VRARA Education Committee & WebGuyz VR Education Platform

By Ross Cohen, WebGuyz.nyc, Co-Chair VRARA Education Committee

WebGuyz is an industry agnostic startup on a mission to innovate the way students learn in the education system. WebGuyz's revolutionary SaaS platforms makes up the structure of educational programs, unifying all students and teachers, online and offline. WebGuyz created an entire modern and idealistic approach for education using VR & AR technology from Microsoft HoloLens and Oculus Rift. The solution provides students with a higher caliber of technology and puts them in a VR setting that enables each student with a visual, hands on, educational portal; The environment is controlled by the school’s administrator, and is fully integrated with the school’s curriculum.

Currently the program is running in several schools across the five boroughs of NYC with prodigious success and most importantly impeccable results. Student involved in the futuristic curriculums reported having new born set of skills and eagerness to scale and sharpen. WebGuyz program involves high demand curriculums such as, 3D design, backend managing skills, front-end management, developing applications for IoT devices as well as launching them, and cyber security awareness.

Together, the VR/AR Association (via the VRARA Education Committee) and WebGuyz will expand to more schools, revolutionizing and strengthening the learning process of the education system. The collaboration of The VR/AR Association will bolster the variety of devices and custom programming utilized within the curriculums, additionally improve the program as a whole from the input of industry leading experts within the association. The future for all looks virtually bright, teachers of the school systems will receive more classroom engagement, student attention span increases, and be prepared for the competitive world awaiting them, and the school district reputations rise from happy parents, students, and teachers.

WebGuyz has worked with Microsoft, CISCO, Google Education, New York State Career & Technical Education Organization, NYC Department of Education, Jump Into the Light VR Lab, New York Institute of Technology, and Metaverse.

The modern day teenager has a lower attention span than a goldfish, teenager coming in at 8 seconds and goldfish coming in at 9 seconds. The average attention human span back in 2000 was a whopping 12 seconds, and research proves the impact of this decrease in classrooms all around the country. The students are not to blame, the surrounding environment is the issue, giant social media platforms with massive amounts of content easily accessible with the touch of a finger, and evolving technology that trends for a day before the new best thing is introduced.

Instead of stripping students from their technology (i.e., mobile phones), and trying to control their personal environment in the classroom, WebGuyz strategically innovated an entire modern and idealistic approach using VR & AR technology from Microsoft HoloLens and Oculus Rift. The solution was to provide students with a higher caliber of technology, and to put them in a controlled VR environment, contrary to controlling their personal environments. A VR setting, entering each student into a visual, hands on, educational portal, completely controlled environment by the school’s (or university’s) administration, and fully integrating the school’s curriculums.

Not only do the students enjoy their technology ‘fix’, their attention span will increase as the WebGuyz program embeds into the education system. That’s just the immediate effects, the SaaS learning platforms is the other arm of this operation, working parallel to the controlled virtual reality environment. The learning platform is designed not only to help increase attention span, it increases engagement between teacher and student (a teacher’s dream come true), encourages teamwork (getting them ready for the real world), teaches responsibility and sharpens essential skills of tomorrow and beyond. Providing each student with a head start in a highly competitive and busy career environment.

VRARA Criminal Justice Committee Visits a School in Queens, NY to talk VR

Assistant Ocean County Prosecutor Rory Wells, Co-Chair of the VR/AR Association’s Criminal Justice Committee, had the opportunity to speak with students at the Irwin Altman Middle School 172 in Floral Park, NY on Thursday June 15, 2017.

School Media Specialist and Librarian Margaret Borger invited Rory to speak with students researching new technology.  The students were looking at how developing technology will continue to affect all areas of our life with one group choosing law and criminal justice as a focus.

Rory spoke on current topics in criminal justice and potential criminal applications for new technology such as virtual reality, augmented reality and the use of 360-degree cameras for investigations.

The student interaction was high with lots of questions and it was a great visit overall.  “We are at the point where advanced technology is organic to this coming generation, what they are starting with today, we only dreamed about.  The next three to five years will move at lightning speed”, says Assistant Prosecutor Rory Wells (Ocean County, NJ).

Key Challenges to Adoption of VR/AR for Healthcare

For more info, contact us

Co-Authors: 

In April, the VRARA Digital Health Committee conducted an industry survey.  Our goal was to understand the current state of the VR/AR healthcare market and identify challenges to adopting VR/AR healthcare solutions.

In one question, we compiled a list of common hurdles to innovation and adoption of VR/AR healthcare solutions and asked respondents to rank them based on how significant each was to them, on a scale of 0 - 5 (five being “very significant”, zero being “not at all significant.”)

Our sample was small but we think reasonable conclusions can be drawn.  Below are the median rankings for each of 12 challenges, in order of significance.  (Note:  while this first round was illuminating, we’re planning subsequent surveys to do a deeper dive into some of these key issues in the near future.)

Monetary/Funding Issues

(Significant Challenge: 4 out of 5)

Many of the respondents are startups developing AR/VR content, eyewear, or end-to-end solutions. So it’s not surprising that money and funding for product development, research and other marketing costs are at the top of the list. VR/AR for healthcare is still in its infancy, in search of technology innovators and visionaries willing to demo, refine and evangelize widely marketable applications. Given the obvious benefits of various emerging VR/AR technologies including pain diminution, surgical planning and practice, 3D radiological imaging and medical education, we’re confident that it won’t be long before customers and investors start to invest in best-in-class solutions. 

Committee members have noticed that hospitals are increasing budgets for clinical simulation centers to allow them to purchase VR/AR equipment. Third party companies that work with medical organizations are starting to budget for VR/AR solutions as well.

