality content from one virtual position to another as the user moves around the eyewear device 119.
  • the user or wearer of the eyewear device 119 may initially be looking at a first portion of a real-world environment (e.g., a first room in a house).
  • the user may provide input (e.g., using a client device 102 or a voice activated or touch activated interface of the eyewear devi ce 119) to launch or access virtual content that includes one or more objects.
  • the user can request to access a music or video library.
  • a list of thumbnails or visual indicators of the media assets associated with a music or video library is retrieved and presented within view of the first portion of the real-world environment.
  • the content centering system 107 assigns a first virtual location to the virtual content.
  • the first virtual location corresponds to a position in three-dimensional space at which the first portion of the real-world environment exists.
  • the content centering system 107 displays the virtual content at the first virtual location so that the virtual content is visible to the user as the user views the first portion of the real-world environment through lenses of the eyewear device 119.
  • the virtual content includes user interface elements for controlling playback of content. In such cases, the user can interact with the virtual content to playback, stop, skip or control consumption of the media assets.
  • the virtual content includes user interface elements for generating augmented reality content. In such cases, the user can interact with the virtual content to add augmented reality items or elements to a view of the eyewear device 119 (e.g., the user can add virtual paint to a real -world scene the user is viewing through the eyewear device 119).
  • the user can turn their head or walk to another real-world location (e.g., a second portion of the real-world environment, such as another room in the house).
  • the other real-world location may include some or none of the real-world objects that are within view of the first portion of the real-world location.
  • the virtual content that was displayed at the first virtual location is maintained at that location while the user moves around. As a result, the virtual content disappears from view when the user is viewing the second portion of the real-world environment.
  • the content centering system 107 may receive a request to bring the virtual content into a current view of the eyewear device 119.
  • the user can tap or press and hold a touch interface of the eyewear device 119 to request that the virtual content be brought into the current view.
  • the user can perform a hand gesture or foot gesture which is captured by a camera of the eyewear device 119.
  • the content centering system 107 determines that the request to bring the virtual content in the current view has been received.
  • the content centering system 107 may receive the request to bring the virtual content into the current view from an application associated with the virtual content.
  • the application may indicate that one of the virtual objects associated with the virtual content includes an update (e.g., a new message in a conversation may be received, playback of a given playlist or media asset ends, and so forth).
  • the update may request the content centering system 107 to bring the virtual content into a current view of the eyewear device 119.
  • the content centering system 107 In response to receiving the request to bring the virtual content into a current view of the eyewear device 119, the content centering system 107 identifies a second virtual location that is within a current view of the lenses of the eyewear device 119. The content centering system 107 updates the virtual location of the virtual content from the first virtual location to the second virtual location and then displays the virtual content at the second virtual location. In this way, the virtual content that was not within view of the eyewear device 1 19 because the user moved around is not brought into the current view (e.g., is displayed within a view of the second portion of the real-world environment). This allows the user to continue to interact with the virtual content when needed.
  • the user can perform a gesture or provide an instruction (e.g., can press and hold a touch interface of the eyewear device 119) to cause the virtual content to continuously and persistently be displayed within view of the eyewear device 119.
  • the virtual location of the virtual content is continuously updated to be displayed to the user on the lenses of the eyewear device 119 as the user moves around the real-world environment.
  • the user stops performing the gesture e.g., releases the finger from the touch interface
  • the virtual content is pinned at the current virtual location and is no longer updated or moved while the user moves around. Namely, the virtual content remains at the last virtual location when the gesture was stopped.
  • the virtual content is not displayed within the lenses of the eyewear device 119. This is because the user is now looking at a different portion of the real-world environment that is not within view of the last virtual location of the virtual content.
  • a messaging client 104 is able to communicate and exchange data with other messaging clients 104, the eyewear device 1 19, and with the messaging server system 108 via the network 112.
  • the messaging server system 108 provides server-side functionality via the network 112 to a particular messaging client 104. While certain functions of the messaging system 100 are described herein as being performed by either a messaging client 104 or by the messaging server system 108, the location of certain functionality either within the messaging client 104 or the messaging server system 108 may be a design choice. For example, it may be technically preferable to initially deploy certain technology and functionality within the messaging server system 108 but to later migrate this technology and functionality to the messaging client 104 where a client device 102 has sufficient processing capacity.
  • the messaging server system 108 supports various sendees and operations that are provided to the messaging client 104. Such operations include transmitting data to, receiving data from, and processing data generated by the messaging client 104. This data may include message content, client device information, geolocation information, media augmentation and overlays, message content persistence conditions, social network information, and live event information, as examples. Data exchanges within the messaging system 100 are invoked and controlled through functions available via user interfaces (UIs) of the messaging client 104.
  • UIs user interfaces
  • an Application Program Interface (API) server 116 is coupled to, and provides a programmatic interface to, application servers 114.
  • the application servers 114 are communicatively coupled to a database server 120, which facilitates access to a database 126 that stores data associated with messages processed by the application servers 114.
  • a web server 128 is coupled to the application server s 114, and provides web-based interfaces to the application servers 114. To this end, the web server 128 processes incoming network requests over the Hypertext Transfer Protocol (HTTP) and several other related protocols.
  • HTTP Hypertext Transfer Protocol
  • the Application Program Interface (API) server 116 receives and transmits message data (e g., commands and message payloads) between the client device 102 and the application servers 114. Specifically, the Application Program Interface (API) server 116 provides a set of interfaces (e.g., routines and protocols) that can be called or queried by the messaging client 104 in order to invoke functionality of the application servers 114. The Application Program Interface (API) server 116 exposes various functions supported by the application servers 114, including account registration, login functionality, the sending of messages, via the application servers 114, from a particular messaging client 104 to another messaging client 104.
  • media files e.g., images or video
  • a messaging server 118 the sending of media files (e.g., images or video) from a messaging client 104 to a messaging server 118, and for possible access by another messaging client 104, the settings of a collection of media data (e.g., story), the retrieval of a list of friends of a user of a client device 102, the retrieval of such collections, the retrieval of messages and content, the addition and deletion of entities (e.g., friends) to an entity graph (e g., a social graph), the location of friends within a social graph, and opening an application event (e.g., relating to the messaging client 104).
  • entity graph e.g., a social graph
  • an application event e.g., relating to the messaging client 104
  • the application servers 114 host a number of server applications and subsystems, including for example a messaging server 118, an image processing server 122, and a social network server 124.
  • the messaging server 118 implements a number of message processing technologies and functions, particularly related to the aggregation and other processing of content (e.g., textual and multimedia content) included in messages received from multiple instances of the messaging client 104.
  • content e.g., textual and multimedia content
  • the text and media content from multiple sources may be aggregated into collections of content (e g., called stories or galleries). These collections are then made available to the messaging client 104.
  • Other processor- and memory-intensive processing of data may also be performed server-side by the messaging server 118, in view of the hardware requirements for such processing.
  • the application servers 114 also include an image processing server 122 that is dedicated to performing various image processing operations, typically with respect to images or video within the payload of a message sent from or received at the messaging server 1 18.
  • Image processing server 122 is used to implement scan functionality of the augmentation system 208.
  • Scan functionality includes activating and providing one or more augmented reality experiences on a client device 102 when an image is captured by the client device 102.
  • the messaging application 104 on the client device 102 can be used to activate a camera.
  • the camera displays one or more real-time images or a video to a user along with one or more icons or identifiers of one or more augmented reality experiences.
  • the user can select a given one of the identifiers to launch the corresponding augmented reality experience.
  • Launching the augmented reality experience includes obtaining one or more augmented reality items associated with the augmented reality experience and overlaying the augmented reality items on top of the images or video being presented.
  • the social network server 124 supports various social networking functions and services and makes these functions and sendees available to the messaging server 118. To this end, the social network server 124 maintains and accesses an entity graph 308 (as shown in FIG. 3) within the database 126. Examples of functions and services supported by the social network server 124 include the identification of other users of the messaging system 100 with which a particular user has relationships or is “following,” and also the identification of other entities and interests of a parti cular user.
  • an external resource e.g., a third-party application 109 or applet
  • the messaging client 104 receives a user selection of an option to launch or access features of an external resource (e.g., a third-party resource), such as external apps 109.
  • the external resource may be a third-party application (external apps
  • the client device 102 e.g., a “native app”
  • a small-scale version of the third-party application e.g., an “applet”
  • the client device 102 e.g., a “native app”
  • a small-scale version of the third-party application e.g., an “applet”
  • the small-scale version of the third-party application includes a subset of features and functions of the third-party application (e.g., the full-scale, native version of the third-party standalone application) and is implemented using a markup-language document.
  • the small-scale version of the third-party application e.g., an “applet”
  • the small-scale version of the third-party application is a web-based, markup-language version of the third-party application and is embedded in the messaging client 104.
  • an applet may incorporate a scripting language (e.g., a ,*js file or a .json file) and a style sheet (e.g., a ,*ss file).
  • the messaging client 104 determines whether the selected external resource is a web-based external resource or a locally-installed external application.
  • external applications 109 that are 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 external application 109, on a home screen of the client device 102.
  • Small-scale versions of such external applications can be launched or accessed via the messaging client 104 and, in some examples, no or limited portions of the small-scale external application can be accessed outside of the messaging client 104.
  • the small-scale external application can be launched by the messaging client 104 receiving, from a external app(s) server 1 10, a markup-language document associated with the small-scale external application and processing such a document.
  • the messaging client 104 In response to determining that the external resource is a locally- installed external application 109, the messaging client 104 instructs the client device 102 to launch the external application 109 by executing locally-stored code corresponding to the external application 109. In response to determining that the external resource is a web-based resource, the messaging client 104 communicates with the external app(s) servers 110 to obtain a markup-language document corresponding to the selected resource. The messaging client 104 then processes the obtained markup-language document to present the web-based external resource within a user interface of the messaging client 104.
