Patent Description:
Electronic messaging, particularly instant messaging, continues to grow globally in popularity. Users are quickly able to share with one another electronic media content items including text, electronic images, audio, and video instantly.

With the increasing number of users on social networking systems, each user also has a growing network of individuals that she follows. Therefore, in order to maintain the user's engagement on social networking systems, it is paramount that the systems have the ability to present to each user the media content items that are most interesting or relevant to her. In addition to the need to curate the media content items, the social networking systems are also presented with the challenge of providing a graphical user interface that captivates the user's attention and allows her to view the curated media content items and further interact the network of individuals that she follows.

<CIT> describes systems, devices, methods, media, and instructions for automated image processing and content curation.

<CIT> describes systems, methods, and non-transitory computer-readable media that can identify one or more objects depicted in a camera view of a camera application displayed on a display of a user device.

In messaging systems, users are connected to a variety of other users with whom they have different levels and types of relationships. For example, a user can be connected to a group of his close friends as well as his co-workers, acquaintances as well as people he does not know outside of the messaging system.

Embodiments of the present disclosure improve the functionality of electronic messaging software and systems by recognizing that the user may want to share media content items with one group of users (e.g., close friends) and not with the rest of the users he is connected to on the messaging system. Specifically, the embodiments of the present disclosure generates invitation media overlay that are used to invite one or more selected users (e.g., recipients) to join a private group that have access to a private collection of media content items (e.g., images, pictures, text, video, audio, etc.) generated by the user (e g. , the sender). When recipients receives a media content item with the invitation media overlay from the sender, the recipients are more inclined to continue engaging with the messaging system and send a response to the sender when the media content item that he received appears to be a direct personal message and allows him to join the private group.

<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 message content, client device information, geolocation information, media augmentation and overlays, message content persistence conditions, social network information, and live event information, as examples. Data exchanges within the messaging system <NUM> are invoked and controlled through functions available via user interfaces (UIs) of the messaging client <NUM>.

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>. 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>.

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 relationships 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 server-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>, a map system <NUM>, and a game system <NUM>.

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. 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>. In one embodiment, the collection management system <NUM> can be responsible for managing a private collection of media content items that can only be viewed by a group of users in the messaging system that are selected by the creator of the private collection. In one embodiment, the private collection of media content items can only be modified by the creator. For example, the collection management system <NUM> only processes and implements modifications such as adding, deleting, or editing the media content items included in the private collection that are received from the creator's client device <NUM>. The private collection can also be a "private story" such that the private collection be made available for a specified time period, that is enforced by the ephemeral timer system <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>. For example, the media overlay may include text or image that can be overlaid on top of a photograph taken by 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 one embodiment, the augmentation system <NUM> generates the invitation media overlays for the private collection of media content items. The invitation overlay can include a text that identifies the private collection of media content items. The invitation overlay can also include an avatar of associated with the user that created the private collection.

In some examples, the augmentation system <NUM> provides a user-based publication platform that enables users to select a geolocation on a map and upload content associated with the selected geolocation. The user may also specify circumstances under which a particular media overlay should be offered to other users. The augmentation system <NUM> generates a media overlay that includes the uploaded content and associates the uploaded content with the selected geolocation.

In other examples, the augmentation system <NUM> provides a merchant-based publication platform that enables merchants to select a particular media overlay associated with a geolocation via a bidding process. For example, the augmentation system <NUM> associates the media overlay of the highest bidding merchant with a corresponding geolocation for a predefined amount of time.

The map system <NUM> provides various geographic location functions and supports the presentation of map-based media content and messages by the messaging client <NUM>. For example, the map system <NUM> enables the display of user icons or avatars (e.g., stored in profile data <NUM>) on a map to indicate a current or past location of "friends" of a user, as well as media content (e.g., collections of messages including photographs and videos) generated by such friends, within the context of a map. For example, a message posted by a user to the messaging system <NUM> from a specific geographic location may be displayed within the context of a map at that particular location to "friends" of a specific user on a map interface of the messaging client <NUM>. A user can furthermore share his or her location and status information (e.g., using an appropriate status avatar) with other users of the messaging system <NUM> via the messaging client <NUM>, with this location and status information being similarly displayed within the context of a map interface of the messaging client <NUM> to selected users.

The game system <NUM> provides various gaming functions within the context of the messaging client <NUM>. The messaging client <NUM> provides a game interface providing a list of available games that can be launched by a user within the context of the messaging client <NUM> and played with other users of the messaging system <NUM>. The messaging system <NUM> further enables a particular user to invite other users to participate in the play of a specific game, by issuing invitations to such other users from the messaging client <NUM>. The messaging client <NUM> also supports both the voice and text messaging (e.g., chats) within the context of gameplay, provides a leaderboard for the games, and also supports the provision of in-game rewards (e.g., coins and items).

