Patent Description:
The present disclosure relates generally to facilitating interactions between a messaging client and third-party resources.

The popularity of computer-implemented programs that permit users to access and interact with content and other users online continues to grow. Various computer-implemented applications exist that permit users to share content with other users through messaging clients. Some of such computer-implemented applications, termed apps, can be designed to run on a mobile device such as a phone, a tablet, or a wearable device, while having a backend service provided on a server computer system to perform operations that may require resources greater than is reasonable to perform at a client device (e.g., storing large amounts of data or performing computationally expensive processing). For example, a messaging client and the associated messaging system that hosts a backend for the messaging client may be configured to permit online users to share content. A messaging client according to the present invention includes an embedded web browser, which is termed a web view. A web view is configured to display web content, such as web pages and web applications, from within the messaging client.

Some examples are illustrated by way of example, and not limitation, in the figures of the accompanying drawings in which:.

Examples of the present disclosure seek to improve the functionality of electronic messaging software and systems by enhancing users' experience of engaging with augmented reality (AR) technology. AR technology enhances/augments a user's view of a physical environment, which can be experienced by viewing of the output of the digital image sensor of a camera for example, by adding computer-generated perceptual information. A computer implemented component that provides a particular AR functionality, for example a modification in the form of an overlaid image or animation, is referred to as an AR component, for the purposes of this description. The users' experience of engaging with AR technology is enhanced by permitting users to access functionality of an AR component directly from an application executing in a web view of the messaging client. An application executing in a web view of the messaging client is referred to as a web view application, for the purposes of this description.

The technical problem of facilitating access to an AR component directly from a web view application is addressed by providing a web view AR system configured to load an AR component directly from a web view application. The web view AR system encompass various components that are being engaged in the process of permitting a user to access an AR component directly from a web view application, as well as components that are used in generating content captured using an AR component assessed directly from a web view application, generating a message that includes content captured using an AR component assessed directly from a web view application, as well as components that perform validation of data used in the process of loading the AR component. When an AR component is loaded, the output of a digital image sensor of a camera is augmented with the modification provided by the AR component. For example, an AR component can be configured to detect the head position of the person being captured by the digital image sensor and overlay an image of a party hat over the detected head position, such that the viewer would see the person presented on the camera view screen as wearing the party hat.

In some examples, the web view AR system is engaged when a user activates, from a web view application executing in the messaging client, a user selectable element associated with a deep link that references an AR component. The web view AR system decrypts payload of the deep link to obtain identification of the AR component, performs validation of the identification and of any additional launch data, and launches a camera view user interface (UI) with the AR component loaded in the camera view UI. The camera view UI is displayed by the messaging client and includes graphics referencing the AR component, the output of a digital image sensor of a camera and a user selectable element actionable to capture the output of a digital image sensor of a camera, which is modified by an AR component when the AR component is loaded, or to start and stop video recording.

Some functionality of the web view AR system is provided as part of a Software Development Kit (SDK) that includes Application Programming Interfaces (APIs) that can be called or invoked by the web-based apps. In some examples, the SDK includes an interface that provides support for deep linking into an AR component from a web view application, as well as a method that provides support for passing attributes from a web view application to an AR component. A deep link to an AR component includes an identification of an AR component, optionally arbitrary values, termed launch attributes, to be passed into the AR component at launch from a web view application, and optionally an argument permitting a deep link to the web view application.