  • 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 activity taking place in one or more external resources.
  • the messaging client 104 can provide participants in a conversation (e.g., a chat session) in the messaging client 104 with notifications relating to the current or recent use of an external resource by one or more members of a group of users.
  • One or more users can be invited to join in an active external resource or to launch a recently- used but currently inacti ve (in the group of fri ends) external resource.
  • the external resource can provide participants in a conversation, each using a respective messaging client messaging clients 104, with the ability to share an item, status, state, or location in an external resource with one or more members of a group of users into a chat session.
  • the shared item may be an interactive chat card with which members of the chat can interact, for example, to launch the corresponding external resource, view specific information within the external resource, or take the member of the chat to a specific location or state within the external resource.
  • response messages can be sent to users on the messaging client 104.
  • the external resource can selectively include different media items in the responses, based on a current context of the external resource.
  • the messaging client 104 can present a list of the available external resources (e.g., third-party or external applications 109 or applets) to a user to launch or access a given external resource.
  • This list can be presented in a context-sensitive menu.
  • the icons representing different ones of the external application 109 (or applets) can vary based on how the menu is launched by the user (e.g., from a conversation interface or from a nonconversation interface).
  • FIG. 2 is a block diagram illustrating further details regarding the messaging system 100, according to some examples.
  • the messaging system 100 is shown to comprise the messaging client 104 and the application servers 114.
  • the messaging system 100 embodies a number of subsystems, which are supported on the client side by the messaging client 104 and on the sever side by the application servers 114. These subsystems include, for example, an ephemeral timer system 202, a collection management system 204, an augmentation system 208, a map system 210, a game system 212, and an external resource system 220.
  • the ephemeral timer system 202 is responsible for enforcing the temporary or time-limited access to content by the messaging client 104 and the messaging server 1 18.
  • the ephemeral timer system 202 incorporates a number of timers that, based on duration and display parameters associated with a message, or collection of messages (e.g., a story), selectively enable access (e.g., for presentation and display) to messages and associated content via the messaging client 104. Further details regarding the operation of the ephemeral tinier system 202 are provided below.
  • the collection management system 204 is responsible for managing sets or collections of media (e.g., collections of text, image video, and audio data).
  • a collection of content e.g., messages, including images, video, text, and audio
  • Such a collection may be made available for a specified time period, such as the duration of an event to which the content relates. For example, content relating to a music concert may be made available as a “story” for the duration of that music concert.
  • the collection management system 204 may also be responsible for publishing an icon that provides notification of the existence of a particular collection to the user interface of the messaging client 104.
  • the collection management system 204 furthermore includes a curation interface 206 that allows a collection manager to manage and curate a particular collection of content.
  • the curation interface 206 enables an event organizer to curate a collection of content relating to a specific event (e.g., delete inappropriate content or redundant messages).
  • the collection management system 204 employs machine vision (or image recognition technology) and content rules to automatically curate a content collection. In certain examples, compensation may be paid to a user for the inclusion of user-generated content into a collection. In such cases, the collection management system 204 operates to automatically make payments to such users for the use of their content.
  • the augmentation system 208 provides various functions that enable a user to augment (e.g., annotate or otherwise modify or edit) media content associated with a message.
  • the augmentation system 208 provides functions related to the generation and publishing of media overlays for messages processed by the messaging system 100.
  • the augmentation system 208 operatively supplies a media overlay or augmentation (e.g., an image filter) to the messaging client 104 based on a geolocation of the client device 102.
  • the augmentation system 208 operatively supplies a media overlay to the messaging client 104 based on other information, such as social network information of the user of the client device 102.
  • a media overlay may include audio and visual content and visual effects.
  • audio and visual content examples include pictures, texts, logos, animations, and sound effects.
  • An example of a visual effect includes color overlaying.
  • the audio and visual content or the visual effects can be applied to a media content item (e.g., a photo) at the client device 102.
  • the media overlay may include text, a graphical element, or image that can be overlaid on top of a photograph taken by the client device 102.
  • the media overlay includes an identification of a location overlay (e.g., Venice beach), a name of a live event, or a name of a merchant overlay (e.g., Beach Coffee House).
  • the augmentation system 208 uses the geolocation of the client device 102 to identify a media overlay that includes the name of a merchant at the geolocation of the client device 102.
  • the media overlay may include other indicia associated with the merchant.
  • the media overlays may be stored in the database 126 and accessed through the database server 120.
  • the augmentation system 208 provides a userbased publication platform that enables users to select a geolocation on a map and upload content associated with the selected geolocation. The user may also specify circumstances under which a particular media overlay should be offered to other users.
  • the augmentation system 208 generates a media overlay that includes the uploaded content and associates the uploaded content with the selected geolocation.
  • the augmentation system 208 provides a merchant-based publication platform that enables merchants to select a particular media overlay associated with a geolocation via a bidding process. For example, the augmentation system 208 associates the media overlay of the highest bidding merchant with a corresponding geolocati on for a predefined amount of time.
  • the augmentation system 208 communicates with the image processing server 122 to obtain augmented reality experiences and presents identifiers of such experiences in one or more user interfaces (e.g., as icons over a real-time image or video or as thumbnails or icons in interfaces dedicated for presented identifiers of augmented reality experiences).
  • one or more images, videos, or augmented reality graphical elements are retrieved and presented as an overlay on top of the images or video captured by the client device 102.
  • the camera is switched to a front-facing view (e.g., the front-facing camera of the client device 102 is activated in response to activation of a particular augmented reality experience) and the images from the front-facing cam era of the client device 102 start being displayed on the client device 102 instead of the rear-facing camera of the client device 102.
  • the one or more images, videos, or augmented reality graphical elements are retrieved and presented as an overlay on top of the images that are captured and displayed by the front-facing camera of the client device 102.
  • 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.
  • the map system 210 enables the display of user icons or avatars (e g., stored in profile data 316) on a map to indicate a current or past location of "friends" of a user, as well as media content (e.g., collections of messages including photographs and videos) generated by such friends, within the context of a map.
  • a message posted by a user to the messaging system 100 from a specific geographic location may be displayed within the context of a map at that particular location to “friends” of a specific user on a map interface of the messaging client 104.
  • a user can furthermore share his or her location and status information (e g., using an appropriate status avatar) with other users of the messaging system 100 via the messaging client 104, with this location and status information being similarly displayed within the context of a map interface of the messaging client 104 to selected users.
  • location and status information e g., using an appropriate status avatar
  • the game system 212 provides various gaming functions within the context of the messaging client 104.
  • the messaging client 104 provides a game interface providing a list of available games (e.g., web-based games or webbased applications) 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 further enables a particular user to invite other users to participate in the play of a specific game, by issuing invitations to such other users from the messaging client 104.
  • the messaging client 104 also supports both voice and text messaging (e.g., chats) within the context of gameplay, provides a leaderboard for the games, and also supports the provision of in-game rewards (e.g., coins and items).
  • the external resource system 220 provides an interface for the messaging client 104 to communicate with external app(s) servers 110 to launch or access external resources.
  • Each external resource (apps) server 110 hosts, for example, a markup language (e.g., HTML5) based application or small-scale version of an external application (e.g., game, utility, payment, or ride-sharing application that is external to the messaging client 104).
  • the messaging client 104 may launch a web-based resource (e.g., application) by accessing the HTML5 file from the external resource (apps) servers 110 associated with the web-based resource.
  • applications hosted by external resource servers 110 are programmed in JavaScript leveraging a Software Development Kit (SDK) provided by the messaging server 118.
  • SDK Software Development Kit
  • the SDK includes Application Programming Interfaces (APIs) with functions that can be called or invoked by the web-based application.
  • APIs Application Programming Interfaces
  • the messaging server 118 includes a JavaScript library that provides a given third- party resource access to certain user data of the messaging client 104.
  • HTML5 is used as an example technology for programming games, but applications and resources programmed based on other technologies can be used.
  • the SDK is downloaded by an external resource (apps) server 110 from the messaging server 118 or is otherwise received by the external resource (apps) server 1 10.
  • the SDK is included as part of the application code of a web-based external resource.
  • the code of the web-based resource can then call or invoke certain functions of the SDK to integrate features of the messaging client 104 into the web-based resource.
  • the SDK stored on the messaging server 118 effectively provides the bridge between an external resource (e.g., third-party or external applications 109 or applets and the messaging client 104). This provides the user with a seamless experience of communicating with other users on the messaging client 104, while also preserving the look and feel of the messaging client 104.
  • the SDK facilitates communication between external resource servers 110 and the messaging client 104.
  • a Web ViewJavaScriptB ridge running on a client device 102 establishes two oneway communication channels between a external resource and the messaging client 104. Messages are sent between the external resource and the messaging client 104 via these communication channels asynchronously.
  • Each SDK function invocation is sent as a message and callback.
  • Each SDK function is implemented by constructing a unique callback identifier and sending a message with that callback identifier.
  • each external resource server 1 10 provides an HTML5 file corresponding to the webbased external resource to the messaging server 118.
  • the messaging server 118 can add a visual representation (such as a box art or other graphic) of the webbased external resource in the messaging client 104. Once the user selects the visual representation or instructs the messaging client 104 through a GUI of the messaging client 104 to access features of the web-based external resource, the messaging client 104 obtains the HTML5 file and instantiates the resources necessary to access the features of the web-based external resource.
  • the messaging client 104 presents a graphical user interface (e.g., a landing page or title screen) for an external resource. During, before, or after presenting the landing page or title screen, the messaging client 104 determines whether the launched external resource has been previously authorized to access user data of the messaging client 104. In response to determining that the launched external resource has been previously authorized to access user data of the messaging client 104, the messaging client 104 presents another graphical user interface of the external resource that includes functions and features of the external resource.
