Patent Description:
Consumer electronic devices are typically adapted to capture image, audio and video content. Using consumer electronic devices, users are able to communicate with one another via text messages, instant messaging, audio calls, video calls, etc. Users also use the consumer electronic devices and messaging applications to share media content items such as pictures and videos, which reflects a global demand to communicate more visually.

With the increasing number of social networking systems, each of the social networking systems are presented with the challenge of providing a user interface that captivates the user's attention and provides communication functionalities that are novel and engaging.

<CIT> describes a system and method for communicating tactile information.

<CIT> describes systems and methods for multi-user shared virtual and augmented reality-based haptics.

<CIT> describes a system for enabling two or more users to interact within a virtual world comprising virtual world data.

<CIT> describes a pointing apparatus capable of providing haptic feedback, and a haptic interaction system and method using the same.

<CIT> describes devices, systems, and methods for providing haptic effects as feedback in response to tilt-based inputs.

<CIT> describes a method, a system, and a computer program product for providing a virtual probe, associated with an avatar, which enables blind or sightless navigation of an avatar through a virtual world.

The scope of protection of the invention is defined by the appended claims.

Some non-limiting examples are illustrated in the figures of the accompanying drawings in which:.

When communicating on messaging systems, users are able to call one another and establish a voice call or a video call. Via the messaging systems, the users are also able to share media content items such as audio, video, and pictures. However, it is clear to the users that the communications on messaging systems or using client devices is not akin to a face-to-face communication.

Embodiments of the present disclosure improve the functionality of the messaging system by incorporating tactile or haptic capabilities to the communication interface of the messaging system. By adding the sense of touch to the user's communications on messaging systems, embodiments of the present disclosure take one step closer to providing a face-to-face communication experience and further allow the user to engage more deeply with his contacts on the messaging system.

<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 <NUM>. In some examples, the client device <NUM> comprise a user interface (e.g., display device, touch screen, etc.) that generates haptic feedback responses based on touch inputs received during a video communication session, as discussed herein. 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 <NUM> 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 <NUM> or applet) are made available to a user via an interface of the messaging client <NUM>. In this context, "external" refers to the fact that the application <NUM> or applet is external to 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. The external resource may be the application <NUM> installed on the client device <NUM> (e.g., a "native app"), or a small-scale version of the application (e.g., an "applet") that is hosted on the client device <NUM> or remote of the client device <NUM> (e.g., on third-party servers <NUM>). The small-scale version of the application includes a subset of features and functions of the application (e.g., the full-scale, native version of the application) and is implemented using a markup-language document. In one example, the small-scale version of the application (e.g., an "applet") is a web-based, markup-language version of the application and is embedded in the messaging client <NUM>. In addition to using markup-language documents (e.g., a. *ml file), an applet may incorporate a scripting language (e.g., a. *js file or a. json file) and a style sheet (e.g., a.

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 <NUM>. In some cases, applications <NUM> 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 <NUM>, 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 <NUM>, 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 (e.g., applications <NUM> or applets) 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 application <NUM> (or applets) can vary based on how the menu is launched by the user (e.g., from a conversation interface or from a non-conversation interface).

<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>, 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. 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. 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. In certain examples, the messaging server <NUM> includes a JavaScript library that provides a given external resource access to certain user data of the messaging client <NUM>. HTML5 is used as an example technology for programming games, but applications and resources programmed based on other technologies can be used.

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., applications <NUM> or applets 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 (e.g., an application <NUM>) 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. 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 user name, telephone number, address, settings (e.g., notification and privacy settings), as well as a user-selected avatar representation (or collection of such avatar representations). A particular user may then selectively include one or more of these avatar representations within the content of messages communicated via the messaging system <NUM>, and on map interfaces displayed by messaging clients <NUM> to other users. The collection of avatar representations may include "status avatars," which present a graphical representation of a status or activity that the user may select to communicate at a particular time.

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. 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 examples, 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 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.

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.

Other methods and algorithms suitable for face detection can be used. For example, in some examples, 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 <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 examples, 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 examples, 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>.

<FIG> illustrates a system <NUM> in which a real-time communication interface with a haptic response can be implemented, in accordance with some examples.

As shown in <FIG>, the system <NUM> can comprise a plurality of the client devices <NUM>. Each of the client devices <NUM> comprises a user interface (e.g., a display device or a touch screen) to receive touch inputs from the users. While not shown, the system <NUM> can also comprise a server (e.g., messaging server system <NUM> in <FIG>).

