DCT

1:24-cv-00354

Mullen Industries LLC v. Meta Platforms Inc

I. Executive Summary and Procedural Information

  • Parties & Counsel:
  • Case Identification: 1:24-cv-00354, W.D. Tex., 07/17/2024
  • Venue Allegations: Plaintiff alleges venue is proper in the Western District of Texas because Defendant maintains a regular and established place of business in Austin, where employees allegedly work on the design and user experience of the accused virtual reality products.
  • Core Dispute: Plaintiff alleges that Defendant’s augmented and virtual reality systems, including the Meta Quest product line, infringe twelve patents related to location-based gaming, user safety boundaries, and the integration of real-world environments into virtual experiences.
  • Technical Context: The technology at issue involves systems and methods for making augmented and virtual reality more immersive and safer by making the user's device aware of its physical location and the surrounding real-world landscape.
  • Key Procedural History: The complaint alleges Defendant had pre-suit knowledge of the patented technology based on numerous citations to Plaintiff's patent families made by the U.S. Patent and Trademark Office during the prosecution of Defendant’s own patent applications, dating back to at least March 2018. Plaintiff also alleges it sent notice letters to Defendant in January and February 2024 specifically identifying the accused products and asserted patents.

Case Timeline

Date Event
2004-08-20 Earliest Priority Date for ’716 Patent
2004-11-16 Earliest Priority Date for ’476, ’582, ’448, ’277, ’559, ’270, ’151, ’821, ’493, ’243 Patents
2007-10-11 Earliest Priority Date for ’791 Patent
2013-11-19 ’476 Patent Issued
2017-05-30 ’582 Patent Issued
2017-08-29 ’448 Patent Issued
2018-03-12 Meta allegedly learns of Mullen patent family via USPTO citation
2019-01-15 ’277 Patent Issued
2020-10-02 Meta allegedly learns of Mullen patent family via USPTO citation
2020-11-10 ’559 Patent Issued
2021-04-06 ’270 Patent Issued
2021-04-13 ’151 Patent Issued
2021-06-15 ’821 Patent Issued
2022-07-05 ’493 Patent Issued
2024-01-17 Plaintiff sends first notice letter to Defendant
2024-02-20 Plaintiff sends second notice letter to Defendant
2024-02-20 ’243 Patent Issued
2024-04-02 ’716 Patent Issued
2024-06-25 ’791 Patent Issued
2024-07-17 Complaint Filed

II. Technology and Patent(s)-in-Suit Analysis

U.S. Patent No. 8,585,476 - "Location-Based Games and Augmented Reality Systems"

Issued November 19, 2013

The Invention Explained

  • Problem Addressed: The patent describes that early Virtual Reality (VR) systems were deficient because a user, fully immersed in a virtual world, could not see their physical environment, creating a safety risk of tripping over or bumping into real-world objects like a rock or chair (’476 Patent, col. 1:21-28).
  • The Patented Solution: The invention proposes an augmented reality game system that includes a "landscape detector" to obtain information about the physical terrain of the user's environment. This information is then used by the gaming system to, for example, position virtual game elements relative to the real-world landscape, such as making a virtual character appear to be standing on the physical ground (’476 Patent, col. 4:8-17). The system can also use this data to create "virtual barriers" that are rendered on the user's display (’476 Patent, col. 18:18-19).
  • Technical Importance: This approach addressed a fundamental safety and immersion problem by proposing to make the virtual experience aware of the user's actual physical surroundings, a foundational concept for modern room-scale and mixed-reality applications.

Key Claims at a Glance

  • The complaint asserts independent claim 1 (Compl. ¶54).
  • The essential elements of Claim 1 are:
    • An augmented reality game system comprising a head-mounted display that overlays virtual indicia onto a physical playfield.
    • Memory comprising video game logic that provides a video game.
    • A wearable processor that utilizes the video game logic to provide video game indicia to the display.
    • A detector that determines landscape characteristics of the physical playfield, where the video game logic utilizes those characteristics in providing the video game.
    • A locating device that determines its physical location on the playfield, where the video game logic utilizes that location in providing the video game.
  • The complaint does not explicitly reserve the right to assert dependent claims for the ’476 Patent.

U.S. Patent No. 9,662,582 - "Systems and Methods for Location Based Games and Employment of the Same on Location Enabled Devices"

Issued May 30, 2017

The Invention Explained

  • Problem Addressed: The patent identifies safety problems with traditional VR systems that limited a user's physical movement to a very small, enclosed platform with physical guard rails, noting that a user could become disoriented and "dangerously contact such guard rails" (’582 Patent, col. 1:29-43).
  • The Patented Solution: The invention describes a location-based game system with a "virtual playfield" and a defined "physical playfield boundary" that acts as a "location boundary for a game" (’582 Patent, col. 6:46-49). The system determines the location of a user-controlled "first character" based on a signal from a physical locating device. It also includes computer-controlled characters and "impenetrable objects," such as the boundary itself, which impact the first character upon contact (’582 Patent, col. 1:29-43, col. 6:46-49).
  • Technical Importance: This technology describes the creation of a software-defined safety boundary that corresponds to a user's physical space, a concept that is a cornerstone of modern consumer VR systems.

