Virtual Reality and Augmented Reality: A New Reality for Brand Owners?

AuthorTony Onorato - Guido Asshoff - Jaime Castillo
PositionTony Onorato is a partner at FisherBroyles, LLP in New York, where he specializes in IP and commercial litigation. Guido Asshoff is of counsel at WILDE.Rechtsanwälte in Cologne, Germany, where he specializes in IP and IT law, namely trademarks and data protection. Jaime Castillo is a partner at Carpio, Ochoa y Asociados, S.C., in Mexico City,...
Pages13-16
Published in Landslide® magazine, Volume 11, Number 1, a publication of the ABA Section of Intellectual Property Law (ABA-IPL), ©2018 by the American Bar Association. Reproduced with permission. All rights reserved.
This information or any portion thereof may not be copied or disseminated in any form or by any means or stored in an electronic database or retrieval system without the express written consent of the American Bar Association.
As with any new technologies, including virtual reality
(VR) and augmented reality (AR), such innovations
on the verge of gaining acceptance among the main-
stream population could potentially give rise to legal
concerns surrounding trademark protection. Many compa-
nies are using VR/AR applications to market their brands
to consumers but are concerned about where and how their
trademarks are really being used, with many new possibilities
of unauthorized trademark use, infringements of intellectual
properties, and counterfeiting. It is yet to be seen what the
future will bring, but digital use of trademarks in VR and AR
technologies and the potential impact on trademark owners is
fundamental to brand protection.
Development and Growth of VR and AR
Technology
Virtual reality is a computer-generated, immersive
360-degree digital space presented visually in
3D and/or audibly in multidirectional surround
sound. VR uses software and external devices
to display images, as well as introduce other
sensations such as “taste” and “scent,” to rep-
licate real or imaginary environments while
mapping the user’s presence within the
environment.
Early computer software developed
for 3D modeling of aerospace, engineer-
ing, and architectural projects eventually
led to the golden age of 3D gaming in the
1990s. PC-based 3D applications such as
the video game Castle Wolfenstein and
online virtual worlds such as Second Life
gave way to present-day VR devices and
content. In 2012, Oculus VR designed a
VR headset to be later acquired by Face-
book as the Oculus Rift. Google Cardboard
and other head-mounted devices (HMDs) arrived
in 2014 and a new View-Master in 2015, both
enhanced by VR-3D-360-degree handheld photographic
and video applications. In recent years, Sony, Valve, HTC,
Samsung, Microsoft, Facebook, and many smaller companies
have entered the VR commercial space.
VR is intended to completely replace the real world with sen-
sory simulations, currently with visual and audio content. The
immersive experience requires the use of VR hardware including
Virtual Reality and
Augmented Reality
A New Reality for Brand Owners?
By Tony Onorato, Guido Asshoff, and Jaime Castillo
Virtual Reality and
Augmented Reality
Photo: iStockPhoto

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