throbber
Paper No. ____
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`UNITED STATES PATENT AND TRADEMARK OFFICE
`_____________________________
`
`BEFORE THE PATENT TRIAL AND APPEAL BOARD
`_____________________________
`
`BUNGIE, INC.,
`Petitioner,
`
`v.
`
`WORLDS INC.,
`Patent Owner.
`_____________________________
`
`Patent No. 8,082,501
`_____________________________
`
`
`
`DECLARATION OF MICHAEL ZYDA, D.SC.
`
`BUNGIE - EXHIBIT 1002
`
`

`
`
`
`I.
`
`II.
`
`TABLE OF CONTENTS
`
`QUALIFICATIONS ........................................................................................ 1
`
`SCOPE OF WORK.......................................................................................... 4
`
`III. OVERVIEW OF THE ’501 PATENT ............................................................ 5
`
`IV. LEGAL STANDARDS ................................................................................. 11
`
`V.
`
`SCOPE AND CONTENT OF THE PRIOR ART ......................................... 13
`
`VI. LEVEL OF ORDINARY SKILL AND RELEVANT TIME ....................... 22
`
`VII. CLAIM CONSTRUCTION .......................................................................... 24
`
`VIII. GROUNDS OF UNPATENTABILITY BASED ON FUNKHOUSER ...... 26
`
`Ground 1: Claims 1-6, 12, 14, and 15 are obvious in view of
`Funkhouser and Sitrick ........................................................................ 26
`
`Ground 2: Claims 7 and 16 are obvious in view of Funkhouser,
`Sitrick, and Wexelblat ......................................................................... 56
`
`Ground 3: Claims 8 and 10 are obvious in view of Funkhouser,
`Sitrick, and Funkhouser ’93 ................................................................ 59
`
`IX. GROUNDS OF UNPATENTABILITY BASED ON DURWARD ............. 66
`
`Ground 4: Claims 1-6, 12, and 14-15 are anticipated by Durward ............ 66
`
`Ground 5: Claims 7 and 16 are obvious in view of Durward and
`Wexelblat ............................................................................................. 90
`
`Ground 6: Claims 8 and 10 are obvious in view of Durward and
`Schneider ............................................................................................. 93
`
`X.
`
`CONCLUDING STATEMENTS ................................................................ 100
`
`XI. APPENDIX – LIST OF EXHIBITS ............................................................ 101
`
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`-i-
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`I, Michael Zyda, declare as follows:
`
`I.
`
`QUALIFICATIONS
`
`1.
`
`I began my career in Computer Graphics in 1973 as part of an
`
`undergraduate research group, the Senses Bureau, at the University of California,
`
`San Diego. I received a BA in Bioengineering from the University of California,
`
`San Diego in La Jolla in 1976, an MS in Computer and Information Science from
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`the University of Massachusetts, Amherst in 1978 and a D.Sc. in Computer
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`Science from Washington University, St. Louis, Missouri in 1984.
`
`2.
`
`I am currently the Founding Director of the University of Southern
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`California (USC) GamePipe Laboratory, and a Professor of Engineering Practice in
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`the USC Department of Computer Science. At USC, I founded the USC Games
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`joint Advanced Games course and took the USC Games program from no program
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`to the preeminent Games program in the world in five years. The USC Games
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`program has been rated #1 by the Princeton Review for six straight years. My
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`alums have shipped games played by over 880 million players.
`
`3. My research interests include computer graphics, large-scale,
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`networked 3D virtual environments and games, agent-based simulation, modeling
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`human and organizational behavior, interactive computer-generated story,
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`computer-generated characters, video production, entertainment/defense
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`collaboration, modeling and simulation, and serious and entertainment games. I am
`
`considered a pioneer in the fields of computer graphics, networked virtual
`
`environments, modeling and simulation, and serious and entertainment games.
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`-1-
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`4.
