throbber
UNITED STATES PATENT AND TRADEMARK OFFICE
`
`____________
`
`BEFORE THE PATENT TRIAL AND APPEAL BOARD
`
` ____________
`
`SONY COMPUTER ENTERTAINMENT AMERICA LLC
`Petitioner
`
`v.
`
`APLIX IP HOLDINGS CORPORATION
`Patent Owner
`
`____________
`
`Case No. IPR2015-00229
`Patent 7,667,692
` ____________
`
`
`
`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
`
`history, and other relevant qualifications. I have also attached a current version of
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`my Curriculum Vitae as Exhibit 1009.
`
`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).
`
`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
`
`Science from UNC, and in 1997 I received a Ph.D. in Computer Science from
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`UNC.
`
`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,
`
`three-dimensional (3D) telepresence, projector-based graphics, computer vision
`
`and view synthesis, and medical applications of computers for training,
`
`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
`
`responsible for over $23M in grants overall since 1996, from (for example) the
`
`Office of Naval Research (ONR), the National Science Foundation (NSF), The
`
`National Institutes of Health National Library of Medicine (NIH-NLM), the
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`Defense Advanced Research Projects Agency (DARPA), the Department of
`
`Energy (DOE), and private companies—all involving multi-disciplinary and multi-
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`institutional projects.
`
`6.
`
`I have co-chaired major academic conferences (including IEEE
`
`ISMAR 2012 and Virtual Reality 2013), served on numerous program committees,
`
`co-chaired workshops, and serve as a peer reviewer for many conferences and
`
`journals. I serve on the editorial board of the International Journal of Virtual
`
`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.
`
`I am a member of the IEEE Computer Society, the Association for
`
`Computing Machinery (ACM), the Southern Nursing Research Society (SNRS),
`
`the International Nursing Association for Clinical Simulation & Learning
`
`(INACSL), and the Society for Simulation in Healthcare (SSH).
`
`8. My work in human interface systems and the associated the computer-
`
`based sensing (e.g., hardware, software, sources/sensors, signal processing, and
`
`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
`
`“smart wheelchair” for children with Cerebral Palsy. Fellow student and co-
`
`developer James Williams and I received an “Outstanding Senior Design Project
`
`award for “The Easy Chair” in 1986. One of my core contributions to the
`
`wheelchair project was the development of a novel customizable touch pad to be
`
`used by the children to control the wheelchair. The touch pad was customizable to
`
`allow caregivers to design an interface that was tailored to each child and their
`
`unique (limited) affordances.
`
`9. My work in computer-based sensing continued into the late 1980s and
`
`early 1990s when I worked at NASA’s Jet Propulsion Laboratory (the Voyager
`
`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
`
`Bishop and others as a graduate student. My Ph.D. work, which I completed in
`
`1996, introduced a new Kalman filter-based Single Constraint at a Time (SCAAT)
`
`approach to sensing for applications such as human motion tracking in Virtual
`
`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.
`
`10. While a research faculty member at UNC from 1996-2011, I co-led/led
`
`the Tracker Research Group, the 3D Computer Vision Group, and the Office of the
`
`Future Group. This includes conception and acquisition of contracts and grants;
`
`leading the subsequent research efforts; advising students; serving on Ph.D.
`
`committees; etc. In the mid-to-late 1990s I co-developed methods for tracking
`
`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
`
`(accelerometers and gyros). Along the way I have developed human interface
`
`devices for research (e.g., physician interfaces for medical visualization and
`
`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
`
`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
`
`sensing for medical training, e.g., to train healthcare professionals in the diagnosis
`
`of strokes. We are also working on a full-body version of the same (an entire
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`“Physical-Virtual Patient Bed”).
`
`12. While
`
`leading
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`research at UNC and UCF,
`
`I have co-
`
`developed/prototyped many sensing systems associated with human user
`
`interfaces, including systems that used cameras and image processing/computer
`
`vision techniques to recognize and track features and objects (both natural and
`
`instrumented) for applications such as human motion tracking, vehicle tracking
`
`(for 3D environment mapping), Augmented Reality, and automatic camera-
`
`projector calibration.
`
`13. Handheld devices have been used in the field of Augmented Reality
`
`for almost as long as the field has existed, and I have been engaged in the research
`
`community for almost that long, reviewing papers, co-offering tutorials on related
`
`topics, and organizing conferences. My personal research has also included
`
`handheld devices. For example, in 1995, I authored a paper surveying power
`
`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.
`
`14.
`
`I have been retained as an expert in this matter by Petitioner. As part of
`
`my work in connection with this proceeding, I have analyzed the following:
`
`• 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
`
`have been informed that the implicit or inherent disclosures of a prior art reference
`
`may anticipate the claimed invention. Specifically, if a person having ordinary
`
`skill in the art at the time of the invention would have known that the claimed
`
`subject matter is necessarily present in a prior art reference, then the prior art
`
`reference may “anticipate” the claim. Therefore, a claim is “anticipated” by the
`
`prior art if each and every limitation of the claim is found, either expressly or
`
`inherently, in a single item of prior art.
`
`B. Obviousness
