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`____________
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`BEFORE THE PATENT TRIAL AND APPEAL BOARD
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` ____________
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`SONY COMPUTER ENTERTAINMENT AMERICA LLC
`Petitioner
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`v.
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`APLIX IP HOLDINGS CORPORATION
`Patent Owner
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`____________
`
`Case No. IPR2015-00229
`Patent 7,667,692
` ____________
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`
`
`DECLARATION OF DR. GREGORY F. WELCH
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`SCEA Ex. 1008 Page 1
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`I, Gregory F. Welch, hereby declare the following:
`I.
`BACKGROUND AND QUALIFICATIONS
`1.
`I have summarized in this section my educational background, career
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`history, and other relevant qualifications. I have also attached a current version of
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`my Curriculum Vitae as Exhibit 1009.
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`2.
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`I am the Florida Hospital Endowed Chair in Healthcare Simulation at
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`the University of Central Florida (UCF) with appointments in the College of
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`Nursing, the Computer Science Division of the Department of Electrical
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`Engineering and Computer Science, and the Institute for Simulation & Training. I
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`am also an Adjunct Professor of Computer Science at the University of North
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`Carolina at Chapel Hill (UNC), a Visiting Professor in the School of Information
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`and Library Studies at University College Dublin (Ireland), and a Visiting
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`Professor in the Graduate School of Media Design at Keio University (Japan).
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`3.
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`In 1986 I received a B.S. degree in Electrical Technology from Purdue
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`University (with Highest Distinction), in 1995 I received a M.S. in Computer
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`Science from UNC, and in 1997 I received a Ph.D. in Computer Science from
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`UNC.
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`4.
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`Previously I have been a Research Professor at the University of North
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`Carolina at Chapel Hill, a Senior Engineer at Northrop-Grumman’s Defense
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`Systems Division where I worked on the AN/ALQ-135 electronic countermeasures
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`system for the U.S. Air Force F-15 Eagle, and a member of the technical staff of
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`NASA’s Jet Propulsion Laboratory where I worked on the Voyager Spacecraft
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`project.
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`5. My current research interests include human motion tracking systems,
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`three-dimensional (3D) telepresence, projector-based graphics, computer vision
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`and view synthesis, and medical applications of computers for training,
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`assessment, and practice. I have co-authored over 100 peer-reviewed publications
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`in these areas, and I am a co-inventor on multiple patents. I currently supervise
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`over $2M in research funding (active grants at UCF and UNC), and am jointly
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`responsible for over $23M in grants overall since 1996, from (for example) the
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`Office of Naval Research (ONR), the National Science Foundation (NSF), The
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`National Institutes of Health National Library of Medicine (NIH-NLM), the
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`Defense Advanced Research Projects Agency (DARPA), the Department of
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`Energy (DOE), and private companies—all involving multi-disciplinary and multi-
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`institutional projects.
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`6.
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`I have co-chaired major academic conferences (including IEEE
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`ISMAR 2012 and Virtual Reality 2013), served on numerous program committees,
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`co-chaired workshops, and serve as a peer reviewer for many conferences and
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`journals. I serve on the editorial board of the International Journal of Virtual
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`Reality, and I am an Associate Editor for the journal Presence: Teleoperators and
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`Virtual Environments, and an Associate Editor for the journal Frontiers in Virtual
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`Environments.
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`7.
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`I am a member of the IEEE Computer Society, the Association for
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`Computing Machinery (ACM), the Southern Nursing Research Society (SNRS),
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`the International Nursing Association for Clinical Simulation & Learning
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`(INACSL), and the Society for Simulation in Healthcare (SSH).
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`8. My work in human interface systems and the associated the computer-
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`based sensing (e.g., hardware, software, sources/sensors, signal processing, and
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`algorithms) goes back at least to the early 1980s when I was an undergraduate at
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`Purdue University, e.g., with the co-development of an environmentally aware
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`“smart wheelchair” for children with Cerebral Palsy. Fellow student and co-
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`developer James Williams and I received an “Outstanding Senior Design Project
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`award for “The Easy Chair” in 1986. One of my core contributions to the
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`wheelchair project was the development of a novel customizable touch pad to be
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`used by the children to control the wheelchair. The touch pad was customizable to
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`allow caregivers to design an interface that was tailored to each child and their
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`unique (limited) affordances.
