Real IP Issues in the Fast Growing World of Virtual Reality
Virtual reality (VR) typically refers to computer technologies that use software to generate realistic images, sounds and other sensations that replicate a real environment (or create an imaginary setting), and simulate a user’s physical presence in this environment. VR has been defined as “…a realistic and immersive simulation of a three-dimensional environment, created using interactive software and hardware, and experienced or controlled by movement of the body” or as an “immersive, interactive experience generated by a computer.”
A person using virtual reality equipment is typically able to “look around” the artificial world, move about in it and interact with features or items that are depicted on a screen or in goggles. Most 2016-era virtual realities are displayed either on a computer monitor, a projector screen, or with a virtual reality headset (also called head-mounted display or HMD). HMDs typically take the form of head-mounted goggles with a screen in front of the eyes. Programs may include audio and sounds through speakers or headphones.
Advanced haptic systems may include tactile information, generally known as force feedback in medical, video gaming and military training applications. Some VR systems used in video games can transmit vibrations and other sensations to the user via the game controller. Virtual reality also refers to remote communication environments which provide a virtual presence of users with through telepresence and telexistence or the use of a virtual artifact (VA). The immersive environment can be similar to the real world in order to create a lifelike experience or it can differ significantly from reality where gamers can use fictional powers.
Augmented Reality (AR) and Virtual Reality (VR) have seen major uses in the recent past. AR is related to VR, but allows us to lay the virtual world over the real world. While VR generates a virtual environment to recreate a real environment, AR generates virtual elements against a real backdrop. Citi estimates the AR and VR market to cross a trillion dollars by 2035, and with newer content and devices slowly pouring into the market, it could very well be possible.
The following YouTube.com video from the recently held Silicon Valley Virtual Reality Conference is highly illuminative of central intellectual property issues and concerns relating to VR and AR:
The following list provides links to recently issued IoT patents issued by the U.S. Patent & Trademark Office:
- 9,547,173—System and method for dynamic in-vehicle virtual reality
- 9,545,565—Regulating and scoring player interactions within a virtual world associated with a location-based parallel reality game
- 9,542,919—Cyber reality musical instrument and device
- 9,542,011—Interactive virtual reality systems and methods
- 9,539,498—Mapping real world actions to a virtual world associated with a location-based game
- 9,538,160—Immersive stereoscopic video acquisition, encoding and virtual reality playback methods and apparatus
- 9,536,353—System and method for dynamic in-vehicle virtual reality
- 9,536,352—Imitating physical subjects in photos and videos with augmented reality virtual objects
- 9,536,350—Touch and social cues as inputs into a computer
- 9,535,254—Overmolded LEDs and fabric in virtual reality headsets
- 9,530,252—Interactions of virtual objects with surfaces
- 9,529,424—Augmented reality with direct user interaction
- 9,529,200—Method and system for reducing motion blur when experiencing virtual or augmented reality environments
- 9,526,983—Virtual reality avatar traveling control system and virtual reality avatar traveling control method
- 9,524,587—Adapting content to augmented reality virtual objects
- 9,524,585—Constructing augmented reality environment with pre-computed lighting
- 9,524,580—Calibration of virtual reality systems
- 9,524,482—Retail space planning system
- 9,519,084—Securing a fresnel lens to a refractive optical element
- 9,517,415—Method and system for generating augmented reality with a display of a motor vehicle
- 9,514,572—Mixed reality space image providing apparatus
- 9,514,571—Late stage reprojection
- 9,514,379—Sensing device and method used for virtual golf simulation apparatus
Numerous trademarks relating to virtual reality products and services have been registered, the pace of these filings is quickening.You can search for these and other trademarks by clicking this link for the USPTO TESS webpage.Here are some examples of recent filings, and their respective application serial numbers:
- 87173638–D The Dream Virtual Reality Television
- 87191745–Virtual Reality Hats
- 87141859–360 Places 360 Virtual Reality Tours
- 87205648–Waygate VRTV
- 87093763–VR · Virtual Reality
- 86904413–Virtual Demonstratives
- 86797628–VRTV
- 86809588–Experience360 Virtual Reality Video
- 86710256–SpaceVR
- 86535837–Æthereel
- 86945492–AVR Augmented Virtual Reality
- 86533247–Face VR
- 86442858–Circle VR Virtual Reality Consulting VR
- 85538042–Cumonlive “Where Virtual Becomes Reality”
- 79069875–CS Virtual Reality
- 77082099–Vcycling Virtual Reality Indoor Cycling
- 75588652–Virtualtouch Reality
- 74457103–SDI Virtual Reality Corporation
To learn more about the IP issues surrounding virtual reality, see the following articles and posts:
- The Law of Virtual Reality – Law Firm ComputerLaw Group LLP computerlaw.com/Articles/The-Law-of-Virtual-Reality.shtml
- Oculus Rift Patents that change the Virtual Reality Landscape …
ipwatchdog.com/2016/05/31/oculus-rift-patents-virtual-reality/id=69483/
- Virtual Reality: Patent Landscape Analysis – WIPO
wipo.int/export/sites/www/patentscope/en/…/lexinnova_plr_virtual_reality.pdf
- Virtual Reality Creates Potentially Real Legal Issues – Intellectual …
mondaq.com/…/x/…/Virtual+Reality+Creates+Potentially+Real+Legal+Issues
- Virtual Reality – Real Law Issues – VR Today Magazine
https://vrtodaymagazine.com/virtual-reality-law/
- Virtual Reality – The Legal Issues | Intellectual Property Rights
https://www.mblseminars.com › All Training
- Top 5: Virtual & Augmented Reality + Artificial Intelligence Patents …
https://www.articleonepartners.com/blog/top-5-virtual-augmented-reality-a-i-patents/
- Intellectual Property Implications in a Virtual Reality Environment, 4 J …
jmls.edu/cgi/viewcontent.cgi?article=1077&context=ripl