WO2026010763A1 - Extended reality activated vending machines - Google Patents
Extended reality activated vending machinesInfo
- Publication number
- WO2026010763A1 WO2026010763A1 PCT/US2025/034913 US2025034913W WO2026010763A1 WO 2026010763 A1 WO2026010763 A1 WO 2026010763A1 US 2025034913 W US2025034913 W US 2025034913W WO 2026010763 A1 WO2026010763 A1 WO 2026010763A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- icon
- user
- avatar
- vending machine
- display
- 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
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Classifications
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q30/00—Commerce
- G06Q30/06—Buying, selling or leasing transactions
- G06Q30/0601—Electronic shopping [e-shopping]
- G06Q30/0641—Electronic shopping [e-shopping] utilising user interfaces specially adapted for shopping
-
- G—PHYSICS
- G02—OPTICS
- G02B—OPTICAL ELEMENTS, SYSTEMS OR APPARATUS
- G02B27/00—Optical systems or apparatus not provided for by any of the groups G02B1/00 - G02B26/00, G02B30/00
- G02B27/0093—Optical systems or apparatus not provided for by any of the groups G02B1/00 - G02B26/00, G02B30/00 with means for monitoring data relating to the user, e.g. head-tracking, eye-tracking
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input 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
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/011—Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input 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
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/011—Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
- G06F3/012—Head tracking input arrangements
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input 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
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/017—Gesture based interaction, e.g. based on a set of recognized hand gestures
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q30/00—Commerce
- G06Q30/06—Buying, selling or leasing transactions
- G06Q30/0601—Electronic shopping [e-shopping]
- G06Q30/0641—Electronic shopping [e-shopping] utilising user interfaces specially adapted for shopping
- G06Q30/0644—Electronic shopping [e-shopping] utilising user interfaces specially adapted for shopping by graphically simulating physical shopping environments, e.g. virtual malls
- G06Q30/06442—Electronic shopping [e-shopping] utilising user interfaces specially adapted for shopping by graphically simulating physical shopping environments, e.g. virtual malls by representing shoppers within virtual shopping environments, e.g. using shopper avatars
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F9/00—Details other than those peculiar to special kinds or types of apparatus
- G07F9/001—Interfacing with vending machines using mobile or wearable devices
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F9/00—Details other than those peculiar to special kinds or types of apparatus
- G07F9/009—User recognition or proximity detection
Definitions
- Examples of the present disclosure relate generally to users interacting with vending machines with augmented reality (AR), mixed reality (MR), virtual reality (VR), or extended reality (XR). More particularly, but not by way of limitation, examples of the present disclosure relate to a user interacting with a vending machine that incorporates AR, MR, VR, or XR images of the user and images of icons on a display of the vending machine.
- AR augmented reality
- MR mixed reality
- VR virtual reality
- XR extended reality
- FIG. l is a diagrammatic representation of a networked environment in which the present disclosure may be deployed, according to some examples.
- FIG. 2 is a diagrammatic representation of a digital interaction system that has both client-side and server-side functionality, according to some examples.
- FIG. 3 is a diagrammatic representation of a data structure as maintained in a database, according to some examples.
- FIG. 4 is a diagrammatic representation of a message, according to some examples.
- FIG. 5 illustrates a system in which the head-wearable apparatus, according to some examples.
- FIG. 6 is a diagrammatic representation of a machine in the form of a computer system within which a set of instructions may be executed to cause the machine to perform any one or more of the methodologies discussed herein, according to some examples.
- FIG. 7 is a block diagram showing a software architecture within which examples may be implemented.
- FIG. 8 is a perspective view of a head-wearable apparatus in the form of glasses, in accordance with some examples.
- FIG. 9 is a schematic diagram illustrating a system for a vending machine, in accordance with some examples.
- FIG. 10 is a schematic diagram illustrating a system for a vending machine, in accordance with some examples.
- FIG. 11 is a schematic diagram illustrating a system for a vending machine, in accordance with some examples.
- FIG. 12 illustrates a return user interface for an augmented reality activated vending machine, in accordance with some examples.
- FIGS. 13A and 13B illustrate a head tilt for selecting user interface items, in accordance with some examples.
- FIGS. 14A, 14B, and 14C illustrate a display for an extended reality activated vending machine, in accordance with some examples.
- FIGS. 15 A, 15B, and 15C illustrate a UI for prompting a user to bring in another user within a working area of the vending machine, in accordance with some examples.
- FIGS. 16 A, 16B, and 16C illustrate a UI transition, in accordance with some examples.
- FIGS. 17A, 17B, and 17C illustrate an animation for illustrating how to select an icon, in accordance with some examples.
- FIGS. 18A and 18B illustrate selection of an icon using a head tilt gesture by two or more users, in accordance with some examples.
- FIGS. 19 A, 19B, and 19C illustrate a UI to prompt users to get closer together, in accordance with some examples.
- FIGS. 20A, 20B, and 20C illustrate an interface for capturing images of the users, in accordance with some examples.
- FIG. 21 illustrates a UI for providing users the opportunity to scan a computer code, in accordance with some examples.
- FIGS. 22A and 22B illustrate a UI for selecting a game, in accordance with some examples.
- FIGS. 23 A and 23B illustrate a UI for playing a game, in accordance with some examples.
- FIG. 24 illustrates a UI for positioning a user, in accordance with some examples.
- FIGS. 25 A and 25B illustrate a UI for virtual merchandize viewing, in accordance with some examples.
- FIG. 26 illustrates a method for augmented reality activated vending machines, in accordance with some examples.
- vending machines which may be referred to as dispensing machine, have limited user interfaces that make it difficult to provide some services and to vend some items to users.
- the vending machine may be in a location with people, who may speak different languages and are from different areas of the world. Additionally, the people may be people with disabilities.
- a technical problem is how to provide user interfaces for people from different parts of the world with different abilities.
- the technical problem is addressed by providing interfaces that do not rely on language, and which may be used by people with disabilities.
- the vending machine processes images of a user and displays on a display of the vending machine a first icon on a right-hand side of an avatar of the user and a second icon on a left-hand side of the avatar of the user.
- An animated graphic is additionally displayed on the display where the animated graphic indicates to the user that the user is to perform a head tilt gesture to the right to select the first icon or to perform a head tilt gesture to the left to select the second icon.
- the icons used are universal icons that indicate the gesture without using a specific human language.
- the gesture may be performed by people with different abilities.
- the vending machine can provide three-dimensional (3D) graphics to the user by determining a position of the user relative to the display of the vending machine and adjusting the 3D graphics in accordance with the perspective of the user.
- Another technical problem is how to create an immersive experience for a user that lessens the distractions of the user while using the vending machine.
- Some people have abilities that make it difficult for them to concentrate in a distracting environment.
- the vending machine may be located in an area with distractions such as people walking by, loud noises, bright lights, and so forth.
- the technical problem is addressed by capturing images of the real-world scene in front of the vending machine and displaying an avatar of the user on the display of the vending machine with other elements of the physical world such as the floor and walls.
- objects that are moving may be removed such as people, moving vehicles, and such.
- other objects that may distract the user may be removed from the images presented on the display of the vending machine. For example, bright or flashing lights may be removed.
- Another technical problem is how to enable multiple users of the vending machine to make unanimous selections of icons or menu items presented on the display of the vending machine.
- the technical problem is addressed by presenting user interfaces where selections of an icon may be made by multiple users who speak different languages and by multiple user with disabilities. For example, a user interface is provided where selection of an icon is made by the users performing a head tile where all the users must perform the same gesture indicating the same icon for the icon to be considered selected. This permits multiple users to operate the vending machine together.
- FIG. 1 is a block diagram showing an example digital interaction system 100 for facilitating interactions and engagements (e.g., exchanging text messages, conducting text audio and video calls, or playing games) over a network.
- the digital interaction system 100 includes multiple user systems 102, each of which hosts multiple applications, including an interaction client 104 and other applications 106.
- Each interaction client 104 is communicatively coupled, via one or more communication networks including a network 108 (e.g., the Internet), to other instances of the interaction client 104 (e.g., hosted on respective other user systems 102), a server system 110 and third-party servers 112).
- An interaction client 104 can also communicate with locally hosted applications 106 using Applications Program Interfaces (APIs).
- APIs Applications Program Interfaces
- Each user system 102 may include multiple user devices, such as a mobile device 114, head-wearable apparatus 116, and a computer client device 118 that are communicatively connected to exchange data and messages.
- An interaction client 104 interacts with other interaction clients 104 and with the server system 110 via the network 108.
- the data exchanged between the interaction clients 104 (e.g., interactions 120) and between the interaction clients 104 and the server system 110 includes functions (e.g., commands to invoke functions) and payload data (e.g., text, audio, video, or other multimedia data).
- the server system 110 provides server-side functionality via the network 108 to the interaction clients 104. While certain functions of the digital interaction system 100 are described herein as being performed by either an interaction client 104 or by the server system 110, the location of certain functionality either within the interaction client 104 or the server system 110 may be a design choice. For example, it may be technically preferable to initially deploy particular technology and functionality within the server system 110 but to later migrate this technology and functionality to the interaction client 104 where a user system 102 has sufficient processing capacity.
- the server system 110 supports various services and operations that are provided to the interaction clients 104. Such operations include transmitting data to, receiving data from, and processing data generated by the interaction clients 104. This data may include message content, client device information, geolocation information, digital effects (e.g., media augmentation and overlays), message content persistence conditions, entity relationship information, and live event information. Data exchanges within the digital interaction system 100 are invoked and controlled through functions available via user interfaces (UIs) of the interaction clients 104.
- UIs user interfaces
- an Application Program Interface (API) server 122 is coupled to and provides programmatic interfaces to servers 124, making the functions of the servers 124 accessible to interaction clients 104, other applications 106 and third-party server 112.
- the servers 124 are communicatively coupled to a database server 126, facilitating access to a database 128 that stores data associated with interactions processed by the servers 124.
- a web server 130 is coupled to the servers 124 and provides web-based interfaces to the servers 124. To this end, the web server 130 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 122 receives and transmits interaction data (e.g., commands and message payloads) between the servers 124 and the user systems 102 (and, for example, interaction clients 104 and other application 106) and the third-party server 112. Specifically, the Application Program Interface (API) server 122 provides a set of interfaces (e.g., routines and protocols) that can be called or queried by the interaction client 104 and other applications 106 to invoke functionality of the servers 124.
- interaction data e.g., commands and message payloads
- API Application Program Interface
- the Application Program Interface (API) server 122 exposes various functions supported by the servers 124, including account registration; login functionality; the sending of interaction data, via the servers 124, from a particular interaction client 104 to another interaction client 104; the communication of media files (e.g., images or video) from an interaction client 104 to the servers 124; the settings of a collection of media data (e.g., a narrative); the retrieval of a list of friends of a user of a user system 102; the retrieval of messages and content; the addition and deletion of entities (e.g., friends) to an entity relationship graph (e.g., the entity graph 308); the location of friends within an entity relationship graph; and opening an application event (e.g., relating to the interaction client 104).
- entity relationship graph e.g., the entity graph 308
- the servers 124 host multiple systems and subsystems, described below with reference to FIG. 2.
- the interaction client 104 provides a user interface that allows users to access features and functions of an external resource, such as a linked application 106, an applet, or a microservice. This external resource may be provided by a third party or by the creator of the interaction client 104.
- the external resource may be a full-scale application installed on the user's system 102, or a smaller, lightweight version of the application, such as an applet or a microservice, hosted either on the user's system or remotely, such as on third-party servers 112 or in the cloud.
- These smaller versions which include a subset of the full application's features, may be implemented using a markup-language document and may also incorporate a scripting language and a style sheet.
- the interaction client 104 determines whether the resource is web-based or a locally installed application. Locally installed applications can be launched independently of the interaction client 104, while applets and microservices can be launched or accessed via the interaction client 104.
- the interaction client 104 instructs the user's system to launch the resource by executing locally stored code. If the resource is web-based, the interaction client 104 communicates with third-party servers to obtain a markup-language document corresponding to the selected resource, which it then processes to present the resource within its user interface.
- the interaction client 104 can also notify users of activity in one or more external resources. For instance, it can provide notifications relating to the use of an external resource by one or more members of a user group. Users can be invited to join an active external resource or to launch a recently used but currently inactive resource.
- the interaction client 104 can present a list of available external resources to a user, allowing them to launch or access a given resource. This list can be presented in a context-sensitive menu, with icons representing different applications, applets, or microservices varying based on how the menu is launched by the user.
- FIG. 2 is a block diagram illustrating further details regarding the digital interaction system 100, according to some examples.
- the digital interaction system 100 is shown to comprise the interaction client 104 and the servers 124.
- the digital interaction system 100 embodies multiple subsystems, which are supported on the client-side by the interaction client 104 and on the server-side by the servers 124.
- these subsystems are implemented as microservices.
- a microservice subsystem e.g., a microservice application
- Example components of microservice subsystem may include:
- Function logic implements the functionality of the microservice subsystem, representing a specific capability or function that the microservice provides.
- API interface Microservices may communicate with each other components through well-defined APIs or interfaces, using lightweight protocols such as REST or messaging.
- the API interface defines the inputs and outputs of the microservice subsystem and how it interacts with other microservice subsystems of the digital interaction system 100.
- a microservice subsystem may be responsible for its own data storage, which may be in the form of a database, cache, or other storage mechanism (e.g., using the database server 126 and database 128). This enables a microservice subsystem to operate independently of other microservices of the digital interaction system 100.
- Service discovery Microservice subsystems may find and communicate with other microservice subsystems of the digital interaction system 100. Service discovery mechanisms enable microservice subsystems to locate and communicate with other microservice subsystems in a scalable and efficient way.
- Microservice subsystems may need to be monitored and logged to ensure availability and performance. Monitoring and logging mechanisms enable the tracking of health and performance of a microservice subsystem.
- the digital interaction system 100 may employ a monolithic architecture, a service-oriented architecture (SO A), a function-as-a-service (FaaS) architecture, or a modular architecture:
- SO A service-oriented architecture
- FaaS function-as-a-service
- modular architecture a monolithic architecture, a service-oriented architecture, a function-as-a-service (FaaS) architecture, or a modular architecture:
- the vending machine system 234 supports system 900 for XR activated vending machines.
- the vending machine system 234, referring to FIGS. 9 and 10, provides functions associated with the 3D presentation component 989 and rendering component 957, in accordance with some examples. Additionally, the vending machine system 234 may act as an intermediary for sending data between the mobile device 982, the backend A 974, the backend B 978, and the vending machine 902. In some examples, the vending machine system 234 performs one or more functions described in conjunction with system 900.
- the vending machine system 234 additionally provides support for sharing videos, codes, and access to social media accounts.
- An image processing system 202 provides various functions that enable a user to capture and modify (e.g., augment, annotate or otherwise edit) media content associated with a message.
- a camera system 204 includes control software (e.g., in a camera application) that interacts with and controls hardware camera hardware (e.g., directly or via operating system controls) of the user system 102 to modify real-time images captured and displayed via the interaction client 104.
- control software e.g., in a camera application
- hardware camera hardware e.g., directly or via operating system controls
- the digital effect system 206 provides functions related to the generation and publishing of digital effects (e.g., media overlays) for images captured in real-time by cameras of the user system 102 or retrieved from memory of the user system 102.
- the digital effect system 206 operatively selects, presents, and displays digital effects (e.g., media overlays such as image filters or modifications) to the interaction client 104 for the modification of real-time images received via the camera system 204 or stored images retrieved from memory 502 of a user system 102.
- digital effects are selected by the digital effect system 206 and presented to a user of an interaction client 104, based on a number of inputs and data, such as for example:
- Digital effects may include audio and visual content and visual effects.
- audio and visual content include pictures, texts, logos, animations, and sound effects.
- visual effects include color overlays and media overlays. The audio and visual content or the visual effects can be applied to a media content item
- the image processing system 202 may interact with, and support, the various subsystems of the communication system 208, such as the messaging system 210 and the video communication system 212.
- a media overlay may include text or image data that can be overlaid on top of a photograph taken by the user system 102 or a video stream produced by the user system 102.
- the media overlay may be 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 image processing system 202 uses the geolocation of the user system 102 to identify a media overlay that includes the name of a merchant at the geolocation of the user system 102.
- the media overlay may include other indicia associated with the merchant.
- the media overlays may be stored in the databases 128 and accessed through the database server 126.
- the image processing system 202 provides a user-based 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 image processing system 202 generates a media overlay that includes the uploaded content and associates the uploaded content with the selected geolocation.
- the digital effect creation system 214 supports augmented reality developer platforms and includes an application for content creators (e.g., artists and developers) to create and publish digital effects (e.g., augmented reality experiences) of the interaction client 104.
- content creators e.g., artists and developers
- digital effects e.g., augmented reality experiences
- the digital effect creation system 214 provides a library of built-in features and tools to content creators including, for example custom shaders, tracking technology, and templates.
- the digital effect creation system 214 provides a merchantbased publication platform that enables merchants to select a particular digital effect associated with a geolocation via a bidding process. For example, the digital effect creation system 214 associates a media overlay of the highest bidding merchant with a corresponding geolocation for a predefined amount of time.
- a communication system 208 is responsible for enabling and processing multiple forms of communication and interaction within the digital interaction system 100 and includes a messaging system 210, an audio communication system 216, and a video communication system 212.
- the messaging system 210 is responsible, in some examples, for enforcing the temporary or time-limited access to content by the interaction clients 104.
- the messaging system 210 incorporates multiple timers that, based on duration and display parameters associated with a message or collection of messages (e.g., a narrative), selectively enable access (e.g., for presentation and display) to messages and associated content via the interaction client 104.
- the audio communication system 216 enables and supports audio communications (e.g., real-time audio chat) between multiple interaction clients 104.
- the video communication system 212 enables and supports video communications (e.g., real-time video chat) between multiple interaction clients 104.
- a user management system 218 is operationally responsible for the management of user data and profiles, and maintains entity information (e.g., stored in entity tables 306, entity graphs 308 and profile data 302) regarding users and relationships between users of the digital interaction system 100.
- entity information e.g., stored in entity tables 306, entity graphs 308 and profile data 302
- a collection management system 220 is operationally 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 "concert collection" for the duration of that music concert.
- the collection management system 220 may also be responsible for publishing an icon that provides notification of a particular collection to the user interface of the interaction client 104.
- the collection management system 220 includes a curation function that allows a collection manager to manage and curate a particular collection of content.
- the curation interface 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 220 employs machine vision (or image recognition technology) and content rules to curate a content collection automatically. In certain examples, compensation may be paid to a user to include user-generated content into a collection. In such cases, the collection management system 220 operates to automatically make payments to such users to use their content.
- machine vision or image recognition technology
- a map system 222 provides various geographic location (e.g., geolocation) functions and supports the presentation of map-based media content and messages by the interaction client 104.
- the map system 222 enables the display of user icons or avatars (e.g., stored in profile data 302) 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 digital interaction 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 interaction 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 digital interaction system 100 via the interaction client 104, with this location and status information being similarly displayed within the context of a map interface of the interaction client 104 to selected users.
- location and status information e.g., using an appropriate status avatar
- a game system 224 provides various gaming functions within the context of the interaction client 104.
- the interaction client 104 provides a game interface providing a list of available games that can be launched by a user within the context of the interaction client 104 and played with other users of the digital interaction system 100.
- the digital interaction 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 interaction client 104.
- the interaction client 104 also supports audio, video, and text messaging (e.g., chats) within the context of gameplay, provides a leaderboard for the games, and supports the provision of in-game rewards (e.g., coins and items).
- An external resource system 226 provides an interface for the interaction client 104 to communicate with remote servers (e.g., third-party servers 112) to launch or access external resources, i.e., applications or applets.
- Each third-party server 112 hosts, for example, a markup language (e.g., HTML5) based application or a small-scale version of an application (e.g., game, utility, payment, or ride-sharing application).
- the interaction client 104 may launch a web-based resource (e.g., application) by accessing the HTML5 file from the third-party servers 112 associated with the web-based resource.
- Applications hosted by third-party servers 112 are programmed in JavaScript leveraging a Software Development Kit (SDK) provided by the servers 124.
- 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 servers 124 host a JavaScript library that provides a given external resource access to specific user data of the interaction client 104.
- HTML5 is an example of technology for programming games, but applications and resources programmed based on other technologies can be used.
- the SDK is downloaded by the third-party server 112 from the servers 124 or is otherwise received by the third-party server 112. Once downloaded or received, 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 interaction client 104 into the web-based resource.
- the SDK stored on the server system 110 effectively provides the bridge between an external resource (e.g., applications 106 or applets) and the interaction client 104. This gives the user a seamless experience of communicating with other users on the interaction client 104 while also preserving the look and feel of the interaction client 104.
- the SDK facilitates communication between third-party servers 112 and the interaction client 104.
- a bridge script running on a user system 102 establishes two oneway communication channels between an external resource and the interaction client 104. Messages are sent between the external resource and the interaction 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 third-party server 112 provides an HTML5 file corresponding to the web-based external resource to servers 124.
- the servers 124 can add a visual representation (such as a box art or other graphic) of the web-based external resource in the interaction client 104. Once the user selects the visual representation or instructs the interaction client 104 through a GUI of the interaction client 104 to access features of the web-based external resource, the interaction client 104 obtains the HTML5 file and instantiates the resources to access the features of the web-based external resource.
- the interaction 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 interaction client 104 determines whether the launched external resource has been previously authorized to access user data of the interaction client 104. In response to determining that the launched external resource has been previously authorized to access user data of the interaction client 104, the interaction 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 interaction client 104 slides up (e.g., animates a menu as surfacing from a bottom of the screen to a middle 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 interaction client 104 adds the external resource to a list of authorized external resources and allows the external resource to access user data from the interaction client 104.
- the external resource is authorized by the interaction client 104 to access the user data under an OAuth 2 framework.
- the interaction 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 applications e.g., an application 106
- a first type of user data e.g., two-dimensional avatars of users with or without different avatar characteristics
- external resources that include small-scale versions of applications e.g., web-based versions of 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.
- An advertisement system 228 operationally enables the purchasing of advertisements by third parties for presentation to end-users via the interaction clients 104 and handles the delivery and presentation of these advertisements.
- An artificial intelligence and machine learning system 230 provides a variety of services to different subsystems within the digital interaction system 100.
- the artificial intelligence and machine learning system 230 operates with the image processing system 202 and the camera system 204 to analyze images and extract information such as objects, text, or faces. This information can then be used by the image processing system 202 to enhance, filter, or manipulate images.
- the artificial intelligence and machine learning system 230 may be used by the digital effect system 206 to generate modified content and augmented reality experiences, such as adding virtual objects or animations to real -world images.
- the communication system 208 and messaging system 210 may use the artificial intelligence and machine learning system 230 to analyze communication patterns and provide insights into how users interact with each other and provide intelligent message classification and tagging, such as categorizing messages based on sentiment or topic.
- the artificial intelligence and machine learning system 230 may also provide chatbot functionality to message interactions 120 between user systems 102 and between a user system 102 and the server system 110.
- the artificial intelligence and machine learning system 230 may also work with the audio communication system 216 to provide speech recognition and natural language processing capabilities, allowing users to interact with the digital interaction system 100 using voice commands.
- a compliance system 232 facilitates compliance by the digital interaction system 100 with data privacy and other regulations, including for example the California Consumer Privacy Act (CCPA), General Data Protection Regulation (GDPR), and Digital Services Act (DSA).
- the compliance system 232 comprises several components that address data privacy, protection, and user rights, ensuring a secure environment for user data.
- a data collection and storage component securely handles user data, using encryption and enforcing data retention policies.
- a data access and processing component provides controlled access to user data, ensuring compliant data processing and maintaining an audit trail.
- a data subject rights management component facilitates user rights requests in accordance with privacy regulations, while the data breach detection and response component detects and responds to data breaches in a timely and compliant manner.
- the compliance system 232 also incorporates opt-in/opt-out management and privacy controls across the digital interaction system 100, empowering users to manage their data preferences.
- the compliance system 232 is designed to handle sensitive data by obtaining explicit consent, implementing strict access controls and in accordance with applicable laws.
- FIG. 3 is a schematic diagram illustrating data structures 300, which may be stored in the database 128 of the server system 110, according to certain examples. While the content of the database 128 is shown to comprise multiple 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 128 includes message data stored within a message table 304. This message data includes 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 304, are described below with reference to FIG. 3.
- An entity table 306 stores entity data, and is linked (e.g., referentially) to an entity graph 308 and profile data 302. 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 server system 110 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), interest-based, or activity-based, merely for example. Certain relationships between entities may be unidirectional, such as a subscription by an individual user to digital content of a commercial or publishing user (e.g., a newspaper or other digital media outlet, or a brand). Other relationships may be bidirectional, such as a "friend" relationship between individual users of the digital interaction system 100. [0083] Certain permissions and relationships may be attached to each relationship, and to each direction of a relationship.
- a bidirectional relationship may include authorization for the publication of digital content items between the individual users, but may impose certain restrictions or filters on the publication of such digital content items (e.g., based on content characteristics, location data or time of day data).
- a subscription relationship between an individual user and a commercial user may impose different degrees of restrictions on the publication of digital content from the commercial user to the individual user, and may significantly restrict or block the publication of digital content from the individual user to the commercial user.
- a particular user as an example of an entity, may record certain restrictions (e.g., by way of privacy settings) in a record for that entity within the entity table 306.
- the profile data 302 stores multiple types of profile data about a particular entity.
- the profile data 302 may be selectively used and presented to other users of the digital interaction system 100 based on privacy settings specified by a particular entity.
- the profile data 302 includes, for example, a username, 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 more of these avatar representations within the content of messages communicated via the digital interaction system 100, and on map interfaces displayed by interaction 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 302 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 128 also stores digital effect data, such as overlays or filters, in a digital effect table 310.
- the digital effect data is associated with and applied to videos (for which data is stored in a video table 312) and images (for which data is stored in an image table 314).
- 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 interaction client 104 when the sending user is composing a message. Other types of filters include geolocation filters (also known as geo-filters), 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 interaction client 104, based on geolocation information determined by a Global Positioning System (GPS) unit of the user system 102.
- GPS Global Positioning System
- Another type of filter is a data filter, which may be selectively presented to a sending user by the interaction client 104 based on other inputs or information gathered by the user system 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 user system 102, or the current time.
- Other digital effect data that may be stored within the image table 314 includes augmented reality content items (e.g., corresponding to augmented reality experiences).
- An augmented reality content item may be a real-time special effect and sound that may be added to an image or a video.
- a collections table 316 stores data regarding collections of messages and associated image, video, or audio data, which are compiled into a collection (e.g., a narrative 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 collection" in the form of a collection of content that has been created and sent/broadcast by that user.
- the user interface of the interaction client 104 may include an icon that is user-selectable to enable a sending user to add specific content to his or her personal narrative.
- a collection may also constitute a "live collection,” 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 collection” 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 interaction client 104, to contribute content to a particular live collection.
- the live collection may be identified to the user by the interaction client 104, based on his or her location.
- a further type of content collection is known as a "location collection," which enables a user whose user system 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 collection may employ 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 312 stores video data that, in some examples, is associated with messages for which records are maintained within the message table 304.
- the image table 314 stores image data associated with messages for which message data is stored in the entity table 306.
- the entity table 306 may associate various digital effects from the digital effect table 310 with various images and videos stored in the image table 314 and the video table 312.
- the data structures 300 also includes vending machine table 313.
- the vending machine table 313 includes, referring to FIG. 9, applications 924, content items 943, vending items 925, processed graphics 945, avatars 951, codes, generated music and other videos for the user 992, and so forth.
- FIG. 4 is a schematic diagram illustrating a structure of a message 400, according to some examples, generated by an interaction client 104 for communication to a further interaction client 104 via the servers 124.
- the content of a particular message 400 is used to populate the message table 304 stored within the database 128, accessible by the servers 124.
- the content of a message 400 is stored in memory as "in-transit” or "in-flight" data of the user system 102 or the servers 124.
- a message 400 is shown to include the following example components:
- Message identifier (MSG ID 402): a unique identifier that identifies the message 400.
- MSG_TXT 404 Message text (MSG_TXT 404) payload: text, to be generated by a user via a user interface of the user system 102, and that is included in the message 400.
- Message image payload 406 image data, captured by a camera component of a user system 102 or retrieved from a memory component of a user system 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 314.
- Message video payload 408 video data, captured by a camera component or retrieved from a memory component of the user system 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 312.
- Message audio payload 410 audio data, captured by a microphone or retrieved from a memory component of the user system 102, and that is included in the message 400.
- Message digital effect data 412 digital effect data (e.g., filters, stickers, or other annotations or enhancements) that represents digital effects to be applied to message image payload 406, message video payload 408, or message audio payload 410 of the message 400.
- Digital effect data for a sent or received message 400 may be stored in the digital effect table 310.
- Message duration parameter (MSG DUR 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 interaction 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 collection identifier 418 identifier values identifying one or more content collections (e.g., "stories” identified in the collections table 316) 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 user system 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 user system 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 314.
- values within the message video payload 408 may point to data stored within a video table 3114
- values stored within the message digital effect data 412 may point to data stored in a digital effect table 310
- values stored within the message collection identifier 418 may point to data stored in a collections table 316
- 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 illustrates a system 500 including a head-wearable apparatus 116 with a selector input device, according to some examples.
- FIG. 5 is a high-level functional block diagram of an example head-wearable apparatus 116 communicatively coupled to a mobile device 114 and various server systems 504 (e.g., the server system 110) via various networks 108.
- server systems 504 e.g., the server system 110
- the head-wearable apparatus 116 includes one or more cameras, each of which may be, for example, a visible light camera 506, an infrared emitter 508, and an infrared camera 510.
- the mobile device 114 connects with head-wearable apparatus 116 using both a low-power wireless connection 512 and a high-speed wireless connection 514.