<FIG> illustrates the details of one of the client devices <NUM> in the system <NUM> according to one example embodiment. It is understood that the client devices <NUM> in the system <NUM> can comprise similar elements that are illustrated in <FIG>. The client devices <NUM> can be the machines <NUM> as illustrated in <FIG>.

As shown in <FIG>, the client device <NUM> comprises a housing <NUM>, a camera <NUM> with a camera opening, a microphone <NUM>, and display device <NUM>. While not shown in <FIG>, the client device <NUM> can also comprise a camera lens, a camera image sensor, a processor, a memory, and a communication interface.

In one embodiment, the camera opening is an opening in the housing <NUM> that couples to a camera lens of the camera <NUM> included in the client device <NUM>. In one embodiment, the camera opening can be a window allowing the camera lens to capture image or video content (e.g., media content items). The camera <NUM> can include the camera lens and an image sensor. The camera lens may be a perspective camera lens or a non-perspective camera lens. A non-perspective camera lens may be, for example, a fisheye lens, a wide-angle lens, an omnidirectional lens, or the like. The image sensor captures images or digital video through the camera lens. The images may be also be a still image frame or a video including a plurality of still image frames.

In one example, the microphone <NUM> (or plurality of microphones) can be air interface sound pickup devices that convert sound into an electrical signal. More specifically, the microphones are transducers that convert acoustic pressure into electrical signals (e.g., acoustic signals). Microphones can be digital or analog microelectro-mechanical systems (MEMS) microphones. The acoustic signals generated by the microphone <NUM> can be pulse density modulation (PDM) signals.

The display device <NUM> that is included in the client device <NUM> can be a touch screen. The display device <NUM> can display user interfaces and communication interfaces, as discussed herein.

The user can interact with the display device <NUM> by touching a location on the display device <NUM>. The user can interact with the display device <NUM> by performing an engagement with the display device <NUM>. Examples of engagements with the display device <NUM> include a single tap, press, or touch on a location on the display device <NUM>, double tap or press the location of the display device <NUM>, pressing and holding contact with the display device <NUM> for a period of time. In one example, the user can also draw a drawing input (e.g., line, a pattern, or a portion of a doodle or drawing) by touching the display device <NUM> at a start location on the display device <NUM>, maintaining contact with the display device <NUM> while drawing the drawing input and releasing the display device <NUM> at an end location on the display device <NUM> to finish the drawing input.

As shown in <FIG>, the system <NUM> can comprise a first client device <NUM> and a second client device <NUM>. When a communication session between the first client device <NUM> and the second client device <NUM> is established, the system <NUM> causes a communication interface for the communication session to be displayed on the display devices <NUM> of the first client device <NUM> and the second client device <NUM>. The communication session can be a video communication session between the first and second client devices <NUM>. In one example, the video communication session is in real-time.

In one example, the system <NUM> detects a first touch input on the display device <NUM> of the first client device <NUM> and a second touch input on the display device <NUM> of the second client device <NUM>. The system <NUM> monitors a location of the first touch input and a location of the second touch input. The system <NUM> determines a distance between the location of the first touch input on the display device <NUM> of the first client device <NUM> and a location on the display device <NUM> of the first client device <NUM> corresponding to the location of the second touch input on the display device <NUM> of the second client device <NUM>.

The system <NUM> can cause the display devices <NUM> of the first and second client devices <NUM> to generate a haptic feedback response based on the distance. In one example, the haptic feedback response increases in intensity or speed as the distance decreases and decreases in intensity or speed as the distance increases.

Accordingly, the haptic feedback response is based on the users' touch inputs on their respective client devices <NUM> being synchronized in time and location. The changes intensity (or strength) or the speed of the haptic feedback response being generated further guide the users to the locations on the screen the other user is touching.

<FIG> illustrates the details of a client device <NUM> that is a head-wearable apparatus <NUM> according to one example embodiment.