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`9. My work in computer-based sensing continued into the late 1980s and
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`early 1990s when I worked at NASA’s Jet Propulsion Laboratory (the Voyager
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`Project) and Northrop-Grumman’s Defense Systems Division (a radar jammer). In
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`particular in 1992 I attended graduate school at the University of North Carolina at
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`Chapel Hill (UNC) where I studied/worked under the direction of Prof. Gary
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`Bishop and others as a graduate student. My Ph.D. work, which I completed in
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`1996, introduced a new Kalman filter-based Single Constraint at a Time (SCAAT)
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`approach to sensing for applications such as human motion tracking in Virtual
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`Environments. It was one of the critical aspects of the HiBall system for tracking
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`heads, hands, and user interface devices. This system was commercialized by
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`3rdTech and sold until approximately 2012.
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`10. While a research faculty member at UNC from 1996-2011, I co-led/led
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`the Tracker Research Group, the 3D Computer Vision Group, and the Office of the
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`Future Group. This includes conception and acquisition of contracts and grants;
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`leading the subsequent research efforts; advising students; serving on Ph.D.
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`committees; etc. In the mid-to-late 1990s I co-developed methods for tracking
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`human motion by combining measurements from cameras that recognize and track
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`natural features in the environment, with inertial and other sensing devices
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`(accelerometers and gyros). Along the way I have developed human interface
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`devices for research (e.g., physician interfaces for medical visualization and
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`telepresence), and supervised the development of human interface devices by
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`students in a Virtual Worlds course at UNC.
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`11. Presently I am leading the development of several human interface
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`projects related to healthcare simulation and training at UCF. For example, we
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`recently developed a system that comprises a plastic model of a human head with
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`rear-projected dynamic (live) animated facial imagery, and whole-head touch
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`sensing for medical training, e.g., to train healthcare professionals in the diagnosis
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`of strokes. We are also working on a full-body version of the same (an entire
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`“Physical-Virtual Patient Bed”).
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`12. While
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`leading
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`research at UNC and UCF,
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`I have co-
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`developed/prototyped many sensing systems associated with human user
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`interfaces, including systems that used cameras and image processing/computer
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`vision techniques to recognize and track features and objects (both natural and
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`instrumented) for applications such as human motion tracking, vehicle tracking
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`(for 3D environment mapping), Augmented Reality, and automatic camera-
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`projector calibration.
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`13. Handheld devices have been used in the field of Augmented Reality
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`for almost as long as the field has existed, and I have been engaged in the research
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`community for almost that long, reviewing papers, co-offering tutorials on related
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`topics, and organizing conferences. My personal research has also included
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`handheld devices. For example, in 1995, I authored a paper surveying power
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`management techniques for mobile (i.e., handheld) devices. I have also developed
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`systems for remote medical consultation using handheld mobile devices, such as
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`PDAs, and associated methods for novel tracking and interaction.
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`14.
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`I have been retained as an expert in this matter by Petitioner. As part of
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`my work in connection with this proceeding, I have analyzed the following:
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`• U.S. Patent No. 7,667,692 (Ex. 1001)
`• File History of U.S. Patent No. 7,667,692 (Ex. 1002)
`• U.S. Patent Application Publication No. 2002/0118175 to Liebenow et al.
`(Ex. 1003);
`• U.S. Patent No. 6,469,691 to Armstrong (Ex. 1004);
`• International Publication No. WO1999/18495 to Hedberg (Ex. 1005);
`• U.S. Patent Application Publication No. 2003/0020692 to Griffin et al.
