Patent Description:
United States Patent document <CIT> relates to a method for capturing video performed by a mobile device wherein a prefix loop of video is continually captured and recorded. United States Patent Application Publication <CIT> relates to a video recording and editing system which may be a mobile device, permitting users to retroactively add footage to the beginning of a video recording thanks to a "snipback" interface which can be used after a video clip is recorded.

Some nonlimiting examples are illustrated in the figures of the accompanying drawings in which:.

Examples of the present disclosure improve the functionality of electronic software and systems by enhancing users' experience of utilizing a camera of a client device. Examples of the present disclosure further improve the functionality of electronic software and systems by reducing the amount of storage space and processing resources associated with generating a video file based on a sequence of frames captured in the process of video recording. In some examples, the reducing of the amount of storage space and processing resources required for creating a video file results from discarding some of the recorded video frames before creating and storing the video file.

In order to start and stop video recording, a user may activate the capture button provided in the user interface (UI) of the associated camera application. The camera of the client device, such as a smartphone, for example, captures the output of the digital image sensor of the camera, and, upon the ending of the recording session, the system generates a video file (also referred to as simply a video) using frames captured during the video recording process. The resulting video can be then saved and stored for future viewing. However, there are times when a user may wish to view the already-recorded frames, while the recording is still in progress. Furthermore, as mentioned above, depending on the circumstances surrounding a recording session, a recorded video may include a portion of frames at the beginning of the video that are of little or no value to the user.

The technical problem of generating a video that has the starting point later in time than the starting time of the associated recording session is addressed by providing a real time video editing functionality. In some examples, a real time video editing functionality is in the form of a real time video editor provided by a messaging system for exchanging data over a network, which is described further below, with reference to <FIG>.

The use of a real time video editor can be described as follows. A user starts the video recording process by activating the capture button provided in the camera view user interface (UI) of the associated camera application and determines, at a later time, but while the video recording is still in progress, that the first portion of the video is not of interest to them. The user can then perform a predetermined gesture directed to the camera view UI, such as a left to right swiping gesture, which causes the camera view UI to display the captured frames to be displayed in reverse order, thus imitating or visualizing a process of rewinding the video. As the gesture stops, so stops the visualizing of the rewinding process and the user is presented with one or more frames corresponding to the place in the sequence of frames, up to which the video was rewound. The user may then be presented with a pop-up message requesting to either cancel or to confirm that the video file that would be created, once the video recording process is stopped, should start not with the first frame in the original sequence of frames (the first frame recorded at the time the recording process was commenced), but with the one or more frames currently displayed in the camera view UI, up to which the video was rewound. An example of operation of a real time video editor is described further below, with reference to <FIG>. As mentioned above, in some examples a real time video editor is provided by a messaging system for exchanging data over a network, which is described below.

<FIG> is a block diagram showing an example messaging system <NUM> for exchanging data (e.g., messages and associated content) over a network. The messaging system <NUM> includes multiple instances of a client device <NUM>, each of which hosts a number of applications, including a messaging client <NUM>. Each messaging client <NUM> is communicatively coupled to other instances of the messaging client <NUM> and a messaging server system <NUM> via a network <NUM> (e.g., the Internet).

A messaging client <NUM> is able to communicate and exchange data with another messaging client <NUM> and with the messaging server system <NUM> via the network <NUM>. The data exchanged between messaging client <NUM>, and between a messaging client <NUM> and the messaging server system <NUM>, includes functions (e.g., commands to invoke functions) as well as payload data (e.g., text, audio, video or other multimedia data).

The messaging server system <NUM> provides server-side functionality via the network <NUM> to a particular messaging client <NUM>. While certain functions of the messaging system <NUM> are described herein as being performed by either a messaging client <NUM> or by the messaging server system <NUM>, the location of certain functionality either within the messaging client <NUM> or the messaging server system <NUM> may be a design choice. For example, it may be technically preferable to initially deploy certain technology and functionality within the messaging server system <NUM> but to later migrate this technology and functionality to the messaging client <NUM> where a client device <NUM> has sufficient processing capacity.

The messaging server system <NUM> supports various services and operations that are provided to the messaging client <NUM>. Such operations include transmitting data to, receiving data from, and processing data generated by the messaging client <NUM>. This data may include, as examples, message content, client device information, geolocation information, media augmentation and overlays, message content persistence conditions, social network information, live event information, as well as images and video captured with a front facing camera of an associated client device using a viewfinder ring flash. Data exchanges within the messaging system <NUM> are invoked and controlled through functions available via user interfaces (UIs) of the messaging client <NUM>. For example, the messaging client <NUM> can present a camera view UI that displays the output of a digital image sensor of a camera provided with the client device <NUM>, a camera view UI that displays output of a digital sensor of the camera and a shutter user selectable element activatable to start a video recording process. Some examples of a camera view UI are described further below, with reference to <FIG>.