<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 object-oriented 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. 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.

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 username, telephone number, address, settings (e.g., notification and privacy settings), as well as a user-selected avatar representation (or collection of such avatar representations). A particular user may then selectively include one or more of these avatar representations within the content of messages communicated via the 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.

Where the entity is a group, the profile data <NUM> for the group may similarly include one or more avatar representations associated with the group, in addition to the group name, members, and various settings (e.g., notifications) for the relevant group.

The database <NUM> also stores augmentation data, such as overlays or filters, 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>).

Filters, in one example, are overlays that are displayed as overlaid on an image or video during presentation to a recipient user. Filters may be of various types, including user-selected filters from a set of filters presented to a sending user by the messaging client <NUM> when the sending user is composing a message. The user-selected filters can include an invitation media overlay that is associated with a private collection of media content items.

Other types of filters include geolocation filters (also known as geo-filters), which may be presented to a sending user based on geographic location. For example, geolocation filters specific to a neighborhood or special location may be presented within a user interface by the messaging client <NUM>, based on geolocation information determined by a Global Positioning System (GPS) unit of the client device <NUM>.

Another type of filter is a data filter, which may be selectively presented to a sending user by the messaging client <NUM>, based on other inputs or information gathered by the client device <NUM> during the message creation process. Examples of data filters include current temperature at a specific location, a current speed at which a sending user is traveling, battery life for a client device <NUM>, or the current time.

Other augmentation data that may be stored within the image table <NUM> includes augmented reality content items (e.g., corresponding to applying lenses or augmented reality experiences). An augmented reality content item may be a real-time special effect and sound that may be added to an image or a video.

As described above, augmentation data includes augmented reality content items, overlays, image transformations, AR images, and similar terms refer to modifications that may be applied to image data (e.g., videos or images). This includes real-time modifications, which modify an image as it is captured using device sensors (e.g., one or multiple cameras) of a client device <NUM> and then displayed on a screen of the client device <NUM> with the modifications. This also includes modifications to stored content, such as video clips in a gallery that may be modified. For example, in a client device <NUM> with access to multiple augmented reality content items, a user can use a single video clip with multiple augmented reality content items to see how the different augmented reality content items will modify the stored clip. For example, multiple augmented reality content items that apply different pseudorandom movement models can be applied to the same content by selecting different augmented reality content items for the content. Similarly, real-time video capture may be used with an illustrated modification to show how video images currently being captured by sensors of a client device <NUM> would modify the captured data. Such data may simply be displayed on the screen and not stored in memory, or the content captured by the device sensors may be recorded and stored in memory with or without the modifications (or both). In some systems, a preview feature can show how different augmented reality content items will look within different windows in a display at the same time. This can, for example, enable multiple windows with different pseudorandom animations to be viewed on a display at the same time.

Data and various systems using augmented reality content items or other such transform systems to modify content using this data can thus involve detection of objects (e.g., faces, hands, bodies, cats, dogs, surfaces, objects, etc.), tracking of such objects as they leave, enter, and move around the field of 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. Some examples may involve generating a three-dimensional 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 examples, 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 examples, neural network analysis of video frames may be used to place images, models, or textures in content (e.g., images or frames of video). Augmented reality content items thus refer both to the images, models, and textures used to create transformations in content, as well as to additional modeling and analysis information needed to achieve such transformations with object detection, tracking, and placement.

Real-time video processing can be performed with any kind of video data (e.g., video streams, video files, etc.) saved in a memory of a computerized system of any kind. For example, a user can load video files and save them in a memory of a device or can generate a video stream using sensors of the device. Additionally, any objects can be processed using a computer animation model, such as a human's face and parts of a human body, animals, or non-living things such as chairs, cars, or other objects.

In some examples, when a particular modification is selected along with content to be transformed, elements to be transformed are identified by the computing device, and then detected and tracked if they are present in the frames of the video. The elements of the object are modified according to the request for modification, thus transforming the frames of the video stream. Transformation of frames of a video stream can be performed by different methods for different kinds of transformation. For example, for transformations of frames mostly referring to changing forms of object's elements characteristic points for each element of an object are calculated (e.g., using an Active Shape Model (ASM) or other known methods). Then, a mesh based on the characteristic points is generated for each of the at least one element of the object. This mesh used in the following stage of tracking the elements of the object in the video stream. In the process of tracking, the mentioned mesh for each element is aligned with a position of each element. Then, additional points are generated on the mesh. A first set of first points is generated for each element based on a request for modification, and a set of second points is generated for each element based on the set of first points and the request for modification. Then, the frames of the video stream can be transformed by modifying the elements of the object on the basis of the sets of first and second points and the mesh. In such method, a background of the modified object can be changed or distorted as well by tracking and modifying the background.

