Posts Tagged: "VR"

A Loss of Confidence in the Patent System

I have come to the dejected realization that our patent system does little to protect anyone who does not have millions in the bank to defend their invention… So why would someone now choose to publicly disclose their invention if the likelihood of being awarded a patent is decreasing and the potential costs are increasing? In this inventor’s eyes, they won’t and I won’t, at least not without a lot of money set aside as a defense fund. That is why my decision today is difficult and why I have chosen to write about this. I have believed in our patent system, as my father did and grandfather does, but I cannot overcome the concern that given the current landscape, I am better keeping my knowledge in my head rather than sharing it with the world.

Facebook, IV and Nintendo lead in VR headset patents ahead of Google, Sony and Intel

Although the patent space surrounding VR headsets still looks very open, it’s interesting to note that Nintendo has an early lead over other top tech firms which have reportedly been working on their own virtual reality technologies. Fourth place in the VR headset space is Microsoft Corporation (NASDAQ:MSFT) which owns nine IP assets in the sector. This total seems low given Microsoft’s work on developing its HoloLens mixed reality platform. Trailing closely behind in fifth place is Alphabet Inc. (NASDAQ:GOOGL) with seven IP assets in the sector. Again, given research and development conducted by Alphabet’s Google subsidiary for its Google Glass head-mounted device, it’s interesting to see that the company hasn’t invested heavily in the virtual reality headset space. Following further behind in seventh place is Japanese electronics conglomerate Sony Corp. (NYSE:SNE). Tied in eleventh place are Intel Corp. (NASDAQ:INTC) of Santa Clara, CA, and the Walt Disney Company (NYSE:DIS) of Burbank, CA.

NVIDIA’s Ansel Offers In-Game Photo Mode for Parkour Adventures Game

Ansel is currently only available for a parkour adventure game called Mirror’s Edge Catalyst sold on Origin. It is supported by PCs, provided the computer has an Nvidia card, and more games supporting Ansel are likely in the making. The company, best known for its graphics cards, announced the GTX 1080 earlier this year. This card has twice the frame buffer and a quarter more memory speed than its predecessor, the GTX 980. The memory interface with this card is 256-bit and it supports virtual reality (VR) platforms. This means that PC headset can be used for 360-degree pictures. Nvidia has also put out the GTX 1060, a more mid-priced item, but still packing a lot of punch. This model actually triples the frame buffer rate of its last model, the GTX 960. Its memory speed is only 2 gigabytes per second less than the GTX 1080, and the GTX 1060 is also compatible with PC headsets. At a price tag of $300 rather than $700 for the GTX 1080, it’s a good choice for low-end gaming platforms.

Technology Startups: The Game-changers of Virtual and Augmented Reality

With the advent of enhancements in audio-video technology, Virtual-Reality (VR) has taken the world by storm. While VR has been enjoying most of the limelight, another similar technology – Augmented Reality (AR) is catching up fast. The patent landscape of VR is dominated by Sony followed by IBM, Samsung and Microsoft when it comes to total number of patented inventions. Microsoft is the leader in AR when it comes to the number of inventions filed as patents. It has 602 issued patents and published applications distributed among 151 inventions. Microsoft is followed by Samsung, Sony, LG and Qualcomm.

Oculus Rift Patents that change the Virtual Reality Landscape

Of the virtual reality options currently on the market, the Oculus Rift is arguably built upon one of the most technologically robust VR platforms. Capturing the movements of a person wearing the Oculus Rift headset is a sensor which tracks infrared LED constellations projected onto a user. Each Oculus Rift unit comes with the IR LED sensor, a mounting stand, and a cable to connect the sensor to a personal computer for processing resources. Users can also use an Oculus Rift remote or a compatible remote controller, such as an Xbox game controller, to input commands and interact with the virtual world.