Turning now specifically to the messaging server system <NUM>, an Application Program Interface (API) server <NUM> is coupled to, and provides a programmatic interface to, application servers <NUM>. The application servers <NUM> are communicatively coupled to a database server <NUM>, which facilitates access to a database <NUM> that stores data associated with messages processed by the application servers <NUM>. Similarly, a web server <NUM> is coupled to the application servers <NUM>, and provides web-based interfaces to the application servers <NUM>. To this end, the web server <NUM> processes incoming network requests over the Hypertext Transfer Protocol (HTTP) and several other related protocols.

The Application Program Interface (API) server <NUM> receives and transmits message data (e.g., commands and message payloads) between the client device <NUM> and the application servers <NUM>. Specifically, the Application Program Interface (API) server <NUM> provides a set of interfaces (e.g., routines and protocols) that can be called or queried by the messaging client <NUM> in order to invoke functionality of the application servers <NUM>. The Application Program Interface (API) server <NUM> exposes various functions supported by the application servers <NUM>, including account registration, login functionality, the sending of messages, via the application servers <NUM>, from a particular messaging client <NUM> to another messaging client <NUM>, the sending of media files (e.g., images or video) from a messaging client <NUM> to a messaging server <NUM>, and for possible access by another messaging client <NUM>, the settings of a collection of media data (e.g., story), the retrieval of a list of friends of a user of a client device <NUM>, the retrieval of such collections, the retrieval of messages and content, the addition and deletion of entities (e.g., friends) to an entity graph (e.g., a social graph), the location of friends within a social graph, and opening an application event (e.g., relating to the messaging client <NUM>).

The application servers <NUM> host a number of server applications and subsystems, including for example a messaging server <NUM>, an image processing server <NUM>, and a social network server <NUM>. The messaging server <NUM> implements a number of message processing technologies and functions, particularly related to the aggregation and other processing of content (e.g., textual and multimedia content) included in messages received from multiple instances of the messaging client <NUM>. As will be described in further detail, the text and media content from multiple sources may be aggregated into collections of content (e.g., called stories or galleries). These collections are then made available to the messaging client <NUM>. In some examples, a collection may include an a video generated using the real time video editor. Other processor and memory intensive processing of data may also be performed server-side by the messaging server <NUM>, in view of the hardware requirements for such processing.

The application servers <NUM> also include an image processing server <NUM> that is dedicated to performing various image processing operations, typically with respect to images or video within the payload of a message sent from or received at the messaging server <NUM>. Some of the various image processing operations may be performed by various AR components, which can be hosted or supported by the image processing server <NUM>. In some examples, an image processing server <NUM> is configured to provide the functionality of the real time video editor described herein.

The social network server <NUM> supports various social networking functions and services and makes these functions and services available to the messaging server <NUM>. To this end, the social network server <NUM> maintains and accesses an entity graph <NUM> (as shown in <FIG>) within the database <NUM>. Examples of functions and services supported by the social network server <NUM> include the identification of other users of the messaging system <NUM> with which a particular user has a "friend" relationship or is "following," and also the identification of other entities and interests of a particular user.

<FIG> is a block diagram illustrating further details regarding the messaging system <NUM>, according to some examples. Specifically, the messaging system <NUM> is shown to comprise the messaging client <NUM> and the application servers <NUM>. The messaging system <NUM> embodies a number of subsystems, which are supported on the client-side by the messaging client <NUM>, and on the sever-side by the application servers <NUM>. These subsystems include, for example, an ephemeral timer system <NUM>, a collection management system <NUM>, an augmentation system <NUM>, and a real time video editor <NUM>.

The real time video editor <NUM> is configured to facilitate changing the starting point of a video recording while the recording process is in progress, as described in further detail below, with reference to <FIG>.

The ephemeral timer system <NUM> is responsible for enforcing the temporary or time-limited access to content by the messaging client <NUM> and the messaging server <NUM>. The ephemeral timer system <NUM> incorporates a number of timers that, based on duration and display parameters associated with a message, or collection of messages (e.g., a story), selectively enable access (e.g., for presentation and display) to messages and associated content via the messaging client <NUM>. Further details regarding the operation of the ephemeral timer system <NUM> are provided below.