<FIG> illustrates a perspective view of the head-wearable apparatus <NUM> according to one example embodiment. In <FIG>, the head-wearable apparatus <NUM> is a pair of eyeglasses. In some embodiments, the head-wearable apparatus <NUM> can be sunglasses or goggles. Some embodiments can include one or more wearable devices, such as a pendant with an integrated camera that is integrated with, in communication with, or coupled to, the head-wearable apparatus <NUM> or a client device <NUM>. Any desired wearable device may be used in conjunction with the embodiments of the present disclosure, such as a watch, a headset, a wristband, earbuds, clothing (such as a hat or jacket with integrated electronics), a clip-on electronic device, or any other wearable devices. It is understood that, while not shown, one or more portions of the system included in the head-wearable apparatus <NUM> can be included in a client device <NUM> (e.g., machine <NUM> in <FIG>) that can be used in conjunction with the head-wearable apparatus <NUM>.

In <FIG>, the head-wearable apparatus <NUM> is a pair of eyeglasses that includes a frame <NUM> that includes eye wires (or rims) that are coupled to two stems (or temples), respectively, via hinges and/or end pieces. The eye wires of the frame <NUM> carry or hold a pair of lenses (e.g., lens 708a and lens 708b). The frame <NUM> includes a first (e.g., right) side that is coupled to the first stem and a second (e.g., left) side that is coupled to the second stem. The first side is opposite the second side of the frame <NUM>.

The head-wearable apparatus <NUM> further includes a camera module (not shown) that includes camera lenses (e.g., camera lens 704a, camera lens 704b) and at least one image sensor. The camera lens 704a and camera lens 704b may be a perspective camera lens or a non-perspective camera lens. A non-perspective camera lens may be, for example, a fisheye lens, a wide-angle lens, an omnidirectional lens, etc. The image sensor captures digital video through the camera lens 704a and camera lens 704b. The images may be also be still image frame or a video including a plurality of still image frames. The camera module can be coupled to the frame <NUM>. As shown in <FIG>, the frame <NUM> is coupled to the camera lens 704a and camera lens 704b such that the camera lenses (e.g., camera lens 704a, camera lens 704b) face forward. The camera lens 704a and camera lens 704b can be perpendicular to the lens 708a and lens 708b. The camera module can include dual-front facing cameras that are separated by the width of the frame <NUM> or the width of the head of the user of the head-wearable apparatus <NUM>.

In <FIG>, the two stems (or temples) are respectively coupled to microphone housing 702a and microphone housing 702b. The first and second stems are coupled to opposite sides of a frame <NUM> of the head-wearable apparatus <NUM>. The first stem is coupled to the first microphone housing 702a and the second stem is coupled to the second microphone housing 702b. The microphone housing 702a and microphone housing 702b can be coupled to the stems between the locations of the frame <NUM> and the temple tips. The microphone housing 702a and microphone housing 702b can be located on either side of the user's temples when the user is wearing the head-wearable apparatus <NUM>.

As shown in <FIG>, the microphone housing 702a and microphone housing 702b encase a plurality of microphones (not shown) including microphone <NUM>. Microphone <NUM> can be one or more microphones. The microphones are air interface sound pickup devices that convert sound into an electrical signal. More specifically, the microphones are transducers that convert acoustic pressure into electrical signals (e.g., acoustic signals). Microphones can be digital or analog microelectro-mechanical systems (MEMS) microphones. The acoustic signals generated by the microphones can be pulse density modulation (PDM) signals.

In one embodiment, the pair of lenses (e.g., lens 708a and lens 708b) in the head-wearable apparatus <NUM> can further include a display device that can display the communication interface. In some examples, the head-wearable apparatus <NUM> can be virtual reality (VR) googles.

Some embodiments may include one or more wearable devices, such as gloves having the capability to provide haptics feedback, that is integrated with, in communication with, or coupled to, the client device <NUM>. Any desired wearable device may be used in conjunction with the embodiments of the present disclosure, such as a watch, eyeglasses, goggles, virtual reality (VR) googles, a headset, a wristband, earbuds, clothing (such as a hat or jacket with integrated electronics), a clip-on electronic device, or any other wearable devices.

<FIG>, <FIG>, and <FIG> illustrate examples of a communication interface being displayed on a first user interface <NUM> of the first client device <NUM> according to one example embodiment. It is understood that the communication interface displayed on a second user interface <NUM> of the second client device <NUM> can include similar elements. In one example, the first client device <NUM> and the second client device <NUM> are head-wearable apparatuses <NUM>. The head-wearable apparatuses <NUM> can be configured to enable augmented reality (AR) or virtual reality (VR).