Key Claims at a Glance

  • The complaint asserts independent claim 1 (Compl. ¶106).
  • The essential elements of Claim 1 are:
    • A non-transitory computer-readable medium with program logic for a location-based game.
    • The logic includes a virtual playfield and a first character whose location is determined by a control signal from a first locating device based on its physical location.
    • The logic includes a second, computer-controlled character using artificial intelligence that utilizes the first control signal.
    • The logic includes an impenetrable object, where the first character is impacted upon contact with it.
  • The complaint does not explicitly reserve the right to assert dependent claims for the ’582 Patent.

Multi-Patent Capsule: U.S. Patent No. 9,744,448

  • Patent Identification: U.S. Patent No. 9744448, "Location-Based Games and Augmented Reality Systems," issued August 29, 2017.
  • Technology Synopsis: This patent is related to the ’476 Patent and describes a system with a head-mounted display for providing 3-D video game indicia relative to a physical playfield. The system uses a detector to determine landscape characteristics and a locating device to determine physical location, and utilizes both to provide the game, including displaying virtual objects and characters (Compl. ¶¶133-148).
  • Asserted Claims: Independent claim 1 is asserted (Compl. ¶133).
  • Accused Features: The accused features include the Meta Quest systems' ability to display 3-D virtual images overlaid on a user's room, scan the room to determine landscape characteristics ("Assisted Space Setup"), and track the user's location ("6DoF") (Compl. ¶¶136, 141, 143).

Multi-Patent Capsule: U.S. Patent No. 10,179,277

  • Patent Identification: U.S. Patent No. 10179277, "Location-Based Games and Augmented Reality Systems," issued January 15, 2019.
  • Technology Synopsis: This patent claims a non-transitory computer-readable medium with logic for providing 3-D video game indicia to a head-mounted display. The system uses a detector for landscape characteristics and a locating device for physical location to inform the video game logic (Compl. ¶¶163-175).
  • Asserted Claims: Independent claim 1 is asserted (Compl. ¶163).
  • Accused Features: The allegations mirror those against the ’448 patent, focusing on the Meta Quest systems' use of a processor to provide 3-D indicia, room scanning capabilities, and location tracking to create an augmented reality experience (Compl. ¶¶164, 168, 173, 175).

Multi-Patent Capsule: U.S. Patent No. 10,828,559

  • Patent Identification: U.S. Patent No. 10828559, "Location-Based Games and Augmented Reality Systems," issued November 10, 2020.
  • Technology Synopsis: This patent claims a head-mounted device that includes a processor, a display for 3-D video game indicia, a detector for landscape characteristics, and a device for updating its physical location. The video game logic uses the landscape and location data to provide the game (Compl. ¶¶190-201).
  • Asserted Claims: Independent claim 1 is asserted (Compl. ¶190).
  • Accused Features: Infringement allegations focus on the Meta Quest headsets as portable devices with processors, displays, and sensors that perform room scanning and location tracking for mixed reality games (Compl. ¶¶191, 193, 199, 201).

Multi-Patent Capsule: U.S. Patent No. 10,967,270

  • Patent Identification: U.S. Patent No. 10967270, "Systems and Methods for Location Based Games and Employment of the Same on Location Enabled Devices," issued April 6, 2021.
  • Technology Synopsis: This patent describes a system with a graphical user interface for receiving manual inputs to set an "origin location setting" and a "directional reference" for gameplay. The directional reference can be updated during gameplay based on the direction of the device (Compl. ¶¶216-222).
  • Asserted Claims: Independent claim 4 is asserted (Compl. ¶216).
  • Accused Features: The accused features include the Meta Quest's graphical user interface for setting up a "Guardian boundary" and the function to "Reset your view," which sets a new directional reference for the virtual character (Compl. ¶¶218, 220).

Additional patents including U.S. Patent Nos. 10974151; 11033821; 11376493; 11904243; 11947716; and 12019791 are also asserted, with allegations largely targeting similar functionalities of location-based gaming, boundary creation, room scanning, and mixed reality displays in the accused Meta Quest systems (Compl. ¶¶233-398).

III. The Accused Instrumentality

Product Identification

  • The accused products are Meta’s augmented reality ("AR") and virtual reality ("VR") systems, including the Meta Quest 3, Quest Pro, Quest 2, Quest, and Oculus product lines. The complaint also names related software, such as the games First Encounters, First Steps, First Hand, First Contact, and the Horizon Worlds platform (Compl. ¶52).