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`From 1986 until 2000, I was the Director of the NPSNET Research
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`Group. I began working in the networked visual simulation field in 1987. I
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`received my first large piece of funding in that area from DARPA in 1991 as part
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`of the Warbreaker Program. My research group’s role in that program was to build
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`a low-cost, workstation based (Silicon Graphics workstations) visual simulator that
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`could read SIMNET data packets and SIMNET terrain databases. By 1993, our
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`NPSNET system could interoperate with SIMNET and the DIS standard and take
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`part in the large-scale exercises that were part of the Warbreaker Program. As part
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`of Warbreaker, we received a connection to the Defense Simulation Internet,
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`DSINET. DSINET was a network dedicated to large-scale military simulation
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`exercises. The DSINET supported the use of SIMNET and DIS (Distributed
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`Interactive Simulation) network packets as well as simultaneous video
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`teleconferencing.
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`5.
`
`In August 1993, DARPA funded my program to put on a joint
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`demonstration with the Air Force Institute of Technology (AFIT) at the annual
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`SIGGRAPH Conference in Anaheim, California. Our team purchased a T-1 link
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`that connected our Anaheim-based LAN to the DSINET. We ran a demonstration
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`showing off NPSNET connected to the AFIT-HOTAS system and had some 50
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`workstations playing inside of that demonstration. We put on a special
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`demonstration for the Director of DARPA, who was in his office in Arlington, VA.
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`During that demonstration, the DARPA Director could watch what was going on
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`from a workstation on the DSINET in Arlington and speak to us by video link
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`across the DSINET at the same time. We additionally spoke to our Program
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`Manager across the DSINET to Arlington. We continued to utilize the DSINET in
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`developing the NPSNET system through the end of 1996.
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`6.
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`In 1994, the NPSNET Research Group began to experiment with the
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`then new Multicast Backbone of the Internet (Mbone). The Mbone was a virtual
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`network built on top of the Internet and invented by Van Jacobson, Steve Deering
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`and Stephen Casner in 1992. The purpose of Mbone was to minimize the amount
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`of data required for multipoint audio and video conferencing. Mbone was free and
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`it used a network of routers that supported IP multicast, and it enabled access to
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`real-time interactive multimedia on the Internet, including networked simulation
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`packets, game packets and video conferencing. The first visual simulation system
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`to play on the Mbone was NPSNET in 1994.
`
`7.
`
`In 1995, I chaired the SIGGRAPH Symposium on Interactive 3D
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`Graphics. The symposium was the fourth in an ongoing series of conferences
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`focused on the frontier of real-time interactive 3D graphics. These conferences
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`grew out of the Workshop on Interactive 3D Graphics, held in 1986. Following
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`that workshop I decided to found the Symposium on Interactive 3D Graphics. I
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`served as chair of the symposium in 1990, 1995, and 2003. The 1995 conference
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`came at a time when the widespread usage of 3D graphics, for example 3D games
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`such as Doom, was exploding. Response to the conference was enthusiastic,
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`attesting to the wide interest that the field of 3D interactive graphics had garnered.
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`Among the papers presented at the 1995 Symposium was a paper written by
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`Thomas Funkhouser, discussed in more detail below.
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`8.
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`From Fall 2000 to Fall 2004, I was the Founding Director of the
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`MOVES Institute located at the Naval Postgraduate School, Monterey and a
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`Professor in the Department of Computer Science at NPS as well.
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`9.
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`I hold a lifetime appointment as a National Associate of the National
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`Academies, an appointment made by the Council of the National Academy of
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`Sciences in November 2003, awarded in recognition of “extraordinary service” to
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`the National Academies. I am a member of the Academy of Interactive Arts &
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`Sciences. I served as the principal investigator and development director of the
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`America’s Army PC game funded by the Assistant Secretary of the Army for
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`Manpower and Reserve Affairs. I took America’s Army from conception to three
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`million plus registered players and hence, transformed Army recruiting. The
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`creation of the America’s Army game founded the serious games field. I also co-
`
`hold two patents that form the basis for the 9-axis sensor in the Nintendo Wii U.
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`10.
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`I have published over 130 technical books, reports, and papers relating
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`to modeling, simulation, virtual reality, virtual environments, and computing. I also
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`attach as Exhibit 1003 a recent and complete curriculum vitae, which details my
`
`educational and professional background and publications.
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`II.
`
`SCOPE OF WORK
`
`11.
