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© LexInnova 2015 www.lex-innova.com
TOP ASSIGNEES
VIRTUAL REALITY
Sony, Microsoft and Samsung are the top three patent holders in this domain with 366, 365 and 348 patents/patent applications respectively. The distribution of patents/patent applications is very fragmented with the top patent holder having around 3% of the total patent filings in this domain.
LICENSING HEAT MAPData Processing and Medical Devices are in bright red which reflects a very distributed portfolio with no monopoly of any assignee in these domains, hence have higher chances of licensing activity. While on the other hand, domains like 3D Modeling and Optical control systems fall in the lighter shades reflecting that the patent portfolio in these domains is predominantly held by some top players.
Virtual Reality(VR) is a digital technology that overlays texts, images, and videos over physical
objects. At its core, VR provides all types of information such as location, heading, visual, audio
and acceleration data, and opens an avenue for real-time feedback.
$5.2 Billion
Nokia
169
LincolnGlobal
65
Canon
82
SK Telecom
82
IBM
85
IntellectualVentures
90
Intel
109
ETRI
137
Pantech
172
Siemens
172
LG
174
Qualcomm
252
Samsung
348
Microsoft
365
Sony
366
What has enabled theRecent Growth?
High speed wireless data connections
3D-capableCPU/GPUs
High-res,Lightweight motionsensors
Internet of Thingsgrowth
Cellphone TechnologySuper lightweight andhigh resolution screens
What constitutes a
Virtual Reality System?Tracker
Sensor(s)
Haptic Interface
2D & 3DSimulationSoftware
AuditoryInterface
Mergers And Acquistions
20142015
2018
200 K
5.7 Million
23.8 Million
Growth in VR Devices
Facebook’s $2 billion acquisition of Oculus VR is the biggest transactions in this domain yet.
Qualcomm has joined Google and others in a $542 million funding round for Florida based startup Magic Leap.
Samsung partnered with Vortex VR to create a $100 mobile VR headset that uses LG's G3 Quad HD smartphone as its display.
Market Projection
The consumer virtual reality market, including hardware and software, is expected to be worth US $5.2 Billion worldwide by 2018.
The sales of virtual reality hardware devices are estimated to grow from 200,000 units in 2014 to 5.7 million units in 2015 and 23.8 million units in 2018.
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Dev
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Education
Display Devices
Optical ControlSystems
SpeechRecognition
ProcessingDevices
Image Data Processing