Technical limitations; Organizational Issues; Lack of Knowledge / Research (Moderately Significant Challenges: 3 out of 5)

Technical limitations

This is a broad category and responses reflect a multitude of use cases.  For some, the size of VR systems limits their use in certain clinical settings.  For others, mobile VR platforms can only provide so much immersion with a pocket size computer. Computer specifications and resolution of available devices can also be limiting factors for some medical centers.  VRARA Digital Health committee members are working on near-term solutions to these challenges. This is another area that we feel confident will improve over time as Moore’s law and market competition lead to improvements in both size and power.

Clinical organizational issues

You’ve probably heard that healthcare is a hard industry to change, and not lacking in bureaucracy. Electronic medical records, for example, have been in use at major hospitals for almost two decades, yet there are many places that still use paper charts.

Committee members and respondents identified several aspects of modern clinical organizations that can impede adoption of VR/AR technologies in healthcare, such as:  availability of and access to infrastructure (i.e. bluetooth connectivity);  platform friction (compatibility of VR/AR software with other healthcare software, EMR issues, and privacy issues);  and procurement procedures (vendor relations, lengthy and complex public tender processes, and arduous hospital board decision making processes.)

AR solutions are likely to be adopted more quickly due to decreased platform friction of widely-adopted smartphone technologies.  But it’s our guess that clinical organizational issues are likely to be some of the hardest (and slowest) issues to resolve.

Lack of knowledge

About VR/AR and its uses for your end users/customers

This is an area of particular interest for the VRARA committee. Many of our contacts and colleagues have heard of VR/AR being used for gaming and entertainment, but are unaware of the medical use cases and the research behind them. Disseminating this knowledge is an important goal of the committee. We know many people say they “get it” as soon as they demo VR/AR for the first time because it’s very intuitive, but most patients and providers have never had a live VR/AR experience. Understanding immersion is best done through one’s own eyes.  

 

Lack of enough research studies around VR/AR in healthcare

A quick search of research studies shows over 3536 publications with “virtual reality” or “augmented reality” or “mixed reality” in the title since 1991. However, depending on the clinical use case there may only be a handful of useful studies.  AR/MR tech is so new that only a small fraction of published research (574) examines its use in healthcare. Several areas still need randomized control trials to show evidence for mainstream adoption of AR/VR/MR by healthcare providers.

 

Regulation, Resistance, & Market Forces

Somewhat significant:  2 out of 5

Regulation/Insurance/Policy issues

Regulatory, insurance and policy issues always pose major hurdles for those working in healthcare. We’re speculating that they’re not more significant for responders right now because many times, regulation comes after wide-scale adoption. It’s on everyone’s minds, but we may not see a significant amount of red tape until VR/AR is more widely used in healthcare.

Resistance to new technology with end user/customers

The baby boomers still make up the largest percent of population by generation. Thus, they make up a large portion of both healthcare providers and patients. Nevertheless, reluctance to try new tech doesn’t seem to be a major concern for most respondents.  There could be several reasons why this is true: for one thing, the majority of companies that responded are not making products or content for a specific demographic so age isn’t relevant.  Second, physicians are typically early adopters of both professional and consumer tech, and interest in this new technology is high.

Market Issues and Cultural Obstacles (cultural competency)

Several respondents cited geographic and cultural obstacles as they try to market products in multiple countries, and a few mentioned resistance from Pharma to tech-based therapeutics.  While it wasn’t called out as a major challenge we think it’s still important to keep culture in mind, especially given the international make-up of both the medical and VR/AR innovation communities.  

 

Lack of Interest, Concern About Side Effects

Minimal Challenge: 1 out of 5

Lack of interest in VR/AR amongst patients and healthcare staff is of little concern to providers for now.  As Facebook, Google, Oculus, Samsung and Sony continue to aggressively market VR/AR experiences for consumers, more people will be exposed to it and interest will grow.  That said, patient demand and pull-through will eventually have a powerful influence on administrative and clinical decision-makers.

Early VR studies (in the 2000’s) caused a minority of patients to report feeling nauseous when using immersive VR.  Over time, improved graphics, frame rates and game design have fixed some of the problems that caused that particular side effect and it seems to be less of a problem today. Motion sickness may continue to be a problem for a shrinking percent of populations studied, but is not a significant issue for this group of respondents.

VR/AR Association Aims to Grow VR Licensing

By Mark Caplan, VRARA Content Licensing Committee Co-Chair  (Original article here

Mark Caplan of BD Labs, who also co-chairs a committee for the association, will moderate a panel discussion on digital entertainment at Licensing Expo. 

As VR and AR technologies continue to offer licensors another avenue to build their brands and offer consumers a new way to experience the world, the VRAR Association has revealed that is well positioned to help the licensing community accelerate its growth within the sector.

The VRAR Association is an international organization that is designed to foster collaboration between companies and people in the VR and AR ecosystem. For the licensing community, the association will aim to assist content owners and other members of the sector in accelerating their growth, knowledge and connections in the VR, AR and mixed reality space.

The organization has also developed a number of committees to help in its endeavors, including one on content that is co-chaired by Mark Caplan of BD Labs.

Additionally, Caplan will moderate the panel discussion, “The Changing Landscape of Digital Entertainment,” at Licensing Expo on May 24 at 2:15 p.m. He will be joined by panelists Travis Rutherford of Evolution, John Sutyak of DDM, Javon Franklin of 71 Studios, Clint Waasted of Zynga and Arthur Madrid of PixOwl.

Additional details regarding the panel discussion can be found here.

Check out the May issue of License Global to learn more about recent trends in the VR sector.

VRARA Digital Health Committee Industry Survey Results

The VRARA Digital Health Committee conducted an initial industry survey for companies making VR/AR products in healthcare among healthcare providers. The goal was to understand current state of VR/AR healthcare market and identify challenges to adopting VR/AR healthcare solutions. The results are shown below. For a detailed slide presentation of the survey and Committee's work, including action steps, contact us. 