`
`I understand that a petition is being filed with the United States Patent
`
`and Trademark Office for Inter Partes Review of U.S. Patent No. 8,082,501 to
`
`Leahy et al. (the “’501 Patent,” attached as Ex. 1001), entitled “System and
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`Method for Enabling Users to Interact in a Virtual Space.”
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`12.
`
`I have been retained by Bungie Inc. (“Bungie”) to offer an expert
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`opinion on the validity of the claims of the ’501 patent. I receive $600 per hour for
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`my services. No part of my compensation is dependent on my opinions or on the
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`outcome of this proceeding. I do not have any other current or past affiliation as an
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`expert witness or consultant with Bungie.
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`13.
`
`I have been specifically asked to provide my opinions on claims 1-8,
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`10, 12, and 14-16 of the ’501 patent. In connection with this analysis, I have
`
`reviewed the ’501 patent and its file history. I have also reviewed and considered
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`various other documents in arriving at my opinions, and may cite to them in this
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`declaration. For convenience, the information considered in arriving at my
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`opinions is listed in Appendix A.
`
`III. OVERVIEW OF THE ’501 PATENT
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`14.
`
` The ’501 patent describes a client-server network system for enabling
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`multiple users to interact with each other in a virtual world. The patent explains
`
`that a “client-server network is a network where one or more servers are coupled to
`
`one or more clients over a communications channel.” Ex. 1001 at 1:29-31.
`
`15. The specification of the ’501 patent explains that “[t]he present
`
`invention provides a highly scalable architecture for a three-dimensional graphical,
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`multi-user, interactive virtual world system.” Id. at Abstract. The term “highly
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`scalable” means that the system has the ability to allow a very large number of
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`users to connect to and interact in the virtual world at the same time. In the system
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`disclosed in the ’501 patent, each user is represented visually in the virtual space
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`by an avatar and interacts with a client system that “is networked to a virtual world
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`server.” Id. at 3:14-15.
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`16.
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`“Each user is free to move his or her avatar around in the virtual
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`world. In order that each user see[s] the correct location of each of the other
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`avatars, each client machine sends its current location, or changes in its current
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`location, to the server and receives updated position information of the other
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`clients.” Id. at 3:39-44. A user’s movement and viewing of the virtual world
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`includes server-based processing of users’ virtual world positional information, in
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`addition to client processing techniques similar to previous peer-to-peer systems.
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`Id. at Abstract; 2:3-9. In further regard to the client-server aspect of the claimed
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`system, the ’501 patent indicates that “each user executes a client process to view a
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`virtual world from the perspective [or point of view] of that user.” Id. at Abstract,
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`2:41-42; see also 5:27-35. Describing the role of the server as an intermediary
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`between clients, the ’501 patent states “[i]n order that the view can be updated to
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`reflect the motion of the remote user’s avatars, motion information is transmitted to
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`a central server process which provides position[al] updates to client processes for
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`neighbors of the user at that client.” Id. at Abstract, 2:44-48; see also id. at 5:42-59.
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`17. Figure 1 of the ’501 patent below provides a depiction of one user’s
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`field of view, or perspective, showing two other users that are each represented in a
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`virtual world by a penguin avatar. Id. at 3:33-35, 3:45.
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`18. Claim 1 of the ’501 patent is representative of the claims at issue and
`
`recites the following:
`1. A method for enabling a first user to interact with other users in a
`virtual space, each user of the first user and the other users being
`associated with a three dimensional avatar representing said each user
`in the virtual space, the method comprising the steps of:
` customizing, using a processor of a client device, an avatar in
`response to input by the first user;
` receiving, by the client device, position information associated with
`fewer than all of the other user avatars in an interaction room of the
`virtual space, from a server process, wherein the client device does
`not receive position information of at least some avatars that fail to
`satisfy a participant condition imposed on avatars displayable on a
`client device display of the client device;
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` determining, by the client device, a displayable set of the other user
`avatars associated with the client device display; and
` displaying, on the client device display, the displayable set of the
`other user avatars associated with the client device display.
`
`19. The “receiving” step of claim 1 relates to a central concept of the ’501
`
`patent: server filtering, by which the server filters which information to send to a
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`client so that the client will “receiv[e] . . . position information associated with
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`fewer than all of the other user avatars.” The client processes the information
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`received from the server to “determin[e] . . . a displayable set of the other user
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`avatars,” as in the “determining” step of claim 1.