In some examples, transformations changing some areas of an object using its elements can be performed by calculating characteristic points for each element of an object and generating a mesh based on the calculated characteristic points. Points are generated on the mesh, and then various areas based on the points are generated. The elements of the object are then tracked by aligning the area for each element with a position for each of the at least one element, and properties of the areas can be modified based on the request for modification, thus transforming the frames of the video stream. Depending on the specific request for modification properties of the mentioned areas can be transformed in different ways. Such modifications may involve changing color of areas; removing at least some part of areas from the frames of the video stream; including one or more new objects into areas which are based on a request for modification; and modifying or distorting the elements of an area or object. In various embodiments, any combination of such modifications or other similar modifications may be used. For certain models to be animated, some characteristic points can be selected as control points to be used in determining the entire state-space of options for the model animation.

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

In other examples, other methods and algorithms suitable for face detection can be used. For example, in some embodiments, features are located using a landmark, which represents a distinguishable point present in most of the images under consideration. For facial landmarks, for example, the location of the left eye pupil may be used. If an initial landmark is not identifiable (e.g., if a person has an eyepatch), secondary landmarks may be used. Such landmark identification procedures may be used for any such objects. In some examples, a set of landmarks forms a shape. Shapes can be represented as vectors using the coordinates of the points in the shape. One shape is aligned to another with a similarity transform (allowing translation, scaling, and rotation) that minimizes the average Euclidean distance between shape points. The mean shape is the mean of the aligned training shapes.

In some examples, a search for landmarks from the mean shape aligned to the position and size of the face determined by a global face detector is started. Such a search then repeats the steps of suggesting a tentative shape by adjusting the locations of shape points by template matching of the image texture around each point and then conforming the tentative shape to a global shape model until convergence occurs. In some systems, individual template matches are unreliable, and the shape model pools the results of the weak template matches to form a stronger overall classifier. The entire search is repeated at each level in an image pyramid, from coarse to fine resolution.

A transformation system can capture an image or video stream on a client device (e.g., the client device <NUM>) and perform complex image manipulations locally on the client device <NUM> while maintaining a suitable user experience, computation time, and power consumption. The complex image manipulations may include size and shape changes, emotion transfers (e.g., changing a face from a frown to a smile), state transfers (e.g., aging a subject, reducing apparent age, changing gender), style transfers, graphical element application, and any other suitable image or video manipulation implemented by a convolutional neural network that has been configured to execute efficiently on the client device <NUM>.

In some examples, a computer animation model to transform image data can be used by a system where a user may capture an image or video stream of the user (e.g., a selfie) using a client device <NUM> having a neural network operating as part of a messaging client application <NUM> operating on the client device <NUM>. The transformation system operating within the messaging client <NUM> determines the presence of a face within the image or video stream and provides modification icons associated with a computer animation model to transform image data, or the computer animation model can be present as associated with an interface described herein. The modification icons include changes that may be the basis for modifying the user's face within the image or video stream as part of the modification operation. Once a modification icon is selected, the transform system initiates a process to convert the image of the user to reflect the selected modification icon (e.g., generate a smiling face on the user). A modified image or video stream may be presented in a graphical user interface displayed on the client device <NUM> as soon as the image or video stream is captured, and a specified modification is selected. The transformation system may implement a complex convolutional neural network on a portion of the image or video stream to generate and apply the selected modification. That is, the user may capture the image or video stream and be presented with a modified result in real-time or near real-time once a modification icon has been selected. Further, the modification may be persistent while the video stream is being captured, and the selected modification icon remains toggled. Machine taught neural networks may be used to enable such modifications.

The graphical user interface, presenting the modification performed by the transform system, may supply the user with additional interaction options. Such options may be based on the interface used to initiate the content capture and selection of a particular computer animation model (e.g., initiation from a content creator user interface). In various embodiments, a modification may be persistent after an initial selection of a modification icon. The user may toggle the modification on or off by tapping or otherwise selecting the face being modified by the transformation system and store it for later viewing or browse to other areas of the imaging application. Where multiple faces are modified by the transformation system, the user may toggle the modification on or off globally by tapping or selecting a single face modified and displayed within a graphical user interface. In some embodiments, individual faces, among a group of multiple faces, may be individually modified, or such modifications may be individually toggled by tapping or selecting the individual face or a series of individual faces displayed within the graphical user interface.

A story table <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.

A collection may also constitute a "live story," which is a collection of content from multiple users that is created manually, automatically, or using a combination of manual and automatic techniques. For example, a "live story" may constitute a curated stream of user-submitted content from varies locations and events. Users whose client devices have location services enabled and are at a common location event at a particular time may, for example, be presented with an option, via a user interface of the messaging client <NUM>, to contribute content to a particular live story. The live story may be identified to the user by the messaging client <NUM>, based on his or her location. The end result is a "live story" told from a community perspective.