`(Ex. 1006);
`• U.S. Patent No. 7,088,342 to Rekimoto et al. (Ex. 1007);
`• Jenny Preece, Yvonne Rogers, Helen Sharp, David Benyon, Simon
`Holland, and Tom Carey, Human-Computer Interaction, Addison-
`Wesley (1994) (Ex. 1011);
`• More calculators thinking Polish as a famous pioneer faces some rough
`competition, IEEE Spectrum p. 77 (April 1975) (Ex. 1012);
`• Michael McCandless, The PalmPilot and the handheld revolution, IEEE
`Expert pp. 6-8 (November/December 1997) (Ex. 1013);
`• PalmPilotTM Handbook, 3Com Corporation (1997) (Ex. 1014);
`• Neil J. Salkind, PalmPilotTM and PalmTM Organizers! I Didn’t Know You
`Could Do That…TM, Sybex Inc. (2000) (Ex. 1015);
`• U.S. Patent No. 5,543,588 to Bisset et al. (Ex. 1016);
`• Ivan Poupyrev, Shigeaki Maruyama, Jun Rekimoto, Ambient Touch:
`Designing Tactile Interfaces for Handheld Devices, UIST’02 October 27-
`30, 2002 ACM, Volume 4, Issue 2, pp. 51-60 (Ex. 1017);
`• C. Verplaetse, Inertial proprioceptive devices: Self-motion-sensing toys
`and tools, IBM Systems Journal, Vol. 35, Nos. 3&4, 1996, pp. 639-650
`(Ex. 1018);
`• U.S. Patent No. 5,878,276 to Aebli et al (Ex. 1019);
`• Microsoft Computer Dictionary 5th Edition, Microsoft Corporation
`(2002) (Ex. 1020).
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`II. LEGAL FRAMEWORK
`A.
`Inherency
`15.
`I am a technical expert and do not offer any legal opinions. However, I
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`have been informed that the implicit or inherent disclosures of a prior art reference
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`may anticipate the claimed invention. Specifically, if a person having ordinary
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`skill in the art at the time of the invention would have known that the claimed
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`subject matter is necessarily present in a prior art reference, then the prior art
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`reference may “anticipate” the claim. Therefore, a claim is “anticipated” by the
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`prior art if each and every limitation of the claim is found, either expressly or
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`inherently, in a single item of prior art.
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`B. Obviousness
`16. Counsel has also informed me that a person cannot obtain a patent on
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`an invention if his or her invention would have been obvious to a person of
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`ordinary skill in the art at the time the invention was made. A conclusion of
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`obviousness may be founded upon more than a single item of prior art. In
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`determining whether prior art references render a claim obvious, counsel has
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`informed me that courts consider the following factors: (1) the scope and content
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`of the prior art, (2) the differences between the prior art and the claims at issue, (3)
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`the level of skill in the pertinent art, and (4) secondary considerations of non-
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`obviousness. In addition, the obviousness inquiry should not be done in hindsight.
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`Instead, the obviousness inquiry should be done through the eyes of one of skill in
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`the relevant art at the time the patent was filed.
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`17.
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`In considering whether certain prior art renders a particular patent
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`claim obvious, counsel has informed me that courts allow a technical expert to
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`consider the scope and content of the prior art, including the fact that one of skill in
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`the art would regularly look to the disclosures in patents, trade publications,
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`journal articles, industry standards, product literature and documentation, texts
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`describing competitive technologies, requests for comment published by standard
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`setting organizations, and materials from industry conferences. I believe that all of
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`the references that my opinions in this IPR are based upon are well within the
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`range of references a person of ordinary skill in the art would consult to address the
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`type of problems described in the Challenged Claims.
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`18.
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`I understand that the United States Supreme Court’s most recent
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`statement on the standard for determining whether a patent is obvious was stated in
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`2007 in the KSR decision. Specifically, I understand that the existence of an
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`explicit teaching, suggestion, or motivation to combine known elements of the
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`prior art is a sufficient, but not a necessary, condition to a finding of obviousness.
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`Thus, the teaching suggestion-motivation test is not to be applied rigidly in an
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`obviousness analysis. In determining whether the subject matter of a patent claim
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`is obvious, neither the particular motivation nor the avowed purpose of the
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`patentee controls. Instead, the important consideration is the objective reach of the
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`claim. In other words, if the claim extends to what is obvious, then the claim is
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`invalid.
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` I further understand the obviousness analysis often necessitates
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`consideration of the interrelated teachings of multiple patents, the effects of
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`demands known to the technological community or present in the marketplace, and
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`the background knowledge possessed by a person having ordinary skill in the art.
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`All of these issues may be considered to determine whether there was an apparent
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`reason to combine the known elements in the fashion claimed by the patent.
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`19.