Those in the VR/AR community are looking forward to the day that VR/AR becomes mainstream. Currently the technology is starting to be used in the Enterprise settings, but the healthcare industry has many of its own unique challenges. Achieving mainstream adoption in healthcare will require overcoming several hurdles. Each needs to be understood in detail if we hope to increase the rate of progress. Thus, The VRARA Digital Health Committee is dedicated to understanding the challenges around bringing VRAR to healthcare so that the solutions can be seen.
— Brandon Birckhead, Immergence Tech

Thank you to all who answered the survey and to the Committee participants, and special thanks to Brandon Birckhead of ImmergenceTech, George of Mativision, Paula of Amalgamated Vision, Dom of Corporation Pop, Ali of Cinglevue, Henry of Corvecto and Amy of endeavorVR for making this Publication possible. Graphics made by Ada Chiu. 

Building Awareness in Early Adopters & Taking Next Steps

Like the early days in mobile, success and growth are linked inextricably to building awareness. Currently the market is entering its second year of market knowledge and adoption; but it is really the first year of rolling up the sleeves, for knocking on doors. Both content creators and technology enablers must appeal to the early adopters for both business and word of mouth cache. Being the first still has its benefits. Companies both large and small that buy and use VR/AR content are seen as leaders and will be seen as the one to compete. For the industry as a whole, this free advertising is crucial in exponential organic growth.

So what does this look like in the field? For me, this means I explain the value and benefits the industry provides to companies interested in the VRARA. For content creators and VR/AR tech providers this means leveraging your network and explaining how you can work with the small business owner or increase monetization to large brands. In short, good old fashioned business development. Opportunity is out there in so many ways. Simply, I find just keep talking about what you do and how someone can get started to have it too. It works wonders.

The next step is taking action. That is the case with the VRARA Industry Committees . Representatives from companies are collaborating on similar needs and challenges, and working together to set best practices and guidelines for different verticals. Come join us, and you won't feel alone in this VR AR journey that we are all pursuing. 

VR/AR Association Fintech Industry Committee

VR/AR ASSOCIATION WELCOMES DEVEXPERTS TO INDUSTRY COMMITTEE

Another move toward infusing finances and growth to the mixed realities industries was marked last week with the appointment of Devexperts, developers of financial markets and providers of cloud-based financial data infrastructures. In conjunction with this new alignment of forces, Devexperts has also set in motion an initiative to found the VRARA FinTech Committee. This may result in a significant growth boom in the industry, which is certainly their hope. Kris Kolo, Global Executive Director of the VR/AR Association, explains, “Devexperts has been an established leader in FinTech solutions and services for the Capital Markets industry, and once again challenging the market with this new technology for Virtual Reality and Augmented Reality financial analytical applications. We are excited Devexperts have joined the VR/AR Association and are Co-Chairing our FinTech Industry Committee.”

Devexperts Becomes a Co-Chairing Member of the Global VR/AR Association Fintech Industry Committee

DEVEXPERTS, developers of the financial markets' most successful professional retail and institutional trading platforms and providers of one of the largest cloud-based financial data infrastructures, is pleased to announce that they have become the newest member of the VR/AR Association, the global industry association for Virtual Reality, Augmented Reality, and Mixed Reality, connecting leading solution providers with brands and customers.

Both the VR/AR Association and Devexperts are dedicated to fostering growth in the virtual reality and augmented reality industries. As a member, Devexperts will participate in the association's initiatives to facilitate VR/AR market growth in a joint effort with other solution providers.  In addition, Devexperts has put forward an initiative to found The VRARA FinTech Committee.

FINTECH COMMITTEE MISSION:

To accelerate widespread adoption of VR/AR technology by traditional financial companies (banks, brokers, exchanges), technological FinTech firms and startups around the world in order to improve the customer experience, deliver analytical power, innovative visualizations, gamification and new dimensions of interactivity to user interfaces, and introduce innovative ideas of Mixed Reality collaboration.

One of the main goals of The VRARA FinTech Committee is to analyze the current challenges of industry players and propose innovative and relevant solutions that will help boost the value of VR/AR in the FinTech vertical. The committee will also conduct research with end users for a better understanding of how visualization of large amount of information and the immersion in it influences the quality of financial and analytical decision-making.

"Devexperts has been an established leader in FinTech solutions and services for the Capital Markets industry, and once again challenging the market with this new technology for Virtual Reality and Augmented Reality financial analytical applications. We are excited Devexperts have joined the VR/AR Association and are Co-Chairing our FinTech Industry Committee," says Kris Kolo, Global Executive Director of the VR/AR Association.

"We are excited to become a Co-Chairing FinTech committee member in the VR/AR Association and help to make financial data analytics and market data visualization intuitive and reliable in the Virtual and Augmented Reality space," says Dmitry Parilov, Managing Director, dxFeed Data Solutions and Products, Devexperts. "We believe that VR is going to break into our daily life soon and together with The VRARA we see our main role in promoting and supporting the philosophy, the members and developers to make it available to everybody."

About Devexperts:

www.devexperts.com  
Headquartered in Munich, Germany, Devexperts, was founded in 2002 and specializes in the development of highly complex software solutions and services for the global Capital Markets industry. Our clients are retail and institutional brokerage houses, exchanges and buy-side firms. The high performance, scalability and integration capabilities of our products and services, along with 24x7x365 monitoring and support, result in some of the global financial industry's most recognized and reliable technology applications. Millions of people trade daily using Devexperts technology.

Media Contact:  

Kris Kolo
VR/AR Association
650-690-5361
info@thevrara.com

Dmitry Parilov
Managing Director, dxFeed Solutions and Products, Devexperts
USA: +1-201-3714130
Germany: +49-89-99952024
dparilov@devexperts.com

Related Links

Devexperts website

Healthcare Solutions in VR AR MR

People are constantly asking how to move forward or more to the point, what’s beyond the hype in the VR industry? So let me say that what is clearly gaining traction in the market is improved Health Solutions. People want more, faster, and less evasive diagnostic, treatment and technology options.