A further type of content collection is known as a "location story," which enables a user whose client device <NUM> is located within a specific geographic location (e.g., on a college or university campus) to contribute to a particular collection. In some examples, a contribution to a location story may require a second degree of authentication to verify that the end user belongs to a specific organization or other entity (e.g., is a student on the university campus).

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>. Similarly, the image table <NUM> stores image data 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 "in-transit" or "in-flight" data of the client device <NUM> or the application servers <NUM>. 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>.

Although the described flowcharts can show operations as a sequential process, many of the operations can be performed in parallel or concurrently. A process is terminated when its operations are completed. A process may correspond to a method, a procedure, an algorithm, etc. The operations of methods may be performed in whole or in part, may be performed in conjunction with some or all of the operations in other methods, and may be performed by any number of different systems, such as the systems described herein, or any portion thereof, such as a processor included in any of the systems.

<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).

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>.

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 ephemeral 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>.

In one embodiment, a first user associated with a first client device <NUM> can generate a private collection of media content items (e.g., a private story) that is shared with only a select group of users (e.g., close friends). To invite the users to j oin a group that can view his private story, an invitation media overlay (e.g., private story sticker) can be overlaid on a media content item that is shared as a "story" to the select group of users or as a direct message to each of users in the select group of users. The select group of users (e.g., recipients) can join the private story by selecting the invitation media overlay.

<FIG> illustrates a process <NUM> of generating invitation media overlays for private collections of media content items in accordance with one embodiment. The operations of process <NUM> may be performed by any number of different systems, such as the messaging server <NUM> or the messaging client <NUM> described herein, or any portion thereof, such as a processor included in any of the systems.

At operation <NUM>, the processor receives a first media content item from a first client device <NUM> that is associated with a first user. The media content item can be images, pictures, videos, text, or any combination thereof. The first user can capture the media content item using a camera included in the first client device <NUM>. <FIG> illustrates user interface <NUM> that can be displayed on the first client device <NUM>. The media content item <NUM> as shown in <FIG> is a picture or photograph of a cat. The user interface <NUM> also includes a sticker menu icon <NUM>. When the first user selects the sticker menu icon <NUM>, the user interface <NUM> in <FIG> is displayed by the first client device <NUM>. The user interface <NUM> includes different media overlays that can be applied to augment the media content item <NUM>.

At operation <NUM>, the processor receives from the first client device <NUM> a selection of an invitation media overlay to be applied to the first media content item. The invitation media overlay can be associated with a private collection of media content items. In user interface <NUM> in <FIG>, the invitation media overlay selectable item <NUM> is a selectable item included in the plurality of media overlays that are available to the first user to apply to the media content item <NUM>. In this embodiment, when the first user selects the invitation media overlay selectable item <NUM>, the processor receives from the first client device <NUM> the selection of the invitation media overlay. The invitation media overlay selectable item <NUM> is associated with an invitation media overlay that invites a recipient user to a join a collection of media content items (e.g., a story). The collection can be a private collection such that only the first user who is the creator of the private collection can edit the private collection.

In one embodiment, the processor can cause a privacy selectable item to be displayed by the first client device <NUM>. The processor can also cause a text input item to be displayed by the first client device <NUM>. As shown in <FIG>, in response to the selection of the invitation media overlay selectable item <NUM>, a user interface <NUM> can be displayed by the first client device <NUM>. The user interface <NUM> can include a text input item <NUM>, a privacy selectable item <NUM>, and a shared selectable item <NUM>.

When the first user selects the privacy selectable item <NUM>, the processor receives a selection of the privacy selectable item <NUM> from the first client device <NUM>. In response to receiving the selection of the privacy selectable item <NUM> from the first client device <NUM>, the processor establishes that the private collection of media content items can only be modified by the first client device <NUM>.

When the first user selects the shared selectable item <NUM>, the processor receives the selection of the shared selectable item <NUM> from the first client device <NUM> and establishes that the collection of media content items is a shared collection of media content items. The shared collection of media content items can be modified other users such as the selected users in the group.

As shown in <FIG>, the privacy selectable item <NUM>, and the shared selectable item <NUM> can be radio buttons that can be selected. In other embodiments, the privacy selectable item <NUM>, and the shared selectable item <NUM> can be selectable items such as text, links, icons, images, etc..

The processor can also receive a text from the first client device <NUM> via the text input item <NUM> in user interface <NUM>. As shown in <FIG>, the user interface <NUM> that can be displayed by the first client device <NUM> illustrates that the first user has input the text "Justines Cat" in text input item <NUM>. The text can be the title associated with the private collection of media content items.

At operation <NUM>, the processor generates a modified first media content item by overlaying the invitation media overlay on the first media content item.