  • a graphical user interface e.g., a landing page or title screen
  • the messaging client 104 slides up (e.g., animates a menu as surfacing from a bottom of the screen to a middle of or other portion of the screen) a menu for authorizing the external resource to access the user data.
  • the menu identifies the type of user data that the external resource will be authorized to use.
  • the messaging client 104 adds the external resource to a list of authorized external resources and allows the external resource to access user data from the messaging client 104.
  • the external resource is authorized by the messaging client 104 to access the user data in accordance with an OAuth 2 framework.
  • the messaging client 104 controls the type of user data that is shared with external resources based on the type of external resource being authorized.
  • external resources that include full-scale external applications e.g., a third-party or external application 109 are provided with access to a first type of user data (e.g., only two-dimensional avatars of users with or without different avatar characteristics).
  • external resources that include small-scale versions of external applications e.g., web-based versions of third-party applications
  • a second type of user data e.g., payment information, two-dimensional avatars of users, three-dimensional avatars of users, and avatars with various avatar characteristics.
  • Avatar characteristics include different ways to customize a look and feel of an avatar, such as different poses, facial features, clothing, and so forth.
  • FIG. 3 is a schematic diagram illustrating data structures 300, which may be stored in the database 126 of the messaging server system 108, according to certain examples. While the content of the database 126 is shown to comprise a number of tables, it will be appreciated that the data could be stored in other types of data structures (e.g., as an object-oriented database).
  • the database 126 includes message data stored within a message table 302.
  • This message data includes, for any particular one message, at least message sender data, message recipient (or receiver) data, and a payload. Further details regarding information that may be included in a message, and included within the message data stored in the message table 302, is described below with reference to FIG. 4.
  • An entity table 306 stores entity data, and is linked (e.g., referentially) to an entity graph 308 and profile data 316. Entities for which records are maintained within the entity table 306 may include individuals, corporate entities, organizations, objects, places, events, and so forth. Regardless of entity type, any entity regarding which the messaging server system 108 stores data may be a recognized entity. Each entity is provided with a unique identifier, as well as an entity type identifier (not shown).
  • the entity graph 308 stores information regarding relationships and associations between entities. Such relationships may be social, professional (e.g., work at a common corporation or organization) interested-based or activity-based, merely for example.
  • the profile data 316 stores multiple types of profile data about a particular entity.
  • the profile data 316 may be selectively used and presented to other users of the messaging system 100, based on privacy settings specified by a particular entity.
  • the profile data 316 includes, for example, a user name, telephone number, address, settings (e.g., notification and privacy settings), as well as a user-selected avatar representation (or collection of such avatar representations).
  • a particular user may then selectively include one or m ore of these avatar representations wi thin the content of messages communicated via the messaging system 100, and on map interfaces displayed by messaging clients 104 to other users.
  • the collection of avatar representations may include “status avatars,” which present a graphical representation of a status or activity that the user may select to communicate at a particular time.
  • the profile data 316 for the group may similarly include one or more avatar representations associated with the group, in addition to the group name, members, and various settings (e.g., notifications) for the relevant group.
  • the database 126 also stores augmentation data, such as overlays or filters, in an augmentation table 310.
  • augmentation data is associated with and applied to videos (for which data is stored in a video table 304) and images (for which data is stored in an image table 312).
  • Filters are overlays that are displayed as overlaid on an image or video during presentation to a recipient user. Filters may be of various types, including user-selected filters from a set of filters presented to a sending user by the messaging client 104 when the sending user is composing a message. Other types of filters include geolocation filters (also known as geofilters), which may be presented to a sending user based on geographic location. For example, geolocation filters specific to a neighborhood or special location may be presented within a user interface by the messaging client 104, based on geolocation information determined by a Global Positioning System (GPS) unit of the client device 102.
  • GPS Global Positioning System
  • Another type of filter is a data filter, which may be selectively presented to a sending user by the messaging client 104, based on other inputs or information gathered by the client device 102 during the message creation process.
  • data filters include current temperature at a specific location, a current speed at which a sending user is traveling, battery life for a client device 102, or the current time.
  • augmented reality content items e g., corresponding to applying augmented reality experiences.
  • An augmented reality content item or augmented reality item may be a real-time special effect and sound that may be added to an image or a video.
  • augmentation data includes augmented reality content items, overlays, image transformations, AR images, and similar terms that refer to modifications that may be applied to image data (e.g., videos or images).
  • image data e.g., videos or images.
  • This also includes modifications to stored content, such as video clips in a gallery that may be modified. For example, in a client device 102 with access to multiple augmented reality content items, a user can use a single video clip with multiple augmented reality content items to see how the different augmented reality content items will modify the stored clip.
  • multiple augmented reality content items that apply different pseudorandom movement models can be applied to the same content by selecting different augmented reality content items for the content.
  • real-time video capture may be used with an illustrated modification to show how video images currently being captured by sensors of a client device 102 would modify the captured data. Such data may simply be displayed on the screen and not stored in memory, or the content captured by the device sensors may be recorded and stored in memory with or without the modifications (or both).
  • a preview feature can show how different augmented reality content items will look within different windows in a display at the same time. This can, for example, enable multiple windows with different pseudorandom animations to be viewed on a display at the same time.
  • Data and various systems using augmented reality content items or other such transform systems to modify content using this data can thus involve detection of objects (e.g., faces, hands, bodies, cats, dogs, surfaces, objects, etc.), tracking of such objects as they leave, enter, and move around the field of viewin video frames, and the modification or transformation of such objects as they are tracked.
  • objects e.g., faces, hands, bodies, cats, dogs, surfaces, objects, etc.
  • tracking of points on an object may be used to place an image or texture (which may be two dimensional or three dimensional) at the tracked position.
  • neural network analysis of video frames may be used to place images, models, or textures in content (e.g., images or frames of video).
  • Augmented reality content items thus refer both to the images, models, and textures used to create transformations in content, as well as to additional modeling and analysis information needed to achieve such transformations with object detection, tracking, and placement.
  • Real-time video processing can be performed with any kind of video data (e.g., video streams, video files, etc.) saved in a memory of a computerized system of any kind.
  • video data e.g., video streams, video files, etc.
  • a user can load video files and save them in a memory of a device, or can generate a video stream using sensors of the device.
  • any objects can be processed using a computer animation model, such as a human’s face and parts of a human body, animals, or non-living things such as chairs, cars, or other objects.
  • elements to be transformed are identified by the computing device, and then detected and tracked if they are present in the frames of the video.
  • the elements of the object are modified according to the request for modification, thus transforming the frames of the video stream. Transformation of frames of a video stream can be performed by different m ethods for different kinds of transform ation. For example, for transformations of frames mostly referring to changing forms of object’s elements, characteristic points for each element of an object are calculated (e g., using an .Active Shape Model (.ASM) or other known methods). Then, a mesh based on the characteristic points is generated for each of the at least one element of the object.
  • .ASM .Active Shape Model
  • This mesh is used in the following stage of tracking the elements of the object in the video stream.
  • the mentioned mesh for each element is aligned with a position of each element.
  • additional points are generated on the mesh.
  • a first set of first points is generated for each element based on a request for modification, and a set of second points is generated for each element based on the set of first points and the request for modification.
  • the frames of the video stream can be transformed by modifying the elements of the object on the basis of the sets of first and second points and the mesh.
  • a background of the modified object can be changed or distorted as well by tracking and modifying the background.
  • transformations changing some areas of an object using its elements can be performed by calculating characteristic points for each element of an object and generating a mesh based on the calculated characteristic points. Points are generated on the mesh, and then various areas based on the points are generated. The elements of the object are then tracked by aligning the area for each element with a position for each of the at least one element, and properties of the areas can be modified based on the request for modification, thus transforming the frames of the video stream. Depending on the specific request for modification, properties of the mentioned areas can be transformed in different ways.
  • Such modifications may involve changing color of areas; removing at least some part of areas from the frames of the video stream; including one or more new objects into areas which are based on a request for modification; and modifying or distorting the elements of an area or object.
  • any combination of such modifications or other similar modifications may be used.
  • some characteristic points can be selected as control points to be used in determining the entire state-space of options for the model animation.
  • a computer animation model to transform image data using face detection the face is detected on an image with use of a specific face detection algorithm (e.g., Viola-Jones). Then, an Active Shape Model (ASM) algorithm is applied to the face region of an image to detect facial feature reference points.
  • ASM Active Shape Model
  • features are located using a landmark, which represents a distinguishable point present in most of the images under consideration.
  • a landmark which represents a distinguishable point present in most of the images under consideration.
  • For facial landmarks for example, the location of the left eye pupil may be used. If an initial landmark is not identifiable (e.g., if a person has an eyepatch), secondary landmarks may be used. Such landmark identification procedures may be used for any such objects.
  • a set of landmarks forms a shape. Shapes can be represented as vectors using the coordi nates of the points in the shape. One shape is aligned to another with a similarity transform (allowing translation, scaling, and rotation) that minimizes the average Euclidean distance between shape points. The mean shape is the mean of the aligned training shapes.
  • a search for landmarks from the mean shape aligned to the position and size of the face determined by a global face detector is started. Such a search then repeats the steps of suggesting a tentative shape by adjusting the locations of shape points by template matching of the image texture around each point and then conforming the tentative shape to a global shape model until convergence occurs.
  • individual template matches are unreliable, and the shape model pools the results of the weak template matches to form a stronger overall classifier. The entire search is repeated at each level in an image pyramid, from coarse to fine resolution.
  • a transformation system can capture an image or video stream on a client device (e.g., the client device 102) and perform complex image manipulations locally on the client device 102 while maintaining a suitable user experience, computation time, and power consumption.
  • the complex image manipulations may include size and shape changes, emotion transfers (e.g., changing a face from a frown to a smile), state transfers (e.g., aging a subject, reducing apparent age, changing gender), style transfers, graphical element application, and any other suitable image or video manipulation implemented by a convolutional neural network that has been configured to execute efficiently on the client device 102.
