Exemplary embodiments relate to the application of media effects, such as visual overlays, sound effects, etc. to a video conversation. A media effect may be applied as a reaction to an occurrence in the conversation, such as in response to an emotional reaction detected by emotion analysis of information associated with the video. Effect application may be controlled through gestures, such as applying different effects with different gestures, or cancelling automatic effect application using a gesture. Effects may also be applied in group settings, and may affect multiple users. A real-time data channel may synchronize effect application across multiple participants. When broadcasting a video stream that includes effects, the three channels may be sent to an intermediate server, which stitches the three channels together into a single video stream; the single video stream may then be sent to a broadcast server for distribution to the broadcast recipients.
A client device displays a content item and a first facial expression superimposed on the content item. Concurrently with and separately from displaying the first facial expression, a range of emotion indicators is displayed, each emotion indicator of the range of emotion indicators corresponding to a respective opinion of a range of opinions. A first user input is detected at a display location corresponding to a respective emotion indicator of the range of emotion indicators. In response to detecting the first user input, the first facial expression is updated to match the respective emotion indicator.
Users of a social networking system perform actions on various objects maintained by the social networking system. Some of these actions may indicate that the user has a negative sentiment for an object. To make use of this negative sentiment when providing content to the user, when the social networking system determines a user performs an action on an object, the social networking system identifies topics associated with the object and associates the negative sentiment with one or more of the topics. This association between one or more topics and negative sentiment may be used to decrease the likelihood that the social networking system presents content associated with a topic that is associated with a negative sentiment of the user.
A social networking system identifies communications about an object associated with a brand owner. For each communication, the social networking system identifies users who were generated the communication, users who were exposed to the communication, and users who were not exposed to the communication. The social networking system measures the impact of the communications on the behavior and/or sentiment of the users towards the brand owner. For example, the social networking system presents users with surveys after presentation of a communication about an object associated with a brand owner and determines the impact of the communication from the responses to the survey. The impact of the communications may then be reported to the brand owner.
In one embodiment, a method includes accessing a number of content objects associated with a user; and analyzing text, audio, or visual content of each of the content objects as well as any interactions by the user with each of the content objects. The analyzing includes identifying subject matter and user sentiment related to the respective content object. The method also includes inferring, based on the identified subject matter or user sentiment, one or more interests of the user; and modifying, for display on a client device, an online page of the user to incorporate content related to one or more of the inferred interests of the user.
A reactive profile picture brings a profile image to life by displaying short video segments of the target user expressing a relevant emotion in reaction to an action by a viewing user that relates to content associated with the target user in an online system such as a social media web site. The viewing user therefore experiences a real-time reaction in a manner similar to a face-to-face interaction. The reactive profile picture can be automatically generated from either a video input of the target user or from a single input image of the target user.