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`20. Each independent claim of the ’501 patent recites substantively
`
`similar requirements. Other requirements recited in the dependent claims relate to
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`minor variations or common features of virtual reality systems.
`
`21. With regard to the server filtering claimed in the ’501 patent, the
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`specification states that in order for “the virtual world [to be] scalable to a large
`
`number of clients, the virtual world server must be much more discriminating as to
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`what data is provided to each client[].” Id. at 3:51-53. The patent refers to this need
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`for the server to be selective as “crowd control.” Id. at 13:12-13. According to
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`the ’501 patent, “‘crowd control’ . . . is needed in some cases to ensure that neither
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`client 60 nor user A get[s] overwhelmed by the crowds of avatars likely to occur in
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`a popular virtual world.” Id. at 5:38-41. That is, to allow a user to interact
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`effectively with a large number of other users in a virtual space, the server limits
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`how much information about the other users it sends to each client. At the time of
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`the filing of the ultimate parent of the ’501 patent in the 1990s, limiting the amount
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`of data sent by the server to each client was motivated by constraints on network
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`capacity and the processing power of client computers at that time. If a server sent
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`data about a large number of users to a client, either the network or the client might
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`be “overwhelmed” if it could not handle all of the data.
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`22.
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`In its specification, the ’501 patent describes an example of server
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`filtering. That is, providing a “[s]erver 61 [that] maintains a variable, N, which sets
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`the maximum number of other avatars A will see.” Id. at 5:42-43; see also id. at
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`13:14-21 (“In a typical situation, the number of avatars in a room is too large to be
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`handled by client 60 and displayed on display 122 . . . . Server 61 addresses this
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`problem by maintaining, for each user, a list of the N avatars nearest to the location
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`of that user’s avatar.”).
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`23. Thus, the patent discloses a client-server architecture where the server
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`maintains a set maximum number of the other users’ avatars that it will send to
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`each client. The patent explains, “[o]nce the number of avatars to be shown is
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`determined, server 61 determines which N avatars are closest to A’s avatar, based
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`on which room of the world A’s avatar is in and the coordinates of the avatars.” Id.
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`at 5:50-54. Thus, if a virtual space has 100 users, and the value of N is set at eight,
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`the server identifies the eight users who are closest to a particular client and sends
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`positions for only those eight users’ avatars to that client. The client would not
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`receive any information at all for the other 92 users in the virtual space. Identifying
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`no more than some maximum number of the other users’ avatars to send to each
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`client ensures that each client is able to handle the processing of the data it
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`receives.
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`-9-
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`24. While some of the claims, such as claim 1, are written from the client
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`perspective in that the recited steps are performed “by the client device,” the plain
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`language of the claims, as well as the specification, illustrates that the server
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`filtering takes place on the server side of the network, and the client then
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`“receiv[es]” the result of the server filtering “from a server process.”
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`25.
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`In addition to server filtering, the patent also discloses that each client
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`may further process the received data to determine a set of avatars to display. For
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`example, the specification discloses that the client may “maintain[] a variable, N′,
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`which might be less than N, which indicates the maximum number of avatars client
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`60 wants to see/or hear.” Id. at 5:43-46. If N′ is less than N, the client then “uses
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`position data to select N′ avatars from the N avatars provided by the server.” Id. at
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`6:11-13. The patent discloses that “[o]ne reason for setting N′ less than N is where
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`client 60 is executed by a computer with less computing power than an average
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`machine and tracking N avatars would make processing and rendering of the
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`virtual world too slow.” Id. at 5:46-50. Thus, in a system where N is 8 at the server
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`and N′ is 6 at the client, a client would receive data for eight of the other users in
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`the virtual space but might process and display data for only six avatars because it
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`has “less computing power than an average machine.”
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`26. While the specification provides an example where the server-side
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`filtering and client-side processing are both tied to a maximum number of avatars,
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`the claims do not recite such a requirement. Instead, as can be seen in exemplary
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`claim 1 above, the claims merely require that the server-side filtering results in
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`transmission of information regarding “less than all” of the other avatars, and that
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`the client-side processing results in determination of “a displayable set of the other
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`user avatars” that are to be displayed.