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`I also understand that in conducting an obviousness analysis, a precise
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`teaching directed to the specific subject matter of the challenged claim need not be
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`sought out because it is appropriate to take account of the inferences and creative
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`steps that a person of ordinary skill in the art would employ. I understand that the
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`prior art considered can be directed to any need or problem known in the field of
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`endeavor at the time of invention and can provide a reason for combining the
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`elements of the prior art in the manner claimed. In other words, the prior art need
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`not be directed towards solving the same specific problem as the problem
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`addressed by the patent. Further, the individual prior art references themselves
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`need not all be directed towards solving the same problem. Under the KSR
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`obviousness standard, common sense is important and should be considered.
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`Common sense teaches that familiar items may have obvious uses beyond their
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`primary purposes.
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`20.
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`I also understand that the fact that a particular combination of prior art
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`elements was “obvious to try” may indicate that the combination was obvious even
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`if no one attempted the combination. If the combination was obvious to try
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`(regardless of whether it was actually tried) or leads to anticipated success, then it
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`is likely the result of ordinary skill and common sense rather than innovation. I
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`further understand that in many fields it may be that there is little discussion of
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`obvious techniques or combinations, and it often may be the case that market
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`demand, rather than scientific literature or knowledge, will drive the design of an
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`invention. I understand that an invention that is a combination of prior art must do
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`more than yield predictable results to be non-obvious.
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`21.
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`I understand that for a patent claim to be obvious, the claim must be
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`obvious to a person of ordinary skill in the art at the time of the invention. I
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`understand that the factors to consider in determining the level of ordinary skill in
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`the art include (1) the educational level and experience of people working in the
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`field at the time the invention was made, (2) the types of problems faced in the art
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`and the solutions found to those problems, and (3) the sophistication of the
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`technology in the field.
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`22.
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`I understand that at least the following rationales may support a finding
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`of obviousness:
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`•
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`•
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`•
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`•
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`•
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`•
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`•
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`•
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`•
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`23.
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`Combining prior art elements according to known methods to yield
`predictable results;
`Simple substitution of one known element for another to obtain
`predictable results;
`Use of a known technique to improve similar devices (methods, or
`products) in the same way;
`Applying a known technique to a known device (method, or product)
`ready for improvement to yield predictable results;
`“Obvious to try”—choosing from a finite number of identified,
`predictable solutions, with a reasonable expectation of success;
`A predictable variation of work in the same or a different field of
`endeavor, which a person of ordinary skill would be able to
`implement;
`If, at the time of the alleged invention, there existed a known problem
`for which there was an obvious solution encompassed by the patent’s
`claim;
`Known work in one field of endeavor may prompt variations of it for
`use in either the same field or a different one based on technological
`incentives or other market forces if the variations would have been
`predictable to one of ordinary skill in the art; and/or
`Some teaching, suggestion, or motivation in the prior art that would
`have led one of ordinary skill to modify the prior-art reference or to
`combine prior-art reference teachings to arrive at the claimed
`invention.
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`I understand that even if a prima facie case of obviousness is
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`established, the final determination of obviousness must also consider “secondary
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`considerations” if presented. In most instances, the patentee raises these secondary
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`considerations of non-obviousness. In that context, the patentee argues an
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`invention would not have been obvious in view of these considerations, which
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`include: (a) commercial success of a product due to the merits of the claimed
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`invention; (b) a long-felt, but unsatisfied need for the invention; (c) failure of
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`others to find the solution provided by the claimed invention; (d) deliberate
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`copying of the invention by others; (e) unexpected results achieved by the
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`invention; (f) praise of the invention by others skilled in the art; (g) lack of
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`independent simultaneous invention within a comparatively short space of time;
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`(h) teaching away from the invention in the prior art.
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`24.
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` I further understand that secondary considerations evidence is only
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`relevant if the offering party establishes a connection, or nexus, between the
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`evidence and the claimed invention. The nexus cannot be based on prior art
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`features. The establishment of a nexus is a question of fact. While I understand
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`that Patent Owner has not offered any secondary considerations at this time, I will
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`supplement my opinions in the event that Patent Owner raises secondary
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`considerations during the course of this proceeding.