The collection management system <NUM> is responsible for managing sets or collections of media (e.g., collections of text, image, video, and audio data). A collection of content (e.g., messages, including images, video, text, and audio) may be organized into an "event gallery" or an "event story. " Such a collection may be made available for a specified time period, such as the duration of an event to which the content relates. For example, content relating to a music concert may be made available as a "story" for the duration of that music concert. In a further example, a collection may include content, which was generated using one or more AR components. In some examples, a media content item in a collection is generated using the real time video editor. The collection management system <NUM> may also be responsible for publishing an icon that provides notification of the existence of a particular collection to the user interface of the messaging client <NUM>.

The augmentation system <NUM> provides various functions that enable a user to augment (e.g., annotate or otherwise modify or edit) media content, which may be associated with a message. For example, the augmentation system <NUM> provides functions related to the generation and publishing of media overlays for messages processed by the messaging system <NUM>. The media overlays may be stored in the database <NUM> and accessed through the database server <NUM>.

The augmentation system <NUM> provides various functions that enable a user to augment (e.g., annotate or otherwise modify or edit) media content associated with a message. For example, the augmentation system <NUM> provides functions related to the generation and publishing of media overlays for messages processed by the messaging system <NUM>. The augmentation system <NUM> operatively supplies a media overlay or augmentation (e.g., an image filter) to the messaging client <NUM> based on a geolocation of the client device <NUM>. In another example, the augmentation system <NUM> operatively supplies a media overlay to the messaging client <NUM> based on other information, such as social network information of the user of the client device <NUM>. A media overlay may include audio and visual content and visual effects. Examples of audio and visual content include pictures, texts, logos, animations, and sound effects. An example of a visual effect includes color overlaying.

The audio and visual content or the visual effects can be applied to a media content item (e.g., a photo) at the client device <NUM>. In another example, the media overlay includes an identification of a location overlay (e.g., Venice beach), a name of a live event, or a name of a merchant overlay (e.g., Beach Coffee House). In another example, the augmentation system <NUM> uses the geolocation of the client device <NUM> to identify a media overlay that includes the name of a merchant at the geolocation of the client device <NUM>. The media overlay may include other indicia associated with the merchant. The media overlays may be stored in the database <NUM> and accessed through the database server <NUM>.

In some examples, the augmentation system <NUM> is configured to provide access to AR components that can be implemented using a programming language suitable for app development, such as, e.g., JavaScript or Java and that are identified in the messaging server system by respective AR component identifiers. An AR component may include or reference various image processing operations corresponding to an image modification, filter, media overlay, transformation, and the like. These image processing operations can provide an interactive experience of a real-world environment, where objects, surfaces, backgrounds, lighting etc., captured by a digital image sensor or a camera, are enhanced by computer-generated perceptual information. In this context an AR component comprises the collection of data, parameters, and other assets needed to apply a selected augmented reality experience to an image or a video feed.

In some embodiments, an AR component includes modules configured to modify or transform image data presented within a graphical user interface (GUI) of a client device in some way. For example, complex additions or transformations to the content images may be performed using AR component data, such as adding rabbit ears to the head of a person in a video clip, adding floating hearts with background coloring to a video clip, altering the proportions of a person's features within a video clip, or many numerous other such transformations. This includes both real-time modifications that modify an image as it is captured using a camera associated with a client device and then displayed on a screen of the client device with the AR component modifications, as well as modifications to stored content, such as video clips in a gallery that may be modified using AR components.

Various augmented reality functionality that may be provided by an AR component include detection of objects (e.g. faces, hands, bodies, cats, dogs, surfaces, objects, etc.), tracking of such objects as they leave, enter, and move around the field of view in video frames, and the modification or transformation of such objects as they are tracked. In various embodiments, different methods for achieving such transformations may be used. For example, some embodiments may involve generating a 3D mesh model of the object or objects, and using transformations and animated textures of the model within the video to achieve the transformation. In other embodiments, tracking of points on an object may be used to place an image or texture, which may be two dimensional or three dimensional, at the tracked position. In still further embodiments, neural network analysis of video frames may be used to place images, models, or textures in content (e.g. images or frames of video). AR component data thus refers to both to the images, models, and textures used to create transformations in content, as well as to additional modeling and analysis information needed to achieve such transformations with object detection, tracking, and placement.

