1:18-cv-01351
Virtual Immersion Tech LLC v. Sine Wave Entertainment Ltd
I. Executive Summary and Procedural Information
- Parties & Counsel:
- Plaintiff: Virtual Immersion Technologies LLC (Texas)
- Defendant: Sine Wave Entertainment, Ltd. (United Kingdom)
- Plaintiff’s Counsel: Devlin Law Firm LLC
- Case Identification: 1:18-cv-01351, D. Del., 08/30/2018
- Venue Allegations: Plaintiff alleges venue is proper in the District of Delaware based on Defendant’s substantial business contacts, purposeful availment, and commission of infringing acts within the district, including offering its products and services to customers in Delaware.
- Core Dispute: Plaintiff alleges that Defendant’s "Sinespace" virtual reality platform infringes a patent related to systems and methods for interactive entertainment featuring live performers within an immersive virtual environment.
- Technical Context: The technology at issue concerns computer-based systems that enable multiple users to simultaneously interact with each other, a computer-generated environment, and live human performers in a shared virtual space.
- Key Procedural History: The complaint notes that the technology created by the inventors was recognized with industry awards in 2000 and 2002, prior to the patent's issuance. No other significant procedural events, such as prior litigation or post-grant proceedings involving the patent, are mentioned in the complaint.
Case Timeline
| Date | Event |
|---|---|
| 1999-07-19 | U.S. Patent No. 6,409,599 Priority Date |
| 2002-06-25 | U.S. Patent No. 6,409,599 Issue Date |
| 2018-08-30 | Complaint Filed |
II. Technology and Patent(s)-in-Suit Analysis
- Patent Identification: U.S. Patent No. 6,409,599, “Interactive Virtual Reality Performance Theater Entertainment System,” issued June 25, 2002 (the “’599 Patent”).
The Invention Explained
- Problem Addressed: The patent’s background section identifies a gap in existing entertainment technology between (a) virtual reality systems where users interact only with computer-generated objects, not live people, and (b) traditional, non-immersive media like television where audiences watch live performers but cannot interact within the performance environment (ʼ599 Patent, col. 1:57-67; col. 2:5-14). The patent asserts a need for a system enabling "three-way immersive interactive communication" between participants, live performers, and the virtual environment itself (ʼ599 Patent, col. 2:54-59).
- The Patented Solution: The invention describes a networked system that merges live performance with a shared virtual world (ʼ599 Patent, Abstract). The system presents participants with an "immersive virtual reality environment" and superimposes a "live or prerecorded video image" of one or more performers within that environment (ʼ599 Patent, col. 4:5-9). Participants can interact with the performers and the environment using input devices, with their actions influencing the experience (ʼ599 Patent, col. 3:11-22). This architecture is intended to create a shared, interactive event that combines the spontaneity of live performance with the immersion of virtual reality (ʼ599 Patent, FIG. 1).
- Technical Importance: The claimed invention proposed a technical framework for creating shared social entertainment experiences in a virtual space, moving beyond isolated, single-player or asynchronous interactions common at the time (ʼ599 Patent, col. 3:11-22).
Key Claims at a Glance
- The complaint asserts independent claims 1, 8 (system claims), and 9 (method claim).
- Independent Claim 1 recites a system comprising:
- An "immersive virtual reality environment"
- Performer and participant input and output devices in electronic communication with the environment
- Wherein the environment includes a "live or prerecorded video image" of a live performer and allows audio communication
- Wherein a participant interacts with the performer and environment to create an experience "in part controlled" by the participant's input device
- Independent Claim 9 recites a method of providing interactive communications by:
- Providing an immersive virtual reality environment and associated input/output devices
- Having a live performer interact with a participant by including a "live or prerecorded video image" of the performer and audio communication
- Having the participant interact with the performer to produce an experience "controlled by the participant"
- The complaint also asserts dependent claim 2 and reserves the right to assert additional claims (Compl. ¶47, 71).
III. The Accused Instrumentality
Product Identification
The accused products and services are collectively identified as the "Accused Instrumentalities," which include Defendant's "Sinespace" virtual reality system, its website (www.sine.space), and its downloadable desktop client (Compl. ¶7, 47).
Functionality and Market Context
The complaint alleges that Sinespace is an "immersive virtual reality environment, where participants and live performers can interact with each other and the environment via input and output devices for the performers and the participants" (Compl. ¶7). The system allegedly supports the "creation and maintenance of an immersive virtual reality system which permits live performers and participants to interact with each other" (Compl. ¶16).
No probative visual evidence provided in complaint.
IV. Analysis of Infringement Allegations
The complaint references a claim chart exhibit that was not provided with the filing. The analysis below is based on the narrative infringement allegations in the body of the complaint.