In the examples illustrated in <FIG>, <FIG>, and <FIG>, the communication session can be a real-time virtual reality (VR) communication session between the first user of the first client device <NUM> and the second user of the second client device <NUM>. On the first user interface <NUM>, a real-time image of the second user is displayed in the VR interface of the VR environment. The real-time image of the second user can also be a three-dimensional VR image of the second user or a hologram image of the second user that is rendered in the VR interface. Similarly, the second user interface <NUM> can display a real-time image of the first user during the communication session.

The first user of the first client device <NUM> and the second user of the second client device <NUM> are present in the communication session. In other words, both users have the VR interface displayed on their client devices <NUM> such that they are present or active in the communication session.

In one example, a processor in the system <NUM> detects a first touch input within the first user interface <NUM> and a second touch input within the second user interface <NUM>. For instance, the processor can detect a first touch input from a first VR input device coupled to the first head-wearable apparatus <NUM> and a second touch input from a second VR input device coupled to the second head-wearable apparatus <NUM>. The first VR input device and the second VR input device can be VR gloves that are configured with haptic capabilities for use in conjunction with VR systems and environments and communicates with the head-wearable apparatuses <NUM>.

The processor can monitor a location of the first touch input within the first user interface <NUM> and a location of the second touch input within the second user interface <NUM>. For example, the first user may be gesturing using the first VR glove and the first touch input can be the first user's gesture. Similarly, the second user may be gesturing within the second VR glove and the second touch input can be the second user's gesture.

As illustrated in <FIG>, <FIG>, and <FIG>, the VR interface displayed on a first user interface <NUM> can comprise a first indicator element <NUM> and a second indicator element <NUM>. The processor can cause the first user interface <NUM> to display the first indicator element <NUM> at the location of the first touch input and a second indicator element <NUM> at the location within the first user interface <NUM> corresponding to the location of the second touch input within the second user interface <NUM>. Similarly, the processor can cause the second user interface <NUM> to display the first indicator element <NUM> at the location of the second touch input and the second indicator element at the location within the second user interface <NUM> corresponding to the location of the first touch input within the first user interface <NUM>.

As shown in <FIG>, <FIG>, and <FIG>, the distance between the first indicator element <NUM> and the second indicator element <NUM> on the first user interface <NUM> is larger in <FIG>, decreases in <FIG>, and decreases again in <FIG>.

The processor can determine a distance between the location of the first touch input within the first user interface <NUM> (e.g., the location of the first indicator element <NUM>) and a location on the first user interface <NUM> corresponding to the location of the second touch input within the second user interface <NUM> (e.g., the location of the second indicator element <NUM>).

The processor can cause the first VR input device and the second VR input device to generate a haptic feedback response based on the distance. In one example, the haptic feedback response increases in intensity or speed as the distance decreases and decreases in intensity or speed as the distance increases.

In one example, the processor can determine whether the distance is below a predetermined threshold. If the distance is below a predetermined threshold, the users' touch inputs on their respective head-wearable apparatuses <NUM> are determined to be synchronized in time and location. In response to determining that the distance is below a predetermined threshold, the processor can cause the first VR input device and the second VR input device to generate a reward haptic feedback response. In one example, the reward haptic response is different from the haptic feedback response and indicates that the users are synchronized in their touch inputs. In other words, the users are provided the reward haptic response when the users are simultaneously touching the same corresponding locations within the VR interfaces of their head-wearable apparatuses <NUM>.

In one example, the haptic feedback response comprises a first vibration pattern and the reward haptic feedback response comprises a second vibration pattern that is different from the first vibration pattern. The reward haptic feedback response can be a stronger (or more intense) vibration pattern or a faster vibration pattern. In one example, the haptic feedback response can be a vibration pattern that simulates a heartbeat. The heart beat can be a light heart beat that gets stronger as the distance decreases (e.g., the first and second touch inputs are getting closer) or can be a strong heart beat that gets lighter as the distance increases (e.g., the first and second touch inputs are getting farther apart).

In response to determining that the distance is below the predetermined threshold, in one example, the processor causes the first user interface <NUM> and the second user interface <NUM> to generate an augmentation <NUM> to the VR interface as shown in <FIG>. The augmentation <NUM> can comprise an overlay, a visual effect, an animation, a sound effect, or any combination thereof. In one example, the augmentation <NUM> is generated temporarily for a predetermined period of time.

<FIG> illustrates an example of an interface displayed by client device <NUM> according to one example embodiment.