`16. Counsel has also informed me that a person cannot obtain a patent on
`
`an invention if his or her invention would have been obvious to a person of
`
`ordinary skill in the art at the time the invention was made. A conclusion of
`
`obviousness may be founded upon more than a single item of prior art. In
`
`determining whether prior art references render a claim obvious, counsel has
`
`informed me that courts consider the following factors: (1) the scope and content
`
`of the prior art, (2) the differences between the prior art and the claims at issue, (3)
`
`the level of skill in the pertinent art, and (4) secondary considerations of non-
`
`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.
`
`17.
`
`In considering whether certain prior art renders a particular patent
`
`claim obvious, counsel has informed me that courts allow a technical expert to
`
`consider the scope and content of the prior art, including the fact that one of skill in
`
`the art would regularly look to the disclosures in patents, trade publications,
`
`journal articles, industry standards, product literature and documentation, texts
`
`describing competitive technologies, requests for comment published by standard
`
`setting organizations, and materials from industry conferences. I believe that all of
`
`the references that my opinions in this IPR are based upon are well within the
`
`range of references a person of ordinary skill in the art would consult to address the
`
`type of problems described in the Challenged Claims.
`
`18.
`
`I understand that the United States Supreme Court’s most recent
`
`statement on the standard for determining whether a patent is obvious was stated in
`
`2007 in the KSR decision. Specifically, I understand that the existence of an
`
`explicit teaching, suggestion, or motivation to combine known elements of the
`
`prior art is a sufficient, but not a necessary, condition to a finding of obviousness.
`
`Thus, the teaching suggestion-motivation test is not to be applied rigidly in an
`
`obviousness analysis. In determining whether the subject matter of a patent claim
`
`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
`
`invalid.
`
` I further understand the obviousness analysis often necessitates
`
`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.
`
`All of these issues may be considered to determine whether there was an apparent
`
`reason to combine the known elements in the fashion claimed by the patent.
`
`19.
`
`I also understand that in conducting an obviousness analysis, a precise
`
`teaching directed to the specific subject matter of the challenged claim need not be
`
`sought out because it is appropriate to take account of the inferences and creative
`
`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
`
`endeavor at the time of invention and can provide a reason for combining the
`
`elements of the prior art in the manner claimed. In other words, the prior art need
`
`not be directed towards solving the same specific problem as the problem
`
`addressed by the patent. Further, the individual prior art references themselves
`
`need not all be directed towards solving the same problem. Under the KSR
`
`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.
`
`I also understand that the fact that a particular combination of prior art
`
`elements was “obvious to try” may indicate that the combination was obvious even
`
`if no one attempted the combination. If the combination was obvious to try
`
`(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
`
`more than yield predictable results to be non-obvious.
`
`21.
`
`I understand that for a patent claim to be obvious, the claim must be
`
`obvious to a person of ordinary skill in the art at the time of the invention. I
`
`understand that the factors to consider in determining the level of ordinary skill in
`
`the art include (1) the educational level and experience of people working in the
`
`field at the time the invention was made, (2) the types of problems faced in the art
`
`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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`•
`
`•
`
`•
`
`•
`
`
`23.
`
`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.
`
`I understand that even if a prima facie case of obviousness is
`
`established, the final determination of obviousness must also consider “secondary
`
`considerations” if presented. In most instances, the patentee raises these secondary
`
`considerations of non-obviousness. In that context, the patentee argues an
`
`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
`
`invention; (b) a long-felt, but unsatisfied need for the invention; (c) failure of
`
`others to find the solution provided by the claimed invention; (d) deliberate
`
`copying of the invention by others; (e) unexpected results achieved by the
`
`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;
`
`(h) teaching away from the invention in the prior art.
`
`24.
`
` I further understand that secondary considerations evidence is only
`
`relevant if the offering party establishes a connection, or nexus, between the
`
`evidence and the claimed invention. The nexus cannot be based on prior art
`
`features. The establishment of a nexus is a question of fact. While I understand
`
`that Patent Owner has not offered any secondary considerations at this time, I will
`
`supplement my opinions in the event that Patent Owner raises secondary
`
`considerations during the course of this proceeding.
`
`III. OPINION
`A. Background of the Technology
`
`25. Computers have always required interfaces in order to interact with
`
`humans. In the beginning of the modern computing era (i.e., from the 1950s until
`
`the 1970s), users conventionally interacted with computers using punch cards.
`
`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,
`
`early researchers were endeavoring to make computers more interactive and easier
`
`to use. Examples of early interactive computer systems and interfaces include the
`
`“Sketchpad” developed by Ivan Sutherland in 1963 (Sutherland, I. E. “Sketchpad:
`
`a man-machine graphical communication system,” in AFIPS ’63: Proceedings of
`
`the May 21-23, 1963, spring joint computer conference, pages 329–346, New
`