- the mobile device 114 is also connected to the server system 504 and the network 516.
- the head-wearable apparatus 116 further includes two image displays of the image display of optical assembly 518.
- the two image displays of optical assembly 518 include one associated with the left lateral side and one associated with the right lateral side of the head-wearable apparatus 116.
- the head-wearable apparatus 116 also includes an image display driver 520, an image processor 522, low-power circuitry 524, and highspeed circuitry 526.
- the image display of optical assembly 518 is for presenting images and videos, including an image that can include a graphical user interface to a user of the head-wearable apparatus 116.
- the image display driver 520 commands and controls the image display of optical assembly 518.
- the image display driver 520 may deliver image data directly to the image display of optical assembly 518 for presentation or may convert the image data into a signal or data format suitable for delivery to the image display device.
- the image data may be video data formatted according to compression formats, such as H.264 (MPEG-4 Part 10), HEVC, Theora, Dirac, RealVideo RV40, VP8, VP9, or the like, and still image data may be formatted according to compression formats such as Portable Network Group (PNG), Joint Photographic Experts Group (JPEG), Tagged Image File Format (TIFF) or exchangeable image file format (EXIF) or the like.
- compression formats such as Portable Network Group (PNG), Joint Photographic Experts Group (JPEG), Tagged Image File Format (TIFF) or exchangeable image file format (EXIF) or the like.
- the head-wearable apparatus 116 includes a frame and stems (or temples) extending from a lateral side of the frame.
- the head-wearable apparatus 116 further includes a user input device 528 (e.g., touch sensor or push button), including an input surface on the head-wearable apparatus 116.
- the user input device 528 e.g., touch sensor or push button
- the user input device 528 is to receive from the user an input selection to manipulate the graphical user interface of the presented image.
- the components shown in FIG. 5 for the head-wearable apparatus 116 are located on one or more circuit boards, for example a PCB or flexible PCB, in the rims or temples. Alternatively, or additionally, the depicted components can be located in the chunks, frames, hinges, or bridge of the head-wearable apparatus 116.
- Left and right visible light cameras 506 can include digital camera elements such as a complementary metal oxide-semiconductor (CMOS) image sensor, charge-coupled device, camera lenses, or any other respective visible or light-capturing elements that may be used to capture data, including images of scenes with unknown objects.
- CMOS complementary metal oxide-semiconductor
- the head-wearable apparatus 116 includes a memory 502, which stores instructions to perform a subset, or all the functions described herein.
- the memory 502 can also include storage device.
- the high-speed circuitry 526 includes a high-speed processor 530, a memory 502, and high-speed wireless circuitry 532.
- the image display driver 520 is coupled to the high-speed circuitry 526 and operated by the high-speed processor 530 to drive the left and right image displays of the image display of optical assembly 518.
- the high-speed processor 530 may be any processor capable of managing high-speed communications and operation of any general computing system needed for the head-wearable apparatus 116.
- the high-speed processor 530 includes processing resources needed for managing high-speed data transfers on a high-speed wireless connection 514 to a wireless local area network (WLAN) using the high-speed wireless circuitry 532.
- WLAN wireless local area network
- the highspeed processor 530 executes an operating system such as a LINUX operating system or other such operating system of the head-wearable apparatus 116, and the operating system is stored in the memory 502 for execution. In addition to any other responsibilities, the high-speed processor 530 executing a software architecture for the head-wearable apparatus 116 is used to manage data transfers with high-speed wireless circuitry 532.
- the high-speed wireless circuitry 532 is configured to implement Institute of Electrical and Electronic Engineers (IEEE) 802.11 communication standards, also referred to herein as WI-FI®. In some examples, other high-speed communications standards may be implemented by the high-speed wireless circuitry 532.
- IEEE Institute of Electrical and Electronic Engineers
- the low-power wireless circuitry 534 and the high-speed wireless circuitry 532 of the head-wearable apparatus 116 can include short-range transceivers (e.g., BluetoothTM, Bluetooth LE, Zigbee, ANT+) and wireless wide, local, or wide area network transceivers (e.g., cellular or WI-FI®).
- Mobile device 114 including the transceivers communicating via the low-power wireless connection 512 and the highspeed wireless connection 514, may be implemented using details of the architecture of the head-wearable apparatus 116, as can other elements of the network 516.
- the memory 502 includes any storage device capable of storing various data and applications, including, among other things, camera data generated by the left and right visible light cameras 506, the infrared camera 510, and the image processor 522, as well as images generated for display by the image display driver 520 on the image displays of the image display of optical assembly 518. While the memory 502 is shown as integrated with high-speed circuitry 526, in some examples, the memory 502 may be an independent standalone element of the head-wearable apparatus 116. In certain such examples, electrical routing lines may provide a connection through a chip that includes the high-speed processor 530 from the image processor 522 or the low-power processor 536 to the memory 502. In some examples, the high-speed processor 530 may manage addressing of the memory 502 such that the low-power processor 536 will boot the highspeed processor 530 any time that a read or write operation involving memory 502 is needed.
- the low-power processor 536 or high-speed processor 530 of the head-wearable apparatus 116 can be coupled to the camera (visible light camera 506, infrared emitter 508, or infrared camera 510), the image display driver 520, the user input device 528 (e.g., touch sensor or push button), and the memory 502.
- the camera visible light camera 506, infrared emitter 508, or infrared camera 510
- the image display driver 520 the image display driver 520
- the user input device 528 e.g., touch sensor or push button
- the head-wearable apparatus 116 is connected to a host computer.
- the head-wearable apparatus 116 is paired with the mobile device 114 via the high-speed wireless connection 514 or connected to the server system 504 via the network 516.
- the server system 504 may be one or more computing devices as part of a service or network computing system, for example, that includes a processor, a memory, and network communication interface to communicate over the network 516 with the mobile device 114 and the head-wearable apparatus 116.
- the mobile device 114 includes a processor and a network communication interface coupled to the processor.
- the network communication interface allows for communication over the network 516, low-power wireless connection 512, or high-speed wireless connection 514.
- Mobile device 114 can further store at least portions of the instructions in the memory of the mobile device 114 memory to implement the functionality described herein.
- Output components of the head-wearable apparatus 116 include visual components, such as a display such as a liquid crystal display (LCD), a plasma display panel (PDP), a light-emitting diode (LED) display, a projector, or a waveguide.
- the image displays of the optical assembly are driven by the image display driver 520.
- the output components of the head-wearable apparatus 116 further include acoustic components (e.g., speakers), haptic components (e.g., a vibratory motor), other signal generators, and so forth.
- the input components of the head-wearable apparatus 116, the mobile device 114, and server system 504, such as the user input device 528 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 other pointing instruments), 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,
- the head-wearable apparatus 116 may also include additional peripheral device elements.
- peripheral device elements may include sensors and display elements integrated with the head-wearable apparatus 116.
- peripheral device elements may include any I/O components including output components, motion components, position components, or any other such elements described herein.
- the motion components include acceleration sensor components (e.g., accelerometer), gravitation sensor components, rotation sensor components (e.g., gyroscope), and so forth.
- the position components include location sensor components to generate location coordinates (e.g., a Global Positioning System (GPS) receiver component), Wi-Fi or BluetoothTM transceivers to generate positioning system coordinates, 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.
- GPS Global Positioning System
- altitude sensor components e.g., altimeters or barometers that detect air pressure from which altitude may be derived
- orientation sensor components e.g., magnetometers
- positioning system coordinates can also be received over low-power wireless connections 512 and high-speed wireless connection 514 from the mobile device 114 via the low-power wireless circuitry 534 or high-speed wireless circuitry 532.
- FIG. 6 is a diagrammatic representation of the machine 600 within which instructions 602 (e.g., software, a program, an application, an applet, an app, or other executable code) for causing the machine 600 to perform any one or more of the methodologies discussed herein may be executed.
- the instructions 602 may cause the machine 600 to execute any one or more of the methods described herein.
- the instructions 602 transform the general, non-programmed machine 600 into a particular machine 600 programmed to carry out the described and illustrated functions in the manner described.
- the machine 600 may operate as a standalone device or may be coupled (e.g., networked) to other machines.
- the machine 600 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 600 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 602, sequentially or otherwise, that specify actions to be taken by the machine 600.
- PC personal computer
- PDA personal digital assistant
- the machine 600 may comprise the user system 102 or any one of multiple server devices forming part of the server system 110. In some examples, the machine 600 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 method or algorithm being performed on the clientside. [0118]
- the machine 600 may include processors 604, 612, 614, memory 606, and input/output I/O components 608, which may be configured to communicate with each other via a bus 610.
- the memory 606 includes a main memory 616, a static memory 618, and a storage unit 620, both accessible to the processors 604 via the bus 610.
- the main memory 606, the static memory 618, and storage unit 620 store the instructions 602 embodying any one or more of the methodologies or functions described herein.
- the instructions 602 may also reside, completely or partially, within the main memory 616, within the static memory 618, within machine-readable medium 622 within the storage unit 620, within at least one of the processors 604 (e.g., within the processor's cache memory), or any suitable combination thereof, during execution thereof by the machine 600.
- the I/O components 608 may include a wide variety of components to receive input, provide output, produce output, transmit information, exchange information, capture measurements, and so on.
- the specific I/O components 608 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 608 may include many other components that are not shown in FIG. 6. In various examples, the I/O components 608 may include user output components 624 and user input components 626.
- the user output components 624 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 626 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,
- the head-wearable apparatus 116 may include biometric 628 components or sensors 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 biometric components may include a brain-machine interface (BMI) system that allows communication between the brain and an external device or machine. This may be achieved by recording brain activity data, translating this data into a format that can be understood by a computer, and then using the resulting signals to control the device or machine.
- BMI brain-machine interface
- Example types of BMI technologies including:
- Electroencephalography (EEG) based BMIs which record electrical activity in the brain using electrodes placed on the scalp.
- Invasive BMIs which used electrodes that are surgically implanted into the brain.
- biometric data collected by the biometric components is captured and stored with only user approval and deleted on user request, and in accordance with applicable laws. Further, such biometric data may be used for very limited purposes, such as identification verification. To ensure limited and authorized use of biometric information and other personally identifiable information (PII), access to this data is restricted to authorized personnel only, if at all. Any use of biometric data may strictly be limited to identification verification purposes, and the biometric data is not shared or sold to any third party without the explicit consent of the user. In addition, appropriate technical and organizational measures are implemented to ensure the security and confidentiality of this sensitive information.
- the position 634 component may determine a position of the machine 600. Methods and apparatuses are described herein that determine position 634.
- the motion components 630 include acceleration sensor components (e.g., accelerometer), gravitation sensor components, rotation sensor components (e.g., gyroscope).
- the environmental components 632 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 (
- the user system 102 may have a camera system comprising, for example, front cameras on a front surface of the user system 102 and rear cameras on a rear surface of the user system 102.
- the front cameras may, for example, be used to capture still images and video of a user of the user system 102 (e.g., "selfies"), which may then be modified with digital effect 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 modified with digital effect data.
- the user system 102 may also include a 360° camera for capturing 360° photographs and videos.
- the camera system of the user system 102 may be equipped with advanced multi-camera configurations. This may include dual rear cameras, which might consist of a primary camera for general photography and a depth-sensing camera for capturing detailed depth information in a scene. This depth information can be used for various purposes, such as creating a bokeh effect in portrait mode, where the subject is in sharp focus while the background is blurred.
- the user system 102 may also feature triple, quad, or even penta camera configurations on both the front and rear sides of the user system 102.
- These multiple cameras systems may include a wide camera, a Ultra-wide camera, a telephoto camera, a macro camera, and a depth sensor, for example.
- the I/O components 608 further include communication components 636 operable to couple the machine 600 to a network 638 or devices 640 via respective coupling or connections.
- the communication components 636 may include a network interface component or another suitable device to interface with the network 638.
- the communication components 636 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 640 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 636 may detect identifiers or include components operable to detect identifiers.
- the communication components 636 may include Radio Frequency Identification (RFID) tag reader components, NFC smart tag detection components, optical reader components (e.g., an optical sensor to detect one-dimensional bar codes such as Universal Product Code (UPC) bar code, multi-dimensional bar codes such as Quick Response (QR) code, Aztec code, Data Matrix, DataglyphTM, 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 one-dimensional bar codes such as Universal Product Code (UPC) bar code, multi-dimensional bar codes such as Quick Response (QR) code, Aztec code, Data Matrix, DataglyphTM, MaxiCode, PDF417, Ultra Code, UCC RSS-2D bar code, and other optical codes
- the various memories e.g., main memory 616, static memory 618, and memory of the processors 604
- storage unit 620 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 602), when executed by processors 604, cause various operations to implement the disclosed examples.
- the instructions 602 may be transmitted or received over the network 638, using a transmission medium, via a network interface device (e.g., a network interface component included in the communication components 636) and using any one of several well-known transfer protocols (e.g., hypertext transfer protocol
- the instructions 602 may be transmitted or received using a transmission medium via a coupling (e.g., a peer-to-peer coupling) to the devices 640.
- a coupling e.g., a peer-to-peer coupling
- FIG. 7 is a block diagram 700 illustrating a software architecture 702, which can be installed on any one or more of the devices described herein.
- the software architecture 702 is supported by hardware such as a machine 704 that includes processors 706, memory 708, and I/O components 710.
- the software architecture 702 can be conceptualized as a stack of layers, where each layer provides a particular functionality.
- the software architecture 702 includes layers such as an operating system 712, libraries 714, frameworks 716, and applications 718.
- the applications 718 invoke API calls 720 through the software stack and receive messages 722 in response to the API calls 720.
- the operating system 712 manages hardware resources and provides common services.
- the operating system 712 includes, for example, a kernel 724, services 726, and drivers 728.
- the kernel 724 acts as an abstraction layer between the hardware and the other software layers. For example, the kernel 724 provides memory management, processor management (e.g., scheduling), component management, networking, and security settings, among other functionalities.
- the services 726 can provide other common services for the other software layers.
- the drivers 728 are responsible for controlling or interfacing with the underlying hardware.
- the drivers 728 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.
- the libraries 714 provide a common low-level infrastructure used by the applications 718.
- the libraries 714 can include system libraries 730 (e.g., C standard library) that provide functions such as memory allocation functions, string manipulation functions, mathematical functions, and the like.
- the libraries 714 can include API libraries 732 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
- the frameworks 716 provide a common high-level infrastructure that is used by the applications 718.
- the frameworks 716 provide various graphical user interface (GUI) functions, high-level resource management, and high-level location services.
- GUI graphical user interface
- the frameworks 716 can provide a broad spectrum of other APIs that can be used by the applications 718, some of which may be specific to a particular operating system or platform.
- the applications 718 may include a home application 736, a contacts application 738, a browser application 740, a book reader application 742, a location application 729, a media application 746, a messaging application 748, a game application 750, and a broad assortment of other applications such as a third-party application 752.
- the applications 718 are programs that execute functions defined in the programs.
- Various programming languages can be employed to create one or more of the applications 718, 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 third-party application 752 may be mobile software running on a mobile operating system such as IOSTM, ANDROIDTM, WINDOWS® Phone, or another mobile operating system.
- the third- party application 752 can invoke the API calls 720 provided by the operating system 712 to facilitate functionalities described herein.
- phrases of the form “at least one of an A, a B, or a C,” “at least one of A, B, or C,” “at least one of A, B, and C,” and the like, should be interpreted to select at least one from the group that comprises “A, B, and C ” Unless explicitly stated otherwise in connection with a particular instance in this disclosure, this manner of phrasing does not mean “at least one of A, at least one of B, and at least one of C.”
- the example “at least one of an A, a B, or a C,” would cover any of the following selections: ⁇ A ⁇ , ⁇ B ⁇ , ⁇ C ⁇ , ⁇ A, B ⁇ , ⁇ A, C ⁇ , ⁇ B, C ⁇ , and ⁇ A, B, C ⁇ .
- connection means any connection or coupling, either direct or indirect, between two or more elements; the coupling or connection between the elements can be physical, logical, or a combination thereof.
- FIG. 8 is a perspective view of a head-wearable apparatus in the form of XR glasses 800, in accordance with some examples.
- the XR glasses 800 are an article of eyewear including electronics, which operate within a network system for communicating image and video content.
- FIG. 8 illustrates an example of the headwearable apparatus 116.
- the wearable electronic device is termed augmented reality (AR), mixed reality (MR), virtual reality (VR), and/or extended reality (XR) glasses.
- the XR glasses 800 can include a frame 832 made from any suitable material such as plastic or metal, including any suitable shape memory alloy.
- the frame 832 can have a front piece 833 that can include a first or left lens, display, or optical element holder 836 and a second or right lens, display, or optical element holder 838 connected by a bridge 839.
- the front piece 833 additionally includes a left end portion 841 and a right end portion 842.
- a first or left optical element 844 and a second or right optical element 843 can be provided within respective left and right optical element holders 836, 838.
- Each of the optical elements 843, 844 can be a lens, a display, a display assembly, or a combination of the foregoing.
- the XR glasses 800 are provided with an integrated near-eye display mechanism that enables, for example, display to the user of preview images for visual media captured by cameras 869 of the XR glasses 800.
- the frame 832 additionally includes a left arm or temple piece 846 and a right arm or temple piece 847 coupled to the respective left and right end portions 841, 842 of the front piece 833 by any suitable means such as a hinge (not shown), so as to be coupled to the front piece 833, or rigidly or fixedly secured to the front piece 833 so as to be integral with the front piece 833.
- Each of the temple pieces 846 and 847 can include a first portion 851 that is coupled to the respective end portion 841 or 842 of the front piece 833 and any suitable second portion 852, such as a curved or arcuate piece, for coupling to the ear of the user.
- the front piece 833 can be formed from a single piece of material, so as to have a unitary or integral construction.
- the entire frame 832 can be formed from a single piece of material so as to have a unitary or integral construction.
- the frame 832 may include a top portion 884.
- the XR glasses 800 include a computing device, such as a computer 861, which can be of any suitable type so as to be carried by the frame 832 and, in one example, of a suitable size and shape, so as to be at least partially disposed in one or more of the temple pieces 846 and 847.
- the computer 861 has a size and shape similar to the size and shape of one of the temple pieces 846, 847 and is thus disposed almost entirely if not entirely within the structure and confines of such temple pieces 846 and 847.
- the computer 861 can be disposed in both of the temple pieces 846, 847.
- the computer 861 can include one or more processors with memory, wireless communication circuitry, and a power source.
- the computer 861 comprises low-power circuitry, high-speed circuitry, location circuitry, and a display processor.
- Various other examples may include these elements in different configurations or integrated together in different ways. Additional details of aspects of the computer 861 may be implemented as described with reference to the description that follows.
- the computer 861 additionally includes a battery 862 or other suitable portable power supply.
- the battery 862 is disposed in one of the temple pieces 846 or 847.
- the battery 862 is shown as being disposed in the left temple piece 846 and electrically coupled using a connection to the remainder of the computer 861 disposed in the right temple piece 847.
- One or more input and output devices can include a connector or port (not shown) suitable for charging a battery 862 accessible from the outside of the frame 832, a wireless receiver, transmitter, or transceiver (not shown), or a combination of such devices.
- the XR glasses 800 include digital cameras 869. Although two cameras 869 are depicted, other examples contemplate the use of a single or additional (i.e., more than two) cameras 869. For ease of description, various features relating to the cameras 869 will be described further with reference to only a single camera 869, but it will be appreciated that these features can apply, in suitable examples, to both cameras 869. For example, the cameras 869 may include back facing cameras to capture the eyes of the user of the XR glasses 800.
- the XR glasses 800 may include any number of input sensors or peripheral devices in addition to the cameras 869.
- the front piece 833 is provided with an outward-facing, forward-facing, front, or outer surface 866 that faces forward or away from the user when the XR glasses 800 are mounted on the face of the user, and an opposite inward-facing, rearward-facing, rear, or inner surface that faces the face of the user when the XR glasses 800 are mounted on the face of the user.
- Such sensors can include inward-facing video sensors or digital imaging components such as cameras 869 that can be mounted on or provided within the inner surface 867 of the front piece 833 or elsewhere on the frame 832 so as to be facing the user, and outward -facing video sensors or digital imaging components such as the cameras 869 that can be mounted on or provided with the outer surface 866 of the front piece 833 or elsewhere on the frame 832 so as to be facing away from the user.
- sensors, peripheral devices, or peripherals can additionally include biometric sensors, location sensors, accelerometers, or any other such sensors.
- projectors are used to project images on the inner surface of the optical elements 843, 844 (or lenses) to provide a mixed reality or augmented reality experience for the user of the XR glasses 800.
- the XR glasses 800 further include an example of a camera control mechanism or user input mechanism comprising a camera control button mounted on the frame 832 for haptic or manual engagement by the user.
- the camera control button provides a bi- modal or single-action mechanism in that it is disposable by the user between only two conditions, namely an engaged condition and a disengaged condition.
- the camera control button is a push button that is by default in the disengaged condition, being depressible by the user to dispose it to the engaged condition. Upon release of the depressed camera control button, it automatically returns to the disengaged condition.
- the single-action input mechanism can instead be provided by, for example, a touch-sensitive button comprising a capacitive sensor mounted on the frame 832 adjacent to its surface for detecting the presence of a user’s finger, to dispose the touch-sensitive button to the engaged condition when the user touches a finger to the corresponding spot on the outer surface 866 of the frame 832.
- a touch-sensitive button comprising a capacitive sensor mounted on the frame 832 adjacent to its surface for detecting the presence of a user’s finger, to dispose the touch-sensitive button to the engaged condition when the user touches a finger to the corresponding spot on the outer surface 866 of the frame 832.
- the computer 861 is configured to perform the methods described herein.
- the computer 861 is coupled to one or more antennas for reception of signals from a GNSS and circuitry for processing the signals where the antennas and circuitry are housed in the XR glasses 800.
- the computer 861 is coupled to one or more wireless antennas and circuitry for transmitting and receiving wireless signals where the antennas and circuitry are housed in the XR glasses 800.
- the antennas and circuitry are configured to operate in accordance with a communication protocol such as BluetoothTM, Low-energy BluetoothTM, IEEE 802, IEEE 802.11az/be, WiFi®, and so forth.
- PDR sensors housed in XR glasses 800 and coupled to the computer 861 are VR headsets where optical elements 843, 844 are opaque screens for displaying images to a user of the VR headset.
- the computer 861 is coupled to user interface elements such as slide or touchpad 886 and button 888. A long press of button 888 resets the XR glasses 800.
- the slide or touchpad 886 and button 888 are used for a user to provide input to the computer 861 and/or other electronic components of the XR glasses 800.
- the XR glasses 800 include one or more microphones 882 that are coupled to the computer 861.
- the XR glasses 800 include one or more gyroscopes 880.
- FIG. 9 is a schematic diagram illustrating a system 900 for extended reality activated vending machines 902, in accordance with some examples.
- the vending machine 902 is an apparatus that dispenses physical or virtual objects to a user 992.
- the vending machine 902 may be referred to as a dispensing machine.
- Examples of the vending machine 902 include soda or soft drink vending machines where the user 992 often provides compensation via the compensation interface 911 such as monetary compensation in exchange for a vending item 925 such as candy, a soft drink, cash, a t- shirt, an intangible item such as a non-fungible token (NFT), a ticket, gift cards, or other vending items 925.
- the vending item 925 may be a code that is displayed on the display 908, which is then captured by the user 992.
- the vending item 925 may be an email, image, money transfer, or another item.
- the vending machine 902 may communicate with one or more other devices.
- the vending machine 902 communicates directly or via the network 983 with backend A 974, backend B 978, and/or mobile device 982.
- the backend A 974 and/or backend B 978 may be servers such as server system 110 of FIG. 1.
- the backend A 974 and/or backend B 978 may be a proprietary servers associated with the vending machine 902.
- one of the backend A 974 and the backend B 978 is a server associated with the vending machine 902 and another one is a server associated with a messaging system 210.
- the mobile device 982 is a mobile device 114, a head-wearable apparatus 116, XR XR glasses 800, or another mobile device associated with the user 992.
- the mobile device 982, backend A 974, and/or backend B 978 may perform one or more of the operations described herein.
- the system 900 includes real-world scene 972, which is what the image capturing device 910 captures of the real world.
- the image capturing device 910 captures images 918 of the real -world scene 972 from the incident light 970.
- the input/output (IO) devices 904 includes devices that enable a user 992 to receive output or send input to the vending machine 902.
- the IO devices 640 include a clock 919, speaker 909, microphone 906, display 908, image capturing device 910, selection interface 912, and compensation interface 911.
- One or more of the IO devices 904 may not be included and the IO device 904 may include additional IO devices.
- the IO devices 904 include a Lidar system or a similar system for detecting and mapping out objects such as the user 992 in the real -world scene 972.
- the sensors 916 includes a light sensor, a positioning sensor, and so forth.
- the image capturing device 910 is a charged-coupled device (CCD) or another type of device to capture the image 918 of the real -world scene 972 from the incident light 970.
- the microphone 906 enables the user 992 to provide voice 996 input.
- the image capturing device 910 enables the user 992 to provide gesture 958 input via the UI component 954, where the body tracking component 952 processes or analyzes the images 918 to determine the gesture 958 and the user intent 964 based on the analysis of the images 918.
- the devices of the IO devices 904 are depicted as being single but one skilled in the art will recognize there may be two or more of the devices of the IO device 904. For example, there may be multiple microphones 906 and/or image capturing devices 910.
- the selection interface 912 includes hardware that enables a user 992 to select a vending item 925 or an item 960.
- a physical button on the vending machine 902 may select a soda, which may be mapped to an item 960 of a UI 962.
- the selection interface 912 may be a touchscreen, buttons, levers, knobs, and so forth. In some examples, there is no separate selection interface 912.
- the vending items 925 are selected by the user 992 based on user data 968, which is used to detect gestures 958 and the user intent 964 as described herein.
- the compensation interface 911 includes hardware that enables the user 992 to pay for or compensate the vending machine 902 or an entity associated with the vending machine 902 for a vending item 925.
- the compensation interface 911 may take credit cards, cryptocurrency, paper cash, coins, electronic payment via the wireless component 928, and so forth. In some examples, the compensation interface 911 has a separate wireless component to perform electronic payments.
- the body tracking component 952 determines a location 999 of the user 992.
- the location 999 includes an orientation of the head 995, eyes 994, hands 967, and other body parts of the user 992, in accordance with some examples.
- the location 999 is in 3D coordinates within a 3D world coordinate system that indicates a location of the user view 998.
- the location 999 is in 3D coordinates that is relative to an object or another location.
- the user view 998 is what the user 992 sees of the real-world scene 972.
- the wireless component 928 communicates via communications 959 between the backend A 974, backend B 978, and the mobile device 982.
- the communications 959 are direct or via one or more devices such as through the network 983.
- the communications 959 are between the mobile device 982, the backend A 974, and/or the backend B 978.
- the communications 959 are from the mobile device 982 through the vending machine 902 and then to the backend A 974 or backend B 978.
- the wireless component 928 is configured to perform wireless communication protocols with the backend A 974, the backend B 978, and/or the mobile device 982.
- the communication protocols include low energy (LE) Bluetooth, Institute for Electrical and Electronic Engineers (IEEE) 802.11 communication protocols, proprietary communications protocols, 3GPP communication protocols, and so forth.
- the wireless component 928 is in communication with hardware such as transceiver circuitry and antennas, which are part of the IO devices 904, to perform the wireless protocols.
- the wireless component 928 sets up a wireless communication link between the backend A 974, backend B 978, and/or the mobile device 982.
- the wireless component 928 associates with a corresponding wireless component on the backend A 974, the backend B 978, or the mobile device 982.
- the wireless component 928 may communicate with the backend A 974, backend B 978, or mobile device 982 via intermediate devices such as a user system 102, which may also be the backend A 974 or backend B 978, an access point, a node B, and so forth.
- the wireless component 928 can be used to determine a location and/or an orientation of the vending machine 902 with the assistance of other wireless devices.
- the mobile device 982 may be local or close to the vending machine 902 and the vending machine 902 may communicate via BLE® or another communication standard.
- the vending machine 902 communicates with the mobile device 982 via a user system 102 such as a paired mobile phone.
- Wireless communications such as BLE® transmitted and received by the wireless component 928 can be used to determine a location and/or an orientation of the vending machine 902 so the wireless communication may also be considered a sensor 916.
- the vending machine 902 may determine a geographical location and orientation of the vending machine 902, which may include information such as geographical coordinates, a location such as an airport, a floor level, languages used, and so forth.
- the geographical location may be configured by a technician or software component.
- the user data 968 is data that is related to the user 992.
- the user data 968 includes data that is generated by the IO devices 904 based on the user 992 such as the images 918 that include light reflecting off the user 992 and are received via the incident light 970 and data from the microphone 906 generated from the voice 996 of the user 992.
- the input data 991 includes information provided by the user such as a user account and physical data such as light reflecting off the user and the sound waves from the voice 996 of the user 992.
- the information (info) 966 includes additional information about the user 992, which may have been collected about the user 992 or provided by the user 992, such as a social media account to log onto the interaction server system 110 of FIG. 1, a username, and so forth.
- the UI component 954 determines gestures 958 based on analyzing the user data 968 such as images 918 of the user 992 and data from the microphone 906 generated from the voice 996 of the user 992.
- the UI component 954 determines the user intent 964 based on input data 991 from the user 992 based on haptic 993, eyes, 994, head 995, hand 967, voice 996, location 999, determined gestures 958, and so forth.
- the user intent 964 is a determination of an item 960 that the user 992 would like to select to have a function performed associated with the item 960.
- the user 992 may press a virtual button displayed on the display 908 using an AR gesture 958 to select an item 960 from a menu of items 960 to perform the function of selecting a vending item 925.
- the body tracking component 952 determines gestures 958 based on processing the user data 968 such as images 918 of the user 992 and data from the microphone 906 generated from the voice 996 of the user 992.