The VRARA Digital Health Committee is proof. Since the inception of the committee, both companies and healthcare professionals wanted in. The goal is to develop and share best practices as the industry matures.

Everyone from Medical Doctors to private companies are participating to build tangible tools based on real use cases. The entire process of the patient journey; not to mention education both for patients and medical personnel alike is being parsed and planned.

As an example of the possibilities on this topic, we need look no further than  Cambridge University; who is now working on a program to render 3D VR treatment for cancer.

“We want to create an interactive, faithful, 3D map of tumors that can be studied in virtual reality that scientists can ‘walk into’ and look at it in great detail,” said lead researcher Greg Hannon in a Cambridge news post.

A 3D model would be ideal for researches to study and analyze with in-depth precision; showing the minutia of the cancer which has never done before.

“I think this is the very cutting edge of how people will in the future understand not only cancer but organismal development,” said Hannon in a video from the university.

This and more medical research utilizing VR/AR & MR is now happening and hopefully setting the new standard in excellence of care.

Verdict Analysis: Why the Jury Awarded ZeniMax $500 Million in Oculus Lawsuit

Original article posted on RoadtoVR

Following the news of a $500 million plaintiff award in the ZeniMax v. Oculus lawsuit, a detailed breakdown of the verdict reveals the jury’s specific findings, and who is responsible to pay for the damages.

Guest Article by Matt Hooper & Brian Sommer, IME Law

Matt is a Partner at IME Law, where he represents clients in the immersive media, entertainment and technology industries. He represents several of the leading VR content creation and software companies in the United States. He also serves as Co-Chair of the VRARA Entertainment Committee. You can follow Matt on Twitter @mhooplaw.

Brian is an interactive media and entertainment attorney at IME Law, where he focuses his practice on the intersection of traditional entertainment and immersive media. He also serves as Co-Chair of the VRARA Licensing Committee. You can follow Brian on Twitter @arvrlaw.

Breaking Down the Jury Verdict in ZeniMax v. Oculus

After only a few days of deliberating, the Oculus jury returned a verdict in favor of Plaintiffs ZeniMax and id Software totaling $500 million. ZeniMax was awarded money damages against Oculus, founder Palmer Luckey, (former CEO) Brendan Iribe and CTO John Carmack, but parent-company Facebook escaped monetary liability (although Oculus is a subsidiary of Facebook).

Before the jurors started deliberating, Judge Ed Kinkeade provided them with nearly 90-pages of jury instructions. The jury instructions read like a missive and questionnaire, detailing the laws the jury must apply and includes spaces for the jury to fill in their award decisions (each count has to be reached unanimously, and there were nine jurors). Since the jury is a cross-section of people with different levels of education and experience, the judge wrote the jury instructions in easily digestible format, being careful to not distort important legal significances and nuances. The Oculus jury was comprised of six women and three men, with a wide-array of diverse backgrounds.

The following summarizes each count in the jury instructions and how the jury ruled:

Common Law Misappropriation of Trade Secrets

Defendants: Oculus, Facebook, Luckey, Iribe and Carmack
Jury Award (Defendants’ Liability to Plaintiffs): $0

The plaintiffs alleged that the defendants misappropriated their trade secrets. The court explained that a trade secret is defined as “a formula, pattern, device or compilation of information used in a business which gives its owner an opportunity to obtain an advantage over his competitors who do not know or use it.” Plaintiffs asserted that their trade secrets included the following technologies: (1) distortion correction technology; (2) chromatic aberration correction method; (3) gravity orientation and sensor drift correction technology; (4) head and neck modeling technology; (5) HMD view bypass technology; (6) predictive tracking technology; and (7) time warping methodology.

To prevail on their claim for misappropriation of trade secrets, the plaintiffs needed to prove that: (1) a trade secret existed; (2) the defendants acquired the trade secret through breach of a confidential relationship or by improper means; (3) the defendants made commercial use of the trade secret in their business without authorization; and (4) the plaintiffs suffered damages as a result.

The jury found that ZeniMax failed to prove by a preponderance of evidence that any of the defendants misappropriated the trade secrets claimed by the plaintiffs. With respect to most civil claims, a plaintiff need only prove each element of a claim by a “preponderance of the evidence.” To establish an element by a preponderance of the evidence means to prove that “something is more likely so than not so.” This is a significantly lower burden than the “beyond a reasonable doubt” standard which is used for criminal cases.

Because the jury found that ZeniMax failed to prove that any of the defendants misappropriated its trade secrets, the jury did not award any damages to ZeniMax for this claim.

Copyright Infringement

Against Defendants: Oculus, Facebook, Luckey, Iribe and Carmack
Jury Award: $50,000,000 in actual damages against Oculus

All the defendants were alleged to have copied ZeniMax or id Software’s computer programs code in violation of their copyrights. There is no copyright protection in a computer program for ideas, program logic, algorithms, systems, methods, concepts or layouts; only original “expressions” of work embodied in a computer program are eligible for copyright protection. For example, literal elements such as source code and non-literal elements such as program architecture, structure, sequence and organization, operation modules and computer-user interface may enjoy copyright protection. A computer program can be original even if it incorporates elements that are not original to the author. Accordingly, computer code copyright infringement cases require filtering and separating uncopyrightable elements of the computer program from the protected parts, an expensive and complicated analysis usually involving expert witnesses.

The plaintiffs were granted the $50 million dollar copyright infringement against Oculus because the jury concluded the following: (1) the computer programs in question were copyrightable; (2) ZeniMax or id Software own the copyrights; and (3) Oculus copied the copyright-protected computer programs owned by ZeniMax or id Software.