`York, NY, USA. ACM), the computer mouse by Doug Engelbart and William
`
`English in 1964 ("Display-Selection Techniques for Text Manipulation," William
`
`K. English, Douglas C. Engelbart, and Melvyn L. Berman, IEEE Transactions on
`
`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
`
`’66, pages 223–227, New York, NY, USA. ACM).
`
`26. The community of researchers developing novel human user interfaces
`
`has been around a long time. The User Interface Software and Technology (UIST)
`
`symposium, sponsored by the Association of Computer Machinery (ACM) has
`
`been in existence since 1988. The Human-Computer Interaction (HCI) conference
`
`has been holding an annual conference since 1984, and the ACM Special Interest
`
`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.
`
`27. The first personal computers were developed in the 1970s. Ex. 1011,
`
`Preece at p. 5. These computers were much smaller, less costly, and more
`
`interactive, which enabled their use by the general population. Id. Designers of
`
`early personal computers realized that in addition to reducing cost and size,
`
`computers needed well-designed interfaces in order to facilitate widespread use.
`
`Id. The notion of the “user interface” was developed in the 1970s, and computers
`
`with more “user-friendly” interfaces were found to be more successful in the
`
`marketplace. Id. at p. 7.
`
`28.
`
` The first handheld computing devices were pocket-sized scientific
`
`calculators developed by companies such as Hewlett Packard and Texas
`
`Instruments in the early 1970s. Ex. 1012, IEEE Spectrum, April 1975. Even at this
`
`time, it was recognized that the input elements (i.e., keys) needed to map to
`
`multiple input functions in order to provide the full range of functionality desired
`
`by the users. Id at p. 77 (“More functions without fumbling means most keys must
`
`do ‘double duty’ on advanced calculators such as the HP-21 (left) and the Corvus
`
`500 (right).”). General-purpose handheld computing devices started gaining
`
`popularity in the early 1990s and achieved widespread use when the first PalmPilot
`
`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,
`
`including a calendar, to do list, and address book, and also allowed users to install
`
`additional applications by enabling it to connect with a host PC using “HotSync”
`
`technology. Id. The “HotSync” technology also enabled users to synchronize
`
`records on the PalmPilot with records on the PC and perform other device
`
`management functions. Ex. 1014, PalmPilot Handbook at p. 141.
`
`29.
`
`It was also common for users to install game applications on their
`
`PalmPilots. Exhibit 1015, Salkind at pp. 180-193. Due to the limited number of
`
`input elements on the PalmPilot, input elements had to map to multiple game
`
`functions. In the game Galax, for example, the Up button moved the ship right
`
`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
`
`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
`
`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.
`
`30. As discussed by McCandless, the marketplace demanded that handheld
`
`computing devices perform virtually any function that a normal computer could do
`
`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
`
`more user-friendly all while offering a greater range of functionality.
`
`31. A human-computer interface consists of input and output. The input
`
`interface enables users to effectively communicate their intentions to the computer
`
`in such a way that the computer can interpret them. Ex. 1011, Preece at p. 212.
`
`The PalmPilot input interface included a few buttons on the front side used for
`
`scrolling, accessing specific applications, and power control; a touchscreen display
`
`used for navigation; and a “Graffiti” pad that enabled the user to enter characters
`
`with a stylus. Ex. 1013, McCandless at p. 6; see also, Ex. 1014, PalmPilot
`
`Handbook at pp. 4-6. While this arrangement enabled the PalmPilot to be quite
`
`small (i.e., about the size of a wallet), it also required the user to learn a new
`
`alphabet in order for the “Graffiti” letter recognition system to work accurately.
`
`Ex. 1013, McCandless at p. 6. This design made text entry difficult for novice
`
`users. Ex. 1003 at [0003]. Designers sought to make handhelds even more user
`
`friendly so that the average user could readily use the device without having to
`
`spend too much time learning how to use it. Id. at [0003] -[0004].
`
`32.
`
`It was generally recognized that using touchscreen input mechanisms
`
`with any computing device created usability issues, including lack of precision,
`
`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
`
`touchscreens were implemented on the small displays of handheld computing
`
`devices. For example, moving a finger or stylus across the surface of a small
`
`touchscreen display blocked the user’s view of a large portion of the screen.
`
`Exhibit 1016, Bisset at 4:16-21. In the early 1990s, designers recognized that
`
`placing touch-sensitive surfaces on the back of handheld devices could solve this
`
`problem. Id. at Abstract, 6:12-22, Fig. 17. Thus, the touch-sensitive surface could
`
`be used to select elements on the display in the same manner as the touchscreen
`
`display, but without blocking the user’s view of the screen. Id. at 6:36-63.
`
`33.
`
`It has also been long recognized that computing devices need to
`
`provide the appropriate system feedback in response to user inputs in order “to
`
`guide, reassure, inform and, if necessary, correct users’ errors.” Ex. 1011, Preece
`
`at pp. 212-213. The most common form of system feedback is visual feedback, but
`
`tactile feedback was also a well-known form of system feedback. Id. Tactile
`
`feedback could include the feel of a button being depressed or the feel of a
`
`vibration, for example. Indeed, researchers found that tactile feedback, including
`
`vibrational feedback, was more effective than visual feedback for handheld
`
`electronic devices. Exhibit 1017, Poupyrev at p. 51 (“Indeed, mobile devices are
`
`naturally at a close proximity to our skin . . . . Skin is the largest human sensory
`
`organ . . . . Mobile interfaces can utilize this. Tactile feedback also provides
`
`
`
`17
`
`SCEA Ex. 1008 Page 18
`
`

