Patent Publication Number: US-2023161407-A1

Title: Eyewear including shared object manipulation ar experiences

Description:
CROSS-REFERENCE TO RELATED APPLICATIONS 
     This application is a Continuation of U.S. application Ser. No. 17/361,951 filed on Jun. 29, 2021, and claims priority to U.S. Provisional Application Ser. No. 63/046,348 filed on Jun. 30, 2020, the contents of both of which are incorporated fully herein by reference. 
    
    
     TECHNICAL FIELD 
     Examples set forth in the present disclosure relate to the field of augmented reality (AR) and wearable mobile devices such as eyewear devices. 
     BACKGROUND 
     Many types of computers and electronic devices available today, such as mobile devices (e.g., smartphones, tablets, and laptops), handheld devices, and wearable devices (e.g., smart glasses, digital eyewear, headwear, headgear, and head-mounted displays), include a variety of cameras, sensors, wireless transceivers, input systems (e.g., touch-sensitive surfaces, pointers), peripheral devices, displays, and graphical user interfaces (GUIs) through which a user can interact with displayed content. 
     Augmented reality (AR) combines real objects in a physical environment with virtual objects and displays the combination to a user. The combined display gives the impression that the virtual objects are authentically present in the environment, especially when the virtual objects appear and behave like the real objects. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
       Features of the various examples described will be readily understood from the following detailed description, in which reference is made to the figures. A reference numeral is used with each element in the description and throughout the several views of the drawing. When a plurality of similar elements is present, a single reference numeral may be assigned to like elements, with an added lower-case letter referring to a specific element. 
       The various elements shown in the figures are not drawn to scale unless otherwise indicated. The dimensions of the various elements may be enlarged or reduced in the interest of clarity. The several figures depict one or more implementations and are presented by way of example only and should not be construed as limiting. Included in the drawing are the following figures: 
         FIG.  1 A  is a side view (right) of an example hardware configuration of an eyewear device suitable for use in an augmented reality production system; 
         FIG.  1 B  is a perspective, partly sectional view of a right corner of the eyewear device of  FIG.  1 A  depicting a right visible-light camera, and a circuit board; 
         FIG.  1 C  is a side view (left) of an example hardware configuration of the eyewear device of  FIG.  1 A , which shows a left visible-light camera; 
         FIG.  1 D  is a perspective, partly sectional view of a left corner of the eyewear device of  FIG.  1 C  depicting the left visible-light camera, and a circuit board; 
         FIGS.  2 A and  2 B  are rear views of example hardware configurations of an eyewear device utilized in the augmented reality production system; 
         FIG.  2 C  illustrates detecting eye gaze direction; 
         FIG.  2 D  illustrates detecting eye position; 
         FIG.  3    is a diagrammatic depiction of a three-dimensional scene, a left raw image captured by a left visible-light camera, and a right raw image captured by a right visible-light camera; 
         FIG.  4    is a functional block diagram of an example augmented reality production system including a wearable device (e.g., an eyewear device) and a server system connected via various networks; 
         FIG.  5    is a diagrammatic representation of an example hardware configuration for a mobile device of the augmented reality production system of  FIG.  4   ; 
         FIG.  6 A  illustrates a virtual scene displayed by eyewear operated by a first user A in a first example; 
         FIG.  6 B  illustrates a virtual scene displayed by eyewear operated by a second user B in the first example; 
         FIG.  7    is a flow diagram listing blocks in an example method of displaying virtual objects in an eyewear for first user A and second user B; 
         FIG.  8 A  illustrates a virtual scene displayed by eyewear operated by a first user A in a second example; 
         FIG.  8 B  illustrates a virtual scene displayed by eyewear operated by a second user B in the second example; 
         FIG.  9    is a flow diagram listing blocks in an example method of displaying virtual objects in an eyewear for first user A and second user B corresponding to  FIG.  8 A  and  FIG.  8 B ; 
         FIG.  10 A  illustrates a virtual scene displayed by eyewear operated by a first user A in a third example where eye tracking is used to control a position of a respective virtual object; 
         FIG.  10 B  illustrates a virtual scene displayed by eyewear operated by a second user B in the third example; and 
         FIG.  11    is a flow diagram listing blocks in an example method of displaying and controlling virtual objects using eye tracking in an eyewear for first user A and second user B corresponding to  FIG.  10 A  and  FIG.  10 B . 
     
    
    
     DETAILED DESCRIPTION 
     Eyewear providing an interactive augmented reality experience between two or more users of eyewear devices to perform a shared group object manipulation task. During a shared group task session, each user of eyewear controls movement of a respective virtual object in a virtual scene based on a portion of the virtual scene the respective user is gazing at. Each user can also generate a verbal command to generate a virtual object that may interact with one or more other virtual objects. 
     The following detailed description includes systems, methods, techniques, instruction sequences, and computing machine program products illustrative of examples set forth in the disclosure. Numerous details and examples are included for the purpose of providing a thorough understanding of the disclosed subject matter and its relevant teachings. Those skilled in the relevant art, however, may understand how to apply the relevant teachings without such details. Aspects of the disclosed subject matter are not limited to the specific devices, systems, and method described because the relevant teachings can be applied or practice in a variety of ways. The terminology and nomenclature used herein is for the purpose of describing particular aspects only and is not intended to be limiting. In general, well-known instruction instances, protocols, structures, and techniques are not necessarily shown in detail. 
     The terms “coupled” or “connected” as used herein refer to any logical, optical, physical, or electrical connection, including a link or the like by which the electrical or magnetic signals produced or supplied by one system element are imparted to another coupled or connected system element. Unless described otherwise, coupled or connected elements or devices are not necessarily directly connected to one another and may be separated by intermediate components, elements, or communication media, one or more of which may modify, manipulate, or carry the electrical signals. The term “on” means directly supported by an element or indirectly supported by the element through another element that is integrated into or supported by the element. 
     The term “proximal” is used to describe an item or part of an item that is situated near, adjacent, or next to an object or person; or that is closer relative to other parts of the item, which may be described as “distal.” For example, the end of an item nearest an object may be referred to as the proximal end, whereas the generally opposing end may be referred to as the distal end. 
     The orientations of the eyewear device, other mobile devices, associated components and any other devices incorporating a camera, an inertial measurement unit, or both such as shown in any of the drawings, are given by way of example only, for illustration and discussion purposes. In operation, the eyewear device may be oriented in any other direction suitable to the particular application of the eyewear device; for example, up, down, sideways, or any other orientation. Also, to the extent used herein, any directional term, such as front, rear, inward, outward, toward, left, right, lateral, longitudinal, up, down, upper, lower, top, bottom, side, horizontal, vertical, and diagonal are used by way of example only, and are not limiting as to the direction or orientation of any camera or inertial measurement unit as constructed or as otherwise described herein. 
     Additional objects, advantages and novel features of the examples will be set forth in part in the following description, and in part will become apparent to those skilled in the art upon examination of the following and the accompanying drawings or may be learned by production or operation of the examples. The objects and advantages of the present subject matter may be realized and attained by means of the methodologies, instrumentalities and combinations particularly pointed out in the appended claims. 
     Reference now is made in detail to the examples illustrated in the accompanying drawings and discussed below. 
       FIG.  1 A  is a side view (right) of an example hardware configuration of an eyewear device  100  which includes a touch-sensitive input device or touchpad  181 . As shown, the touchpad  181  may have a boundary that is subtle and not easily seen; alternatively, the boundary may be plainly visible or include a raised or otherwise tactile edge that provides feedback to the user about the location and boundary of the touchpad  181 . In other implementations, the eyewear device  100  may include a touchpad on the left side. 
     The surface of the touchpad  181  is configured to detect finger touches, taps, and gestures (e.g., moving touches) for use with a GUI displayed by the eyewear device, on an image display, to allow the user to navigate through and select menu options in an intuitive manner, which enhances and simplifies the user experience. 
     Detection of finger inputs on the touchpad  181  can enable several functions. For example, touching anywhere on the touchpad  181  may cause the GUI to display or highlight an item on the image display, which may be projected onto at least one of the optical assemblies  180 A,  180 B. Double tapping on the touchpad  181  may select an item or icon. Sliding or swiping a finger in a particular direction (e.g., from front to back, back to front, up to down, or down to) may cause the items or icons to slide or scroll in a particular direction; for example, to move to a next item, icon, video, image, page, or slide. Sliding the finger in another direction may slide or scroll in the opposite direction; for example, to move to a previous item, icon, video, image, page, or slide. The touchpad  181  can be virtually anywhere on the eyewear device  100 . 