- the body tracking component 952 tracks one or more of: the eyes 994, head 995, location 999, or voice 996 of the user 992 to determine if a gesture 958 was performed.
- the user 992 may press using their hand 967 a displayed vending item 925 to indicate a gesture 958 of selecting the vending item 925.
- the user intent 964 in this example is to select the displayed vending item 925.
- the UI 962 is user interfaces such as a menu for functionality available to the user 992 to perform on the vending machine 902.
- the items 960 are the items of the UI 962.
- the UI 962 may not be displayed to the user as in the case where the user 992 selects a vending item 925 via a gesture 958.
- the body tracking component 952 may determine the location 999 of the user 992.
- the operating system 920 manages the resources of the vending machine 902.
- the application execution component 922 is an interpreter that executes applications 924, in accordance with some examples.
- the applications 924 may include the vending machine component 949.
- the operating system 920 may use a cloud application programming interface (API) 923 to access remote API 985 on the backend A 974, backend B 978, and/or mobile device 982.
- API application programming interface
- the functions performed by the various components on the vending machine 902 may be performed wholly or partially by the backend A 974, backend B 978, and/or mobile device 982.
- the functions performed by the body tracking component 952 may be performed by the backend A 974.
- the images 918 may be transmitted to the backend A 974 and the backend A 974 may determine the user intent 964 and/or the location 999 of the user 992.
- the 3D presentation component 989 presents on the display 908 and/or on the mobile device 982.
- the 3D presentation component 989 takes content items 943, the images 918, an avatar 951 of the user 992, items 960, and so forth, and generates processed graphics 945, which are displayed on the display 908 and may include music or sounds that are played on the speaker 909.
- the 3D presentation component 989 renders images of the items 960 and other things to be displayed using the rendering component 957.
- the 3D presentation component 989 provides an AR experience to the user by generating processed graphics 945 that appear to be 3D dimensional to the user 992.
- the graphics 945 are generated based on the location 999 of the user 992, which the body tracking component 952 determines, so that the processed graphics 945 appear to be 3D dimensional.
- the graphics 945 may be further based on the head 995 and eyes 994 of the user 992.
- the avatar 951 of the user 992 which may be an image of the user 992, may be resized to appear to be within a 3D dimensional world generated by the 3D presentation component 989.
- the avatar 951 of the user 992 may include many effects that process the image of the user 992.
- applications 924 may be used that make the user 992 appear older, younger, as a type of animal, and so forth.
- the processed graphics 945 may include images of the vending item 925, the output of games, which may be applications 924, UIs 962, and so forth.
- the content items 943 are graphics that are to be displayed, in accordance with some examples.
- the content items 943 may not need to be rendered but only displayed, which may be include placement, resizing, and color adjustments.
- the content items 943 may include images, videos, 3D objects, and so forth.
- the content items 943 may be a mathematical coordinate-based representation of surfaces of objects in three dimensions.
- the content items 943 may be based on polygons.
- the content items 943 may be streamed content such as a movie.
- the content items 943 may need to be rendered prior to being displayed.
- the content items 943 may be animated.
- the displaying of the content item 943 may require repeatedly re-displaying the content item 943 an appropriate times per second because the content of the content item 943 may change and the position of the user 992 may change.
- the 3D presentation component 989 generates a frame 977 that is displayed on the display 908 multiple times a second.
- the 3D presentation component 989 may have to re-render content items 943 (or other items) and/or move the content items 943 because the location 999 of the user 992 has changed.
- the 3D presentation component 989 may need to re-render content items 943 so that the content items 943 continue to appear to be 3D to the user 992.
- the application 924 may control the frame 977 generation.
- the application 924 may be a game that sends content items 943 to the 3D presentation component 989.
- the 3D presentation component 989 transmits rendered graphics 945 or other items for the mobile device 982 to display on a display of the mobile device 982 where the display is an AR, MR, VR, or XR display of a headwearable apparatus 116 or may be a display of a computing device 114.
- the rendering component 957 renders content items 943 that need to be rendered to generate processed graphics 945.
- the rendering component 957 may adjust processed graphics 945 in accordance with movement of the user 992.
- the frame 977 may be configured to make the processed graphics 945 appear 3D to the naked eyes 994 of the user 992.
- the processed graphics 945 may need minor adjustments between frames 977 to account for the location 999 of the user 992 and/or the eyes 994 and head 995 of the user 992.
- the avatar 951 is a representation of the user 992, which may take many forms.
- the location 999 indicates a position and orientation of the eyes 994 of the user 992.
- the rendering component 957 may process the content items 943 such as indications of the vending items 925 based on a location of the user 992 to generate graphics that appear to be 3D to the user 992.
- the 3D presentation component 989 monitors the location 999 of the user 992 and adjusts the processed graphics 945 if the user 992 changes the location 999, or the 3D presentation component 989 has the rendering component 957 re-process or re-render the processed graphics 945 for the new location 999 of the user 992.
- the detection component 984 detects if a user 992 should be attended to by the vending machine 902.
- the vending machine 902 may be in a hall and the detection component 984 may determine to ignore most users 992 until a user 992 pauses in front of the vending machine 902.
- the actions 987 may be functions that are to be performed based on the user intent 964.
- an action 987 may be the selection of an item 960 that indicates that the user 992 would like a vending item 925.
- the function associated with the action 987 may be to provide the vending item 925 to the user 992 via a vending location, email, transfer, or via the display 908.
- the security component 953 ensures that the user 992 is a verified user for using the compensation interface 911 and ensures that personal data is not stored for privacy reasons.
- the vending machine components 976 are functions or components that are available on the backend A 974 to the mobile device 982, backend B 978, and/or the vending machine 902. In some examples, the functions or component of the vending machine component 976 are accessed using the remote API 985.
- the vending machine components 980 are functions or components that are available on the backend B 978 to the mobile device 982, backend A 974, and/or the vending machine 902. In some examples, the functions or components of the vending machine component 976 are accessed using the remote API 985.
- the vending machine components 986 are functions or components that are available on the backend A 974 to the backend B 978 and/or the vending machine 902. In some examples, the functions or component of the vending machine component 976 are accessed using the remote API 985.
- FIG. 10 is a schematic diagram illustrating a system 1000 for a vending machine 902, in accordance with some examples.
- the mobile device 982 and head-wearable apparatus 116 communicate by sending communications 959 to one another, the vending machine 902, backend A 974, backend B 978, or another device.
- the network 983 is a cellular telephone network such as an LTE network, an IEEE 802.11 network, a BLUETOOTH® network, private network, another wireless network using another wireless communication protocol, or a combination of two or more types of networks.
- the network 983 may include access to the internet.
- the associated application 1002 is an application that is associated with the vending machine 902. For example, the associated application 1002 may enable frames 977 to be displayed on a display of the head-wearable apparatus 116 and/or the mobile device 982.
- the frames 977 may be items 960 that can be selected for purchase from the vending machine 902.
- the backend A 974 and/or backend B 978 provide a social networking service such as messaging system 210 of FIG. 2, to enable communication of content such as photos, videos, status updates, media content messages, and the like, directly to social-media entities, platforms, or applications such as Snapchat® from the mobile device 982, head-wearable apparatus 116, and/or the vending machine 902.
- the backend A 974 and/or backend B 978 is an interaction server system 110 and the frames 977 and/or images 918 are broadcasted or otherwise communicated, which may be in near-real time, via a network 983 to another device as mobile device 982, backend A 974, backend B 978, another vending machine 902, or another device.
- FIG. 11 is a schematic diagram illustrating a system 1100 for a vending machine 902, in accordance with some examples.
- the user 992 is standing in front of the vending machine 902.
- the vending machine 902 captures images 918 using the image capturing device 910.
- the 3D presentation component 989 uses the images 918, content items 943, items 960, and/or the avatar 951 to generate frames 977 that are displayed on the display 908.
- the user interface item 960, augmented graphics 1104, and the avatar 951 of the user 992 are being displayed on the display 908 by the vending machine 902.
- the UI component 954 will determine the user interface item 960 was selected by the user 992 if the user 992 moves his hand 967 so that the hand of the avatar 951 pushes or selects the user interface item 960.
- the augmented graphics 1104 is a content item 943 that the rendering component 957 rendered based on the location 999 of the user 992 into processed graphics 945 to appear to be 3D to the user 992.
- the vending items 925 after being selected and paid for are dispensed by the vending machine 902 at the dispensing location 1102.
- the vending machine 902 sends or receives via communication 959 commands to the mobile device 982 and/or head-wearable apparatus 116.
- the vending items 925 are printed on a printer 927.
- a printer 927 For example, a ticket for a movie, an airline reservation, and so forth.
- the commands may include the functions described in conjunction with the operation of vending machine 902.
- the vending machine 902 may send the frame 977 to the head-wearable apparatus 116 to display.
- the security component 953 sends confidential information or non-tangible vending items 925 to the head-wearable apparatus 116 or the mobile device 982.
- the user 992 may enter payment information via the head-wearable apparatus 116 and/or the mobile device 982 and the security component 953 will ensure that the confidential information was transmitted securely over communication 959.
- one or more other people 1106 are not presented on the display 908.
- the detection component 984 detects other objects such as the other people 1106, and the remove objects component 955 removes the other people 1106 from the image 918, so the generated processed graphics 945 do not include the other people 1106.
- moving objects are not presented on the display 908.
- vehicles or walking people may be removed from the images presented on the display 908.
- Other distracting objects may be removed such as bright or flashing lights.
- the detection component 984 may detect other objects that are removed by the remove objects component 955 such as litter, trashcans, couches, chairs, lights, and so forth. Removing objects from the images 918 of the real -world scene 972 so they are not presented on the display may create a more immersive experience for the user 992.
- the remove objects component 955 may remove objects for photographs and videos created by the vending machine 902. Moreover, the remove objects component 955 may remove objects when games are being played by the user 992 with the vending machine 902. Removing objects such as other people 1106 may reduce privacy issues by not including other people in photographs and images captured by the vending machine 902, which may be distributed to the user 992. In some examples, the remove objects component 955 automatically other objects.
- FIG. 12 illustrates a return 1214 user interface for an augmented reality activated vending machine, in accordance with some examples.
- a display 908 of a vending machine 902 with an avatar 1210 of a user 992 being displayed.
- There are several UI 962 items 960 which include home 1202, icon A 1204, icon B 1206, icon C 1208, return 1214, and capture image 1212.
- the return 1214 UI 962 item 960 returns the application 924 associated with the icons back one level.
- the return 1214 is present in many or all application 924 somewhere on the display 908. This may provide greater orientation for the user 992 as the user 992 will always have a way back to a previous screen or level of the application 924.
- the user 992 may select a UI 962 item 960, such as icon A 1204, icon B 1206, icon C 1208, return 1214, by performing a tapping gesture 958 over or near the item 960.
- Tapping is often used in the physical world for selecting an item 960 such as a key on a keyboard or a physical button on a vending machine 902.
- the UI component 954 identifies a tapping gesture 958 as a movement of the hand 967 of the user 992.
- FIGS. 13A and 13B illustrate a head tilt for selecting user interface items, in accordance with some examples.
- Display 1302 and display 1304 are displays 908 of a vending machine 902.
- a head tilt 1312, 1318 is used to select an icon.
- the vending machine component 949 is displaying avatar 1310 of a user 992 on the display 1302.
- the user 992 which is reflected in the avatar 1310 bends their head or performs a head tilt 1312 toward either icon A 1306 or icon B 1307 to select.
- An indication of a duration of how long the head tilt 1312 needs to be held for the selection is indicated at 1308 with an area around the icon B 1307.
- the UI component 954 analyzes image 918 to determine that a gesture 958 of head tilt was performed or is being performed.
- the UI component 954 determines, by analyzing images 918, when the head tilt gesture 958 has stopped being performed. No longer tiling the head may cancel the user intent 964 of selecting an item 960.
- the duration to hold a head tilt 1312, 1318 may be adjusted by the UI component 954. For example, the duration may start off at one second and then be shorted if the user 992 is satisfied with the selections of the items 960. The duration may be from less than 1 second to 10 seconds or more.
- the head tilt gesture 958 may be recognized even if the person moves in and out of tiling their head.
- a people with disabilities may not be able to hold their head still and the UI component 954 may accumulate the time the head is tilted to determine whether the head tilt gesture 958 has been performed.
- the UI component 954 may determine not to cancel or reset the head tile gesture duration 1308 unless a duration of the person with disabilities not performing a head tilt transgresses a threshold duration.
- the UI component 954 provides visual and auditory feedback to guide the users 992 in making the head tilt 1312, 1318 gestures 958.
- the UI component 954 may cause sounds or visual effects, such as highlights or animations beyond the filling in of the sub-circles, to indicate that a head tilt 1312, 1318 gesture 958 has been recognized as the user intent 964.
- the speaker 909 may play sound effects or voice prompts to provide auditory feedback and guide the users through the navigation process.
- the head tilt 1312, 1318 may select from more than two UI 962 items 960.
- the return 1214 icon of FIG. 12 may be placed between icon A 1306 and icon B 1307 to enable the user 992 to return to a previous position within the UI 962.
- the return 1214 may be placed in far left or far right position to enable the user 992 to return to a previous position within the UI 962. If the return 1214 icon were displayed within display 1302 in FIG. 13A, then the user represented by the avatar 1310 may tilt their head towards one of three icons, icon A 1306, icon B 1307, and the return 1214 icon.
- an avatar 1320 is being displayed by the vending machine component 949.
- the user 992 who is reflected in the avatar 1310, bends their head or performs a head tilt 1318 toward either icon C 1316 or icon D 1317 to make a selection.
- An indication of a duration of how long the head tilt 1312 needs to be held for the selection of icon C 1314 is indicated at 1316 with an area around the icon C 1314.
- the user 992 has selected icon C 1316 and the UI 962 determines the user intent 964 is to select icon C 1314.
- the UI component 954 may provide confirmation that icon C 1314 has been selected such as by brightening icon C 1316 or placing a check over icon C 1316.
- An action 987 corresponding to the selection of icon C 1314 is performed or executed by the vending machine component 949.
- a beverage may be dispensed, merchandize may be dispensed, a ticket or NPC may have been purchased, an application 924 may be executed such as a photo shoot, and so forth.
- an animation is added that indicates to the user 992 that they may select an icon by performing a head tilt 1312, 1318.
- the animation may be a dotted line of the head of the avatar 1320 performing a head tilt 1318.
- the animation may be of an icon that illustrates a head tile 1318.
- the head tilt 1312, 1318 may provide accessibility to people with little to no experience using vending machines 902 such as might be encountered at an international airport. Additionally, the head tilt 1312, 1318 may be performed by people with physical impairments such as different heights, people using wheelchairs, people using crutches, people with limb differences and so forth. The head tilt 1312, 1318 may enable a broader group of people access to the vending machine 902. In some examples, the vending machine 902 switches to a simpler UI 962 based on the head tilt 1312, 1318 if a user 992 repeatedly fails to make selections of UI 962 items 960.
- the UI component 954 monitors the behavior of the user 992 and determines to switch to the head tilt 1312, 1318 UI 962 if the user 992 appears to be unable to access the vending machine 902 using the normal or default UI 962.
- universal icons are used with the head tilt 1312, 1318 to ensure the greatest accessibility to the vending machine 902.
- the universal icons are employed to accommodate a range of vision and cognitive differences and to remove language barriers for users 992 from all countries.
- the universal icons may be in accordance with international standards for universal icons, in accordance with some examples.
- the universal icons may include simple shapes, colors, and symbols that convey clear meanings without the need for text.
- the user 992 is wearing XR glasses 800 or other wearable device that communicate with the vending machine 902 to either send an indication of a head tilt gesture 958 and a direction or provides movement information that is then identified as a head tilt gesture 958 by the UI component 954.
- the vending machine 902 refrains from displaying more than two icons.
- FIGS. 14A, 14B, and 14C illustrate a display for an extended reality activated vending machine, in accordance with some examples.
- the displays 1402, 1404, 1406 are examples of display 908.
- the display 1402 may be referred to as an “idle screen.”
- the display 1402 shows a visual representation of icy frost 1408 or another partially opaque or semi-opaque substance or graphics.
- the icy frost 1408 is designed to look realistic, with intricate patterns and textures that mimic real frost. This visual representation of frost 1408 serves as an engaging and eye-catching element to attract the attention of users 992.
- the UI component 954 may include animated icon A 1407 and/or animated icon B 1409, which show the user how to wipe off the frost 1408.
- the user 992 may wipe the frost 1408 by coming within a range of the vending machine 902 where the vending machine 902 recognizes the user 992.
- the animated icon B 1409 may include wiping a portion of the frost 1408 off the display 1402.
- the UI component 954 identifies the user 992 as a potential user of the vending machine 902 and uses an avatar 1410 hand of the user 992 for animated icon B 1409 and/or an avatar 1410 of the head of the user 992 for animated icon A 1407.
- the UI component 954 creates an avatar 1410 for the user 992 that is displayed on display 1402 where the avatar 1410 is a dotted outline of the user 992 or faint lines of the user 992. This enables the user 992 to realize the vending machine 902 recognizes the user 992 and encourages engagement without interfering with or annoying the user 992.
- Display 1404 illustrates the user 992 wiping the frost 1408 with their hand 967 to cause cleared frost 1411.
- the user 992 is represented by an avatar 1410 such as avatar 951.
- the vending machine component 949 detects the user 992 and generates the display 1404.
- the UI component 954 identifies the gesture 958 of wiping, which invokes an action 987 where the action 987 indicates a portion of the frost 1408 is to become cleared frost 1411.
- the UI component 954 determines when to clear all the frost 1408 as illustrated in display 1406. In some examples, the icon C 1314 and icon D 1317 appear under the frost 1408 so as the user 992 clears the frost 1408 icon C 1314 and icon D 1317 emerge. In some examples, the UI component 954 selects a UI 962 based on this initial interaction with the user 992. The UI component 954 may determine to use a simplified UI 962 such as the head tilt UI 962 with universal icons or the UI component 954 may determine to use a standard UI 962 such as the UI 962 discussed in conjunction with FIG. 12. Additionally, the UI component 954 may determine a language to use, which may be used for the icons, based on analyzing the speak of the user 992.
- the display 908 is a touch screen and the wiping gesture 958 is detected by the UI component 954 based on touch sensors 916 of the display 908.
- an image of the user 992 is used instead of the avatar 1410.
- the UI component 954 provides auditory feedback such as a sound of a hand rubbing against a window wet with frost 1408. Additionally, the UI component 954 may play a subtle sound effect, such as the sound of ice cracking or melting, to provide additional auditory feedback.
- the frost 1408, animated icon B 1409, animated icon A 1407, avatar 1410, icon C 1420, icon D 1422, and avatar 1410 are displayed by the 3D presentation component 989 with XR graphics.
- the XR graphics are generated based on determining a location 999 of the user 992 so that the XR graphics are determined with a perspective based on the location 999, which makes the 3D graphics appear to the user 992 to be in 3D.
- the system may provide a satisfying and accessible user experience for a diverse audience.
- the user 992 has reached a portion of the UI 962 where the functionality of the vending machine 902 is presented.
- icon C 1420 and icon D 1422 may be for vending a beverage, candy, merchandise, taking a photo, playing a game using the vending machine, and such.
- the animated icon C 1424 is indicating to the user 992 that the user 992 may select icon C 1420 by tilting their head to the right and select icon D 1422 by tiling their head to the left.
- the icon C 1420 or icon D 1422 is highlighted or changed in some way to assist the user 992 in understanding that a selection of icon C 1420 or icon D 1422 may be made by performed a gesture 958 of a head tilt.
- the displays 1402, 1404, 1406, may include additional icons such as the return 1214 of FIG. 12 or other icons.
- the UI component 954 is configured to perform the following method for initiating an interactive experience on a display 908 of a vending machine 902. Displaying an idle screen with a visual representation of icy frost. Detecting user interaction with the display screen. And, clearing away the visual representation of icy frost in response to the detected user interaction to begin the interactive experience.
- FIGS. 15 A, 15B, and 15C illustrate a UI for prompting a user to bring in another user within a working area of the vending machine, in accordance with some examples.
- the vending machine 902 is active and has identified the user 992 as potentially interesting in interacting with the vending machine 902.
- the vending machine 902 generates the avatar 1514, which is an avatar 951, of the user 992, in accordance with some examples.
- an image of the user 992 is used as the avatar 1514.
- Animation A 1508 is a product of the vending machine 902 or another graphic filling up the display 1502.
- the product could be a liquid such as a soda drink, or solid products such as small candy bars, merchandise such as clothes or tickets, and so forth.
- the animation A 1508, animation B 1516, animation C 1518, and animated icon A 1512 may be XR graphics that are generated with a perspective based on a location 999 of the user 992 so the XR graphics appear to be in 3D to the user 992.
- the display 1504 continues with the animation B 1516 continuing to fill up the display 1504 with product.
- the animation C 1518 has completely filled up the display 1506 with the product or another graphic.
- the animated icon A 1512 is displayed where the animation is of the person on the left pulling in the person on the right or visa-versa.
- the people are basic stick like people.
- one of the people is an image of the user 992 or the avatar 1514 of the user 992.
- the other person is a person identified by the detection component 984 and selected by the UI component 954 as a potential person to pull into an active area of the vending machine 902.
- the active area is an area where people are within a nearness threshold 979 of the vending machine 902.
- the detection component 984 will detect a number of people such as five near the user 992 and rotate images or avatars of the five people as the other person for the user 992 to pull into the active area of the vending machine 902.
- the detection component 984 in conjunction with the UI component 954 may select the user 992 based on the location 999 of the user 992 relative to the vending machine 902.
- the animated icon A 1512 includes auditory prompts or instructions.
- the working area of the vending machine 902 is an area that is close to the vending machine 902 so the user 992 may interact with the vending machine 902 and potentially receive vending items 925.
- the working area may be a foot to ten feet or more and may vary or be set dynamically by the UI component 954.
- the working area is an area where people are within a nearness threshold 979 of the vending machine 902. For example, if the vending machine 902 is a busy area the vending machine 902 may restrict the working area to within five feet of the vending machine 902 so as not to cause disruptions.
- the vending machine 902 is configured to perform the following method for prompting a user to bring into the working area of the vending machine another person.
- the method comprises detecting the presence of a first user in proximity to the display screen, displaying a visual representation of a product or graphic filling up the display, prompting the first user with an animation to bring a second user within a working area of the vending machine 902.
- a technical problem is how to display AR graphics to multiple users so that perspective graphics appear to be 3D to the multiple users.
- the technical problem is addressed by creating animations that encourage a first user to bring a second user with a nearness threshold 979 so that the XR graphics displayed on the display of the vending machine 902 will appear to be 3D to both users.
- the separation threshold 975 which is the distance between users 992, is based on a distance the two users 992 can be from one another and still perceive 3D graphics on the display 1506.
- the two users 992 may perceive the 3D graphics as being of high-quality renderings with smaller or no distortions if the users 992 are within the separation threshold 975.
- the UI component 954 indicates whether a user 992 can see the graphics in 3D.
- FIGS. 16 A, 16B, and 16C illustrate a UI transition, in accordance with some examples.
- the animation A 1606 in FIGS. 16A, 16B, and 16C is a product of the vending machine 902 or a graphic that is transitioning into a word such as “Bonjour”.
- the avatar 1602 and avatar 1604 are either images of users 992 or avatars 951.
- the first user 992 may have avatar 1602 and the second user 992 has avatar 1604.
- the first user 992 may have encouraged the second user 992 to come within the working area of the vending machine 902 because of the UI discussed in conjunction with FIGS. 15 A, 15B, and 15C.
- the animation A 1606, animation B 1608 and animated icon 1620 may be XR graphics where perspective is used based on the location of the users 992 relative to the displays 1614, 1616, 1618 to give the XR graphics a 3D appearance to the users 992.
- the 3D presentation component 989 in generating the processed graphics 945 such as the animation A 1606 may use a location for the users 992 that is midway between the two users 992 so both users see the graphics adjusted by perspective as 3D animations.
- the animation B 1608 of display 1616 has formed the word “Bonjour,” or another word.
- the vending machine 902 may have determined the language the users 992 were speaking and changed the word to match the language of the users 992.
- Another type of animated greeting may be used.
- the animated icon 1620 of display 1618 is showing the users 992 that they may select icon A 1610 or icon B 1612 by performing a gesture 958 of tilting their head.
- Icon A 1610 and icon B 1612 are functions that may be performed by the vending machine 902 such as vending, photo shoot, playing a game using the vending machine 902, and so forth.
- the animated icon 1620 may include images of avatars of the users 992.
- the animated icon 1620 animates the moving of the avatar 1602 and avatar 1604, which may be images of the users 992, to show the users 992 to tilt their head to select icon A 1610 or icon B 1612. In some examples, there may be additional icons available for selection such as the return 1214 of FIG. 12. In some examples, both users 992 must perform a tilt head gesture 958 to select an icon.
- the animated icon 1620 may illustrate this by displaying one head tilt and the icon not being selected and displaying two head tilts with the icon being selected.
- the animated icon 1620 may include animated icon A 1610 and/or icon B 1612 such as by indicating a selection when both heads in the animated icon 1620 perform a head tilt gesture 958.
- the user interface for the "Bonjour” feature is designed to provide a visually engaging transition from an idle state to the UI 962 items 60.
- the interface utilizes dynamic visual elements and user interaction to guide users through the process.
- Display 1614 may be a transition from display 1506 after the user 992 in FIGS. 15A, 15B, and 15C brings in a second user 992, which here is the second user 992 represented by avatar 1604.
- the vending machine 902 is configured to perform the following method for transitioning a display to a main menu or UI 962 with items 960.
- the method may further include displaying the greeting message, and resolving the greeting message into a UI 962 with menu items 960.
- FIGS. 17A, 17B, and 17C illustrate an animation for illustrating how to select an icon, in accordance with some examples.
- the avatars 1708, 1710 correspond to two users 992.
- the avatars 1708, 1710 may be avatars 951 or images of the user 992.
- the icon A 1712 and icon B 1714 are UI 962 items 960 that invoke actions 987 when selected by user 992.
- the actions 987 may be a photo shoot, game, vending a product or service, and so forth.
- the animated icon A 1720 illustrates to the users 992 how to select icon A 1712 or icon B 1714 by performing a head tilt gesture 958.
- the animated icon A 1720, animated icon B 1722, and animated icon C 1724 illustrate two avatars where if their two heads are tilted to the right, then the icon on the right is highlighted 1726, which here is illustrated by increasing the size of the icon from a normal 1728 size in animated icon A 1720. If the two heads of the animated icon A 1720, animated icon B 1722, and animated icon C 1724 are both to left, then the icon to the left is highlighted, which is illustrated in animated icon C 1724. If the two heads of the animated icon A 1720, animated icon B 1722, and animated icon C 1724 are not both either to the left or right, then neither icon is highlighted, which is illustrated in animated icon B 1722.
- a user 992 may perform a head tilt gesture 958 and the corresponding icon A 1712 or icon B 1714 is highlighted to indicate one user 992 selected the icon A 1712 or icon B 1714. Then when the second user 992 performs the head tilt gesture 958 towards the same icon, the icon is selected. This enables the selection of an icon without both users 992 performing the head tilt gesture 958 simultaneously. In some examples, the two users 992 have to perform the head tilt gesture 958 simultaneously to select an icon.
- the vending machine 902 is configured to perform a method for selecting items 960 on a display 1702, 1704, 1706 using head tilt gestures 958, the method comprising: displaying an animated icon on the display screen, the animated icon illustrating how two or more users 992 may tilt their heads to make a selection of an item 960 indicated by an icon on the display 1702, 1704, 1706.
- the method further includes detecting the head tilt gestures of the two or more users 992 within the nearness threshold 979 to the display 1702, 1704, 1706, and determining the user intent 964 is to select an icon based on the detected head tilt gestures 958 of the two or more users 992.
- the avatars 1808, 1810 correspond to two users 992.
- the avatars 1808, 1810 may be avatars 951 or images of the user 992.
- the icon A 1812 and icon B 1814 are UI 962 items 960 that invoke actions 987 when selected by user 992.
- the actions 987 may be a photo shoot, game, vending a product or service, and so forth.
- the animated icon A 1820 illustrates to the users 992 how to select icon A 1812 or icon B 1814 by performing a head tilt gesture 958. In display 1802, the heads of the users 992 are not tilted and the animated icon A 1822 illustrates the positions of the heads of the users 992.
- the two users 992 are performing a head tile gesture 958, which selects icon A 1812.
- Icon A 1812 is highlighted, which here is a size enlargement, to illustrate it has been selected.
- the two users 992 have to hold the head tilt for a threshold duration or transgress a duration for icon A 1812 to be selected by the head tilt gesture 958.
- the animated icon A 1812 illustrates that the heads of the two users 992 are tilted and that the icon A 1812 has been or is being selected.
- the vending machine 902 may provide feedback when the icon A 1812 is selected such as an animation or audio feedback.
- the selection of icon A 1812 causes an action 987 to be performed, where the action 987 is some function performed by the vending machine 902 such as a photo shoot, vending, a game using the vending machine 902, and so forth.
- the two users 992 are within the separation threshold 975 so that both users 992 perceive the animations as being 3D.
- the vending machine 902 provides an indication of whether the graphics will appear 3D to each user.
- FIGS. 19 A, 19B, and 19C illustrate a UI to prompt users to get closer together, in accordance with some examples.
- the avatars 1908, 1910 in display 1902 correspond to two users 992.
- the UI component 954 tracks the position of the users 992 using the body tracking component 952.
- the UI component 954 determines that the two users 992 need to be or should be closer together for the vending machine 902 to perform a function such as taking photographs or providing a photoshoot functionality.
- the UI component 954 determines the two users 992 do not transgress the separation threshold 975, i.e., the two users 992 are too far apart to provide 3D graphics to both users 992.