  • a computer animation model to transform image data can be used by a system where a user may capture an image or video stream of the user (e.g., a selfie) using a client device 102 having a neural network operating as part of a messaging client 104 operating on the client device 102.
  • the transformation system operating within the messaging client 104 determines the presence of a face within the image or video stream and provides modification icons associated with a computer animation model to transform image data, or the computer animation model can be present as associated with an interface described herein.
  • the modification icons include changes that may be the basis for modifying the user’s face within the image or video stream as part of the modification operation.
  • the transformation system initiates a process to convert the image of the user to reflect the selected modification icon (e g., generate a smiling face on the user).
  • a modified image or video stream may be presented in a graphical user interface displayed on the client device 102 as soon as the image or video stream is captured, and a specified modification is selected.
  • the transformation system may implement a complex convolutional neural network on a portion of the image or video stream to generate and apply the selected modification. That is, the user may capture the image or video stream and be presented with a modified result in real-time or near real-time once a modification icon has been selected. Further, the modification may be persistent while the video stream is being captured, and the selected modification icon remains toggled. Machine- taught neural networks may be used to enable such modifications.
  • the graphical user interface may supply the user with additional interaction options. Such options may be based on the interface used to initiate the content capture and selection of a particular computer animation model (e.g., initiation from a content creator user interface).
  • a modification may be persistent after an initial selection of a modification icon.
  • the user may toggle the modification on or off by tapping or otherwise selecting the face being modified by the transformation system and store it for later viewing or browse to other areas of the imaging application.
  • the user may toggle the modification on or off globally by tapping or selecting a single face modified and displayed within a graphical user interface.
  • individual faces, among a group of multiple faces may be individually modified, or such modifications may be individually toggled by tapping or selecting the individual face or a series of individual faces displayed within the graphical user interface.
  • a story table 314 stores data regarding collections of messages and associated image, video, or audio data, which are compiled into a collection (e.g., a story or a gallery).
  • the creation of a particular collection may be initiated by a particular user (e.g., each user for which a record is maintained in the entity table 306).
  • a user may create a “personal story” in the form of a collection of content that has been created and sent/broadcast by that user.
  • the user interface of the messaging client 104 may include an icon that is user- selectable to enable a sending user to add specific content to his or her personal story.
  • a collection may 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.
  • a “live story”’ may constitute a curated stream of user-submitted content from various locations and events. Users whose client devices have location services enabled and are at a common location event at a particular time may, for example, be presented with an option, via a user interface of the messaging client 104, to contribute content to a particular live story. The live story may be identified to the user by the messaging client 104, based on his or her location. The end result is a “live story” told from a community perspective.
  • a further type of content collection is known as a “location story,” which enables a user whose client device 102 is located within a specific geographic location (e.g., on a college or university campus) to contribute to a particular collection.
  • a contribution to a location story may require a second degree of authentication to verify that the end user belongs to a specific organization or other entity (e.g., is a student on the university campus).
  • the video table 304 stores video data that, in one example, is associated with messages for which records are maintained within the message table 302.
  • the image table 312 stores image data associated with messages for which message data is stored in the entity table 306.
  • the entity table 306 may associate various augmentations from the augmentation table 310 with various images and videos stored in the image table 312 and the video table 304.
  • FIG. 4 is a schematic diagram illustrating a structure of a message 400, according to some examples, generated by a messaging client 104 for communication to a further messaging client 104 or the messaging server 1 18.
  • the content of a particular message 400 is used to populate the message table 302 stored within the database 126, accessible by the messaging server 118.
  • the content of a message 400 is stored in memory as “in-transit” or “in-flight” data of the client device 102 or the application servers 114.
  • a message 400 is shown to include the following example components:
  • message identifier 402 a unique identifier that identifies the message 400.
  • message text payload 404 text, to be generated by a user via a user interface of the client device 102, and that is included in the message 400.
  • message image payload 406 image data, captured by a camera component of a client device 102 or retrieved from a memory component of a client device 102, and that is included in the message 400.
  • Image data for a sent or received message 400 may be stored in the image table 312.
  • message video payload 408 video data, captured by a camera component or retrieved from a memory component of the client device 102, and that is included in the message 400.
  • Video data for a sent or received message 400 may be stored in the video table 304.
  • message audio payload 410 audio data, captured by a microphone or retrieved from a memory component of the cl ient device 102, and that is included in the message 400.
  • message augmentation data 412 augmentation data (e.g., filters, stickers, or other annotations or enhancements) that represents augmentations to be applied to message image payload 406, message video payload 408, or message audio payload 410 of the message 400.
  • Augmentation data for a sent or received message 400 may be stored in the augmentation table 310.
  • message duration parameter 414 parameter value indicating, in seconds, the amount of time for which content of the message (e g., the message image payload 406, message video payload 408, message audio payload 410) is to be presented or made accessible to a user via the messaging client 104.
  • message geolocation parameter 416 geolocation data (e.g., latitudinal and longitudinal coordinates) associated with the content payload of the message. Multiple message geolocation parameter 416 values may be included in the payload, each of these parameter values being associated with respect to content items included in the content (e.g., a specific image within the message image payload 406, or a specific video in the message video payload 408).
  • content items included in the content e.g., a specific image within the message image payload 406, or a specific video in the message video payload 408.
  • message story identifier 418 identifier values identifying one or more content collections (e.g., ‘"stories” identified in the story table 314) with which a particular content item in the message image payload 406 of the message 400 is associated. For example, multiple images within the message image payload 406 may each be associated with multiple content collections using identifier values.
  • each message 400 may be tagged with multiple tags, each of which is indicative of the subject matter of content included in the message payload. For example, where a particular image included in the message image payload 406 depicts an animal (e.g., a lion), a tag value may be included within the message tag 420 that is indicative of the relevant animal. Tag values may be generated manually, based on user input, or may be automatically generated using, for example, image recognition.
  • message sender identifier 422 an identifier (e.g., a messaging system identifier, email address, or device identifier) indicative of a user of the client device 102 on which the message 400 was generated and from which the message 400 was sent.
  • identifier e.g., a messaging system identifier, email address, or device identifier
  • message receiver identifier 424 an identifier (e.g., a messaging system identifier, email address, or device identifier) indicative of a user of the client device 102 to which the message 400 is addressed.
  • identifier e.g., a messaging system identifier, email address, or device identifier
  • the contents (e.g., values) of the various components of message 400 may be pointers to locations in tables within which content data values are stored.
  • an image value in the message image payload 406 may be a pointer to (or address of) a location within an image table 312.
  • values within the message video payload 408 may point to data stored within a video table 304
  • values stored within the message augmentation data 412 may point to data stored in an augmentation table 310
  • values stored within the message story' identifier 418 may point to data stored in a story table 314, and values stored within the message sender identifier 422 and the message receiver identifier 424 may point to user records stored within an entity table 306.
  • FIG. 5 shows a front perspective view of an eyewear device 119 in the form of a pair of smart glasses that include a content centering system 107 according to one example embodiment.
  • the eyewear device 119 includes a body 503 comprising a front piece or frame 506 and a pair of temples 509 connected to the frame 506 for supporting the frame 506 in position on a user's face when the eyewear device 119 is worn.
  • the frame 506 can be made from any suitable material such as plastics or metal, including any suitable shape memory alloy.
  • the eyewear device 119 includes a pair of optical elements in the form of a pair of lenses 512 held by corresponding optical element holders in the form of a pair of rims 515 forming part of the frame 506.
  • the rims 515 are connected by a bridge 518.
  • one or both of the optical elements can be a display, a display assembly, or a lens and display combination.
  • the frame 506 includes a pair of end pieces 521 defining lateral end portions of the frame 506. In this example, a variety of electroni cs components are housed in one or both of the end pieces 521.
  • the temples 509 are coupled to the respective end pieces 521. In this example, the temples 509 are coupled to the frame 506 by respective hinges so as to be hingedly movable between a wearable mode and a collapsed mode in which the temples 509 are pivoted towards the frame 506 to lie substantially flat against it. In other embodiments, the temples 509 can be coupled to the frame 506 by any suitable means, or can be rigidly or fixedly secured to the frame 506 so as to be integral therewith.
  • each of the temples 509 that includes a front portion of that is coupled to the frame 506 and any suitable rear portion for coupling to the ear of the user, such as the curves or cute piece illustrated in the example embodiment of FIG. 5.
  • the frame 506 is formed of a single piece of material, so as to have a unitary or monolithic construction.
  • the whole of the body 503 can be of the unitary or monolithic construction.
  • the eyewear device 119 has onboard electronics components including a computing device, such as a computer 524, or low power processor, which can in different embodiments be of any suitable type so as to be carried by the body 503.
  • the computer 524 is at least partially housed in one or both of the temples 509.
  • various components of the computer 524 are hou sed in the lateral end pieces 521 of the frame 506.
  • the computer 524 includes one or more processors with memory (e.g., a volatile storage device, such as random access memory or registers), a storage device (e.g., a non-volatile storage device), wireless communication circuitry (e.g., BLE communication devices and/or WiFi direct devices), and a power source.
  • the computer 524 comprises low-power circuitry', high-speed circuitry'-, and, in some embodiments, a display processor.
  • Various embodiments may include these elements in different configurations or integrated together in different ways.
  • the computer 524 additionally includes a battery 527 or other suitable portable power supply.
  • the battery’ 527 is disposed in one of the temples 509.
  • the battery 527 is shown as being disposed in one of the end pieces 521, being electrically coupled to the remainder of the computer 524 housed in the corresponding end piece 521.
  • the eyewear device 119 is camera-enabled, in this example comprising a camera 530 mounted in one of the end pieces 521 and facing forwards so as to be aligned more or less with the direction of view of a wearer of the eyewear device 119.