Elements (1) and (2) were relatively easy issues for the jury to reach, because the plaintiffs registered their computer programs with the Copyright Office. Proving the third element was the complicated, contested part of the trial.

To prove the third element and find Oculus liable, the jury had to answer yes to both of the following questions: (1) did Oculus copy computer programs; and (2) if there was copying, was the copying “substantially similar” to plaintiffs’ copyrighted computer programs.

The Oculus court used the Abstraction-Filtration-Comparison Test (“AFC Test”) to analyze whether the non-literal elements of Oculus computer programs were substantially similar to ZeniMax or id Software copyright-protected computer programs. Essentially, the AFC Test involved breaking down each computer program into constituent parts, examining each of the constituent parts, sifting out non-protectable code and then comparing Oculus and plaintiffs’ programs to determine whether the copyright-protectable elements were substantially similar to warrant a claim for infringement.

Plaintiffs used Dr. David Dobkin, Professor of Computer Science at Princeton, to shepherd jurors through the AFC Test. At the end of his testimony, Dr. Dobkin concluded he is “absolutely certain Oculus copied from ZeniMax code,” and the jury agreed. Prior to the jury verdict, Oculus contended in its January 30, 2017 Motion for Judgment as a Matter of Law that the AFC Test is “invalid and unconstitutional.” This issue may play a central role in expected appeals.

Breach of Contract

Defendants: Oculus and Luckey
Jury Award: $0 Luckey / $200,000,000 Oculus

The plaintiffs alleged that Luckey and Oculus had a contract in the form of a non-disclosure agreement (“NDA”) with the plaintiffs, and that Luckey and Oculus breached the NDA. Oculus disputed that it was a party to the NDA, as Luckey signed it in his individual capacity before Oculus was formed. The court explained in the jury instructions that Oculus would be bound to the NDA if the jury finds: (1) Oculus is a “mere continuation” of Luckey’s prior business (because a business that takes over assets from a prior business (even a sole proprietor) may have to assume the prior business’ obligations); and (2) Oculus manifested acceptance of the NDA through its conduct; or (3) Luckey assigned his obligations under the NDA to Oculus (a principle called “quasi-estoppel” provides that a party cannot maintain a position inconsistent with a position to which it previously acquiesced, or for which it previously accepted a benefit).

Luckey and Oculus raised the doctrine of laches in their defense. Laches is an affirmative defense, which means that Luckey and Oculus had to prove by a preponderance of the evidence that: (1) there was a delay by the plaintiff in asserting a right or claim; (2) the delay was not excusable; and (3) there was undue prejudice to the party against whom the claim is asserted (the prejudice can be due to a loss of evidence or the defendant having changed its position in a way that would not have occurred had the plaintiff not delayed).

The jury found that Luckey breached the NDA, but it decided that the doctrine of laches barred the plaintiffs’ breach of contract claim against Luckey. The jury also found that Oculus was a party to the NDA on all three bases listed above: (1) mere continuation; (2) manifested acceptance and (3) quasi-estoppel (one would have been enough). Similarly, the jury found that Oculus breached the NDA. The jury provided an award of $200,000,000.00 in damages for Oculus’ breach of the NDA.

Tortious Interference With Contract

Defendants: Facebook
Jury Award: $0

The plaintiffs alleged that Facebook tortuously interfered with the NDA. In order to establish a tortious interference with contract claim, the plaintiffs had to establish that: (1) the NDA existed between plaintiffs and Luckey/Oculus; (2) Facebook willfully and intentionally interfered with the NDA; (3) the act of interference was a proximate cause of damage to plaintiffs; and (4) the plaintiffs suffered actual damage or loss as a result.

The jury found that Facebook did not tortuously interfere with the NDA, so no damages were awarded. The jury does not provide commentary on which of the four elements plaintiffs failed to prove, so the strength or weakness of this claim is unknown.

Unfair Competition

Defendants: Oculus and Facebook
Jury Award: $0

The plaintiffs alleged that Oculus and Facebook engaged in “unfair competition” with respect to the plaintiffs’ contracts, copyrights, trademarks and trade secrets. “Unfair competition” is a form of unlawful business injury arising out of business conduct which is contrary to honest business practice in industrial or commercial matters. It requires that a plaintiff prove that the defendant committed an illegal act that interfered with the plaintiff’s business.

For the purpose of the case, the potential “illegal act” by Oculus could have been any of the following: (1) misappropriation of trade secrets; (2) copyright infringement; (3) trademark infringement; or (4) breach of contract. The potential “illegal act” by Facebook could have been any of the following: (1) misappropriation of trade secrets; (2) copyright infringement; or (3) tortious interference with the NDA.

The jury found that Facebook and Oculus did not engage in unfair competition, so no damages were awarded for this claim.

Conversion

Defendants: Carmack only
Jury Award: $N/A

The plaintiffs alleged that Carmack “converted” the plaintiffs’ property. The term “converted” means that Carmack wrongfully exercised control over the plaintiffs’ property. To prevail on their claim, the plaintiffs needed to prove that: (1) the plaintiffs owned or had legal possession of (or were entitled to possession of) the property; (2) Carmack, unlawfully and without authorization, assumed and exercised dominion and control over the property to the exclusion of, or inconsistent with, the plaintiffs’ rights; (3) the plaintiffs demanded return of the property; and (4) Carmack refused to return the property.

Carmack raised two defenses against the conversion claim. First, he claimed that the statute of limitations barred the claim because the applicable statute of limitations was two years, and the plaintiffs waited longer than that to file its conversion claim. Carmack also claimed the doctrine of laches as a defense (see “Breach of Contract,” above, for the elements of that defense).

The jury found that Carmack converted plaintiffs’ property by taking ZeniMax documents and RAGE (2011) code. The jury found that the statute of limitations and laches defenses did not bar the claim. However, no specific damages were listed as awarded despite Carmack being found liable for conversion.

