Posts Tagged: "augmented reality"

IP Issues for Retail Businesses Advertising in Augmented Reality

With the advent of augmented reality systems, unique opportunities exist for retail businesses. The ability to provide dynamic and layered advertisements can add a new dimension and effectiveness to attracting consumers to a brick-and-mortar retail location. However, a number of intellectual property pitfalls appear to be awaiting those retailers that utilize the emerging augmented reality platform to reach and attract customers. For instance, a retailer may find that they do not own the exclusive rights to display augmented reality content to customers despite the customers being physically present in their own store.

Protecting Intellectual Property in Augmented Reality

Augmented Reality (“AR”), along with Virtual Reality (“VR”), is rapidly growing in prominence and will be transformative to the way we live, work, learn and play. Both AR and VR will undoubtedly bring a whole set of novel IP issues for individuals, companies, IP practitioners and the courts. Like any new technological area, such as cyber law for the nascent internet technology in the early 1990s, many legal issues need to be addressed and many more are yet to be discovered as this area evolves.  

A Look at Google’s Patent Applications for Light Field Technology

Google’s U.S. patent application 20190124318—originally assigned to Lytro, an American developer of light-field cameras, before it went defunct in March 2018—was published in April 2019. Google is actively working on concepts constructing Virtual Reality (VR) and Augmented Reality (AR) and has spun out products like Daydream, ARCore, Cardboard, Jump, Tilt Brush and Blocks, all of which benefit from light field technology. CNET reported last year that a number of Lytro employees were heading to Google after Lytro folded, and that Google would likely acquire some Lytro patents as a result. Global market research and management consultation company, Global Market Insights, reports that the light field market will grow to $1.5 billion by 2024, rising from $650 million in 2017. The 2017 figures point to media and entertainment industries like gaming, theaters and amusement parks, making up 25% of the overall industry shares. The adoption of the technology in cameras is predicted to drive this growth.

PayPal Secures Patent for Augmented Reality Glasses

The unusual direction of innovative developments in the field of fintech is underscored by U.S. Patent No. 9953350, called Augmented Reality View of Product Instructions, which was issued to PayPal in late April. This patent protects a method by which an augmented reality view of an identified object is generated to include promotional material, recommendations, location to purchase the product and product instructions from a database correlated with the object. This technology enables the user’s ability to access information related to a product by creating an augmented reality in which users may be able to see product and service reviews and listings associated with buyers and sellers, recommendations, and product tutorials.

Copyright and Fair Use in the Age of YouTube

The opinion acknowledges, in a footnote on page 3, that videos of the type that the Klein’s created, is not unique. Instead, it is part of a growing genre of “reaction videos” in which portions of an original video are interspersed with commentary to create a new creative work… Luckily for the Kleins, their fans were ready and willing to create a legal fund for their use. YouTube has also taken action to protect some content creators subject to false DMCA notices. However, with over 800 unique users, and over 100 hours of new videos being uploaded every minute, clearly YouTube cannot be required to protect all of its content creators from false copyright infringement allegations. In light of this decision, perhaps we are approaching a time where reconsideration, and revision, of the DMCA, is warranted.

Microsoft HoloLens: Will Gamble on Holographic Technology Pay?

Microsoft enters the marketplace with its futuristic mixed reality headset — HoloLens — which on a first glance looks like a Gadget straight out of a Bond movie. When most tech companies are focusing on developing a Virtual reality headset, Microsoft plans development of its augmented reality headset with holographic technology. Microsoft foresees future in controlling computing devices with different user interfaces such as gesture, eyes gaze, and voice. Letting the user bridge the screen and physical space and extend the reality around them is Microsoft’s answer to several business insufficiencies.

The Intersection of Fashion, Virtual Reality and the Law

Virtual reality and augmented reality are catching on, and the fashion industry has taken notice. Many of today’s fashion brands are seeing their work being used in this disruptive technology. But, this has caused trademark issues for both fashion companies that want to protect their brands and fashion technology companies that want to bring those brands into the virtual reality world. Moira Lion and Jeff Greene, with the Intellectual Property Group at Fenwick & West, recently sat down with IPWatchdog to discuss how to approach VR innovations as they develop brand protection.

Augmented Reality and the IP Insights Behind it All

The US has been the primary filing jurisdiction for AR and related technologies, but the application to grant ratio is less than 5%? Join our webinar to learn what to look for and what it all means for this exciting segment.

Qualcomm unveils virtual reality headset platform powered by Snapdragon 820

Not only do virtual reality devices sometime present too much information to users, they do a poor job of prioritizing the space available in augmented reality (AR) environments to portray advertisements on empty real-world surfaces, for example. Qualcomm seeks to avoid this by using the technology protected by U.S. Patent No. 9317972, entitled User Interface for Augmented Reality Enabled Device. The patent discloses a method of displaying augmented reality contents which involves receiving a camera scan of an environment in view of a user, assigning surface priority and surface trackability levels for each surface in the environment, assigning content priority levels for augmented reality contents and displaying augmented reality contents on real-world surfaces based on the assigned surface priority, surface trackability and content priority levels. The system could determine whether a user was at work, home, a business meeting or a social event in order to determine the priority of augmented reality content to be displayed.

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.

Samsung patent totals top 2,000 in Q1 2016, invents foldable and rollable electronic display screens

In 2015, Samsung Electronics earned a total of 5,072 patents from the U.S. Patent and Trademark Office, a slight increase from the 4,936 U.S. patents which the company took home in 2014. Including design and utility patents, Samsung has already taken in 2,017 U.S. patents since the beginning of 2016, an incredible pace which would blow past the firm’s 2015 totals if it holds up all year. As the text cluster from Innography shows us here, much of this recent research and development has focused on semiconductor devices, memory devices and display panels.

Despite financial troubles Caterpillar still acquiring more U.S. patents than its rivals

With the nearly $1 billion drop in Caterpillar’s 2015 revenue forecast, the corporation has recently announced a corporate restructuring in its dealer and customer support divisions, including new divisions in global aftermarket solutions, marketing and digital as well as wear components & aftermarket distribution. Despite the issues, the corporation still has a heavy research and development presence. It earned 488 patents from the U.S. Patent and Trademark Office in 2014, placing it 88th overall among all companies petitioning the USPTO for patents that year; this figure was an incredible 47 percent higher than Caterpillar’s 2013 U.S. patent levels. Caterpillar’s 2014 patent earnings were much greater than heavy industry rivals Deere & Company (NYSE:DE) and Komatsu Ltd (TYO:6301), organizations which earned 214 and 132 U.S. patents in 2014 respectively. In the three months leading up to this writing, Caterpillar earned 170 U.S. patents, a quarterly pace that would see them increase the amount of patents earned in 2015 if maintained.

Microsoft innovates in tactile touchscreens, augmented realities and video games

Microsoft pays a premium for R&D but its investment has paid off as the company currently holds one of the world’s strongest patent portfolios. Just recently the company decided to flex this patent muscle in a big way by filing a patent lawsuit against Kyocera; Microsoft is seeking an injunction. The company was 5th overall during 2014 in terms of patents granted by the U.S. Patent and Trademark Office with 2,829 U.S. patents last year. That’s a slight rise from Microsoft’s 2,814 U.S. patents in 2013, which was good for a 6th place finish in that year.