- the animation A 1912 in display 1904 may swirl around the two avatars 1908, 1910 with indications that the two users 992 should get closer together.
- the animation A 1912 may swirl around or be presented around an area that indicates how close (or closer) the two users 992 are requested to be by the UI component 954.
- the animation B 1914 indicates the two users 992 are close enough together, or that they have transgressed a threshold.
- Animation B 1914 provides feedback to the users 992 that they are close enough.
- the animation B 1914 may be in a circular shape.
- the presentation of animation B 1914 may invoke a function such as a photoshoot.
- the two users 992 may have selected an icon for a photoshoot, but the pose would have the two users 992 too far apart for better results of the photoshoot.
- the UI component 954 invokes the action 987 of a hug animation to encourage or indicate to the two users 992 that they need to be closer together. Once the two users 992 are close enough together the UI component 954 proceeds to the photoshoot action 987.
- the UI functionality to bring users 992 closer together may be termed a “magic embrace” or “magic hug.”
- the vending machine 902 is configured to perform a method for bringing users 992 closer together (or within the separation threshold 975) where the method includes detecting the presence of at least two users in proximity to the display screen, displaying an animation on the display screen in response to detecting the presence of the at least two users, and prompting the users to move towards each other using the animation.
- the method may further include performing an action 987 when the users are within the separation threshold 975.
- FIGS. 20A, 20B, and 20C illustrate an interface for capturing images of the users, in accordance with some examples.
- the avatars 2016, 2018 correspond to two users 992.
- the UI component 954 of FIG. 9 tracks the position of the users 992 using the body tracking component 952.
- Display 2002 may be a continuation of display 1906 where the UI component 954 determined the two users 992 were close enough.
- the UI component 954 captures three images of the users 992.
- Image indicator A 2012 indicates display 2002 is a first image.
- Image indicator B 2014 indicates display 2004 is a third image including avatar 2020 and avatar 2022. A second image between the first and third is not illustrated.
- the number of images captured may be different such as from one image to fifty or more images.
- Icon B 2010 may be a check mark.
- Icon A 2008 may be a trashcan or another symbol to discard the captured images 2028. Selection of icon A 2008 may discard the captured images 2028 and retake another series of images.
- Display 2006 provides the users 992 the choice to keep or discard the images where icon B 2010 indicates the captured images 2028 should be keep and icon A 2008 indicates the captured images 2028 should be discarded.
- Display 2006 illustrates avatar 2024 and avatar 2026.
- the users 992 may select icon A 2008 or icon B 2010 using the head tilt gesture 958, or another method. If the users 992 select to keep the captured images 2028, the UI component 954 may offer various options such as dispensing photographs from the vending machine 902, which may include a photograph printer, emailing the captured images 2028, sending the captured images 2028 using a social media account, and so forth.
- FIG. 21 illustrates a UI for providing users the opportunity to scan a computer code, in accordance with some examples.
- the avatars 2112, 2110 correspond to two users 992.
- the UI component 954 tracks the position of the users 992 using the body tracking component 952.
- Display 2102 illustrates the users 992 have a countdown timer 2108 amount of time to scan the quick response (QR) code 2106.
- the QR code 2106 may be another type of computer code.
- the users 992 may additionally be expected to select icon A 2104 to return to a home display of the UI 962 or to another display.
- the countdown timer 2108 may provide a timer for twenty seconds or another time such as one second to ten minutes.
- the countdown timer 2108 indicates the passage of time by filling in a strip around the QR code 2106.
- the two users 992 may select the icon A 2104 by both performing the head tilt gesture 958, in accordance with some examples. If the countdown expires, then the UI component 954 returns to a previous display or position within the UI 962 such as a menu display.
- the users 992 may scan the QR code 2106 with a device such as, referring to FIGS. 1 and 8. a user system 102, head-wearable apparatus 116, XR XR glasses 800, and so forth. In some examples, the countdown timer 2108 is twenty seconds.
- the countdown timer 2108 provides visual feedback to help the users 992 understand the urgency of scanning the QR code 2106 before the countdown timer 2108 expires.
- the UI component 954 may provide auditory feedback or indications as well such as a ticking sound that is increasing as the countdown timer 2108 runs out.
- the vending machine 902 is configured to perform a method for providing users the opportunity to scan a QR code where the method includes: displaying a QR code on the display screen, initiating a countdown timer upon displaying the QR code, providing the users with a predetermined time-period to scan the QR code before the countdown timer expires. For security purposes, the vending machine 902 may not display the QR code 2106 if there are other people present.
- the system provides visual feedback on the display indicating the remaining time on the countdown timer.
- the visual feedback may include a numerical countdown or a graphical timer that decreases as time progresses. This visual feedback helps users understand the urgency of scanning the QR code within the allotted time.
- FIGS. 22A and 22B illustrate a UI for selecting a game, in accordance with some examples.
- the avatars 2212, 2214, 2222 correspond to three users 992.
- the UI component 954 tracks the position of the users 992 using the body tracking component 952.
- the two users 992 corresponding to avatars 2212, 2214 have selected icon A 2206 (and not icon B 2208), which is a game that requires three users 992.
- the two users 992 selected the game by, for example, using the head tilt gesture 958, to select icon A 2206.
- Icon A 2206 corresponds a game of bubble popping.
- the UI component 954 determined that to play the bubble popping game that three users 992 were requited.
- the UI component 954 displays animated icon A 2210, which presents animations to indicate to the two users 992 that they must bring a three user 992 into the area of the vending machine 902 to play the bubble pop game.
- the animated icon A 2210 may have miniature versions of the two users 992 or their avatars 2212, 2214.
- the animated icon A 2210 may make a miniature version of a person that is captured in an image 918 of the real -world scene 972 in front of the vending machine 902.
- FIGS. 23 A and 23B illustrate a UI for playing a game, in accordance with some examples.
- the avatars 2302, 2304, 2306 correspond to the three users 992.
- the UI component 954 tracks the position of the users 992 using the body tracking component 952.
- Display 2312 may be a continuation of display 2204 of 22B of FIGS.
- Bubbles or a product associated with the vending machine 902 drop from the top of the display 2312 and the users 992 try to pop or catch the bubbles 2310.
- the user 992 corresponding to avatar 2302 pops a bubble to create a popped bubble 2308.
- the can 2314 is added with the contents of the popped bubble 2308. The goal is to fill up the can 2314.
- the can 2314 is illustrated as partially filled 2316. There may be a time limit to fill the can 2314.
- the bubbles 2310 may have an indication of a prize 2328 displayed in the bubble. If the user 992 pops the bubble with the prize, then user 992 wins the prize. In display 2322, the user 992 corresponding to avatar 2304 popped a bubble (popped bubble 2318) with a prize 2320 of a virtual hat. Prizes may include vending items 925 or bonuses in the game. Winning the game may provide discounts or credits for vending items 925. Winning may also provide prizes such as a photo shoot session conducted by the vending machine 902. The difficulty of the game may vary and increase based on the users 992 performing well.
- the body tracking component 952 may track the movements of the users 992 and an application 924 for the bubble game may generate processed graphics and determine if the users 992 popped the bubbles.
- the bubbles may be XR graphics generated based on the locations 999 of the users 992.
- the 3D presentation component 989 may generate the 3D graphics based on a location that will enable all the users 992 to perceive the bubbles as being 3D.
- the can 2324 has become more filled 2326.
- the vending machine 902 is configured to perform a method for interactive gameplay on a display of the vending machine, where the method includes displaying a series of bubbles or vending items 925 on the display, detecting head movements of users in proximity to the display using a camera-based recognition system, allowing users to pop the bubbles or capture the vending items 925 by moving their heads.
- the method may further include filling up a virtual container on the display screen as the bubbles are popped or the content items 925 are captured.
- FIG. 24 illustrates a UI for positioning a user, in accordance with some examples.
- the avatar 2408 is an avatar 951 or image of the user 992.
- the UI component 954 tracks the positions of the user 992 using the body tracking component 952.
- the UI component 954 determines that based on a location 999 of the user 992 within the real- world scene 972 that the user 992 is outside a vending machine 902 area, which may be determined based on a nearness threshold 979.
- the user 992 is within the vending machine 902 area.
- the animation B 2406 illustrates the vending machine 902 area.
- the animation A 2404 is used to encourage or indicate to a user 992 to move back inside the vending machine 902 area.
- Animation B 2406 is around the vending machine 902 area.
- Animation A 2404 may take the form of the avatar 2408 in a smaller size and indicate to walk back within the vending machine 902 area.
- Animation B 2406 may turn into an animation to pull or push the user 992 into the vending machine 902 area.
- the UI component 954 attempts to keep the user 992 within the vending machine area so the XR graphics appear to be 3D to the user and so the user 992 does not disrupt areas outside the vending machine 902 area.
- FIGS. 25 A and 25B illustrate a UI for virtual merchandize viewing, in accordance with some examples.
- the avatar 2512 is an avatar 951 or image of the user 992.
- the UI component 954 tracks the positions of the user 992 corresponding to avatar 2512 using the body tracking component 952.
- Display 2502 depicts icon A 2506, icon B 2510, and icon C 2508, which are UI 962 items 960.
- the user 992 corresponding to avatar 2512 selects icon C 2508, which corresponds to virtual merchandize viewing where the merchandize may be vending items 925.
- the selection of icon C 2508 may have been done by the user 992 performing a gesture 958 where the gesture 958 was a movement of the head, a holding of the hand over the icon C 2508, a selection gesture of the icon C 2508, and so forth.
- the virtual merchandize viewing is an application 924.
- the avatar 2512 is now dressed in virtual clothing 2524, a selection of merchandize.
- the user 992 can select different merchandize by selecting icon D 2516, icon E 2518, or icon F 2520.
- the user 992 can return to a previous display or a home display by selecting icon G 2514.
- the application 924 for virtual merchandize viewing will virtually try on the avatar 2512 all appropriate vending items 925 that are currently available in the vending machine 902 to vend to the user 992.
- the vending machine 902 may be acting as a virtual mirror with the addition of virtual merchandise.
- FIG. 26 illustrates a method 2600 for augmented reality activated vending machines, in accordance with some examples.
- the method 2600 begins at operation 2602 with accessing a first captured image.
- the vending machine component 949 of FIG. 9 may access the image 918.
- the method 2600 continues at operation 2604 with processing the first captured image to generate an avatar of a user.
- the 3D presentation component 989 may generate the avatar 951 of the user 992.
- the method 2600 continues at operation 2606 with displaying, on the display, an image of the avatar with a first icon and a second icon, the first icon on a left side of the avatar and the second icon on a right side of the avatar.
- the vending machine component 949 displays avatar 1310 of FIGS. 13A and 13B with icon A 1306 on a right-hand side of the avatar 1310 and with icon B 1307 on a left-hand side of the avatar 1310.
- the method 2600 continues at operation 2608 with accessing additional captured images.
- the vending machine component 949 accesses additional images 918 of the real -world scene 972.
- the method 2600 continues at operation 2610 with processing the additional captured images to determine the user performed a head tilt gesture towards the first icon or towards the second icon.
- the vending machine component 949 processes the image 918 to determine that the user 992 corresponding to the avatar 1310 performed a head tile gesture 958 to the left.
- the method 2600 continues at operation 2612 with invoking a first function associated with the first icon, if the head tilt gesture was performed towards the first icon, and, if the head tilt gesture was performed towards the second icon, invoking a second function associated with the second icon.
- the head tile gesture 958 performed by the user 992 corresponding to the avatar 1310 performed a head tilt gesture towards the second icon, so a function associated with icon B 1307 is invoked by the vending machine component 949.
- Method 2600 can be optional.
- Method 2600 can include one or more additional operations.
- the operations of method 2600 can be performed in a different order.
- Method 2600 may be performed by the vending machine 902 or an apparatus of the vending machine 902.
- Example l is a vending machine comprising: a display; at least one processor coupled to the display; at least one memory component storing instructions that, when executed by the at least one processor, cause the at least one processor to perform operations comprising: accessing a first captured image; processing the first captured image to generate an avatar of a user; displaying, on the display, an image of the avatar with a first icon and a second icon, the first icon on a left side of the avatar and the second icon on a right side of the avatar; accessing additional captured images; processing the additional captured images to determine the user performed a head tilt gesture towards the first icon or towards the second icon; and invoking a first function associated with first icon, if the head tilt gesture was performed towards the first icon, and, if the head tilt gesture was performed towards the second icon, invoking a second function associated with the second icon.
- Example 2 the subject matter of Example 1 includes, wherein the first icon and the second icon use universal symbols to indicate the first function and the second function, respectively.
- Example 3 the subject matter of any of Examples 1-2 includes, wherein the operations further comprise: displaying an animation between the first icon and the second icon, the animation indicating that the head tilt gesture is used to select the first icon or the second icon.
- Example 4 the subject matter of any of Examples 1-3 includes, wherein the operations further comprise: determining the user performed the head tilt gesture towards the first icon if the user tilted their head to a left side and held their head for a duration that transgress a threshold duration; and determining the user performed the head tilt gesture towards the second icon if the user tilted their head to a right side and held their head for the duration that transgress the threshold duration.
- Example 5 the subject matter of Example 4 includes, wherein the operations further comprise: displaying the first icon as highlighted, if the head tilt gesture was performed towards the first icon, and, if the head tilt gesture was performed towards the second icon, displaying the second icon highlighted.
- Example 6 the subject matter of any of Examples 1-5 includes, wherein the operations further comprise: refraining from displaying additional icons.
- Example 7 the subject matter of any of Examples 1-6 includes, wherein the operations further comprise: displaying an indication of a third icon, the third icon indicating a return menu item; and refraining from displaying additional icons.
- Example 8 the subject matter of any of Examples 1-7 includes, wherein the vending machine further comprises: an image capturing device coupled to the at least one processor, and wherein the operations further comprise: capturing the first captured image using the image capturing device, the first captured image being of an area in a front of the vending machine; and processing the first captured image to detect the user.
- Example 9 the subject matter of any of Example 8 includes, wherein the image of the avatar comprises the avatar, the first icon, and the second icon added to the first captured image.
- Example 10 the subject matter of any of Example 9 includes, wherein the operations further comprise: processing the first captured image to detect one or more additional people; and removing at least one of the one or more additional people from the image of the avatar.
- Example 11 the subject matter of any of Examples 1-10 includes, wherein the processing the first captured image further comprises: determining a location of the user relative to the vending machine; and generating the first icon and the second icon to appear three-dimensional (3D) based on the location of the user relative to the display.
- Example 12 the subject matter of any of Examples 1-11 includes, wherein the operations, before the accessing the first captured image, further comprise: displaying on an idle screen semi-opaque graphics on the display; in response to detecting user interactions with a portion of the display, clearing away the semi-opaque graphics from the portion of the display; and in response to a threshold portion of the semi-opaque graphics being cleared away, clearing away all the semi-opaque graphics and displaying, on the display, the image of the avatar with the first icon and the second icon, the first icon on the left side of the avatar and the second icon on the right side of the avatar.
- Example 13 the subject matter of any of Examples 1-12 includes, wherein the operations, before the accessing the first captured image, further comprise: displaying, on the display, three-dimensional (3D) graphics of liquid filling up the display; and displaying, on the display, the 3D graphics of liquid transitioning into a greeting message.
- the operations, before the accessing the first captured image further comprise: displaying, on the display, three-dimensional (3D) graphics of liquid filling up the display; and displaying, on the display, the 3D graphics of liquid transitioning into a greeting message.
- Example 14 the subject matter of any of Examples 1-13 includes, wherein the user is a first user, the avatar is a first avatar, and wherein the operations further comprise: displaying, on the display, a three-dimensional (3D) graphics indicating the first user is to bring a second user near the first user; accessing a second captured image; processing the second captured image to generate the first avatar for the first user and a second avatar for the second user; displaying, on the display, an image of the first avatar and the second avatar with the first icon and the second icon, the first icon on the left side of the avatar and the second icon on the right side of the avatar; accessing additional captured images; processing the additional captured images to determine the first user performed the head tilt gesture towards the first icon or towards the second icon, and that the second user performed the head tilt gesture toward the first icon or towards the second icon; and invoking a first function associated with first icon, if the head tilt gesture was performed towards the first icon by both the first user and the second user, and, if the head tilt gesture was performed towards the
- Example 15 the subject matter of any of Examples 1-14 includes, wherein the operations further comprise: displaying, on the display, the image of the avatar with a third icon; accessing additional captured images; processing the additional captured images to determine the user performed a selection gesture of the third icon; and invoking a third function associated with third icon.
- Example 16 the subject matter of any of Examples 1-15 includes, wherein the user is a first user, the avatar is a first avatar, and wherein the operations further comprise: displaying, on the display, three-dimensional (3D) graphics indicating the first user is to bring a second user nearer the first user, wherein the 3D graphics indicate a circular shape within which the first user and the second user should stand; accessing additional captured images; processing the additional captured images to generate the first avatar for the first user and a second avatar for the second user and to determine whether the first user and the second user are within the circular shape; and in response to determining the first user and the second user are within the circular shape, invoking a third function.
- 3D three-dimensional
- Example 17 is a method performed by an apparatus of a vending machine, the method comprising: accessing a first captured image; processing the first captured image to generate an avatar of a user; displaying, on a display of the vending machine, an image of the avatar with a first icon and a second icon, the first icon on a left side of the avatar and the second icon on a right side of the avatar; accessing additional captured images; processing the additional captured images to determine the user performed a head tilt gesture towards the first icon or towards the second icon; and invoking a first function associated with first icon, if the head tilt gesture was performed towards the first icon, and, if the head tilt gesture was performed towards the second icon, invoking a second function associated with the second icon.
- Example 18 the subject matter of Example 17 includes, wherein the first icon and the second icon use universal symbols to indicate the first function and the second function, respectively.
- Example 19 is a non-transitory computer-readable storage medium storing instructions that, when executed by at least one processor of an apparatus of a vending machine, cause the at least one processor to perform operations comprising: accessing a first captured image; processing the first captured image to generate an avatar of a user; displaying, on a display of the vending machine, an image of the avatar with a first icon and a second icon, the first icon on a left side of the avatar and the second icon on a right side of the avatar; accessing additional captured images; processing the additional captured images to determine the user performed a head tilt gesture towards the first icon or towards the second icon; and invoking a first function associated with first icon, if the head tilt gesture was performed towards the first icon, and, if the head tilt gesture was performed towards the second icon, invoking a second function associated with the second icon.
- Example 20 the subject matter of Example 19 includes, wherein the first icon and the second icon use universal symbols to indicate the first function and the second function, respectively.
- Example 21 is at least one machine-readable medium including instructions that, when executed by processing circuitry, cause the processing circuitry to perform operations to implement of any of Examples 1-20.
- Example 22 is an apparatus comprising means to implement of any of Examples 1-20.
- Example 23 is a system to implement of any of Examples 1-20.
- Example 24 is a method to implement of any of Examples 1-20.
- Carrier signal may include, for example, any intangible medium that can store, encoding, or carrying instructions for execution by the machine and includes digital or analog communications signals or other intangible media to facilitate communication of such instructions. Instructions may be transmitted or received over a network using a transmission medium via a network interface device.
- Client device may include, for example, 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, portable digital assistants (PDAs), smartphones, tablets, ultrabooks, 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.
- PDAs portable digital assistants
- smartphones tablets, ultrabooks, 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.
- Component may include, for example, 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 carry 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 may be configured by software (e.g., an application or application portion) as a hardware component that operates to perform certain operations as described herein.
- 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 application-specific integrated circuit (ASIC).
- FPGA field-programmable gate array
- ASIC application-specific integrated circuit
- 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 processors. 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. It will be appreciated that 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 specialpurpose processor
- the general-purpose processor may be configured as respectively different special-purpose processors (e.g., comprising different hardware components) at different times.
- 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 examples 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.
- 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 may refer 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. For example, 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).
- 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 examples, the processors or processor-implemented components may be distributed across a number of geographic locations.
- Computer-readable storage medium may include, for example, both machinestorage media and transmission media. Thus, the terms include both storage devices/media and carrier waves/modulated data signals.
- machine-readable medium “computer-readable medium” and “device-readable medium” mean the same thing and may be used interchangeably in this disclosure.
- Machine storage medium may include, for example, a single or multiple storage devices and media (e.g., a centralized or distributed database, and associated caches and servers) that store executable instructions, routines, and data.
- the term shall accordingly be taken to include, but not be limited to, solid-state memories, and optical and magnetic media, including memory internal or external to processors.
- machine-storage media computer- storage media, and device-storage media
- non-volatile memory including by way of example semiconductor memory devices, e.g., erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), Field-Programmable Gate Arrays (FPGA), flash memory devices, Solid State Drives (SSD), and Non-Volatile Memory Express (NVMe) devices; magnetic disks such as internal hard disks and removable disks; magneto-optical disks; and CD-ROM, DVD-ROM, Blu-ray Discs, and Ultra HD Blu-ray discs.
- semiconductor memory devices e.g., erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), Field-Programmable Gate Arrays (FPGA), flash memory devices, Solid State Drives (SSD), and Non-Volatile Memory Express (NVMe) devices
- magnetic disks such as internal hard disks and removable disk
- machine storage medium may also refer to cloud storage services, network attached storage (NAS), storage area networks (SAN), and object storage devices.
- NAS network attached storage
- SAN storage area networks
- object storage devices object storage devices.
- machine-storage medium device-storage medium
- computer- storage medium mean the same thing and may be used interchangeably in this disclosure.
- Network may include, for example, 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 Voice over IP (VoIP) network, a cellular telephone network, a 5GTM network, a wireless network, a Wi-Fi® network, a Wi-Fi 6® network, a Li-Fi network, a Zigbee® network, a Bluetooth® network, another type of network, or a combination of two or more
- 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
- VoIP Voice over IP
- 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 types 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 third Generation Partnership Project (3 GPP) including 4G, fifth-generation wireless (5G) networks, Universal Mobile Telecommunications System (UMTS), High Speed Packet Access (HSPA), Long Term Evolution (LTE) standard, others defined by various standard-setting organizations, other long-range protocols, or other data transfer technology.
- 3 GPP third Generation Partnership Project
- 5G fifth-generation wireless
- UMTS Universal Mobile Telecommunications System
- HSPA High Speed Packet Access
- LTE Long Term Evolution
- Non-transitory computer-readable storage medium may include, for example, a tangible medium that is capable of storing, encoding, or carrying the instructions for execution by a machine.
- Processor may include, for example, data processors such as a Central
- processor may include multi-core processors that may comprise two or more independent processors (sometimes referred to as "cores”) that may execute instructions contemporaneously.
- processors can be homogeneous (e.g., all cores are identical, as in multicore CPUs) or heterogeneous (e.g., cores are not identical, as in many modern GPUs and some CPUs).
- processor may also encompass systems with a distributed architecture, where multiple processors are interconnected to perform tasks in a coordinated manner. This includes cluster computing, grid computing, and cloud computing infrastructures.
- the processor may be embedded in a device to control specific functions of that device, such as in an embedded system, or it may be part of a larger system, such as a server in a data center.
- the processor may also be virtualized in a software-defined infrastructure, where the processor's functions are emulated in software.
- Signal medium may include, for example, an intangible medium that is capable of storing, encoding, or carrying the instructions for execution by a machine and includes digital or analog communications signals or other intangible media to facilitate communication of software or data.
- signal medium shall be taken to include any form of a modulated data signal, carrier wave, and so forth.
- modulated data signal means a signal that has one or more of its characteristics set or changed in such a matter as to encode information in the signal.
- transmission medium and “signal medium” mean the same thing and may be used interchangeably in this disclosure.
- User device may include, for example, a device accessed, controlled or owned by a user and with which the user interacts perform an action, engagement or interaction on the user device, including an interaction with other users or computer systems.
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Abstract
Systems, methods, and computer readable media for an augmented reality (AR) activated vending machine where the methods include accessing a first captured image, processing the first captured image to generate an avatar of a user, displaying, on the display, an image of the avatar with a first icon and a second icon, the first icon on a left side of the avatar and the second icon on a right side of the avatar, accessing additional captured images, processing the additional captured images to determine the user performed a head tilt gesture towards the first icon or towards the second icon, and invoking a first function associated with first icon, if the head tilt gesture was performed towards the first icon, and, if the head tilt gesture was performed towards the second icon, invoking a second function associated with the second icon.
Description
EXTENDED REALITY ACTIVATED VENDING MACHINES
PRIORITY CLAIM
[0001] This application claims the benefit of priority under 35 USC 119(e) to United States Provisional Patent Application Serial No. 63/666,186, filed lune 30, 2024, which is incorporated herein by reference in its entirety.
TECHNICAL FIELD
[0002] Examples of the present disclosure relate generally to users interacting with vending machines with augmented reality (AR), mixed reality (MR), virtual reality (VR), or extended reality (XR). More particularly, but not by way of limitation, examples of the present disclosure relate to a user interacting with a vending machine that incorporates AR, MR, VR, or XR images of the user and images of icons on a display of the vending machine.
BACKGROUND
[0003] Users increasingly want vending machines to operate in a more user-friendly manner with more functions. However, automated machines are often limited in the user interface (UI) experiences the automated machine can provide to a user.
BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS
[0004] In the drawings, which are not necessarily drawn to scale, like numerals may describe similar components in different views. To easily identify the discussion of any particular element or act, the most significant digit or digits in a reference number refer to the figure number in which that element is first introduced. Some non-limiting examples are illustrated in the figures of the accompanying drawings in which:
[0005] FIG. l is a diagrammatic representation of a networked environment in which the present disclosure may be deployed, according to some examples.
[0006] FIG. 2 is a diagrammatic representation of a digital interaction system that has both client-side and server-side functionality, according to some examples.
[0007] FIG. 3 is a diagrammatic representation of a data structure as maintained in a database, according to some examples.
[0008] FIG. 4 is a diagrammatic representation of a message, according to some examples.
[0009] FIG. 5 illustrates a system in which the head-wearable apparatus, according to some examples.
[0010] FIG. 6 is a diagrammatic representation of a machine in the form of a computer system within which a set of instructions may be executed to cause the machine to perform any one or more of the methodologies discussed herein, according to some examples.
[0011] FIG. 7 is a block diagram showing a software architecture within which examples may be implemented.
[0012] FIG. 8 is a perspective view of a head-wearable apparatus in the form of glasses, in accordance with some examples.
[0013] FIG. 9 is a schematic diagram illustrating a system for a vending machine, in accordance with some examples.
[0014] FIG. 10 is a schematic diagram illustrating a system for a vending machine, in accordance with some examples.
[0015] FIG. 11 is a schematic diagram illustrating a system for a vending machine, in accordance with some examples.
[0016] FIG. 12 illustrates a return user interface for an augmented reality activated vending machine, in accordance with some examples.
[0017] FIGS. 13A and 13B illustrate a head tilt for selecting user interface items, in accordance with some examples.
[0018] FIGS. 14A, 14B, and 14C, illustrate a display for an extended reality activated vending machine, in accordance with some examples.
[0019] FIGS. 15 A, 15B, and 15C illustrate a UI for prompting a user to bring in another user within a working area of the vending machine, in accordance with some examples.
[0020] FIGS. 16 A, 16B, and 16C illustrate a UI transition, in accordance with some examples.
[0021] FIGS. 17A, 17B, and 17C, illustrate an animation for illustrating how to select an icon, in accordance with some examples.
[0022] FIGS. 18A and 18B illustrate selection of an icon using a head tilt gesture by two or more users, in accordance with some examples.
[0023] FIGS. 19 A, 19B, and 19C illustrate a UI to prompt users to get closer together, in accordance with some examples.
[0024] FIGS. 20A, 20B, and 20C illustrate an interface for capturing images of the users, in accordance with some examples.
[0025] FIG. 21 illustrates a UI for providing users the opportunity to scan a computer code, in accordance with some examples.
[0026] FIGS. 22A and 22B illustrate a UI for selecting a game, in accordance with some examples.
[0027] FIGS. 23 A and 23B illustrate a UI for playing a game, in accordance with some examples.
[0028] FIG. 24 illustrates a UI for positioning a user, in accordance with some examples.
[0029] FIGS. 25 A and 25B illustrate a UI for virtual merchandize viewing, in accordance with some examples.
[0030] FIG. 26 illustrates a method for augmented reality activated vending machines, in accordance with some examples.
DETAILED DESCRIPTION
[0031] The description that follows includes systems, methods, techniques, instruction sequences, and computing machine program products that embody illustrative examples of the disclosure. In the following description, for the purposes of explanation, numerous specific details are set forth in order to provide a Understanding of various examples of the inventive subject matter. It will be evident, however, to those skilled in the art, that examples of the inventive subject matter may be practiced without these specific details. In general, well-known instruction instances, protocols, structures, and techniques are not necessarily shown in detail.
[0032] Often vending machines, which may be referred to as dispensing machine, have limited user interfaces that make it difficult to provide some services and to vend some items to users. Moreover, the vending machine may be in a location with people, who
may speak different languages and are from different areas of the world. Additionally, the people may be people with disabilities.
[0033] A technical problem is how to provide user interfaces for people from different parts of the world with different abilities. In some examples, the technical problem is addressed by providing interfaces that do not rely on language, and which may be used by people with disabilities. For example, the vending machine processes images of a user and displays on a display of the vending machine a first icon on a right-hand side of an avatar of the user and a second icon on a left-hand side of the avatar of the user. An animated graphic is additionally displayed on the display where the animated graphic indicates to the user that the user is to perform a head tilt gesture to the right to select the first icon or to perform a head tilt gesture to the left to select the second icon. In some examples, the icons used are universal icons that indicate the gesture without using a specific human language. Additionally, the gesture may be performed by people with different abilities. The vending machine can provide three-dimensional (3D) graphics to the user by determining a position of the user relative to the display of the vending machine and adjusting the 3D graphics in accordance with the perspective of the user.