<FIG> is a schematic diagram illustrating data structures <NUM>, which may be stored in the database <NUM> of the messaging server system <NUM>, according to certain examples. While the content of the database <NUM> is shown to comprise a number of tables, it will be appreciated that the data could be stored in other types of data structures (e.g., as an objectoriented database).

The database <NUM> includes message data stored within a message table <NUM>. This message data includes, for any particular one message, at least message sender data, message recipient (or receiver) data, and a payload. The payload of a message may include content generated using a viewfinder ring flash. Further details regarding information that may be included in a message, and included within the message data stored in the message table <NUM> is described below with reference to <FIG>.

An entity table <NUM> stores entity data, and is linked (e.g., referentially) to an entity graph <NUM> and profile data <NUM>. Entities for which records are maintained within the entity table <NUM> may include individuals, corporate entities, organizations, objects, places, events, and so forth. Regardless of entity type, any entity regarding which the messaging server system <NUM> 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 <NUM> stores information regarding relationships and associations between entities. Such relationships may be social, professional (e.g., work at a common corporation or organization) interested-based or activity-based, merely for example. With reference to the functionality provided by the AR component, the entity graph <NUM> stores information that can be used, in cases where the AR component is configured to permit using a portrait image of a user other than that of the user controlling the associated client device for modifying the target media content object, to determine a further profile that is connected to the profile representing the user controlling the associated client device. As mentioned above, the portrait image of a user may be stored in a user profile representing the user in the messaging system.

The profile data <NUM> stores multiple types of profile data about a particular entity. The profile data <NUM> may be selectively used and presented to other users of the messaging system <NUM>, based on privacy settings specified by a particular entity. Where the entity is an individual, the profile data <NUM> includes, for example, a user name, telephone number, address, settings (e.g., notification and privacy settings), as well as a user-selected avatar representation (or collection of such avatar representations). A particular user may then selectively include one or more of these avatar representations within the content of messages communicated via the messaging system <NUM>, and on map interfaces displayed by messaging clients <NUM> 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 database <NUM> also stores augmentation data in an augmentation table <NUM>. The augmentation data is associated with and applied to videos (for which data is stored in a video table <NUM>) and images (for which data is stored in an image table <NUM>). In some examples, the augmentation data is used by various AR components, including the AR component. An example of augmentation data is augmented reality (AR) tools that can be used in AR components to effectuate image transformations. Image transformations include real-time modifications, which modify an image (e.g., a video frame) as it is captured using a digital image sensor of a client device <NUM>. The modified image is displayed on a screen of the client device <NUM> with the modifications.

A story table <NUM> stores data regarding collections of messages and associated image, video, or audio data, which are compiled into a collection (e.g., a story or a gallery). The creation of a particular collection may be initiated by a particular user (e.g., each user for which a record is maintained in the entity table <NUM>). A user may create a "personal story" in the form of a collection of content that has been created and sent/broadcast by that user. To this end, the user interface of the messaging client <NUM> may include an icon that is user-selectable to enable a sending user to add specific content to his or her personal story. In some examples, the story table <NUM> stores one or more images or videos that were created using a viewfinder ring flash.

As mentioned above, the video table <NUM> stores video data that, in one example, is associated with messages for which records are maintained within the message table <NUM>. In some examples, the video table <NUM> stores one or more videos created using a real time video editor. Similarly, the image table <NUM> stores image data, which may be associated with messages for which message data is stored in the entity table <NUM>. The entity table <NUM> may associate various augmentations from the augmentation table <NUM> with various images and videos stored in the image table <NUM> and the video table <NUM>.

<FIG> is a schematic diagram illustrating a structure of a message <NUM>, according to some examples, generated by a messaging client <NUM> for communication to a further messaging client <NUM> or the messaging server <NUM>. The content of a particular message <NUM> is used to populate the message table <NUM> stored within the database <NUM>, accessible by the messaging server <NUM>. Similarly, the content of a message <NUM> is stored in memory as "intransit" or "in-flight" data of the client device <NUM> or the application servers <NUM>. The content of a message <NUM>, in some examples, includes an image or a video that was created using the AR component. A message <NUM> is shown to include the following example components:.

The contents (e.g., values) of the various components of message <NUM> may be pointers to locations in tables within which content data values are stored. For example, an image value in the message image payload <NUM> may be a pointer to (or address of) a location within an image table <NUM>. Similarly, values within the message video payload <NUM> may point to data stored within a video table <NUM>, values stored within the message augmentations <NUM> may point to data stored in an augmentation table <NUM>, values stored within the message story identifier <NUM> may point to data stored in a story table <NUM>, and values stored within the message sender identifier <NUM> and the message receiver identifier <NUM> may point to user records stored within an entity table <NUM>.