Functionality and Market Context

  • The complaint focuses on several core functionalities of the accused products. The "Guardian boundary" is a user-defined virtual boundary that alerts the user when they approach the edge of their designated physical play area (Compl. ¶58). This is often set up using a "Passthrough" feature, which uses cameras to show the user their real-world environment on the headset's display (Compl. ¶58). The complaint alleges the systems use "Roomscale" technology, a mode that tracks a user's movement within a defined play area to translate it into the game (Compl. ¶108). The complaint includes a screenshot showing the setup of a "Guardian boundary," where a virtual line is drawn on the floor of a real room. (Compl. p. 16). Another visual shows the system using its cameras to run a "quick 3D scan" of the user's room to create a map of surfaces, a feature called "Assisted Space Setup" (Compl. ¶84, p. 29).

IV. Analysis of Infringement Allegations

U.S. Patent No. 8,585,476 Infringement Allegations

Claim Element (from Independent Claim 1) Alleged Infringing Functionality Complaint Citation Patent Citation
an augmented reality game system comprising: a head-mounted display that overlays virtual indicia onto a physical playfield The accused Meta AR/VR systems include a head-mounted display, such as the "4K+ Infinite Display," that overlays virtual game elements onto the user's physical environment, such as a table or ceiling in their room. ¶60-61 col. 4:50-55
memory comprising video game logic that provides a video game The accused systems include memory (e.g., 128GB and 512GB options) that stores video game logic for preinstalled and downloadable games like "First Encounters." ¶62-63, ¶67 col. 22:45-51
a wearable processor that is coupled to said memory and said head-mounted display, wherein said processor utilizes said video game logic to provide video game indicia to said head-mounted display The accused systems include a wearable processor (e.g., Snapdragon XR2 Gen 2) within the headset that is coupled to the memory and display and executes the game logic to provide game indicia. ¶79-80 col. 22:45-51
a detector that determines landscape characteristics of said physical playfield, wherein said video game logic utilizes said landscape characteristics in providing said video game The accused systems include cameras and processing logic that perform a "quick 3D scan" of the user's room to determine the location of walls, tables, and furniture, and this data is used to place game elements. The "Assisted Space Setup" screenshot shows the system creating a representation of the room's surfaces. ¶81, ¶84 col. 4:8-14
a locating device that determines the physical location of said locating device on the physical playfield, wherein said video game logic utilizes the physical location of said locating device in providing said video game The accused systems include sensors like an Inertial Measurement Unit (IMU) and cameras to enable "6DoF" location tracking, which translates the user's real-world movement into the virtual environment for gameplay and boundary enforcement. ¶85-89 col. 2:57-64

Identified Points of Contention (’476 Patent)

  • Scope Questions: A central question may be the construction of "detector that determines landscape characteristics." The dispute could turn on whether the accused products' system of cameras and software for mapping room surfaces for boundary creation and game interaction performs the same function as the "detector" described in the patent's specification.
  • Technical Questions: The complaint alleges the video game logic "utilizes" the determined landscape characteristics. An issue for the court may be the degree and nature of this utilization required by the claim and what evidence shows the accused games use the scanned room data beyond simple boundary placement. The complaint provides a screenshot from the game "First Encounters" alleging virtual characters enter the room through detected walls. (Compl. p. 31).

U.S. Patent No. 9,662,582 Infringement Allegations

Claim Element (from Independent Claim 1) Alleged Infringing Functionality Complaint Citation Patent Citation
a non-transitory computer-readable medium having program logic provided thereon for providing a location-based game The accused systems include non-transitory computer readable media (storage and DRAM) that store video game logic for location-based games like "First Hand" and "First Encounters." ¶109, ¶106 col. 6:46-49
a virtual playfield The program logic is programmed to define a virtual playfield that corresponds to the user-defined "Guardian boundary." ¶110-111 col. 6:46-49
a first character, wherein the location of said first character in said virtual playfield... is determined utilizing a first control signal from a first locating device that is based, at least in part, on a physical location determined by said first locating device The systems provide a virtual character (e.g., the user's hands or avatar) whose location is controlled by the user's physical movement, which is tracked by a locating device (IMU and cameras) in the headset that provides a control signal. ¶112-114 col. 2:57-64
a second character, wherein said second character is computer controlled via artificial intelligence and said artificial intelligence utilizes said first control signal from said first locating device for controlling... said second character The systems provide computer-controlled characters (e.g., a robot or a "puffian") that use artificial intelligence to track the user's movement, thereby utilizing the control signal from the user's locating device to determine their own behavior. A screenshot shows a robot character looking at the user as the user moves. ¶115-116, p. 47-48 col. 18:27-31
an impenetrable object... and said first character is impacted when said first character contacts said impenetrable object The "Guardian boundary" is alleged to be an impenetrable object. When the user's virtual character contacts the boundary, it is "impacted" by the game disappearing and the user being instructed to return to the playfield. ¶117-118 col. 2:27-30