  • the camera 530 is configured to capture digital images (also referred to herein as digital photographs or pictures) as well as digital video content. Operation of the camera 530 is controlled by a camera controller provided by the computer 524, image data representative of images or video captured by the camera 530 being temporarily stored on a memory forming part of the computer 524.
  • the eye-wear device 119 can have a pair of cameras 530, e.g. housed by the respective end pieces 521 .
  • the onboard computer 524 and the lenses 512 are configured together to provide a content centering system 107 that automatically and selectively re-centers virtual content to bring the virtual content to within view of the lenses 512 by moving the virtual content from a first virtual location to a second virtual location.
  • the lenses 512 can display virtual content or one or more virtual objects. This makes it appear to the user that the virtual content is integrated within a real-world environment that the user views through the lenses 512.
  • the virtual content is received from the client device 102.
  • the virtual content is received directly from the application servers 114.
  • the eyewear device 119 includes an accelerometer and a touch interface and a voice command system. Based on input received by the eyewear device 119 from the accelerometer and a touch interface and the voice command system, the eyewear device 119 can control user interaction with the virtual content. In one example, the user interaction can control playback of content that is presented on the lenses 512. In another example, the user interaction can navigate through a playlist or music or video library. In another example, the user interaction can navigate through a conversation the user is involved in, such as by scrolling through various three-dimensional or two-dimensional conversation elements (e.g., chat bubbles) and selecting individual conversation el ements to respond to generate messages to transmit to participants of the conversation.
  • various three-dimensional or two-dimensional conversation elements e.g., chat bubbles
  • the content centering system 107 (which can be implemented by the computer 524) assigns virtual content to virtual locations.
  • the content centering system 107 monitors the current virtual location that is within view of a real- world environment.
  • the content centering system 107 retrieves virtual content for display that is wdthin a specified range of the current virtual location that is within view.
  • the content centering system 107 excludes any virtual content that is not within range of the different set of virtual locations.
  • the content centering system 107 excludes any virtual content that is not within range of the different set of virtual locations.
  • the content centering system 107 can receive a request to bring virtual content into a current view.
  • the content centering system 107 updates the virtual location assigned and associated with the virtual content to be the virtual location that is associated with the current view of the real-world environment.
  • the virtual content is now moved from being out of view to be included in the current view to allow the user to interact with the virtual content.
  • the user can only interact with virtual content that is within view of the lenses 512. If the user moves around to face another direction resulting in the virtual content going out of view, the user input no longer can control or interact with the previously di splayed virtual content until the virtual content is brought back into view.
  • the eyewear device 119 further includes one or more communication devices, such as Bluetooth low energy (BLE) communication interface.
  • BLE communication interface enables the eyewear device 119 to communicate wirelessly with the client device 102.
  • Other forms of wireless communication can also be employed instead of, or in addition to, the BLE communication interface, such as a WiFi direct interface.
  • the BLE communication interface implements a standard number of BLE communication protocols.
  • a first of the communications protocols implemented by the BLE interface of the eyewear device 1 19 enables an unencrypted link to be established between the eyewear device 119 and the client device 102.
  • the link-layer communication (the physical interface or medium) between the eyewear device 119 and the client device 102 includes unencrypted data.
  • the application layer (the communication layer operating on the physically exchanged data) encrypts and decrypts data that is physically exchanged in unencrypted form over the link layer of the BLE communication interface. In this way, data exchanged over the physical layer can freely be read by an eavesdropping device, but the eavesdropping device will not be able to decipher the data that is exchanged without performing a decryption operation in the application layer.
  • a second of the communi cati ons protocols implemented by the BLE interface of the eyewear device 119 enables an encrypted link to be established between the eyewear device 119 and the client device 102.
  • the link-layer communication (the physical interface) between the eyewear device 1 19 and the client device 102 receives data from the application layer and adds a first type of encryption to the data before exchanging the data over the physical medium.
  • the application layer (the communication layer operating on the physically exchanged data) may or may not use a second type of encryption to encrypt and decrypt data that is physically exchanged in encrypted form, using the first type of encryption, over the link layer of the BLE communication interface.
  • data can be first encrypted by the application layer and then be further encrypted by the physical layer before being exchanged over the physical medium. Following the exchange over the physical medium, the data is then decrypted by the physical layer and then decrypted again (e.g., using a different type of encryption) by the application layer. In this way, data exchanged over the physical layer cannot be read by an eavesdropping device as the data is encrypted in the physical medium.
  • the client device 102 communicates with the eyewear device 119 using the first protocol to exchange images or videos or virtual content between the messaging client 104 and the eyewear device 119.
  • FIG. 6 is a flowchart illustrating example operations of the content centering system 107 in performing a process 600, according to example embodiments.
  • the process 600 may be embodied in computer-readable instructions for execution by one or more processors such that the operations of the process 600 may be performed in part or in whole by the functional components of the notification management system 107; accordingly, the process 600 is described below by way of example with reference thereto. However, in other embodiments, at least some of the operations of the process 600 may be deployed on various other hardware configurations.
  • the process 600 is therefore not intended to be limited to the content centering system 107 and can be implemented in whole, or in part, by any other component. Some or all of the operations of process 600 can be in parallel, out of order, or entirely omitted.
  • the content centering system 107 displays one or more virtual objects at a first virtual coordinate associated with a first portion of a real-world environment while the eyewear device is directed towards the first portion of the real-world environment. For example, the content centering system 107 displays a list of thumbnails representing different media assets in the lenses 512 of the eyewear device 119 while the eyewear device 119 is pointing towards a first room in an environment.
  • the content centering system 107 determines that the eyewear device has been moved to be directed towards a second portion of the real -world environment. For example, the content centering system 107 determines, based on GPS and/or accelerometer information, that the lenses 512 are now pointing towards a second room in an environment.
  • the content centering system 107 maintains the display of the one or more virtual objects at the first virtual coordinate while the eyewear device is directed towards the second portion of the real-world environment. For example, the content centering system 107 keeps the list of thumbnails associated with the first virtual coordinate to prevent the list of thumbnails from being presented when the lenses 512 are pointing at a portion of a real -world environment that does not include or is not associated with the first virtual location.
  • the content centering system 107 receives a request to bring the one or more virtual objects into a current view of the eyewear device.
  • the content centering system 107 can receive a specific request from the user, such as by the user tapping or pressing and holding a touch input interface of the eyewear device or performing a physical gesture using a user’s body part (e.g., hands of the user).
  • the content centering system 107 can, in addition or alternatively, receive the specific request from an application associated with the virtual objects indicating an update being received that is associated with the virtual objects.
  • the content centering system 107 in response to receiving the request, moves the one or more virtual objects from the first virtual coordinate to a second virtual coordinate associated with the second portion of the real -world environment. For example, the content centering system 107 updates the virtual location assigned and associated with the virtual content to be the virtual location that is associated with the current view of the real-world environment. As a result, the virtual content is now moved from being out of view to be included in the current view to allow the user to interact with the virtual content,
  • FIGS. 7-10 are illustrative screens of a graphical user interface of the content centering system 107 according to example embodiments.
  • the screens shown in FIGS. 7-10 may be provided by the messaging cli ent 104 of one or more client devices 102, other applications implemented on one or more client devices 102, or the eyewear device 119.
  • the screen 700 shows a view of a first portion of a real- world environment 701 through the lenses 512 of the eyewear device 112.
  • the eyewear device 1 12 may receive input from the user that requests to view a list of thumbnails representing a music or video library.
  • the eyewear device 1 12 obtains from the client device 102 and/or from the application servers 114 one or more virtual objects 702.
  • the virtual objects 702 include thumbnails (e.g., cover arts) representing different media assets (e.g., different songs or videos).
  • the eyewear device 112 associates the virtual objects 702 with a first virtual location that is associ ated with the first portion of the real -world environment 701.
  • the eyewear device 112 displays the virtual objects 702 as three-dimensional objects in a center of the lenses 512. This makes it appear to the user viewing the first portion of the realwvorld environment 701 through the lenses 512 as if the virtual objects 702 are within the first portion of the real- world environment 701 .
  • the eyewear device 112 can receive input from the user (e.g., verbally or via touch input or from the client device 102) to interact with the virtual objects 702. For example, the user can scroll through the virtual objects 702. The virtual objects that are lower in the list can appear to be further away from the user than those that are earlier in the list. As the user scrolls through the virtual objects 702, the virtual objects that are later in the list, are enlarged and are brought into view closer to the user. The user can provide an input to select a given one of the virtual objects 702. In response, the media asset associated with the virtual object that is selected is retrieved and presented to the user. The user can pause and fast-forward and rewind playback of the media asset.
  • the user can scroll through the virtual objects 702.
  • the virtual objects that are lower in the list can appear to be further away from the user than those that are earlier in the list.
  • the virtual objects that are later in the list are enlarged and are brought into view closer to the user.
  • the user can provide an input to select a given one of
  • the user moves around while wearing the eyewear device 112.
  • the user can turn their head to face another direction which results in a second portion of the real -world environment being viewed through the lenses 512 of the eyewear device 112.
  • the virtual objects 702 remain statically positioned at the first virtual location.
  • the virtual objects 702 start leaving the view and are removed from the lenses 512 as the user turns their head.
  • the screen 800 shows a view of the second portion of the real-world environment that comes into view when the user turns their head to the left.
  • a porti on of the virtual objects 702 on the far right that was previously visible through the lenses 512 is removed as the user turns to the left.
  • only a sub-portion of the virtual objects 702 remains visible when the user faces and views the second portion of the real-world environment.
  • the eyewear device 112 may receive a request to bring the virtual objects 702 into the current view of the lenses 512.
  • the content centering system 107 can receive a specific request from the user, such as by the user tapping or pressing and holding a touch input interface of the eyewear device or performing a physical gesture using a user’s body part (e g., hands of the user).