<FIG> is a schematic diagram illustrating an access-limiting process <NUM>, in terms of which access to content (e.g., an ephemeral message <NUM>, and associated multimedia payload of data) or a content collection (e.g., an ephemeral message group <NUM>) may be time-limited (e.g., made ephemeral). The content of an ephemeral message <NUM>, in some examples, includes an image or a video that was created using a viewfinder ring flash.

An ephemeral message <NUM> is shown to be associated with a message duration parameter <NUM>, the value of which determines an amount of time that the ephemeral message <NUM> will be displayed to a receiving user of the ephemeral message <NUM> by the messaging client <NUM>. In one example, an ephemeral message <NUM> is viewable by a receiving user for up to a maximum of <NUM> seconds, depending on the amount of time that the sending user specifies using the message duration parameter <NUM>. In some examples, the ephemeral message <NUM> may include a video created using a real time video editor.

The message duration parameter <NUM> and the message receiver identifier <NUM> are shown to be inputs to a message timer <NUM>, which is responsible for determining the amount of time that the ephemeral message <NUM> is shown to a particular receiving user identified by the message receiver identifier <NUM>. In particular, the ephemeral message <NUM> will only be shown to the relevant receiving user for a time period determined by the value of the message duration parameter <NUM>. The message timer <NUM> is shown to provide output to a more generalized ephemeral timer system <NUM>, which is responsible for the overall timing of display of content (e.g., an ephemeral message <NUM>) to a receiving user.

The ephemeral message <NUM> is shown in <FIG> to be included within an ephemeral message group <NUM> (e.g., a collection of messages in a personal story, or an event story). The ephemeral message group <NUM> has an associated group duration parameter <NUM>, a value of which determines a time duration for which the ephemeral message group <NUM> is presented and accessible to users of the messaging system <NUM>. The group duration parameter <NUM>, for example, may be the duration of a music concert, where the ephemeral message group <NUM> is a collection of content pertaining to that concert. Alternatively, a user (either the owning user or a curator user) may specify the value for the group duration parameter <NUM> when performing the setup and creation of the ephemeral message group <NUM>.

Additionally, each ephemeral message <NUM> within the ephemeral message group <NUM> has an associated group participation parameter <NUM>, a value of which determines the duration of time for which the ephemeral message <NUM> will be accessible within the context of the ephemeral message group <NUM>. Accordingly, a particular ephemeral message group <NUM> may "expire" and become inaccessible within the context of the ephemeral message group <NUM>, prior to the ephemeral message group <NUM> itself expiring in terms of the group duration parameter <NUM>. The group duration parameter <NUM>, group participation parameter <NUM>, and message receiver identifier <NUM> each provide input to a group timer <NUM>, which operationally determines, firstly, whether a particular ephemeral message <NUM> of the ephemeral message group <NUM> will be displayed to a particular receiving user and, if so, for how long. Note that the ephemeral message group <NUM> is also aware of the identity of the particular receiving user as a result of the message receiver identifier <NUM>.

Accordingly, the group timer <NUM> operationally controls the overall lifespan of an associated ephemeral message group <NUM>, as well as an individual ephemeral message <NUM> included in the ephemeral message group <NUM>. In one example, each and every ephemeral message <NUM> within the ephemeral message group <NUM> remains viewable and accessible for a time period specified by the group duration parameter <NUM>. In a further example, a certain ephemeral message <NUM> may expire, within the context of ephemeral message group <NUM>, based on a group participation parameter <NUM>. Note that a message duration parameter <NUM> may still determine the duration of time for which a particular ephemeral message <NUM> is displayed to a receiving user, even within the context of the ephemeral message group <NUM>. Accordingly, the message duration parameter <NUM> determines the duration of time that a particular ephemeral message <NUM> is displayed to a receiving user, regardless of whether the receiving user is viewing that ephemeral message <NUM> inside or outside the context of an ephemeral message group <NUM>.

The ephemeral timer system <NUM> may furthermore operationally remove a particular ephemeral message <NUM> from the ephemeral message group <NUM> based on a determination that it has exceeded an associated group participation parameter <NUM>. For example, when a sending user has established a group participation parameter <NUM> of <NUM> hours from posting, the ephemeral timer system <NUM> will remove the relevant ephemeral message <NUM> from the ephemeral message group <NUM> after the specified <NUM> hours. The epliemeral timer system <NUM> also operates to remove an ephemeral message group <NUM> when either the group participation parameter <NUM> for each and every ephemeral message <NUM> within the ephemeral message group <NUM> has expired, or when the ephemeral message group <NUM> itself has expired in terms of the group duration parameter <NUM>.