     In one example, an identified finger gesture of a single tap on the touchpad  181 , initiates selection or pressing of a graphical user interface element in the image presented on the image display of the optical assembly  180 A,  180 B. An adjustment to the image presented on the image display of the optical assembly  180 A,  180 B based on the identified finger gesture can be a primary action which selects or submits the graphical user interface element on the image display of the optical assembly  180 A,  180 B for further display or execution. 
     As shown, the eyewear device  100  includes a right visible-light camera  114 B. As further described herein, two cameras  114 A,  114 B capture image information for a scene from two separate viewpoints. The two captured images may be used to project a three-dimensional display onto an image display for viewing with 3D glasses. 
     The eyewear device  100  includes a right optical assembly  180 B with an image display to present images, such as depth images. As shown in  FIGS.  1 A and  1 B , the eyewear device  100  includes the right visible-light camera  114 B. The eyewear device  100  can include multiple visible-light cameras  114 A,  114 B that form a passive type of three-dimensional camera, such as stereo camera, of which the right visible-light camera  114 B is located on a right corner  110 B. As shown in  FIGS.  1 C-D , the eyewear device  100  also includes a left visible-light camera  114 A. 
     Left and right visible-light cameras  114 A,  114 B are sensitive to the visible-light range wavelength. Each of the visible-light cameras  114 A,  114 B have a different frontward facing field of view which are overlapping to enable generation of three-dimensional depth images, for example, right visible-light camera  114 B depicts a right field of view  111 B. Generally, a “field of view” is the part of the scene that is visible through the camera at a particular position and orientation in space. The fields of view  111 A and  111 B have an overlapping field of view  304  ( FIG.  3   ). Objects or object features outside the field of view  111 A,  111 B when the visible-light camera captures the image are not recorded in a raw image (e.g., photograph or picture). The field of view describes an angle range or extent, which the image sensor of the visible-light camera  114 A,  114 B picks up electromagnetic radiation of a given scene in a captured image of the given scene. Field of view can be expressed as the angular size of the view cone; i.e., an angle of view. The angle of view can be measured horizontally, vertically, or diagonally. 
     In an example, visible-light cameras  114 A,  114 B have a field of view with an angle of view between 15° to 30°, for example 24°, and have a resolution of 480×480 pixels or greater. In another example, the field of view can be much wider, such as 110°. The “angle of coverage” describes the angle range that a lens of visible-light cameras  114 A,  114 B or infrared camera  220  (see  FIG.  2 A ) can effectively image. Typically, the camera lens produces an image circle that is large enough to cover the film or sensor of the camera completely, possibly including some vignetting (e.g., a darkening of the image toward the edges when compared to the center). If the angle of coverage of the camera lens does not fill the sensor, the image circle will be visible, typically with strong vignetting toward the edge, and the effective angle of view will be limited to the angle of coverage. 
     Examples of such visible-light cameras  114 A,  114 B include a high-resolution complementary metal-oxide-semiconductor (CMOS) image sensor and a digital VGA camera (video graphics array) capable of resolutions of 640 p (e.g., 640×480 pixels for a total of 0.3 megapixels), 720 p, or 1080 p. Other examples of visible-light cameras  114 A,  114 B that can capture high-definition (HD) still images and store them at a resolution of 1642 by 1642 pixels (or greater); or record high-definition video at a high frame rate (e.g., thirty to sixty frames per second or more) and store the recording at a resolution of 1216 by 1216 pixels (or greater). 
     The eyewear device  100  may capture image sensor data from the visible-light cameras  114 A,  114 B along with geolocation data, digitized by an image processor, for storage in a memory. The visible-light cameras  114 A,  114 B capture respective left and right raw images in the two-dimensional space domain that comprise a matrix of pixels on a two-dimensional coordinate system that includes an X-axis for horizontal position and a Y-axis for vertical position. Each pixel includes a color attribute value (e.g., a red pixel light value, a green pixel light value, or a blue pixel light value); and a position attribute (e.g., an X-axis coordinate and a Y-axis coordinate). 
     In order to capture stereo images for later display as a three-dimensional projection, the image processor  412  (shown in  FIG.  4   ) may be coupled to the visible-light cameras  114 A,  114 B to receive and store the visual image information. The image processor  412 , or another processor, controls operation of the visible-light cameras  114 A,  114 B to act as a stereo camera simulating human binocular vision and may add a timestamp to each image. The timestamp on each pair of images allows display of the images together as part of a three-dimensional projection. Three-dimensional projections produce an immersive, life-like experience that is desirable in a variety of contexts, including virtual reality (VR) and video gaming. 
       FIG.  1 B  is a perspective, cross-sectional view of a right corner  110 B of the eyewear device  100  of  FIG.  1 A  depicting the right visible-light camera  114 B of the camera system, and a circuit board.  FIG.  1 C  is a side view (left) of an example hardware configuration of an eyewear device  100  of  FIG.  1 A , which shows a left visible-light camera  114 A of the camera system.  FIG.  1 D  is a perspective, cross-sectional view of a left corner  110 A of the eyewear device of  FIG.  1 C  depicting the left visible-light camera  114 A of the three-dimensional camera, and a circuit board. 
     Construction and placement of the left visible-light camera  114 A is substantially similar to the right visible-light camera  114 B, except the connections and coupling are on the left lateral side  170 A. As shown in the example of  FIG.  1 B , the eyewear device  100  includes the right visible-light camera  114 B and a circuit board  140 B, which may be a flexible printed circuit board (PCB). The right hinge  126 B connects the right corner  110 B to a right temple  125 B of the eyewear device  100 . In some examples, components of the right visible-light camera  114 B, the flexible PCB  140 B, or other electrical connectors or contacts may be located on the right temple  125 B or the right hinge  126 B. 
     The left corner  110 A and the right corner  110 B includes corner body  190  and a corner cap, with the corner cap omitted in the cross-section of  FIG.  1 B  and  FIG.  1 D . Disposed inside the left corner  110 A and the right corner  110 B are various interconnected circuit boards, such as PCBs or flexible PCBs, that include controller circuits for the respective left visible-light camera  114 A and the right visible-light camera  114 B, microphone(s)  130 , speaker  132 , low-power wireless circuitry (e.g., for wireless short range network communication via Bluetooth™), high-speed wireless circuitry (e.g., for wireless local area network communication via Wi-Fi). 
     The right visible-light camera  114 B is coupled to or disposed on the flexible PCB  140 B and covered by a visible-light camera cover lens, which is aimed through opening(s) formed in the frame  105 . For example, the right rim  107 B of the frame  105 , shown in  FIG.  2 A , is connected to the right corner  110 B and includes the opening(s) for the visible-light camera cover lens. The frame  105  includes a front side configured to face outward and away from the eye of the user. The opening for the visible-light camera cover lens is formed on and through the front or outward-facing side of the frame  105 . In the example, the right visible-light camera  114 B has an outward-facing field of view  111 B (shown in  FIG.  3   ) with a line of sight or perspective that is correlated with the right eye of the user of the eyewear device  100 . The visible-light camera cover lens can also be adhered to a front side or outward-facing surface of the right corner  110 B in which an opening is formed with an outward-facing angle of coverage, but in a different outwardly direction. The coupling can also be indirect via intervening components. 
     As shown in  FIG.  1 B , flexible PCB  140 B is disposed inside the right corner  110 B and is coupled to one or more other components housed in the right corner  110 B. Although shown as being formed on the circuit boards of the right corner  110 B, the right visible-light camera  114 B can be formed on the circuit boards of the left corner  110 A, the temples  125 A,  125 B, or the frame  105 . 
       FIGS.  2 A and  2 B  are perspective views, from the rear, of example hardware configurations of the eyewear device  100 , including two different types of image displays. The eyewear device  100  is sized and shaped in a form configured for wearing by a user; the form of eyeglasses is shown in the example. The eyewear device  100  can take other forms and may incorporate other types of frameworks; for example, a headgear, a headset, or a helmet. 
     In the eyeglasses example, eyewear device  100  includes a frame  105  including a left rim  107 A connected to a right rim  107 B via a bridge  106  adapted to be supported by a nose of the user. The left and right rims  107 A,  107 B include respective apertures  175 A,  175 B, which hold a respective optical element  180 A,  180 B, such as a lens and a display device. As used herein, the term “lens” is meant to include transparent or translucent pieces of glass or plastic having curved or flat surfaces that cause light to converge/diverge or that cause little or no convergence or divergence. 
