Studiostoks / Shutterstock.com
With its potential unrealised and little case law to go on, you might think augmented and virtual reality had few concerns with IP. Not so, as Saman Javed of WIPR finds.
After the flurry of activity with Facebook’s $3 billion purchase of Oculus Rift in 2014, the application of augmented reality and virtual reality (AR and VR) has been slow. The lag has also been felt on the IP side, with little legislation available for companies implementing the technology and looking to protect their IP.
While active cases are thin on the ground, trademark, copyright and patent lawyers have made some predictions on how courts may soon treat these technologies.
AR and AI
The rest of this article is locked for subscribers only. Please login to continue reading.
If you don't have a login, you will need to purchase a subscription to gain access to this article, including all our online content. Please use this link and follow the steps.
For multi-user price options, or to check if your company has an existing subscription to us that we can add you to for FREE, please email Atif Choudhury at achoudhury@worldipreview.com
AR, VR, Oculus Rift, IP protection, trademark, copyright, patent, AI, innovation, avatar, algorithm, transformative use, infringement, technology, brands