[0034] Another technical problem is how to create an immersive experience for a user that lessens the distractions of the user while using the vending machine. Some people have abilities that make it difficult for them to concentrate in a distracting environment. For example, the vending machine may be located in an area with distractions such as people walking by, loud noises, bright lights, and so forth. The technical problem is addressed by capturing images of the real-world scene in front of the vending machine and displaying an avatar of the user on the display of the vending machine with other elements of the physical world such as the floor and walls. But objects that are moving may be removed such as people, moving vehicles, and such. Additionally, other objects that may distract the user may be removed from the images presented on the display of the vending machine. For example, bright or flashing lights may be removed.
[0035] Another technical problem is how to enable multiple users of the vending machine to make unanimous selections of icons or menu items presented on the display of the vending machine. The technical problem is addressed by presenting user interfaces where selections of an icon may be made by multiple users who speak different languages and by multiple user with disabilities. For example, a user interface is provided where selection of an icon is made by the users performing a head tile where all
the users must perform the same gesture indicating the same icon for the icon to be considered selected. This permits multiple users to operate the vending machine together.
[0036] NETWORKED COMPUTING ENVIRONMENT
[0037] FIG. 1 is a block diagram showing an example digital interaction system 100 for facilitating interactions and engagements (e.g., exchanging text messages, conducting text audio and video calls, or playing games) over a network. The digital interaction system 100 includes multiple user systems 102, each of which hosts multiple applications, including an interaction client 104 and other applications 106. Each interaction client 104 is communicatively coupled, via one or more communication networks including a network 108 (e.g., the Internet), to other instances of the interaction client 104 (e.g., hosted on respective other user systems 102), a server system 110 and third-party servers 112). An interaction client 104 can also communicate with locally hosted applications 106 using Applications Program Interfaces (APIs).
[0038] Each user system 102 may include multiple user devices, such as a mobile device 114, head-wearable apparatus 116, and a computer client device 118 that are communicatively connected to exchange data and messages.
[0039] An interaction client 104 interacts with other interaction clients 104 and with the server system 110 via the network 108. The data exchanged between the interaction clients 104 (e.g., interactions 120) and between the interaction clients 104 and the server system 110 includes functions (e.g., commands to invoke functions) and payload data (e.g., text, audio, video, or other multimedia data).
[0040] The server system 110 provides server-side functionality via the network 108 to the interaction clients 104. While certain functions of the digital interaction system 100 are described herein as being performed by either an interaction client 104 or by the server system 110, the location of certain functionality either within the interaction client 104 or the server system 110 may be a design choice. For example, it may be technically preferable to initially deploy particular technology and functionality within the server system 110 but to later migrate this technology and functionality to the interaction client 104 where a user system 102 has sufficient processing capacity.
[0041] The server system 110 supports various services and operations that are provided to the interaction clients 104. Such operations include transmitting data to, receiving data from, and processing data generated by the interaction clients 104. This
data may include message content, client device information, geolocation information, digital effects (e.g., media augmentation and overlays), message content persistence conditions, entity relationship information, and live event information. Data exchanges within the digital interaction system 100 are invoked and controlled through functions available via user interfaces (UIs) of the interaction clients 104.
[0042] Turning now specifically to the server system 110, an Application Program Interface (API) server 122 is coupled to and provides programmatic interfaces to servers 124, making the functions of the servers 124 accessible to interaction clients 104, other applications 106 and third-party server 112. The servers 124 are communicatively coupled to a database server 126, facilitating access to a database 128 that stores data associated with interactions processed by the servers 124. Similarly, a web server 130 is coupled to the servers 124 and provides web-based interfaces to the servers 124. To this end, the web server 130 processes incoming network requests over the Hypertext Transfer Protocol (HTTP) and several other related protocols.
[0043] The Application Program Interface (API) server 122 receives and transmits interaction data (e.g., commands and message payloads) between the servers 124 and the user systems 102 (and, for example, interaction clients 104 and other application 106) and the third-party server 112. Specifically, the Application Program Interface (API) server 122 provides a set of interfaces (e.g., routines and protocols) that can be called or queried by the interaction client 104 and other applications 106 to invoke functionality of the servers 124. The Application Program Interface (API) server 122 exposes various functions supported by the servers 124, including account registration; login functionality; the sending of interaction data, via the servers 124, from a particular interaction client 104 to another interaction client 104; the communication of media files (e.g., images or video) from an interaction client 104 to the servers 124; the settings of a collection of media data (e.g., a narrative); the retrieval of a list of friends of a user of a user system 102; the retrieval of messages and content; the addition and deletion of entities (e.g., friends) to an entity relationship graph (e.g., the entity graph 308); the location of friends within an entity relationship graph; and opening an application event (e.g., relating to the interaction client 104).
[0044] The servers 124 host multiple systems and subsystems, described below with reference to FIG. 2.
[0045] EXTERNAL RECOURCES AND LINKED APPLICATIONS
[0046] The interaction client 104 provides a user interface that allows users to access features and functions of an external resource, such as a linked application 106, an applet, or a microservice. This external resource may be provided by a third party or by the creator of the interaction client 104.
[0047] The external resource may be a full-scale application installed on the user's system 102, or a smaller, lightweight version of the application, such as an applet or a microservice, hosted either on the user's system or remotely, such as on third-party servers 112 or in the cloud. These smaller versions, which include a subset of the full application's features, may be implemented using a markup-language document and may also incorporate a scripting language and a style sheet.
[0048] When a user selects an option to launch or access the external resource, the interaction client 104 determines whether the resource is web-based or a locally installed application. Locally installed applications can be launched independently of the interaction client 104, while applets and microservices can be launched or accessed via the interaction client 104.
[0049] If the external resource is a locally installed application, the interaction client 104 instructs the user's system to launch the resource by executing locally stored code. If the resource is web-based, the interaction client 104 communicates with third-party servers to obtain a markup-language document corresponding to the selected resource, which it then processes to present the resource within its user interface.
[0050] The interaction client 104 can also notify users of activity in one or more external resources. For instance, it can provide notifications relating to the use of an external resource by one or more members of a user group. Users can be invited to join an active external resource or to launch a recently used but currently inactive resource.
[0051] The interaction client 104 can present a list of available external resources to a user, allowing them to launch or access a given resource. This list can be presented in a context-sensitive menu, with icons representing different applications, applets, or microservices varying based on how the menu is launched by the user.
[0052] SYSTEM ARCHITECTURE
[0053] FIG. 2 is a block diagram illustrating further details regarding the digital interaction system 100, according to some examples. Specifically, the digital interaction system 100 is shown to comprise the interaction client 104 and the servers 124. The digital interaction system 100 embodies multiple subsystems, which are supported on the
client-side by the interaction client 104 and on the server-side by the servers 124. In some examples, these subsystems are implemented as microservices. A microservice subsystem (e.g., a microservice application) may have components that enable it to operate independently and communicate with other services. Example components of microservice subsystem may include:
• Function logic: The function logic implements the functionality of the microservice subsystem, representing a specific capability or function that the microservice provides.
• API interface: Microservices may communicate with each other components through well-defined APIs or interfaces, using lightweight protocols such as REST or messaging. The API interface defines the inputs and outputs of the microservice subsystem and how it interacts with other microservice subsystems of the digital interaction system 100.
• Data storage: A microservice subsystem may be responsible for its own data storage, which may be in the form of a database, cache, or other storage mechanism (e.g., using the database server 126 and database 128). This enables a microservice subsystem to operate independently of other microservices of the digital interaction system 100.
• Service discovery: Microservice subsystems may find and communicate with other microservice subsystems of the digital interaction system 100. Service discovery mechanisms enable microservice subsystems to locate and communicate with other microservice subsystems in a scalable and efficient way.
• Monitoring and logging: Microservice subsystems may need to be monitored and logged to ensure availability and performance. Monitoring and logging mechanisms enable the tracking of health and performance of a microservice subsystem.
[0054] In some examples, the digital interaction system 100 may employ a monolithic architecture, a service-oriented architecture (SO A), a function-as-a-service (FaaS) architecture, or a modular architecture:
[0055] The vending machine system 234 supports system 900 for XR activated vending machines. The vending machine system 234, referring to FIGS. 9 and 10, provides functions associated with the 3D presentation component 989 and rendering component 957, in accordance with some examples. Additionally, the vending machine system 234 may act as an intermediary for sending data between the mobile device 982,
the backend A 974, the backend B 978, and the vending machine 902. In some examples, the vending machine system 234 performs one or more functions described in conjunction with system 900. The vending machine system 234 additionally provides support for sharing videos, codes, and access to social media accounts.
[0056] An image processing system 202 provides various functions that enable a user to capture and modify (e.g., augment, annotate or otherwise edit) media content associated with a message.
[0057] A camera system 204 includes control software (e.g., in a camera application) that interacts with and controls hardware camera hardware (e.g., directly or via operating system controls) of the user system 102 to modify real-time images captured and displayed via the interaction client 104.
[0058] The digital effect system 206 provides functions related to the generation and publishing of digital effects (e.g., media overlays) for images captured in real-time by cameras of the user system 102 or retrieved from memory of the user system 102. For example, the digital effect system 206 operatively selects, presents, and displays digital effects (e.g., media overlays such as image filters or modifications) to the interaction client 104 for the modification of real-time images received via the camera system 204 or stored images retrieved from memory 502 of a user system 102. These digital effects are selected by the digital effect system 206 and presented to a user of an interaction client 104, based on a number of inputs and data, such as for example:
• Geolocation of the user system 102; and
• Entity relationship information of the user of the user system 102.
[0059] Digital effects may include audio and visual content and visual effects. Examples of audio and visual content include pictures, texts, logos, animations, and sound effects. Examples of visual effects include color overlays and media overlays. The audio and visual content or the visual effects can be applied to a media content item
(e.g., a photo or video) at user system 102 for communication in a message, or applied to video content, such as a video content stream or feed transmitted from an interaction client 104. As such, the image processing system 202 may interact with, and support, the various subsystems of the communication system 208, such as the messaging system 210 and the video communication system 212.
[0060] A media overlay may include text or image data that can be overlaid on top of a photograph taken by the user system 102 or a video stream produced by the user system
102. In some examples, the media overlay may be 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). In further examples, the image processing system 202 uses the geolocation of the user system 102 to identify a media overlay that includes the name of a merchant at the geolocation of the user system 102. The media overlay may include other indicia associated with the merchant. The media overlays may be stored in the databases 128 and accessed through the database server 126.
[0061] The image processing system 202 provides a user-based 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 image processing system 202 generates a media overlay that includes the uploaded content and associates the uploaded content with the selected geolocation.
[0062] The digital effect creation system 214 supports augmented reality developer platforms and includes an application for content creators (e.g., artists and developers) to create and publish digital effects (e.g., augmented reality experiences) of the interaction client 104. The digital effect creation system 214 provides a library of built-in features and tools to content creators including, for example custom shaders, tracking technology, and templates.
[0063] In some examples, the digital effect creation system 214 provides a merchantbased publication platform that enables merchants to select a particular digital effect associated with a geolocation via a bidding process. For example, the digital effect creation system 214 associates a media overlay of the highest bidding merchant with a corresponding geolocation for a predefined amount of time.
[0064] A communication system 208 is responsible for enabling and processing multiple forms of communication and interaction within the digital interaction system 100 and includes a messaging system 210, an audio communication system 216, and a video communication system 212. The messaging system 210 is responsible, in some examples, for enforcing the temporary or time-limited access to content by the interaction clients 104. The messaging system 210 incorporates multiple timers that, based on duration and display parameters associated with a message or collection of messages (e.g., a narrative), selectively enable access (e.g., for presentation and display) to messages and associated content via the interaction client 104. The audio
communication system 216 enables and supports audio communications (e.g., real-time audio chat) between multiple interaction clients 104. Similarly, the video communication system 212 enables and supports video communications (e.g., real-time video chat) between multiple interaction clients 104.
[0065] A user management system 218 is operationally responsible for the management of user data and profiles, and maintains entity information (e.g., stored in entity tables 306, entity graphs 308 and profile data 302) regarding users and relationships between users of the digital interaction system 100.
[0066] A collection management system 220 is operationally 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) may be organized into an "event gallery" or an "event collection." 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 "concert collection" for the duration of that music concert. The collection management system 220 may also be responsible for publishing an icon that provides notification of a particular collection to the user interface of the interaction client 104. The collection management system 220 includes a curation function that allows a collection manager to manage and curate a particular collection of content. For example, the curation interface enables an event organizer to curate a collection of content relating to a specific event (e.g., delete inappropriate content or redundant messages).
Additionally, the collection management system 220 employs machine vision (or image recognition technology) and content rules to curate a content collection automatically. In certain examples, compensation may be paid to a user to include user-generated content into a collection. In such cases, the collection management system 220 operates to automatically make payments to such users to use their content.
[0067] A map system 222 provides various geographic location (e.g., geolocation) functions and supports the presentation of map-based media content and messages by the interaction client 104. For example, the map system 222 enables the display of user icons or avatars (e.g., stored in profile data 302) 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. For example, a message posted by a user to the digital interaction 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 interaction 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 digital interaction system 100 via the interaction client 104, with this location and status information being similarly displayed within the context of a map interface of the interaction client 104 to selected users.
[0068] A game system 224 provides various gaming functions within the context of the interaction client 104. The interaction client 104 provides a game interface providing a list of available games that can be launched by a user within the context of the interaction client 104 and played with other users of the digital interaction system 100. The digital interaction 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 interaction client 104. The interaction client 104 also supports audio, video, and text messaging (e.g., chats) within the context of gameplay, provides a leaderboard for the games, and supports the provision of in-game rewards (e.g., coins and items).
[0069] An external resource system 226 provides an interface for the interaction client 104 to communicate with remote servers (e.g., third-party servers 112) to launch or access external resources, i.e., applications or applets. Each third-party server 112 hosts, for example, a markup language (e.g., HTML5) based application or a small-scale version of an application (e.g., game, utility, payment, or ride-sharing application). The interaction client 104 may launch a web-based resource (e.g., application) by accessing the HTML5 file from the third-party servers 112 associated with the web-based resource. Applications hosted by third-party servers 112 are programmed in JavaScript leveraging a Software Development Kit (SDK) provided by the servers 124. The SDK includes Application Programming Interfaces (APIs) with functions that can be called or invoked by the web-based application. The servers 124 host a JavaScript library that provides a given external resource access to specific user data of the interaction client 104. HTML5 is an example of technology for programming games, but applications and resources programmed based on other technologies can be used.
[0070] To integrate the functions of the SDK into the web-based resource, the SDK is downloaded by the third-party server 112 from the servers 124 or is otherwise received by the third-party server 112. Once downloaded or received, 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 interaction client 104 into the web-based resource.
[0071] The SDK stored on the server system 110 effectively provides the bridge between an external resource (e.g., applications 106 or applets) and the interaction client 104. This gives the user a seamless experience of communicating with other users on the interaction client 104 while also preserving the look and feel of the interaction client 104. To bridge communications between an external resource and an interaction client 104, the SDK facilitates communication between third-party servers 112 and the interaction client 104. A bridge script running on a user system 102 establishes two oneway communication channels between an external resource and the interaction client 104. Messages are sent between the external resource and the interaction 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.
[0072] By using the SDK, not all information from the interaction client 104 is shared with third-party servers 112. The SDK limits which information is shared based on the needs of the external resource. Each third-party server 112 provides an HTML5 file corresponding to the web-based external resource to servers 124. The servers 124 can add a visual representation (such as a box art or other graphic) of the web-based external resource in the interaction client 104. Once the user selects the visual representation or instructs the interaction client 104 through a GUI of the interaction client 104 to access features of the web-based external resource, the interaction client 104 obtains the HTML5 file and instantiates the resources to access the features of the web-based external resource.
[0073] The interaction 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 interaction client 104 determines whether the launched external resource has been previously authorized to access user data of the interaction client 104. In response to determining that the launched external resource has been previously authorized to access user data of the interaction client 104, the interaction client 104 presents another graphical user interface of the external resource that includes functions and features of the external resource. In response to determining that the launched external resource has not been previously authorized to access user data of the
interaction client 104, after a threshold period of time (e.g., 3 seconds) of displaying the landing page or title screen of the external resource, the interaction client 104 slides up (e.g., animates a menu as surfacing from a bottom of the screen to a middle 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. In response to receiving a user selection of an accept option, the interaction client 104 adds the external resource to a list of authorized external resources and allows the external resource to access user data from the interaction client 104. The external resource is authorized by the interaction client 104 to access the user data under an OAuth 2 framework.
[0074] The interaction client 104 controls the type of user data that is shared with external resources based on the type of external resource being authorized. For example, external resources that include full-scale applications (e.g., an application 106) are provided with access to a first type of user data (e.g., two-dimensional avatars of users with or without different avatar characteristics). As another example, external resources that include small-scale versions of applications (e.g., web-based versions of applications) are provided with access to 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.
[0075] An advertisement system 228 operationally enables the purchasing of advertisements by third parties for presentation to end-users via the interaction clients 104 and handles the delivery and presentation of these advertisements.
[0076] An artificial intelligence and machine learning system 230 provides a variety of services to different subsystems within the digital interaction system 100. For example, the artificial intelligence and machine learning system 230 operates with the image processing system 202 and the camera system 204 to analyze images and extract information such as objects, text, or faces. This information can then be used by the image processing system 202 to enhance, filter, or manipulate images. The artificial intelligence and machine learning system 230 may be used by the digital effect system 206 to generate modified content and augmented reality experiences, such as adding virtual objects or animations to real -world images. The communication system 208 and
messaging system 210 may use the artificial intelligence and machine learning system 230 to analyze communication patterns and provide insights into how users interact with each other and provide intelligent message classification and tagging, such as categorizing messages based on sentiment or topic. The artificial intelligence and machine learning system 230 may also provide chatbot functionality to message interactions 120 between user systems 102 and between a user system 102 and the server system 110. The artificial intelligence and machine learning system 230 may also work with the audio communication system 216 to provide speech recognition and natural language processing capabilities, allowing users to interact with the digital interaction system 100 using voice commands.
[0077] A compliance system 232 facilitates compliance by the digital interaction system 100 with data privacy and other regulations, including for example the California Consumer Privacy Act (CCPA), General Data Protection Regulation (GDPR), and Digital Services Act (DSA). The compliance system 232 comprises several components that address data privacy, protection, and user rights, ensuring a secure environment for user data. A data collection and storage component securely handles user data, using encryption and enforcing data retention policies. A data access and processing component provides controlled access to user data, ensuring compliant data processing and maintaining an audit trail. A data subject rights management component facilitates user rights requests in accordance with privacy regulations, while the data breach detection and response component detects and responds to data breaches in a timely and compliant manner. The compliance system 232 also incorporates opt-in/opt-out management and privacy controls across the digital interaction system 100, empowering users to manage their data preferences. The compliance system 232 is designed to handle sensitive data by obtaining explicit consent, implementing strict access controls and in accordance with applicable laws.
[0078] DATA ARCHITECTURE
[0079] FIG. 3 is a schematic diagram illustrating data structures 300, which may be stored in the database 128 of the server system 110, according to certain examples. While the content of the database 128 is shown to comprise multiple tables, it will be appreciated that the data could be stored in other types of data structures (e.g., as an object-oriented database).
[0080] The database 128 includes message data stored within a message table 304. This message data includes 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 304, are described below with reference to FIG. 3.
[0081] An entity table 306 stores entity data, and is linked (e.g., referentially) to an entity graph 308 and profile data 302. 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 server system 110 stores data may be a recognized entity. Each entity is provided with a unique identifier, as well as an entity type identifier (not shown).
[0082] 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), interest-based, or activity-based, merely for example. Certain relationships between entities may be unidirectional, such as a subscription by an individual user to digital content of a commercial or publishing user (e.g., a newspaper or other digital media outlet, or a brand). Other relationships may be bidirectional, such as a "friend" relationship between individual users of the digital interaction system 100. [0083] Certain permissions and relationships may be attached to each relationship, and to each direction of a relationship. For example, a bidirectional relationship (e.g., a friend relationship between individual users) may include authorization for the publication of digital content items between the individual users, but may impose certain restrictions or filters on the publication of such digital content items (e.g., based on content characteristics, location data or time of day data). Similarly, a subscription relationship between an individual user and a commercial user may impose different degrees of restrictions on the publication of digital content from the commercial user to the individual user, and may significantly restrict or block the publication of digital content from the individual user to the commercial user. A particular user, as an example of an entity, may record certain restrictions (e.g., by way of privacy settings) in a record for that entity within the entity table 306. Such privacy settings may be applied to all types of relationships within the context of the digital interaction system 100, or may selectively be applied to certain types of relationships.
[0084] The profile data 302 stores multiple types of profile data about a particular entity. The profile data 302 may be selectively used and presented to other users of the digital interaction system 100 based on privacy settings specified by a particular entity. Where the entity is an individual, the profile data 302 includes, for example, a username, 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 more of these avatar representations within the content of messages communicated via the digital interaction system 100, and on map interfaces displayed by interaction 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.
[0085] Where the entity is a group, the profile data 302 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. [0086] The database 128 also stores digital effect data, such as overlays or filters, in a digital effect table 310. The digital effect data is associated with and applied to videos (for which data is stored in a video table 312) and images (for which data is stored in an image table 314).
[0087] Filters, in some examples, 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 interaction client 104 when the sending user is composing a message. Other types of filters include geolocation filters (also known as geo-filters), 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 interaction client 104, based on geolocation information determined by a Global Positioning System (GPS) unit of the user system 102.
[0088] Another type of filter is a data filter, which may be selectively presented to a sending user by the interaction client 104 based on other inputs or information gathered by the user system 102 during the message creation process. Examples of data filters include current temperature at a specific location, a current speed at which a sending user is traveling, battery life for a user system 102, or the current time.
[0089] Other digital effect data that may be stored within the image table 314 includes augmented reality content items (e.g., corresponding to augmented reality experiences). An augmented reality content item may be a real-time special effect and sound that may be added to an image or a video.
[0090] A collections table 316 stores data regarding collections of messages and associated image, video, or audio data, which are compiled into a collection (e.g., a narrative 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 collection" in the form of a collection of content that has been created and sent/broadcast by that user. To this end, the user interface of the interaction client 104 may include an icon that is user-selectable to enable a sending user to add specific content to his or her personal narrative.
[0091] A collection may also constitute a "live collection," which is a collection of content from multiple users that is created manually, automatically, or using a combination of manual and automatic techniques. For example, a "live collection" 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 interaction client 104, to contribute content to a particular live collection. The live collection may be identified to the user by the interaction client 104, based on his or her location.
[0092] A further type of content collection is known as a "location collection," which enables a user whose user system 102 is located within a specific geographic location (e.g., on a college or university campus) to contribute to a particular collection. In some examples, a contribution to a location collection may employ 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).
[0093] As mentioned above, the video table 312 stores video data that, in some examples, is associated with messages for which records are maintained within the message table 304. Similarly, the image table 314 stores image data associated with messages for which message data is stored in the entity table 306. The entity table 306 may associate various digital effects from the digital effect table 310 with various images and videos stored in the image table 314 and the video table 312.
[0094] The data structures 300 also includes vending machine table 313. The vending machine table 313 includes, referring to FIG. 9, applications 924, content items 943, vending items 925, processed graphics 945, avatars 951, codes, generated music and other videos for the user 992, and so forth.
[0095] DATA COMMUNICATIONS ARCHITECTURE
[0096] FIG. 4 is a schematic diagram illustrating a structure of a message 400, according to some examples, generated by an interaction client 104 for communication to a further interaction client 104 via the servers 124. The content of a particular message 400 is used to populate the message table 304 stored within the database 128, accessible by the servers 124. Similarly, the content of a message 400 is stored in memory as "in-transit" or "in-flight" data of the user system 102 or the servers 124. A message 400 is shown to include the following example components:
• Message identifier (MSG ID 402): a unique identifier that identifies the message 400.
• Message text (MSG_TXT 404) payload: text, to be generated by a user via a user interface of the user system 102, and that is included in the message 400.
• Message image payload 406: image data, captured by a camera component of a user system 102 or retrieved from a memory component of a user system 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 314.
• Message video payload 408: video data, captured by a camera component or retrieved from a memory component of the user system 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 312.
• Message audio payload 410: audio data, captured by a microphone or retrieved from a memory component of the user system 102, and that is included in the message 400.
• Message digital effect data 412: digital effect data (e.g., filters, stickers, or other annotations or enhancements) that represents digital effects to be applied to message image payload 406, message video payload 408, or message audio payload 410 of the message 400. Digital effect data for a sent or received message 400 may be stored in the digital effect table 310.
• Message duration parameter (MSG DUR 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 interaction 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).
• Message collection identifier 418: identifier values identifying one or more content collections (e.g., "stories" identified in the collections table 316) 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.
• Message tag 420: 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 user system 102 on which the message 400 was generated and from which the message 400 was sent.
• Message receiver identifier 424: an identifier (e.g., a messaging system identifier, email address, or device identifier) indicative of a user of the user system 102 to which the message 400 is addressed.
[0097] 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. For example, an image value in the message image payload 406 may be a pointer to (or address of) a location within an image table 314. Similarly, values within the message video payload 408 may point to data stored within a video table 314, values stored within the message
digital effect data 412 may point to data stored in a digital effect table 310, values stored within the message collection identifier 418 may point to data stored in a collections table 316, 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.
[0098] SYSTEM WITH HEAD-WEARABLE APPARATUS
[0099] FIG. 5 illustrates a system 500 including a head-wearable apparatus 116 with a selector input device, according to some examples. FIG. 5 is a high-level functional block diagram of an example head-wearable apparatus 116 communicatively coupled to a mobile device 114 and various server systems 504 (e.g., the server system 110) via various networks 108.
[0100] The head-wearable apparatus 116 includes one or more cameras, each of which may be, for example, a visible light camera 506, an infrared emitter 508, and an infrared camera 510.
[0101] The mobile device 114 connects with head-wearable apparatus 116 using both a low-power wireless connection 512 and a high-speed wireless connection 514. The mobile device 114 is also connected to the server system 504 and the network 516.
[0102] The head-wearable apparatus 116 further includes two image displays of the image display of optical assembly 518. The two image displays of optical assembly 518 include one associated with the left lateral side and one associated with the right lateral side of the head-wearable apparatus 116. The head-wearable apparatus 116 also includes an image display driver 520, an image processor 522, low-power circuitry 524, and highspeed circuitry 526. The image display of optical assembly 518 is for presenting images and videos, including an image that can include a graphical user interface to a user of the head-wearable apparatus 116.
[0103] The image display driver 520 commands and controls the image display of optical assembly 518. The image display driver 520 may deliver image data directly to the image display of optical assembly 518 for presentation or may convert the image data into a signal or data format suitable for delivery to the image display device. For example, the image data may be video data formatted according to compression formats, such as H.264 (MPEG-4 Part 10), HEVC, Theora, Dirac, RealVideo RV40, VP8, VP9, or the like, and still image data may be formatted according to compression formats such as Portable Network Group (PNG), Joint Photographic Experts Group (JPEG), Tagged Image File Format (TIFF) or exchangeable image file format (EXIF) or the like.
[0104] The head-wearable apparatus 116 includes a frame and stems (or temples) extending from a lateral side of the frame. The head-wearable apparatus 116 further includes a user input device 528 (e.g., touch sensor or push button), including an input surface on the head-wearable apparatus 116. The user input device 528 (e.g., touch sensor or push button) is to receive from the user an input selection to manipulate the graphical user interface of the presented image.
[0105] The components shown in FIG. 5 for the head-wearable apparatus 116 are located on one or more circuit boards, for example a PCB or flexible PCB, in the rims or temples. Alternatively, or additionally, the depicted components can be located in the chunks, frames, hinges, or bridge of the head-wearable apparatus 116. Left and right visible light cameras 506 can include digital camera elements such as a complementary metal oxide-semiconductor (CMOS) image sensor, charge-coupled device, camera lenses, or any other respective visible or light-capturing elements that may be used to capture data, including images of scenes with unknown objects.
[0106] The head-wearable apparatus 116 includes a memory 502, which stores instructions to perform a subset, or all the functions described herein. The memory 502 can also include storage device.
[0107] As shown in FIG. 5, the high-speed circuitry 526 includes a high-speed processor 530, a memory 502, and high-speed wireless circuitry 532. In some examples, the image display driver 520 is coupled to the high-speed circuitry 526 and operated by the high-speed processor 530 to drive the left and right image displays of the image display of optical assembly 518. The high-speed processor 530 may be any processor capable of managing high-speed communications and operation of any general computing system needed for the head-wearable apparatus 116. The high-speed processor 530 includes processing resources needed for managing high-speed data transfers on a high-speed wireless connection 514 to a wireless local area network (WLAN) using the high-speed wireless circuitry 532. In certain examples, the highspeed processor 530 executes an operating system such as a LINUX operating system or other such operating system of the head-wearable apparatus 116, and the operating system is stored in the memory 502 for execution. In addition to any other responsibilities, the high-speed processor 530 executing a software architecture for the head-wearable apparatus 116 is used to manage data transfers with high-speed wireless circuitry 532. In certain examples, the high-speed wireless circuitry 532 is configured to
implement Institute of Electrical and Electronic Engineers (IEEE) 802.11 communication standards, also referred to herein as WI-FI®. In some examples, other high-speed communications standards may be implemented by the high-speed wireless circuitry 532. [0108] The low-power wireless circuitry 534 and the high-speed wireless circuitry 532 of the head-wearable apparatus 116 can include short-range transceivers (e.g., Bluetooth™, Bluetooth LE, Zigbee, ANT+) and wireless wide, local, or wide area network transceivers (e.g., cellular or WI-FI®). Mobile device 114, including the transceivers communicating via the low-power wireless connection 512 and the highspeed wireless connection 514, may be implemented using details of the architecture of the head-wearable apparatus 116, as can other elements of the network 516.