Some functionality of the web view AR system is provided as part of the messaging client, specifically, as a bridge method included in a web view interface component responsible for launching and hosting a web view in the messaging client. The web view interface bridges the SDK included in a web view application and a validation service residing at the backend of the messaging client, and also provides launch parameters of an AR component to the camera view UI. For example, the web view interface receives from the SDK a request that includes a deep link to an AR component and passes it to the web view interface, which passes it to the validating service. If validation of parameters included in the deep link is successful, the web view interface converts the identification of the AR component if necessary (for example, from universally unique identifier (UUID) into an identifier internal to the messaging system), unlocks the AR component to make the AR component available for loading in the camera view UI, and loads the AR component in the camera view UI. The validation service residing at the backend of the messaging client is also considered as part of the web view AR system. The camera view UI launched by the web view AR system, in some examples, permits access to a single AR component in order to reduce users' distraction. A user can capture the output of the digital image sensor modified by the AR component and activate a share flow from camera view UI, which may result in communication of the captured content from the messaging client executing at the sender computing device to the messaging client executing at another computing device or in posting the captured content to be available for viewing to at least a subset of users of the messaging system. The web view interface dismisses the camera view UI after at the end of share flow and resumes execution of the web view application at the point at which the web view AR system was engaged from the web application. In some examples, the web application is provided by a distinct entity from the messaging client.

<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> and other applications. Each messaging client <NUM> is communicatively coupled to other instances of the messaging client <NUM> (e.g., hosted on respective other client devices <NUM>), a messaging server system <NUM> and third-party servers <NUM> via a network <NUM> (e.g., the Internet). A messaging client <NUM> can also communicate with locally-hosted applications using Applications Program Interfaces (APIs).

A messaging client <NUM> is able to communicate and exchange data with other messaging clients <NUM> and with the messaging server system <NUM> via the network <NUM>. The data exchanged between messaging clients <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.

Returning to the messaging client <NUM>, features and functions of an external resource (e.g., an application installed on the client device <NUM> or a web view application executing in the web view in the messaging client <NUM>) are made available to a user via an interface of the messaging client <NUM>. The external resource is often provided by a third party but may also be provided by the creator or provider of the messaging client <NUM>. The messaging client <NUM> receives a user selection of an option to launch or access features of such an external resource.

In response to receiving a user selection of the option to launch or access features of the external resource, the messaging client <NUM> determines whether the selected external resource is a web-based external resource or a locally-installed application. In some cases, applications that are locally installed on the client device <NUM> can be launched independently of and separately from the messaging client <NUM>, such as by selecting an icon, corresponding to the application, on a home screen of the client device <NUM>. Small-scale versions of such applications can be launched or accessed via the messaging client <NUM> and, in some examples, no or limited portions of the small-scale application can be accessed outside of the messaging client <NUM>. The small-scale application can be launched by the messaging client <NUM> receiving, from a third-party server <NUM> for example, a markup-language document associated with the small-scale application and processing such a document.

In response to determining that the external resource is a locally installed application, the messaging client <NUM> instructs the client device <NUM> to launch the external resource by executing locally stored code corresponding to the external resource. In response to determining that the external resource is a web-based resource, the messaging client <NUM> communicates with the third-party servers <NUM> (for example) to obtain a markup-language document corresponding to the selected external resource. The messaging client <NUM> then processes the obtained markup-language document to present the web-based external resource within a user interface of the messaging client <NUM>.

The messaging client <NUM> can notify a user of the client device <NUM>, or other users related to such a user (e.g., "friends"), of activity taking place in one or more external resources. For example, the messaging client <NUM> can provide participants in a conversation (e.g., a chat session) in the messaging client <NUM> with notifications relating to the current or recent use of an external resource by one or more members of a group of users. One or more users can be invited to join in an active external resource or to launch a recently-used but currently inactive (in the group of friends) external resource. The external resource can provide participants in a conversation, each using respective messaging clients <NUM>, with the ability to share an item, status, state, or location in an external resource with one or more members of a group of users into a chat session. The shared item may be an interactive chat card with which members of the chat can interact, for example, to launch the corresponding external resource, view specific information within the external resource, or take the member of the chat to a specific location or state within the external resource. Within a given external resource, response messages can be sent to users on the messaging client <NUM>. The external resource can selectively include different media items in the responses, based on a current context of the external resource.

The messaging client <NUM> can present a list of the available external resources to a user to launch or access a given external resource. This list can be presented in a context-sensitive menu. For example, the icons representing different ones of the web view apps can vary based on how the menu is launched by the user (e.g., from a conversation interface or from a non-conversation interface).