`

`
`
`superior temporary discrimination, e.g., when rapidly successive data needs to be
`
`resolved, the feel of touch is about five times faster than vision.”). By the time of
`
`the ‘692 Patent, which counsel has informed me is October 31, 2003, “vibrotactile”
`
`actuators for handheld computing devices were well known. Id. at p. 51 (“Figure
`
`1: TouchEngineTM actuator – a new vibrotactile actuator for designing tactile
`
`interfaces for small handheld computing devices; it is only 0.5 mm thick.”).
`
`34. Handheld devices have also commonly included inertial sensors, such
`
`as accelerometers and gyroscopes, since at least the 1990s. For example,
`
`Verplaetse contemplated incorporating inertial sensors into a PDA in 1996 in order
`
`to enable the PDA to use motion as input. Exhibit 1018, Verplaetse at pp. 639-
`
`640. Verplaetse also recognized that advances in microelectromechanical system
`
`(MEMS) technologies in the early 1990s “enabled inertial sensors to be come
`
`available on the small size and price scales associated with such commonplace
`
`devices as consumer appliances.” Id. at p. 640.
`
`35. Prior to the ‘692 Patent, handheld devices also commonly included
`
`input/output (I/O) controllers that provided an interface between input elements
`
`such as touch panels, and the microprocessor. Exhibit 1019, Aebli at 6:25-41. Fig.
`
`5. It was well known that this type of arrangement was beneficial because it
`
`reduced processing demands on the microprocessor freeing it up to perform other
`
`tasks. Ex. 1020, Microsoft Computer Dictionary at p. 275.
`
`
`
`18
`
`SCEA Ex. 1008 Page 19
`
`