  • the virtual objects 901 are now associated with the virtual location that is within view of the lenses 512 (the virtual location of the second portion of the environment).
  • the virtual objects 901 are now displayed while the eyewear device 112 is facing the second portion of the real-world environment.
  • the eyewear device 112 may receive a request to bring the virtual objects 702 into the current view of the lenses 512.
  • the content centering system 107 can receive the specific request from an application associated with the virtual objects indicating an update being received that is associated with the virtual objects.
  • the update can be received when playback of a particular media asset ends, starts, stops, or pauses.
  • the update can be received when a new message in a conversation in which the user wearing the eyewear device 112 is received.
  • the virtual objects 1001 are now associated with the virtual location that is within view of the lenses 512 (the virtual location of the second portion of the environment).
  • the virtual objects 1001 are now displayed while the eyewear device 112 is facing the second portion of the real-world environment.
  • the virtual objects 1001 include an indicator 1002 representing the update that caused the virtual objects 1001 to be automatically brought into the current view.
  • the indicator can include a border that is placed around the virtual object associated with the update (e.g., the particular media asset for which playback has ended, started, stopped, or paused).
  • the indicator can include a border or visual identifier of a chat bubble representing the newly received message in the conversation.
  • FIG. 11 is a di agrammatic representation of the machine 1100 within which instructions 1108 (e.g., software, a program, an application, an applet, an app, or other executable code) for causing the machine 1100 to perform any one or more of the methodologies discussed herein may be executed.
  • the instructions 1108 may cause the machine 1100 to execute any one or more of the methods described herein.
  • the instructions 1108 transform the general, non- programmed machine 1100 into a particular machine 1100 programmed to carry out the described and illustrated functions in the manner described.
  • the machine 1100 may operate as a standalone device or may be coupled (e.g., networked) to other machines.
  • the machine 1100 may 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.
  • the machine 1100 may comprise, but not be limited to, a server computer, a client computer, a personal computer (PC), a tablet computer, a laptop computer, a netbook, a set-top box (STB), a personal digital assistant (PDA), an entertainment media system, a cellular telephone, a smartphone, a mobile device, a wearable device (e.g., a smartwatch), a smart home device (e.g., a smart appliance), other smart devices, a web appliance, a network router, a network switch, a network bridge, or any machine capable of executing the instructions 1108, sequentially or otherwise, that specify actions to be taken by the machine 1100.
  • PC personal computer
  • PDA personal digital assistant
  • machine shall also be taken to include a collection of machines that individually or jointly execute the instructions 1108 to perform any one or more of the methodologies discussed herein.
  • the machine 1100 may comprise the client device 102 or any one of a number of server devices forming part of the messaging server system 108.
  • the machine 1100 may also comprise both client and server systems, with certain operations of a particular method or algorithm being performed on the server-side and with certain operations of the particular method or algorithm being performed on the client-side.
  • the machine 1100 may include processors 1102, memory 1104, and input/output (I/O) components 1138, which may be configured to communicate with each other via a bus 1 140.
  • the processors 1102 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
  • CPU Central Processing Unit
  • RISC Reduced Instruction Set Computing
  • CISC Complex Instruction Set Computing
  • GPU Graphics Processing Unit
  • DSP Digital Signal Processor
  • ASIC Application Specific Integrated Circuit
  • RFIC Radio-Frequency Integrated Circuit
  • the machine 1100 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 multiples cores, or any combination thereof.
  • the memory 1104 includes a main memory 1112, a static memory 1114, and a storage unit 1116, all accessible to the processors 1102 via the bus 1140.
  • the main memory 1104, the static memory 1114, and the storage unit 1116 store the instructions 1108 embodying any one or more of the methodologies or functions described herein.
  • the instructions 1108 may also reside, completely or partially, within the main memory 1112, within the static memory? 1114, within machine-readable medium 1118 within the storage unit 1116, within at least one of the processors 1 102 (e.g., within the processor’s cache memory’), or any suitable combination thereof, during execution thereof by the machine 1100.
  • the I/O components 1138 may include a wdde variety of components to receive input, provide output, produce output, transmit information, exchange information, capture measurements, and so on.
  • the specific I/O components 1138 that are included in a particular machine will depend on the type of machine. For example, portable machines such as mobile phones may include a touch input device or other such input mechanisms, while a headless server machine will likely not include such a touch input device. It will be appreciated that the I/O components 1138 may include many other components that are not shown in FIG. 11.
  • the I/O components 1 138 may include user output components 1124 and user input components 1126.
  • the user output components 1124 may include visual components (e.g., a display such as a plasma display panel (PDP), a light-emitting diode (LED) display, a liquid crystal display (LCD), a projector, or a cathode ray tube (CRT)), acoustic components (e.g., speakers), haptic components (e.g., a vibratory motor, resistance mechanisms), other signal generators, and so forth.
  • visual components e.g., a display such as a plasma display panel (PDP), a light-emitting diode (LED) display, a liquid crystal display (LCD), a projector, or a cathode ray tube (CRT)
  • acoustic components e.g., speakers
  • haptic components e.g., a vibratory motor, resistance mechanisms
  • the user input components 1126 may include alphanumeric input components (e.g., a keyboard, a touch screen configured to receive alphanumeric input, a photo- optical keyboard, or other alphanumeric input components), point-based input components (e g., a mouse, a touchpad, a trackball, a joystick, a motion sensor, or another pointing instrument), tactile input components (e.g., a physical button, a touch screen that provides location and force of touches or touch gestures, or other tactile input components), audio input components (e.g., a microphone), and the like.
  • alphanumeric input components e.g., a keyboard, a touch screen configured to receive alphanumeric input, a photo- optical keyboard, or other alphanumeric input components
  • point-based input components e.g., a mouse, a touchpad, a trackball, a joystick, a motion sensor, or another pointing instrument
  • tactile input components e.g., a physical button, a touch
  • the I/O components 1138 may include biometric components 1128, motion components 1130, environmental components 1132, or position components 1134, among a wide array of other components.
  • the biometric components 1 128 include components to detect expressions (e.g., hand expressions, facial expressions, vocal expressions, body gestures, or eye-tracking), measure biosignals (e.g., blood pressure, heart rate, body temperature, perspiration, or brain waves), identify a person (e g., voice identification, retinal identification, facial identification, fingerprint identification, or electroencephalogram-based identification), and the like.
  • the motion components 1130 include acceleration sensor components (e.g., accelerometer), gravitation sensor components, rotation sensor components (e.g., gyroscope).
  • the environmental components 1132 include, for example, one or cameras (with still image/photograph and video capabilities), illumination sensor components (e.g., photometer), temperature sensor components (e.g., one or more thermometers that detect ambient temperature), humidity sensor components, pressure sensor components (e.g., barometer), 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 to detection concentrations of hazardous gases for safety or to measure pollutants in the atmosphere), or other components that may provide indications, measurements, or signals corresponding to a surrounding physical environment.
  • illumination sensor components e.g., photometer
  • temperature sensor components e.g., one or more thermometers that detect ambient temperature
  • humidity sensor components e.g., pressure sensor components (e.g., barometer)
  • acoustic sensor components e.g., one or more microphones that detect background noise
  • proximity sensor components e.
  • the client device 102 may have a camera system comprising, for example, front cameras on a front surface of the client device 102 and rear cameras on a rear surface of the client device 102.
  • the front cameras may, for example, be used to capture still images and video of a user of the client device 102 (e.g., “selfies”), which may then be augmented with augmentation data (e.g., filters) described above.
  • the rear cameras may, for example, be used to capture still images and videos in a more traditional camera mode, with these images similarly being augmented with augmentation data.
  • the client device 102 may also include a 360° camera for capturing 360° photographs and videos.
  • the camera system of a client device 102 may include dual rear cameras (e.g., a primary camera as well as a depth-sensing camera), or even triple, quad or penta rear camera configurations on the front and rear sides of the client device 102.
  • These multiple cameras systems may include a wide camera, an ultra-wide camera, a telephoto camera, a macro camera, and a depth sensor, for example.
  • the position components 1134 include location sensor components (e g., a GPS receiver component), altitude sensor components (e.g., altimeters or barometers that detect air pressure from which altitude may be derived), orientation sensor components (e.g., magnetometers), and the like.
  • location sensor components e g., a GPS receiver component
  • altitude sensor components e.g., altimeters or barometers that detect air pressure from which altitude may be derived
  • orientation sensor components e.g., magnetometers
  • the I/O components 1138 further include communication components 1136 operable to couple the machine 1100 to a network 1120 or devices 1122 via respective coupling or connections.
  • the communication components 1136 may include a network interface component or another suitable device to interface with the network 1120.
  • the communication components 1136 may include wired communication components, wireless communication components, cellular communication components, Near Field Communication (NFC) components, Bluetooth® components (e.g., Bluetooth® Low Energy), Wi-Fi® components, and other communication components to provide communication via other modalities.
  • the devices 1 122 may be another machine or any of a wide variety of peripheral devices (e.g., a peripheral device coupled via a USB).
  • the communication components 1 136 may detect identifiers or include components operable to detect identifiers.
  • the communication components 1136 may include Radio Frequency Identification (RFID) tag reader components, NFC smart tag detection components, optical reader components (e.g., an optical sensor to detect onedimensional bar codes such as Universal Product Code (UPC) bar code, multidimensional bar codes such as Quick Response (QR) code, Aztec code, Data Matrix, Dataglyph, MaxiCode, PDF417, Ultra Code, UCC RSS-2D bar code, and other optical codes), or acoustic detection components (e.g., microphones to identify tagged audio signals).