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`III. OPINION
`A. Background of the Technology
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`25. Computers have always required interfaces in order to interact with
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`humans. In the beginning of the modern computing era (i.e., from the 1950s until
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`the 1970s), users conventionally interacted with computers using punch cards.
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`Exhibit 1011, Preece at pp. 4-5. At that time, computers were large, costly and ill
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`suited for use by private individuals. Id. This limited the potential user pool to
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`engineers, programmers, and scientists. Id. However, despite these limitations,
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`early researchers were endeavoring to make computers more interactive and easier
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`to use. Examples of early interactive computer systems and interfaces include the
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`“Sketchpad” developed by Ivan Sutherland in 1963 (Sutherland, I. E. “Sketchpad:
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`a man-machine graphical communication system,” in AFIPS ’63: Proceedings of
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`the May 21-23, 1963, spring joint computer conference, pages 329–346, New
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`York, NY, USA. ACM), the computer mouse by Doug Engelbart and William
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`English in 1964 ("Display-Selection Techniques for Text Manipulation," William
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`K. English, Douglas C. Engelbart, and Melvyn L. Berman, IEEE Transactions on
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`Human Factors in Electronics, March 1967, Vol. HFE-8, No. 1, pp. 5-15), and the
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`“Lincoln Wand” at MIT in 1966 (Roberts, L. G. (1966). The Lincoln Wand. In
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`Proceedings of the November 7-10, 1966, fall joint computer conference, AFIPS
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`’66, pages 223–227, New York, NY, USA. ACM).
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`26. The community of researchers developing novel human user interfaces
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`has been around a long time. The User Interface Software and Technology (UIST)
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`symposium, sponsored by the Association of Computer Machinery (ACM) has
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`been in existence since 1988. The Human-Computer Interaction (HCI) conference
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`has been holding an annual conference since 1984, and the ACM Special Interest
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`Group on Computer-Human Interaction (SIGCHI) since 1982. The Graphics
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`Interface (GI) Conference—formerly known as the Canadian Man-Computer
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`Communications Conference—has been in existence since 1969.
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`27. The first personal computers were developed in the 1970s. Ex. 1011,
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`Preece at p. 5. These computers were much smaller, less costly, and more
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`interactive, which enabled their use by the general population. Id. Designers of
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`early personal computers realized that in addition to reducing cost and size,
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`computers needed well-designed interfaces in order to facilitate widespread use.
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`Id. The notion of the “user interface” was developed in the 1970s, and computers
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`with more “user-friendly” interfaces were found to be more successful in the
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`marketplace. Id. at p. 7.
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`28.
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` The first handheld computing devices were pocket-sized scientific
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`calculators developed by companies such as Hewlett Packard and Texas
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`Instruments in the early 1970s. Ex. 1012, IEEE Spectrum, April 1975. Even at this
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`time, it was recognized that the input elements (i.e., keys) needed to map to
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`multiple input functions in order to provide the full range of functionality desired
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`by the users. Id at p. 77 (“More functions without fumbling means most keys must
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`do ‘double duty’ on advanced calculators such as the HP-21 (left) and the Corvus
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`500 (right).”). General-purpose handheld computing devices started gaining
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`popularity in the early 1990s and achieved widespread use when the first PalmPilot
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`was introduced in 1996 by 3Com. Ex. 1013, McCandless at p. 6. The major
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`contributing factors to the PalmPilot’s commercial success were its cost, size, and
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`a simple user interface. Id. The PalmPilot came with several built-in applications,
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`including a calendar, to do list, and address book, and also allowed users to install
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`additional applications by enabling it to connect with a host PC using “HotSync”
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`technology. Id. The “HotSync” technology also enabled users to synchronize
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`records on the PalmPilot with records on the PC and perform other device
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`management functions. Ex. 1014, PalmPilot Handbook at p. 141.
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`29.
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`It was also common for users to install game applications on their
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`PalmPilots. Exhibit 1015, Salkind at pp. 180-193. Due to the limited number of
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`input elements on the PalmPilot, input elements had to map to multiple game
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`functions. In the game Galax, for example, the Up button moved the ship right
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`during the game and also allowed the user to view a game options menu before the
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`game started. Id. at pp. 184-185. Additionally, the same input element (e.g., the
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`Up button) would map to different game functions for each game application. In
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`the game BombRun, for example, the Up button mapped to the function of
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`speeding up while in the Frogs vs. Cars game, the Up butted moved the position of
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`the frog up. Id. at pp. 180-183.