In certain use cases, a creator of a particular ephemeral message group <NUM> may specify an indefinite group duration parameter <NUM>. In this case, the expiration of the group participation parameter <NUM> for the last remaining ephemeral message <NUM> within the ephemeral message group <NUM> will determine when the ephemeral message group <NUM> itself expires. In this case, a new ephemeral message <NUM>, added to the ephemeral message group <NUM>, with a new group participation parameter <NUM>, effectively extends the life of an ephemeral message group <NUM> to equal the value of the group participation parameter <NUM>.

Responsive to the ephemeral timer system <NUM> determining that an ephemeral message group <NUM> has expired (e.g., is no longer accessible), the ephemeral timer system <NUM> communicates with the messaging system <NUM> (and, for example, specifically the messaging client <NUM>) to cause an indicium (e.g., an icon) associated with the relevant ephemeral message group <NUM> to no longer be displayed within a user interface of the messaging client <NUM>. Similarly, when the ephemeral timer system <NUM> determines that the message duration parameter <NUM> for a particular ephemeral message <NUM> has expired, the ephemeral timer system <NUM> causes the messaging client <NUM> to no longer display an indicium (e.g., an icon or textual identification) associated with the ephemeral message <NUM>.

<FIG> is a flowchart illustrating a method <NUM> for real time video editing in accordance with some examples. While certain operations of the process <NUM> may be described as being performed by certain devices, in different examples, different devices or a combination of devices may perform these operations. For example, operations described below may be performed by the client device <NUM> or in combination with a server-side computing device (e.g., the message messaging server system <NUM>).

The method <NUM> starts at operation <NUM>, with commencing a video recording process by a camera of a client device. The video recording process, while in progress, produces a sequence of frames, each frame from the sequence of frames associated with a time stamp. The resulting video is not finalized until the video recording process is ended, at which time the resulting video is finalized (encoded into a desired format, for example, and saved for future access). The commencing of the video recording process occurs, in some examples, in response to activation of a shutter user selectable element in a camera view user interface (UI) displayed at a client device. An example of a camera view UI is shown in <FIG> is a diagrammatic representation <NUM> of a camera view UI displaying the output of the digital image sensor of a camera. The output of the digital sensor of a camera is represented in area <NUM>, showing the sky with clouds in this example. The camera view UI shown in <FIG> also includes a shutter user selectable element <NUM>. In some examples, the camera view UI is provided by the messaging system for exchanging data over a network described above, with reference to <FIG>.

At operation <NUM>, while the video recording process is in progress, the real time video editor detects a gesture directed at the camera view UI. The gesture can be, for example, a left to right swiping gesture, as illustrated in <FIG> is a diagrammatic representation <NUM> of a left to right swiping gesture directed at the camera view UI displaying the output of the digital image sensor of the camera in area <NUM>. In <FIG>, the curved arrow pointing right and the stylized picture of a hand with a pointing finger, identified by reference numeral <NUM>, are not part of the camera view UI, but rather a visualization of a swiping left to right gesture.

In response to the detecting of the gesture, the real time video editor causes displaying the captured frames in a reverse order (in a descending order based on respective time stamps of the frames), in a manner imitating rewinding of the video. The displaying of the captured frames in a sequential reverse order continues until the gesture stops, at which point the currently displayed frame is considered to be potentially a new starting point of a video that would result from the video recording process. The frame displayed in the camera view UI at the time the swiping gesture stops is referred to as a new first frame, for the purposes of this description.

At operation <NUM>, in response to the detecting of the gesture, the real time video editor causes displaying of the new first frame, where the new first frame is selected based on the duration of the gesture. For example, if the gesture is brief, the sequence of frames being captured is rewound just a few frames back. If the gesture is longer, the sequence of frames is rewound further back. In some examples, the real time video editor may use, in addition to or instead of the duration, other characteristics of the gesture, such as speed, acceleration, and so on. The time stamp of the new first frame indicates a point in time prior to a time when the gesture was detected.