Trademark Infringement and False Designation

Defendants: Oculus, Iribe, and Luckey
Jury Award: $50,000,000 Oculus / $150,000,000 Iribe / $50,000,000 Luckey

The plaintiffs alleged that Oculus, Luckey, and Iribe infringed the plaintiffs’ trademarks. To prevail on their claim, the plaintiffs needed to prove that: (1) ZeniMax owned legally protectable trademarks; and (2) Oculus, Luckey and Iribe used one or more of ZeniMax’s trademarks without its consent, in connection with the offer of products in a manner that was likely to cause confusion as to the source, affiliation, or sponsorship of the products. A likelihood of confusion means a probability of confusion (not just a mere possibility of confusion), and that a reasonably prudent purchaser or user is likely to be confused as to the source of the product in question.

The plaintiffs also brought a claim for false designation against Oculus, Luckey and Iribe. The court explained to the jury that “any person who makes commercial use of any word, term, name, or symbol, or combination thereof that is likely to cause confusion as to that person’s affiliation, connection, or association with another person, or that misrepresents in advertising the nature, characteristics, quality, or geographic origin of that person’s goods or services, is liable to any person who is or is likely to be damaged by the false designation of origin.”

Oculus, Luckey and Iribe raised multiple defenses. They alleged that: (1) they had an express or implied license to use the trademarks; (2) ZeniMax acquiesced to the use of its trademarks; (3) they used it to accurately describe their goods and services (“nominative fair use”); and (4) the doctrine of laches prohibited the claim.

The jury found that Oculus and Iribe intentionally and knowingly infringed ZeniMax’s trademarks, but found that Luckey did not. The jury found that the defenses of license, acquiescence, nominal fair use and laches did not serve as a viable defense. The jury found that the actual damages that the plaintiffs suffered as a result of the trademark infringement was $0.

The jury found that Oculus, Luckey and Iribe are all liable for false designation, in which they intentionally and knowingly engaged. The jury again found that none of the foregoing defenses bar the plaintiffs’ claim. The jury found that actual damages that the plaintiffs suffered as a result of the false designation were as follows: $50,000,000 Oculus; $50,000,000 Luckey; and $150,000,000 Iribe.

Within hours of the court announcing the verdict, Oculus released a statement vowing to appeal. Meanwhile, ZeniMax is mulling over seeking injunctive relief to temporarily halt the sale of Oculus Rift headsets.

Iribe is reported to have a net worth valued around $2 billion, while Luckey’s net worth is reported around $700 million, so they are armed with enough cash to continue litigating (or perhaps their defense fees are paid by contract with Oculus).

Expect more motions to get filed in the trial court, including ZeniMax seeking millions in attorney fees. Although the verdict has been announced, it’s not likely the end of the case, but actually a second beginning. Given the high stakes of this case, expect a number of post-verdict motions and appeals, resulting in the case dragging on indefinitely. The appellate process can take years. Often, parties will settle during the appellate process for an array of reasons, ranging from business concerns to legal uncertainty to resource drain. This matter is far from over.

VRARA's Co-Chair of the Licensing Committee Take on the $4B ZeniMax v. Oculus Case

Update: Verdict was reached, see here

Original article posted on RoadtoVR

Guest Article by Brian Sommer, IME Law

Brian is an interactive media and entertainment attorney at IME Law, where he focuses his practice on the intersection of traditional entertainment and immersive media. He also serves as Co-Chair of the VRARA Licensing Committee. You can follow Brian on Twitter @arvrlaw, and @IME_Law

This week the eyes of the virtual reality industry are on a federal court in Dallas, Texas where ZeniMax (and child company id Software) and Facebook (and child company Oculus) have been engaged in legal battle over a dispute which could cost Facebook $4 billion. ZeniMax alleges that a former employee used VR code that it owned after being hired by Oculus, and further that Facebook should have known that the code was ZeniMax property. With jury deliberations now starting, a verdict could come as soon as today. Here’s what you need to know about the case.

For 13 days, attorneys in the Dallas federal court have been selling the jury very different stories. “One of the biggest technology heists ever” is how ZeniMax attorney Tony Sammi described to jurors Facebook’s acquisition of Oculus in opening statements. In Thursday’s closing arguments, Oculus attorney Beth Wilkinson told jurors ZeniMax and Id Software are “jealous, they’re angry and they’re embarrassed” over the success of Oculus and the acquisition by Facebook.

At first blush, this lawsuit appears to be a complicated mess involving two plaintiffs, five defendants, nine causes of action, over 900 court filings (many sealed from the public) and a demand for more than $4 billion in damages. Without having access to many of the critical motions filed in the case (due in part to the Court’s order sealing such filings), it is not possible to assess in exacting detail certain critical arguments made by each side. But, from arguments, publicly-available filings and reports that have been made available to the public, it appears that the essence of the lawsuit can be distilled down to this: this is a dispute about who owns the intellectual property (“IP”) that was vital in creating the Oculus Rift.

Will the jury agree with ZeniMax that its proprietary computer code was a foundational component of Oculus’ success, or will the jury side with the defense’s argument that Oculus code was developed independently and based upon publicly known code and different solutions?

Starting today, jurors begin sorting through hundreds of facts and applying them to the issues contained in the jury instructions, weighing the credibility of witness testimony and evidence presented. Here are three key issues that could drive jury deliberations:

1. Did Palmer Luckey and Oculus Misappropriate IP That Zenimax Disclosed Through a Nondisclosure Agreement?

Defendant John Carmack is heralded as one of the most recognized and accomplished video game programmers and virtual reality engineers in the industry today. He co-founded Id Software (plaintiff), which was later acquired by ZeniMax (plaintiff). In April 2012, while employed as Id Software’s Technical Director, Carmack discovered through an Internet forum that Palmer Luckey (defendant)—who would go on to become the founder of Oculus—had developed a prototype virtual reality headset called the “Rift.” Carmack contacted Luckey, and Luckey sent Carmack a very early Rift prototype. Carmack is alleged to have immediately started to evaluate, analyze and modify the Rift prototype using research, software code and tools owned by id Software.