     Although shown as having two optical elements  180 A,  180 B, the eyewear device  100  can include other arrangements, such as a single optical element (or it may not include any optical element  180 A,  180 B), depending on the application or the intended user of the eyewear device  100 . As further shown, eyewear device  100  includes a left corner  110 A adjacent the left lateral side  170 A of the frame  105  and a right corner  110 B adjacent the right lateral side  170 B of the frame  105 . The corners  110 A,  110 B may be integrated into the frame  105  on the respective sides  170 A,  170 B (as illustrated) or implemented as separate components attached to the frame  105  on the respective sides  170 A,  170 B. Alternatively, the corners  110 A,  110 B may be integrated into temples (not shown) attached to the frame  105 . 
     In one example, the image display of optical assembly  180 A,  180 B includes an integrated image display  177 . As shown in  FIG.  2 A , each optical assembly  180 A,  180 B includes a suitable display matrix  177 , such as a liquid crystal display (LCD), an organic light-emitting diode (OLED) display, or any other such display. Each optical assembly  180 A,  180 B also includes an optical layer or layers  176 , which can include lenses, optical coatings, prisms, mirrors, waveguides, optical strips, and other optical components in any combination. The optical layers  176 A,  176 B, . . .  176 N (shown as  176 A-N in  FIG.  2 A  and herein) can include a prism having a suitable size and configuration and including a first surface for receiving light from a display matrix and a second surface for emitting light to the eye of the user. The prism of the optical layers  176 A-N extends over all or at least a portion of the respective apertures  175 A,  175 B formed in the left and right rims  107 A,  107 B to permit the user to see the second surface of the prism when the eye of the user is viewing through the corresponding left and right rims  107 A,  107 B. The first surface of the prism of the optical layers  176 A-N faces upwardly from the frame  105  and the display matrix  177  overlies the prism so that photons and light emitted by the display matrix  177  impinge the first surface. The prism is sized and shaped so that the light is refracted within the prism and is directed toward the eye of the user by the second surface of the prism of the optical layers  176 A-N. In this regard, the second surface of the prism of the optical layers  176 A-N can be convex to direct the light toward the center of the eye. The prism can optionally be sized and shaped to magnify the image projected by the display matrix  177 , and the light travels through the prism so that the image viewed from the second surface is larger in one or more dimensions than the image emitted from the display matrix  177 . 
     In one example, the optical layers  176 A-N may include an LCD layer that is transparent (keeping the lens open) unless and until a voltage is applied which makes the layer opaque (closing or blocking the lens). The image processor  412  on the eyewear device  100  may execute programming to apply the voltage to the LCD layer in order to produce an active shutter system, making the eyewear device  100  suitable for viewing visual content when displayed as a three-dimensional projection. Technologies other than LCD may be used for the active shutter mode, including other types of reactive layers that are responsive to a voltage or another type of input. 
     In another example, the image display device of optical assembly  180 A,  180 B includes a projection image display as shown in  FIG.  2 B . Each optical assembly  180 A,  180 B includes a laser projector  150 , which is a three-color laser projector using a scanning mirror or galvanometer. During operation, an optical source such as a laser projector  150  is disposed in or on one of the temples  125 A,  125 B of the eyewear device  100 . Optical assembly  180 B in this example includes one or more optical strips  155 A,  155 B, . . .  155 N (shown as  155 A-N in  FIG.  2 B ) which are spaced apart and across the width of the lens of each optical assembly  180 A,  180 B or across a depth of the lens between the front surface and the rear surface of the lens. 
     As the photons projected by the laser projector  150  travel across the lens of each optical assembly  180 A,  180 B, the photons encounter the optical strips  155 A-N. When a particular photon encounters a particular optical strip, the photon is either redirected toward the user&#39;s eye, or it passes to the next optical strip. A combination of modulation of laser projector  150 , and modulation of optical strips, may control specific photons or beams of light. In an example, a processor controls optical strips  155 A-N by initiating mechanical, acoustic, or electromagnetic signals. Although shown as having two optical assemblies  180 A,  180 B, the eyewear device  100  can include other arrangements, such as a single or three optical assemblies, or each optical assembly  180 A,  180 B may have arranged different arrangement depending on the application or intended user of the eyewear device  100 . 
     In another example, the eyewear device  100  shown in  FIG.  2 B  may include two projectors, a left projector  150 A (not shown) and a right projector  150 B (shown as projector  150 ). The left optical assembly  180 A may include a left display matrix  177 A (not shown) or a left set of optical strips  155 ′A,  155 ′B, . . .  155 ′N ( 155  prime, A through N, not shown) which are configured to interact with light from the left projector  150 A. Similarly, the right optical assembly  180 B may include a right display matrix  177 B (not shown) or a right set of optical strips  155 ″A,  155 ″B, . . .  155 ″N ( 155  double prime, A through N, not shown) which are configured to interact with light from the right projector  150 B. In this example, the eyewear device  100  includes a left display and a right display. 
     Referring to  FIG.  2 A , the frame  105  or one or more of the left and right temples  125 A-B include an infrared emitter  215  and an infrared camera  220 , which form an eye tracker ( FIG.  2 C ). The infrared emitter  215  and the infrared camera  220  can be connected to the flexible PCB  140 B by soldering, for example. 
     Other arrangements of the infrared emitter  215  and infrared camera  220  can be implemented, including arrangements in which the infrared emitter  215  and infrared camera  220  are both on the right rim  107 B, or in different locations on the frame  105 , for example, the infrared emitter  215  is on the left rim  107 A and the infrared camera  220  is on the right rim  107 B. In another example, the infrared emitter  215  is on the frame  105  and the infrared camera  220  is on one of temples  125 A-B (or corners  110 A-B), or vice versa. The infrared emitter  215  can be connected essentially anywhere on the frame  105 , left temple  125 A, or right temple  125 B to emit a pattern of infrared light. Similarly, the infrared camera  220  can be connected essentially anywhere on the frame  105 , left temple  125 A, or right temple  125 B to capture at least one reflection variation in the emitted pattern of infrared light. 
     The infrared emitter  215  and infrared camera  220  are arranged to face inwards towards an eye of the user with a partial or full field of view of the eye in order to identify the respective eye position and gaze direction. For example, the infrared emitter  215  and infrared camera  220  are positioned directly in front of the eye, in the upper part of the frame  105  or in the temples  125 A-B at either ends of the frame  105 . 
     In an example, the processor  432  utilizes eye tracker  213  to determine an eye gaze direction  230  of a wearer&#39;s eye  234  as shown in  FIG.  2 C , and an eye position  236  of the wearer&#39;s eye  234  within an eyebox as shown in  FIG.  2 D . The eye tracker  213  is a scanner which uses infrared light illumination (e.g., near-infrared, short-wavelength infrared, mid-wavelength infrared, long-wavelength infrared, or far infrared) to captured image of reflection variations of infrared light from the eye  234  to determine the gaze direction  230  of a pupil  232  of the eye  234 , and also the eye position  236  with respect to the see-through display  180 D. 
       FIG.  3    is a diagrammatic depiction of a three-dimensional scene  306 , a left raw image  302 A captured by a left visible-light camera  114 A, and a right raw image  302 B captured by a right visible-light camera  114 B. The left field of view  111 A may overlap, as shown, with the right field of view  111 B. The overlapping field of view  304  represents that portion of the image captured by both cameras  114 A,  114 B. The term ‘overlapping’ when referring to field of view means the matrix of pixels in the generated raw images overlap by thirty percent (30%) or more. ‘Substantially overlapping’ means the matrix of pixels in the generated raw images—or in the infrared image of scene—overlap by fifty percent (50%) or more. As described herein, the two raw images  302 A,  302 B may be processed to include a timestamp, which allows the images to be displayed together as part of a three-dimensional projection. 
     For the capture of stereo images, as illustrated in  FIG.  3   , a pair of raw red, green, and blue (RGB) images are captured of a real scene  306  at a given moment in time—a left raw image  302 A captured by the left camera  114 A and right raw image  302 B captured by the right camera  114 B. When the pair of raw images  302 A,  302 B are processed (e.g., by the image processor  412 ), depth images are generated. The generated depth images may be viewed on an optical assembly  180 A,  180 B of an eyewear device, on another display (e.g., the image display  580  on a mobile device  401 ), or on a screen. 
     The generated depth images are in the three-dimensional space domain and can comprise a matrix of vertices on a three-dimensional location coordinate system that includes an X axis for horizontal position (e.g., length), a Y axis for vertical position (e.g., height), and a Z axis for depth (e.g., distance). Each vertex may include a color attribute (e.g., a red pixel light value, a green pixel light value, or a blue pixel light value); a position attribute (e.g., an X location coordinate, a Y location coordinate, and a Z location coordinate); a texture attribute; a reflectance attribute; or a combination thereof. The texture attribute quantifies the perceived texture of the depth image, such as the spatial arrangement of color or intensities in a region of vertices of the depth image. 