In <FIG>, the user interface <NUM> that can be displayed by the first client device <NUM> is shown. Once the text "Justines Cat" is input by the first user in text input item <NUM> and the privacy selectable item <NUM> is selected, the user interface <NUM> is caused to be displayed by the first client device <NUM> which includes the modified media content item <NUM>. As shown in <FIG>, the modified media content item <NUM> includes the invitation media overlay <NUM> that is overlaid on the media content item <NUM>. The invitation media overlay <NUM> can include the text that is input in the text input item <NUM> (e.g., "Justines Cat"). In one embodiment, the invitation media overlay <NUM> can also comprise an icon that includes an avatar of the creator of the private collection (e.g., the first user). To indicate that the story or collection is a private collection, the icon can also include an image of a lock as shown in invitation media overlay <NUM>.

At operation <NUM>, the processor generates the private collection of media content items. The private collection of media content items comprises the modified first media content item (e.g., modified media content item <NUM>). In one embodiment, the private collection of media content items includes a plurality of media content items received from the first client device <NUM>. In one embodiment, the processor receives a second media content item from the first client device <NUM>.

At operation <NUM>, the processor receives from the first client device <NUM> a selection of a second user associated with a second client device <NUM>. The second user is selected by the first user to be included in the select group of users (e.g., private group) that can view the private collection. The private group can include one or more users associated with one or more client devices <NUM>.

At operation <NUM>, the processor causes the modified first media content item to be displayed by the second client device <NUM>.

In one embodiment, the second client device <NUM> can receive the modified first modified media content item <NUM> as a story or collection. For example, the processor can cause the second client device <NUM> to display a story icon associated with this modified media content item <NUM> from the first user. The first user's private collection's story icon can be included in a plurality of story icons associated with a plurality of users that are connected to the second user (e.g., second user's connections or friends) on the messaging system <NUM>. In this embodiment, the modified media content item <NUM> from the first user is broadcast to the users in the private group as a story that is available for a limited amount of time. When the second user selects the first user's private collection's story icon, the user interface <NUM> in <FIG> can be displayed by the second client device <NUM>. The user interface <NUM> includes the modified media content item <NUM> with the invitation media overlay <NUM>. The user interface <NUM> also includes the invitation response selectable item <NUM>. The second user can select either the invitation media overlay <NUM> or the invitation response selectable item <NUM> to join the private story or collection (e.g., "Justines Cat"). In other words, the second user can join the private group that has access to view this private collection of media content items.

When the second user selects the invitation media overlay <NUM>, at operation <NUM>, the processor receives a selection of the invitation media overlay from the second client device <NUM>. In one embodiment, when the second user selects the invitation response selectable item <NUM>, the processor causes the user interface <NUM> to be displayed on the second client device <NUM> as shown in <FIG>. The user interface <NUM> includes the invitation details display <NUM> that can be a pop-up or scroll up notification that is overlaid on the user interface <NUM>. The invitation details display <NUM> can include the information included in the invitation media overlay <NUM> such as the text (e.g., "Justines Cat") and the icon with the first user's avatar. The invitation details display <NUM> can also include text that invites the second user to join the story or collection. For example, the text can indicate that the first user invites the second user to view the private collection of media content items (e.g., "Justine invited you to see her private story!"). The invitation details display <NUM> also includes an invitation details response selectable item <NUM>. The second user can select the invitation details response selectable item <NUM> to respond to the invitation to join the private story. In one embodiment, the processor can also receive the selection of the invitation media overlay from the second client device <NUM> in operation <NUM> when the second user selects the invitation details response selectable item <NUM>.

In another embodiment, the second client device <NUM> can receive the modified first modified media content item <NUM> as a direct message from the first client device <NUM>. When the modified media content item <NUM> is received as a direct message, the user interface <NUM> in <FIG> can be displayed by the second client device <NUM>. The user interface <NUM> comprises the message notifications that correspond to messages received from the first user (e.g., Justine). The message notifications include the direct message notification <NUM> and direct message invitation selectable item <NUM>. When the second user selects the direct message notification <NUM>, the user interface <NUM> including the modified media content item <NUM> can be displayed by the second client device <NUM>. Alternatively, when the second user selects the direct message invitation selectable item <NUM>, the user interface <NUM> can be displayed on the second client device <NUM>. The user interface <NUM> includes the invitation details display <NUM> that is overlaid on the user interface <NUM>. The invitation details display <NUM> in user interface <NUM> can also include the invitation details response selectable item <NUM>.

At operation <NUM>, the processor causes the private collection of media content items to be displayed by the second client device <NUM>. In one embodiment, the private collection is broadcast to the users in the private group as a story that is available for a limited amount of time. In one embodiment, the second client device <NUM> can receive a story notification associated with the private collection. The story notification indicates to the second user that the private collection includes media content items that has not yet been viewed by the second user.

When the first user adds a second media content item to the private collection, the processor can receive the second media content item from the first client device <NUM> and update the private collection of media content items to comprise the second media content item. The processor can also cause the updated private collection of media content items to be displayed by the second client device <NUM>.