Also shown in <FIG> is a developer tools server <NUM>. The developer tools server <NUM> maintains one or more software developer kits (SDKs) that permit users to integrate some of the features provided with the messaging server system across their application, which may be a web view application. These features include permitting access to an AR component directly from a web view application. The functionality provided by the developer tools server <NUM> can be accessed from third party computer systems via a developer portal, which may be accessed via a web browser. A developer portal, in some examples, can be downloaded to a third-party computer system, in which case it may not require the use of a web browser.

<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>, which embodies a number of subsystems that are supported on the client-side by the messaging client <NUM> and on the sever-side by the application servers <NUM>, can be said to host a backend service for the messaging client <NUM>. These subsystems include, for example, an ephemeral timer system <NUM>, a collection management system <NUM>, an augmentation system <NUM>, a map system <NUM>, a game system <NUM>, and an external resource 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. In a further example, a collection may include content, which was generated using an AR component that was loaded directly from a web view application. 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 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 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).

The external resource system <NUM> provides an interface for the messaging client <NUM> to communicate with remote servers (e.g., third-party servers <NUM>) to launch or access external resources, i.e., applications or applets such as the web view application. Each third-party server <NUM> hosts, for example, a markup language (e.g., HTML5) based application or small-scale version of an application (e.g., game, utility, payment, or ride-sharing application). The messaging client <NUM> may launches a web-based resource (e.g., application) by accessing the HTML5 file from the third-party servers <NUM> associated with the web-based resource. In certain examples, applications hosted by third-party servers <NUM> are programmed in JavaScript leveraging a Software Development Kit (SDK) provided by the messaging server <NUM>. The SDK includes Application Programming Interfaces (APIs) with functions that can be called or invoked by the web-based application. As stated above, a web-based resource executing in a web view of the messaging client is referred to as a web view application for the purposes of this description. In certain examples, the messaging server <NUM> includes a JavaScript library that provides a given external resource, a web view application for example, access to certain user data of the messaging client <NUM>. HTML5 is used as an example technology for programming web view apps and games, but applications and resources programmed based on other technologies can be used. In some examples, the SDK includes an interface that provides support for deep linking into an AR component from a web view application, as well as a method that provides support for passing attributes from a web view application to an AR component.

In order to integrate the functions of the SDK into the web-based resource, the SDK is downloaded by a third-party server <NUM> from the messaging server <NUM> or is otherwise received by the third-party server <NUM>. Once downloaded or received, the SDK is included as part of the application code of a web-based external resource. The code of the web-based resource can then call or invoke certain functions of the SDK to integrate features of the messaging client <NUM> into the web-based resource.

The SDK stored on the messaging server <NUM> effectively provides the bridge between an external resource (e.g., a web view app) and the messaging client <NUM>. This provides the user with a seamless experience of communicating with other users on the messaging client <NUM>, while also preserving the look and feel of the messaging client <NUM>. To bridge communications between an external resource and a messaging client <NUM>, in certain examples, the SDK facilitates communication between third-party servers <NUM> and the messaging client <NUM>. In certain examples, a WebViewJavaScriptBridge running on a client device <NUM> establishes two one-way communication channels between an external resource and the messaging client <NUM>. Messages are sent between the external resource and the messaging client <NUM> via these communication channels asynchronously. Each SDK function invocation is sent as a message and callback. Each SDK function is implemented by constructing a unique callback identifier and sending a message with that callback identifier.

By using the SDK, not all information from the messaging client <NUM> is shared with third-party servers <NUM>. The SDK limits which information is shared based on the needs of the external resource. In certain examples, each third-party server <NUM> provides an HTML5 file corresponding to the web-based external resource to the messaging server <NUM>. The messaging server <NUM> can add a visual representation (such as a box art or other graphic) of the web-based external resource in the messaging client <NUM>. Once the user selects the visual representation or instructs the messaging client <NUM> through a GUI of the messaging client <NUM> to access features of the web-based external resource, the messaging client <NUM> obtains the HTML5 file and instantiates the resources necessary to access the features of the web-based external resource.

