May/June 2021
The Patent Lawyer
By Christopher C. Howes; Zachery D. Olah; Forrest A. Jones; Karthik Kumar, Ph.D.
After the COVID-19 pandemic struck last year, people across the globe were in need of an escape more than ever. While most people were stuck inside commiserating with family and friends about when they could leave, some were exploring a whole new world right in their homes. Through augmented and virtual reality (AR/VR), people could experience nature around the globe or be dropped into their favorite video game from their couch, an idea that was science fiction not so long ago.
While many think of AR/VR as being tied to the gaming industry—we all remember the summer Pokémon Go spread like wildfire—recent developments in this technology are making it more possible for AR/VR to spread throughout various industries, and become a much more common part of our lives. Paired with the need for industries to adapt to modern new mixed reality headset, Hololens 2, with a focus on implementing mixed reality technology in manufacturing, healthcare, and education.
Read "Augmenting Your IP Portfolio Is Virtually the Only Way to Compete in AR/VR."
Originally printed in The Patent Lawyer in the May/June 2021 issue. This article is for informational purposes, is not intended to constitute legal advice, and may be considered advertising under applicable state laws. This article is only the opinion of the authors and is not attributable to Finnegan, Henderson, Farabow, Garrett & Dunner, LLP, or the firm’s clients.
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