     In one example, the interactive augmented reality system  400  ( FIG.  4   ) includes the eyewear device  100 , which includes a frame  105  and a left temple  125 A extending from a left lateral side  170 A of the frame  105  and a right temple  125 B extending from a right lateral side  170 B of the frame  105 . The eyewear device  100  may further include at least two visible-light cameras  114 A,  114 B having overlapping fields of view. In one example, the eyewear device  100  includes a left visible-light camera  114 A with a left field of view  111 A, as illustrated in  FIG.  3   . The left camera  114 A is connected to the frame  105  or the left temple  125 A to capture a left raw image  302 A from the left side of scene  306 . The eyewear device  100  further includes a right visible-light camera  114 B with a right field of view  111 B. The right camera  114 B is connected to the frame  105  or the right temple  125 B to capture a right raw image  302 B from the right side of scene  306 . 
       FIG.  4    is a functional block diagram of an example interactive augmented reality system  400  that includes a wearable device (e.g., an eyewear device  100 ), a mobile device  401 , and a server system  498  connected via various networks  495  such as the Internet. The interactive augmented reality system  400  includes a low-power wireless connection  425  and a high-speed wireless connection  437  between the eyewear device  100  and the mobile device  401 . 
     As shown in  FIG.  4   , the eyewear device  100  includes one or more visible-light cameras  114 A,  114 B that capture still images, video images, or both still and video images, as described herein. The cameras  114 A,  114 B may have a direct memory access (DMA) to high-speed circuitry  430  and function as a stereo camera. The cameras  114 A,  114 B may be used to capture initial-depth images that may be rendered into three-dimensional (3D) models that are texture-mapped images of a red, green, and blue (RGB) imaged scene. The device  100  may also include one or more infrared emitter(s)  215  and infrared camera(s)  220  for eye tracking. 
     The eyewear device  100  further includes two image displays  177  of each optical assembly  180 A,  180 B (one associated with the left side  170 A and one associated with the right side  170 B). The eyewear device  100  also includes an image display driver  442 , an image processor  412 , low-power circuitry  420 , and high-speed circuitry  430 . The image displays  177  of each optical assembly  180 A,  180 B are for presenting images, including still images, video images, or still and video images. The image display driver  442  is coupled to the image displays of each optical assembly  180 A,  180 B in order to control the display of images. 
     The eyewear device  100  additionally includes one or more speakers  440  (e.g., one associated with the left side of the eyewear device and another associated with the right side of the eyewear device). The speakers  440  may be incorporated into the frame  105 , temples  125 , or corners  110  of the eyewear device  100 . The one or more speakers  440  are driven by audio processor  443  under control of low-power circuitry  420 , high-speed circuitry  430 , or both. The speakers  440  are for presenting audio signals including, for example, a beat track. The audio processor  443  is coupled to the speakers  440  in order to control the presentation of sound. 
     The components shown in  FIG.  4    for the eyewear device  100  are located on one or more circuit boards, for example a printed circuit board (PCB) or flexible printed circuit (FPC), located in the rims or temples. Alternatively, or additionally, the depicted components can be located in the corners, frames, hinges, or bridge of the eyewear device  100 . Left and right visible-light cameras  114 A,  114 B can include digital camera elements such as a complementary metal-oxide-semiconductor (CMOS) image sensor, a charge-coupled device, a lens, or any other respective visible or light capturing elements that may be used to capture data, including still images or video of scenes with unknown objects. 
     As shown in  FIG.  4   , high-speed circuitry  430  includes a high-speed processor  432 , a memory  434 , and high-speed wireless circuitry  436 . In the example, the image display driver  442  is coupled to the high-speed circuitry  430  and operated by the high-speed processor  432  in order to drive the left and right image displays of each optical assembly  180 A,  180 B. High-speed processor  432  may be any processor capable of managing high-speed communications and operation of any general computing system needed for eyewear device  100 . High-speed processor  432  includes processing resources needed for managing high-speed data transfers on high-speed wireless connection  437  to a wireless local area network (WLAN) using high-speed wireless circuitry  436 . 
     In some examples, the high-speed processor  432  executes an operating system such as a LINUX operating system or other such operating system of the eyewear device  100  and the operating system is stored in memory  434  for execution. In addition to any other responsibilities, the high-speed processor  432  executes a software architecture for the eyewear device  100  that is used to manage data transfers with high-speed wireless circuitry  436 . In some examples, high-speed wireless circuitry  436  is configured to implement Institute of Electrical and Electronic Engineers (IEEE) 802.11 communication standards, also referred to herein as Wi-Fi. In other examples, other high-speed communications standards may be implemented by high-speed wireless circuitry  436 . 
     The low-power circuitry  420  includes a low-power processor  422  and low-power wireless circuitry  424 . The low-power wireless circuitry  424  and the high-speed wireless circuitry  436  of the eyewear device  100  can include short-range transceivers (Bluetooth™ or Bluetooth Low-Energy (BLE)) and wireless wide, local, or wide-area network transceivers (e.g., cellular or Wi-Fi). Mobile device  401 , including the transceivers communicating via the low-power wireless connection  425  and the high-speed wireless connection  437 , may be implemented using details of the architecture of the eyewear device  100 , as can other elements of the network  495 . 
     Memory  434  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  114 A,  114 B, the infrared camera(s)  220 , the image processor  412 , and images generated for display  177  by the image display driver  442  on the image display of each optical assembly  180 A,  180 B. Although the memory  434  is shown as integrated with high-speed circuitry  430 , the memory  434  in other examples may be an independent, standalone element of the eyewear device  100 . In certain such examples, electrical routing lines may provide a connection through a chip that includes the high-speed processor  432  from the image processor  412  or low-power processor  422  to the memory  434 . In other examples, the high-speed processor  432  may manage addressing of memory  434  such that the low-power processor  422  will boot the high-speed processor  432  any time that a read or write operation involving memory  434  is needed. 
     As shown in  FIG.  4   , the high-speed processor  432  of the eyewear device  100  can be coupled to the camera system (visible-light cameras  114 A,  114 B), the image display driver  442 , the user input device  491 , and the memory  434 . As shown in  FIG.  5   , the CPU  530  of the mobile device  401  may be coupled to a camera system  570 , a mobile display driver  582 , a user input layer  591 , and a memory  540 A. 
     The server system  498  may be one or more computing devices as part of a service or network computing system, for example, that include a processor, a memory, and network communication interface to communicate over the network  495  with one or more eyewear devices  100  and a mobile device  401 . 
     The output components of the eyewear device  100  include visual elements, such as the left and right image displays  177  associated with each lens or optical assembly  180 A,  180 B as described in  FIGS.  2 A and  2 B  (e.g., 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 eyewear device  100  may include a user-facing indicator (e.g., an LED, a loudspeaker, or a vibrating actuator), or an outward-facing signal (e.g., an LED, a loudspeaker). The image displays  177  of each optical assembly  180 A,  180 B are driven by the image display driver  442 . In some example configurations, the output components of the eyewear device  100  further include additional indicators such as audible elements (e.g., loudspeakers), tactile components (e.g., an actuator such as a vibratory motor to generate haptic feedback), and other signal generators. For example, the device  100  may include a user-facing set of indicators, and an outward-facing set of signals. The user-facing set of indicators are configured to be seen or otherwise sensed by the user of the device  100 . For example, the device  100  may include an LED display positioned so the user can see it, a one or more speakers positioned to generate a sound the user can hear, or an actuator to provide haptic feedback the user can feel. The outward-facing set of signals are configured to be seen or otherwise sensed by an observer near the device  100 . Similarly, the device  100  may include an LED, a loudspeaker, or an actuator that is configured and positioned to be sensed by an observer. 
     The input components of the eyewear device  100  may include alphanumeric input components (e.g., a touch screen or touchpad configured to receive alphanumeric input, a photo-optical keyboard, or other alphanumeric-configured elements), pointer-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 button switch, a touch screen or touchpad that senses the location, force or location and force of touches or touch gestures, or other tactile-configured elements), and audio input components (e.g., a microphone), and the like. The mobile device  401  and the server system  498  may include alphanumeric, pointer-based, tactile, audio, and other input components. 