The messaging client <NUM> presents a graphical user interface (e.g., a landing page or title screen) for an external resource. During, before, or after presenting the landing page or title screen, the messaging client <NUM> determines whether the launched external resource has been previously authorized to access user data of the messaging client <NUM>. In response to determining that the launched external resource has been previously authorized to access user data of the messaging client <NUM>, the messaging client <NUM> presents another graphical user interface of the external resource that includes functions and features of the external resource. In response to determining that the launched external resource has not been previously authorized to access user data of the messaging client <NUM>, after a threshold period of time (e.g., <NUM> seconds) of displaying the landing page or title screen of the external resource, the messaging client <NUM> slides up (e.g., animates a menu as surfacing from a bottom of the screen to a middle of or other portion of the screen) a menu for authorizing the external resource to access the user data. The menu identifies the type of user data that the external resource will be authorized to use. In response to receiving a user selection of an accept option, the messaging client <NUM> adds the external resource to a list of authorized external resources and allows the external resource to access user data from the messaging client <NUM>. In some examples, the external resource is authorized by the messaging client <NUM> to access the user data in accordance with an OAuth <NUM> framework.

The messaging client <NUM> controls the type of user data that is shared with external resources based on the type of external resource being authorized. For example, external resources that include full-scale applications are provided with access to a first type of user data (e.g., only two-dimensional avatars of users with or without different avatar characteristics). As another example, external resources that include small-scale versions of applications (e.g., web-based versions of applications) are provided with access to a second type of user data (e.g., payment information, two-dimensional avatars of users, three-dimensional avatars of users, and avatars with various avatar characteristics). Avatar characteristics include different ways to customize a look and feel of an avatar, such as different poses, facial features, clothing, and so forth.

<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. The payload of a message may include content generated using an AR component that was loaded directly from a web view application. 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's 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 a target media content object, which may be associated with an AR component and used to generate an AR experience for a user, as described above.

Another 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. AR tools may also be used to apply modifications to stored content, such as video clips or still images stored in a gallery. In a client device <NUM> with access to multiple AR tools, a user can apply different AR tools (e.g., by engaging different AR components configured to utilize different AR tools) to a single video clip to see how the different AR tools would modify the same video clip. For example, multiple AR tools that apply different pseudorandom movement models can be applied to the same captured content by selecting different AR tools for the same captured content. Similarly, real-time video capture may be used with an illustrated modification to show how video images currently being captured by a digital image sensor of a camera provided with 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 digital image sensor may be recorded and stored in memory with or without the modifications (or both). A messaging client <NUM> can be configured to include a preview feature that can show how modifications produced by different AR tools will look, within different windows in a display at the same time. This can, for example, permit a user to view multiple windows with different pseudorandom animations presented on a display at the same time.

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 examples, 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.

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 the AR component.

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>. 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 an AR component that was loaded directly from a web view application.

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>.

<FIG> is a flowchart of a method <NUM> for providing integration of web view applications with augmented reality components, in accordance with some examples, directly from a third-party resource. Although the described flowchart 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, and so forth. 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.

In various examples, some or all processing logic resides at the messaging system <NUM> that embodies a number of subsystems, which may be supported on the client-side by the messaging client <NUM>, and on the sever-side by the application servers <NUM>. The method <NUM> commences at operation <NUM>, a web view application is loaded in the messaging client executing at a sender computing device. The web view application includes the SDK configured to facilitate access to an AR component directly from the web application. The web view may include a user selectable element actionable to request that the AR component is loaded in the camera view UI of the messaging client. For the purposes of this disclosure, an event associated with activation of the user selectable element actionable to request that the AR component is loaded in the camera view UI is referred to as a camera share trigger event. At operation <NUM>, the SDK included in the web view application detects a camera share trigger event and communicates the request to the bridge method included in the web view interface component responsible for launching and hosting a web view in the messaging client. The web view interface component communicates the request to the validation service residing at the backend of the messaging client for validation of the identification of the AR component included in the request. If validation is successful the web view interface converts the identification of the AR component into an identifier internal to the messaging system, if necessary, unlocks the AR component to make the AR component available for loading in the camera view UI, and loads the AR component in the camera view UI at operation <NUM>. As explained above, a user can capture the output of the digital image sensor modified by the AR component and activate a share flow from camera view UI, which may result in communication of the captured content from the messaging client executing at the sender computing device to the messaging client executing at another computing device or in posting the captured content to be available for viewing to at least a subset of users of the messaging system. At operation <NUM>, the captured content is shared and, at operation <NUM>, the web view interface dismisses the camera view UI after at the end of share flow and resumes execution of the web view application at the point at which the web view AR system was engaged from the web application.