<FIG> illustrates the user interface <NUM> displayed on a client device <NUM> in accordance with one embodiment. The user interface <NUM> can be displayed on the first client device <NUM> that is creating a media content item for the private collection. The media content item <NUM> can be an image, a photograph, an audio recording, a video, a text, or any combination thereof. The media content item <NUM> can be captured by the first client device <NUM> using a camera included in the first client device <NUM> or coupled to the first client device <NUM>. The user interface <NUM> includes the media content item <NUM> and a plurality of icons that are used to augment the media content item <NUM> with text, audio, edits, drawings, animations, stickers, special effects, etc. The sticker menu icon <NUM> is one of the plurality of icons in the user interface <NUM>. The sticker menu icon <NUM> is used to activate the sticker menu user interface <NUM>.

<FIG> illustrates the user interface <NUM> displayed on a client device <NUM> in accordance with one embodiment. The user interface <NUM> can be displayed on the first client device <NUM> that is creating a media content item for the private collection. The user interface <NUM> includes different media overlays that can be applied to augment the media content item <NUM>. The media overlays can include a plurality of images (e.g., stickers) that can be static or animated (e.g., images of cat, bear, snail, turtle, etc.). The media overlays can also include the invitation media overlay selectable item <NUM>. The invitation media overlay selectable item <NUM> is associated with a sticker that invites a recipient user to join a collection of media content items. In one embodiment, the sticker is a private story sticker that invites the recipient to join a private collection of media content items.

<FIG> illustrates the user interface <NUM> displayed on the first client device <NUM> in accordance with one embodiment. User interface <NUM> includes the text input item <NUM>, the privacy selectable item <NUM>, and the shared selectable item <NUM>. The text input item <NUM> can receive a text that is input by the first user that is the title of the private collection or story. The text can also be included in the private story sticker (e.g., invitation media overlay <NUM>) being generated.

The first user has the alternative to select the privacy selectable item <NUM> or the shared selectable item <NUM>. Selecting the privacy selectable item <NUM> causes the story to be a private collection such that only the first user has the permission to modify the private collection and the contents of the private collection. Selecting the shared selectable item <NUM> causes the story to be a shared collection such that the users in the private group are able to modify the shared collection and the contents of the shared collection.

<FIG> illustrates the user interface <NUM> displayed on the first client device <NUM> in accordance with one embodiment. The user interface <NUM> illustrates the first user inputting the title of the private collection in the text input item <NUM> (e.g., "Justines Cat"), which is also the text in the invitation media overlay <NUM>.

<FIG> illustrates the user interface <NUM> displayed on the first client device <NUM> in accordance with one embodiment. Once the text is inputted in text input item <NUM> in user interface <NUM> and the privacy selectable item <NUM> is selected to generate the invitation media overlay <NUM>, the user interface <NUM> is caused to be displayed on the first client device <NUM>. The user interface <NUM> comprises the modified media content item <NUM> that includes the invitation media overlay <NUM> overlaid on the media content item <NUM>.

<FIG> illustrates the user interface <NUM> displayed on the first client device <NUM> in accordance with one embodiment.

User interface <NUM> illustrates when the first user is generating a media content item that is to be added to an existing private collection. When the first user input a portion of text in text input item <NUM> (e.g., "sna"), a plurality of collection selectable items <NUM> that have titles that include that portion of text are displayed in user interface <NUM> (e.g., "Snack", "Snap Doggies", etc.).

In another example, if the first user input a portion of text "Justine", a collection selectable item associated with the private collection (e.g., "Justines Cat") can appear in the plurality of collection selectable items <NUM> in user interface <NUM>. In this example, the first user can add an additional media content item to the private collection "Justines Cat" by selecting the collection selectable item associated with the private collection (e.g., "Justines Cat").

In user interface <NUM>, when the first user selects the collection selectable item "Snack" in the collection selectable items <NUM> and activates the privacy selectable item <NUM>, the user interface <NUM> in <FIG> is caused to be displayed. The user interface <NUM> comprises the modified media content item <NUM> that includes the invitation media overlay <NUM> overlaid on the media content item <NUM>. The invitation media overlay <NUM> includes the text "Snack" and is associated with the private collection titled "Snack".

<FIG> illustrates the user interface <NUM> displayed on the second client device <NUM> in accordance with one embodiment.

The user interface <NUM> is displayed to the second user when the second user receives the modified media content item <NUM> as a story. The modified media content item <NUM> is received as a story when the first client device <NUM> broadcasts the modified media content item <NUM> to the private group and the story is associated with a story icon on each user in the private group's client device <NUM>.

The user interface <NUM> can also be displayed by the second client device <NUM> when the second user activates a direct message notification <NUM> in <FIG> associated with the modified media content item <NUM>.