Carmack and Luckey’s friendship quickly turned business-like by May 2012 when Luckey in his personal capacity signed a nondisclosure agreement (“NDA”) with Id Software’s parent company ZeniMax, according to information from the case.

Companies use NDAs to ensure ideas or trade secrets disclosed to another party remain confidential. NDAs usually prohibit the recipient of confidential information from using or disclosing any information that they receive under the NDA, except for agreed purposes. Since an NDA is a contract, all of the legal principles surrounding contract law (e.g., elements needed to form a contract, defenses, etc.) are used to analyze an alleged breach of an NDA.

In June 2012, Luckey formed Oculus on the heels of successful demonstrations by Carmack (employed at the time by ZeniMax) and Luckey at the E3 Convention. ZeniMax alleges that through early 2013, and while bound by the NDA, Carmack and other Id Software employees collaborated with Oculus and Luckey to debug and refine the Rift.

ZeniMax alleges Luckey breached the NDA by taking ZeniMax-owned proprietary information and then using it without permission and disclosing it to Facebook. Oculus and Luckey contend the NDA is unenforceable for a number of reasons, including because the NDA was signed by Luckey in his personal capacity before Oculus was founded, a key material term was never defined, and for other legally nuanced reasons. In response, plaintiffs assert that Oculus is bound by the NDA because Oculus is a mere continuation of Luckey’s prior work. The jury’s outcome may hinge on the many factual findings related to the NDA.

2. Did Carmack Misappropriate Zenimax IP and Use It at Oculus?

Prior to Carmack meeting Luckey, he and his team of Id Software employees were researching and developing technological innovations associated with virtual reality. After receiving the Rift prototype, Carmack and other Id Software employees modified the Rift to work with Id Software’s popular computer game DOOM 3: BFG Edition (2012). ZeniMax has alleged that Carmack had a continuous, collaborative relationship with Luckey and Oculus.

By the summer of 2012, the meteoric rise of Oculus culminated with a Kickstarter campaign that raised $2.44 million based on a funding goal of just $250,000. Meanwhile, the only written contractual relationship between ZeniMax and Luckey was the NDA. Spurred by the successful Kickstarter fundraiser, ZeniMax and Oculus engaged in contract negotiations through early 2013, but they never could reach a deal.

Meanwhile, ZeniMax and Oculus continued to collaborate with one another despite no written agreement being in place with respect to their financial relationship. ZeniMax and Oculus exchanged offers and counteroffers in an attempt to reach an agreement as to financial assurances and equity (among other things), but they moved further apart rather than closer together. The relationship between ZeniMax and Oculus began to sour by early 2013. Carmack’s employment contract with Id Software ended in June 2013. Two months later, he joined Oculus as its Chief Technology Officer.

During the trial, Carmack admitted that on his last day at Id Software, he copied thousands of work emails (which included ZeniMax-owned computer code) to a portable drive, but he contends he did not use ZeniMax’s proprietary code in his work at Oculus. To support the theory that Carmack copied and used Id Software code for the Rift once at Oculus, ZeniMax called computer science professor David Dobkin to testify. Dobkin compared and analyzed large sections of ZeniMax and Oculus code and concluded there was evidence of copying, including aberration correction, time warping and drift correction. To also show Carmack’s influence on Oculus, ZeniMax referenced various emails between Oculus and Carmack to establish that Carmack’s IP contributions were essential and embraced by Oculus as instrumental to its success.

The defense told a different story. Oculus sought to debunk the credibility and findings of Dobkin, undercutting his expertise and seeking a distinction between literal and non-literal copying, among other things. Oculus’ strategy also focused on downplaying Carmack’s actual IP input once at Oculus, contending Carmack acted mainly in an advisory role at Oculus, and producing emails where Carmack himself said computer code developed by Oculus engineers was superior to his efforts while at Id Software.

A pivotal point in the case could be how the jury interprets the circumstances that led to Carmack’s defection to Oculus—was there motive or reason for Carmack to misappropriate Id Software IP? Jurors were introduced to a January 2013 email from Carmack to ZeniMax leadership, urging the company to lead the VR wave, but leadership was dismissive of VR and told Carmack to focus on DOOM 4 (2016). Since Carmack’s employment would not expire until June 2013, jurors could conclude evidence supports Carmack sought to make up for lost time riding the VR wave by integrating allegedly misappropriated Id Software code once employed by Oculus.

3. How Does Facebook Fit into the Equation If the Main IP Issues Started with Oculus, Luckey and Carmack?

In March 2014, Facebook announced it would acquire Oculus for about $2 billion in cash and stock. But the IP allegedly owned by ZeniMax and unlawfully used in the Rift occurred well before Facebook’s acquisition—how is Facebook potentially liable?

Five of the nine causes of action name Facebook. They are: common law misappropriation of trade secrets, copyright infringement, tortious interference with contract, unfair competition and unjust enrichment. While ZeniMax’s allegations are extensive and nuanced, it essentially is alleging that when Facebook bought Oculus it knew or should have known (had it performed reasonable due diligence) that the Rift uses ZeniMax IP.

Facebook CEO Mark Zuckerberg was called to testify at the trial, and his testimony was illuminating about the details of the acquisition. ZeniMax’s cross-examination of Zuckerberg was aimed at establishing that Facebook rushed to purchase Oculus, and in doing so, inadequately conducted due diligence that would have revealed that ZeniMax IP was made part of the Rift.

Zuckerberg also testified that he had never even heard of ZeniMax before the lawsuit. But evidence presented included a note Zuckerberg wrote to John Carmack while he was CTO at Oculus, saying it had been surreal to meet him and how he grew up playing games Carmack designed.