[0109] The memory 502 includes any storage device capable of storing various data and applications, including, among other things, camera data generated by the left and right visible light cameras 506, the infrared camera 510, and the image processor 522, as well as images generated for display by the image display driver 520 on the image displays of the image display of optical assembly 518. While the memory 502 is shown as integrated with high-speed circuitry 526, in some examples, the memory 502 may be an independent standalone element of the head-wearable apparatus 116. In certain such examples, electrical routing lines may provide a connection through a chip that includes the high-speed processor 530 from the image processor 522 or the low-power processor 536 to the memory 502. In some examples, the high-speed processor 530 may manage addressing of the memory 502 such that the low-power processor 536 will boot the highspeed processor 530 any time that a read or write operation involving memory 502 is needed.
[0110] As shown in FIG. 5, the low-power processor 536 or high-speed processor 530 of the head-wearable apparatus 116 can be coupled to the camera (visible light camera 506, infrared emitter 508, or infrared camera 510), the image display driver 520, the user input device 528 (e.g., touch sensor or push button), and the memory 502.
[OHl] The head-wearable apparatus 116 is connected to a host computer. For example, the head-wearable apparatus 116 is paired with the mobile device 114 via the high-speed wireless connection 514 or connected to the server system 504 via the network 516. The server system 504 may be one or more computing devices as part of a service or network computing system, for example, that includes a processor, a memory, and network
communication interface to communicate over the network 516 with the mobile device 114 and the head-wearable apparatus 116.
[0112] The mobile device 114 includes a processor and a network communication interface coupled to the processor. The network communication interface allows for communication over the network 516, low-power wireless connection 512, or high-speed wireless connection 514. Mobile device 114 can further store at least portions of the instructions in the memory of the mobile device 114 memory to implement the functionality described herein.
[0113] Output components of the head-wearable apparatus 116 include visual components, such as a display such as a liquid crystal display (LCD), a plasma display panel (PDP), a light-emitting diode (LED) display, a projector, or a waveguide. The image displays of the optical assembly are driven by the image display driver 520. The output components of the head-wearable apparatus 116 further include acoustic components (e.g., speakers), haptic components (e.g., a vibratory motor), other signal generators, and so forth. The input components of the head-wearable apparatus 116, the mobile device 114, and server system 504, such as the user input device 528, 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 other pointing instruments), 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.
[0114] The head-wearable apparatus 116 may also include additional peripheral device elements. Such peripheral device elements may include sensors and display elements integrated with the head-wearable apparatus 116. For example, peripheral device elements may include any I/O components including output components, motion components, position components, or any other such elements described herein.
[0115] The motion components include acceleration sensor components (e.g., accelerometer), gravitation sensor components, rotation sensor components (e.g., gyroscope), and so forth. The position components include location sensor components to generate location coordinates (e.g., a Global Positioning System (GPS) receiver component), Wi-Fi or Bluetooth™ transceivers to generate positioning system
coordinates, 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. Such positioning system coordinates can also be received over low-power wireless connections 512 and high-speed wireless connection 514 from the mobile device 114 via the low-power wireless circuitry 534 or high-speed wireless circuitry 532.
[0116] MACHINE ARCHITECTURE
[0117] FIG. 6 is a diagrammatic representation of the machine 600 within which instructions 602 (e.g., software, a program, an application, an applet, an app, or other executable code) for causing the machine 600 to perform any one or more of the methodologies discussed herein may be executed. For example, the instructions 602 may cause the machine 600 to execute any one or more of the methods described herein. The instructions 602 transform the general, non-programmed machine 600 into a particular machine 600 programmed to carry out the described and illustrated functions in the manner described. The machine 600 may operate as a standalone device or may be coupled (e.g., networked) to other machines. In a networked deployment, the machine 600 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 600 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 602, sequentially or otherwise, that specify actions to be taken by the machine 600. Further, while a single machine 600 is illustrated, the term "machine" shall also be taken to include a collection of machines that individually or jointly execute the instructions 602 to perform any one or more of the methodologies discussed herein. The machine 600, for example, may comprise the user system 102 or any one of multiple server devices forming part of the server system 110. In some examples, the machine 600 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 method or algorithm being performed on the clientside.
[0118] The machine 600 may include processors 604, 612, 614, memory 606, and input/output I/O components 608, which may be configured to communicate with each other via a bus 610.
[0119] The memory 606 includes a main memory 616, a static memory 618, and a storage unit 620, both accessible to the processors 604 via the bus 610. The main memory 606, the static memory 618, and storage unit 620 store the instructions 602 embodying any one or more of the methodologies or functions described herein. The instructions 602 may also reside, completely or partially, within the main memory 616, within the static memory 618, within machine-readable medium 622 within the storage unit 620, within at least one of the processors 604 (e.g., within the processor's cache memory), or any suitable combination thereof, during execution thereof by the machine 600.
[0120] The I/O components 608 may include a wide variety of components to receive input, provide output, produce output, transmit information, exchange information, capture measurements, and so on. The specific I/O components 608 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 608 may include many other components that are not shown in FIG. 6. In various examples, the I/O components 608 may include user output components 624 and user input components 626. The user output components 624 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. The user input components 626 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.
[0121] In some examples, the head-wearable apparatus 116 may include biometric 628 components or sensors 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 biometric components may include a brain-machine interface (BMI) system that allows communication between the brain and an external device or machine. This may be achieved by recording brain activity data, translating this data into a format that can be understood by a computer, and then using the resulting signals to control the device or machine.
[0122] Example types of BMI technologies, including:
• Electroencephalography (EEG) based BMIs, which record electrical activity in the brain using electrodes placed on the scalp.
• Invasive BMIs, which used electrodes that are surgically implanted into the brain.
• Optogenetics BMIs, which use light to control the activity of specific nerve cells in the brain.
[0123] Any biometric data collected by the biometric components is captured and stored with only user approval and deleted on user request, and in accordance with applicable laws. Further, such biometric data may be used for very limited purposes, such as identification verification. To ensure limited and authorized use of biometric information and other personally identifiable information (PII), access to this data is restricted to authorized personnel only, if at all. Any use of biometric data may strictly be limited to identification verification purposes, and the biometric data is not shared or sold to any third party without the explicit consent of the user. In addition, appropriate technical and organizational measures are implemented to ensure the security and confidentiality of this sensitive information. The position 634 component may determine a position of the machine 600. Methods and apparatuses are described herein that determine position 634.
[0124] The motion components 630 include acceleration sensor components (e.g., accelerometer), gravitation sensor components, rotation sensor components (e.g., gyroscope).
[0125] The environmental components 632 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.
[0126] With respect to cameras, the user system 102 may have a camera system comprising, for example, front cameras on a front surface of the user system 102 and rear cameras on a rear surface of the user system 102. The front cameras may, for example, be used to capture still images and video of a user of the user system 102 (e.g., "selfies"), which may then be modified with digital effect 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 modified with digital effect data. In addition to front and rear cameras, the user system 102 may also include a 360° camera for capturing 360° photographs and videos.
[0127] Moreover, the camera system of the user system 102 may be equipped with advanced multi-camera configurations. This may include dual rear cameras, which might consist of a primary camera for general photography and a depth-sensing camera for capturing detailed depth information in a scene. This depth information can be used for various purposes, such as creating a bokeh effect in portrait mode, where the subject is in sharp focus while the background is blurred. In addition to dual camera setups, the user system 102 may also feature triple, quad, or even penta camera configurations on both the front and rear sides of the user system 102. These multiple cameras systems may include a wide camera, a Ultra-wide camera, a telephoto camera, a macro camera, and a depth sensor, for example.
[0128] Communication may be implemented using a wide variety of technologies. The I/O components 608 further include communication components 636 operable to couple the machine 600 to a network 638 or devices 640 via respective coupling or connections. For example, the communication components 636 may include a network
interface component or another suitable device to interface with the network 638. In further examples, the communication components 636 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 640 may be another machine or any of a wide variety of peripheral devices (e.g., a peripheral device coupled via a USB).
[0129] Moreover, the communication components 636 may detect identifiers or include components operable to detect identifiers. For example, the communication components 636 may include Radio Frequency Identification (RFID) tag reader components, NFC smart tag detection components, optical reader components (e.g., an optical sensor to detect one-dimensional bar codes such as Universal Product Code (UPC) bar code, multi-dimensional 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). In addition, a variety of information may be derived via the communication components 636, 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.
[0130] The various memories (e.g., main memory 616, static memory 618, and memory of the processors 604) and storage unit 620 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 602), when executed by processors 604, cause various operations to implement the disclosed examples.
[0131] The instructions 602 may be transmitted or received over the network 638, using a transmission medium, via a network interface device (e.g., a network interface component included in the communication components 636) and using any one of several well-known transfer protocols (e.g., hypertext transfer protocol
(HTTP)). Similarly, the instructions 602 may be transmitted or received using a transmission medium via a coupling (e.g., a peer-to-peer coupling) to the devices 640.
[0132] SOFTWARE ARCHITECTURE
[0133] FIG. 7 is a block diagram 700 illustrating a software architecture 702, which can be installed on any one or more of the devices described herein. The software architecture 702 is supported by hardware such as a machine 704 that includes processors 706, memory 708, and I/O components 710. In this example, the software architecture 702 can be conceptualized as a stack of layers, where each layer provides a particular functionality. The software architecture 702 includes layers such as an operating system 712, libraries 714, frameworks 716, and applications 718. Operationally, the applications 718 invoke API calls 720 through the software stack and receive messages 722 in response to the API calls 720.
[0134] The operating system 712 manages hardware resources and provides common services. The operating system 712 includes, for example, a kernel 724, services 726, and drivers 728. The kernel 724 acts as an abstraction layer between the hardware and the other software layers. For example, the kernel 724 provides memory management, processor management (e.g., scheduling), component management, networking, and security settings, among other functionalities. The services 726 can provide other common services for the other software layers. The drivers 728 are responsible for controlling or interfacing with the underlying hardware. For instance, the drivers 728 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.
[0135] The libraries 714 provide a common low-level infrastructure used by the applications 718. The libraries 714 can include system libraries 730 (e.g., C standard library) that provide functions such as memory allocation functions, string manipulation functions, mathematical functions, and the like. In addition, the libraries 714 can include API libraries 732 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. The libraries 714 can also
include a wide variety of other libraries 734 to provide many other APIs to the applications 718.
[0136] The frameworks 716 provide a common high-level infrastructure that is used by the applications 718. For example, the frameworks 716 provide various graphical user interface (GUI) functions, high-level resource management, and high-level location services. The frameworks 716 can provide a broad spectrum of other APIs that can be used by the applications 718, some of which may be specific to a particular operating system or platform.
[0137] In an example, the applications 718 may include a home application 736, a contacts application 738, a browser application 740, a book reader application 742, a location application 729, a media application 746, a messaging application 748, a game application 750, and a broad assortment of other applications such as a third-party application 752. The applications 718 are programs that execute functions defined in the programs. Various programming languages can be employed to create one or more of the applications 718, 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). In a specific example, the third-party application 752 (e.g., an application developed using the ANDROID™ or IOS™ software development kit (SDK) by an entity other than the vendor of a platform) may be mobile software running on a mobile operating system such as IOS™, ANDROID™, WINDOWS® Phone, or another mobile operating system. In this example, the third- party application 752 can invoke the API calls 720 provided by the operating system 712 to facilitate functionalities described herein.
[0138] As used in this disclosure, phrases of the form “at least one of an A, a B, or a C,” “at least one of A, B, or C,” “at least one of A, B, and C,” and the like, should be interpreted to select at least one from the group that comprises “A, B, and C ” Unless explicitly stated otherwise in connection with a particular instance in this disclosure, this manner of phrasing does not mean “at least one of A, at least one of B, and at least one of C.” As used in this disclosure, the example “at least one of an A, a B, or a C,” would cover any of the following selections: {A}, {B}, {C}, {A, B}, {A, C}, {B, C}, and {A, B, C}.
[0139] Unless the context clearly requires otherwise, throughout the description and the claims, the words “comprise,” “comprising,” and the like are to be construed in an
inclusive sense, as opposed to an exclusive or exhaustive sense, e.g., in the sense of “including, but not limited to.”
[0140] As used herein, the terms “connected,” “coupled,” or any variant thereof means any connection or coupling, either direct or indirect, between two or more elements; the coupling or connection between the elements can be physical, logical, or a combination thereof.
[0141] Additionally, the words “herein,” “above,” “below,” and words of similar import, when used in this application, refer to this application as a whole and not to any portions of this application. Where the context permits, words using the singular or plural number may also include the plural or singular number respectively.
[0142] The word “or” in reference to a list of two or more items, covers all the following interpretations of the word: any one of the items in the list, all the items in the list, and any combination of the items in the list. Likewise, the term “and/or” in reference to a list of two or more items, covers all the following interpretations of the word: any one of the items in the list, all the items in the list, and any combination of the items in the list.
[0143] The various features, operations, or processes described herein may be used independently of one another, or may be combined in various ways. All possible combinations and sub-combinations are intended to fall within the scope of this disclosure. In addition, certain method or process blocks may be omitted in some implementations.
[0144] Although some examples, e.g., those depicted in the drawings, include a particular sequence of operations, the sequence may be altered without departing from the scope of the present disclosure. For example, some of the operations depicted may be performed in parallel or in a different sequence that does not materially affect the functions as described in the examples. In other examples, different components of an example device or system that implements an example method may perform functions at substantially the same time or in a specific sequence.
[0145] FIG. 8 is a perspective view of a head-wearable apparatus in the form of XR glasses 800, in accordance with some examples. The XR glasses 800 are an article of eyewear including electronics, which operate within a network system for communicating image and video content. FIG. 8 illustrates an example of the headwearable apparatus 116. In some examples, the wearable electronic device is termed
augmented reality (AR), mixed reality (MR), virtual reality (VR), and/or extended reality (XR) glasses. The XR glasses 800 can include a frame 832 made from any suitable material such as plastic or metal, including any suitable shape memory alloy. The frame 832 can have a front piece 833 that can include a first or left lens, display, or optical element holder 836 and a second or right lens, display, or optical element holder 838 connected by a bridge 839. The front piece 833 additionally includes a left end portion 841 and a right end portion 842. A first or left optical element 844 and a second or right optical element 843 can be provided within respective left and right optical element holders 836, 838. Each of the optical elements 843, 844 can be a lens, a display, a display assembly, or a combination of the foregoing. In some examples, for example, the XR glasses 800 are provided with an integrated near-eye display mechanism that enables, for example, display to the user of preview images for visual media captured by cameras 869 of the XR glasses 800.
[0146] The frame 832 additionally includes a left arm or temple piece 846 and a right arm or temple piece 847 coupled to the respective left and right end portions 841, 842 of the front piece 833 by any suitable means such as a hinge (not shown), so as to be coupled to the front piece 833, or rigidly or fixedly secured to the front piece 833 so as to be integral with the front piece 833. Each of the temple pieces 846 and 847 can include a first portion 851 that is coupled to the respective end portion 841 or 842 of the front piece 833 and any suitable second portion 852, such as a curved or arcuate piece, for coupling to the ear of the user. In one example, the front piece 833 can be formed from a single piece of material, so as to have a unitary or integral construction. In one example, the entire frame 832 can be formed from a single piece of material so as to have a unitary or integral construction. The frame 832 may include a top portion 884.
[0147] The XR glasses 800 include a computing device, such as a computer 861, which can be of any suitable type so as to be carried by the frame 832 and, in one example, of a suitable size and shape, so as to be at least partially disposed in one or more of the temple pieces 846 and 847. In one example, the computer 861 has a size and shape similar to the size and shape of one of the temple pieces 846, 847 and is thus disposed almost entirely if not entirely within the structure and confines of such temple pieces 846 and 847.
[0148] In one example, the computer 861 can be disposed in both of the temple pieces 846, 847. The computer 861 can include one or more processors with memory, wireless
communication circuitry, and a power source. The computer 861 comprises low-power circuitry, high-speed circuitry, location circuitry, and a display processor. Various other examples may include these elements in different configurations or integrated together in different ways. Additional details of aspects of the computer 861 may be implemented as described with reference to the description that follows.
[0149] The computer 861 additionally includes a battery 862 or other suitable portable power supply. In one example, the battery 862 is disposed in one of the temple pieces 846 or 847. In the XR glasses 800 shown in FIG. 8, the battery 862 is shown as being disposed in the left temple piece 846 and electrically coupled using a connection to the remainder of the computer 861 disposed in the right temple piece 847. One or more input and output devices can include a connector or port (not shown) suitable for charging a battery 862 accessible from the outside of the frame 832, a wireless receiver, transmitter, or transceiver (not shown), or a combination of such devices.
[0150] The XR glasses 800 include digital cameras 869. Although two cameras 869 are depicted, other examples contemplate the use of a single or additional (i.e., more than two) cameras 869. For ease of description, various features relating to the cameras 869 will be described further with reference to only a single camera 869, but it will be appreciated that these features can apply, in suitable examples, to both cameras 869. For example, the cameras 869 may include back facing cameras to capture the eyes of the user of the XR glasses 800.
[0151] In various examples, the XR glasses 800 may include any number of input sensors or peripheral devices in addition to the cameras 869. The front piece 833 is provided with an outward-facing, forward-facing, front, or outer surface 866 that faces forward or away from the user when the XR glasses 800 are mounted on the face of the user, and an opposite inward-facing, rearward-facing, rear, or inner surface that faces the face of the user when the XR glasses 800 are mounted on the face of the user. Such sensors can include inward-facing video sensors or digital imaging components such as cameras 869 that can be mounted on or provided within the inner surface 867 of the front piece 833 or elsewhere on the frame 832 so as to be facing the user, and outward -facing video sensors or digital imaging components such as the cameras 869 that can be mounted on or provided with the outer surface 866 of the front piece 833 or elsewhere on the frame 832 so as to be facing away from the user. Such sensors, peripheral devices, or peripherals can additionally include biometric sensors, location sensors, accelerometers,
or any other such sensors. In some examples, projectors (not illustrated) are used to project images on the inner surface of the optical elements 843, 844 (or lenses) to provide a mixed reality or augmented reality experience for the user of the XR glasses 800.
[0152] The XR glasses 800 further include an example of a camera control mechanism or user input mechanism comprising a camera control button mounted on the frame 832 for haptic or manual engagement by the user. The camera control button provides a bi- modal or single-action mechanism in that it is disposable by the user between only two conditions, namely an engaged condition and a disengaged condition. In this example, the camera control button is a push button that is by default in the disengaged condition, being depressible by the user to dispose it to the engaged condition. Upon release of the depressed camera control button, it automatically returns to the disengaged condition.
[0153] In other examples, the single-action input mechanism can instead be provided by, for example, a touch-sensitive button comprising a capacitive sensor mounted on the frame 832 adjacent to its surface for detecting the presence of a user’s finger, to dispose the touch-sensitive button to the engaged condition when the user touches a finger to the corresponding spot on the outer surface 866 of the frame 832. It will be appreciated that the above-described camera control button and capacitive touch button are but two examples of a haptic input mechanism for single-action control of the camera 869, and that other examples may employ different single-action haptic control arrangements.
[0154] The computer 861 is configured to perform the methods described herein. In some examples, the computer 861 is coupled to one or more antennas for reception of signals from a GNSS and circuitry for processing the signals where the antennas and circuitry are housed in the XR glasses 800. In some examples, the computer 861 is coupled to one or more wireless antennas and circuitry for transmitting and receiving wireless signals where the antennas and circuitry are housed in the XR glasses 800. In some examples, there are multiple sets of antennas and circuitry housed in the XR glasses 800. In some examples, the antennas and circuitry are configured to operate in accordance with a communication protocol such as Bluetooth™, Low-energy Bluetooth™, IEEE 802, IEEE 802.11az/be, WiFi®, and so forth. In some examples, PDR sensors housed in XR glasses 800 and coupled to the computer 861. In some examples, the XR glasses 800 are VR headsets where optical elements 843, 844 are opaque screens for displaying images to a user of the VR headset. In some examples, the
computer 861 is coupled to user interface elements such as slide or touchpad 886 and button 888. A long press of button 888 resets the XR glasses 800. The slide or touchpad 886 and button 888 are used for a user to provide input to the computer 861 and/or other electronic components of the XR glasses 800. The XR glasses 800 include one or more microphones 882 that are coupled to the computer 861. The XR glasses 800 include one or more gyroscopes 880.
[0155] EXTENDED REALITY ACTIVATED VENDING MACHINE
[0156] FIG. 9 is a schematic diagram illustrating a system 900 for extended reality activated vending machines 902, in accordance with some examples. The vending machine 902 is an apparatus that dispenses physical or virtual objects to a user 992. The vending machine 902 may be referred to as a dispensing machine. Examples of the vending machine 902 include soda or soft drink vending machines where the user 992 often provides compensation via the compensation interface 911 such as monetary compensation in exchange for a vending item 925 such as candy, a soft drink, cash, a t- shirt, an intangible item such as a non-fungible token (NFT), a ticket, gift cards, or other vending items 925. The vending item 925 may be a code that is displayed on the display 908, which is then captured by the user 992. The vending item 925 may be an email, image, money transfer, or another item.
[0157] The vending machine 902 may communicate with one or more other devices. For example, the vending machine 902 communicates directly or via the network 983 with backend A 974, backend B 978, and/or mobile device 982. The backend A 974 and/or backend B 978 may be servers such as server system 110 of FIG. 1. The backend A 974 and/or backend B 978 may be a proprietary servers associated with the vending machine 902. In some examples, one of the backend A 974 and the backend B 978 is a server associated with the vending machine 902 and another one is a server associated with a messaging system 210.
[0158] The mobile device 982 is a mobile device 114, a head-wearable apparatus 116, XR XR glasses 800, or another mobile device associated with the user 992. The mobile device 982, backend A 974, and/or backend B 978 may perform one or more of the operations described herein.
[0159] The system 900 includes real-world scene 972, which is what the image capturing device 910 captures of the real world. The image capturing device 910 captures images 918 of the real -world scene 972 from the incident light 970.
[0160] The input/output (IO) devices 904 includes devices that enable a user 992 to receive output or send input to the vending machine 902. The IO devices 640 include a clock 919, speaker 909, microphone 906, display 908, image capturing device 910, selection interface 912, and compensation interface 911. One or more of the IO devices 904 may not be included and the IO device 904 may include additional IO devices. In some examples, the IO devices 904 include a Lidar system or a similar system for detecting and mapping out objects such as the user 992 in the real -world scene 972. The sensors 916 includes a light sensor, a positioning sensor, and so forth.
[0161] The image capturing device 910 is a charged-coupled device (CCD) or another type of device to capture the image 918 of the real -world scene 972 from the incident light 970. The microphone 906 enables the user 992 to provide voice 996 input. The image capturing device 910 enables the user 992 to provide gesture 958 input via the UI component 954, where the body tracking component 952 processes or analyzes the images 918 to determine the gesture 958 and the user intent 964 based on the analysis of the images 918. The devices of the IO devices 904 are depicted as being single but one skilled in the art will recognize there may be two or more of the devices of the IO device 904. For example, there may be multiple microphones 906 and/or image capturing devices 910.
[0162] The selection interface 912 includes hardware that enables a user 992 to select a vending item 925 or an item 960. For example, a physical button on the vending machine 902 may select a soda, which may be mapped to an item 960 of a UI 962. The selection interface 912 may be a touchscreen, buttons, levers, knobs, and so forth. In some examples, there is no separate selection interface 912. The vending items 925 are selected by the user 992 based on user data 968, which is used to detect gestures 958 and the user intent 964 as described herein.
[0163] The compensation interface 911 includes hardware that enables the user 992 to pay for or compensate the vending machine 902 or an entity associated with the vending machine 902 for a vending item 925. The compensation interface 911 may take credit cards, cryptocurrency, paper cash, coins, electronic payment via the wireless component 928, and so forth. In some examples, the compensation interface 911 has a separate wireless component to perform electronic payments.
[0164] The body tracking component 952 determines a location 999 of the user 992. The location 999 includes an orientation of the head 995, eyes 994, hands 967, and other
body parts of the user 992, in accordance with some examples. In some examples, the location 999 is in 3D coordinates within a 3D world coordinate system that indicates a location of the user view 998. In some examples, the location 999 is in 3D coordinates that is relative to an object or another location. The user view 998 is what the user 992 sees of the real-world scene 972.
[0165] The wireless component 928 communicates via communications 959 between the backend A 974, backend B 978, and the mobile device 982. The communications 959 are direct or via one or more devices such as through the network 983. In some examples, the communications 959 are between the mobile device 982, the backend A 974, and/or the backend B 978. In some examples, the communications 959 are from the mobile device 982 through the vending machine 902 and then to the backend A 974 or backend B 978.
[0166] The wireless component 928 is configured to perform wireless communication protocols with the backend A 974, the backend B 978, and/or the mobile device 982. The communication protocols include low energy (LE) Bluetooth, Institute for Electrical and Electronic Engineers (IEEE) 802.11 communication protocols, proprietary communications protocols, 3GPP communication protocols, and so forth. The wireless component 928 is in communication with hardware such as transceiver circuitry and antennas, which are part of the IO devices 904, to perform the wireless protocols. The wireless component 928 sets up a wireless communication link between the backend A 974, backend B 978, and/or the mobile device 982. For example, the wireless component 928 associates with a corresponding wireless component on the backend A 974, the backend B 978, or the mobile device 982. The wireless component 928 may communicate with the backend A 974, backend B 978, or mobile device 982 via intermediate devices such as a user system 102, which may also be the backend A 974 or backend B 978, an access point, a node B, and so forth.
[0167] In some examples, the wireless component 928 can be used to determine a location and/or an orientation of the vending machine 902 with the assistance of other wireless devices. The mobile device 982 may be local or close to the vending machine 902 and the vending machine 902 may communicate via BLE® or another communication standard. In some examples, the vending machine 902 communicates with the mobile device 982 via a user system 102 such as a paired mobile phone. Wireless communications such as BLE® transmitted and received by the wireless
component 928 can be used to determine a location and/or an orientation of the vending machine 902 so the wireless communication may also be considered a sensor 916. The vending machine 902 may determine a geographical location and orientation of the vending machine 902, which may include information such as geographical coordinates, a location such as an airport, a floor level, languages used, and so forth. The geographical location may be configured by a technician or software component.
[0168] The user data 968 is data that is related to the user 992. The user data 968 includes data that is generated by the IO devices 904 based on the user 992 such as the images 918 that include light reflecting off the user 992 and are received via the incident light 970 and data from the microphone 906 generated from the voice 996 of the user 992. The input data 991 includes information provided by the user such as a user account and physical data such as light reflecting off the user and the sound waves from the voice 996 of the user 992. The information (info) 966 includes additional information about the user 992, which may have been collected about the user 992 or provided by the user 992, such as a social media account to log onto the interaction server system 110 of FIG. 1, a username, and so forth. The UI component 954 determines gestures 958 based on analyzing the user data 968 such as images 918 of the user 992 and data from the microphone 906 generated from the voice 996 of the user 992.
[0169] The UI component 954 determines the user intent 964 based on input data 991 from the user 992 based on haptic 993, eyes, 994, head 995, hand 967, voice 996, location 999, determined gestures 958, and so forth. The user intent 964 is a determination of an item 960 that the user 992 would like to select to have a function performed associated with the item 960. For example, the user 992 may press a virtual button displayed on the display 908 using an AR gesture 958 to select an item 960 from a menu of items 960 to perform the function of selecting a vending item 925.
[0170] The body tracking component 952 determines gestures 958 based on processing the user data 968 such as images 918 of the user 992 and data from the microphone 906 generated from the voice 996 of the user 992. The body tracking component 952 tracks one or more of: the eyes 994, head 995, location 999, or voice 996 of the user 992 to determine if a gesture 958 was performed. For example, the user 992 may press using their hand 967 a displayed vending item 925 to indicate a gesture 958 of selecting the vending item 925. There may be more than one user 992. The user intent 964 in this example is to select the displayed vending item 925. The UI 962 is user interfaces such
as a menu for functionality available to the user 992 to perform on the vending machine 902. The items 960 are the items of the UI 962. The UI 962 may not be displayed to the user as in the case where the user 992 selects a vending item 925 via a gesture 958. The body tracking component 952 may determine the location 999 of the user 992.
[0171] The operating system 920 manages the resources of the vending machine 902. The application execution component 922 is an interpreter that executes applications 924, in accordance with some examples. The applications 924 may include the vending machine component 949. The operating system 920 may use a cloud application programming interface (API) 923 to access remote API 985 on the backend A 974, backend B 978, and/or mobile device 982. The functions performed by the various components on the vending machine 902 may be performed wholly or partially by the backend A 974, backend B 978, and/or mobile device 982. For example, the functions performed by the body tracking component 952 may be performed by the backend A 974. The images 918 may be transmitted to the backend A 974 and the backend A 974 may determine the user intent 964 and/or the location 999 of the user 992.
[0172] The 3D presentation component 989 presents on the display 908 and/or on the mobile device 982. The 3D presentation component 989 takes content items 943, the images 918, an avatar 951 of the user 992, items 960, and so forth, and generates processed graphics 945, which are displayed on the display 908 and may include music or sounds that are played on the speaker 909. The 3D presentation component 989 renders images of the items 960 and other things to be displayed using the rendering component 957.
[0173] The 3D presentation component 989 provides an AR experience to the user by generating processed graphics 945 that appear to be 3D dimensional to the user 992. The graphics 945 are generated based on the location 999 of the user 992, which the body tracking component 952 determines, so that the processed graphics 945 appear to be 3D dimensional. The graphics 945 may be further based on the head 995 and eyes 994 of the user 992. Additionally, the avatar 951 of the user 992, which may be an image of the user 992, may be resized to appear to be within a 3D dimensional world generated by the 3D presentation component 989. The avatar 951 of the user 992 may include many effects that process the image of the user 992. For example, applications 924 may be used that make the user 992 appear older, younger, as a type of animal, and so forth. The
processed graphics 945 may include images of the vending item 925, the output of games, which may be applications 924, UIs 962, and so forth.