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`27. As discussed in more detail below, the field of virtual reality systems
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`saw many developments in the years leading up to the ’501 patent, many of which
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`were directed to improving the efficiency and performance of such systems in view
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`of processing and network transmission constraints at the time. Both the server-
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`side filtering and client-side processing claimed by the ’501 patent were well
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`known to those in this field.
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`IV. LEGAL STANDARDS
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`28.
`
`I understand that a claim is not patentable under 35 U.S.C. §102, for
`
`lack of novelty, if each and every element of the claim is found, either expressly or
`
`inherently described, in a single prior art reference.
`
`29.
`
`I understand that a claimed invention is not patentable under 35
`
`U.S.C. § 103, for obviousness, if the differences between the invention and the
`
`prior art are such that the subject matter as a whole would have been obvious at the
`
`time the invention was made to a person having ordinary skill in the art to which
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`the subject matter pertains.
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`30.
`
`It is further my understanding that a determination of obviousness
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`requires inquiries into: (1) the scope and contents of the art when the invention was
`
`made; (2) the differences between the art and the claims at issue; (3) the level of
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`ordinary skill in the pertinent art when the invention was made; and, to the extent
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`they exist, (4) secondary indicia of obviousness.
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`31.
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`I understand that a claim can be found to be obvious if all the claimed
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`elements were known in the prior art and one skilled in the art could have
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`combined the elements as claimed by known methods with no change in their
`
`respective functions, and the combination would have yielded nothing more than
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`predictable results to one of ordinary skill in the art.
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`32.
`
`I understand that hindsight must not be used when comparing the
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`prior art to the invention for obviousness. Thus, a conclusion of obviousness must
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`be firmly based on knowledge and skill of a person of ordinary skill in the art at the
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`time the invention was made without the use of post-filing knowledge.
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`33.
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`I understand that in order for a claimed invention to be considered
`
`obvious, there must be some rational underpinning for combining cited references
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`as proposed.
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`34.
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`I understand that obviousness may also be shown by demonstrating
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`that it would have been obvious to modify what is taught in a single piece of prior
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`art to create the patented invention. Obviousness may be shown by showing that it
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`would have been obvious to combine the teachings of more than one item of prior
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`art. In determining whether a piece of prior art could have been combined with
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`other prior art or with other information within the knowledge of one of ordinary
`
`skill in the art, the following are examples of approaches and rationales that may
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`be considered:
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`(a) Combining prior art elements according to known methods to yield
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`predictable results;
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`(b)
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`Simple substitution of one known element for another to obtain
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`predictable results;
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`(c) Use of a known technique to improve similar devices (methods, or
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`products) in the same way;
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`(d) Applying a known technique to a known device (method, or product)
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`ready for improvement to yield predictable results;
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`(e) Applying a technique or approach that would have been “obvious to
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`try” (choosing from a finite number of identified, predictable solutions, with
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`a reasonable expectation of success);
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`(f) Known work in one field of endeavor may prompt variations of it for
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`use in either the same field or a different one based on design incentives or
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`other market forces if the variations would have been predictable to one of
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`ordinary skill in the art; or
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`(g)
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`Some teaching, suggestion, or motivation in the prior art that would
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`have led one of ordinary skill to modify the prior art reference or to combine
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`prior art reference teachings to arrive at the claimed invention.
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`V.
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`SCOPE AND CONTENT OF THE PRIOR ART
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`35.
`
`In my opinion, and as explained in further detail below, the claims of
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`the ’501 patent fail to identify anything new or significantly different from what
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`was already known to individuals of skill in the field prior to the filing of the ’501
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`patent, including prior to November 13, 1995. The term “virtual world” was
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`introduced by Ivan Sutherland, one of the founders of the field of computer
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`graphics, in 1966 to describe his invention of the head-mounted display – a
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`window into a virtual world:
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`This picture was taken from the website for the Association for Computing
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`Machinery’s A. M. Turing Award, given for major contributions of lasting
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`importance to computing. Ex. 1011. Ivan Sutherland won the award in 1988 for
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`numerous pioneering and visionary contributions to computer graphics.
