In spring 2016, many IT companies had unveiled their VR (Virtual Reality) headsets, including Sony's PlayStation VR, Samsung's Gear VR, Oculus VR's Oculus Rift, and HTC's VIVE Pre. It seems that 2016 is the year when VR (Virtual Reality) finally goes from virtual to reality. How do these VR device vendors perform in terms of their R&D intensity? What are the major areas in which they have been intensively applying VR patents? This report analyses major VR companies' patent portfolios and looks into their deployment.
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List of Topics:
Introduction of the patent mining procedure and distribution and relative R&D strength of 20 major VR companies
Identifying major assignees' VR patents in applications, selecting five leading vendors whose key technology fields and deployment in VR applications were analysed
Altspace, Arcade Planet, Inc., Bally Gaming, Inc., Bandai Namco Games Inc., CAE Healthcare, Canon, Creative Kingdoms, Disney Enterprises, Inc., Facebook, Game Play Network Inc., Google Inc., High Fidelity, IBM, IGT, Immersion Corporation, Kickstarter, Kopin Corporation, Laerdal, Microsoft, Nintendo Co. Ltd., Nokia, Oculus VR, Samsung, SEGA, Seiko Epson, Corporation, Sony
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Table of Contents
1. Patent Mining
2. Data Mining Analysis
2.1 Relative R&D Strength
3. Vendors' Patent Deployment
3.1 International Patent Assignees
3.2 Overview of Major VR Patent Assignees
3.2.2 Immersion Corporation
3.2.5 Oculus VR
Vendors' Patent Portfolios Focus on Gaming Devices and Display Systems
GUI Crucial to Product Differentiation; Prospective Vendors Can Develop Gesture-based Applications
Glossary of Terms
List of Companies
List of Tables
Table 1: Relative R&D Intensity of Top 20 VR Patent Assignees
Table 2: VR Patents in Applications vs International Assignees
Table 3: VR Patents in GUI vs International Assignees
List of Figures
Figure 1: Major Vendors' VR Devices on the Market
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