     In some examples, the eyewear device  100  includes a collection of motion-sensing components referred to as an inertial measurement unit  472 . The motion-sensing components may be micro-electro-mechanical systems (MEMS) with microscopic moving parts, often small enough to be part of a microchip. The inertial measurement unit (IMU)  472  in some example configurations includes an accelerometer, a gyroscope, and a magnetometer. The accelerometer senses the linear acceleration of the device  100  (including the acceleration due to gravity) relative to three orthogonal axes (x, y, z). The gyroscope senses the angular velocity of the device  100  about three axes of rotation (pitch, roll, yaw). Together, the accelerometer and gyroscope can provide position, orientation, and motion data about the device relative to six axes (x, y, z, pitch, roll, yaw). The magnetometer, if present, senses the heading of the device  100  relative to magnetic north. The position of the device  100  may be determined by location sensors, such as a GPS unit  473 , one or more transceivers to generate relative position coordinates, altitude sensors or barometers, and other orientation sensors. Such positioning system coordinates can also be received over the wireless connections  425 ,  437  from the mobile device  401  via the low-power wireless circuitry  424  or the high-speed wireless circuitry  436 . 
     The IMU  472  may include or cooperate with a digital motion processor or programming that gathers the raw data from the components and compute a number of useful values about the position, orientation, and motion of the device  100 . For example, the acceleration data gathered from the accelerometer can be integrated to obtain the velocity relative to each axis (x, y, z); and integrated again to obtain the position of the device  100  (in linear coordinates, x, y, and z). The angular velocity data from the gyroscope can be integrated to obtain the position of the device  100  (in spherical coordinates). The programming for computing these useful values may be stored in memory  434  and executed by the high-speed processor  432  of the eyewear device  100 . 
     The eyewear device  100  may optionally include additional peripheral sensors, such as biometric sensors, specialty sensors, or display elements integrated with eyewear device  100 . 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. For example, the biometric sensors may include components to detect expressions (e.g., hand expressions, facial expressions, vocal expressions, body gestures, or eye tracking), to measure bio signals (e.g., blood pressure, heart rate, body temperature, perspiration, or brain waves), or to identify a person (e.g., identification based on voice, retina, facial characteristics, fingerprints, or electrical bio signals such as electroencephalogram data), and the like. 
     The mobile device  401  may be a smartphone, tablet, laptop computer, access point, or any other such device capable of connecting with eyewear device  100  using both a low-power wireless connection  425  and a high-speed wireless connection  437 . Mobile device  401  is connected to server system  498  and network  495 . The network  495  may include any combination of wired and wireless connections. 
     The interactive augmented reality system  400 , as shown in  FIG.  4   , includes a computing device, such as mobile device  401 , coupled to an eyewear device  100  over a network  495 . The interactive augmented reality system  400  includes a memory for storing instructions and a processor for executing the instructions. Execution of the instructions of the interactive augmented reality system  400  by the processor  432  configures the eyewear device  100  to cooperate with the mobile device  401 , and also with another eyewear device  100  over the network  495 . The interactive augmented reality system  400  may utilize the memory  434  of the eyewear device  100  or the memory elements  540 A,  540 B,  540 C of the mobile device  401  ( FIG.  5   ). 
     The interactive augmented reality system  400  may also utilize the memory  434  of a separate remote eyewear device  100 B for collaboration of data, such as when executing a shared application  460  ( FIGS.  6 A,  6 B,  8 A and  8 D ). Also, the interactive augmented reality system  400  may utilize the processor elements  432 ,  422  of the eyewear device  100  or the central processing unit (CPU)  530  of the mobile device  401  ( FIG.  5   ). The interactive augmented reality system  400  may also utilize the processor elements  432 ,  422  of the eyewear device  100 B for shared processing, such as when executing a shared application  460  ( FIGS.  6 A,  6 B,  8 A and  8 B ). In addition, the interactive augmented reality system  400  may further utilize the memory and processor elements of the server system  498 . In this aspect, the memory and processing functions of the interactive augmented reality system  400  can be shared or distributed across the eyewear device  100 , the mobile device  401 , and the server system  498 . 
       FIG.  5    is a high-level functional block diagram of an example mobile device  401 . Mobile device  401  includes a flash memory  540 A which stores programming to be executed by the CPU  530  to perform all or a subset of the functions described herein. 
     The mobile device  401  may include a camera  570  that comprises at least two visible-light cameras (first and second visible-light cameras with overlapping fields of view) or at least one visible-light camera and a depth sensor with substantially overlapping fields of view. Flash memory  540 A may further include multiple images or video, which are generated via the camera  570 . 
     As shown, the mobile device  401  includes an image display  580 , a mobile display driver  582  to control the image display  580 , and a display controller  584 . In the example of  FIG.  5   , the image display  580  includes a user input layer  591  (e.g., a touchscreen) that is layered on top of or otherwise integrated into the screen used by the image display  580 . 
     Examples of touchscreen-type mobile devices that may be used include (but are not limited to) a smart phone, a personal digital assistant (PDA), a tablet computer, a laptop computer, or other portable device. However, the structure and operation of the touchscreen-type devices is provided by way of example; the subject technology as described herein is not intended to be limited thereto. For purposes of this discussion,  FIG.  5    therefore provides a block diagram illustration of the example mobile device  401  with a user interface that includes a touchscreen input layer  891  for receiving input (by touch, multi-touch, or gesture, and the like, by hand, stylus or other tool) and an image display  580  for displaying content. 
     As shown in  FIG.  5   , the mobile device  401  includes at least one digital transceiver (XCVR)  510 , shown as WWAN XCVRs, for digital wireless communications via a wide-area wireless mobile communication network. The mobile device  401  also includes additional digital or analog transceivers, such as short-range transceivers (XCVRs)  520  for short-range network communication, such as via NFC, VLC, DECT, ZigBee, Bluetooth™, or Wi-Fi. For example, short range XCVRs  520  may take the form of any available two-way wireless local area network (WLAN) transceiver of a type that is compatible with one or more standard protocols of communication implemented in wireless local area networks, such as one of the Wi-Fi standards under IEEE 802.11. 
     To generate location coordinates for positioning of the mobile device  401 , the mobile device  401  can include a global positioning system (GPS) receiver. Alternatively, or additionally the mobile device  401  can utilize either or both the short range XCVRs  520  and WWAN XCVRs  510  for generating location coordinates for positioning. For example, cellular network, Wi-Fi, or Bluetooth™ based positioning systems can generate very accurate location coordinates, particularly when used in combination. Such location coordinates can be transmitted to the eyewear device over one or more network connections via XCVRs  510 ,  520 . 
     The transceivers  510 ,  520  (i.e., the network communication interface) conforms to one or more of the various digital wireless communication standards utilized by modern mobile networks. Examples of WWAN transceivers  510  include (but are not limited to) transceivers configured to operate in accordance with Code Division Multiple Access (CDMA) and 3rd Generation Partnership Project (3GPP) network technologies including, for example and without limitation, 3GPP type 2 (or 3GPP2) and LTE, at times referred to as “4G.” For example, the transceivers  510 ,  520  provide two-way wireless communication of information including digitized audio signals, still image and video signals, web page information for display as well as web-related inputs, and various types of mobile message communications to/from the mobile device  401 . 
     The mobile device  401  further includes a microprocessor that functions as a central processing unit (CPU); shown as CPU  530  in  FIG.  4   . A processor is a circuit having elements structured and arranged to perform one or more processing functions, typically various data processing functions. Although discrete logic components could be used, the examples utilize components forming a programmable CPU. A microprocessor for example includes one or more integrated circuit (IC) chips incorporating the electronic elements to perform the functions of the CPU. The CPU  530 , for example, may be based on any known or available microprocessor architecture, such as a Reduced Instruction Set Computing (RISC) using an ARM architecture, as commonly used today in mobile devices and other portable electronic devices. Of course, other arrangements of processor circuitry may be used to form the CPU  530  or processor hardware in smartphone, laptop computer, and tablet. 
     The CPU  530  serves as a programmable host controller for the mobile device  401  by configuring the mobile device  401  to perform various operations, for example, in accordance with instructions or programming executable by CPU  530 . For example, such operations may include various general operations of the mobile device, as well as operations related to the programming for applications on the mobile device. Although a processor may be configured by use of hardwired logic, typical processors in mobile devices are general processing circuits configured by execution of programming. 
     The mobile device  401  includes a memory or storage system, for storing programming and data. In the example, the memory system may include a flash memory  540 A, a random-access memory (RAM)  540 B, and other memory components  540 C, as needed. The RAM  540 B serves as short-term storage for instructions and data being handled by the CPU  530 , e.g., as a working data processing memory. The flash memory  540 A typically provides longer-term storage. 
     Hence, in the example of mobile device  401 , the flash memory  540 A is used to store programming or instructions for execution by the CPU  530 . Depending on the type of device, the mobile device  401  stores and runs a mobile operating system through which specific applications are executed. Examples of mobile operating systems include Google Android, Apple iOS (for iPhone or iPad devices), Windows Mobile, Amazon Fire OS, RIM BlackBerry OS, or the like. 