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`36. Virtual reality systems, also called virtual worlds or virtual spaces,
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`enabling interaction between multiple users were well-known prior to the ’501
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`patent. The ’501 patent says as much, describing “a distributed virtual reality
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`network where users at client machines visually and aurally interact with other
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`users at other client machines” in the Background of the Invention section
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`discussing previous technology. Ex. 1001 at 1:57-59. Some of the earliest such
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`systems were developed in the 1970s, presenting users with simple displays
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`representing a common space where they could interact. One such example is
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`MazeWar, which in the mid-1970s introduced the first networked, multi-user 3D
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`game environment. Information regarding MazeWars is maintained by the
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`DigiBarn online computer museum. See Ex. 1012 (http://www.digibarn.com/
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`collections/games/xerox-maze-war/).
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`37. Another example of an early networked multiplayer video game
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`system is seen in U.S. Patent No. 4,521,014 for Sitrick (hereinafter “Sitrick,” Ex.
`
`1013). Filed in 1982 and entitled “Video game including user visual image,”
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`Sitrick discloses a “video game apparatus [that] can function either as a stand alone
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`single entity game or . . . [w]here multiple users are playing a single identity
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`(global) game,” i.e., “a distributed system of video games.” Id. at Abstract, 1:4-5.
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`Sitrick describes well-known elements of such a networked system, including
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`multiple computers containing common components such as “a central processing
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`unit, memory manager, memory, storage means such as disk or tape, user control
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`input-output interface, [and] display apparatus.” Id. at 9:3-9. These basic
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`components, along with some form of software stored and executed on them,
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`would have been necessary aspects of any networked computer system.
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`38. As computer networks became more sophisticated throughout the
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`1980s, the type of networks used to implement virtual reality systems likewise
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`evolved. For example, I was personally involved with the development of a series
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`of well-known military war-game simulators at the Naval Postgraduate School.
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`One of the earliest versions of this simulator, developed in 1987, utilized a peer-to-
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`peer network in which user’s client computers communicated directly with each
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`other through point-to-point messages. Ex. 1014 (Smith, Douglas B. and Streyle,
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`Dale "An Inexpensive Real-Time Interactive Three-Dimensional Flight Simulation
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`System," Joint Master's Thesis, Naval Postgraduate School, Monterey, California,
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`
`
`June 1987 (NPS52-87-034). Thesis originally available from DTIC.). In 1990, the
`
`first version known by the moniker Naval Postgraduate School Network Vehicle
`
`Simulator, specifically NPSNET-1, was developed, utilizing a broadcast network
`
`where a client workstation sent updates to all other participating workstations at
`
`once. Ex. 1015 (Zyda, Michael J. and Pratt, David R. “NPSNET: A 3D Visual
`
`Simulator for Virtual World Exploration and Experience,” short paper in
`
`Tomorrow’s Realities, July 1991). By 1993, NPSNET-IV utilized a hybrid
`
`approach, combining aspects of a broadcast network approach and wide area
`
`networking with tunnel server processes. For example, DARPA’s Synthetic
`
`Theater of War (STOW) architecture used server-filtering to process packets
`
`collected on the east coast of the US prior to transmitting them across the less
`
`reliable trans-Atlantic backbone. Ex. 1016 (Calvin, James O., Joshua Seeger,
`
`Gregory D. Troxel, Daniel J. Van Hook,
"STOW Realtime Information Transfer
`
`and Networking System Architecture,"
95-12-061, Twelfth Workshop on
`
`Standards for the Interoperability of Distributed Simulations, March 13-17, 1995).
`
`39. By the early to mid-1990s, the client-server network approach was
`
`also commonplace among virtual reality systems. In fact, the ’501 patent refers to a
`
`client-server network as a “typical computer network” and describes known use of
`
`client-server networks for distributed virtual reality networks, explaining that
`
`“[o]ne application of such a client-server system is for game playing, where the
`
`positions and actions of each user need to be communicated between all the
`
`players.” Ex. 1001 at 1:51-65.
`
`-16-
`
`

`
`
`
`40. As an example of known use of client-server networks for virtual
`
`reality systems, U.S. Patent No. 5,659,691 to Durward, et al. (hereinafter
`
`“Durward,” Ex. 1008), describes a “virtual reality system” with a central “database
`
`for defining one or more three dimensional virtual spaces,” where “multiple users
`
`located at different remote physical locations may communicate with the system.”