Interface <NUM> is an example interface that can be generated by the head-wearable apparatus <NUM> configured with Augmented Reality (AR) capabilities. The interface <NUM> as shown in <FIG> comprises a real-world view <NUM> as seen through the lens 708a and lens 708b. The real-world view <NUM> is the viewable area by the user wearing the head-wearable apparatus <NUM> of the real-world.

The processor of the head-wearable apparatus <NUM> and/or messaging server <NUM> can cause the tactile augmentation <NUM> to be generated in the interface <NUM>. The tactile augmentation <NUM> can be a two-dimensional or three-dimensional image that is overlaid on the real-world view <NUM>. The tactile augmentation <NUM> can include an overlay, a visual effect, an animation, or any combination thereof.

The head-wearable apparatus <NUM> can also be communicatively coupled to a VR input device such as a VR glove. The user of the head-wearable apparatus <NUM> can be using the VR input device in conjunction with the head-wearable apparatus <NUM>. In this example, the processor can monitor the location of the VR input device (e.g., that is worn on the hand of the user) within the real-world view <NUM> and in relation to the location of the tactile augmentation <NUM> in the real-world view <NUM>. The processor can also determine the distance between the location of the user's hand and the location of the tactile augmentation <NUM> within the frame of reference set by the real-world view <NUM> or the interface <NUM>.

In one example, the processor can cause the VR input device to generate a haptic feedback response based on the distance. The haptic feedback response can increase in intensity or speed as the distance decreases and can decrease in intensity or speed as the distance increases. In response to determining that the distance is below the predetermined threshold, in one example, the processor causes the VR input device to generate a reward haptic feedback response.

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> illustrates a process <NUM> to generate haptic feedback responses on a virtual reality (VR) communication interface, in accordance with some examples.

In operation <NUM>, a processor of the system <NUM> (e.g., messaging server system <NUM> and/or client device <NUM>) causes a virtual reality (VR) interface for a communication session to be displayed on a first user interface of a first head-wearable apparatus <NUM> and on a second user interface of a second head-wearable apparatus <NUM>. In this example, the client devices <NUM> in the system <NUM> are head-wearable apparatuses <NUM>. The communication session is between a plurality of head-wearable apparatuses including the first head-wearable apparatus <NUM> and the second head-wearable apparatus <NUM>. The communication session can be a real-time communication session between users of the plurality of head-wearable apparatuses <NUM> in a VR environment of the VR interface. In one example, a first user of the first head-wearable apparatus <NUM> and a second user of the second head-wearable apparatus <NUM> are present in the communication session.

In operation <NUM>, the processor detects a first touch input from a first VR input device coupled to the first head-wearable apparatus <NUM> and a second touch input from a second VR input device coupled to the second head-wearable apparatus <NUM>. The first VR input device and the second VR input device can be VR gloves that provide haptic feedback to the users.

In operation <NUM>, the processor monitors a location of the first touch input within the first user interface and a location of the second touch input within the second user interface. In one example, the processor causes the first user interface to display a first indicator element <NUM> at the location of the first touch input and a second indicator element <NUM> at the location within the first user interface corresponding to the location of the second touch input within the second user interface. Similarly, the processor can also cause the second user interface to display the first indicator element <NUM> at the location of the second touch input and the second indicator element <NUM> at the location on the second user interface corresponding to the location of the first touch input within the first user interface.

In operation <NUM>, the processor determines a distance between the location of the first touch input within the first user interface and a location on the first user interface corresponding to the location of the second touch input within the second user interface.

In operation <NUM>, the processor causes the first VR input device and the second VR input device to generate a haptic feedback response based on the distance. In one example, the haptic feedback response increases in intensity or speed as the distance decreases and decreases in intensity or speed as the distance increases.

In response to determining that the distance is below a predetermined threshold, the processor can cause the first VR input device and the second VR input device to generate a reward haptic feedback response that is different from the haptic feedback response. The haptic feedback response can comprise a first vibration pattern and the reward haptic feedback response can comprise a second vibration pattern that is different from the first vibration pattern.

In response to determining that the distance is below the predetermined threshold, the processor can cause the first user interface and the second user interface to generate an augmentation to the VR interface. The augmentation can include an overlay, a visual effect, an animation, a sound effect, or any combination thereof. The augmentation can be generated temporarily for a predetermined period of time.

