IP in Metaverse: Patenting Inventions - PowerPoint PPT Presentation

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IP in Metaverse: Patenting Inventions

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It’s anticipated that companies and creators will have new opportunities to offer hardware and software for augmented reality (AR) and virtual reality (VR) devices when internet connectivity gives way to the Metaverse. They will aim to increase usability as technology develops, making such devices more accessible and durable. Intellectual property (IP) rights are immediately affected as more innovations become patented. As brands for tangible and digital goods, services, and tools begin to emerge, a virtual trademark area will be created. IP assets will exist in both the real and virtual worlds. The platform’s advancement depends on user-generated content. For more information, please visit @ – PowerPoint PPT presentation

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Title: IP in Metaverse: Patenting Inventions


1
  • IP in Metaverse Patenting Inventions
  • Its anticipated that companies and creators will
    have new opportunities to offer hardware and
    software for augmented reality (AR) and virtual
    reality (VR) devices when internet connectivity
    gives way to the Metaverse. They will aim to
    increase usability as technology develops,
    making such devices more accessible and durable.
    Intellectual property (IP) rights are
    immediately affected as more innovations become
    patented. As brands for tangible and digital
    goods, services, and tools begin to emerge, a
    virtual trademark area will be created. IP assets
    will exist in both the real and virtual worlds.
    The platforms advancement depends on user-
    generated content. In terms of trademarks, brands
    will primarily be distinguished by non-
    traditional markings like auditory marks,
    animated graphic marks, etc. A new class of goods
    and services, such as downloadable digital
    content, retail outlet services for digital
    content, and internet entertainment services,
    will need to be established since completely new
    items and services will enter the market. While
    software-related inventions, including games,
    will be subject to copyright protection,
    physical things like eyewear and other devices
    will be protected by patents. However, there are
    difficulties in patenting this cutting-edge
    technology.
  • Technology to power the Metaverse is being
    vigorously developed and patented by many IT
    giants. Such patented technologies include, for
    example, systems for maximizing shared views of
    virtual objects to numerous VR headset users,
    algorithms for creating and starting to move
    simulated shapes and scenes in a VR world based
    on hand gestures, head movement, or line of
    vision of the user, systems for producing haptic
    feedback relating to users engagement with
    virtual elements in a virtualized world, and
    techniques for creating 3D characters of the
    users that simulate the use of the technology.
  • What inventions qualify for patent protection?
  • In general, patent applications can be submitted
    on both the software operations running within
    the metaverse framework and the hardware parts
    connected to it.
  • Software advancements might comprise operations
    carried out within the metaverse framework,
    operations for accessing the metaverse framework,
    and operations for synchronizing metaverse
    framework states. The metaverse will mostly be
    constructed by modelling real-world or fictional
    environments and circumstances.
  • Hardware advancements can take the form of
    improved CPUs and GPUs that are designed to host
    or assist the metaverse framework as well as
    actual access tools like extended reality
    headsets.
  • Challenges in Filing Metaverse Patent
    Applications
  • The need for innovation and creativity will
    likely be a significant hurdle because the
    virtual reality and augmented reality headset
    space is currently extensively patented.

2
  • It is challenging to prosecute patent
    applications for virtual technology because of
    the strict subject matter validity rules imposed
    on software inventions under 35 USC 101 as a
    result of the US Supreme Courts decision in
    Alice Corp v. CLS Bank.
  • The evaluation of a metaverse-based inventions
    novelty and non-obviousness by establishing if
    the process used within the metaverse environment
    is identical to the same approach used outside
    of it presents a significant challenge for
    software patents. If the claimed inventions
    only difference from the prior art is that it is
    only applicable to the metaverse, it might be
    difficult for applicants to defeat it.
  • As shown in European Patent Office (EPO) judgment
    G1/19, patenting innovations for simulation can
    be challenging through the EPO.
  • For more information, please visit _at_
    https//www.iebrain.com/ip-in-metaverse-patenting-
    inventions/
  • About Ingenious e-Brain Solutions -
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