  • RFID Radio Frequency Identification
  • NFC smart tag detection components e.g., an optical sensor to detect onedimensional bar codes such as Universal Product Code (UPC) bar code, multidimensional bar codes such as Quick Response (QR) code, Aztec code, Data Matrix, Dataglyph, MaxiCode, PDF417, Ultra Code, UCC RSS-2D bar code, and other optical codes
  • IP Internet Protocol
  • Wi-Fi® Wireless Fidelity
  • NFC beacon a variety of information may be derived via the communication components 1 136, such as location via Internet Protocol (IP) geolocation, location via Wi-Fi® signal triangulation, location via detecting an NFC beacon signal that may indicate a particular location, and so forth.
  • IP Internet Protocol
  • the various memories may store one or more sets of instructions and data structures (e.g., software) embodying or used by any one or more of the methodologies or functions described herein. These instructions (e.g., the instructions 1108), when executed by processors 1102, cause various operations to implement the disclosed examples.
  • the instructions 1108 may be transmitted or received over the network 1120, using a transmission medium, via a network interface device (e.g., a network interface component included in the communication components 1136) and using any one of several well-known transfer protocols (e.g., hypertext transfer protocol (HTTP)).
  • a network interface device e.g., a network interface component included in the communication components 1136
  • HTTP hypertext transfer protocol
  • the instructions 1 108 may be transmitted or received using a transmission medium via a coupling (e.g., a peer- to-peer coupling) to the devices 1122.
  • a coupling e.g., a peer- to-peer coupling
  • FIG. 12 is a block diagram 1200 illustrating a software architecture 1204, which can be installed on any one or more of the devices described herein .
  • the software architecture 1204 is supported by hardware such as a machine 1202 that includes processors 1220, memory 1226, and I/O components 1238.
  • the software architecture 1204 can be conceptualized as a stack of layers, where each layer provides a particular functionality.
  • the software architecture 1204 includes layers such as an operating system 1212, libraries 1210, frameworks 1208, and applications 1206. Operationally, the applications 1206 invoke API calls 1250 through the software stack and receive messages 1252 in response to the API calls 1250.
  • the operating system 1212 manages hardware resources and provides common sendees.
  • the operating system 1212 includes, for example, a kernel 1214, services 1216, and drivers 1222.
  • the kernel 1214 acts as an abstraction layer between the hardware and the other software layers.
  • the kernel 1214 provides memory management, processor management (e.g., scheduling), component management, networking, and security' settings, among other functionality.
  • the services 1216 can provide other common services for the other software layers.
  • the drivers 1222 are responsible for controlling or interfacing with the underlying hardware.
  • the drivers 1222 can include display drivers, camera drivers, BLUETOOTH® or BLUETOOTH® Low Energy drivers, flash memory'- drivers, serial communication drivers (e.g., USB drivers), WI-FI® drivers, audio drivers, power management drivers, and so forth.
  • display drivers e.g., camera drivers, BLUETOOTH® or BLUETOOTH® Low Energy drivers, flash memory'- drivers, serial communication drivers (e.g., USB drivers), WI-FI® drivers, audio drivers, power management drivers, and so forth.
  • the libraries 1210 provide a common low-level infrastructure used by the applications 1206.
  • the libraries 1210 can include system libraries 1218 (e.g., C standard library?) that provide functions such as memory allocation functions, string manipulation functions, mathematic functions, and the like.
  • libraries 1210 can include API libraries 1224 such as media libraries (e.g., libraries to support presentation and manipulation of various media formats such as Moving Picture Experts Group-4 (MPEG4), Advanced Video Coding (H.264 or AVC), Moving Picture Experts Group Layer-3 (MP3), Advanced Audio Coding (AAC), Adaptive Multi-Rate (AMR) audio codec, Joint Photographic Experts Group (JPEG or JPG), or Portable Network Graphics (PNG)), graphics libraries (e g., an OpenGL framework used to render in two dimensions (2D) and three dimensions (3D) in a graphic content on a display), database libraries (e.g., SQLite to provide various relational database functions), web libraries (e g., WebKit to provide web browsing functionality), and the like.
  • media libraries e.g., libraries to support presentation and manipulation of various media formats such as Moving Picture Experts Group-4 (MPEG4), Advanced Video Coding (H.264 or AVC), Moving Picture Experts Group Layer-3 (MP3), Advanced Audio Coding (AAC),
  • the libraries 1210 can also include a wide variety of other libraries 1228 to provide many other APIs to the applications 1206.
  • the frameworks 1208 provide a common high-level infrastructure that is used by the applications 1206.
  • the frameworks 1208 provide various graphical user interface (GUI) functions, high-level resource management, and high-level location services.
  • GUI graphical user interface
  • the frameworks 1208 can provi de a broad spectrum of other APIs that can be used by the applications 1206, some of which may be specific to a particular operating system or platform.
  • the applications 1206 may include a home application 1236, a contacts application 1230, a browser application 1232, a book reader application 1234, a location application 1242, a media application 1244, a messaging application 1246, a game application 1248, and a broad assortment of other applications such as a external application 1240.
  • the applications 1206 are programs that execute functions defined in the programs.
  • Various programming languages can be employed to create one or more of the appli cati ons 1206, structured in a variety of manners, such as object-oriented programming languages (e.g., Objective-C, Java, or C++) or procedural programming languages (e.g., C or assembly language).
  • the external application 1240 may be mobile software running on a mobile operating system such as IOSTM, ANDROIDTM, WINDOWS® Phone, or another mobile operating system.
  • the external application 1240 can invoke the API calls 1250 provided by the operating system 1212 to facilitate functionality described herein.
  • CARRIER SIGNAL in this context refers to any intangible medium that is capable of storing, encoding, or carrying transitory or non-transitory instructions for execution by the machine, and includes digital or analog communications signals or other intangible medium to facilitate communication of such instructions. Instructions may be transmitted or received over the network using a transitory or non-transitory transmission medium via a network interface device and using any one of a number of well-known transfer protocols.
  • CLIENT DEVICE in this context refers to any machine that interfaces to a communications network to obtain resources from one or more server systems or other client devices.
  • a client device may be, but is not limited to, a mobile phone, desktop computer, laptop, PDAs, smart phones, tablets, ultra books, netbooks, laptops, multi-processor systems, microprocessor-based or programmable consumer electronics, game consoles, set-top boxes, or any other communication device that a user may use to access a network.
  • "COMMUNICATIONS NETWORK” in this context refers to one or more portions of a network that may be an ad hoc network, an intranet, an extranet, a virtual private network (VPN), a local area network (LAN), a wireless LAN (WLAN), a wide area network (WAN), a wireless WAN (WWAN), a metropolitan area network (MAN), the Internet, a portion of the Internet, a portion of the Public Switched Telephone Network (PSTN), a plain old telephone sendee (POTS) network, a cellular telephone network, a wireless network, a Wi-Fi® network, another type of network, or a combination of two or more such networks.
  • VPN virtual private network
  • LAN local area network
  • WLAN wireless LAN
  • WAN wide area network
  • WWAN wireless WAN
  • MAN metropolitan area network
  • PSTN Public Switched Telephone Network
  • POTS plain old telephone sendee
  • a network or a portion of a network may include a wireless or cellular network and the coupling may be a Code Division Multiple Access (CDMA) connection, a Global System for Mobile communications (GSM) connection, or other type of cellular or wireless coupling.
  • CDMA Code Division Multiple Access
  • GSM Global System for Mobile communications
  • the coupling may implement any of a variety of types of data transfer technology, such as Single Carrier Radio Transmission Technology (IxRTT), Evolution-Data Optimized (EVDO) technology, General Packet Radio Service (GPRS) technology, Enhanced Data rates for GSM Evolution (EDGE) technology, third Generation Partnership Project (3GPP) including 3G, fourth generation wireless (4G) networks, Universal Mobile Telecommunications System (UMTS), High Speed Packet Access (HSPA), Worldwdde Interoperability for Microwave Access (WiMAX), Long Term Evolution (LTE) standard, others defined by various standard setting organizations, other long range protocols, or other data transfer technology.
  • IxRTT Single Carrier Radio Transmission Technology
  • GPRS General Packet Radio Service
  • EDGE Enhanced Data rates for GSM Evolution
  • 3GPP Third Generation Partnership Project
  • 4G fourth generation wireless (4G) networks
  • High Speed Packet Access (HSPA) High Speed Packet Access
  • WiMAX Worldwdde Interoperability
  • EPHEMERAL MESSAGE in this context refers to a message that is accessible for a time-limited duration.
  • An ephemeral message may be a text, an image, a video, and the like.
  • the access time for the ephemeral message may be set by the message sender. Alternatively, the access time may be a default setting or a setting specified by the recipient. Regardless of the seting technique, the message is transitory.
  • MACHINE-READABLE MEDIUM in this context refers to a component, device, or other tangible media able to store instructions and data temporarily or permanently and may include, but is not limited to, random- access memory (RAM), read-only memory (ROM), buffer memory, flash memory, optical media, magnetic media, cache memory, other types of storage (e.g., Erasable Programmable Read-Only Memory (EEPROM)) and/or any suitable combination thereof.
  • RAM random- access memory
  • ROM read-only memory
  • buffer memory flash memory
  • optical media magnetic media
  • cache memory other types of storage
  • machine-readable medium should be taken to include a single medium or multiple media (e.g., a centralized or distributed database, or associated caches and servers) able to store instructions.
  • machine-readable medium shall also be taken to include any medium, or combination of multiple media, that is capable of storing instructions (e.g., code) for execution by a machine, such that the instructions, when executed by one or more processors of the machine, cause the machine to perform any one or more of the methodologies described herein. Accordingly, a “machine-readable medium” refers to a single storage apparatus or device, as well as “cloud-based” storage systems or storage networks that include multiple storage apparatus or devices. The term “machine-readable medium” excludes signals per se.
  • COMPONENT in this context refers to a device, physical entity, or logic having boundaries defined by function or subroutine calls, branch points, APIs, or other technologies that provide for the partitioning or modularization of particular processing or control functions.