`

`
`
`B.
`
`Level of a Person Having Ordinary Skill in the Art
`
`36.
`
`In determining the characteristics of a hypothetical person of ordinary
`
`skill in the art of the ‘692 Patent at the time of the claimed invention, which
`
`counsel has informed me is October 31, 2003, I considered several factors,
`
`including the type of problems encountered in the art, the solutions to those
`
`problems, the rapidity with which innovations are made in the field, the
`
`sophistication of the technology, and the education level of active workers in the
`
`field. I also placed myself back in the time frame of the claimed invention, and
`
`considered the students who I had taught and with whom I had worked at that time.
`
`37.
`
`In my opinion, a person of ordinary skill in the art would be a person
`
`with (1) an undergraduate degree in computer science, computer engineering,
`
`electrical engineering, or similar technical fields; (2) a working knowledge of
`
`computers - including handheld computing devices, and their processing, storage,
`
`hardware—including input devices, and software; (3) two to four years of
`
`experience (or, with a graduate degree in the above-stated fields, one to two years
`
`of experience) with designing and developing human-computer interfaces and the
`
`associated technologies.
`
`38. Based on my education, training, and professional experience in the
`
`field of the claimed invention, I am familiar with the level and abilities of a person
`
`of ordinary skill in the art at the time of the claimed invention. Additionally, I was
`
`
`
`19
`
`SCEA Ex. 1008 Page 20
`
`

`

`
`
`at least a person having ordinary skill in the art as of the priority date of the ‘692
`
`Patent.
`
`C. Obvious to Combine Liebenow and Armstrong
`
`39. Liebenow teaches a handheld electronic device, such as a PDA, having
`
`a display and keys, including keys 150, 152, 154, and 156, mounted on the front
`
`surface. Ex. 1003 at [0033], Figs 1, 3, 4. Additionally, Liebenow discloses,
`
`“[K]eys 150, 152, 154, & 156 may be used to accomplish such actions as
`
`‘pressing’ or ‘clicking’ on-screen ‘buttons’.” Id. at [0033]. These keys “maybe
`
`[sic] comprised of a keycap, a tension mechanism for suspending the keycap and
`
`allowing it to be actuated (i.e., depressed) . . . . It should however be appreciated
`
`that other key structures may be utilized.” Id. at [0035].
`
`40. Armstrong teaches a handheld electronic device, such as a PDA or a
`
`web browser, having input elements, such as two or four way analog rockers or
`
`analog push buttons, having “resilient dome cap(s)” positioned inside “for
`
`providing tactile feedback to the finger depressing the depressible surface.” Ex.
`
`1004 at Abstract; see also, id. at 2:5-12. Armstrong also teaches that such input
`
`elements can be mapped to numerous device and application functions. Id. at 1:66-
`
`2:15, 4:33-40. For example, Armstrong teaches an embodiment where this type of
`
`input element is utilized to perform scrolling functions. Id. at 6:4-9.
`
`
`
`20
`
`SCEA Ex. 1008 Page 21
`
`

`

`
`
`41.
`
`In my opinion, it would have been obvious to a person having ordinary
`
`skill in the art at the time of the ‘692 Patent to combine the teachings of Liebenow
`
`and Armstrong to “position[] a palpable detent with at least one input element of
`
`the first input assembly or the second input assembly so as to provide tactile
`
`feedback when manipulated by the human user” as recited by Claim 6.
`
`Specifically, it would have been obvious to a person having ordinary skill to
`
`incorporate an input element, such as a key, with a “resilient dome cap” as taught
`
`by Armstrong into the handheld device taught by Liebenow. As I discussed in the
`
`Background of the Technology, enabling the user to feel the press of a button was
`
`considered an important form of tactile feedback for many yea

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