’599 Patent Infringement Allegations
| Claim Element (from Independent Claim 1) | Alleged Infringing Functionality | Complaint Citation | Patent Citation |
|---|---|---|---|
| A system which interacts with participants and performers, said system comprising: an immersive virtual reality environment; | Sine Wave provides a virtual reality system via www.sine.space that includes an immersive reality environment for participants and performers. | ¶49 | col. 16:6-7 |
| at least one performer input and output devices in electronic communication with the virtual environment, one or more participant input and output devices in electronic communication with the virtual environment; | The Sine Wave system includes performer and participant input/output devices in electronic communication with the virtual environment. | ¶50 | col. 16:8-18 |
| wherein the virtual environment includes a video image of one or more live performers with audio communication between one or more live performers and one or more participants... | The Sine Wave system provides a virtual environment that includes a video image of live performers with audio communication between performers and participants. | ¶51 | col. 16:28-35 |
| wherein one or more participants interacts with one or more live performers and the virtual environment resulting in an experience partially controlled by one or more participants using an input device. | In the Sine Wave system, participants interact with live performers and the virtual environment, resulting in an experience partially controlled by the participants. | ¶52 | col. 16:36-40 |
Identified Points of Contention:
- Scope Questions: The patent provides a specific definition for an "immersive environment" as one having a "greater than 25 degree diagonal field of view" viewed from "no more than 10 feet" or, alternatively, using a head-mounted display (’599 Patent, col. 4:60-67). The complaint alleges the accused Sinespace system is "immersive" (Compl. ¶49) but does not provide technical specifications. A potential dispute may arise over whether the accused system, as used by customers, meets this specific, patentee-defined threshold for "immersion."
- Technical Questions: A central technical question may be how the accused system represents "live performers." The patent claims require a "live or prerecorded video image" of the performer ('599 Patent, col. 16:30-31), and the specification emphasizes mixing live video feeds using techniques like chromakeying ('599 Patent, col. 9:48-54). It is a question for the court whether this claim language reads on systems that represent performers using real-time animated avatars driven by motion capture, or if it is limited to a more direct video-feed representation.
V. Key Claim Terms for Construction
The Term: "immersive virtual reality environment"
Context and Importance: This term appears in every independent claim and is a gateway to infringement. Its construction will determine the types of virtual reality systems that fall within the patent's scope.
Intrinsic Evidence for Interpretation:
- Evidence for a Broader Interpretation: A party might argue for the term's plain and ordinary meaning as understood in the art at the time of the invention, which could be less restrictive than the patent's explicit definition.
- Evidence for a Narrower Interpretation: The patent specification appears to act as its own lexicographer, stating: "An immersive environment... is defined as one in which a greater than 25 degree diagonal field of view is provided no more than 10 feet from the viewer." (’599 Patent, col. 4:60-63). This explicit definition may strongly favor a narrower construction that the court could adopt.
The Term: "live or prerecorded video image of said at least one live performer"
Context and Importance: The construction of this term is critical for determining how a "live performer" must be represented in the virtual environment to infringe. This directly impacts whether systems using animated avatars are covered.
Intrinsic Evidence for Interpretation:
- Evidence for a Broader Interpretation: A party could argue that a real-time, motion-captured avatar is a "video image" that represents a "live performer," thus meeting the literal claim language.
- Evidence for a Narrower Interpretation: The specification's detailed description focuses on capturing a performer with a "stereoscopic video camera" against a "lighted backdrop" to facilitate "mixing of live video" with graphical data ('599 Patent, col. 7:31-38), a process associated with chromakeying. This emphasis on camera-based video capture could support a narrower construction that excludes computer-generated avatars.
VI. Other Allegations
- Indirect Infringement: The complaint alleges induced infringement under 35 U.S.C. § 271(b), asserting that Defendant has knowledge of the ’599 Patent from the filing of the complaint and induces infringement by providing customers with instruction materials, training, and services for the accused system (Compl. ¶61-62). It also alleges contributory infringement under § 271(c), stating that the Sinespace software is a material component "especially made or adapted for use" in an infringing manner and is not a staple article of commerce (Compl. ¶67).
- Willful Infringement: The complaint alleges that Defendant's infringement has been and continues to be willful based on its continued infringing activity after receiving notice of infringement via the service of the complaint (Compl. ¶69).
VII. Analyst’s Conclusion: Key Questions for the Case
- A core issue will be one of definitional scope: can the accused "Sinespace" platform be proven to meet the patent’s explicit, quantitative definition of an "immersive virtual reality environment"? The outcome of this question may depend heavily on claim construction and the technical evidence adduced for the accused system.
- A key technical and legal question will be one of representational scope: does the claim term "live or prerecorded video image of ... a live performer" cover a real-time animated avatar controlled by a person, or is its meaning confined by the specification's teachings to a direct camera-based video feed of the person?
- A central evidentiary hurdle for the Plaintiff will be to demonstrate, beyond the general allegations based on "information and belief," that the specific architecture and data flows of the accused Sinespace system practice the detailed networking and processing steps required by the asserted system and method claims.