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`30. As discussed by McCandless, the marketplace demanded that handheld
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`computing devices perform virtually any function that a normal computer could do
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`and more. Ex. 1013, McCandless at p. 7. For example, users wanted to be able to
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`access their e-mail from their handheld devices and program their VCRs. Id.
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`Thus, market pressures drove handheld computing devices to become smaller and
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`more user-friendly all while offering a greater range of functionality.
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`31. A human-computer interface consists of input and output. The input
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`interface enables users to effectively communicate their intentions to the computer
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`in such a way that the computer can interpret them. Ex. 1011, Preece at p. 212.
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`The PalmPilot input interface included a few buttons on the front side used for
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`scrolling, accessing specific applications, and power control; a touchscreen display
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`used for navigation; and a “Graffiti” pad that enabled the user to enter characters
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`with a stylus. Ex. 1013, McCandless at p. 6; see also, Ex. 1014, PalmPilot
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`Handbook at pp. 4-6. While this arrangement enabled the PalmPilot to be quite
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`small (i.e., about the size of a wallet), it also required the user to learn a new
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`alphabet in order for the “Graffiti” letter recognition system to work accurately.
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`Ex. 1013, McCandless at p. 6. This design made text entry difficult for novice
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`users. Ex. 1003 at [0003]. Designers sought to make handhelds even more user
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`friendly so that the average user could readily use the device without having to
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`spend too much time learning how to use it. Id. at [0003] -[0004].
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`32.
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`It was generally recognized that using touchscreen input mechanisms
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`with any computing device created usability issues, including lack of precision,
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`high error rates, fingers obscuring detain on the screen, and screen smudging. Ex.
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`1011, Preece at p. 218. Some of these problems were compounded when
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`touchscreens were implemented on the small displays of handheld computing
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`devices. For example, moving a finger or stylus across the surface of a small
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`touchscreen display blocked the user’s view of a large portion of the screen.
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`Exhibit 1016, Bisset at 4:16-21. In the early 1990s, designers recognized that
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`placing touch-sensitive surfaces on the back of handheld devices could solve this
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`problem. Id. at Abstract, 6:12-22, Fig. 17. Thus, the touch-sensitive surface could
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`be used to select elements on the display in the same manner as the touchscreen
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`display, but without blocking the user’s view of the screen. Id. at 6:36-63.
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`33.
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`It has also been long recognized that computing devices need to
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`provide the appropriate system feedback in response to user inputs in order “to
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`guide, reassure, inform and, if necessary, correct users’ errors.” Ex. 1011, Preece
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`at pp. 212-213. The most common form of system feedback is visual feedback, but
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`tactile feedback was also a well-known form of system feedback. Id. Tactile
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`feedback could include the feel of a button being depressed or the feel of a
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`vibration, for example. Indeed, researchers found that tactile feedback, including
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`vibrational feedback, was more effective than visual feedback for handheld
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`electronic devices. Exhibit 1017, Poupyrev at p. 51 (“Indeed, mobile devices are
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`naturally at a close proximity to our skin . . . . Skin is the largest human sensory
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`organ . . . . Mobile interfaces can utilize this. Tactile feedback also provides
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`17
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`SCEA Ex. 1008 Page 18
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`superior temporary discrimination, e.g., when rapidly successive data needs to be
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`resolved, the feel of touch is about five times faster than vision.”). By the time of
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`the ‘692 Patent, which counsel has informed me is October 31, 2003, “vibrotactile”
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`actuators for handheld computing devices were well known. Id. at p. 51 (“Figure
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`1: TouchEngineTM actuator – a new vibrotactile actuator for designing tactile
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`interfaces for small handheld computing devices; it is only 0.5 mm thick.”).
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`34. Handheld devices have also commonly included inertial sensors, such
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`as accelerometers and gyroscopes, since at least the 1990s. For example,
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`Verplaetse contemplated incorporating inertial sensors into a PDA in 1996 in order
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`to enable the PDA to use motion as input. Exhibit 1018, Verplaetse at pp. 639-
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`640. Verplaetse also recognized that advances in microelectromechanical system
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`(MEMS) technologies in the early 1990s “enabled inertial sensors to be come
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`available on the small size and price scales associated with such commonplace
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`devices as consumer appliances.” Id. at p. 640.