     The processor  432  within the eyewear device  100  may construct a map of the environment surrounding the eyewear device  100 , determine a location of the eyewear device within the mapped environment, and determine a relative position of the eyewear device to one or more objects in the mapped environment. The processor  432  may construct the map and determine location and position information using a simultaneous localization and mapping (SLAM) algorithm applied to data received from one or more sensors. In the context of augmented reality, a SLAM algorithm is used to construct and update a map of an environment, while simultaneously tracking and updating the location of a device (or a user) within the mapped environment. The mathematical solution can be approximated using various statistical methods, such as particle filters, Kalman filters, extended Kalman filters, and covariance intersection. 
     Sensor data includes images received from one or both of the cameras  114 A,  114 B, distance(s) received from a laser range finder, position information received from a GPS unit  473 , or a combination of two or more of such sensor data, or from other sensors providing data useful in determining positional information. 
       FIG.  6 A  and  FIG.  6 B  illustrate a first example of the operation of the shared group task application  460  operable on each eyewear, to create an augmented reality experience in which a first user A of a first eyewear device  100 A and a second user B of a second eyewear device  100 B can each view, manipulate, and edit one or more virtual objects in a shared image that a viewable to each user. This shared group task application  460  is a remote async game experience that enables two or more users of respective eyewear to collaborate and remotely interact in a virtual environment by working together. In an example, first user A and second user B may be friends or colleagues that interact via the respective eyewear to jointly generate and modify one or more virtual objects in the shared image, such as a virtual scene. 
       FIG.  6 A  illustrates a display  177 A of the first eyewear device  100 A showing a virtual object  600  in a first frame of reference, shown as a virtual scene  602 A, viewable by a first user A.  FIG.  6 B  illustrates a display  177 B of the second eyewear device  100 B displaying the same virtual object  600  in a second frame of reference, shown as a virtual scene  602 B, viewable by a second user B. The displayed virtual scenes  602 A and  602 B are identical to each other, and thus mirror each other. Each user A and user B can manipulate the displayed virtual object  600 , such as by using the input components, such as touchpad  181  of the respective eyewear device  100  by tapping on another virtual object  604  and manipulating the second virtual object  604  with respect to virtual object  600 . The manipulation by one user of the virtual object  600  is displayed on the display  177  of the other user eyewear device  100  as the eyewear device  100 A and eyewear device  100 B are synced to each other. 
     The input components of the eyewear device  100 , such as touchpad  181 , and the mobile device  401  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. 
     In an example, as shown in  FIG.  6 A  and  FIG.  6 B , the virtual object  600  is illustrated as a building, and the second virtual object  604  is a building block that can be added to the virtual object  600 . Likewise, the virtual object  604  can be removed from the virtual object  600 , such that virtual objects can be added, manipulated, and removed as desired. The user collaboration allows the virtual objects to be jointly created and modified. Other features of a scene can also be included, such as a roadway, parks, and water. 
       FIG.  7    is a flow chart  700  depicting a method of operation of the processor  432  executing instructions of the augmented reality shared group task application  460  described herein on a wearable device (e.g., an eyewear device  100 ). Although the steps of the processor  432  are described with reference to the eyewear device  100 A and the eyewear device  100 B, as described herein, other implementations of the steps described, for other types of devices, will be understood by one of skill in the art from the description herein. Additionally, it is contemplated that one or more of the steps shown in  FIG.  7   , and in other figures, and described herein may be omitted, performed simultaneously or in a series, performed in an order other than illustrated and described, or performed in conjunction with additional steps. 
     At step  702 , user A of eyewear  100 A initiates the shared group task application  460 , and then invites user B of eyewear  100 B to join a shared group task session, such as by messaging user B via the wireless circuitry  436  and network  495 . The messaging can be automatically generated by processor  432 , such as when user A clicks on the name or icon of user B from a list of available users, such as a list of friends. User B can accept the invite and thereby complete the synching of the eyewear  100 A and  100 B by messaging and creating the shared group task session. 
     At block  704 , the processor  432  of eyewear device  100 A and the processor  432  of eyewear device  100 B establish a virtual frame of reference for user A and user B, respectively. This is shown in  FIG.  6 A  and  FIG.  6 B  where the virtual frame of reference is the virtual scene  602 A displayed on the display  177 A of eyewear  100 A, and the virtual scene  602 B displayed on the display  177 B of eyewear  100 B. The virtual scenes are identical. The user of the eyewear that first initiates the shared group task application  460  is referred to as user A. 
     At block  706 , user A of eyewear  100 A creates input via the input components to cause processor  432  to display the virtual object(s)  600  in the virtual scene  602 A. The virtual object  600  can be an object selected from a list of objects stored in respective memory  434 , and can also be created from scratch by user A. Responsively, the processor  432  of eyewear  100 B automatically displays the virtual object  600  to user B in the virtual scene  602 B of eyewear  100 B. User B can also go first and create the virtual object  600  in virtual scene  602 B which is then shared with user B and displayed in virtual scene  602 A. 
     At block  708 , user A creates input to the eyewear  100 A, such as by manipulating the input components on the eyewear  100 A, to manipulate the virtual object  600  in the virtual scene  602 A. The user input can, for example, cause the virtual object  604  to be manipulated with respect to virtual object  600 . The processor  432  of eyewear  100 A automatically sends a message to the processor  432  of eyewear  100 B indicating user A input to manipulate the virtual object  600  and virtual object  604 . The processor  432  of eyewear  100 A also automatically sends a message to the processor  432  of eyewear  100 B indicating user A modifications of the virtual scene  602 A. In the example shown in  FIG.  6 A , the user A input can cause the block comprising virtual object  604  to be stacked on the virtual object  600  comprising a building. 
     At block  710 , user B likewise creates input to the eyewear  100 B, such as by using the input components of the eyewear  100 B, to manipulate the virtual object  600  in virtual scene  602 B. The user B input can, for example, cause the virtual object  604  to be manipulated with respect to virtual object  600 . The processor  432  of eyewear  100 B also automatically sends a message to the processor  432  of eyewear  100 A indicating the user B input to manipulate the virtual object  600 . In the example shown in  FIG.  6 B , the input B can cause the block comprising virtual object  604  to be stacked on the virtual object  600  comprising a building. 
     At block  712 , the processor  432  of eyewear  100 B receives the message from eyewear  100 A via network  495 , and translates the received message to manipulate the virtual object  600  and virtual object  604  displayed by display  177 B to match the manipulation illustrated by the display  177 A of eyewear  100 A. Likewise, the processor  432  of eyewear  100 A receives the message from eyewear  100 B via network  495 , and translates the received message to manipulate the virtual object  600  and virtual object  604  displayed by display  177 A to match the manipulation illustrated by the display  177 B of eyewear  100 B. 
     At block  714 , the processor  432  of eyewear  100 B causes the display  177 B to display the manipulations of user A in the virtual scene  602 B of eyewear  100 B, and the processor  432  of eyewear  100 A causes the display  177 A to display the manipulations of user B in the virtual scene  602 A of eyewear  100 A. 
       FIG.  8 A  and  FIG.  8 B  illustrate another example of the operation of the shared group task application  460  operable on each eyewear  100 A and  100 B, to create an augmented reality experience in which a first user A of a first eyewear device  100 A and a second user B of a second eyewear device  100 B can each determine which portion of a shared image that the eyes of the other user is gazing at. This shared group task application  460  is a remote async experience that enables two or more users of respective eyewear to collaborate and remotely interact in a virtual environment by viewing and working together. In an example, first user A and second user B may interact via the respective eyewear  100  to jointly view one or more image portions or objects in a shared image, such as the same virtual scenes, to appreciate the interest of the image of the other user. 
       FIG.  8 A  illustrates a display  177 C of the first eyewear device  100 A displaying an image having virtual objects  800  in a first frame of reference, shown as a virtual scene  802 A, viewable by a first user A.  FIG.  8 B  illustrates a display  177 D of the second eyewear device  100 B displaying the same image, such as the same virtual objects  800  in a second frame of reference, shown as a virtual scene  802 B, viewable by a second user B. The displayed virtual scenes  802 A and  802 B are identical to each other, and thus mirror each other. Each user A and user B can gaze at the different portions or objects  800  of the same image, such as the displayed virtual objects  800 , wherein the eye tracker  213  including emitter  215  and infrared camera  220  determine what portion or object  800  of the virtual scene displayed on display  177  is actually being viewed by the eyes  234  of each user. For instance, each of user A and user B can view a shared browser page showing a plurality of geographical places in the Caribbean, where the place that each user is gazing at is indicated on the respective display  177  to the other user, such as by highlighting the place with color or enlarging it. User A may be gazing at Antigua, and user B may be gazing at Bonaire or Curacao, commonly known as the Dutch ABC islands. The name of each user may be described on the display  177  of the other user, as shown at  806 . 