<FIG> is a diagrammatic representation <NUM> of a of a rewind action imitation in a camera view user interface, in accordance with some examples. In <FIG>, the curved arrow pointing right and the stylized picture of a hand with a pointing finger, identified by reference numeral <NUM>, are not part of the camera view UI, but rather a visualization of a swiping left to right swiping gesture. Compared to <FIG>, the stylized picture of a hand in <FIG> has a finger pointing to the right, which is a visualization of the ending of the gesture duration. Furthermore, while in <FIG>, which is a visualization of one of the earlier frames with respect to commencement of the video recording, the output of a digital sensor of the camera in area <NUM> shows an empty sky with clouds, while in <FIG> the corresponding area <NUM> shows two planes, which is a visualization of an event that a user may have been expecting and wishing to capture in a video. In <FIG>, frame <NUM> shows one plane, while frames <NUM> and <NUM> show just clouds, which is a visualization of the event of interest - arrival of the first plane in the sky - that occurred contemporaneously with capturing of frame <NUM>. The real time video editing methodology described herein permits a user to "rewind" the video in real time, while the recording session is still in progress, and set the new starting point for the video, e.g., starting with the frame <NUM>.

In some examples, subsequent to the displaying a new first frame from the sequence of frames in the camera view UI, and while the video recording process is still in progress, the real time video editor obtains from a user a selection or confirmation to identify the new first frame as a new starting point of the video recording process. The obtaining of the selection may be in the form of a presentation of a user selectable element overlaid over the new first frame presented in the camera view UI. In order to make the new first frame a new starting point of the video that would result from the video recording process, the real time video editor may be configured to discard frames with time stamps indicating time prior to the time stamp of the new first frame (in other words, starting with the new first frame).

At operation <NUM>, in response to ending or stopping of the video recording process, the real time vide editor generates a video file using frames captured during the video recording process, starting with the new first frame except for frames with time stamps indicating earlier time than the time stamp of the new first frame. The ending of the video recording process may be in response to a further activation of a shutter user selectable element in a camera view UI.

<FIG> is a diagrammatic representation of the machine <NUM> within which instructions <NUM> (e.g., software, a program, an application, an applet, an app, or other executable code) for causing the machine <NUM> to perform any one or more of the methodologies discussed herein may be executed. For example, the instructions <NUM> may cause the machine <NUM> to execute any one or more of the methods described herein. The instructions <NUM> transform the general, non-programmed machine <NUM> into a particular machine <NUM> programmed to carry out the described and illustrated functions in the manner described. The machine <NUM> may operate as a standalone device or may be coupled (e.g., networked) to other machines. In a networked deployment, the machine <NUM> 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 <NUM> 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 <NUM>, sequentially or otherwise, that specify actions to be taken by the machine <NUM>. Further, while only a single machine <NUM> is illustrated, the term "machine" shall also be taken to include a collection of machines that individually or jointly execute the instructions <NUM> to perform any one or more of the methodologies discussed herein. The machine <NUM>, for example, may comprise the client device <NUM> or any one of a number of server devices forming part of the messaging server system <NUM>. In some examples, the machine <NUM> may also comprise both client and server systems, with certain operations of a particular method or algorithm being performed on the server-side and with certain operations of the particular method or algorithm being performed on the client-side.

The machine <NUM> may include processors <NUM>, memory <NUM>, and input/output I/O components <NUM>, which may be configured to communicate with each other via a bus <NUM>. In an example, the processors <NUM> (e.g., a Central Processing Unit (CPU), a Reduced Instruction Set Computing (RISC) Processor, a Complex Instruction Set Computing (CISC) Processor, a Graphics Processing Unit (GPU), a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Radio-Frequency Integrated Circuit (RFIC), another processor, or any suitable combination thereof) may include, for example, a processor <NUM> and a processor <NUM> that execute the instructions <NUM>. The term "processor" is intended to include multi-core processors that may comprise two or more independent processors (sometimes referred to as "cores") that may execute instructions contemporaneously. Although <FIG> shows multiple processors <NUM>, the machine <NUM> may include a single processor with a single-core, a single processor with multiple cores (e.g., a multi-core processor), multiple processors with a single core, multiple processors with multiples cores, or any combination thereof.

The I/O components <NUM> 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 <NUM> 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 <NUM> may include many other components that are not shown in <FIG>. In various examples, the I/O components <NUM> may include user output components <NUM> and user input components <NUM>. The user output components <NUM> may include visual components (e.g., a display such as a plasma display panel (PDP), a lightemitting 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 components1026 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.

The environmental components <NUM> include, for example, one or more 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.