<FIG> is a diagrammatic representation of the machine <NUM> within which instructions <NUM> (e.g., software, a program, an application, an applet, an app, or other executable code) for causing the machine <NUM> to perform any one or more of the methodologies discussed herein may be executed. For example, the instructions <NUM> may cause the machine <NUM> to execute any one or more of the methods described herein. The instructions <NUM> transform the general, non-programmed machine <NUM> into a particular machine <NUM> programmed to carry out the described and illustrated functions in the manner described. The machine <NUM> may operate as a standalone device or may be coupled (e.g., networked) to other machines. In a networked deployment, the machine <NUM> may operate in the capacity of a server machine or a client machine in a server-client network environment, or as a peer machine in a peer-to-peer (or distributed) network environment. The machine <NUM> may comprise, but not be limited to, a server computer, a client computer, a personal computer (PC), a tablet computer, a laptop computer, a netbook, a set-top box (STB), a personal digital assistant (PDA), an entertainment media system, a cellular telephone, a smartphone, a mobile device, a wearable device (e.g., a smartwatch), a smart home device (e.g., a smart appliance), other smart devices, a web appliance, a network router, a network switch, a network bridge, or any machine capable of executing the instructions <NUM>, sequentially or otherwise, that specify actions to be taken by the machine <NUM>. Further, while only a single machine <NUM> is illustrated, the term "machine" shall also be taken to include a collection of machines that individually or jointly execute the instructions <NUM> to perform any one or more of the methodologies discussed herein. The machine <NUM>, for example, may comprise the client device <NUM> or any one of a number of server devices forming part of the messaging server system <NUM>. In some examples, the machine <NUM> may also comprise both client and server systems, with certain operations of a particular method or algorithm being performed on the server-side and with certain operations of the particular method or algorithm being performed on the client-side.

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

The I/O components <NUM> may include a wide variety of components to receive input, provide output, produce output, transmit information, exchange information, capture measurements, and so on. The specific I/O components <NUM> that are included in a particular machine will depend on the type of machine. For example, portable machines such as mobile phones may include a touch input device or other such input mechanisms, while a headless server machine will likely not include such a touch input device. It will be appreciated that the I/O components <NUM> may include many other components that are not shown in <FIG>. In various examples, the I/O components <NUM> may include user output components <NUM> and user input components <NUM>. The user output components <NUM> may include visual components (e.g., a display such as a plasma display panel (PDP), a 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 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 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 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> 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 functionalities. 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.

<FIG> illustrates a system <NUM> in which the head-wearable apparatus <NUM> can be implemented according to one example embodiment. <FIG> is a high-level functional block diagram of an example head-wearable apparatus <NUM> communicatively coupled a mobile client device <NUM> and a server system <NUM> via various network <NUM>.

Head-wearable apparatus <NUM> includes a camera, such as at least one of visible light camera <NUM>, infrared emitter <NUM> and infrared camera <NUM>. The camera can include the camera module with the camera lens 704a and camera lens 704b in <FIG>.

Client device <NUM> can be capable of connecting with head-wearable apparatus <NUM> using both a low-power wireless connection <NUM> and a high-speed wireless connection <NUM>. Client device <NUM> is connected to server system <NUM> and network <NUM>. The network <NUM> may include any combination of wired and wireless connections.

Head-wearable apparatus <NUM> further includes two image displays of the image display of optical assembly <NUM>. The two image displays of optical assembly <NUM> include one associated with the left lateral side and one associated with the right lateral side of the head-wearable apparatus <NUM>. Head-wearable apparatus <NUM> also includes image display driver <NUM>, image processor <NUM>, low-power low power circuitry <NUM>, and high-speed circuitry <NUM>. Image display of optical assembly <NUM> are for presenting images and videos, including an image that can include a graphical user interface to a user of the head-wearable apparatus <NUM>.

Image display driver <NUM> commands and controls the image display of the image display of optical assembly <NUM>. Image display driver <NUM> may deliver image data directly to the image display of the image display of optical assembly <NUM> for presentation or may have to convert the image data into a signal or data format suitable for delivery to the image display device. For example, the image data may be video data formatted according to compression formats, such as H. <NUM> (MPEG-<NUM> Part <NUM>), HEVC, Theora, Dirac, RealVideo RV40, VP8, VP9, or the like, and still image data may be formatted according to compression formats such as Portable Network Group (PNG), Joint Photographic Experts Group (JPEG), Tagged Image File Format (TIFF) or exchangeable image file format (Exif) or the like.