Identified Points of Contention (’582 Patent)

  • Scope Questions: A key dispute may center on the term "impenetrable object." The question is whether a virtual boundary that triggers a system-level interruption (passthrough view and a warning) constitutes an "object" within the "virtual playfield" that is "impenetrable" as the term is used in the patent.
  • Technical Questions: The claim requires the first character to be "impacted" upon contact. The court will need to determine if the game pausing and displaying a warning constitutes an "impact" on the character within the logic of the game, or if it is merely a system-level alert directed at the user. The complaint includes a screenshot of the "Return to your boundary" prompt that appears when the boundary is crossed. (Compl. p. 49).

V. Key Claim Terms for Construction

For the ’476 Patent

  • The Term: "detector that determines landscape characteristics of said physical playfield"
  • Context and Importance: This term is central to infringement, as its construction will determine whether Meta's camera-based "Assisted Space Setup" and boundary suggestion features are covered. Practitioners may focus on this term because it links the physical world to the virtual game logic.
  • Intrinsic Evidence for Interpretation:
    • Evidence for a Broader Interpretation: The specification suggests the term is not limited to a specific technology, stating "A landscape detector may be provided... such that information on the physical terrain... may be utilized" and can be used to determine locations of "walls, objects, doors, and pathways" (’476 Patent, col. 4:8-11; col. 20:8-9).
    • Evidence for a Narrower Interpretation: The patent frequently discusses retrieving landscape information from memory for a known area if a GPS device is used, which could suggest a system reliant on pre-existing map data rather than real-time optical scanning (’476 Patent, col. 4:18-22).

For the ’582 Patent

  • The Term: "impenetrable object"
  • Context and Importance: The definition of this term is critical, as it determines whether the "Guardian boundary" meets a key limitation of the asserted claim. The dispute will likely focus on whether a visual warning system is an "object" and if it is "impenetrable."
  • Intrinsic Evidence for Interpretation:
    • Evidence for a Broader Interpretation: The patent does not appear to limit the term to a specific visual representation, suggesting a functional definition where an object is impenetrable if it affects the character's ability to proceed in the game. The specification links the concept to solving the problem of users hitting physical guard rails, suggesting a focus on boundary enforcement (’582 Patent, col. 1:29-43).
    • Evidence for a Narrower Interpretation: The term "object" may be argued to require a tangible-like presence within the virtual game world itself, rather than a system-level overlay like the Guardian's grid. The patent's abstract speaks of a "virtual playfield," which may imply that all relevant objects exist within that defined game space.

VI. Other Allegations

  • Indirect Infringement: The complaint alleges inducement of infringement by asserting that Defendant provides instructions, user manuals, and developer documentation that teach end-users and developers how to use the allegedly infringing features, such as setting up the Guardian boundary and scanning a play area (Compl. ¶¶94-96, 121-123). It alleges contributory infringement by claiming the Guardian boundary and room scanning technologies have no substantial non-infringing use (Compl. ¶¶97, 124).
  • Willful Infringement: Willfulness is alleged based on Defendant's purported knowledge of the patent families prior to the lawsuit. This alleged knowledge stems from USPTO examiners citing Plaintiff's patents as prior art against Defendant's own patent applications (Compl. ¶¶9-11). The complaint also cites notice letters sent by Plaintiff to Defendant before the suit was filed as a basis for ongoing willful infringement (Compl. ¶¶13-22).

VII. Analyst’s Conclusion: Key Questions for the Case

  • A core issue will be one of definitional scope: can terms like "detector that determines landscape characteristics" and "impenetrable object", which originate from patent applications filed in 2004-2005, be construed to cover the sophisticated, camera-based, real-time environmental mapping and passthrough safety grid systems found in modern AR/VR products like the Meta Quest?
  • A key evidentiary question will be one of functional operation: does the accused "Guardian" system's function—which temporarily reveals the real world and displays a warning grid to the user—constitute an "impact" on a virtual "character" by an "object" within the "virtual playfield" as required by the claim language, or is there a fundamental mismatch in the technical mechanism of gameplay enforcement compared to what the patents disclose?
  • A third central question relates to knowledge and intent: what evidence will demonstrate that Defendant's alleged awareness of Plaintiff's patents from USPTO office actions during its own patent prosecution rises to the level of pre-suit knowledge required to support a claim of willful infringement for the specific technologies implemented in the accused products?