Global VR patents in-depth interpretation of virtual reality medical potential

Virtual reality (VR) became a hot topic in the market in 2016, attracting various manufacturers to actively participate in the layout. At present, VR patents are mostly held by American and Japanese companies, while applications are mainly based on computing technology and games. It is worth noting that the potential of VR medical applications is promising and there are few investees at present, and they have the opportunity to become the new battlefield for the competition.

The virtual reality is to construct a three-dimensional virtual world through computer technology, and let the user enter the virtual world through the human-computer interface, just as if it were in the real world. Virtual reality has a wide range of applications: game entertainment, aviation training, combat training, and surgical training.

What is virtual reality? What are the main types of virtual reality? What is the distribution of the virtual reality patent country? What is the domain of patents and distribution of industries? What are the important technologies and application projects?

Fusion AI/Cloud computing VR provides true presence

Virtual Reality (VR) is short for VR and integrates computer graphics, computer simulation, artificial intelligence, sensors, monitors, and cloud computing. It uses computer simulation technology to create a three-dimensional virtual world and provides user vision. Auditory or tactile senses simulate feelings of experience, which in turn allows users to see and interact with things in the third dimension.

When the user moves the position, including the head or the body, the computer can immediately perform complex calculations and transmit the three-dimensional image information back to the display device, so that the user can experience the in-person experience. The types of virtual reality include: immersive virtual reality, desktop virtual reality, simulator virtual reality, and projection virtual reality.

Immersive virtual reality

In the user's virtual environment, sensory analog output devices are used to allow users to fully integrate into the three-dimensional virtual world.

Desktop Virtual Reality <br> <br> general use multimedia computers and virtual reality software, and with a keyboard, mouse and other equipment to operate.

Simulator Virtual Reality

It must be able to realistically simulate the actual environment and completely simulate specific operating interfaces and equipment, such as surgical training, flight training, shooting training, and combat training.

Projected virtual reality

The virtual image is projected onto the screen using the projector, and the user can experience the three-dimensional virtual world by loading the 3D glasses.

The virtual reality hardware devices are mainly display devices, such as helmet display devices and 3DTVs. Helmet display devices are currently developing vigorously on the market.

Helmet display devices can be further divided into helmet display devices using smart phones and helmet display devices with built-in 3D display systems. The former representative products are, for example, Gear VR and Google Cardboard.

The latter representative products, such as Oculus Rift and Play Station VR.

Virtual Reality Patent Exploration

In order to respond to global trends and changes in the market, manufacturers actively propose research and development plans for innovative technology development. Important technological achievements must also be protected so as to avoid loss of competitive advantage due to competitor plagiarism or imitation.

In this regard, the scientific and technological community mainly protects technological achievements through patent application procedures, and other manufacturers can also systematically explore and analyze patents to further understand the trend of patent technology in specific fields and the trend of patents of specific manufacturers. At the same time, It can avoid or advance the threat of patent infringement that may be incurred in the future.

This article uses the patents approved by the United States Patent and Trademark Office (USPTO) as the source of patent search data, and conducts patent searches, patent analysis, and downloading and collating of patent data through the "Technical Council Patent Map Exploration and Analysis Platform."

A patent analysis is conducted on the virtual reality to grasp the situation of the international R&D investment in the virtual reality, to further resolve the trend of the patented technology and the possible impact on the industry.

The patent search period was set from 1996/01/01 to 2016/1/15, and based on the key virtual reality vendors, the search for patents was carried out using keywords and key fields.

Among them, key vendors include: Google, Microsoft, Oculus VR, SONY, Immersion Corporation, SEGA, etc.; keywords are VirtualReality, etc.; classification items are 345/008 (UPC), A63F1300 (IPC), A63F* (IPC) , G02B2701 (IPC), etc.; key fields are title, summary, request item, and description. At the same time, the patent search results were evaluated and adjusted. Finally, 870 virtual reality US patents were selected for analysis.

The United States and Japan master most of the VR patent applications in the game field

First, Country, Sector, and Field analysis was conducted through the Data Mining function and for 780 virtual reality patents.

Secondly, a comparative analysis of technology and application projects was conducted on 789 virtual reality patents to grasp the distribution of important technologies and application items involved in virtual reality patents.

Country analysis

According to the record data on the top page of U.S.-approved patents, each patent can correspond to a certain country, and data mining and analysis are performed accordingly.

A comparative analysis was conducted on the national ownership of 870 virtual reality patent right holders to further understand the international R&D investment situation and the distribution of technological achievements of virtual reality patents.

The analysis found that the virtual reality patent rights are mainly concentrated in the hands of the patent rights holders in the United States and Japan.

Among them, the United States holds a patent share of 67.7%, Japan accounted for 17.5%, taking up a total of 85.2%. Obviously, the United States and Japan are leading the trend of virtual reality technology. If Taiwan companies want to carry out technical cooperation or technological development, they must pay special attention to trends in the trend and layout of virtual reality patents in the United States and Japan.

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