[0174] The content items 943 are graphics that are to be displayed, in accordance with some examples. The content items 943 may not need to be rendered but only displayed, which may be include placement, resizing, and color adjustments. The content items 943 may include images, videos, 3D objects, and so forth. The content items 943 may be a mathematical coordinate-based representation of surfaces of objects in three dimensions. The content items 943 may be based on polygons. The content items 943 may be streamed content such as a movie. The content items 943 may need to be rendered prior to being displayed. The content items 943 may be animated. The displaying of the content item 943 may require repeatedly re-displaying the content item 943 an appropriate times per second because the content of the content item 943 may change and the position of the user 992 may change. For example, the 3D presentation component 989 generates a frame 977 that is displayed on the display 908 multiple times a second. The 3D presentation component 989 may have to re-render content items 943 (or other items) and/or move the content items 943 because the location 999 of the user 992 has changed. The 3D presentation component 989 may need to re-render content items 943 so that the content items 943 continue to appear to be 3D to the user 992. In some examples, the application 924 may control the frame 977 generation. For example, the application 924 may be a game that sends content items 943 to the 3D presentation component 989. In some examples, the 3D presentation component 989 transmits rendered graphics 945 or other items for the mobile device 982 to display on a display of the mobile device 982 where the display is an AR, MR, VR, or XR display of a headwearable apparatus 116 or may be a display of a computing device 114.
[0175] The rendering component 957 renders content items 943 that need to be rendered to generate processed graphics 945. The rendering component 957 may adjust processed graphics 945 in accordance with movement of the user 992. The frame 977 may be configured to make the processed graphics 945 appear 3D to the naked eyes 994 of the user 992. To maintain the illusion that the processed graphics 945 are 3D the processed graphics 945 may need minor adjustments between frames 977 to account for the location 999 of the user 992 and/or the eyes 994 and head 995 of the user 992. The avatar 951 is a representation of the user 992, which may take many forms. In some examples, the location 999 indicates a position and orientation of the eyes 994 of the user 992.
[0176] The rendering component 957 may process the content items 943 such as indications of the vending items 925 based on a location of the user 992 to generate graphics that appear to be 3D to the user 992. The 3D presentation component 989 monitors the location 999 of the user 992 and adjusts the processed graphics 945 if the user 992 changes the location 999, or the 3D presentation component 989 has the rendering component 957 re-process or re-render the processed graphics 945 for the new location 999 of the user 992.
[0177] The detection component 984 detects if a user 992 should be attended to by the vending machine 902. For example, the vending machine 902 may be in a hall and the detection component 984 may determine to ignore most users 992 until a user 992 pauses in front of the vending machine 902. The actions 987 may be functions that are to be performed based on the user intent 964. For example, an action 987 may be the selection of an item 960 that indicates that the user 992 would like a vending item 925. The function associated with the action 987 may be to provide the vending item 925 to the user 992 via a vending location, email, transfer, or via the display 908. The security component 953 ensures that the user 992 is a verified user for using the compensation interface 911 and ensures that personal data is not stored for privacy reasons.
[0178] The vending machine components 976 are functions or components that are available on the backend A 974 to the mobile device 982, backend B 978, and/or the vending machine 902. In some examples, the functions or component of the vending machine component 976 are accessed using the remote API 985. The vending machine components 980 are functions or components that are available on the backend B 978 to the mobile device 982, backend A 974, and/or the vending machine 902. In some examples, the functions or components of the vending machine component 976 are accessed using the remote API 985. The vending machine components 986 are functions or components that are available on the backend A 974 to the backend B 978 and/or the vending machine 902. In some examples, the functions or component of the vending machine component 976 are accessed using the remote API 985.
[0179] FIG. 10 is a schematic diagram illustrating a system 1000 for a vending machine 902, in accordance with some examples. The mobile device 982 and head-wearable apparatus 116, communicate by sending communications 959 to one another, the vending machine 902, backend A 974, backend B 978, or another device. The network 983 is a cellular telephone network such as an LTE network, an IEEE 802.11 network, a
BLUETOOTH® network, private network, another wireless network using another wireless communication protocol, or a combination of two or more types of networks. The network 983 may include access to the internet. The associated application 1002 is an application that is associated with the vending machine 902. For example, the associated application 1002 may enable frames 977 to be displayed on a display of the head-wearable apparatus 116 and/or the mobile device 982. The frames 977 may be items 960 that can be selected for purchase from the vending machine 902.
[0180] In some examples, the backend A 974 and/or backend B 978 provide a social networking service such as messaging system 210 of FIG. 2, to enable communication of content such as photos, videos, status updates, media content messages, and the like, directly to social-media entities, platforms, or applications such as Snapchat® from the mobile device 982, head-wearable apparatus 116, and/or the vending machine 902. In some examples, the backend A 974 and/or backend B 978 is an interaction server system 110 and the frames 977 and/or images 918 are broadcasted or otherwise communicated, which may be in near-real time, via a network 983 to another device as mobile device 982, backend A 974, backend B 978, another vending machine 902, or another device.
[0181] FIG. 11 is a schematic diagram illustrating a system 1100 for a vending machine 902, in accordance with some examples. The user 992 is standing in front of the vending machine 902. Referring to FIGS. 9 and 11, the vending machine 902 captures images 918 using the image capturing device 910. The 3D presentation component 989 uses the images 918, content items 943, items 960, and/or the avatar 951 to generate frames 977 that are displayed on the display 908.
[0182] The user interface item 960, augmented graphics 1104, and the avatar 951 of the user 992 are being displayed on the display 908 by the vending machine 902. The UI component 954 will determine the user interface item 960 was selected by the user 992 if the user 992 moves his hand 967 so that the hand of the avatar 951 pushes or selects the user interface item 960. The augmented graphics 1104 is a content item 943 that the rendering component 957 rendered based on the location 999 of the user 992 into processed graphics 945 to appear to be 3D to the user 992.
[0183] The vending items 925 after being selected and paid for are dispensed by the vending machine 902 at the dispensing location 1102. In some examples, the vending machine 902 sends or receives via communication 959 commands to the mobile device 982 and/or head-wearable apparatus 116. In some examples, the vending items 925 are
printed on a printer 927. For example, a ticket for a movie, an airline reservation, and so forth. The commands may include the functions described in conjunction with the operation of vending machine 902. For example, the vending machine 902 may send the frame 977 to the head-wearable apparatus 116 to display. In some examples, the security component 953 sends confidential information or non-tangible vending items 925 to the head-wearable apparatus 116 or the mobile device 982. In some examples, the user 992 may enter payment information via the head-wearable apparatus 116 and/or the mobile device 982 and the security component 953 will ensure that the confidential information was transmitted securely over communication 959.
[0184] In some examples, one or more other people 1106 are not presented on the display 908. The detection component 984 detects other objects such as the other people 1106, and the remove objects component 955 removes the other people 1106 from the image 918, so the generated processed graphics 945 do not include the other people 1106. In some examples, moving objects are not presented on the display 908. For example, vehicles or walking people may be removed from the images presented on the display 908. Other distracting objects may be removed such as bright or flashing lights. [0185] The detection component 984 may detect other objects that are removed by the remove objects component 955 such as litter, trashcans, couches, chairs, lights, and so forth. Removing objects from the images 918 of the real -world scene 972 so they are not presented on the display may create a more immersive experience for the user 992.
Additionally, the remove objects component 955 may remove objects for photographs and videos created by the vending machine 902. Moreover, the remove objects component 955 may remove objects when games are being played by the user 992 with the vending machine 902. Removing objects such as other people 1106 may reduce privacy issues by not including other people in photographs and images captured by the vending machine 902, which may be distributed to the user 992. In some examples, the remove objects component 955 automatically other objects.
[0186] FIG. 12 illustrates a return 1214 user interface for an augmented reality activated vending machine, in accordance with some examples. Referring to FIGS. 9 and 12, illustrated is a display 908 of a vending machine 902 with an avatar 1210 of a user 992 being displayed. There are several UI 962 items 960, which include home 1202, icon A 1204, icon B 1206, icon C 1208, return 1214, and capture image 1212. The return 1214 UI 962 item 960 returns the application 924 associated with the icons back one
level. In some examples, the return 1214 is present in many or all application 924 somewhere on the display 908. This may provide greater orientation for the user 992 as the user 992 will always have a way back to a previous screen or level of the application 924. Additionally, the user 992 may select a UI 962 item 960, such as icon A 1204, icon B 1206, icon C 1208, return 1214, by performing a tapping gesture 958 over or near the item 960. Tapping is often used in the physical world for selecting an item 960 such as a key on a keyboard or a physical button on a vending machine 902. The UI component 954 identifies a tapping gesture 958 as a movement of the hand 967 of the user 992.
[0187] FIGS. 13A and 13B illustrate a head tilt for selecting user interface items, in accordance with some examples. Display 1302 and display 1304 are displays 908 of a vending machine 902. A head tilt 1312, 1318 is used to select an icon. The vending machine component 949 is displaying avatar 1310 of a user 992 on the display 1302. The user 992, which is reflected in the avatar 1310 bends their head or performs a head tilt 1312 toward either icon A 1306 or icon B 1307 to select. An indication of a duration of how long the head tilt 1312 needs to be held for the selection is indicated at 1308 with an area around the icon B 1307. The UI component 954 analyzes image 918 to determine that a gesture 958 of head tilt was performed or is being performed. The UI component 954 determines, by analyzing images 918, when the head tilt gesture 958 has stopped being performed. No longer tiling the head may cancel the user intent 964 of selecting an item 960. The duration to hold a head tilt 1312, 1318 may be adjusted by the UI component 954. For example, the duration may start off at one second and then be shorted if the user 992 is satisfied with the selections of the items 960. The duration may be from less than 1 second to 10 seconds or more. In some examples, the head tilt gesture 958 may be recognized even if the person moves in and out of tiling their head. For example, a people with disabilities may not be able to hold their head still and the UI component 954 may accumulate the time the head is tilted to determine whether the head tilt gesture 958 has been performed. The UI component 954 may determine not to cancel or reset the head tile gesture duration 1308 unless a duration of the person with disabilities not performing a head tilt transgresses a threshold duration.
[0188] To enhance the user experience, the UI component 954 provides visual and auditory feedback to guide the users 992 in making the head tilt 1312, 1318 gestures 958. For example, the UI component 954 may cause sounds or visual effects, such as highlights or animations beyond the filling in of the sub-circles, to indicate that a head tilt 1312, 1318 gesture 958 has been recognized as the user intent 964. Additionally, the
speaker 909 may play sound effects or voice prompts to provide auditory feedback and guide the users through the navigation process.
[0189] In some examples, the head tilt 1312, 1318 may select from more than two UI 962 items 960. For example, in some examples, the return 1214 icon of FIG. 12 may be placed between icon A 1306 and icon B 1307 to enable the user 992 to return to a previous position within the UI 962. In some examples, the return 1214 may be placed in far left or far right position to enable the user 992 to return to a previous position within the UI 962. If the return 1214 icon were displayed within display 1302 in FIG. 13A, then the user represented by the avatar 1310 may tilt their head towards one of three icons, icon A 1306, icon B 1307, and the return 1214 icon.
[0190] Similarly, in display 1304, an avatar 1320 is being displayed by the vending machine component 949. The user 992, who is reflected in the avatar 1310, bends their head or performs a head tilt 1318 toward either icon C 1316 or icon D 1317 to make a selection. An indication of a duration of how long the head tilt 1312 needs to be held for the selection of icon C 1314 is indicated at 1316 with an area around the icon C 1314. Here, the user 992 has selected icon C 1316 and the UI 962 determines the user intent 964 is to select icon C 1314. The UI component 954 may provide confirmation that icon C 1314 has been selected such as by brightening icon C 1316 or placing a check over icon C 1316. An action 987 corresponding to the selection of icon C 1314 is performed or executed by the vending machine component 949. For example, a beverage may be dispensed, merchandize may be dispensed, a ticket or NPC may have been purchased, an application 924 may be executed such as a photo shoot, and so forth.
[0191] In some examples, an animation is added that indicates to the user 992 that they may select an icon by performing a head tilt 1312, 1318. For example, the animation may be a dotted line of the head of the avatar 1320 performing a head tilt 1318. The animation may be of an icon that illustrates a head tile 1318.
[0192] The head tilt 1312, 1318 may provide accessibility to people with little to no experience using vending machines 902 such as might be encountered at an international airport. Additionally, the head tilt 1312, 1318 may be performed by people with physical impairments such as different heights, people using wheelchairs, people using crutches, people with limb differences and so forth. The head tilt 1312, 1318 may enable a broader group of people access to the vending machine 902. In some examples, the vending machine 902 switches to a simpler UI 962 based on the head tilt 1312, 1318 if a user 992
repeatedly fails to make selections of UI 962 items 960. In some examples, the UI component 954 monitors the behavior of the user 992 and determines to switch to the head tilt 1312, 1318 UI 962 if the user 992 appears to be unable to access the vending machine 902 using the normal or default UI 962.
[0193] Additionally, in some examples universal icons are used with the head tilt 1312, 1318 to ensure the greatest accessibility to the vending machine 902. The universal icons are employed to accommodate a range of vision and cognitive differences and to remove language barriers for users 992 from all countries. The universal icons may be in accordance with international standards for universal icons, in accordance with some examples. The universal icons may include simple shapes, colors, and symbols that convey clear meanings without the need for text. In some examples, the user 992 is wearing XR glasses 800 or other wearable device that communicate with the vending machine 902 to either send an indication of a head tilt gesture 958 and a direction or provides movement information that is then identified as a head tilt gesture 958 by the UI component 954. In some examples, the vending machine 902 refrains from displaying more than two icons.
[0194] FIGS. 14A, 14B, and 14C, illustrate a display for an extended reality activated vending machine, in accordance with some examples. The following refers to FIGS. 14A, 14B, 14C, and FIG. 9. The displays 1402, 1404, 1406 are examples of display 908. The display 1402 may be referred to as an “idle screen.” The display 1402 shows a visual representation of icy frost 1408 or another partially opaque or semi-opaque substance or graphics. The icy frost 1408 is designed to look realistic, with intricate patterns and textures that mimic real frost. This visual representation of frost 1408 serves as an engaging and eye-catching element to attract the attention of users 992. The UI component 954 may include animated icon A 1407 and/or animated icon B 1409, which show the user how to wipe off the frost 1408. The user 992 may wipe the frost 1408 by coming within a range of the vending machine 902 where the vending machine 902 recognizes the user 992. The animated icon B 1409 may include wiping a portion of the frost 1408 off the display 1402. In some examples, the UI component 954 identifies the user 992 as a potential user of the vending machine 902 and uses an avatar 1410 hand of the user 992 for animated icon B 1409 and/or an avatar 1410 of the head of the user 992 for animated icon A 1407. In some examples, the UI component 954 creates an avatar 1410 for the user 992 that is displayed on display 1402 where the avatar 1410 is a dotted outline of the user 992 or faint lines of the user 992. This enables the user 992 to realize
the vending machine 902 recognizes the user 992 and encourages engagement without interfering with or annoying the user 992.
[0195] Display 1404 illustrates the user 992 wiping the frost 1408 with their hand 967 to cause cleared frost 1411. The user 992 is represented by an avatar 1410 such as avatar 951. The vending machine component 949 detects the user 992 and generates the display 1404. The UI component 954 identifies the gesture 958 of wiping, which invokes an action 987 where the action 987 indicates a portion of the frost 1408 is to become cleared frost 1411.
[0196] The UI component 954 determines when to clear all the frost 1408 as illustrated in display 1406. In some examples, the icon C 1314 and icon D 1317 appear under the frost 1408 so as the user 992 clears the frost 1408 icon C 1314 and icon D 1317 emerge. In some examples, the UI component 954 selects a UI 962 based on this initial interaction with the user 992. The UI component 954 may determine to use a simplified UI 962 such as the head tilt UI 962 with universal icons or the UI component 954 may determine to use a standard UI 962 such as the UI 962 discussed in conjunction with FIG. 12. Additionally, the UI component 954 may determine a language to use, which may be used for the icons, based on analyzing the speak of the user 992.
[0197] In some examples, the display 908 is a touch screen and the wiping gesture 958 is detected by the UI component 954 based on touch sensors 916 of the display 908. In some examples, an image of the user 992 is used instead of the avatar 1410. In some examples, the UI component 954 provides auditory feedback such as a sound of a hand rubbing against a window wet with frost 1408. Additionally, the UI component 954 may play a subtle sound effect, such as the sound of ice cracking or melting, to provide additional auditory feedback. The frost 1408, animated icon B 1409, animated icon A 1407, avatar 1410, icon C 1420, icon D 1422, and avatar 1410 are displayed by the 3D presentation component 989 with XR graphics. The XR graphics are generated based on determining a location 999 of the user 992 so that the XR graphics are determined with a perspective based on the location 999, which makes the 3D graphics appear to the user 992 to be in 3D.
[0198] By incorporating realistic animations, visual and auditory feedback, and multiple interaction methods, the system may provide a satisfying and accessible user experience for a diverse audience. In display 1406, the user 992 has reached a portion of the UI 962 where the functionality of the vending machine 902 is presented. For
example, icon C 1420 and icon D 1422 may be for vending a beverage, candy, merchandise, taking a photo, playing a game using the vending machine, and such. The animated icon C 1424 is indicating to the user 992 that the user 992 may select icon C 1420 by tilting their head to the right and select icon D 1422 by tiling their head to the left. In some examples, as the head of the animated icon C 1424 is tilted to the right or left the icon C 1420 or icon D 1422, respectively, is highlighted or changed in some way to assist the user 992 in understanding that a selection of icon C 1420 or icon D 1422 may be made by performed a gesture 958 of a head tilt. The displays 1402, 1404, 1406, may include additional icons such as the return 1214 of FIG. 12 or other icons.
[0199] In some examples, the UI component 954 is configured to perform the following method for initiating an interactive experience on a display 908 of a vending machine 902. Displaying an idle screen with a visual representation of icy frost. Detecting user interaction with the display screen. And, clearing away the visual representation of icy frost in response to the detected user interaction to begin the interactive experience.
[0200] FIGS. 15 A, 15B, and 15C illustrate a UI for prompting a user to bring in another user within a working area of the vending machine, in accordance with some examples. The vending machine 902 is active and has identified the user 992 as potentially interesting in interacting with the vending machine 902. The vending machine 902 generates the avatar 1514, which is an avatar 951, of the user 992, in accordance with some examples. In some examples, an image of the user 992 is used as the avatar 1514. Animation A 1508 is a product of the vending machine 902 or another graphic filling up the display 1502. The product could be a liquid such as a soda drink, or solid products such as small candy bars, merchandise such as clothes or tickets, and so forth. The animation A 1508, animation B 1516, animation C 1518, and animated icon A 1512 may be XR graphics that are generated with a perspective based on a location 999 of the user 992 so the XR graphics appear to be in 3D to the user 992.
[0201] The display 1504 continues with the animation B 1516 continuing to fill up the display 1504 with product. In display 1506, the animation C 1518 has completely filled up the display 1506 with the product or another graphic. The animated icon A 1512 is displayed where the animation is of the person on the left pulling in the person on the right or visa-versa. As illustrated, the people are basic stick like people. In some examples, one of the people is an image of the user 992 or the avatar 1514 of the user 992. In some examples, the other person is a person identified by the detection
component 984 and selected by the UI component 954 as a potential person to pull into an active area of the vending machine 902. The active area is an area where people are within a nearness threshold 979 of the vending machine 902. In some examples, the detection component 984 will detect a number of people such as five near the user 992 and rotate images or avatars of the five people as the other person for the user 992 to pull into the active area of the vending machine 902. The detection component 984 in conjunction with the UI component 954 may select the user 992 based on the location 999 of the user 992 relative to the vending machine 902. In some examples, the animated icon A 1512 includes auditory prompts or instructions. Once the detection component 984 and UI component 954 detect that the user 992 has brought in another user 992, the UI component 954 moves to a next stage of the UI and may provide positive feedback or an animation. The working area of the vending machine 902 is an area that is close to the vending machine 902 so the user 992 may interact with the vending machine 902 and potentially receive vending items 925. The working area may be a foot to ten feet or more and may vary or be set dynamically by the UI component 954. The working area is an area where people are within a nearness threshold 979 of the vending machine 902. For example, if the vending machine 902 is a busy area the vending machine 902 may restrict the working area to within five feet of the vending machine 902 so as not to cause disruptions.
[0202] In some examples, the vending machine 902 is configured to perform the following method for prompting a user to bring into the working area of the vending machine another person. The method comprises detecting the presence of a first user in proximity to the display screen, displaying a visual representation of a product or graphic filling up the display, prompting the first user with an animation to bring a second user within a working area of the vending machine 902.
[0203] A technical problem is how to display AR graphics to multiple users so that perspective graphics appear to be 3D to the multiple users. In some examples, the technical problem is addressed by creating animations that encourage a first user to bring a second user with a nearness threshold 979 so that the XR graphics displayed on the display of the vending machine 902 will appear to be 3D to both users. In some examples, the separation threshold 975, which is the distance between users 992, is based on a distance the two users 992 can be from one another and still perceive 3D graphics on the display 1506. In some examples, the two users 992 may perceive the 3D graphics as being of high-quality renderings with smaller or no distortions if the users
992 are within the separation threshold 975. In some examples, the UI component 954 indicates whether a user 992 can see the graphics in 3D.
[0204] FIGS. 16 A, 16B, and 16C illustrate a UI transition, in accordance with some examples. The animation A 1606 in FIGS. 16A, 16B, and 16C is a product of the vending machine 902 or a graphic that is transitioning into a word such as “Bonjour”. The avatar 1602 and avatar 1604 are either images of users 992 or avatars 951. The first user 992 may have avatar 1602 and the second user 992 has avatar 1604. The first user 992 may have encouraged the second user 992 to come within the working area of the vending machine 902 because of the UI discussed in conjunction with FIGS. 15 A, 15B, and 15C. The animation A 1606, animation B 1608 and animated icon 1620 may be XR graphics where perspective is used based on the location of the users 992 relative to the displays 1614, 1616, 1618 to give the XR graphics a 3D appearance to the users 992. The 3D presentation component 989 in generating the processed graphics 945 such as the animation A 1606 may use a location for the users 992 that is midway between the two users 992 so both users see the graphics adjusted by perspective as 3D animations.
[0205] The animation B 1608 of display 1616 has formed the word “Bonjour,” or another word. The vending machine 902 may have determined the language the users 992 were speaking and changed the word to match the language of the users 992. Another type of animated greeting may be used. The animated icon 1620 of display 1618 is showing the users 992 that they may select icon A 1610 or icon B 1612 by performing a gesture 958 of tilting their head. Icon A 1610 and icon B 1612 are functions that may be performed by the vending machine 902 such as vending, photo shoot, playing a game using the vending machine 902, and so forth. The animated icon 1620 may include images of avatars of the users 992. In some examples, the animated icon 1620 animates the moving of the avatar 1602 and avatar 1604, which may be images of the users 992, to show the users 992 to tilt their head to select icon A 1610 or icon B 1612. In some examples, there may be additional icons available for selection such as the return 1214 of FIG. 12. In some examples, both users 992 must perform a tilt head gesture 958 to select an icon. The animated icon 1620 may illustrate this by displaying one head tilt and the icon not being selected and displaying two head tilts with the icon being selected. The animated icon 1620 may include animated icon A 1610 and/or icon B 1612 such as by indicating a selection when both heads in the animated icon 1620 perform a head tilt gesture 958.
[0206] The user interface for the "Bonjour" feature is designed to provide a visually engaging transition from an idle state to the UI 962 items 60. The interface utilizes dynamic visual elements and user interaction to guide users through the process. Display 1614 may be a transition from display 1506 after the user 992 in FIGS. 15A, 15B, and 15C brings in a second user 992, which here is the second user 992 represented by avatar 1604.
[0207] In some examples, the vending machine 902 is configured to perform the following method for transitioning a display to a main menu or UI 962 with items 960. Displaying a visual representation of a vending item 925, such as a liquid soda, moving into the display, and transitioning the visual representation of the vending item 925 into a greeting message. The method may further include displaying the greeting message, and resolving the greeting message into a UI 962 with menu items 960.
[0208] FIGS. 17A, 17B, and 17C, illustrate an animation for illustrating how to select an icon, in accordance with some examples. The avatars 1708, 1710 correspond to two users 992. The avatars 1708, 1710 may be avatars 951 or images of the user 992. The icon A 1712 and icon B 1714 are UI 962 items 960 that invoke actions 987 when selected by user 992. The actions 987 may be a photo shoot, game, vending a product or service, and so forth. The animated icon A 1720 illustrates to the users 992 how to select icon A 1712 or icon B 1714 by performing a head tilt gesture 958. The animated icon A 1720, animated icon B 1722, and animated icon C 1724, illustrate two avatars where if their two heads are tilted to the right, then the icon on the right is highlighted 1726, which here is illustrated by increasing the size of the icon from a normal 1728 size in animated icon A 1720. If the two heads of the animated icon A 1720, animated icon B 1722, and animated icon C 1724 are both to left, then the icon to the left is highlighted, which is illustrated in animated icon C 1724. If the two heads of the animated icon A 1720, animated icon B 1722, and animated icon C 1724 are not both either to the left or right, then neither icon is highlighted, which is illustrated in animated icon B 1722. In some examples, a user 992 may perform a head tilt gesture 958 and the corresponding icon A 1712 or icon B 1714 is highlighted to indicate one user 992 selected the icon A 1712 or icon B 1714. Then when the second user 992 performs the head tilt gesture 958 towards the same icon, the icon is selected. This enables the selection of an icon without both users 992 performing the head tilt gesture 958 simultaneously. In some examples, the two users 992 have to perform the head tilt gesture 958 simultaneously to select an icon.
[0209] In some examples, the vending machine 902 is configured to perform a method for selecting items 960 on a display 1702, 1704, 1706 using head tilt gestures 958, the method comprising: displaying an animated icon on the display screen, the animated icon illustrating how two or more users 992 may tilt their heads to make a selection of an item 960 indicated by an icon on the display 1702, 1704, 1706. The method further includes detecting the head tilt gestures of the two or more users 992 within the nearness threshold 979 to the display 1702, 1704, 1706, and determining the user intent 964 is to select an icon based on the detected head tilt gestures 958 of the two or more users 992. [0210] FIGS. 18A and 18B illustrate selection of an icon using a head tilt gesture by two or more users, in accordance with some examples. The avatars 1808, 1810 correspond to two users 992. The avatars 1808, 1810 may be avatars 951 or images of the user 992. The icon A 1812 and icon B 1814 are UI 962 items 960 that invoke actions 987 when selected by user 992. The actions 987 may be a photo shoot, game, vending a product or service, and so forth. The animated icon A 1820 illustrates to the users 992 how to select icon A 1812 or icon B 1814 by performing a head tilt gesture 958. In display 1802, the heads of the users 992 are not tilted and the animated icon A 1822 illustrates the positions of the heads of the users 992.
[0211] In display 1803, the two users 992 are performing a head tile gesture 958, which selects icon A 1812. Icon A 1812 is highlighted, which here is a size enlargement, to illustrate it has been selected. In some examples, the two users 992 have to hold the head tilt for a threshold duration or transgress a duration for icon A 1812 to be selected by the head tilt gesture 958. The animated icon A 1812 illustrates that the heads of the two users 992 are tilted and that the icon A 1812 has been or is being selected. The vending machine 902 may provide feedback when the icon A 1812 is selected such as an animation or audio feedback. The selection of icon A 1812 causes an action 987 to be performed, where the action 987 is some function performed by the vending machine 902 such as a photo shoot, vending, a game using the vending machine 902, and so forth. The two users 992 are within the separation threshold 975 so that both users 992 perceive the animations as being 3D. In some examples, the vending machine 902 provides an indication of whether the graphics will appear 3D to each user.
[0212] FIGS. 19 A, 19B, and 19C illustrate a UI to prompt users to get closer together, in accordance with some examples. The avatars 1908, 1910 in display 1902 correspond to two users 992. The UI component 954 tracks the position of the users 992 using the
body tracking component 952. The UI component 954 determines that the two users 992 need to be or should be closer together for the vending machine 902 to perform a function such as taking photographs or providing a photoshoot functionality. In some examples, the UI component 954 determines the two users 992 do not transgress the separation threshold 975, i.e., the two users 992 are too far apart to provide 3D graphics to both users 992.
[0213] The animation A 1912 in display 1904 may swirl around the two avatars 1908, 1910 with indications that the two users 992 should get closer together. The animation A 1912 may swirl around or be presented around an area that indicates how close (or closer) the two users 992 are requested to be by the UI component 954. The animation B 1914 indicates the two users 992 are close enough together, or that they have transgressed a threshold. Animation B 1914 provides feedback to the users 992 that they are close enough. The animation B 1914 may be in a circular shape. The presentation of animation B 1914 may invoke a function such as a photoshoot. For example, the two users 992 may have selected an icon for a photoshoot, but the pose would have the two users 992 too far apart for better results of the photoshoot. The UI component 954 invokes the action 987 of a hug animation to encourage or indicate to the two users 992 that they need to be closer together. Once the two users 992 are close enough together the UI component 954 proceeds to the photoshoot action 987. In some examples, the UI functionality to bring users 992 closer together may be termed a “magic embrace” or “magic hug.”
[0214] In some examples, the vending machine 902 is configured to perform a method for bringing users 992 closer together (or within the separation threshold 975) where the method includes detecting the presence of at least two users in proximity to the display screen, displaying an animation on the display screen in response to detecting the presence of the at least two users, and prompting the users to move towards each other using the animation. The method may further include performing an action 987 when the users are within the separation threshold 975.