The user interface <NUM> includes the modified media content item <NUM> with the invitation media overlay <NUM> and invitation response selectable item <NUM>. The second user can activate the invitation media overlay <NUM> or the invitation response selectable item <NUM> to join the private group and gain viewing privileges to the private collection.

When the second user activates the invitation response selectable item <NUM>, the user interface <NUM> in <FIG> is caused to be displayed by the second client device <NUM> in accordance to one embodiment.

The user interface <NUM> comprises invitation details display <NUM> which can be a pop-up or scroll-up notification that is overlaid on the user interface <NUM>. The invitation details display <NUM> can include the information included in the invitation media overlay <NUM> such as the text (e.g., "Justines Cat") and the icon with the first user's avatar. The invitation details display <NUM> can also include text that invites the second user to join the story or collection. For example, the text can indicate that the first user invites the second user to view the private collection of media content items (e.g., "Justine invited you to see her private story!"). The invitation details display <NUM> also includes an invitation details response selectable item <NUM>. The second user can select the invitation details response selectable item <NUM> to respond to the invitation to join the private story.

<FIG> illustrates the user interface <NUM> displayed on the second client device <NUM> in accordance with one embodiment. When the first user sends the first modified media content item <NUM> to the second user as a direct message, the user interface <NUM> is caused to be displayed by the second client device <NUM>. The user interface <NUM> comprises direct message notification <NUM> that is associated with the modified media content item <NUM>. Activation of the direct message notification <NUM> causes the modified media content item <NUM> to be displayed by the second client device <NUM>. In one embodiment, the selection or activation of the direct message notification <NUM> can cause the user interface <NUM> including the modified media content item <NUM> to be displayed.

The user interface <NUM> also comprises the direct message invitation selectable item <NUM> that is associated with the private collection. The direct message invitation selectable item <NUM> can include an icon with the first user's avatar and a text inviting the second user to join the private collection.

When the direct message invitation selectable item <NUM> is activated by the second user, the user interface <NUM> in <FIG> can be displayed by the second client device <NUM> in accordance with one embodiment.

The user interface <NUM> comprises the invitation details display <NUM> which can be a pop-up or scroll-up notification that is overlaid on the user interface <NUM>. The invitation details display <NUM> can include the information included in the invitation media overlay <NUM> such as the text (e.g., "Justines Cat") and the icon with the first user's avatar. The invitation details display <NUM> can also include text that invites the second user to join the story or collection. For example, the text can indicate that the first user invites the second user to view the private collection of media content items (e.g., "Justine invited you to see her private story!"). The invitation details display <NUM> also includes an invitation details response selectable item <NUM>. The second user can select the invitation details response selectable item <NUM> to respond to the invitation to join the private story.

<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><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 light-emitting diode (LED) display, a liquid crystal display (LCD), a projector, or a cathode ray tube (CRT), acoustic components (e.g., speakers), haptic components (e.g., a vibratory motor, resistance mechanisms), other signal generators, and so forth. The user input components <NUM> 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 touch pad, 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 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.

\\lith respect to cameras, the client device <NUM> may have a camera system comprising, for example, front cameras on a front surface of the client device <NUM> and rear cameras on a rear surface of the client device <NUM>. The front 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. 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 one-dimensional bar codes such as Universal Product Code (UPC) bar code, multidimensional bar codes such as Quick Response (QR) code, Aztec code, Data Matrix, Dataglyph, MaxiCode, PDF417, Ultra Code, UCC RSS-2D bar code, and other optical codes), or acoustic detection components (e.g., microphones to identify tagged audio signals).

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>.

The operating system <NUM> manages hardware resources and provides common services. The operating system <NUM> includes, for example, a kernel <NUM>, services <NUM>, and drivers <NUM>. The kernel <NUM>-<NUM> acts as an abstraction layer between the hardware and the other software layers. For example, the kernel <NUM> provides memory management, processor management (e.g., scheduling), component management, networking, and security settings, among other functionality. The services <NUM> can provide other common services for the other software layers. The drivers <NUM> are responsible for controlling or interfacing with the underlying hardware. For instance, the drivers <NUM> can include display drivers, camera drivers, BLUETOOTH® or BLUETOOTH® Low Energy drivers, flash memory drivers, serial communication drivers (e.g., USB drivers), WI-FI® drivers, audio drivers, power management drivers, and so forth.

The libraries <NUM> provide a common low-level infrastructure used by the applications <NUM>. The libraries <NUM> can include system libraries <NUM> (e.g., C standard library) that provide functions such as memory allocation functions, string manipulation functions, mathematic functions, and the like. In addition, the libraries <NUM> can include API libraries <NUM> such as media libraries (e.g., libraries to support presentation and manipulation of various media formats such as Moving Picture Experts Group-<NUM> (MPEG4), Advanced Video Coding (H. <NUM> or AVC), Moving Picture Experts Group Layer-<NUM> (MP3), Advanced Audio Coding (AAC), Adaptive Multi-Rate (AMR) audio codec, Joint Photographic Experts Group (JPEG or JPG), or Portable Network Graphics (PNG)), graphics libraries (e.g., an OpenGL framework used to render in two dimensions (2D) and three dimensions (3D) in a graphic content on a display), database libraries (e.g., SQLite to provide various relational database functions), web libraries (e.g., WebKit to provide web browsing functionality), and the like. The libraries <NUM> can also include a wide variety of other libraries <NUM> to provide many other APIs to the applications <NUM>.