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`35. Prior to the ‘692 Patent, handheld devices also commonly included
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`input/output (I/O) controllers that provided an interface between input elements
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`such as touch panels, and the microprocessor. Exhibit 1019, Aebli at 6:25-41. Fig.
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`5. It was well known that this type of arrangement was beneficial because it
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`reduced processing demands on the microprocessor freeing it up to perform other
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`tasks. Ex. 1020, Microsoft Computer Dictionary at p. 275.
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`18
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`SCEA Ex. 1008 Page 19
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`B.
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`Level of a Person Having Ordinary Skill in the Art
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`36.
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`In determining the characteristics of a hypothetical person of ordinary
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`skill in the art of the ‘692 Patent at the time of the claimed invention, which
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`counsel has informed me is October 31, 2003, I considered several factors,
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`including the type of problems encountered in the art, the solutions to those
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`problems, the rapidity with which innovations are made in the field, the
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`sophistication of the technology, and the education level of active workers in the
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`field. I also placed myself back in the time frame of the claimed invention, and
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`considered the students who I had taught and with whom I had worked at that time.
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`37.
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`In my opinion, a person of ordinary skill in the art would be a person
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`with (1) an undergraduate degree in computer science, computer engineering,
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`electrical engineering, or similar technical fields; (2) a working knowledge of
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`computers - including handheld computing devices, and their processing, storage,
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`hardware—including input devices, and software; (3) two to four years of
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`experience (or, with a graduate degree in the above-stated fields, one to two years
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`of experience) with designing and developing human-computer interfaces and the
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`associated technologies.
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`38. Based on my education, training, and professional experience in the
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`field of the claimed invention, I am familiar with the level and abilities of a person
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`of ordinary skill in the art at the time of the claimed invention. Additionally, I was
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`SCEA Ex. 1008 Page 20
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`at least a person having ordinary skill in the art as of the priority date of the ‘692
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`Patent.
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`C. Obvious to Combine Liebenow and Armstrong
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`39. Liebenow teaches a handheld electronic device, such as a PDA, having
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`a display and keys, including keys 150, 152, 154, and 156, mounted on the front
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`surface. Ex. 1003 at [0033], Figs 1, 3, 4. Additionally, Liebenow discloses,
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`“[K]eys 150, 152, 154, & 156 may be used to accomplish such actions as
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`‘pressing’ or ‘clicking’ on-screen ‘buttons’.” Id. at [0033]. These keys “maybe
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`[sic] comprised of a keycap, a tension mechanism for suspending the keycap and
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`allowing it to be actuated (i.e., depressed) . . . . It should however be appreciated
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`that other key structures may be utilized.” Id. at [0035].
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`40. Armstrong teaches a handheld electronic device, such as a PDA or a
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`web browser, having input elements, such as two or four way analog rockers or
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`analog push buttons, having “resilient dome cap(s)” positioned inside “for
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`providing tactile feedback to the finger depressing the depressible surface.” Ex.
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`1004 at Abstract; see also, id. at 2:5-12. Armstrong also teaches that such input
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`elements can be mapped to numerous device and application functions. Id. at 1:66-
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`2:15, 4:33-40. For example, Armstrong teaches an embodiment where this type of
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`input element is utilized to perform scrolling functions. Id. at 6:4-9.
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`20
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`SCEA Ex. 1008 Page 21
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`41.
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`In my opinion, it would have been obvious to a person having ordinary
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`skill in the art at the time of the ‘692 Patent to combine the teachings of Liebenow
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`and Armstrong to “position[] a palpable detent with at least one input element of
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`the first input assembly or the second input assembly so as to provide tactile
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`feedback when manipulated by the human user” as recited by Claim 6.
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`Specifically, it would have been obvious to a person having ordinary skill to
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`incorporate an input element, such as a key, with a “resilient dome cap” as taught
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`by Armstrong into the handheld device taught by Liebenow. As I discussed in the
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`Background of the Technology, enabling the user to feel the press of a button was
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`considered an important form of tactile feedback for many yea