[0215] FIGS. 20A, 20B, and 20C illustrate an interface for capturing images of the users, in accordance with some examples. The avatars 2016, 2018 correspond to two users 992. The UI component 954 of FIG. 9 tracks the position of the users 992 using the body tracking component 952. Display 2002 may be a continuation of display 1906 where the UI component 954 determined the two users 992 were close enough.
[0216] The UI component 954 captures three images of the users 992. Image indicator A 2012 indicates display 2002 is a first image. Image indicator B 2014 indicates display 2004 is a third image including avatar 2020 and avatar 2022. A second image between the first and third is not illustrated. The number of images captured may be different such as from one image to fifty or more images. Icon B 2010 may be a check mark. Icon A 2008 may be a trashcan or another symbol to discard the captured images 2028. Selection of icon A 2008 may discard the captured images 2028 and retake another series of images.
[0217] Display 2006 provides the users 992 the choice to keep or discard the images where icon B 2010 indicates the captured images 2028 should be keep and icon A 2008 indicates the captured images 2028 should be discarded. Display 2006 illustrates avatar 2024 and avatar 2026. The users 992 may select icon A 2008 or icon B 2010 using the head tilt gesture 958, or another method. If the users 992 select to keep the captured images 2028, the UI component 954 may offer various options such as dispensing photographs from the vending machine 902, which may include a photograph printer, emailing the captured images 2028, sending the captured images 2028 using a social media account, and so forth.
[0218] FIG. 21 illustrates a UI for providing users the opportunity to scan a computer code, in accordance with some examples. The avatars 2112, 2110 correspond to two users 992. The UI component 954 tracks the position of the users 992 using the body tracking component 952. Display 2102 illustrates the users 992 have a countdown timer 2108 amount of time to scan the quick response (QR) code 2106. The QR code 2106 may be another type of computer code. The users 992 may additionally be expected to select icon A 2104 to return to a home display of the UI 962 or to another display. The countdown timer 2108 may provide a timer for twenty seconds or another time such as one second to ten minutes. The countdown timer 2108 indicates the passage of time by filling in a strip around the QR code 2106. The two users 992 may select the icon A 2104 by both performing the head tilt gesture 958, in accordance with some examples. If the countdown expires, then the UI component 954 returns to a previous display or position within the UI 962 such as a menu display. The users 992 may scan the QR code 2106 with a device such as, referring to FIGS. 1 and 8. a user system 102, head-wearable apparatus 116, XR XR glasses 800, and so forth. In some examples, the countdown timer 2108 is twenty seconds. The countdown timer 2108 provides visual feedback to help the users 992 understand the urgency of scanning the QR code 2106 before the countdown
timer 2108 expires. The UI component 954 may provide auditory feedback or indications as well such as a ticking sound that is increasing as the countdown timer 2108 runs out. [0219] In some examples, the vending machine 902 is configured to perform a method for providing users the opportunity to scan a QR code where the method includes: displaying a QR code on the display screen, initiating a countdown timer upon displaying the QR code, providing the users with a predetermined time-period to scan the QR code before the countdown timer expires. For security purposes, the vending machine 902 may not display the QR code 2106 if there are other people present.
[0220] To enhance the user experience, the system provides visual feedback on the display indicating the remaining time on the countdown timer. The visual feedback may include a numerical countdown or a graphical timer that decreases as time progresses. This visual feedback helps users understand the urgency of scanning the QR code within the allotted time.
[0221] FIGS. 22A and 22B illustrate a UI for selecting a game, in accordance with some examples. The avatars 2212, 2214, 2222 correspond to three users 992. The UI component 954 tracks the position of the users 992 using the body tracking component 952. In display 2204 the two users 992 corresponding to avatars 2212, 2214, have selected icon A 2206 (and not icon B 2208), which is a game that requires three users 992. The two users 992 selected the game by, for example, using the head tilt gesture 958, to select icon A 2206. Icon A 2206 corresponds a game of bubble popping. The UI component 954 determined that to play the bubble popping game that three users 992 were requited. The UI component 954 displays animated icon A 2210, which presents animations to indicate to the two users 992 that they must bring a three user 992 into the area of the vending machine 902 to play the bubble pop game. The animated icon A 2210 may have miniature versions of the two users 992 or their avatars 2212, 2214. The animated icon A 2210 may make a miniature version of a person that is captured in an image 918 of the real -world scene 972 in front of the vending machine 902.
[0222] As soon as the third user 992 comes within the vending machine 902 area, animated icon A 2216 is displayed in display 2204 to indicate that the two users 992 (avatar 2220, 2222) were successful in bringing in a third user 992 (avatar 2218). The UI component 954 then proceeds to the bubble pop game, which was selected earlier by the two users 992 of display 2202.
[0223] FIGS. 23 A and 23B illustrate a UI for playing a game, in accordance with some examples. The avatars 2302, 2304, 2306 correspond to the three users 992. The UI component 954 tracks the position of the users 992 using the body tracking component 952. Display 2312 may be a continuation of display 2204 of 22B of FIGS. 22A and 22B, where the game selected is initiated. Bubbles or a product associated with the vending machine 902 drop from the top of the display 2312 and the users 992 try to pop or catch the bubbles 2310. The user 992 corresponding to avatar 2302 pops a bubble to create a popped bubble 2308. The can 2314 is added with the contents of the popped bubble 2308. The goal is to fill up the can 2314. The can 2314 is illustrated as partially filled 2316. There may be a time limit to fill the can 2314.
[0224] The bubbles 2310 may have an indication of a prize 2328 displayed in the bubble. If the user 992 pops the bubble with the prize, then user 992 wins the prize. In display 2322, the user 992 corresponding to avatar 2304 popped a bubble (popped bubble 2318) with a prize 2320 of a virtual hat. Prizes may include vending items 925 or bonuses in the game. Winning the game may provide discounts or credits for vending items 925. Winning may also provide prizes such as a photo shoot session conducted by the vending machine 902. The difficulty of the game may vary and increase based on the users 992 performing well. The body tracking component 952 may track the movements of the users 992 and an application 924 for the bubble game may generate processed graphics and determine if the users 992 popped the bubbles. The bubbles may be XR graphics generated based on the locations 999 of the users 992. For example, the 3D presentation component 989 may generate the 3D graphics based on a location that will enable all the users 992 to perceive the bubbles as being 3D. In display 2322, the can 2324 has become more filled 2326.
[0225] In some examples, the vending machine 902 is configured to perform a method for interactive gameplay on a display of the vending machine, where the method includes displaying a series of bubbles or vending items 925 on the display, detecting head movements of users in proximity to the display using a camera-based recognition system, allowing users to pop the bubbles or capture the vending items 925 by moving their heads. The method may further include filling up a virtual container on the display screen as the bubbles are popped or the content items 925 are captured.
[0226] FIG. 24 illustrates a UI for positioning a user, in accordance with some examples. The avatar 2408 is an avatar 951 or image of the user 992. The UI component
954 tracks the positions of the user 992 using the body tracking component 952. The UI component 954 determines that based on a location 999 of the user 992 within the real- world scene 972 that the user 992 is outside a vending machine 902 area, which may be determined based on a nearness threshold 979. As illustrated in display 2402 the user 992 is within the vending machine 902 area. The animation B 2406 illustrates the vending machine 902 area. The animation A 2404 is used to encourage or indicate to a user 992 to move back inside the vending machine 902 area. Animation B 2406 is around the vending machine 902 area. Animation A 2404 may take the form of the avatar 2408 in a smaller size and indicate to walk back within the vending machine 902 area. Animation B 2406 may turn into an animation to pull or push the user 992 into the vending machine 902 area. The UI component 954 attempts to keep the user 992 within the vending machine area so the XR graphics appear to be 3D to the user and so the user 992 does not disrupt areas outside the vending machine 902 area.
[0227] FIGS. 25 A and 25B illustrate a UI for virtual merchandize viewing, in accordance with some examples. The avatar 2512 is an avatar 951 or image of the user 992. The UI component 954 tracks the positions of the user 992 corresponding to avatar 2512 using the body tracking component 952. Display 2502 depicts icon A 2506, icon B 2510, and icon C 2508, which are UI 962 items 960. The user 992 corresponding to avatar 2512 selects icon C 2508, which corresponds to virtual merchandize viewing where the merchandize may be vending items 925.
[0228] The selection of icon C 2508 may have been done by the user 992 performing a gesture 958 where the gesture 958 was a movement of the head, a holding of the hand over the icon C 2508, a selection gesture of the icon C 2508, and so forth.
[0229] The virtual merchandize viewing is an application 924. In display 2504, the avatar 2512 is now dressed in virtual clothing 2524, a selection of merchandize. The user 992 can select different merchandize by selecting icon D 2516, icon E 2518, or icon F 2520. The user 992 can return to a previous display or a home display by selecting icon G 2514. In some examples, the application 924 for virtual merchandize viewing will virtually try on the avatar 2512 all appropriate vending items 925 that are currently available in the vending machine 902 to vend to the user 992. The vending machine 902 may be acting as a virtual mirror with the addition of virtual merchandise.
[0230] FIG. 26 illustrates a method 2600 for augmented reality activated vending machines, in accordance with some examples. The method 2600 begins at operation
2602 with accessing a first captured image. For example, the vending machine component 949 of FIG. 9 may access the image 918.
[0231] The method 2600 continues at operation 2604 with processing the first captured image to generate an avatar of a user. For example, the 3D presentation component 989 may generate the avatar 951 of the user 992.
[0232] The method 2600 continues at operation 2606 with displaying, on the display, an image of the avatar with a first icon and a second icon, the first icon on a left side of the avatar and the second icon on a right side of the avatar. For example, the vending machine component 949 displays avatar 1310 of FIGS. 13A and 13B with icon A 1306 on a right-hand side of the avatar 1310 and with icon B 1307 on a left-hand side of the avatar 1310.
[0233] The method 2600 continues at operation 2608 with accessing additional captured images. For example, the vending machine component 949 accesses additional images 918 of the real -world scene 972.
[0234] The method 2600 continues at operation 2610 with processing the additional captured images to determine the user performed a head tilt gesture towards the first icon or towards the second icon. For example, the vending machine component 949 processes the image 918 to determine that the user 992 corresponding to the avatar 1310 performed a head tile gesture 958 to the left.
[0235] The method 2600 continues at operation 2612 with invoking a first function associated with the first icon, if the head tilt gesture was performed towards the first icon, and, if the head tilt gesture was performed towards the second icon, invoking a second function associated with the second icon. For example, the head tile gesture 958 performed by the user 992 corresponding to the avatar 1310 performed a head tilt gesture towards the second icon, so a function associated with icon B 1307 is invoked by the vending machine component 949.
[0236] One or more of the operations of method 2600 can be optional. Method 2600 can include one or more additional operations. The operations of method 2600 can be performed in a different order. Method 2600 may be performed by the vending machine 902 or an apparatus of the vending machine 902.
[0237] EXAMPLE STATEMENTS
[0238] Example l is a vending machine comprising: a display; at least one processor coupled to the display; at least one memory component storing instructions that, when
executed by the at least one processor, cause the at least one processor to perform operations comprising: accessing a first captured image; processing the first captured image to generate an avatar of a user; displaying, on the display, an image of the avatar with a first icon and a second icon, the first icon on a left side of the avatar and the second icon on a right side of the avatar; accessing additional captured images; processing the additional captured images to determine the user performed a head tilt gesture towards the first icon or towards the second icon; and invoking a first function associated with first icon, if the head tilt gesture was performed towards the first icon, and, if the head tilt gesture was performed towards the second icon, invoking a second function associated with the second icon.
[0239] In Example 2, the subject matter of Example 1 includes, wherein the first icon and the second icon use universal symbols to indicate the first function and the second function, respectively.
[0240] In Example 3, the subject matter of any of Examples 1-2 includes, wherein the operations further comprise: displaying an animation between the first icon and the second icon, the animation indicating that the head tilt gesture is used to select the first icon or the second icon.
[0241] In Example 4, the subject matter of any of Examples 1-3 includes, wherein the operations further comprise: determining the user performed the head tilt gesture towards the first icon if the user tilted their head to a left side and held their head for a duration that transgress a threshold duration; and determining the user performed the head tilt gesture towards the second icon if the user tilted their head to a right side and held their head for the duration that transgress the threshold duration.
[0242] In Example 5, the subject matter of Example 4 includes, wherein the operations further comprise: displaying the first icon as highlighted, if the head tilt gesture was performed towards the first icon, and, if the head tilt gesture was performed towards the second icon, displaying the second icon highlighted.
[0243] In Example 6, the subject matter of any of Examples 1-5 includes, wherein the operations further comprise: refraining from displaying additional icons.
[0244] In Example 7, the subject matter of any of Examples 1-6 includes, wherein the operations further comprise: displaying an indication of a third icon, the third icon indicating a return menu item; and refraining from displaying additional icons.
[0245] In Example 8, the subject matter of any of Examples 1-7 includes, wherein the vending machine further comprises: an image capturing device coupled to the at least one processor, and wherein the operations further comprise: capturing the first captured image using the image capturing device, the first captured image being of an area in a front of the vending machine; and processing the first captured image to detect the user. [0246] In Example 9, the subject matter of any of Example 8 includes, wherein the image of the avatar comprises the avatar, the first icon, and the second icon added to the first captured image.
[0247] In Example 10, the subject matter of any of Example 9 includes, wherein the operations further comprise: processing the first captured image to detect one or more additional people; and removing at least one of the one or more additional people from the image of the avatar.
[0248] In Example 11, the subject matter of any of Examples 1-10 includes, wherein the processing the first captured image further comprises: determining a location of the user relative to the vending machine; and generating the first icon and the second icon to appear three-dimensional (3D) based on the location of the user relative to the display. [0249] In Example 12, the subject matter of any of Examples 1-11 includes, wherein the operations, before the accessing the first captured image, further comprise: displaying on an idle screen semi-opaque graphics on the display; in response to detecting user interactions with a portion of the display, clearing away the semi-opaque graphics from the portion of the display; and in response to a threshold portion of the semi-opaque graphics being cleared away, clearing away all the semi-opaque graphics and displaying, on the display, the image of the avatar with the first icon and the second icon, the first icon on the left side of the avatar and the second icon on the right side of the avatar.
[0250] In Example 13, the subject matter of any of Examples 1-12 includes, wherein the operations, before the accessing the first captured image, further comprise: displaying, on the display, three-dimensional (3D) graphics of liquid filling up the display; and displaying, on the display, the 3D graphics of liquid transitioning into a greeting message.
[0251] In Example 14, the subject matter of any of Examples 1-13 includes, wherein the user is a first user, the avatar is a first avatar, and wherein the operations further comprise: displaying, on the display, a three-dimensional (3D) graphics indicating the
first user is to bring a second user near the first user; accessing a second captured image; processing the second captured image to generate the first avatar for the first user and a second avatar for the second user; displaying, on the display, an image of the first avatar and the second avatar with the first icon and the second icon, the first icon on the left side of the avatar and the second icon on the right side of the avatar; accessing additional captured images; processing the additional captured images to determine the first user performed the head tilt gesture towards the first icon or towards the second icon, and that the second user performed the head tilt gesture toward the first icon or towards the second icon; and invoking a first function associated with first icon, if the head tilt gesture was performed towards the first icon by both the first user and the second user, and, if the head tilt gesture was performed towards the second icon by both the first user and the second user, invoking a second function associated with the second icon.
[0252] In Example 15, the subject matter of any of Examples 1-14 includes, wherein the operations further comprise: displaying, on the display, the image of the avatar with a third icon; accessing additional captured images; processing the additional captured images to determine the user performed a selection gesture of the third icon; and invoking a third function associated with third icon.
[0253] In Example 16, the subject matter of any of Examples 1-15 includes, wherein the user is a first user, the avatar is a first avatar, and wherein the operations further comprise: displaying, on the display, three-dimensional (3D) graphics indicating the first user is to bring a second user nearer the first user, wherein the 3D graphics indicate a circular shape within which the first user and the second user should stand; accessing additional captured images; processing the additional captured images to generate the first avatar for the first user and a second avatar for the second user and to determine whether the first user and the second user are within the circular shape; and in response to determining the first user and the second user are within the circular shape, invoking a third function.
[0254] Example 17 is a method performed by an apparatus of a vending machine, the method comprising: accessing a first captured image; processing the first captured image to generate an avatar of a user; displaying, on a display of the vending machine, an image of the avatar with a first icon and a second icon, the first icon on a left side of the avatar and the second icon on a right side of the avatar; accessing additional captured images; processing the additional captured images to determine the user performed a
head tilt gesture towards the first icon or towards the second icon; and invoking a first function associated with first icon, if the head tilt gesture was performed towards the first icon, and, if the head tilt gesture was performed towards the second icon, invoking a second function associated with the second icon.
[0255] In Example 18, the subject matter of Example 17 includes, wherein the first icon and the second icon use universal symbols to indicate the first function and the second function, respectively.
[0256] Example 19 is a non-transitory computer-readable storage medium storing instructions that, when executed by at least one processor of an apparatus of a vending machine, cause the at least one processor to perform operations comprising: accessing a first captured image; processing the first captured image to generate an avatar of a user; displaying, on a display of the vending machine, an image of the avatar with a first icon and a second icon, the first icon on a left side of the avatar and the second icon on a right side of the avatar; accessing additional captured images; processing the additional captured images to determine the user performed a head tilt gesture towards the first icon or towards the second icon; and invoking a first function associated with first icon, if the head tilt gesture was performed towards the first icon, and, if the head tilt gesture was performed towards the second icon, invoking a second function associated with the second icon.
[0257] In Example 20, the subject matter of Example 19 includes, wherein the first icon and the second icon use universal symbols to indicate the first function and the second function, respectively.
[0258] Example 21 is at least one machine-readable medium including instructions that, when executed by processing circuitry, cause the processing circuitry to perform operations to implement of any of Examples 1-20.
[0259] Example 22 is an apparatus comprising means to implement of any of Examples 1-20.
[0260] Example 23 is a system to implement of any of Examples 1-20.
[0261] Example 24 is a method to implement of any of Examples 1-20.
[0262] TERM EXAMPLES
[0263] " Carrier signal" may include, for example, any intangible medium that can store, encoding, or carrying instructions for execution by the machine and includes digital or analog communications signals or other intangible media to facilitate
communication of such instructions. Instructions may be transmitted or received over a network using a transmission medium via a network interface device.
[0264] " Client device" may include, for example, 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, portable digital assistants (PDAs), smartphones, tablets, ultrabooks, 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.
[0265] "Component" may include, for example, 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 carry 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. In various examples, one or more computer systems (e.g., a standalone computer system, a client computer system, or a server computer system) or one or more hardware components of a computer system (e.g., a processor or a group of processors) may be configured by software (e.g., an application or application portion) as a hardware component that operates to perform certain operations as described herein. A hardware component may also be implemented mechanically, electronically, or any suitable combination thereof. For example, 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 application-specific integrated circuit (ASIC). A hardware component may also include programmable logic or circuitry that is temporarily configured by software to perform certain operations. For example, a hardware component may include software executed by a general-purpose processor or other programmable processors. 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. It will be appreciated that 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. Accordingly, 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. Considering examples in which 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. For example, where a hardware component comprises a general-purpose processor configured by software to become a specialpurpose 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 examples 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). 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. As used herein, "processor-implemented component" may refer to a hardware component implemented using one or more processors. Similarly, the methods described herein may be at least partially processor-implemented, with a particular processor or processors being an example of hardware. For example, at least some of the operations of a method may be performed by one or more processors or processor-implemented components. Moreover, 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). For example, 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. In some examples, 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 examples, the processors or processor-implemented components may be distributed across a number of geographic locations.
[0266] "Computer-readable storage medium" may include, for example, both machinestorage media and transmission media. Thus, the terms include both storage devices/media and carrier waves/modulated data signals. The terms “machine-readable medium,” “computer-readable medium” and “device-readable medium” mean the same thing and may be used interchangeably in this disclosure.
[0267] " Machine storage medium" may include, for example, a single or multiple storage devices and media (e.g., a centralized or distributed database, and associated caches and servers) that store executable instructions, routines, and data. The term shall accordingly be taken to include, but not be limited to, solid-state memories, and optical and magnetic media, including memory internal or external to processors. Specific examples of machine-storage media, computer- storage media, and device-storage media include non-volatile memory, including by way of example semiconductor memory devices, e.g., erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), Field-Programmable Gate Arrays (FPGA), flash memory devices, Solid State Drives (SSD), and Non-Volatile Memory
Express (NVMe) devices; magnetic disks such as internal hard disks and removable disks; magneto-optical disks; and CD-ROM, DVD-ROM, Blu-ray Discs, and Ultra HD Blu-ray discs. In addition, machine storage medium may also refer to cloud storage services, network attached storage (NAS), storage area networks (SAN), and object storage devices. The terms "machine-storage medium," "device-storage medium," "computer- storage medium" mean the same thing and may be used interchangeably in this disclosure. The terms "machine-storage media," "computer-storage media," and "device-storage media" specifically exclude carrier waves, modulated data signals, and other such media, at least some of which are covered under the term "signal medium." [0268] " Network" may include, for example, 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 Voice over IP (VoIP) network, a cellular telephone network, a 5G™ network, a wireless network, a Wi-Fi® network, a Wi-Fi 6® network, a Li-Fi network, a Zigbee® network, a Bluetooth® network, another type of network, or a combination of two or more such networks. For example, 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 types of cellular or wireless coupling. In this example, the coupling may implement any of a variety of types of data transfer technology, such as third Generation Partnership Project (3 GPP) including 4G, fifth-generation wireless (5G) networks, Universal Mobile Telecommunications System (UMTS), High Speed Packet Access (HSPA), Long Term Evolution (LTE) standard, others defined by various standard-setting organizations, other long-range protocols, or other data transfer technology.
[0269] " Non-transitory computer-readable storage medium" may include, for example, a tangible medium that is capable of storing, encoding, or carrying the instructions for execution by a machine.
[0270] " Processor" may include, for example, data processors such as 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), a Quantum Processing Unit (QPU), a Tensor Processing Unit (TPU), a Neural Processing Unit (NPU), a Field Programmable Gate Array (FPGA), another processor, or any suitable combination thereof. The term "processor" may include multi-core processors that may comprise two or more independent processors (sometimes referred to as "cores") that may execute instructions contemporaneously. These cores can be homogeneous (e.g., all cores are identical, as in multicore CPUs) or heterogeneous (e.g., cores are not identical, as in many modern GPUs and some CPUs). In addition, the term "processor" may also encompass systems with a distributed architecture, where multiple processors are interconnected to perform tasks in a coordinated manner. This includes cluster computing, grid computing, and cloud computing infrastructures. Furthermore, the processor may be embedded in a device to control specific functions of that device, such as in an embedded system, or it may be part of a larger system, such as a server in a data center. The processor may also be virtualized in a software-defined infrastructure, where the processor's functions are emulated in software.
[0271] "Signal medium" may include, for example, an intangible medium that is capable of storing, encoding, or carrying the instructions for execution by a machine and includes digital or analog communications signals or other intangible media to facilitate communication of software or data. The term "signal medium" shall be taken to include any form of a modulated data signal, carrier wave, and so forth. The term "modulated data signal" means a signal that has one or more of its characteristics set or changed in such a matter as to encode information in the signal. The terms "transmission medium" and "signal medium" mean the same thing and may be used interchangeably in this disclosure.
[0272] " User device" may include, for example, a device accessed, controlled or owned by a user and with which the user interacts perform an action, engagement or interaction on the user device, including an interaction with other users or computer systems.
Claims
1. A vending machine comprising: a display; at least one processor coupled to the display; at least one memory component storing instructions that, when executed by the at least one processor, cause the at least one processor to perform operations comprising: accessing a first captured image; processing the first captured image to generate an avatar of a user; displaying, on the display, an image of the avatar with a first icon and a second icon, the first icon on a left side of the avatar and the second icon on a right side of the avatar; accessing additional captured images; processing the additional captured images to determine the user performed a head tilt gesture towards the first icon or towards the second icon; and invoking a first function associated with first icon, if the head tilt gesture was performed towards the first icon, and, if the head tilt gesture was performed towards the second icon, invoking a second function associated with the second icon.
2. The vending machine of claim 1, wherein the first icon and the second icon use universal symbols to indicate the first function and the second function, respectively.
3. The vending machine of claim 1, wherein the operations further comprise: displaying an animation between the first icon and the second icon, the animation indicating that the head tilt gesture is used to select the first icon or the second icon.
4. The vending machine of claim 1, wherein the operations further comprise: determining the user performed the head tilt gesture towards the first icon if the user tilted their head to a left side and held their head for a duration that transgress a threshold duration; and determining the user performed the head tilt gesture towards the second icon if the user tilted their head to a right side and held their head for the duration that transgress the threshold duration.
5. The vending machine of claim 4, wherein the operations further comprise: displaying the first icon as highlighted, if the head tilt gesture was performed towards the first icon, and, if the head tilt gesture was performed towards the second icon, displaying the second icon highlighted.
6. The vending machine of any of claims 1-4, wherein the operations further comprise: refraining from displaying additional icons.
7. The vending machine of any of claims 1-4, wherein the operations further comprise: displaying an indication of a third icon, the third icon indicating a return menu item; and refraining from displaying additional icons.
8. The vending machine of any of claims 1-4, wherein the vending machine further comprises: an image capturing device coupled to the at least one processor, and wherein the operations further comprise: capturing the first captured image using the image capturing device, the first captured image being of an area in a front of the vending machine; and processing the first captured image to detect the user.
9. The vending machine of claim 8, wherein the image of the avatar comprises the avatar, the first icon, and the second icon added to the first captured image.
10. The vending machine of claim 9, wherein the operations further comprise: processing the first captured image to detect one or more additional people; and removing at least one of the one or more additional people from the image of the avatar.
11. The vending machine of any of claims 1-4, wherein the processing the first captured image further comprises:
determining a location of the user relative to the vending machine; and generating the first icon and the second icon to appear three-dimensional (3D) based on the location of the user relative to the display.
12. The vending machine of any of claims 1-4, wherein the operations, before the accessing the first captured image, further comprise: displaying on an idle screen semi-opaque graphics on the display; in response to detecting user interactions with a portion of the display, clearing away the semi-opaque graphics from the portion of the display; and in response to a threshold portion of the semi-opaque graphics being cleared away, clearing away all the semi-opaque graphics and displaying, on the display, the image of the avatar with the first icon and the second icon, the first icon on the left side of the avatar and the second icon on the right side of the avatar.
13. The vending machine of any of claims 1-4, wherein the operations, before the accessing the first captured image, further comprise: displaying, on the display, three-dimensional (3D) graphics of liquid filling up the display; and displaying, on the display, the 3D graphics of liquid transitioning into a greeting message.
14. The vending machine of any of claims 1-4, wherein the user is a first user, the avatar is a first avatar, and wherein the operations further comprise: displaying, on the display, a three-dimensional (3D) graphics indicating the first user is to bring a second user near the first user; accessing a second captured image; processing the second captured image to generate the first avatar for the first user and a second avatar for the second user; displaying, on the display, an image of the first avatar and the second avatar with the first icon and the second icon, the first icon on the left side of the avatar and the second icon on the right side of the avatar; accessing additional captured images; processing the additional captured images to determine the first user performed the head tilt gesture towards the first icon or towards the second icon, and that the
second user performed the head tilt gesture toward the first icon or towards the second icon; and invoking a first function associated with first icon, if the head tilt gesture was performed towards the first icon by both the first user and the second user, and, if the head tilt gesture was performed towards the second icon by both the first user and the second user, invoking a second function associated with the second icon.
15. The vending machine of any of claims 1-4, wherein the operations further comprise: displaying, on the display, the image of the avatar with a third icon; accessing additional captured images; processing the additional captured images to determine the user performed a selection gesture of the third icon; and invoking a third function associated with third icon.
16. The vending machine of any of claims 1-4, wherein the user is a first user, the avatar is a first avatar, and wherein the operations further comprise: displaying, on the display, three-dimensional (3D) graphics indicating the first user is to bring a second user nearer the first user, wherein the 3D graphics indicate a circular shape within which the first user and the second user should stand; accessing additional captured images; processing the additional captured images to generate the first avatar for the first user and a second avatar for the second user and to determine whether the first user and the second user are within the circular shape; and in response to determining the first user and the second user are within the circular shape, invoking a third function.
17. A method performed by an apparatus of a vending machine, the method comprising: accessing a first captured image; processing the first captured image to generate an avatar of a user; displaying, on a display of the vending machine, an image of the avatar with a first icon and a second icon, the first icon on a left side of the avatar and the second icon on a right side of the avatar;
accessing additional captured images; processing the additional captured images to determine the user performed a head tilt gesture towards the first icon or towards the second icon; and invoking a first function associated with first icon, if the head tilt gesture was performed towards the first icon, and, if the head tilt gesture was performed towards the second icon, invoking a second function associated with the second icon.
18. The method of claim 17, wherein the first icon and the second icon use universal symbols to indicate the first function and the second function, respectively.
19. A non-transitory computer-readable storage medium storing instructions that, when executed by at least one processor of an apparatus of a vending machine, cause the at least one processor to perform operations comprising: accessing a first captured image; processing the first captured image to generate an avatar of a user; displaying, on a display of the vending machine, an image of the avatar with a first icon and a second icon, the first icon on a left side of the avatar and the second icon on a right side of the avatar; accessing additional captured images; processing the additional captured images to determine the user performed a head tilt gesture towards the first icon or towards the second icon; and invoking a first function associated with first icon, if the head tilt gesture was performed towards the first icon, and, if the head tilt gesture was performed towards the second icon, invoking a second function associated with the second icon.
20. The non-transitory computer-readable storage medium of claim 19, wherein the first icon and the second icon use universal symbols to indicate the first function and the second function, respectively.
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| US63/666,186 | 2024-06-30 |
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