With respect to cameras, the client device <NUM> may have a camera system comprising, for example, front facing cameras on a front surface of the client device <NUM> and rear cameras on a rear surface of the client device <NUM>. The front facing cameras may, for example, be used to capture still images and video of a user of the client device <NUM> (e.g., "selfies"), which may then be augmented with augmentation data (e.g., filters) described above. In the examples where the front facing camera is used with a viewfinder ring flash described herein, the user has the ability to use augmented reality face filters in low light conditions, even in complete darkness, as the viewfinder ring flash illuminates the user's face without obscuring the output of the digital image sensor. The rear cameras may, for example, be used to capture still images and videos in a more traditional camera mode, with these images similarly being augmented with augmentation data. In addition to front and rear cameras, the client device <NUM> may also include a <NUM>° camera for capturing <NUM>° photographs and videos.

Further, the camera system of a client device <NUM> may include dual rear cameras (e.g., a primary camera as well as a depth-sensing camera), or even triple, quad or penta rear camera configurations on the front and rear sides of the client device <NUM>. These multiple cameras systems may include a wide camera, an ultra-wide camera, a telephoto camera, a macro camera and a depth sensor, for example.

The position components <NUM> include location sensor components (e.g., a GPS receiver component), altitude sensor components (e.g., altimeters or barometers that detect air pressure from which altitude may be derived), orientation sensor components (e.g., magnetometers), and the like.

Communication may be implemented using a wide variety of technologies. The I/O components <NUM> further include communication components <NUM> operable to couple the machine <NUM> to a network <NUM> or devices <NUM> via respective coupling or connections. For example, the communication components <NUM> may include a network interface Component or another suitable device to interface with the network <NUM>. In further examples, the communication components <NUM> 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 <NUM> may be another machine or any of a wide variety of peripheral devices (e.g., a peripheral device coupled via a USB).

For example, the communication components <NUM> may include Radio Frequency Identification (RFID) tag reader components, NFC smart tag detection components, optical reader components (e.g., an optical sensor to detect onedimensional bar codes such as Universal Product Code (UPC) bar code, multi-dimensional bar codes such as Quick Response (QR) code, Aztec code, Data Matrix, Dataglyph, MaxiCode, PDF410, Ultra Code, UCC RSS-2D bar code, and other optical codes), or acoustic detection components (e.g., microphones to identify tagged audio signals).

The instructions <NUM> may be transmitted or received over the network <NUM>, using a transmission medium, via a network interface device (e.g., a network interface component included in the communication components <NUM>) and using any one of several well-known transfer protocols (e.g., hypertext transfer protocol (HTTP)). Similarly, the instructions <NUM> may be transmitted or received using a transmission medium via a coupling (e.g., a peer-to-peer coupling) to the devices <NUM>.

"Component" refers to a device, physical entity, or logic having boundaries defined by function or subroutine calls, branch points, APIs, or other technologies that provide for the partitioning or modularization of particular processing or control functions. Components may be combined via their interfaces with other components to 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 example 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 processor. Once configured by such software, hardware components become specific machines (or specific components of a machine) uniquely tailored to perform the configured functions and are no longer general-purpose processors. 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 "hardwareimplemented 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 special-purpose processor, the general-purpose processor may be configured as respectively different special-purpose processors (e.g., comprising different hardware components) at different times. Software accordingly configures a particular processor or processors, for example, to constitute a particular hardware component at one instance of time and to constitute a different hardware component at a different instance of time. Hardware components can provide information to, and receive information from, other hardware components. Accordingly, the described hardware components may be regarded as being communicatively coupled. Where multiple hardware components exist contemporaneously, communications may be achieved through signal transmission (e.g., over appropriate circuits and buses) between or among two or more of the hardware components. In 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). 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" refers 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. 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 example 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 example examples, the processors or processor-implemented components may be distributed across a number of geographic locations.

Thus, the terms include both storage devices/media and carrier waves" modulated data signals.

Claim 1:
A method comprising:
commencing (<NUM>) a video recording process by a camera of a client device, the video recording process producing a sequence of frames, each frame from the sequence of frames associated with a time stamp;
while the video recording process is in progress, detecting (<NUM>) a gesture directed at a camera view user interface (UI) displayed at the client device;
in response to the detecting of the gesture, causing (<NUM>) displaying of a new first frame from the sequence of frames in the camera view UI, based on duration of the gesture, a time stamp of the new first frame indicating time prior to a time when the gesture was detected; and
in response to ending of the video recording process, generating (<NUM>) a video file using frames captured during the video recording process, except for frames with time stamps indicating earlier time than the time stamp of the new first frame.