     The input components of the eyewear device  100 , such as touchpad  181 , and the mobile device  401  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. 
       FIG.  9    is a flow chart  900  depicting another method of operation of the processor  432  executing instructions of the augmented reality shared group task application  460  described herein on a wearable device (e.g., an eyewear device  100 ) described with respect to  FIG.  8 A  and  FIG.  8 B . Although the steps of the processor  432  are described with reference to the eyewear device  100 A and the eyewear device  100 B, as described herein, other implementations of the steps described, for other types of devices, will be understood by one of skill in the art from the description herein. Additionally, it is contemplated that one or more of the steps shown in  FIG.  9   , and in other figures, and described herein may be omitted, performed simultaneously or in a series, performed in an order other than illustrated and described, or performed in conjunction with additional steps. 
     At step  902 , user A of eyewear  100 A initiates the shared group task application  460 , and then invites user B of eyewear  100 B to join a shared group task session, such as by messaging user B via the wireless circuitry  436  and network  495 . The messaging can be automatically generated by processor  432 , such as when user A clicks on the name or icon of user B from a list of available users, such as a list of friends. User B can accept the invite and thereby complete the synching of the eyewear  100 A and  100 B by messaging and creating the shared group task session. 
     At block  904 , the processor  432  of eyewear device  100 A and the processor  432  of eyewear device  100 B establish a virtual frame of reference for user A and user B, respectively. This is shown in  FIG.  8 A  and  FIG.  8 B  where the virtual frame of reference is the virtual scene  802 A displayed on the display  177 C of eyewear  100 A, and the virtual scene  802 B displayed on the display  177 D of eyewear  100 B. The virtual scenes are identical. The user of the eyewear that first initiates the shared group task application  460  is referred to as user A. 
     At block  906 , user A of eyewear device  100 A creates input via the input components, such as using touchpad  181 , to cause processor  432  to display virtual scene  802 A on display  177 C having image portions and the virtual object(s)  800  in the virtual scene  802 A. The image comprising the virtual scene can be retrieved from a set of stored images in memory  434 , downloaded from a remote location, or by browsing a site on the internet via network  495 . The virtual scene  802 A with image portions and objects  800  can also be created from scratch by user A using the input components. The virtual scene  802 A is automatically shared with eyewear device  100 B. Responsively, the processor  432  of eyewear  100 B automatically displays the virtual scene including image portions and objects  800  to user B in the virtual scene  602 B of eyewear  100 B. User B can also go first and create the virtual scene  802 B including objects  800  which image is then shared with user B and displayed in virtual scene  602 A. 
     At block  908 , the processor  432  of each eyewear device  100  controls the respective eye tracker  213  to track the eye position of a user&#39;s eye  234  by tracking the pupil  232 , and determines what image portion or object  800  that respective user is actually gazing at on respective display  177 . The processor  432  of each eyewear device  100  automatically shares this eye tracking information with the processor  432  of the other eyewear device  100  using messaging via wireless device  436  and network  495 . 
     At block  910 , the processor  432  of eyewear device  100 B automatically receives a message from the processor  432  of eyewear device  100 A including the eye tracking information of the eye of user A via wireless circuitry  436  and network  495 . This allows the processor  432  of eyewear device  100 B to determine what image portion or object  800  that user A is gazing at on display  177 C. 
     At block  912 , the processor  432  of eyewear device  100 A automatically receives a message from the processor  432  of eyewear device  100 B including the eye tracking information of the eye of user B via wireless circuitry  436  and network  495 . This allows the processor  432  of eyewear device  100 A to determine what image portion or object  800  that user B is gazing at on display  177 D. 
     At block  914 , each display  177  of respective eyewear device  100 A and  100 B automatically displays the image portion or object  800  that the other user is gazing at in the shared image. This may be done a number of ways, for example, by highlighting, coloring, or enlarging the image portion or object  800  in the respective virtual scene  802 A and  802 B that the other user is gazing at. For instance, each of user A and user B can view a shared browser page showing a plurality of geographical places in the Caribbean, where the place that each user is gazing at is indicated in the respective virtual scene  802 A and  802 B on the respective display  177  to the other user, such as by highlighting the place with color or enlarging it. User A may be gazing at Antigua, and user B may be gazing at Bonaire or Curacao, commonly known as the Dutch ABC islands. The name of the other user(s) may be described on the display  177  of the other user, as shown at  808 . 
     More than two users can operate respective eyewear devices  100 , and jointly participate in a session where each user can see the portion of the image that each user is gazing at. Thus, limitation to eyewear operating with only one user is not to be inferred. 
       FIG.  10 A  and  FIG.  10 B  illustrate another example of the operation of the shared group task application  460  operable on each eyewear  100 A and  100 B, to create an augmented reality experience in which a first user A of a first eyewear device  100 A and a second user B of a second eyewear device  100 B can each collaborate and interact based on what the eyes of the other user is gazing at. This shared group task application  460  is a remote async experience that enables two or more users of respective eyewear devices  100  to use eye tracking to control movement of respective virtual objects. In an example, first user A and second user B may interact via the respective eyewear  100  to jointly view a shared image, such as the same virtual scene. Each user controls a respective virtual object in the virtual scene using eye tracking, and each user also generates voice commands to manipulate the user&#39;s virtual object in the virtual scene. Both virtual objects are displayed on the display  177  of each of eyewear  100 A and  100 B. In an example, the virtual scene may be a gaming scene. 
       FIG.  10 A  illustrates a display  177 E of the first eyewear device  100 A displaying an image having virtual objects  1000  and  1004  in a first frame of reference, shown as a virtual scene  1002 A, viewable by a first user A.  FIG.  10 B  illustrates a display  177 F of the second eyewear device  100 B displaying the same image, such as the same virtual objects  1000  and  1004  in a second frame of reference, shown as a virtual scene  1002 B, viewable by a second user B. The displayed virtual scenes  1002 A and  1002 B are identical to each other, and thus mirror each other. Each user A and user B can gaze at the respective objects  1000  and  1004  of the same image, wherein the eye tracker  213  of each eyewear including emitter  215  and infrared camera  220  determine the movement of the respective virtual object in the virtual scene displayed on display  177 . For instance, the eyes of user A control the movement and positioning of the respective object  1000  in the virtual scene  1002 A and  1002 B, and the eyes of user B control the positioning of the respective object  1004  in the virtual scene  1002 A and  1002 B. 
       FIG.  10 B  illustrates an action in the virtual scenes  1002 A and  1002 B generated by a voice command from a user of an eyewear device. For instance, user A can generate a voice command that is received via respective microphone  130  and recognized by processor  432  of eyewear  100 A that causes a virtual object  1006  to be generated and extend from respective virtual object  1000  in a direction toward the virtual object  1004  of user B. The virtual object  1006  may be sequentially generated on display  177 E and  177 F from virtual object  1000  toward virtual object  1004 , and may be generated over a time period, such as 0.2 seconds. The eyes of the user B of eyewear  100 B may move the position of the respective virtual object  1004  away from the generated virtual object  1006  to avoid it while the virtual object  1006  is generated. For example, the virtual object  1006  can represent a laser beam, or other energy targeting virtual object  1004 . Likewise, user B can generate a voice command that causes virtual object  1006  to be generated and extend from the respective virtual object  1004  in a direction toward the virtual object  1000  of user A. In an example, the viewed action may look like a duel between two users. 
     In the example of  FIG.  10 B , user A generates a voice command, such as “hocus pocus” that causes a radar-like virtual object  1006  to instantly, or sequentially, extend from an implement, such as a magic wand, comprising virtual object  1000  toward a character comprising virtual object  1004 . User B uses its eyes to move the position of the respective virtual object  1004  away from the incoming virtual object  1006 . The eye tracker  213  of each eyewear  100  tracks the gaze direction of the respective user&#39;s eye, and respective processor  432  controls the position of the respective virtual object as a function of the respective user&#39;s the eye gaze. 
     The input components of the eyewear device  100 , such as touchpad  181 , and the mobile device  401  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. 
       FIG.  11    is a flow chart  1100  depicting another method of operation of the processor  432  executing instructions of the augmented reality shared group task application  460  described herein on a wearable device (e.g., an eyewear device  100 ) described with respect to  FIG.  10 A  and  FIG.  10 B . Although the steps of the processor  432  are described with reference to the eyewear device  100 A and the eyewear device  100 B, as described herein, other implementations of the steps described, for other types of devices, will be understood by one of skill in the art from the description herein. Additionally, it is contemplated that one or more of the steps shown in  FIG.  11   , and in other figures, and described herein may be omitted, performed simultaneously or in a series, performed in an order other than illustrated and described, or performed in conjunction with additional steps. 
