Interested in training for your team? Click here to learn more

Infringement of IP Rights in Augmented and Virtual Reality

Protecting and Monitoring Trademarks, Right of Publicity, Copyrights

Recording of a 90-minute premium CLE webinar with Q&A

This program is included with the Strafford CLE Pass. Click for more information.
This program is included with the Strafford All-Access Pass. Click for more information.

Conducted on Thursday, February 21, 2019

Recorded event now available

or call 1-800-926-7926

This CLE course will guide counsel on intellectual property infringement issues that arise in augmented reality (AR) and virtual reality (VR). The panel will discuss steps that IP owners can take to monitor and police use of their marks, copyrights and images and what game developers, creators and owners can do to mitigate the risk of infringing on real-world IP rights.

Description

The market for VR and AR technologies is expected to exceed $200 billion by 2022. GPS navigation and sports telecasts are among the many things that are enhanced by AR digital content. VR allows the user to step into a virtual world where he can do things such as tour the world from the comfort of his living room.

Both AR and VR applications can infringe on real-world IP rights. Owners of such rights should be aware of potential infringement and be monitoring for the use of the IP right without permission. Does that world tour have permission to feature the architecture or artwork that is being viewed by the user? Is there underlying music? Has permission been granted for that music?

Augmented and virtual worlds raise challenging IP issues for both the holders of the real-world IP rights and creators and developers of the AR and VR content. IP rights holders should be aware of the potential infringement on their IP rights in AR and VR. Infringements of intellectual property rights under AR and VR may also give rise to some procedural difficulties, such as the collection of evidence.

Listen as our authoritative panel of IP attorneys examines how the use of protected work in VR and AR infringes on the IP rights of the real-world owners. The panel will discuss the steps that IP owners can take to monitor and police use of their marks, copyrights and images and what game developers, creators and owners can do to mitigate the risk of infringing on real-world IP rights.

READ MORE

Outline

  1. Monitoring/policing IP rights used in AR and VR
    1. Copyright
    2. Right of publicity
    3. Trademarks
  2. Hurdles to protecting IP rights in AR and VR
  3. Liability and what can and cannot be mitigated

Benefits

The panel will review these and other noteworthy issues:

  • What monitoring programs should real-world IP owners and counsel put in place to protect IP rights from being infringed in AR and VR?
  • What other steps can IP owners take to prevent infringement of their IP rights in AR and VR?
  • What are the hurdles to protecting IP in augmented and virtual worlds?

Faculty

Bedat, Alexia
Alexia Bedat

Partner
Klaris Law

Ms. Bedat’s clients range from podcast and audiobook production companies to documentary filmmakers, TV producers...  |  Read More

Culp, Kimberly
Kimberly Culp

Director
Carr McClellan

Ms. Culp works with digital media, video game, and consumer products companies to resolve their high-stakes IP...  |  Read More

Gatto, James
James G. Gatto

Blockchain & Fintech Team Leader
Sheppard Mullin

Mr. Gatto is Co-Leader of the firm's Digital Media Industry and Social Media and Games Industry Teams, and Leader...  |  Read More

Access Anytime, Anywhere

Strafford will process CLE credit for one person on each recording. All formats include course handouts.

To find out which recorded format will provide the best CLE option, select your state:

CLE On-Demand Video

Download