  • Components may be combined via their interfaces with other components to cany out a machine process.
  • a component may be a packaged functional hardware unit designed for use with other components and a part of a program that usually performs a particular function of related functions.
  • Components may constitute either software components (e.g., code embodied on a machine-readable medium) or hardware components.
  • a "hardware component” is a tangible unit capable of performing certain operations and may be configured or arranged in a certain physical manner.
  • one or more computer systems e.g., a standalone computer system, a client computer system, or a server computer system
  • one or more hardware components of a computer system e.g., a processor or a group of processors
  • software e.g., an application or application portion
  • a hardware component may also be implemented mechanically, electronically, or any suitable combination thereof.
  • a hardware component may include dedicated circuitry or logic that is permanently configured to perform certain operations.
  • a hardware component may be a special -purpose processor, such as a Field-Programmable Gate Array (FPGA) or an ASIC.
  • FPGA Field-Programmable Gate Array
  • a hardware component may also include programmable logic or circuitry' that is temporarily configured by software to perform certain operations.
  • a hardware component may include software executed by a general-purpose processor or other programmable processor. Once configured by such software, hardware components become specific machines (or specific components of a machine) uniquely tailored to perform the configured functions and are no longer general -purpose processors.
  • the decision to implement a hardware component mechanically, in dedicated and permanently configured circuitry, or in temporarily configured circuitry (e.g., configured by software) may be driven by cost and time considerations.
  • the phrase "hardware component"(or “hardware- implemented component”) should be understood to encompass a tangible entity, be that an entity that is physically constructed, permanently configured (e.g., hardwired), or temporarily configured (e.g., programmed) to operate in a certain manner or to perform certain operations described herein.
  • hardware components are temporarily configured (e.g., programmed)
  • each of the hardware components need not be configured or instantiated at any one instance in time.
  • a hardware component comprises a general -purpose processor configured by software to become a special-purpose processor
  • the general-purpose processor may be configured as respectively different special-purpose processors (e.g., comprising different hardware components) at different times.
  • Software accordingly configures a particular processor or processors, for example, to constitute a particular hardware component at one instance of time and to constitute a different hardware component at a different instance of time.
  • Hardware components can provide information to, and receive information from, other hardware components. Accordingly, the described hardware components may be regarded as being communicatively coupled. Where multiple hardware components exist contemporaneously, communications may be achieved through signal transmission (e.g., over appropriate circuits and buses) between or among two or more of the hardware components. In embodiments in which multiple hardware components are configured or instantiated at different times, communications between such hardware components may be achieved, for example, through the storage and retrieval of information in memory structures to which the multiple hardware components have access. For example, one hardware component may perform an operation and store the output of that operation in a memory device to which it is communicatively coupled. A further hardware component may then, at a later time, access the memory device to retrieve and process the stored output.
  • Hardware components may also initiate communications with input or output devices, and can operate on a resource (e.g., a collection of information).
  • a resource e.g., a collection of information.
  • the various operations of example methods described herein may be performed, at least partially, by one or more processors that are temporarily configured (e.g., by software) or permanently configured to perform the relevant operations. Whether temporarily or permanently configured, such processors may constitute processor-implemented components that operate to perform one or more operations or functions described herein.
  • processor- implemented component refers to a hardware component implemented using one or more processors.
  • the methods described herein may be at least partially processor-implemented, with a particular processor or processors being an example of hardware.
  • At least some of the operations of a method may be performed by one or more processors or processor-implemented components.
  • the one or more processors may also operate to support performance of the relevant operations in a "cloud computing" environment or as a "software as a service” (SaaS).
  • SaaS software as a service
  • at least some of the operations may be performed by a group of computers (as examples of machines including processors), with these operations being accessible via a network (e.g., the Internet) and via one or more appropriate interfaces (e.g., an API).
  • the performance of certain of the operations may be distributed among the processors, not only residing within a single machine, but deployed across a number of machines.
  • the processors or processor-implemented components may be located in a single geographic location (e.g., within a home environment, an office environment, or a server farm). In other example embodiments, the processors or processor-implemented components may be distributed across a number of geographic locations.
  • PROCESSOR in this context refers to any circuit or virtual circuit (a physical circuit emulated by logic executing on an actual processor) that manipulates data values according to control signals (e.g., "commands,” “op codes,” “machine code,”, etc.) and which produces corresponding output signals that are applied to operate a machine.
  • a processor may, for example, be a Central Processing Unit (CPU), a Reduced Instruction Set Computing (RISC) processor, a Complex Instruction Set Computing (CISC) processor, a Graphics Processing Unit (GPU), a Digital Signal Processor (DSP), an ASIC, a Radio- Frequency Integrated Circuit (RFIC) or any combination thereof.
  • a processor may further be a multi-core processor having two or more independent processors (sometimes referred to as "cores") that may execute instructions contemporaneously .
  • TIMESTAMP in this context refers to a sequence of characters or encoded information identifying when a certain event occurred, for example giving date and time of day, sometimes accurate to a small fraction of a second.
  • Modules can constitute either software modules (e.g., code embodied on a machine-readable medium or in a transmission signal) or hardware modules.
  • a “hardware module” is a tangible unit capable of performing certain operations and can be configured or arranged in a certain physical manner.
  • one or more computer systems e.g., a standalone computer system, a client computer system, or a server computer system
  • one or more hardware modules of a computer system e.g., a processor or group of processors
  • software e.g., an application or application portion
  • a hardware module is implemented mechanically, electronically, or any suitable combination thereof.
  • a hardware module can include dedicated circuitry or logic that is permanently configured to perform certain operations.
  • a hardware module can be a special-purpose processor, such as a Field-Programmable Gate Array (FPGA) or an Application-Specific Integrated Circuit (ASIC).
  • a hardware module may also include programmable logic or circuitry that is temporarily configured by software to perform certain operations.
  • a hardware module can include software encompassed within a general-purpose processor or other programmable processor. It will be appreciated that the decision to implement a hardware module mechanically, in dedicated and permanently configured circuitry , or in temporarily configured circuitry (e.g., configured by software) can be driven by cost and time considerations.
  • hardware module should be understood to encompass a tangible entity, be that an entity that is physically constructed, permanently configured (e.g., hardwired), or temporarily configured (e.g., programmed) to operate in a certain manner or to perform certain operations described herein.
  • “hardware-implemented module” refers to a hardware module. Considering embodiments in which hardware modules are temporarily configured (e.g., programmed), each of the hardware modules need not be configured or instantiated at any one instance in time.
  • a hardware module comprises a general-purpose processor configured by software to become a special-purpose processor
  • the general -purpose processor may be configured as respectively different special-purpose processors (e.g., comprising different hardware modules) at different times.
  • Software can accordingly configure a particular processor or processors, for example, to constitute a particular hardware module at one instance of time and to constitute a different hardware module at a different instance of time.
  • Hardware modules can provide information to, and receive information from, other hardware modules. Accordingly, the described hardware modules can be regarded as being communicatively coupled. Where multiple hardware modules exist contemporaneously, communications can be achieved through signal transmission (e.g., over appropriate circuits and buses) between or among two or more of the hardware modules. In embodiments in which multiple hardware modules are configured or instantiated at different times, communications between or among such hardware modules may be achieved, for example, through the storage and retrieval of information in memory structures to which the multiple hardware modules have access. For example, one hardware module performs an operation and stores the output of that operation in a memory device to which it is communicatively coupled. A further hardware module can then, at a later time, access the memory device to retrieve and process the stored output. Hardware modules can also initiate communications with input or output devices, and can operate on a resource (e.g., a collection of information).
  • a resource e.g., a collection of information
  • processors that are temporarily configured (e g., by software) or permanently configured to perform the relevant operations. Whether temporarily or permanently configured, such processors constitute processor-implemented modules that operate to perform one or more operations or functions described herein.
  • processor-implemented module refers to a hardware module implemented using one or more processors.
  • the methods described herein can be at least partially processor-implemented, with a particular processor or processors being an example of hardware.
  • a particular processor or processors being an example of hardware.
  • the operations of a method can be performed by one or more processors or processor-implemented modules.
  • the one or more processors may also operate to support performance of the relevant operations in a “cloud computing” environment or as a “software as a service” (SaaS).
  • SaaS software as a service
  • at least som e of the operations may be performed by a group of computers (as examples of machines including processors), with these operations being accessible via a network (e.g., the Internet) and via one or more appropriate interfaces (e.g., an API).
  • the performance of certain of the operations may be distributed among the processors, not only residing within a single machine, but deployed across a number of machines.
  • the processors or processor-implemented modules are located in a single geographic location (e.g., wdthin a home environment, an office environment, or a server farm). In other example embodiments, the processors or processor-implemented modules are distributed across a number of geographic locations.

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EP21848500.1A 2020-12-22 2021-12-10 Neuzentrierung von ar/vr-inhalten auf einer brillenvorrichtung Pending EP4268060A1 (de)

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US202063129200P 2020-12-22 2020-12-22
US17/445,767 US20220198603A1 (en) 2020-12-22 2021-08-24 Recentering ar/vr content on an eyewear device
PCT/US2021/072864 WO2022140734A1 (en) 2020-12-22 2021-12-10 Recentering ar/vr content on an eyewear device

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US11455078B1 (en) 2020-03-31 2022-09-27 Snap Inc. Spatial navigation and creation interface
US11782577B2 (en) 2020-12-22 2023-10-10 Snap Inc. Media content player on an eyewear device
US12105283B2 (en) 2020-12-22 2024-10-01 Snap Inc. Conversation interface on an eyewear device
US11797162B2 (en) 2020-12-22 2023-10-24 Snap Inc. 3D painting on an eyewear device

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US11164380B2 (en) * 2017-12-05 2021-11-02 Samsung Electronics Co., Ltd. System and method for transition boundaries and distance responsive interfaces in augmented and virtual reality
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