As noted above, head-wearable apparatus <NUM> includes a frame <NUM> and stems (or temples) extending from a lateral side of the frame <NUM>. Head-wearable apparatus <NUM> further includes a user input device <NUM> (e.g., touch sensor or push button) including an input surface on the head-wearable apparatus <NUM>. The user input device <NUM> (e.g., touch sensor or push button) is to receive from the user an input selection to manipulate the graphical user interface of the presented image.

The components shown in <FIG> for the head-wearable apparatus <NUM> are located on one or more circuit boards, for example a PCB or flexible PCB, in the rims or temples. Alternatively, or additionally, the depicted components can be located in the chunks, frames, hinges, or bridge of the head-wearable apparatus <NUM>. Left and right visible light cameras <NUM> can include digital camera elements such as a complementary metal-oxide-semiconductor (CMOS) image sensor, charge coupled device, a camera lens 704a and camera lens 704b, or any other respective visible or light capturing elements that may be used to capture data, including images of scenes with unknown objects.

Head-wearable apparatus <NUM> includes a memory <NUM> which stores instructions to perform a subset or all of the functions described herein. Memory <NUM> can also include storage device.

As shown in <FIG>, high-speed circuitry <NUM> includes high-speed processor <NUM>, memory <NUM>, and high-speed wireless circuitry <NUM>. In the example, the image display driver <NUM> is coupled to the high-speed circuitry <NUM> and operated by the high-speed processor <NUM> in order to drive the left and right image displays of the image display of optical assembly <NUM>. High-speed processor <NUM> may be any processor capable of managing high-speed communications and operation of any general computing system needed for head-wearable apparatus <NUM>. High-speed processor <NUM> includes processing resources needed for managing high-speed data transfers on high-speed wireless connection <NUM> to a wireless local area network (WLAN) using high-speed wireless circuitry <NUM>. In certain examples, the high-speed processor <NUM> executes an operating system such as a LINUX operating system or other such operating system of the head-wearable apparatus <NUM> and the operating system is stored in memory <NUM> for execution. In addition to any other responsibilities, the high-speed processor <NUM> executing a software architecture for the head-wearable apparatus <NUM> is used to manage data transfers with high-speed wireless circuitry <NUM>. In certain examples, high-speed wireless circuitry <NUM> is configured to implement Institute of Electrical and Electronic Engineers (IEEE) <NUM> communication standards, also referred to herein as Wi-Fi. In other examples, other high-speed communications standards may be implemented by high-speed wireless circuitry <NUM>.

Low-power wireless circuitry <NUM> and the high-speed wireless circuitry <NUM> of the head-wearable apparatus <NUM> can include short range transceivers (Bluetooth™) and wireless wide, local, or wide area network transceivers (e.g., cellular or WiFi). Client device <NUM>, including the transceivers communicating via the low-power wireless connection <NUM> and high-speed wireless connection <NUM>, may be implemented using details of the architecture of the head-wearable apparatus <NUM>, as can other elements of network <NUM>.

Memory <NUM> includes any storage device capable of storing various data and applications, including, among other things, camera data generated by the left and right visible light cameras <NUM>, infrared camera <NUM>, and the image processor <NUM>, as well as images generated for display by the image display driver <NUM> on the image displays of the image display of optical assembly <NUM>. While memory <NUM> is shown as integrated with high-speed circuitry <NUM>, in other examples, memory <NUM> may be an independent standalone element of the head-wearable apparatus <NUM>. In certain such examples, electrical routing lines may provide a connection through a chip that includes the high-speed processor <NUM> from the image processor <NUM> or low-power processor <NUM> to the memory <NUM>. In other examples, the high-speed processor <NUM> may manage addressing of memory <NUM> such that the low-power processor <NUM> will boot the high-speed processor <NUM> any time that a read or write operation involving memory <NUM> is needed.

As shown in <FIG>, the low-power processor <NUM> or high-speed processor <NUM> of the head-wearable apparatus <NUM> can be coupled to the camera (visible light camera <NUM>; infrared emitter <NUM>, or infrared camera <NUM>), the image display driver <NUM>, the user input device <NUM> (e.g., touch sensor or push button), and the memory <NUM>.

Head-wearable apparatus <NUM> is connected with a host computer. For example, the head-wearable apparatus <NUM> is paired with the client device <NUM> via the high-speed wireless connection <NUM> or connected to the server system <NUM> via the network <NUM>. Server system <NUM> may be one or more computing devices as part of a service or network computing system, for example, that include a processor, a memory, and network communication interface to communicate over the network <NUM> with the client device <NUM> and head-wearable apparatus <NUM>.