The defense contends ZeniMax sued Facebook seeking a “chance for a quick payout”—the lawsuit was filed within two months of Facebook’s announcement of acquiring Oculus. If the financial negotiations were breaking down between Oculus and ZeniMax in early 2013, but ZeniMax decided to sue for IP infringement after the Facebook acquisition announcement a year later, the jury could be persuaded that ZeniMax was ultimately going after the deep pockets of Facebook.

ZeniMax attorney Sammi posed to Zuckerberg: “So your plan for a $2-point-something-billion deal was to begin legal diligence on Friday, and sign the deal on Monday, over a weekend, right?” “Yeah,” Zuckerberg replied.

Ironically, jurors also have had this weekend to consider the complex facts at issue in this case and could deliver a verdict as early as today.

VRARA Digital Health Committee

Written by Craig Stanland, Virtual Reality Observer

To people outside of the industry Virtual Reality (VR) is most commonly associated with gaming. While the technological investments and forward progress in gaming carries benefits for all other industries, news outside of gaming is often overlooked.

VR has already had a major impact on all the major industries including, Architecture and Design, Entertainment, Education and the Health industry. Health is particularly of interest to us due to its overall impact on society. Better health care practices benefit us all.

The healthcare Industry has increasingly been turning to simulation and the virtual world for training and education of its staff.

With its launch of the Digital health VR AR committee the VR/AR Association has acknowledged the importance and impact of VR on the Healthcare industry. The committee will create best practices, guidelines, and call to actions (e.g., recommendations for standards) for VR AR in Digital Health, Medical, Healthcare, and Education.

With 10 industry experts already on the committee, they are off to a great start. Still in the early stages the 10 experts are crafting a working doc which will set the foundation for the committee moving forward.

The VR/AR Association (VRARA) is the global industry association for Virtual Reality, Augmented Reality, and Mixed Reality, connecting leading solution providers with brands and customers. VRARA goals are to accelerate growth, foster research and education, and help develop industry standards, connect member organizations and promotes the services of member companies.

“This Digital Health Industry Committee already has representatives from Meta Co, Medical Realities, Mativision, doctors and surgeons like Rafael J. Grossmann, MD, FACS and Shafi Ahmed PhD FRCS, and digital health experts like John Nosta, indicating the importance of this vertical and the industry’s willingness to work together to accelerate the VR AR industry with smart growth.“ Kris Kolo, Global Executive Director of the VRARA.

This is an amazing opportunity for health care professional to participate in the early stages of this emerging technology and practice. You can be a part of change that benefits us all.

The first official kickoff call for this Industry Committee is being scheduled at the end of January, early February. Anyone who’s interested in DIgital Health/education/healthcare should join.

Interested to learn more or participate? Email kris@thevrara.com

Original article was published by VR Observer

The VR/AR Association Launches Industry Committees for Virtual Reality & Augmented Reality

See the Industry Committees here

Committees seek to establish best practices, guidelines and call-to-actions to further accelerate the VR/AR market.
 

NEW YORK, Dec. 11, 2016, - The VR/AR Association (VRARA) is soliciting participation in Industry Committees for Virtual Reality (VR) and Augmented Reality (AR). The committees will work with members and the industry at large to create best practices, guidelines and call to actions for VR/AR verticals. 

VRARA is the global industry association for VR, AR and MR, connecting leading solution providers with brands and customers. Members and sponsors include Aisle411, Amplified Robot, ArchiactVR, AT&T, EON Reality, Locus Labs, Finger Food Studios, Mativision, NYU, Orange, Touchstone Research, Trick3D, Samsung, USA TODAY NETWORK, Walgreens and other VR/AR hardware, software, and content companies. 

Entering its second year and passing the 100 member mark with 17 global chapters, the VRARA believes it's time to accelerate smart market growth even further. As such, the association is seeking participation for the following committees: 

Digital Health - Join representatives from Meta Co, Mativision, Rafael J. Grossmann, MD, FACS, Shafi Ahmed PhD FRCS, John Nosta and other experts from the industry to work on VR/AR as it relates to medical, healthcare, and education.

Experiences, Story Telling and Audiences - Join representatives from USA TODAY NETWORK, A+E Networks, and other leaders to work on a common goal: how to grow the audience for VR.

VR Content Licensing - Join Mark Caplan, recent SVP Global Consumer Products at Sony Pictures Entertainment whom was part of the executive team that established the VR initiative and planning for the company and who served as a West Coast VP of the (LIMA) Licensing Industry Merchandisers’ Association and other experts to help companies navigate in the entertainment space, e.g., digital, content owners, theme parks, merchandise, VR/AR, mobile game companies, to get a better understanding on the movie, TV, comic, and other IP for use in product.   

Advertising -  Join the 4A’s (American Association of Advertising Agencies), which represents U.S. advertising agencies and other leaders in defining what advertising should or should not be in VR/AR.  

Co-Located - Join representatives from NYU's Motion Capture Lab and other leaders to expand the palette of creative and technical tools for makers in the VR space, engage in discussions around UX and implementation, and build a strong network of practitioners.

Retail & eCommerce - Join representatives from Aisle411 and other industry leaders testing new forms of AR and VR used in-store and out-of-store to enhance and analyze purchase behavior. 

Other committees include Public Safety & Emergency ResponseEducationMobile VR, among others. 

For more information please visit www.thevrara.com
 

About The VR/AR Association

The VR/AR Association (The VRARA) is an international organization designed to foster collaboration between innovative companies and people in the virtual reality and augmented reality ecosystem that accelerates growth, fosters research and education, helps develop industry standards, connects member organizations and promotes the services of member companies.

MEDIA CONTACTS: 
Kris Kolo, Global Executive Director kris@thevrara.com   650-690-5361

See the Industry Committees here