     At step  1102 , user A of eyewear  100 A initiates the shared group task application  460 , and then invites user B of eyewear  100 B to join a shared group task session, such as by messaging user B via the wireless circuitry  436  and network  495 . The messaging can be automatically generated by processor  432 , such as when user A clicks on the name or icon of user B from a list of available users, such as a list of friends. User B can accept the invite and thereby complete the synching of the eyewear  100 A and  100 B by messaging and creating the shared group task session, such as by tapping an acceptance. 
     At block  1104 , the processor  432  of eyewear device  100 A and the processor  432  of eyewear device  100 B establish a virtual frame of reference for user A and user B, respectively. This is shown in  FIG.  10 A  and  FIG.  10 B  where the virtual frame of reference is the virtual scene  1002 A displayed on the display  177 E of eyewear  100 A, and the virtual scene  1002 B displayed on the display  177 F of eyewear  100 B. The virtual scenes are identical. The user of the eyewear that first initiates the shared group task application  460  is referred to as user A. 
     At block  1106 , user A of eyewear device  100 A creates input via the input components, such as using touchpad  181 , to cause processor  432  to display an image comprising a virtual scene  1002 A on display  177 E having the virtual objects  1000  and  1004 . The image has image portions that are subsets of the image being less than the whole image. The image comprising the virtual scene can be retrieved from a set of stored images in memory  434 , downloaded from a remote location, or obtained by browsing a site on the internet via network  495 . The virtual scene  1002 A with image portions and objects  1000  and  1004  can also be created from scratch by user A using the input components. The virtual scene  1002 A is automatically shared with eyewear device  100 B. Responsively, the processor  432  of eyewear  100 B automatically displays the virtual scene including image portions and objects  1000  and  1004  to user B in the virtual scene  1002 B of eyewear  100 B. User B can also go first and create the virtual scene  1002 B including objects  1000  and  1004 , which virtual scene is then shared with user B and displayed in virtual scene  1002 A. 
     At block  1108 , the processor  432  of each eyewear device  100  controls the respective eye tracker  213  to track the eye position of a user&#39;s eye  234  by tracking the pupil  232 , and determines what portion of the respective virtual scene  1002  that respective user is actually gazing at on respective display  177 . The processor  432  of each eyewear device  100  automatically moves the position of the respective virtual object  1000  and  1004  to the determined position in the virtual scene that the user is gazing at. Each processor  432  of the eyewear device also sends a message to the processor  432  of the other eyewear device that indicates the image position in the virtual scene that the respective user is gazing at. 
     At block  1110 , the processor  432  of eyewear device  100 B automatically receives the message from the processor  432  of eyewear device  100 A including the eye tracking information of the eye of user A via wireless circuitry  436  and network  495 . This allows the processor  432  of eyewear device  100 B to determine what image portion of virtual scene  1002 A that user A is gazing at on display  177 E. 
     At block  1112 , the processor  432  of eyewear device  100 A automatically receives a message from the processor  432  of eyewear device  100 B including the eye tracking information of the eye of user B via wireless circuitry  436  and network  495 . This allows the processor  432  of eyewear device  100 A to determine what image portion of virtual scene  1002 B that user B is gazing at on display  177 F. 
     At block  1114 , the processor  432  of each eyewear device  100  causes the respective display  177  to automatically display the virtual object of the other user in the position of the image that the other user is gazing at in the shared virtual scene. In the example shown in  FIGS.  10 A and  10 B , the processor  432  of the eyewear device  100 A and the processor  432  of the eyewear device  100 B update the position of the respective object  1000  and  1004  of the other user on its display based on the eye gaze of the other user. As user B moves object  1004  it its eyes, the object  1004  moves on the display  177 E of user A. Likewise, as user A moves object  1000  with its eyes, the object  1000  moves on the display  177 F of user B. 
     As shown in the example of  FIG.  10 A  and  FIG.  10 B , user A moves the virtual object  1000  with its eyes, comprising an implement, such as a wand, and generates a verbal instruction causing the processor  432  of eyewear  100 A to generate the virtual object  1006  (block  1116 ). User B moves the virtual object  1004  with its eyes, shown as a character, to avoid the generated virtual object  1006 . If virtual object  1006  interacts with the virtual object  1004 , user A may be awarded a point. A sound may also be generated by eyewear device  100 A and eyewear device  100 B indicative of a hit. 
     More than two users can operate respective eyewear devices  100 , and jointly participate in a session where each user can see cause a respective object to move based on the image portion that each user is gazing at. Thus, limitation to eyewear operating with only one user is not to be inferred. 
     Any of the functionality described herein for the eyewear device  100 , the mobile device  401 , and the server system  498  can be embodied in one or more computer software applications or sets of programming instructions, as described herein. According to some examples, “function,” “functions,” “application,” “applications,” “instruction,” “instructions,” or “programming” are program(s) that execute functions defined in the programs. Various programming languages can be employed to develop one or more of the applications, 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, a third-party application (e.g., an application developed using the ANDROID™ or IOS™ software development kit (SDK) by an entity other than the vendor of the particular platform) may include mobile software running on a mobile operating system such as IOS™, ANDROID™ WINDOWS® Phone, or another mobile operating systems. In this example, the third-party application can invoke API calls provided by the operating system to facilitate functionality described herein. 
     Hence, a machine-readable medium may take many forms of tangible storage medium. Non-volatile storage media include, for example, optical or magnetic disks, such as any of the storage devices in any computer devices or the like, such as may be used to implement the client device, media gateway, transcoder, etc. shown in the drawings. Volatile storage media include dynamic memory, such as main memory of such a computer platform. Tangible transmission media include coaxial cables; copper wire and fiber optics, including the wires that comprise a bus within a computer system. Carrier-wave transmission media may take the form of electric or electromagnetic signals, or acoustic or light waves such as those generated during radio frequency (RF) and infrared (IR) data communications. Common forms of computer-readable media therefore include for example: a floppy disk, a flexible disk, hard disk, magnetic tape, any other magnetic medium, a CD-ROM, DVD or DVD-ROM, any other optical medium, punch cards paper tape, any other physical storage medium with patterns of holes, a RAM, a PROM and EPROM, a FLASH-EPROM, any other memory chip or cartridge, a carrier wave transporting data or instructions, cables or links transporting such a carrier wave, or any other medium from which a computer may read programming code or data. Many of these forms of computer readable media may be involved in carrying one or more sequences of one or more instructions to a processor for execution. 
     Except as stated immediately above, nothing that has been stated or illustrated is intended or should be interpreted to cause a dedication of any component, step, feature, object, benefit, advantage, or equivalent to the public, regardless of whether it is or is not recited in the claims. 
     It will be understood that the terms and expressions used herein have the ordinary meaning as is accorded to such terms and expressions with respect to their corresponding respective areas of inquiry and study except where specific meanings have otherwise been set forth herein. Relational terms such as first and second and the like may be used solely to distinguish one entity or action from another without necessarily requiring or implying any actual such relationship or order between such entities or actions. The terms “comprises,” “comprising,” “includes,” “including,” or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises or includes a list of elements or steps does not include only those elements or steps but may include other elements or steps not expressly listed or inherent to such process, method, article, or apparatus. An element preceded by “a” or “an” does not, without further constraints, preclude the existence of additional identical elements in the process, method, article, or apparatus that comprises the element. 
     Unless otherwise stated, any and all measurements, values, ratings, positions, magnitudes, sizes, and other specifications that are set forth in this specification, including in the claims that follow, are approximate, not exact. Such amounts are intended to have a reasonable range that is consistent with the functions to which they relate and with what is customary in the art to which they pertain. For example, unless expressly stated otherwise, a parameter value or the like may vary by as much as plus or minus ten percent from the stated amount or range. 
     In addition, in the foregoing Detailed Description, it can be seen that various features are grouped together in various examples for the purpose of streamlining the disclosure. This method of disclosure is not to be interpreted as reflecting an intention that the claimed examples require more features than are expressly recited in each claim. Rather, as the following claims reflect, the subject matter to be protected lies in less than all features of any single disclosed example. Thus, the following claims are hereby incorporated into the Detailed Description, with each claim standing on its own as a separately claimed subject matter. 
     While the foregoing has described what are considered to be the best mode and other examples, it is understood that various modifications may be made therein and that the subject matter disclosed herein may be implemented in various forms and examples, and that they may be applied in numerous applications, only some of which have been described herein. It is intended by the following claims to claim any and all modifications and variations that fall within the true scope of the present concepts.