`
`Ex. 1008 at Abstract, 1:46-48. In the Durward virtual reality system, all interaction
`
`between users passed through the “central control unit” rather than directly from
`
`user to user. See id. at 2:49-55, Figs. 1 & 7. This central control unit was a server,
`
`processing updates received from individual users and passing messages and other
`
`information along to the appropriate other users. See, e.g. id. at 6:13-52, Figs. 2 &
`
`7.
`
`41.
`
`In addition, Thomas Funkhouser’s article “RING: A Client-Server
`
`System for Multi-User Virtual Environments” (hereinafter “Funkhouser,” Ex.
`
`1005) also described a virtual reality system utilizing a client-server architecture
`
`before the application for the ’501 patent. Funkhouser appears in a collection of
`
`papers entitled “Proceedings of the 1995 Symposium on Interactive 3D Graphics”
`
`(“1995 SI3D”). Ex. 1006. The 1995 SI3D symposium was sponsored by the
`
`Association for Computing Machinery’s Special Interest Group on Computer
`
`Graphics. As discussed above, I co-founded this symposium and served as its chair
`
`in 1990, 1995, and 2003 while at the Naval Postgraduate School. The symposium
`
`brought together researchers from the military, academia, and industry, including
`
`Apple Computer, Silicon Graphics, Sun Microsystems, and Hewlett-Packard.
`
`-17-
`
`

`
`
`
`Thomas Funkhouser was a well-known researcher who held a position at AT&T
`
`Bell Laboratories at the time his paper was published. Ex. 1006 at 2, 85.
`
`42. The 1995 SI3D symposium was a gathering of many of the top
`
`researchers in the fields of virtual reality systems, computer graphics, and real-time
`
`interactive 3D. The symposium was held April 9-12, 1995 in Monterey California.
`
`Id. at Title Page. Over 250 participants attended the 1995 symposium and each was
`
`provided with a copy of the 1995 SI3D publication. I remember the printed copies
`
`of the publication arriving at the hotel prior to the symposium to be distributed to
`
`the symposium participants. In addition, copies were also available from the
`
`Association for Computing Machinery (“ACM”). Id. at Copyright Page, 4.
`
`43. Funkhouser “describes the client-server design, implementation and
`
`experimental results for a system that supports real-time visual interaction between
`
`a large number of users in a shared 3D virtual environment.” Ex. 1005 at 01
`
`(Abstract). As in Durward, and as was becoming increasingly common at the time,
`
`Funkhouser describes communication passing through a server managing a virtual
`
`reality network, rather than between two clients directly. For example,
`
`Funkhouser’s Figure 5 depicts “RING servers [that] manage communication
`
`between clients, possibly culling, augmenting, or altering messages.” Id. at 03.
`
`44.
`
`In addition to the basic client-server architecture for networked virtual
`
`reality systems, it was also known by the time of the ’501 patent that the
`
`performance of such systems could be improved by having the server filter out
`
`some of the client messaging data rather than universally distribute this data to all
`
`clients. For example, Durward discloses a system where “data communicated to
`
`-18-
`
`

`
`
`
`the user typically corresponds to the portion of the virtual space viewed from the
`
`perspective of the virtual being.” Ex. 1008 at 1:65-67. The server in Durward
`
`defines “visual relevant spaces” for various users, and those spaces “determine
`
`which state changes are communicated to . . . users.” Id. at 4:54-56. Durward
`
`teaches that this server-side update filtering helped “reduce the amount of data
`
`communicated between the [central] computer and each user.” Id. at 2:9-12. As
`
`Durward explains, limiting the data sent from the server to a particular client only
`
`the most necessary and relevant update messages for that client “dramatically
`
`reduces bandwidth requirements and allows the system to operate with many
`
`concurrent users without sacrificing real-time realism.”
`
`45. Similarly, Funkhouser also teaches the concept that a virtual reality
`
`network’s resources can be most efficiently utilized by filtering updates at the
`
`server level, explaining that “a server may determine that a particul

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