The client device <NUM> includes a processor and a network communication interface coupled to the processor. The network communication interface allows for communication over the network <NUM>, low-power wireless connection <NUM> or high-speed wireless connection <NUM>. Client device <NUM> can further store at least portions of the instructions in the client device <NUM>'s memory to implement the functionality described herein.

Output components of the head-wearable apparatus <NUM> include visual components, such as a display such as a liquid crystal display (LCD), a plasma display panel (PDP), a light emitting diode (LED) display, a projector, or a waveguide. The image displays of the optical assembly are driven by the image display driver <NUM>. The output components of the head-wearable apparatus <NUM> further include acoustic components (e.g., speakers), haptic components (e.g., a vibratory motor), other signal generators, and so forth. The input components of the head-wearable apparatus <NUM>, the client device <NUM>, and server system <NUM>, such as the user input device <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 touchpad, a trackball, a joystick, a motion sensor, or other pointing instruments), tactile input components (e.g., a physical button, a touch screen that provides location and force of touches or touch gestures, or other tactile input components), audio input components (e.g., a microphone), and the like.

Head-wearable apparatus <NUM> may optionally include additional peripheral device elements. Such peripheral device elements may include biometric sensors, additional sensors, or display elements integrated with head-wearable apparatus <NUM>. For example, peripheral device elements may include any I/O components including output components, motion components, position components, or any other such elements described herein.

For example, the biometric components include components to detect expressions (e.g., hand expressions, facial expressions, vocal expressions, body gestures, or eye tracking), measure biosignals (e.g., blood pressure, heart rate, body temperature, perspiration, or brain waves), identify a person (e.g., voice identification, retinal identification, facial identification, fingerprint identification, or electroencephalogram based identification), and the like. The motion components include acceleration sensor components (e.g., accelerometer), gravitation sensor components, rotation sensor components (e.g., gyroscope), and so forth. The position components include location sensor components to generate location coordinates (e.g., a Global Positioning System (GPS) receiver component), WiFi or Bluetooth™ transceivers to generate positioning system coordinates, altitude sensor components (e.g., altimeters or barometers that detect air pressure from which altitude may be derived), orientation sensor components (e.g., magnetometers), and the like. Such positioning system coordinates can also be received over low-power wireless connections <NUM> and high-speed wireless connection <NUM> from the client device <NUM> via the low-power wireless circuitry <NUM> or high-speed wireless circuitry <NUM>.

Where a phrase similar to "at least one of A, B, or C," "at least one of A, B, and C," "one or more A, B, or C," or "one or more of A, B, and C" is used, it is intended that the phrase be interpreted to mean that A alone may be present in an embodiment, B alone may be present in an embodiment, C alone may be present in an embodiment, or that any combination of the elements A, B and C may be present in a single embodiment; for example, A and B, A and C, B and C, or A and B and C.

Changes and modifications may be made to the disclosed embodiments without departing from the scope of the present invention, as defined by the appended claims.

"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 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 system comprising:
a processor (<NUM>); and
a memory (<NUM>) having instructions thereon that, when executed by the processor (<NUM>), cause the system to perform operations comprising:
causing (<NUM>) a virtual reality, VR, interface for a communication session to be displayed on a first user interface of a first head-wearable apparatus and on a second user interface of a second head-wearable apparatus, wherein the communication session is between a plurality of head-wearable apparatuses including the first head-wearable apparatus and the second head-wearable apparatus;
detecting (<NUM>) a first touch input from a first VR input device coupled to the first head-wearable apparatus and a second touch input from a second VR input device coupled to the second head-wearable apparatus;
monitoring (<NUM>) a location of the first touch input within the first user interface and a location of the second touch input within the second user interface;
determining (<NUM>) a distance between the location of the first touch input within the first user interface and a location on the first user interface corresponding to the location of the second touch input within the second user interface;
causing (<NUM>) the first VR input device and the second VR input device to generate a haptic feedback response based on the distance, wherein the haptic feedback response increases in intensity or speed as the distance decreases and decreases in intensity or speed as the distance increases; and
in response to determining that the distance is below a predetermined threshold, causing the first VR input device and the second VR input device to generate a reward haptic feedback response, wherein the haptic feedback response comprises a first vibration pattern and the reward haptic feedback response comprises a second vibration pattern that is different from the first vibration pattern.