The frameworks <NUM> provide a common high-level infrastructure that is used by the applications <NUM>. For example, the frameworks <NUM> provide various graphical user interface (GUI) functions, high-level resource management, and high-level location services. The frameworks <NUM> can provide a broad spectrum of other APIs that can be used by the applications <NUM>, some of which may be specific to a particular operating system or platform.

In an example, the applications <NUM> may include a home application <NUM>, a contacts application <NUM>, a browser application <NUM>, a book reader application <NUM>, a location application <NUM>, a media application <NUM>, a messaging application <NUM>, a game application <NUM>, and a broad assortment of other applications such as a third-party application <NUM>. The applications <NUM> are programs that execute functions defined in the programs. Various programming languages can be employed to create one or more of the applications <NUM>, structured in a variety of manners, such as object-oriented programming languages (e.g., Objective-C, Java, or C++) or procedural programming languages (e.g., C or assembly language). In a specific example, the third-party application <NUM> (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 be mobile software running on a mobile operating system such as IOS™, ANDROID™, WINDOWS® Phone, or another mobile operating system. In this example, the third-party application <NUM> can invoke the API calls <NUM> provided by the operating system <NUM> to facilitate functionality described herein.

Turning now to <FIG>, there is shown a diagrammatic representation of a processing environment <NUM>, which includes a processor <NUM>, a processor <NUM>, and a processor <NUM> (e.g., a GPU, CPU or combination thereof).

The processor <NUM> is shown to be coupled to a power source <NUM>, and to include (either permanently configured or temporarily instantiated) modules, namely a collection management component <NUM>, an augmentation component <NUM>, and an ephemeral timer component <NUM>. The Collection management component <NUM> operationally generates and manages the private collection of media content items, the augmentation component <NUM> operationally generates the invitation media overlays, and the ephemeral timer component <NUM> operationally manages the access time associated with each of the media content items in the private collection. As illustrated, the processor <NUM> is communicatively coupled to both the processor <NUM> and the processor <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 embodiments, 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 "hardware-implemented component") should be understood to encompass a tangible entity, be that an entity that is physically constructed, permanently configured (e.g., hardwired), or temporarily configured (e.g., programmed) to operate in a certain manner or to perform certain operations described herein. Considering embodiments 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 embodiments in which multiple hardware components are configured or instantiated at different times, communications between such hardware components may be achieved, for example, through the storage and retrieval of information in memory structures to which the multiple hardware components have access. For example, one hardware component may perform an operation and store the output of that operation in a memory device to which it is communicatively coupled. A further hardware component may then, at a later time, access the memory device to retrieve and process the stored output. Hardware components may also initiate communications with input or output devices, and can operate on a resource (e.g., a collection of information). 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 <NUM> 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 embodiments, the processors or processor-implemented components may be located in a single geographic location (e.g., within a home environment, an office environment, or a server farm). In other example embodiments, the processors or processor-implemented components may be distributed across a number of geographic locations.

"Ephemeral message" refers to a message that is accessible for a time-limited duration. An ephemeral message may be a text, an image, a video and the like. The access time for the ephemeral message may be set by the message sender. Alternatively, the access time may be a default setting or a setting specified by the recipient. Regardless of the setting technique, the message is transitory.

Claim 1:
A method comprising:
receiving (<NUM>), by a processor, a first media content item from a first client device, wherein the first client device is associated with a first user;
receiving (<NUM>) from the first client device a selection of an invitation media overlay to be applied to the first media content item, wherein the invitation media overlay is used to invite at least one user to join a private group having access to a private collection of media content items;
generating (<NUM>) a modified first media content item by overlaying the invitation media overlay on the first media content item;
generating (<NUM>) the private collection of media content items that can only be modified by the first client device, wherein the media content items in the private collection are received from the first client device, wherein the private collection of media content items comprises the modified first media content item;
receiving (<NUM>) from the first client device a selection of a second user, wherein a second client device is associated with the second user, wherein the second user is included in the at least one user invited to join the private group;
causing (<NUM>) the modified first media content item to be displayed by the second client device, wherein the modified first media content item that is displayed by the second client device includes the invitation media overlay as a selectable item;
receiving (<NUM>) a selection of the invitation media overlay from the second client device; and
causing (<NUM>) the private collection of media content items to be displayed by the second client device.