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Protecting Intellectual Property in VR

Posted: Tue Dec 24, 2024 8:08 am
by taniyaakter
software-related technologies. Courts, lawyers, and patent offices are struggling to understand the nuances of the framework in order to understand what is and is not patentable. This has led to many inconsistencies because there are no clear or consistent standards for applying the Alice Framework. In 2019, however, the USPTO issued a new set of guidelines that created a more consistent process and reduced the number of Alice rejections.

Patents
Once a company has patented VR technology, they are eligible for the same protection granted to other patents. However, it is essential that the business owner takes precautions to protect their technology in the online world. For example, explicitly adding a clause in their terms of service that content developers may only reproduce patented VR goods after obtaining proper authorization.

In IEA Group N. Am. v. Intel Corp., the Court ruled that infringing VR products must perform substantially the same functions in substantially the same manner, with a result substantially similar to that of the patented invention, to constitute infringement.

Copyrights
Copyright protects original works of the mind for a limited period of time. Once copyright is obtained, only the owner can reproduce it properly, prepare derivative works, distribute copies, publicly display the work, and license others to use their creation.

An example of copyright infringement in VR is if a third party Colombia Phone Number Material creates a virtual reality that uses real-world copyrighted IP, then they can be sued. While copyrights cannot protect an idea or game mechanics, copyright infringement can occur if a work is substantially similar to the original work or contains key elements of imitation of the existing work, such as code or other specific creative assets.

To ensure safety, licensing agreements would also need to be revised to address the issue of infringement. The boundaries of ownership in the virtual and non-virtual aspects of the product need to be clearly specified to avoid future legal troubles.

Trademarks
Trademarks to protect brand names, logos, etc., have been around for some time, but their use in VR is a relatively new experience for businesses. In some cases, trademarks don't function in the virtual world the way they do in the real one.

For example, in the case of Marvel Enterprises, Inc. v. NCSoft Corp., the latter designed a video game that featured avatars and superhero costumes identical to Marvel-owned superheroes. However, the court dismissed Marvel's claim on the grounds that the trademarks were not used in a commercial sense or directly in connection with the sale, distribution, or advertising of the product, and therefore did not constitute trademark infringement.

Conclusion
The world of IP protection is complex, especially when it comes to new-age technologies that are difficult to define in a structured framework. But expanding the scope of these technologies requires the need for IP laws to evolve and address the needs of technology owners. Struggling to keep up with emerging trends removes the impetus and incentive for creativity that is the foundation of Intellectual Property Rights. While it is important for developers to remain vigilant and take adequate measures to protect their work, the onus is on the legal system to strike a balance and protect the rights of the inventor .