<FIG> is a diagrammatic representation of a web view application screen <NUM>, in accordance with some examples. The web view application screen <NUM> represents a web view application configured to permit a user to wish happy birthday to another user by sending them an image enhanced by an AR component that adds a party to a person's head in the image and a birthday wish text. The AR component that adds a party to a person's head in the image and a birthday wish text can be activated by engaging a user selectable element <NUM>.

<FIG> is a diagrammatic representation of a camera view UI <NUM> with an AR component loaded, in accordance with some examples. Shown in <FIG> is a user selectable element <NUM>, referred to as a shutter user selectable element, actionable to capture an image by the camera or to start and stop video recording. The graphics <NUM> depicts a party hat, which indicates that the associated AR component is loaded in the camera view UI <NUM>. The modification provided by the AR component results in adding a party hat to the image of a user's head in area <NUM>, and the caption "HAPPY BIRTHDAY, DUSTIN!" The AR component in this example is configured to accept a launch attribute from the web view application. The launch attribute is the name of the user who is the intended recipient of the birthday wish, "Dustin" in this case.

<FIG> is a diagrammatic representation of a recipient view <NUM> of content captured using an AR component loaded directly from a web view application, in accordance with some examples. The recipient view <NUM> includes, in area <NUM>, the image of a user wearing a party hat and the caption "HAPPY BIRTHDAY, DUSTIN!" The recipient view <NUM> is configured to permit the viewer to launch the web view application at their computing device in response to a predetermined action, such as swiping up.

<FIG> is a diagrammatic representation of the machine <NUM> within which instructions <NUM> (e.g., software, a program, an application, an applet, an application, 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 RadioFrequency 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 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 one-dimensional bar codes such as Universal Product Code (UPC) bar code, multi-dimensional bar codes such as Quick Response (QR) code, Aztec code, Data Matrix, Dataglyph, MaxiCode, 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>.

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> 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.

"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 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 "hardware-implemented component") should be understood to encompass a tangible entity, be that an entity that is physically constructed, permanently configured (e.g., hardwired), or temporarily configured (e.g., programmed) to operate in a certain manner or to perform certain operations described herein. Considering examples in which hardware components are temporarily configured (e.g., programmed), each of the hardware components need not be configured or instantiated at any one instance in time. For example, where a hardware component comprises a general-purpose processor configured by software to become a 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 <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 examples, the processors or processor-implemented components may be located in a single geographic location (e.g., within a home environment, an office environment, or a server farm). In other examples, the processors or processor-implemented components may be distributed across a number of geographic locations.

"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:
loading (<NUM>) a web view application in a web view provided by an embedded web browser of a messaging client executing at a sender computing device;
detecting (<NUM>) a camera share trigger event in the web view application, the camera share trigger event indicating a request to load an augmented reality, AR, component configured to apply a modification to a media content object, the AR component identified in a messaging system by an AR component identifier, the messaging system hosting a backend for the messaging client; and
in response to the camera share trigger event, launching (<NUM>) a camera view user interface, UI, in the messaging client and loading the AR component in the camera view UI, the camera view UI including an output of a digital image sensor of a camera and a shutter user selectable element actionable to capture the output of the digital image sensor of the camera, the loading comprising applying the modification to the output of the digital image sensor.