The company formerly known as Oculus Info reported that in 2013, the United States Patent and Trademark Office refused to register Oculus VR as a trademark, and as a result, Oculus VR initiated proceedings with the USPTO to try to cancel Oculus Info’s existing trademark.
This isn’t the only trademark-related court case with Oculus VR, the first being Oculu vs Oculus VR.
Our original research unveiled more about this new case which barely made it into the public eye. In the end, the two parties reached a confidential settlement with undisclosed terms, and the case was dismissed with no further litigation. The trademark for Oculus Info was cancelled. Oculus Info became Uncharted Software Inc in February 2015.
If you would like more information about case, it was filed as a civil case in the Virgina state court, case #1:14-cv-00436-AJT-TRJ. You might find additional interesting information inside some of the supporting documents.
Timeline of events (as seen in public records and as told by Oculus Info):
- 2008 July – Oculus Info applies for a trademark
- 2011 May – Oculus Info’s trademark is registered
- 2013 February – Oculus VR applies for a trademark
- 2013 May – Oculus VR warned of issues by USPTO, given chance to respond
- 2013 November – Oculus VR responds
- 2013 November – USPTO communicates with Oculus VR, sends suspension letter
- 2013 November – Cancellation proceeding initiated (reported to be on behalf of Oculus VR) at USPTO against Oculus Info
- 2014 April – Oculus Info takes Oculus VR to court on trademark issues
- 2014 June – Settlement agreement between Oculus Info and Oculus VR
- 2014 August – Oculus Info’s trademark is cancelled
- 2014 December – Oculus VR’s trademark is registered
- 2015 February – Oculus Info becomes Uncharted Software
Was Oculus VR trying to bully a smaller company? Was Oculus Info trying to leverage a weak or improper trademark? Did Oculus VR pay Oculus Info for the trademark? These are good questions, but we do not expect to find those answers. It ended in a confidential settlement agreement.
I watched a worldwide community die. Not just one. Hundreds of them. Thousands of them. As the National Science Foundation Network transitioned into the public Internet, everything changed.
Up until the mid-1990s, Usenet Newsgroups were the place to go for lively conversations and well reasoned debate on any number of topics. Social issues, technology, cooking, auto repair, you name it. The topic was already there, and people were ready to talk about it.
What we may not have realized at the time was that there was a secret sauce which made it all come together. It wasn’t the servers or the NNTP protocol which transported the messages across the globe. First and foremost, it was the people: the informed participants who were passionate and well-informed about whatever topic they had come to discuss. Read More…
As a quick update to our previous stories on Valve’s Lighthouse technology:
For the next few weeks, Alan Yates (Valve Lighthouse expert) is accepting questions about Lighthouse technology. Only questions about Lighthouse, please. No questions about Vive or the controllers will be answered.
If you have a question for Alan, tweet @vk2zay. He is going to let the questions accumulate over the next few weeks, and then respond to them all in a posting on his blog.
It has been a while since anyone has reviewed the Zenimax vs Oculus case, so I thought it would be a good time to research the case and report on its progress.
Obviously, as a technical person, reporting on courtroom activities is far outside my regular day-to-day activities. Constructive criticism is welcome, but please be forgiving of my efforts to gather and report on this information.
This article assumes that you’re already generally familiar with the case. If you need more background information, click through the links in the next section. Read More…
This is the third article in a series on the Valve/HTC Vive Ecosystem. If you you need additional context, please begin with the first article in the series.
A famous quote from Gabe Newell is about a lesson that Valve learned early-on when dealing with the Internet. You can find it in Episode 306 of the Nerdist Podcast at 00:12:14.
Don’t ever, ever try to lie to the Internet because they will catch you. They will deconstruct your spin. The will remember everything you ever say for eternity. -Gabe Newell
At this year’s Game Developers Conference where Valve announced their Virtual Reality partnership with HTC, and at that time, Gabe made an incredible claim about the Lighthouse tracking technology:
So we’re gonna just give that away. What we want is for that to be like USB. It’s not some special secret sauce. It’s like everybody in the PC community will benefit if there’s this useful technology out there. -Gabe Newell (Valve)
The story which accompanies the interview describes Lighthouse as a way of providing infinite input solutions into Virtual Reality. “As long as tracking is there, anything can be brought into VR, like how USB ports enable you to plug (virtually) anything into your computer.”
What the Technology Brings
In the previous two articles, we’ve dug into the technology itself, and it supports what we’ve been told. Spend perhaps $100-150 for two of Valve’s Lighthouse units and mount them in opposite corners of the room. At that point, you can almost forget about them. But any enabled device that you bring into the room can take advantage of:
- Rock-solid positional data with high precision and resolution
- Rock-solid orientation data with high precision and resolution
- Very low additional power use (passive sensors, undemanding electronics)
This is the second article in a series on the Valve/HTC Vive Ecosystem. If you have not already done so, please begin with the first article in the series.
Today’s article will provide additional information on the Lighthouse units, explain the Lighthouse sensor system, and take a brief look at the sensor processing which is used to return the absolute position of a tracked device.
This particular article will try to tread carefully. There’s no way around it, folks. This article is going to contain facts, rumors, innuendos, and outright lies about the operation of Valve’s Lighthouse sensor system.
- We’re working with publicly available information, which is scarce.
- There is no documentation.
- It is still in development and very subject to change.
- There is no need for regular users to understand the underlying details.
- Software developers can expect to be given an API that reports position without knowing any of the underlying hardware details.
Finally, for the time being, Valve employees are busy getting this stuff ready, and their time is better spent working on the product than answering all the outside questions. See page #9 of the Valve Handbook for New Employees for more details on how that process works.
We’ll have to assume that we’re on our own, for now.
Back to the Lighthouse for a Moment
I’m going to use the earlier research and development model for a reference.
Towards the middle upper left of the enclosure is a panel that has been mounted with LEDs. The apparent purpose of these LEDs is to widely emit a flash of infrared light which could have something close to the same perspective and range as the laser beams. Read More…
If you’re reading this article, you’re probably already aware of the Valve/HTC partnership where HTC will manufacture the Vive, a virtual reality head mounted display, powered by Valve’s SteamVR platform.
As part of the reveal, one new piece of technology was introduced to the public: the Lighthouse. This is a brand-new-to-VR technology which will be used as part of a system to track the position and orientation of a user’s head mounted display and controllers throughout an entire room.
With Lighthouse, instead of using VR in a chair or standing in place, its room-scale VR feature allows you to use the space of an entire room as a stage to physically walk around in a virtual environment.
This article is based on publicly available information. Be aware that we are trying to explain a system that is unreleased, subject to change, and has very little publicly available information. Some elements of this article may prove inaccurate at a later date.
With any complex system, there are many rules, details, and exceptions to explore. This first article is just going to cover the tech basics (but will still be plenty meaty for many). We’ll consider more detailed issues in later articles.
A Basic Operational Review
The purpose of this first article is to clear up some of the common misconceptions concerning the Lighthouse technology. It will also serve as a starting place for additional articles on Lighthouse and on the various aspects of the HTC/Valve partnership.
By understanding how this one component works, we can understand much more about what HTC and Vive are trying to deliver to consumers. They’re not just cranking out randomly incremental or independent technological solutions here; Valve is running a very deep and highly integrated game plan.